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Acrobat Distiller 9: What Is It and How to Download It for Free
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If you are looking for a reliable and easy way to create high-quality PDF files from any application, you might want to consider using Acrobat Distiller 9. This software is a part of Adobe Acrobat 9, which is a comprehensive solution for creating, editing, and sharing PDF documents. In this article, we will explain what Acrobat Distiller 9 is, what are its main features and benefits, and how you can download it for free. We will also show you how to use Acrobat Distiller 9 to convert PostScript files to PDFs, manage the conversion queue, and customize the Adobe PDF settings.
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What Is Acrobat Distiller 9?
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Acrobat Distiller 9 is a software that allows you to convert PostScript files (PS) or Encapsulated PostScript files (EPS) to Portable Document Format files (PDF). PostScript files are created by applications that can print, such as word processors, spreadsheets, or graphics programs. They contain instructions for printers on how to render the document on paper. PDF files are universal files that can be viewed, printed, or shared on any device or platform. They preserve the layout, fonts, colors, and graphics of the original document.
Acrobat Distiller 9 has several features that make it a powerful tool for creating PDF files. Some of these features are:
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It supports various standards and specifications for PDF creation, such as PDF/X, PDF/A, PDF/E, and PDF/VT.
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It allows you to choose from different Adobe PDF settings that control the quality and size of the output PDF file. You can also create your own custom settings or edit the existing ones.
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It lets you apply security options to your PDF files, such as encryption, password protection, digital signatures, and permissions.
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It enables you to embed fonts in your PDF files, which ensures that your text will be displayed correctly on any device.
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It provides you with a user-friendly interface that lets you monitor the conversion process, manage the conversion queue, and view the converted PDF files.
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The Benefits of Using Acrobat Distiller 9
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Acrobat Distiller 9 offers many benefits for users who need to create PDF files from various applications. Some of these benefits are:
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It helps you save time and resources by automating the conversion process. You can set up a watched folder in Acrobat Distiller 9 that will automatically convert any PostScript files that you place in it.
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It ensures that your PDF files are compatible with any device or platform that supports PDF viewing. You can also optimize your PDF files for different purposes, such as web publishing, printing, or archiving.
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It enhances the security and integrity of your PDF files by applying encryption and digital signatures. You can also restrict access and editing of your PDF files by setting passwords and permissions.
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It improves the quality and appearance of your PDF files by embedding fonts and using high-resolution images. You can also adjust the color management and compression settings of your PDF files.
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How to Download Acrobat Distiller 9 for Free?
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If you want to download Acrobat Distiller 9 for free, you have two options: the official way and the alternative way. Let's see how they work.
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The Official Way to Download Acrobat Distiller 9
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The official way to download Acrobat Distiller 9 is to download Adobe Acrobat 9 Pro Extended trial version from Adobe's website. This trial version includes Acrobat Distiller 9 as well as other features of Adobe Acrobat 9 Pro Extended, such as Adobe Presenter, Adobe LiveCycle Designer ES, Adobe 3D Reviewer, and more. You can use this trial version for free for up to 30 days.
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To download Adobe Acrobat 9 Pro Extended trial version, follow these steps:
Click on Try Now button and sign in with your Adobe ID or create one if you don't have one.
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Select your language and click on Download Now button. A file named ADBEPHSPCS4_LS1.exe will be downloaded.
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Double-click on the downloaded file and follow the instructions on the screen to install Adobe Acrobat Pro Extended trial version on your computer.
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Launch Adobe Acrobat Pro Extended from your desktop or start menu and enjoy using it for free for up to 30 days.
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The Alternative Way to Download Acrobat Distiller 9
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The alternative way to download Acrobat Distiller 9 is to use a third-party website that offers free downloads of software. However, this method is not recommended because it may expose your computer to viruses, malware, or other security risks. Moreover, it may violate the terms and conditions of Adobe's license agreement. Therefore, we advise you to use this method at your own risk and discretion.
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To download Acrobat Distiller 9 from a third-party website, follow these steps:
A file named adobe-acrobat-distiller-4-0.exe will be downloaded. Double-click on it and follow the instructions on the screen to install Acrobat Distiller 9 on your computer.
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Launch Acrobat Distiller 9 from your desktop or start menu and use it as long as you want.
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How to Use Acrobat Distiller 9 to Create PDFs?
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Now that you have downloaded and installed Acrobat Distiller 9 on your computer, you can start using it to create PDFs from any application that can print. Here are some tips on how to use Acrobat Distiller 9 effectively:
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How to Convert PostScript Files to PDFs with Acrobat Distiller 9
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To convert PostScript files (PS) or Encapsulated PostScript files (EPS) to PDFs with Acrobat Distiller 9, follow these steps:
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In your application that can print, choose File > Print and select Adobe PDF as the printer name.
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In the Print dialog box, click on Properties button and select an Adobe PDF setting from the Default Settings drop-down menu. You can also click on Edit button to modify or create your own custom setting.
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In the same dialog box, click on OK button and then click on Print button. A Save As dialog box will appear where you can choose a name and location for your PostScript file.
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Open Acrobat Distiller 9 from your desktop or start menu and drag-and-drop your PostScript file into its window. Alternatively, you can choose File > Open in Acrobat Distiller 9 and browse for your PostScript file.
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The conversion process will start automatically and a progress bar will show you its status. When it is done, a new PDF file will be created in the same folder as your PostScript file.
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You can double-click on the new PDF file to open it in Adobe Reader or any other PDF viewer application.
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How to Manage the Conversion Queue in Acrobat Distiller 9
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How to Customize the Adobe PDF Settings in Acrobat Distiller 9
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Acrobat Distiller 9 allows you to customize the Adobe PDF settings that control the quality and size of the output PDF file. You can edit the existing settings or create your own custom settings. To customize the Adobe PDF settings in Acrobat Distiller 9, follow these steps:
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In Acrobat Distiller 9, choose Settings > Edit Adobe PDF Settings. A dialog box will appear where you can see and modify the settings for the selected Adobe PDF setting.
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In the General tab, you can change the description, compatibility, resolution, and other options for your PDF file.
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In the Images tab, you can change the compression, downsampling, and color conversion options for your images.
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In the Fonts tab, you can change the embedding and subsetting options for your fonts.
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In the Color tab, you can change the color management and conversion options for your colors.
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In the Advanced tab, you can change the transparency flattening, optimization, and security options for your PDF file.
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In the Standards tab, you can change the standards compliance and reporting options for your PDF file.
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When you are done with your changes, click on Save As button and give a name to your custom Adobe PDF setting. You can also click on OK button to overwrite the existing setting.
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You can now use your custom Adobe PDF setting to convert your PostScript files to PDFs with Acrobat Distiller 9.
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Conclusion
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Acrobat Distiller 9 is a useful software that lets you create high-quality PDF files from any application that can print. It has many features and benefits that make it a powerful tool for PDF creation. You can download it for free either from Adobe's website or from a third-party website. However, we recommend using the official way to avoid any security risks or license violations. You can also use Acrobat Distiller 9 to convert PostScript files to PDFs, manage the conversion queue, and customize the Adobe PDF settings. We hope this article has helped you understand what Acrobat Distiller 9 is and how to download it and use it for free.
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FAQs
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Here are some frequently asked questions about Acrobat Distiller 9:
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What is the difference between Acrobat Distiller 9 and Adobe Acrobat 9? Acrobat Distiller 9 is a part of Adobe Acrobat 9 Pro Extended, which is a comprehensive solution for creating, editing, and sharing PDF documents. Acrobat Distiller 9 is mainly used for converting PostScript files to PDFs, while Adobe Acrobat 9 is used for viewing, editing, annotating, signing, and securing PDF files.
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Can I use Acrobat Distiller 9 without Adobe Acrobat 9? Yes, you can use Acrobat Distiller 9 as a standalone application without Adobe Acrobat 9. However, you will need Adobe Reader or any other PDF viewer application to open and view the converted PDF files.
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Is Acrobat Distiller 9 compatible with Windows 10? No, Acrobat Distiller 9 is not compatible with Windows 10. The latest version of Acrobat Distiller that is compatible with Windows 10 is Acrobat Distiller DC, which is a part of Adobe Acrobat DC.
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How can I update Acrobat Distiller 9? You can update Acrobat Distiller 9 by downloading and installing the latest updates from Adobe's website. You can also check for updates by choosing Help > Check For Updates in Acrobat Distiller 9.
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How can I uninstall Acrobat Distiller 9? You can uninstall Acrobat Distiller 9 by using the Windows Control Panel or by using the Adobe Creative Suite Cleaner Tool. You can also uninstall Adobe Acrobat Pro Extended trial version by using the same methods.
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diff --git a/spaces/1acneusushi/gradio-2dmoleculeeditor/data/Clonedvd-7-0-0-10-ultimate-crack How to Backup Edit and Enjoy Your DVD Collection.md b/spaces/1acneusushi/gradio-2dmoleculeeditor/data/Clonedvd-7-0-0-10-ultimate-crack How to Backup Edit and Enjoy Your DVD Collection.md
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CloneDVD 7 Ultimate 7.0.0.10 Crack: A Complete Guide
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If you are looking for a powerful and easy-to-use DVD copying and converting software, you may have heard of CloneDVD 7 Ultimate. This software is designed to meet your various DVD needs, such as cloning, ripping, creating, and converting DVDs. But what exactly is CloneDVD 7 Ultimate and how can you get it for free? In this article, we will give you a complete guide on CloneDVD 7 Ultimate 7.0.0.10 crack, including its features, system requirements, download and installation steps, and usage tips.
CloneDVD 7 Ultimate is a comprehensive DVD solution that allows you to clone, copy, backup, rip, create, and convert any DVD disc or video file. It supports all popular video formats and devices, such as AVI, MP4, MPG, WMV, MOV, iPhone, iPad, Android phones, etc. It also enables you to edit and customize your DVDs and videos with various effects and settings.
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CloneDVD 7 Ultimate has four main modules: DVD Copy, DVD Ripper, DVD Creator, and Video Converter. Each module has its own functions and features that we will introduce in the next section.
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Features of CloneDVD 7 Ultimate
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DVD Copy
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The DVD Copy module allows you to clone, copy, and backup any DVD disc or folder with high quality and fast speed. You can choose from multiple copy modes and languages according to your needs. You can also compress or split a DVD9 disc into two DVD5 discs.
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DVD Ripper
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The DVD Ripper module allows you to rip any DVD disc or folder into other video formats that can be played on various devices. You can choose from a wide range of output formats and profiles according to your device type and preference. You can also edit and adjust the video parameters such as resolution, bitrate, frame rate, aspect ratio, etc.
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DVD Creator
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The DVD Creator module allows you to create your own DVD masterpieces from your collected videos or movies. You can drag and drop any video file into the program and burn it to a blank DVD disc or save it as an ISO file or a DVD folder. You can also customize your DVD menu with different templates, backgrounds, music, etc.
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Video Converter
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The Video Converter module allows you to convert any video file between different formats with high quality and fast speed. You can choose from a large number of output formats and profiles according to your device type and preference. You can also edit and enhance your videos with various effects and settings.
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How to Copy a DVD with CloneDVD 7 Ultimate?
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Launch CloneDVD 7 Ultimate and select "Clone DVD" from the main interface.
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Insert the source DVD disc into your DVD drive or choose a DVD folder from your computer.
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Select an output target from "Copy as" option: ISO Image File (to save as an ISO file), DVD Folder (to save as a folder), or Writer Device (to burn directly).
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Click "Start" button to begin copying process.
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How to Rip a DVD with CloneDVD 7 Ultimate?
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Launch CloneDVD 7 Ultimate and select "Rip DVD" from the main interface.
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Insert the source DVD disc into your DVD drive or choose a DVD folder from your computer.
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Select an output format from "Output Format" option according to your device type or preference.
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Launch CloneDVD 7 Ultimate and select "Create DVD" from the main interface.
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How to Convert a Video with CloneDVD 7 Ultimate?
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Launch CloneDVD 7 Ultimate and select "Video Converter" from the main interface.
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It has four modules that cover all your DVD needs in one program.
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diff --git a/spaces/1pelhydcardo/ChatGPT-prompt-generator/Tagalog-Christian-Songs-Lyrics-And-Chords-Pdf-Download-HOT.md b/spaces/1pelhydcardo/ChatGPT-prompt-generator/Tagalog-Christian-Songs-Lyrics-And-Chords-Pdf-Download-HOT.md
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-## Tagalog Christian Songs Lyrics And Chords Pdf Download
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-**Click Here >>>>> [https://lodystiri.blogspot.com/?file=2txPB5](https://lodystiri.blogspot.com/?file=2txPB5)**
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-# How to Download Tagalog Christian Songs Lyrics and Chords in PDF Format
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-If you are looking for Tagalog Christian songs lyrics and chords in PDF format, you might have a hard time finding them online. Most of the websites that offer Tagalog worship songs only provide the lyrics or the chords, but not both. And if they do, they might not be in a printable or downloadable format.
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-But don't worry, because we have a solution for you. In this article, we will show you how to download Tagalog Christian songs lyrics and chords in PDF format using a simple and free tool. You will be able to access hundreds of Tagalog worship songs with lyrics and chords that you can print or save on your device.
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-
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-## What is PDF Format?
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-PDF stands for Portable Document Format, which is a file format that preserves the layout and formatting of a document across different platforms and devices. PDF files can be viewed, printed, or edited using various software applications, such as Adobe Acrobat Reader, Microsoft Word, or Google Docs.
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-PDF files are ideal for sharing documents that contain text, images, graphics, or other elements that need to maintain their appearance and quality. For example, PDF files are commonly used for e-books, reports, flyers, resumes, contracts, and more.
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-## Why Download Tagalog Christian Songs Lyrics and Chords in PDF Format?
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-There are many benefits of downloading Tagalog Christian songs lyrics and chords in PDF format. Here are some of them:
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-- You can easily print them out and use them for your personal or group worship sessions.
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-- You can save them on your computer, tablet, smartphone, or other devices and access them anytime and anywhere.
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-- You can share them with your friends, family, church members, or anyone who loves Tagalog worship songs.
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-- You can edit them if you want to change the font size, color, style, or add notes.
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-- You can enjoy high-quality lyrics and chords that are clear and accurate.
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-## How to Download Tagalog Christian Songs Lyrics and Chords in PDF Format?
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-The tool that we will use to download Tagalog Christian songs lyrics and chords in PDF format is called [Kaps Worship](https://www.kapsworship.com/tagalog-christian-song-lyrics/). Kaps Worship is a website that offers a huge collection of Tagalog worship songs with lyrics and chords. You can browse through their categories or search for your favorite songs by title or artist.
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-Kaps Worship also provides a feature that allows you to download any song as a PDF file. Here are the steps to do it:
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-1. Go to [Kaps Worship](https://www.kapsworship.com/tagalog-christian-song-lyrics/) website and find the song that you want to download.
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-2. Click on the song title to open the song page.
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-3. On the song page, you will see the lyrics and chords of the song. You will also see a button that says "Download as PDF".
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-4. Click on the button and wait for a few seconds. A new tab will open with the PDF file of the song.
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-5. You can now view, print, save, or share the PDF file as you wish.
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-
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-## Conclusion
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diff --git a/spaces/1pelhydcardo/ChatGPT-prompt-generator/assets/Download Extreme Car Driving Simulator Mod APK Latest Version for Free.md b/spaces/1pelhydcardo/ChatGPT-prompt-generator/assets/Download Extreme Car Driving Simulator Mod APK Latest Version for Free.md
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index 361bb0e7d9bd469eeab2e1cfcce9b1c6e3ae59ea..0000000000000000000000000000000000000000
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Extreme Car Driving Simulator Latest Mod APK Download
-
Do you love driving fast cars and performing stunts in an open world environment? If yes, then you should try Extreme Car Driving Simulator, one of the most popular car games on Android. In this game, you can drive, drift, and feel a racing sports car without any limits. You can also customize your cars and play different game modes.
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extreme car driving simulator latest mod apk download
But what if you want to enjoy the game without any restrictions or ads? Well, you can do that by downloading the latest mod apk version of Extreme Car Driving Simulator. In this article, we will tell you what is Extreme Car Driving Simulator, why you should download the mod apk version, and how to do it. We will also share some tips and tricks for playing the game.
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What is Extreme Car Driving Simulator?
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Extreme Car Driving Simulator is an open world car simulator game developed by AxesInMotion Racing. It was released in 2014 and has over 500 million downloads on Google Play Store. It is one of the best car games for Android thanks to its advanced real physics engine and realistic graphics.
-
Features of the game
-
Some of the features of Extreme Car Driving Simulator are:
-
-
Mini game checkpoint mode
-
Drive with traffic
-
Full real HUD including revs, gear, and speed
-
ABS, TC, and ESP simulation. You can also turn them off!
-
Explore a detailed open world environment
-
Realistic car damage. Crash your car!
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Accurate physics
-
Control your car with a steering wheel, accelerometer, or arrows
-
Several different cameras
-
Gamepad support
-
-
How to play the game
-
To play Extreme Car Driving Simulator, you need to choose your vehicle and enter a free-roaming 3D world with various driving tasks to complete. You can also drive freely around the city and perform illegal stunt actions without worrying about the police chasing you. You can drift fast and do burnouts on the asphalt of this open world city.
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You can also switch between different game modes, such as traffic mode, checkpoint mode, free mode, or airport mode. Each mode has its own challenges and objectives. You can also complete achievements and unlock new cars with different features and performance.
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Why download the mod apk version?
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If you want to enjoy Extreme Car Driving Simulator without any limitations or interruptions, you should download the mod apk version of the game. The mod apk version is a modified version of the original game that gives you some extra benefits and features that are not available in the official version.
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Benefits of the mod apk
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Some of the benefits of downloading the mod apk version of Extreme Car Driving Simulator are:
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Unlimited money: You can get unlimited money to buy and upgrade any car you want.
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No ads: You can play the game without any annoying ads popping up on your screen.
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All cars unlocked: You can access all the cars in the game without completing any achievements or missions.
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All features unlocked: You can use all the features of the game, such as ABS, TC, ESP, nitro, etc., without any restrictions.
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How to download and install the mod apk
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To download and install the mod apk version of Extreme Car Driving Simulator, you need to follow these steps:
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Go to [1](https://apkdone.com/extreme-car-driving-simulator/) and click on "Download APK".
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Wait for the download to finish and then open the file.
Allow installation from unknown sources if prompted by your device.
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Follow the instructions on the screen to install the mod apk.
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Launch the game and enjoy the mod features.
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Note: You may need to uninstall the original version of the game before installing the mod apk. Also, make sure you download the mod apk from a trusted source and scan it for viruses before installing it.
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Tips and tricks for playing Extreme Car Driving Simulator
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Now that you have downloaded and installed the mod apk version of Extreme Car Driving Simulator, you may want to know some tips and tricks to play the game better. Here are some of them:
-
Use drift mode and nitro
-
One of the most fun aspects of Extreme Car Driving Simulator is drifting. You can drift by pressing the brake button while turning. This will make your car slide sideways and create smoke trails. Drifting is not only cool, but also useful for avoiding obstacles and taking sharp turns. You can also use nitro to boost your speed and perform longer drifts. Nitro is activated by pressing the N button on the screen. You can refill your nitro by driving fast or drifting.
-
Explore different game modes and environments
-
Extreme Car Driving Simulator has several game modes and environments to choose from. You can switch between them by tapping the map icon on the screen. Some of the game modes are:
-
-
Traffic mode: In this mode, you have to drive with traffic and avoid collisions with other vehicles.
-
Checkpoint mode: In this mode, you have to reach checkpoints within a time limit.
-
Free mode: In this mode, you can drive freely without any rules or objectives.
-
Airport mode: In this mode, you can drive on a runway and take off with a plane.
-
-
Some of the environments are:
-
-
City: This is the default environment where you can drive in a urban area with buildings, roads, bridges, etc.
-
Offroad: This is an environment where you can drive in a rural area with dirt roads, hills, trees, etc.
-
Desert: This is an environment where you can drive in a sandy area with dunes, rocks, cacti, etc.
-
Snowy: This is an environment where you can drive in a snowy area with ice, snowmen, igloos, etc.
-
-
Collect rewards and unlock new cars
-
As you play Extreme Car Driving Simulator, you can collect rewards and unlock new cars. You can collect rewards by completing achievements, missions, or daily tasks. You can also find coins and gems scattered around the map. You can use these currencies to buy and upgrade new cars. There are over 20 cars to choose from, each with different features and performance. You can also customize your cars by changing their color, wheels, spoilers, etc.
-
Conclusion
-
Extreme Car Driving Simulator is a fun and realistic car simulator game that lets you drive fast cars and perform stunts in an open world environment. You can also download the mod apk version of the game to enjoy unlimited money, no ads, all cars unlocked, and all features unlocked. To download and install the mod apk version of Extreme Car Driving Simulator, follow the steps mentioned above. Also, don't forget to check out some tips and tricks for playing the game better.
-
FAQs
-
Here are some frequently asked questions about Extreme Car Driving Simulator:
-
Q: Is Extreme Car Driving Simulator free to play?
-
A: Yes, Extreme Car Driving Simulator is free to play on Android devices. However, it contains ads and in-app purchases that may affect your gaming experience. You can download the mod apk version of the game to remove ads and get unlimited money.
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Q: Is Extreme Car Driving Simulator safe to download?
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A: Yes, Extreme Car Driving Simulator is safe to download from Google Play Store or other trusted sources. However, be careful when downloading the mod apk version of the game from unknown sources as they may contain viruses or malware that may harm your device.
-
Q: How do I update Extreme Car Driving Simulator?
-
A: You can update Extreme Car Driving Simulator by visiting Google Play Store or other sources where you downloaded the game from. However, if you are using the mod apk version of the game, you may need to uninstall it and download the latest version from [1](https://apkdone.com/extreme-car-driving-simulator/).
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Q: How do I contact the developers of Extreme Car Driving Simulator
Q: How do I contact the developers of Extreme Car Driving Simulator?
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A: You can contact the developers of Extreme Car Driving Simulator by visiting their website [2](https://www.axesinmotion.com/) or their Facebook page [3](https://www.facebook.com/AxesInMotion/). You can also send them an email at support@axesinmotion.com.
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Q: Can I play Extreme Car Driving Simulator offline?
-
A: Yes, you can play Extreme Car Driving Simulator offline without an internet connection. However, some features of the game may not work properly or may require an update. You can also play the game online with other players and compete in leaderboards and rankings.
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diff --git a/spaces/1phancelerku/anime-remove-background/Animal Kingdom MOD APK Everything You Need to Know About this Amazing Game.md b/spaces/1phancelerku/anime-remove-background/Animal Kingdom MOD APK Everything You Need to Know About this Amazing Game.md
deleted file mode 100644
index d06ccbeb733d79c82762b373a70f144bf4a18ea0..0000000000000000000000000000000000000000
--- a/spaces/1phancelerku/anime-remove-background/Animal Kingdom MOD APK Everything You Need to Know About this Amazing Game.md
+++ /dev/null
@@ -1,110 +0,0 @@
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-
Animal Kingdom APK Mod: A Fun and Addictive Adventure Game
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Do you love animals and adventure games? If yes, then you should try Animal Kingdom APK Mod, a game that lets you build your own animal kingdom, raid other players' islands, and collect treasure island coins. In this article, we will tell you everything you need to know about this game, including its features, how to download and install it, how to play it, and its pros and cons.
Animal Kingdom APK Mod is a modified version of Animal Kingdom, a popular game developed by Playrix. It is an adventure game that allows you to play with millions of players around the globe in this addictive animal adventure game. You can build islands and bridges, raid lands, and collect treasure island coins. You can also explore the animal island, steal coins, and build your kingdom to become the ultimate raid master.
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Features of Animal Kingdom APK Mod
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Animal Kingdom APK Mod has many features that make it more fun and enjoyable than the original game. Here are some of them:
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- Unlocked islands and animals
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With Animal Kingdom APK Mod, you can access all the islands and animals in the game without spending any money or waiting for hours. You can choose from a variety of animals, such as lions, tigers, bears, pandas, elephants, monkeys, and more. You can also customize your islands with different themes, such as jungle, desert, ice, candy, and more.
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Coins and gems are the main currencies in Animal Kingdom. You need them to buy new animals, upgrade your islands, spin the wheel of fortune, and more. With Animal Kingdom APK Mod, you can get unlimited coins and gems for free. You can use them to buy anything you want in the game without worrying about running out.
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- No ads and root required
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Animal Kingdom APK Mod is free from annoying ads that interrupt your gameplay. You can enjoy the game without any distractions or interruptions. Moreover, you don't need to root your device to install Animal Kingdom APK Mod. You can simply download the APK file and install it on your device without any hassle.
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How to download and install Animal Kingdom APK Mod?
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If you want to download and install Animal Kingdom APK Mod on your device, you need to follow these simple steps:
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Step 1: Download the APK file from a trusted source
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You can download the APK file of Animal Kingdom APK Mod from a trusted source like [Moddroid](^1^). Make sure you download the latest version of the game that is compatible with your device.
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Step 2: Enable unknown sources on your device
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Before you install the APK file, you need to enable unknown sources on your device. This will allow you to install apps from sources other than the Google Play Store. To do this, go to Settings > Security > Unknown Sources and toggle it on.
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Step 3: Install the APK file and launch the game
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After you download the APK file, locate it on your device and tap on it to install it. Follow the instructions on the screen to complete the installation. Once the installation is done, launch the game and enjoy Animal Kingdom APK Mod.
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How to play Animal Kingdom APK Mod?
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Playing Animal Kingdom APK Mod is easy and fun. Here are some tips on how to play the game:
-
Build your own animal kingdom
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The main goal of Animal Kingdom APK Mod is to build your own animal kingdom. You can do this by buying new animals, upgrading your islands, and decorating them with various items. You can also unlock new islands and bridges as you progress in the game. To buy new animals, you need to spin the wheel of fortune, which costs coins. You can also get animals from treasure chests, which cost gems. To upgrade your islands, you need to spend coins and gems as well. You can also earn coins and gems by completing quests and achievements.
-
Raid other players' islands
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Another fun aspect of Animal Kingdom APK Mod is raiding other players' islands. You can do this by tapping on the map icon and choosing an island to attack. You can also use the search function to find a specific player or a random one. Once you select an island, you can use your animals to raid it and steal coins from it. You can also destroy buildings and decorations to get more coins. However, be careful, as other players can also raid your island and take your coins. You can protect your island by using shields, which cost gems.
-
Collect treasure island coins and gems
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Treasure island coins and gems are special currencies that you can use to buy exclusive items in the game. You can get treasure island coins and gems by playing the treasure island mode, which is unlocked after you reach level 10. In this mode, you can explore different islands and collect treasure chests that contain coins and gems. You can also find hidden items and secrets that give you more rewards. However, you need to be quick, as the treasure island mode has a time limit.
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Pros and cons of Animal Kingdom APK Mod
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Animal Kingdom APK Mod is a great game that offers many benefits, but it also has some drawbacks. Here are some of them:
-
Pros
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- Fun and engaging gameplay
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Animal Kingdom APK Mod is a fun and engaging game that will keep you entertained for hours. You can build your own animal kingdom, raid other players' islands, collect treasure island coins and gems, and more. You can also play with millions of players around the world and chat with them in the game.
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- Beautiful graphics and sound effects
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Animal Kingdom APK Mod has beautiful graphics and sound effects that make the game more realistic and immersive. You can enjoy the colorful and detailed graphics of the animals, islands, buildings, and items in the game. You can also listen to the soothing and cheerful sound effects of the animals, coins, chests, and more.
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- Variety of animals and islands to explore
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Animal Kingdom APK Mod has a variety of animals and islands to explore in the game. You can choose from a wide range of animals, such as lions, tigers, bears, pandas, elephants, monkeys, and more. You can also customize your islands with different themes, such as jungle, desert, ice, candy, and more. You can also unlock new islands and bridges as you progress in the game.
-
Cons
-
- Some bugs and glitches may occur
-
Animal Kingdom APK Mod is not a perfect game, and it may have some bugs and glitches that may affect your gameplay. For example, some users have reported that the game crashes or freezes sometimes, or that some features do not work properly. If you encounter any problems with the game, you can try to update it or reinstall it.
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- Requires internet connection to play online mode
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Animal Kingdom APK Mod requires an internet connection to play online mode, which is where you can play with other players and raid their islands. If you don't have a stable internet connection or if you want to play offline mode, you may not be able to enjoy all the features of the game.
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Conclusion
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Animal Kingdom APK Mod is a fun and addictive adventure game that lets you build your own animal kingdom, raid other players' islands, and collect treasure island coins. It has many features that make it more enjoyable than the original game, such as unlocked islands and animals, unlimited coins and gems, no ads and root required. However, it also has some drawbacks, such as some bugs and glitches, and the need for an internet connection to play online mode. If you are looking for a fun and addictive adventure game that lets you play with animals and islands, you should give Animal Kingdom APK Mod a try. You can download it from a trusted source like [Moddroid] and install it on your device easily. You can also check out the official website of Animal Kingdom for more information and updates.
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Here are some FAQs that you may have about Animal Kingdom APK Mod:
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Q: Is Animal Kingdom APK Mod safe to use?
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A: Yes, Animal Kingdom APK Mod is safe to use, as long as you download it from a trusted source like [Moddroid]. However, you should always be careful when downloading and installing any modded apps, as they may contain viruses or malware that can harm your device. You should also scan the APK file with an antivirus app before installing it.
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Q: Can I play Animal Kingdom APK Mod with my friends?
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A: Yes, you can play Animal Kingdom APK Mod with your friends, as long as they also have the same version of the game installed on their devices. You can add them as friends in the game and chat with them. You can also raid their islands and steal their coins, or help them defend their islands from other players.
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Q: How can I get more coins and gems in Animal Kingdom APK Mod?
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A: There are many ways to get more coins and gems in Animal Kingdom APK Mod. You can get unlimited coins and gems for free by using the modded features of the game. You can also earn coins and gems by completing quests and achievements, spinning the wheel of fortune, opening treasure chests, raiding other players' islands, and playing the treasure island mode. You can also buy coins and gems with real money if you want to support the developers of the game.
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Q: What are the minimum requirements to play Animal Kingdom APK Mod?
-
A: The minimum requirements to play Animal Kingdom APK Mod are as follows:
-
-
Operating system
Android 5.0 or higher
-
RAM
2 GB or higher
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Storage space
100 MB or higher
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Internet connection
Required for online mode
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Q: What are some alternatives to Animal Kingdom APK Mod?
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A: If you like Animal Kingdom APK Mod, you may also like some other adventure games that involve animals and islands, such as:
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[Animal Crossing: Pocket Camp]: A game that lets you create your own campsite, interact with animal friends, and explore various locations.
-
[ZooCraft: Animal Family]: A game that lets you build your own zoo, breed new animals, and discover new species.
-
[Island King]: A game that lets you spin the wheel of fortune, attack other players' islands, and build your own island paradise.
-
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diff --git a/spaces/1phancelerku/anime-remove-background/Experience the Thrill of Hill Climb Racing on Your PC for Free.md b/spaces/1phancelerku/anime-remove-background/Experience the Thrill of Hill Climb Racing on Your PC for Free.md
deleted file mode 100644
index 3b4aecbeb60a34e5feddd59387811a07fdebb5ba..0000000000000000000000000000000000000000
--- a/spaces/1phancelerku/anime-remove-background/Experience the Thrill of Hill Climb Racing on Your PC for Free.md
+++ /dev/null
@@ -1,108 +0,0 @@
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How to Download Hill Climb Racing for PC Free
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Hill Climb Racing is one of the most addictive and entertaining physics-based driving games ever made. It features a variety of vehicles, stages, challenges, and upgrades that will keep you hooked for hours. You can race your way uphill in different environments, perform stunts, collect coins, and unlock new cars and parts. Hill Climb Racing is available for free on Android and iOS devices, but did you know that you can also play it on your PC? In this article, we will show you how to download hill climb racing for pc free using three different methods. Whether you want to use the Microsoft Store, direct download, or Steam, we have you covered. Follow these simple steps and enjoy this fun and exciting game on your computer.
The Microsoft Store is a convenient way to get games for your PC. It offers a variety of free and paid games that you can download directly from the store. You don't need any additional software or accounts to use this method. Here's how to download hill climb racing for pc free from the Microsoft Store:
-
-
Open the Microsoft Store. You can find it on your Start menu or by pressing Windows Key + S and typing "Microsoft Store".
-
Click Gaming in the sidebar. It has a video game controller icon.
-
Select Hill Climb Racing from the list of games. You can also use the search bar to find it faster.
-
Purchase the game (if needed). Hill Climb Racing is free to play, but it has some optional in-app purchases that you can buy if you want. Click the Get button on the game's info page to start the download. If you want to buy any in-app purchases, click the Buy button instead.
-
Install the game. The download should start automatically after you click Get or Buy. You can check the progress on your Downloads & Updates page. Once it's done, you can launch the game from your Start menu or by clicking Play on the game's info page.
-
Play the game. Enjoy racing uphill in this physics-based driving game. You can use your keyboard or mouse to control your car, or connect a controller if you prefer. You can also adjust the graphics settings, sound effects, music, and language from the options menu.
-
-
Method 2: Direct Download
-
If you don't want to use the Microsoft Store, you can also download hill climb racing for pc free directly from the official website of the game. This method requires you to have an internet browser and a file extractor program like WinRAR or 7-Zip. Here's how to do it:
-
-
Search for "hill climb racing official website" in Google or any other search engine. The first result should be https://fingersoft.com/games/hill-climb-racing/, which is the official website of Fingersoft, the developer of Hill Climb Racing.
-
Click the Download for Windows button on the website. It will take you to another page where you can download the game as a ZIP file. Click the Download Now button and save the file to your preferred location.
-
Extract the ZIP file. You will need a file extractor program like WinRAR or 7-Zip to do this. Right-click on the ZIP file and select Extract Here or Extract to Hill Climb Racing (depending on your program). It will create a folder with the same name as the ZIP file.
-
Install the game. Open the folder and double-click on the Hill Climb Racing.exe file. It will launch the game installer. Follow the instructions on the screen to install the game on your PC. You can choose where to install it and create a desktop shortcut if you want.
-
Play the game. Once the installation is complete, you can launch the game from your Start menu or desktop shortcut. You can also open the folder where you installed it and double-click on the Hill Climb Racing.exe file. Enjoy racing uphill in this physics-based driving game. You can use your keyboard or mouse to control your car, or connect a controller if you prefer. You can also adjust the graphics settings, sound effects, music, and language from the options menu.
-
-
Method 3: Steam
-
Steam is a popular platform for gaming on PC. It offers a huge library of games that you can buy, download, and play online. You can also access various features like achievements, leaderboards, chat, and more. To use this method, you will need to download and install Steam on your PC, create an account, and log in to Steam. Here's how to download hill climb racing for pc free from Steam:
-
-
Download and install Steam on your PC. You can get it from https://store.steampowered.com/about/, which is the official website of Steam. Click the Install Steam button and save the file to your preferred location. Run the file and follow the instructions on the screen to install Steam on your PC.
-
Create an account and log in to Steam. You will need an email address and a password to create an account. You can also use your Facebook or Google account to sign up. Once you have an account, log in to Steam with your username and password.
-
Find and purchase (if needed) Hill Climb Racing on Steam. You can use the search bar at the top of the Steam window to find it faster. Alternatively, you can browse through the categories and genres in the sidebar. Hill Climb Racing is under Casual, Indie, Racing, Simulation, and Sports. Click on the game's name or image to go to its info page.
-
Download and install Hill Climb Racing from Steam. Hill Climb Racing is free to play, but it has some optional in-app purchases that you can buy if you want. Click the Play Game button on the game's info page to start the download. You can check the progress on your Library page. Once it's done, you can launch the game from your Library or by clicking Play Game on the game's info page.
-
Play Hill Climb Racing from Steam. Enjoy racing uphill in this physics-based driving game. You can use your keyboard or mouse to control your car, or connect a controller if you prefer. You can also adjust the graphics settings, sound effects, music, and language from the options menu. You can also access various features like achievements, leaderboards, chat, and more from Steam.
-
-
Conclusion
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Hill Climb Racing is a fun and addictive physics-based driving game that you can play on your PC for free using different methods. Whether you use the Microsoft Store, direct download, or Steam, you can enjoy this game on your computer with ease. Here are some tips and tricks for playing hill climb racing on PC:
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-
-
Upgrade your car regularly. You can use the coins that you collect during each race to upgrade your car's engine, suspension, tires, and fuel capacity. This will help you improve your performance and reach higher distances.
-
Balance your car carefully. You need to use your brake and gas pedals wisely to avoid flipping over or running out of fuel. Try to keep your car stable and avoid hitting obstacles or falling into gaps.
-
Explore different stages and vehicles. Hill Climb Racing has a variety of stages and vehicles that you can unlock as you progress in the game. Each stage has its own terrain, obstacles, and challenges that require different strategies and skills. Each vehicle has its own characteristics, advantages, and disadvantages that affect how it handles and performs.
-
-
We hope this article helped you learn how to download hill climb racing for pc free using different methods. If you have any questions or feedback, please feel free to share them with us in the comments section below. We would love to hear from you and help you with any issues you may have. Happy racing!
-
FAQs
-
Here are some frequently asked questions about hill climb racing and how to download it for pc free:
-
What are the minimum requirements for playing hill climb racing on PC?
-
The minimum requirements for playing hill climb racing on PC are as follows:
-
-
OS
Processor
Memory
Graphics
Storage
-
Windows 7 or higher
1 GHz or faster
1 GB RAM
DirectX 9 compatible
100 MB available space
-
-
Note that these are the minimum requirements and your performance may vary depending on your system configuration and settings.
-
Is hill climb racing compatible with Windows 10?
-
Yes, hill climb racing is compatible with Windows 10. You can download it from the Microsoft Store, direct download, or Steam without any issues. However, you may need to update your drivers and software to ensure optimal performance and compatibility.
-
Can I play hill climb racing offline?
-
Yes, you can play hill climb racing offline. You don't need an internet connection to play the game once you have downloaded and installed it on your PC. However, you may need an internet connection to access some features like in-app purchases, leaderboards, achievements, and updates.
-
Can I use a controller or a steering wheel to play hill climb racing on PC?
-
Yes, you can use a controller or a steering wheel to play hill climb racing on PC. The game supports various input devices and you can customize the controls from the options menu. You can also use your keyboard or mouse if you prefer.
-
Can I play hill climb racing with my friends online?
-
No, hill climb racing does not have an online multiplayer mode. You can only play the game solo and compete with yourself or other players on the leaderboards. However, you can share your screenshots and videos of your gameplay with your friends on social media or chat platforms.
401be4b1e0
-
-
\ No newline at end of file
diff --git a/spaces/2ndelement/voicevox/voicevox_engine/acoustic_feature_extractor.py b/spaces/2ndelement/voicevox/voicevox_engine/acoustic_feature_extractor.py
deleted file mode 100644
index 8fa37fbae8badda63d9fe7173cf407eb25343144..0000000000000000000000000000000000000000
--- a/spaces/2ndelement/voicevox/voicevox_engine/acoustic_feature_extractor.py
+++ /dev/null
@@ -1,332 +0,0 @@
-from abc import abstractmethod
-from enum import Enum
-from pathlib import Path
-from typing import List, Sequence
-
-import numpy
-
-
-class BasePhoneme(object):
- """
- 音素の応用クラス群の抽象基底クラス
-
- Attributes
- ----------
- phoneme_list : Sequence[str]
- 音素のリスト
- num_phoneme : int
- 音素リストの要素数
- space_phoneme : str
- 読点に値する音素
- """
-
- phoneme_list: Sequence[str]
- num_phoneme: int
- space_phoneme: str
-
- def __init__(
- self,
- phoneme: str,
- start: float,
- end: float,
- ):
- self.phoneme = phoneme
- self.start = numpy.round(start, decimals=2)
- self.end = numpy.round(end, decimals=2)
-
- def __repr__(self):
- return f"Phoneme(phoneme='{self.phoneme}', start={self.start}, end={self.end})"
-
- def __eq__(self, o: object):
- return isinstance(o, BasePhoneme) and (
- self.phoneme == o.phoneme and self.start == o.start and self.end == o.end
- )
-
- def verify(self):
- """
- 音素クラスとして、データが正しいかassertする
- """
- assert self.phoneme in self.phoneme_list, f"{self.phoneme} is not defined."
-
- @property
- def phoneme_id(self):
- """
- phoneme_id (phoneme list内でのindex)を取得する
- Returns
- -------
- id : int
- phoneme_idを返す
- """
- return self.phoneme_list.index(self.phoneme)
-
- @property
- def duration(self):
- """
- 音素継続期間を取得する
- Returns
- -------
- duration : int
- 音素継続期間を返す
- """
- return self.end - self.start
-
- @property
- def onehot(self):
- """
- phoneme listの長さ分の0埋め配列のうち、phoneme id番目がTrue(1)の配列を返す
- Returns
- -------
- onehot : numpu.ndarray
- 関数内で変更された配列を返す
- """
- array = numpy.zeros(self.num_phoneme, dtype=bool)
- array[self.phoneme_id] = True
- return array
-
- @classmethod
- def parse(cls, s: str):
- """
- 文字列をパースして音素クラスを作る
- Parameters
- ----------
- s : str
- パースしたい文字列
-
- Returns
- -------
- phoneme : BasePhoneme
- パース結果を用いた音素クラスを返す
-
- Examples
- --------
- >>> BasePhoneme.parse('1.7425000 1.9125000 o:')
- Phoneme(phoneme='o:', start=1.74, end=1.91)
- """
- words = s.split()
- return cls(
- start=float(words[0]),
- end=float(words[1]),
- phoneme=words[2],
- )
-
- @classmethod
- @abstractmethod
- def convert(cls, phonemes: List["BasePhoneme"]) -> List["BasePhoneme"]:
- raise NotImplementedError
-
- @classmethod
- def load_lab_list(cls, path: Path):
- """
- labファイルを読み込む
- Parameters
- ----------
- path : Path
- 読み込みたいlabファイルのパス
-
- Returns
- -------
- phonemes : List[BasePhoneme]
- パース結果を用いた音素クラスを返す
- """
- phonemes = [cls.parse(s) for s in path.read_text().split("\n") if len(s) > 0]
- phonemes = cls.convert(phonemes)
-
- for phoneme in phonemes:
- phoneme.verify()
- return phonemes
-
- @classmethod
- def save_lab_list(cls, phonemes: List["BasePhoneme"], path: Path):
- """
- 音素クラスのリストをlabファイル形式で保存する
- Parameters
- ----------
- phonemes : List[BasePhoneme]
- 保存したい音素クラスのリスト
- path : Path
- labファイルの保存先パス
- """
- text = "\n".join(
- [
- f"{numpy.round(p.start, decimals=2):.2f}\t"
- f"{numpy.round(p.end, decimals=2):.2f}\t"
- f"{p.phoneme}"
- for p in phonemes
- ]
- )
- path.write_text(text)
-
-
-class JvsPhoneme(BasePhoneme):
- """
- JVS(Japanese versatile speech)コーパスに含まれる音素群クラス
-
- Attributes
- ----------
- phoneme_list : Sequence[str]
- 音素のリスト
- num_phoneme : int
- 音素リストの要素数
- space_phoneme : str
- 読点に値する音素
- """
-
- phoneme_list = (
- "pau",
- "I",
- "N",
- "U",
- "a",
- "b",
- "by",
- "ch",
- "cl",
- "d",
- "dy",
- "e",
- "f",
- "g",
- "gy",
- "h",
- "hy",
- "i",
- "j",
- "k",
- "ky",
- "m",
- "my",
- "n",
- "ny",
- "o",
- "p",
- "py",
- "r",
- "ry",
- "s",
- "sh",
- "t",
- "ts",
- "u",
- "v",
- "w",
- "y",
- "z",
- )
- num_phoneme = len(phoneme_list)
- space_phoneme = "pau"
-
- @classmethod
- def convert(cls, phonemes: List["JvsPhoneme"]) -> List["JvsPhoneme"]:
- """
- 最初と最後のsil(silent)をspace_phoneme(pau)に置き換え(変換)する
- Parameters
- ----------
- phonemes : List[JvsPhoneme]
- 変換したいphonemeのリスト
-
- Returns
- -------
- phonemes : List[JvsPhoneme]
- 変換されたphonemeのリスト
- """
- if "sil" in phonemes[0].phoneme:
- phonemes[0].phoneme = cls.space_phoneme
- if "sil" in phonemes[-1].phoneme:
- phonemes[-1].phoneme = cls.space_phoneme
- return phonemes
-
-
-class OjtPhoneme(BasePhoneme):
- """
- OpenJTalkに含まれる音素群クラス
-
- Attributes
- ----------
- phoneme_list : Sequence[str]
- 音素のリスト
- num_phoneme : int
- 音素リストの要素数
- space_phoneme : str
- 読点に値する音素
- """
-
- phoneme_list = (
- "pau",
- "A",
- "E",
- "I",
- "N",
- "O",
- "U",
- "a",
- "b",
- "by",
- "ch",
- "cl",
- "d",
- "dy",
- "e",
- "f",
- "g",
- "gw",
- "gy",
- "h",
- "hy",
- "i",
- "j",
- "k",
- "kw",
- "ky",
- "m",
- "my",
- "n",
- "ny",
- "o",
- "p",
- "py",
- "r",
- "ry",
- "s",
- "sh",
- "t",
- "ts",
- "ty",
- "u",
- "v",
- "w",
- "y",
- "z",
- )
- num_phoneme = len(phoneme_list)
- space_phoneme = "pau"
-
- @classmethod
- def convert(cls, phonemes: List["OjtPhoneme"]):
- """
- 最初と最後のsil(silent)をspace_phoneme(pau)に置き換え(変換)する
- Parameters
- ----------
- phonemes : List[OjtPhoneme]
- 変換したいphonemeのリスト
-
- Returns
- -------
- phonemes : List[OjtPhoneme]
- 変換されたphonemeのリスト
- """
- if "sil" in phonemes[0].phoneme:
- phonemes[0].phoneme = cls.space_phoneme
- if "sil" in phonemes[-1].phoneme:
- phonemes[-1].phoneme = cls.space_phoneme
- return phonemes
-
-
-class PhonemeType(str, Enum):
- jvs = "jvs"
- openjtalk = "openjtalk"
-
-
-phoneme_type_to_class = {
- PhonemeType.jvs: JvsPhoneme,
- PhonemeType.openjtalk: OjtPhoneme,
-}
diff --git a/spaces/4Taps/SadTalker/src/face3d/models/bfm.py b/spaces/4Taps/SadTalker/src/face3d/models/bfm.py
deleted file mode 100644
index a75db682f02dd1979d4a7de1d11dd3aa5cdf5279..0000000000000000000000000000000000000000
--- a/spaces/4Taps/SadTalker/src/face3d/models/bfm.py
+++ /dev/null
@@ -1,331 +0,0 @@
-"""This script defines the parametric 3d face model for Deep3DFaceRecon_pytorch
-"""
-
-import numpy as np
-import torch
-import torch.nn.functional as F
-from scipy.io import loadmat
-from src.face3d.util.load_mats import transferBFM09
-import os
-
-def perspective_projection(focal, center):
- # return p.T (N, 3) @ (3, 3)
- return np.array([
- focal, 0, center,
- 0, focal, center,
- 0, 0, 1
- ]).reshape([3, 3]).astype(np.float32).transpose()
-
-class SH:
- def __init__(self):
- self.a = [np.pi, 2 * np.pi / np.sqrt(3.), 2 * np.pi / np.sqrt(8.)]
- self.c = [1/np.sqrt(4 * np.pi), np.sqrt(3.) / np.sqrt(4 * np.pi), 3 * np.sqrt(5.) / np.sqrt(12 * np.pi)]
-
-
-
-class ParametricFaceModel:
- def __init__(self,
- bfm_folder='./BFM',
- recenter=True,
- camera_distance=10.,
- init_lit=np.array([
- 0.8, 0, 0, 0, 0, 0, 0, 0, 0
- ]),
- focal=1015.,
- center=112.,
- is_train=True,
- default_name='BFM_model_front.mat'):
-
- if not os.path.isfile(os.path.join(bfm_folder, default_name)):
- transferBFM09(bfm_folder)
-
- model = loadmat(os.path.join(bfm_folder, default_name))
- # mean face shape. [3*N,1]
- self.mean_shape = model['meanshape'].astype(np.float32)
- # identity basis. [3*N,80]
- self.id_base = model['idBase'].astype(np.float32)
- # expression basis. [3*N,64]
- self.exp_base = model['exBase'].astype(np.float32)
- # mean face texture. [3*N,1] (0-255)
- self.mean_tex = model['meantex'].astype(np.float32)
- # texture basis. [3*N,80]
- self.tex_base = model['texBase'].astype(np.float32)
- # face indices for each vertex that lies in. starts from 0. [N,8]
- self.point_buf = model['point_buf'].astype(np.int64) - 1
- # vertex indices for each face. starts from 0. [F,3]
- self.face_buf = model['tri'].astype(np.int64) - 1
- # vertex indices for 68 landmarks. starts from 0. [68,1]
- self.keypoints = np.squeeze(model['keypoints']).astype(np.int64) - 1
-
- if is_train:
- # vertex indices for small face region to compute photometric error. starts from 0.
- self.front_mask = np.squeeze(model['frontmask2_idx']).astype(np.int64) - 1
- # vertex indices for each face from small face region. starts from 0. [f,3]
- self.front_face_buf = model['tri_mask2'].astype(np.int64) - 1
- # vertex indices for pre-defined skin region to compute reflectance loss
- self.skin_mask = np.squeeze(model['skinmask'])
-
- if recenter:
- mean_shape = self.mean_shape.reshape([-1, 3])
- mean_shape = mean_shape - np.mean(mean_shape, axis=0, keepdims=True)
- self.mean_shape = mean_shape.reshape([-1, 1])
-
- self.persc_proj = perspective_projection(focal, center)
- self.device = 'cpu'
- self.camera_distance = camera_distance
- self.SH = SH()
- self.init_lit = init_lit.reshape([1, 1, -1]).astype(np.float32)
-
-
- def to(self, device):
- self.device = device
- for key, value in self.__dict__.items():
- if type(value).__module__ == np.__name__:
- setattr(self, key, torch.tensor(value).to(device))
-
-
- def compute_shape(self, id_coeff, exp_coeff):
- """
- Return:
- face_shape -- torch.tensor, size (B, N, 3)
-
- Parameters:
- id_coeff -- torch.tensor, size (B, 80), identity coeffs
- exp_coeff -- torch.tensor, size (B, 64), expression coeffs
- """
- batch_size = id_coeff.shape[0]
- id_part = torch.einsum('ij,aj->ai', self.id_base, id_coeff)
- exp_part = torch.einsum('ij,aj->ai', self.exp_base, exp_coeff)
- face_shape = id_part + exp_part + self.mean_shape.reshape([1, -1])
- return face_shape.reshape([batch_size, -1, 3])
-
-
- def compute_texture(self, tex_coeff, normalize=True):
- """
- Return:
- face_texture -- torch.tensor, size (B, N, 3), in RGB order, range (0, 1.)
-
- Parameters:
- tex_coeff -- torch.tensor, size (B, 80)
- """
- batch_size = tex_coeff.shape[0]
- face_texture = torch.einsum('ij,aj->ai', self.tex_base, tex_coeff) + self.mean_tex
- if normalize:
- face_texture = face_texture / 255.
- return face_texture.reshape([batch_size, -1, 3])
-
-
- def compute_norm(self, face_shape):
- """
- Return:
- vertex_norm -- torch.tensor, size (B, N, 3)
-
- Parameters:
- face_shape -- torch.tensor, size (B, N, 3)
- """
-
- v1 = face_shape[:, self.face_buf[:, 0]]
- v2 = face_shape[:, self.face_buf[:, 1]]
- v3 = face_shape[:, self.face_buf[:, 2]]
- e1 = v1 - v2
- e2 = v2 - v3
- face_norm = torch.cross(e1, e2, dim=-1)
- face_norm = F.normalize(face_norm, dim=-1, p=2)
- face_norm = torch.cat([face_norm, torch.zeros(face_norm.shape[0], 1, 3).to(self.device)], dim=1)
-
- vertex_norm = torch.sum(face_norm[:, self.point_buf], dim=2)
- vertex_norm = F.normalize(vertex_norm, dim=-1, p=2)
- return vertex_norm
-
-
- def compute_color(self, face_texture, face_norm, gamma):
- """
- Return:
- face_color -- torch.tensor, size (B, N, 3), range (0, 1.)
-
- Parameters:
- face_texture -- torch.tensor, size (B, N, 3), from texture model, range (0, 1.)
- face_norm -- torch.tensor, size (B, N, 3), rotated face normal
- gamma -- torch.tensor, size (B, 27), SH coeffs
- """
- batch_size = gamma.shape[0]
- v_num = face_texture.shape[1]
- a, c = self.SH.a, self.SH.c
- gamma = gamma.reshape([batch_size, 3, 9])
- gamma = gamma + self.init_lit
- gamma = gamma.permute(0, 2, 1)
- Y = torch.cat([
- a[0] * c[0] * torch.ones_like(face_norm[..., :1]).to(self.device),
- -a[1] * c[1] * face_norm[..., 1:2],
- a[1] * c[1] * face_norm[..., 2:],
- -a[1] * c[1] * face_norm[..., :1],
- a[2] * c[2] * face_norm[..., :1] * face_norm[..., 1:2],
- -a[2] * c[2] * face_norm[..., 1:2] * face_norm[..., 2:],
- 0.5 * a[2] * c[2] / np.sqrt(3.) * (3 * face_norm[..., 2:] ** 2 - 1),
- -a[2] * c[2] * face_norm[..., :1] * face_norm[..., 2:],
- 0.5 * a[2] * c[2] * (face_norm[..., :1] ** 2 - face_norm[..., 1:2] ** 2)
- ], dim=-1)
- r = Y @ gamma[..., :1]
- g = Y @ gamma[..., 1:2]
- b = Y @ gamma[..., 2:]
- face_color = torch.cat([r, g, b], dim=-1) * face_texture
- return face_color
-
-
- def compute_rotation(self, angles):
- """
- Return:
- rot -- torch.tensor, size (B, 3, 3) pts @ trans_mat
-
- Parameters:
- angles -- torch.tensor, size (B, 3), radian
- """
-
- batch_size = angles.shape[0]
- ones = torch.ones([batch_size, 1]).to(self.device)
- zeros = torch.zeros([batch_size, 1]).to(self.device)
- x, y, z = angles[:, :1], angles[:, 1:2], angles[:, 2:],
-
- rot_x = torch.cat([
- ones, zeros, zeros,
- zeros, torch.cos(x), -torch.sin(x),
- zeros, torch.sin(x), torch.cos(x)
- ], dim=1).reshape([batch_size, 3, 3])
-
- rot_y = torch.cat([
- torch.cos(y), zeros, torch.sin(y),
- zeros, ones, zeros,
- -torch.sin(y), zeros, torch.cos(y)
- ], dim=1).reshape([batch_size, 3, 3])
-
- rot_z = torch.cat([
- torch.cos(z), -torch.sin(z), zeros,
- torch.sin(z), torch.cos(z), zeros,
- zeros, zeros, ones
- ], dim=1).reshape([batch_size, 3, 3])
-
- rot = rot_z @ rot_y @ rot_x
- return rot.permute(0, 2, 1)
-
-
- def to_camera(self, face_shape):
- face_shape[..., -1] = self.camera_distance - face_shape[..., -1]
- return face_shape
-
- def to_image(self, face_shape):
- """
- Return:
- face_proj -- torch.tensor, size (B, N, 2), y direction is opposite to v direction
-
- Parameters:
- face_shape -- torch.tensor, size (B, N, 3)
- """
- # to image_plane
- face_proj = face_shape @ self.persc_proj
- face_proj = face_proj[..., :2] / face_proj[..., 2:]
-
- return face_proj
-
-
- def transform(self, face_shape, rot, trans):
- """
- Return:
- face_shape -- torch.tensor, size (B, N, 3) pts @ rot + trans
-
- Parameters:
- face_shape -- torch.tensor, size (B, N, 3)
- rot -- torch.tensor, size (B, 3, 3)
- trans -- torch.tensor, size (B, 3)
- """
- return face_shape @ rot + trans.unsqueeze(1)
-
-
- def get_landmarks(self, face_proj):
- """
- Return:
- face_lms -- torch.tensor, size (B, 68, 2)
-
- Parameters:
- face_proj -- torch.tensor, size (B, N, 2)
- """
- return face_proj[:, self.keypoints]
-
- def split_coeff(self, coeffs):
- """
- Return:
- coeffs_dict -- a dict of torch.tensors
-
- Parameters:
- coeffs -- torch.tensor, size (B, 256)
- """
- id_coeffs = coeffs[:, :80]
- exp_coeffs = coeffs[:, 80: 144]
- tex_coeffs = coeffs[:, 144: 224]
- angles = coeffs[:, 224: 227]
- gammas = coeffs[:, 227: 254]
- translations = coeffs[:, 254:]
- return {
- 'id': id_coeffs,
- 'exp': exp_coeffs,
- 'tex': tex_coeffs,
- 'angle': angles,
- 'gamma': gammas,
- 'trans': translations
- }
- def compute_for_render(self, coeffs):
- """
- Return:
- face_vertex -- torch.tensor, size (B, N, 3), in camera coordinate
- face_color -- torch.tensor, size (B, N, 3), in RGB order
- landmark -- torch.tensor, size (B, 68, 2), y direction is opposite to v direction
- Parameters:
- coeffs -- torch.tensor, size (B, 257)
- """
- coef_dict = self.split_coeff(coeffs)
- face_shape = self.compute_shape(coef_dict['id'], coef_dict['exp'])
- rotation = self.compute_rotation(coef_dict['angle'])
-
-
- face_shape_transformed = self.transform(face_shape, rotation, coef_dict['trans'])
- face_vertex = self.to_camera(face_shape_transformed)
-
- face_proj = self.to_image(face_vertex)
- landmark = self.get_landmarks(face_proj)
-
- face_texture = self.compute_texture(coef_dict['tex'])
- face_norm = self.compute_norm(face_shape)
- face_norm_roted = face_norm @ rotation
- face_color = self.compute_color(face_texture, face_norm_roted, coef_dict['gamma'])
-
- return face_vertex, face_texture, face_color, landmark
-
- def compute_for_render_woRotation(self, coeffs):
- """
- Return:
- face_vertex -- torch.tensor, size (B, N, 3), in camera coordinate
- face_color -- torch.tensor, size (B, N, 3), in RGB order
- landmark -- torch.tensor, size (B, 68, 2), y direction is opposite to v direction
- Parameters:
- coeffs -- torch.tensor, size (B, 257)
- """
- coef_dict = self.split_coeff(coeffs)
- face_shape = self.compute_shape(coef_dict['id'], coef_dict['exp'])
- #rotation = self.compute_rotation(coef_dict['angle'])
-
-
- #face_shape_transformed = self.transform(face_shape, rotation, coef_dict['trans'])
- face_vertex = self.to_camera(face_shape)
-
- face_proj = self.to_image(face_vertex)
- landmark = self.get_landmarks(face_proj)
-
- face_texture = self.compute_texture(coef_dict['tex'])
- face_norm = self.compute_norm(face_shape)
- face_norm_roted = face_norm # @ rotation
- face_color = self.compute_color(face_texture, face_norm_roted, coef_dict['gamma'])
-
- return face_vertex, face_texture, face_color, landmark
-
-
-if __name__ == '__main__':
- transferBFM09()
\ No newline at end of file
diff --git a/spaces/801artistry/RVC801/julius/bands.py b/spaces/801artistry/RVC801/julius/bands.py
deleted file mode 100644
index ef2162440b69e960770aa7bf81b9aaec48a63243..0000000000000000000000000000000000000000
--- a/spaces/801artistry/RVC801/julius/bands.py
+++ /dev/null
@@ -1,119 +0,0 @@
-# File under the MIT license, see https://github.com/adefossez/julius/LICENSE for details.
-# Author: adefossez, 2020
-"""
-Decomposition of a signal over frequency bands in the waveform domain.
-"""
-from typing import Optional, Sequence
-import torch
-
-from .core import mel_frequencies
-from .lowpass import LowPassFilters
-from .utils import simple_repr
-
-
-class SplitBands(torch.nn.Module):
- """
- Decomposes a signal over the given frequency bands in the waveform domain using
- a cascade of low pass filters as implemented by `julius.lowpass.LowPassFilters`.
- You can either specify explicitely the frequency cutoffs, or just the number of bands,
- in which case the frequency cutoffs will be spread out evenly in mel scale.
-
- Args:
- sample_rate (float): Sample rate of the input signal in Hz.
- n_bands (int or None): number of bands, when not giving them explictely with `cutoffs`.
- In that case, the cutoff frequencies will be evenly spaced in mel-space.
- cutoffs (list[float] or None): list of frequency cutoffs in Hz.
- pad (bool): if True, appropriately pad the input with zero over the edge. If `stride=1`,
- the output will have the same length as the input.
- zeros (float): Number of zero crossings to keep. See `LowPassFilters` for more informations.
- fft (bool or None): See `LowPassFilters` for more info.
-
- ..note::
- The sum of all the bands will always be the input signal.
-
- ..warning::
- Unlike `julius.lowpass.LowPassFilters`, the cutoffs frequencies must be provided in Hz along
- with the sample rate.
-
- Shape:
-
- - Input: `[*, T]`
- - Output: `[B, *, T']`, with `T'=T` if `pad` is True.
- If `n_bands` was provided, `B = n_bands` otherwise `B = len(cutoffs) + 1`
-
- >>> bands = SplitBands(sample_rate=128, n_bands=10)
- >>> x = torch.randn(6, 4, 1024)
- >>> list(bands(x).shape)
- [10, 6, 4, 1024]
- """
-
- def __init__(self, sample_rate: float, n_bands: Optional[int] = None,
- cutoffs: Optional[Sequence[float]] = None, pad: bool = True,
- zeros: float = 8, fft: Optional[bool] = None):
- super().__init__()
- if (cutoffs is None) + (n_bands is None) != 1:
- raise ValueError("You must provide either n_bands, or cutoffs, but not boths.")
-
- self.sample_rate = sample_rate
- self.n_bands = n_bands
- self._cutoffs = list(cutoffs) if cutoffs is not None else None
- self.pad = pad
- self.zeros = zeros
- self.fft = fft
-
- if cutoffs is None:
- if n_bands is None:
- raise ValueError("You must provide one of n_bands or cutoffs.")
- if not n_bands >= 1:
- raise ValueError(f"n_bands must be greater than one (got {n_bands})")
- cutoffs = mel_frequencies(n_bands + 1, 0, sample_rate / 2)[1:-1]
- else:
- if max(cutoffs) > 0.5 * sample_rate:
- raise ValueError("A cutoff above sample_rate/2 does not make sense.")
- if len(cutoffs) > 0:
- self.lowpass = LowPassFilters(
- [c / sample_rate for c in cutoffs], pad=pad, zeros=zeros, fft=fft)
- else:
- # Here I cannot make both TorchScript and MyPy happy.
- # I miss the good old times, before all this madness was created.
- self.lowpass = None # type: ignore
-
- def forward(self, input):
- if self.lowpass is None:
- return input[None]
- lows = self.lowpass(input)
- low = lows[0]
- bands = [low]
- for low_and_band in lows[1:]:
- # Get a bandpass filter by substracting lowpasses
- band = low_and_band - low
- bands.append(band)
- low = low_and_band
- # Last band is whatever is left in the signal
- bands.append(input - low)
- return torch.stack(bands)
-
- @property
- def cutoffs(self):
- if self._cutoffs is not None:
- return self._cutoffs
- elif self.lowpass is not None:
- return [c * self.sample_rate for c in self.lowpass.cutoffs]
- else:
- return []
-
- def __repr__(self):
- return simple_repr(self, overrides={"cutoffs": self._cutoffs})
-
-
-def split_bands(signal: torch.Tensor, sample_rate: float, n_bands: Optional[int] = None,
- cutoffs: Optional[Sequence[float]] = None, pad: bool = True,
- zeros: float = 8, fft: Optional[bool] = None):
- """
- Functional version of `SplitBands`, refer to this class for more information.
-
- >>> x = torch.randn(6, 4, 1024)
- >>> list(split_bands(x, sample_rate=64, cutoffs=[12, 24]).shape)
- [3, 6, 4, 1024]
- """
- return SplitBands(sample_rate, n_bands, cutoffs, pad, zeros, fft).to(signal)(signal)
diff --git a/spaces/A666sxr/Genshin_TTS/text/cleaners.py b/spaces/A666sxr/Genshin_TTS/text/cleaners.py
deleted file mode 100644
index b81f9676fdb1c4d40adffedd554d06c49e7cff4b..0000000000000000000000000000000000000000
--- a/spaces/A666sxr/Genshin_TTS/text/cleaners.py
+++ /dev/null
@@ -1,188 +0,0 @@
-import re
-#from text.japanese import japanese_to_romaji_with_accent, japanese_to_ipa, japanese_to_ipa2, japanese_to_ipa3
-from text.mandarin import number_to_chinese, chinese_to_bopomofo, latin_to_bopomofo, chinese_to_romaji, chinese_to_lazy_ipa, chinese_to_ipa, chinese_to_ipa2
-# from text.sanskrit import devanagari_to_ipa
-from text.english import english_to_lazy_ipa, english_to_ipa2
-# from text.thai import num_to_thai, latin_to_thai
-# from text.shanghainese import shanghainese_to_ipa
-# from text.cantonese import cantonese_to_ipa
-# from text.ngu_dialect import ngu_dialect_to_ipa
-
-
-def japanese_cleaners(text):
- text = japanese_to_romaji_with_accent(text)
- if re.match('[A-Za-z]', text[-1]):
- text += '.'
- return text
-
-
-def japanese_cleaners2(text):
- return japanese_cleaners(text).replace('ts', 'ʦ').replace('...', '…')
-
-
-def korean_cleaners(text):
- '''Pipeline for Korean text'''
- text = latin_to_hangul(text)
- text = number_to_hangul(text)
- text = divide_hangul(text)
- if re.match('[\u3131-\u3163]', text[-1]):
- text += '.'
- return text
-
-
-def chinese_cleaners(text):
- '''Pipeline for Chinese text'''
- text = number_to_chinese(text)
- text = chinese_to_bopomofo(text)
- text = latin_to_bopomofo(text)
- if re.match('[ˉˊˇˋ˙]', text[-1]):
- text += '。'
- return text
-
-
-def zh_ja_mixture_cleaners(text):
- chinese_texts = re.findall(r'\[ZH\].*?\[ZH\]', text)
- japanese_texts = re.findall(r'\[JA\].*?\[JA\]', text)
- for chinese_text in chinese_texts:
- cleaned_text = chinese_to_romaji(chinese_text[4:-4])
- text = text.replace(chinese_text, cleaned_text+' ', 1)
- for japanese_text in japanese_texts:
- cleaned_text = japanese_to_romaji_with_accent(
- japanese_text[4:-4]).replace('ts', 'ʦ').replace('u', 'ɯ').replace('...', '…')
- text = text.replace(japanese_text, cleaned_text+' ', 1)
- text = text[:-1]
- if re.match('[A-Za-zɯɹəɥ→↓↑]', text[-1]):
- text += '.'
- return text
-
-
-def sanskrit_cleaners(text):
- text = text.replace('॥', '।').replace('ॐ', 'ओम्')
- if text[-1] != '।':
- text += ' ।'
- return text
-
-def zh_en_cleaners(text):
- chinese_texts = re.findall(r'\[ZH\].*?\[ZH\]', text)
- english_texts = re.findall(r'\[EN\].*?\[EN\]', text)
- for chinese_text in chinese_texts:
- cleaned_text = chinese_to_lazy_ipa(chinese_text[4:-4])
- text = text.replace(chinese_text, cleaned_text+' ', 1)
- for english_text in english_texts:
- cleaned_text = english_to_lazy_ipa(english_text[4:-4])
- text = text.replace(english_text, cleaned_text+' ', 1)
- text = text[:-1]
- if re.match(r'[^\.,!\?\-…~]', text[-1]):
- text += '.'
- return text
-
-def cjks_cleaners(text):
- chinese_texts = re.findall(r'\[ZH\].*?\[ZH\]', text)
- japanese_texts = re.findall(r'\[JA\].*?\[JA\]', text)
- korean_texts = re.findall(r'\[KO\].*?\[KO\]', text)
- sanskrit_texts = re.findall(r'\[SA\].*?\[SA\]', text)
- english_texts = re.findall(r'\[EN\].*?\[EN\]', text)
- for chinese_text in chinese_texts:
- cleaned_text = chinese_to_lazy_ipa(chinese_text[4:-4])
- text = text.replace(chinese_text, cleaned_text+' ', 1)
- for japanese_text in japanese_texts:
- cleaned_text = japanese_to_ipa(japanese_text[4:-4])
- text = text.replace(japanese_text, cleaned_text+' ', 1)
- for korean_text in korean_texts:
- cleaned_text = korean_to_lazy_ipa(korean_text[4:-4])
- text = text.replace(korean_text, cleaned_text+' ', 1)
- for sanskrit_text in sanskrit_texts:
- cleaned_text = devanagari_to_ipa(sanskrit_text[4:-4])
- text = text.replace(sanskrit_text, cleaned_text+' ', 1)
- for english_text in english_texts:
- cleaned_text = english_to_lazy_ipa(english_text[4:-4])
- text = text.replace(english_text, cleaned_text+' ', 1)
- text = text[:-1]
- if re.match(r'[^\.,!\?\-…~]', text[-1]):
- text += '.'
- return text
-
-
-def cjke_cleaners(text):
- chinese_texts = re.findall(r'\[ZH\].*?\[ZH\]', text)
- japanese_texts = re.findall(r'\[JA\].*?\[JA\]', text)
- korean_texts = re.findall(r'\[KO\].*?\[KO\]', text)
- english_texts = re.findall(r'\[EN\].*?\[EN\]', text)
- for chinese_text in chinese_texts:
- cleaned_text = chinese_to_lazy_ipa(chinese_text[4:-4])
- cleaned_text = cleaned_text.replace(
- 'ʧ', 'tʃ').replace('ʦ', 'ts').replace('ɥan', 'ɥæn')
- text = text.replace(chinese_text, cleaned_text+' ', 1)
- for japanese_text in japanese_texts:
- cleaned_text = japanese_to_ipa(japanese_text[4:-4])
- cleaned_text = cleaned_text.replace('ʧ', 'tʃ').replace(
- 'ʦ', 'ts').replace('ɥan', 'ɥæn').replace('ʥ', 'dz')
- text = text.replace(japanese_text, cleaned_text+' ', 1)
- for korean_text in korean_texts:
- cleaned_text = korean_to_ipa(korean_text[4:-4])
- text = text.replace(korean_text, cleaned_text+' ', 1)
- for english_text in english_texts:
- cleaned_text = english_to_ipa2(english_text[4:-4])
- cleaned_text = cleaned_text.replace('ɑ', 'a').replace(
- 'ɔ', 'o').replace('ɛ', 'e').replace('ɪ', 'i').replace('ʊ', 'u')
- text = text.replace(english_text, cleaned_text+' ', 1)
- text = text[:-1]
- if re.match(r'[^\.,!\?\-…~]', text[-1]):
- text += '.'
- return text
-
-
-def cjke_cleaners2(text):
- chinese_texts = re.findall(r'\[ZH\].*?\[ZH\]', text)
- japanese_texts = re.findall(r'\[JA\].*?\[JA\]', text)
- korean_texts = re.findall(r'\[KO\].*?\[KO\]', text)
- english_texts = re.findall(r'\[EN\].*?\[EN\]', text)
- for chinese_text in chinese_texts:
- cleaned_text = chinese_to_ipa(chinese_text[4:-4])
- text = text.replace(chinese_text, cleaned_text+' ', 1)
- for japanese_text in japanese_texts:
- cleaned_text = japanese_to_ipa2(japanese_text[4:-4])
- text = text.replace(japanese_text, cleaned_text+' ', 1)
- for korean_text in korean_texts:
- cleaned_text = korean_to_ipa(korean_text[4:-4])
- text = text.replace(korean_text, cleaned_text+' ', 1)
- for english_text in english_texts:
- cleaned_text = english_to_ipa2(english_text[4:-4])
- text = text.replace(english_text, cleaned_text+' ', 1)
- text = text[:-1]
- if re.match(r'[^\.,!\?\-…~]', text[-1]):
- text += '.'
- return text
-
-
-def thai_cleaners(text):
- text = num_to_thai(text)
- text = latin_to_thai(text)
- return text
-
-
-def shanghainese_cleaners(text):
- text = shanghainese_to_ipa(text)
- if re.match(r'[^\.,!\?\-…~]', text[-1]):
- text += '.'
- return text
-
-
-def chinese_dialect_cleaners(text):
- text = re.sub(r'\[MD\](.*?)\[MD\]',
- lambda x: chinese_to_ipa2(x.group(1))+' ', text)
- text = re.sub(r'\[TW\](.*?)\[TW\]',
- lambda x: chinese_to_ipa2(x.group(1), True)+' ', text)
- text = re.sub(r'\[JA\](.*?)\[JA\]',
- lambda x: japanese_to_ipa3(x.group(1)).replace('Q', 'ʔ')+' ', text)
- text = re.sub(r'\[SH\](.*?)\[SH\]', lambda x: shanghainese_to_ipa(x.group(1)).replace('1', '˥˧').replace('5',
- '˧˧˦').replace('6', '˩˩˧').replace('7', '˥').replace('8', '˩˨').replace('ᴀ', 'ɐ').replace('ᴇ', 'e')+' ', text)
- text = re.sub(r'\[GD\](.*?)\[GD\]',
- lambda x: cantonese_to_ipa(x.group(1))+' ', text)
- text = re.sub(r'\[EN\](.*?)\[EN\]',
- lambda x: english_to_lazy_ipa2(x.group(1))+' ', text)
- text = re.sub(r'\[([A-Z]{2})\](.*?)\[\1\]', lambda x: ngu_dialect_to_ipa(x.group(2), x.group(
- 1)).replace('ʣ', 'dz').replace('ʥ', 'dʑ').replace('ʦ', 'ts').replace('ʨ', 'tɕ')+' ', text)
- text = re.sub(r'\s+$', '', text)
- text = re.sub(r'([^\.,!\?\-…~])$', r'\1.', text)
- return text
diff --git a/spaces/AIFILMS/ControlNet-Video/share_btn.py b/spaces/AIFILMS/ControlNet-Video/share_btn.py
deleted file mode 100644
index 1e961c7a8b71f44a40c305aaab3d2d5068f44cba..0000000000000000000000000000000000000000
--- a/spaces/AIFILMS/ControlNet-Video/share_btn.py
+++ /dev/null
@@ -1,86 +0,0 @@
-community_icon_html = """"""
-
-loading_icon_html = """"""
-
-share_js = """async () => {
- async function uploadFile(file){
- const UPLOAD_URL = 'https://huggingface.co/uploads';
- const response = await fetch(UPLOAD_URL, {
- method: 'POST',
- headers: {
- 'Content-Type': file.type,
- 'X-Requested-With': 'XMLHttpRequest',
- },
- body: file, /// <- File inherits from Blob
- });
- const url = await response.text();
- return url;
- }
-
- async function getVideoBlobFile(videoEL){
- const res = await fetch(videoEL.src);
- const blob = await res.blob();
- const videoId = Date.now() % 200;
- const fileName = `vid-pix2pix-${{videoId}}.wav`;
- const videoBlob = new File([blob], fileName, { type: 'video/mp4' });
- console.log(videoBlob);
- return videoBlob;
- }
-
- const gradioEl = document.querySelector("gradio-app").shadowRoot || document.querySelector('body > gradio-app');
- const captionTxt = gradioEl.querySelector('#prompt-in textarea').value;
- const controlTask = gradioEl.querySelector('#controltask-in select').value;
- const seedValue = gradioEl.querySelector('#seed-in input').value;
- const inputVidEl = gradioEl.querySelector('#input-vid video');
- const outputVideo = gradioEl.querySelector('#video-output video');
- const outputPrepVideo = gradioEl.querySelector('#prep-video-output video');
-
- const shareBtnEl = gradioEl.querySelector('#share-btn');
- const shareIconEl = gradioEl.querySelector('#share-btn-share-icon');
- const loadingIconEl = gradioEl.querySelector('#share-btn-loading-icon');
- if(!outputVideo){
- return;
- };
- shareBtnEl.style.pointerEvents = 'none';
- shareIconEl.style.display = 'none';
- loadingIconEl.style.removeProperty('display');
-
- const inputFile = await getVideoBlobFile(inputVidEl);
- const urlInputVid = await uploadFile(inputFile);
-
- const prepVideoOutFile = await getVideoBlobFile(outputPrepVideo);
- const dataOutputPrepVid = await uploadFile(prepVideoOutFile);
-
- const videoOutFile = await getVideoBlobFile(outputVideo);
- const dataOutputVid = await uploadFile(videoOutFile);
-
- const descriptionMd = `
-#### Settings
-Prompt: ${captionTxt}
-Control Task: ${controlTask} • Seed: ${seedValue}
-
-#### Video input:
-${urlInputVid}
-
-#### Preprcessor output:
-${dataOutputPrepVid}
-
-#### ControlNet result:
-${dataOutputVid}
-`;
- const params = new URLSearchParams({
- title: captionTxt,
- description: descriptionMd,
- });
- const paramsStr = params.toString();
- window.open(`https://huggingface.co/spaces/fffiloni/ControlNet-Video/discussions/new?${paramsStr}`, '_blank');
- shareBtnEl.style.removeProperty('pointer-events');
- shareIconEl.style.removeProperty('display');
- loadingIconEl.style.display = 'none';
-}"""
\ No newline at end of file
diff --git a/spaces/AIGText/GlyphControl/ldm/models/autoencoder.py b/spaces/AIGText/GlyphControl/ldm/models/autoencoder.py
deleted file mode 100644
index a16268dd5a9c4e1a6f17b8907c7828ffebd417e5..0000000000000000000000000000000000000000
--- a/spaces/AIGText/GlyphControl/ldm/models/autoencoder.py
+++ /dev/null
@@ -1,278 +0,0 @@
-import torch
-import pytorch_lightning as pl
-import torch.nn.functional as F
-from contextlib import contextmanager
-
-from ldm.modules.diffusionmodules.model import Encoder, Decoder
-from ldm.modules.distributions.distributions import DiagonalGaussianDistribution
-
-from ldm.util import instantiate_from_config
-from ldm.modules.ema import LitEma
-
-
-class AutoencoderKL(pl.LightningModule):
- def __init__(self,
- ddconfig,
- lossconfig,
- embed_dim,
- ckpt_path=None,
- ignore_keys=[],
- image_key="image",
- colorize_nlabels=None,
- monitor=None,
- ema_decay=None,
- learn_logvar=False,
- keep_keys = [],
- ):
- super().__init__()
- self.learn_logvar = learn_logvar
- self.image_key = image_key
- self.encoder = Encoder(**ddconfig)
- self.decoder = Decoder(**ddconfig)
- self.loss = instantiate_from_config(lossconfig)
- assert ddconfig["double_z"]
- self.quant_conv = torch.nn.Conv2d(2*ddconfig["z_channels"], 2*embed_dim, 1)
- self.post_quant_conv = torch.nn.Conv2d(embed_dim, ddconfig["z_channels"], 1)
- self.embed_dim = embed_dim
- if colorize_nlabels is not None:
- assert type(colorize_nlabels)==int
- self.register_buffer("colorize", torch.randn(3, colorize_nlabels, 1, 1))
- if monitor is not None:
- self.monitor = monitor
-
- self.use_ema = ema_decay is not None
- if self.use_ema:
- self.ema_decay = ema_decay
- assert 0. < ema_decay < 1.
- self.model_ema = LitEma(self, decay=ema_decay)
- print(f"Keeping EMAs of {len(list(self.model_ema.buffers()))}.")
-
- if ckpt_path is not None:
- self.init_from_ckpt(ckpt_path, ignore_keys=ignore_keys, keep_keys=keep_keys)
-
- def init_from_ckpt(self, path, ignore_keys=list(), keep_keys=list()):
- # if path.endswith(".ckpt"):
- # sd = torch.load(path, map_location="cpu")["state_dict"]
- # elif path.endswith(".bin"):
- # sd = torch.load(path, map_location="cpu")
- # else:
- # raise ValueError
- sd = torch.load(path, map_location="cpu")
- if "state_dict" in list(sd.keys()):
- sd = sd["state_dict"]
- keys = list(sd.keys())
- for k in keys:
- for ik in ignore_keys:
- if k.startswith(ik):
- print("Deleting key {} from state_dict.".format(k))
- del sd[k]
- if len(keep_keys):
- sd_new = {}
- for k in list(sd.keys()):
- for kk in keep_keys:
- if k.startswith(kk):
- if kk == "first_stage_model":
- k_new = k.split(kk + ".")[1]
- else:
- k_new = k
- sd_new[k_new] = sd[k]
- else:
- sd_new = sd
- # new_k = k
- # if ".mid_block." in k:
- # new_k = new_k.replace(".mid_block.", ".mid.")
- # if "attentions.0." in k:
- # new_k = new_k.replace("attentions.0.", "attn_1.")
- # if ".resnets.0" in k:
- # new_k = new_k.replace(".resnets.0", ".block_1")
- # if ".resnets.1" in k:
- # new_k = new_k.replace(".resnets.1", ".block_2")
- # else:
- # if ".up_blocks." in k:
- # new_k = new_k.replace(".up_blocks.", ".up.")
- # # sd[k.replace(".up_blocks.", ".up.")] = sd[k]
- # # del sd[k]
- # if ".down_blocks." in k:
- # new_k = new_k.replace(".down_blocks.", ".down.")
- # if ".resnets." in k:
- # new_k = new_k.replace(".resnets.", ".block.")
- # if "samplers.0." in k:
- # new_k = new_k.replace("samplers.0.", "sample.")
- # # sd[k.replace(".down_blocks.", ".down.")] = sd[k]
- # # del sd[k]
-
- # # sd[k.replace(".mid_block.", ".mid.")] = sd[k]
- # # del sd[k]
- # if ".conv_norm_out." in k:
- # new_k = new_k.replace(".conv_norm_out.", ".norm_out.")
- # # sd[k.replace(".conv_norm_out.", ".norm_out.")] = sd[k]
- # if new_k != k:
- # sd[new_k] = sd[k]
- # del sd[k]
-
- # self.load_state_dict(sd, strict=True)
- missing, unexpected = self.load_state_dict(sd_new, strict=False)
- print(f"Restored from {path} with {len(missing)} missing and {len(unexpected)} unexpected keys")
- if len(missing) > 0:
- print(f"Missing Keys:\n {missing}")
- if len(unexpected) > 0:
- print(f"\nUnexpected Keys:\n {unexpected}")
- # print(f"Restored from {path}")
-
- @contextmanager
- def ema_scope(self, context=None):
- if self.use_ema:
- self.model_ema.store(self.parameters())
- self.model_ema.copy_to(self)
- if context is not None:
- print(f"{context}: Switched to EMA weights")
- try:
- yield None
- finally:
- if self.use_ema:
- self.model_ema.restore(self.parameters())
- if context is not None:
- print(f"{context}: Restored training weights")
-
- def on_train_batch_end(self, *args, **kwargs):
- if self.use_ema:
- self.model_ema(self)
-
- def encode(self, x):
- h = self.encoder(x)
- moments = self.quant_conv(h)
- posterior = DiagonalGaussianDistribution(moments)
- return posterior
-
- def decode(self, z):
- z = self.post_quant_conv(z)
- dec = self.decoder(z)
- return dec
-
- def forward(self, input, sample_posterior=True):
- posterior = self.encode(input)
- if sample_posterior:
- z = posterior.sample()
- else:
- z = posterior.mode()
- dec = self.decode(z)
- return dec, posterior
-
- def get_input(self, batch, k):
- x = batch[k]
- if len(x.shape) == 3:
- x = x[..., None]
- x = x.permute(0, 3, 1, 2).to(memory_format=torch.contiguous_format).float()
- return x
-
- def training_step(self, batch, batch_idx, optimizer_idx):
- inputs = self.get_input(batch, self.image_key)
- reconstructions, posterior = self(inputs)
-
- if optimizer_idx == 0:
- # train encoder+decoder+logvar
- aeloss, log_dict_ae = self.loss(inputs, reconstructions, posterior, optimizer_idx, self.global_step,
- last_layer=self.get_last_layer(), split="train")
- self.log("aeloss", aeloss, prog_bar=True, logger=True, on_step=True, on_epoch=True)
- self.log_dict(log_dict_ae, prog_bar=False, logger=True, on_step=True, on_epoch=False)
- return aeloss
-
- if optimizer_idx == 1:
- # train the discriminator
- discloss, log_dict_disc = self.loss(inputs, reconstructions, posterior, optimizer_idx, self.global_step,
- last_layer=self.get_last_layer(), split="train")
-
- self.log("discloss", discloss, prog_bar=True, logger=True, on_step=True, on_epoch=True)
- self.log_dict(log_dict_disc, prog_bar=False, logger=True, on_step=True, on_epoch=False)
- return discloss
-
- def validation_step(self, batch, batch_idx):
- log_dict = self._validation_step(batch, batch_idx)
- with self.ema_scope():
- log_dict_ema = self._validation_step(batch, batch_idx, postfix="_ema")
- return log_dict
-
- def _validation_step(self, batch, batch_idx, postfix=""):
- inputs = self.get_input(batch, self.image_key)
- reconstructions, posterior = self(inputs)
- aeloss, log_dict_ae = self.loss(inputs, reconstructions, posterior, 0, self.global_step,
- last_layer=self.get_last_layer(), split="val"+postfix)
-
- discloss, log_dict_disc = self.loss(inputs, reconstructions, posterior, 1, self.global_step,
- last_layer=self.get_last_layer(), split="val"+postfix)
-
- self.log(f"val{postfix}/rec_loss", log_dict_ae[f"val{postfix}/rec_loss"])
- self.log_dict(log_dict_ae)
- self.log_dict(log_dict_disc)
- return self.log_dict
-
- def configure_optimizers(self):
- lr = self.learning_rate
- ae_params_list = list(self.encoder.parameters()) + list(self.decoder.parameters()) + list(
- self.quant_conv.parameters()) + list(self.post_quant_conv.parameters())
- if self.learn_logvar:
- print(f"{self.__class__.__name__}: Learning logvar")
- ae_params_list.append(self.loss.logvar)
- opt_ae = torch.optim.Adam(ae_params_list,
- lr=lr, betas=(0.5, 0.9))
- opt_disc = torch.optim.Adam(self.loss.discriminator.parameters(),
- lr=lr, betas=(0.5, 0.9))
- return [opt_ae, opt_disc], []
-
- def get_last_layer(self):
- return self.decoder.conv_out.weight
-
- @torch.no_grad()
- def log_images(self, batch, only_inputs=False, log_ema=False, **kwargs):
- log = dict()
- x = self.get_input(batch, self.image_key)
- x = x.to(self.device)
- if not only_inputs:
- xrec, posterior = self(x)
- if x.shape[1] > 3:
- # colorize with random projection
- assert xrec.shape[1] > 3
- x = self.to_rgb(x)
- xrec = self.to_rgb(xrec)
- log["samples"] = self.decode(torch.randn_like(posterior.sample()))
- log["reconstructions"] = xrec
- if log_ema or self.use_ema:
- with self.ema_scope():
- xrec_ema, posterior_ema = self(x)
- if x.shape[1] > 3:
- # colorize with random projection
- assert xrec_ema.shape[1] > 3
- xrec_ema = self.to_rgb(xrec_ema)
- log["samples_ema"] = self.decode(torch.randn_like(posterior_ema.sample()))
- log["reconstructions_ema"] = xrec_ema
- log["inputs"] = x
- return log
-
- def to_rgb(self, x):
- assert self.image_key == "segmentation"
- if not hasattr(self, "colorize"):
- self.register_buffer("colorize", torch.randn(3, x.shape[1], 1, 1).to(x))
- x = F.conv2d(x, weight=self.colorize)
- x = 2.*(x-x.min())/(x.max()-x.min()) - 1.
- return x
-
-
-class IdentityFirstStage(torch.nn.Module):
- def __init__(self, *args, vq_interface=False, **kwargs):
- self.vq_interface = vq_interface
- super().__init__()
-
- def encode(self, x, *args, **kwargs):
- return x
-
- def decode(self, x, *args, **kwargs):
- return x
-
- def quantize(self, x, *args, **kwargs):
- if self.vq_interface:
- return x, None, [None, None, None]
- return x
-
- def forward(self, x, *args, **kwargs):
- return x
-
diff --git a/spaces/AchyuthGamer/ImMagician/style.css b/spaces/AchyuthGamer/ImMagician/style.css
deleted file mode 100644
index 142c4b92e938cc8cd33cde5ab580b5fd6a2aac78..0000000000000000000000000000000000000000
--- a/spaces/AchyuthGamer/ImMagician/style.css
+++ /dev/null
@@ -1,97 +0,0 @@
-#col-container {color: white;
- max-width: 1200px;
- margin-left: auto;
- margin-right: auto;
-}
-a {
- color: inherit;
- text-decoration: underline;
-}
-.gradio-container {
- color: #ffaa66;
- background-color: #005566;
- font-family: 'IBM Plex Sans', sans-serif;
-}
-.gr-button {
- color: #ffffff !important;
- text-shadow: 1px 1px 0 rgba(0, 0, 0, 1) !important;
- background-image: linear-gradient(#76635a, #d2a489) !important;
- border-radius: 24px !important;
- border: solid 1px !important;
- border-top-color: #ffc99f !important;
- border-right-color: #000000 !important;
- border-bottom-color: #000000 !important;
- border-left-color: #ffc99f !important;
- padding: 6px 30px;
-}
-input[type='range'] {
- accent-color: #9d66e5;
-}
-.dark input[type='range'] {
- accent-color: #dfdfdf;
-}
-.container {
- color: #ffaa66;
- max-width: 1200px;
- margin: auto;
- padding-top: 1.5rem;
-}
-#gallery {
- color: #ffaa66;
- min-height: 22rem;
- margin-bottom: 15px;
- margin-left: auto;
- margin-right: auto;
- border-bottom-right-radius: .5rem !important;
- border-bottom-left-radius: .5rem !important;
-}
-#gallery>div>.h-full {
- color: #ffaa66;
- min-height: 20rem;
-}
-.details:hover {
- text-decoration: underline;
-}
-.gr-button:focus {
- border-color: rgb(255 160 0 / var(--tw-border-opacity));
- outline: none;
- box-shadow: var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow, 0 0 #0000);
- --tw-border-opacity: 1;
- --tw-ring-offset-shadow: var(--tw-ring-inset) 0 0 0 var(--tw-ring-offset-width) var(--tw-ring-offset-color);
- --tw-ring-shadow: var(--tw-ring-inset) 0 0 0 calc(3px var(--tw-ring-offset-width)) var(--tw-ring-color);
- --tw-ring-color: rgb(0 0 0 / var(--tw-ring-opacity));
- --tw-ring-opacity: .5;
-}
-#advanced-options {
- color: #ffaa66;
- margin-bottom: 20px;
-}
-.footer {
- color: #ffaa66;
- margin-bottom: 45px;
- margin-top: 35px;
- text-align: center;
- border-bottom: 1px solid #e5e5e5;
-}
-.footer>p {
- color: #ffaa66;
- font-size: .8rem;
- display: inline-block;
- padding: 0 10px;
- transform: translateY(10px);
- background: white;
-}
-.dark .logo{ filter: invert(1); }
-.dark .footer {
- border-color: #303030;
-}
-.dark .footer>p {
- background: #0b0f19;
-}
-.acknowledgments h4{
- color: #ffaa66;
- margin: 1.25em 0 .25em 0;
- font-weight: bold;
- font-size: 115%;
-}
-
diff --git a/spaces/AgentVerse/agentVerse/ui/dist/assets/tilemaps/tiles/tileset.tsx b/spaces/AgentVerse/agentVerse/ui/dist/assets/tilemaps/tiles/tileset.tsx
deleted file mode 100644
index 5897600ae219711f8a5c8da05cceb45b619b4e69..0000000000000000000000000000000000000000
--- a/spaces/AgentVerse/agentVerse/ui/dist/assets/tilemaps/tiles/tileset.tsx
+++ /dev/null
@@ -1,4 +0,0 @@
-
-
-
-
diff --git a/spaces/AgentVerse/agentVerse/ui/src/phaser3-rex-plugins/templates/spinner/spinner/Factory.js b/spaces/AgentVerse/agentVerse/ui/src/phaser3-rex-plugins/templates/spinner/spinner/Factory.js
deleted file mode 100644
index 88b0621cd1ff3f8939eccec9dba8330ca499eea0..0000000000000000000000000000000000000000
--- a/spaces/AgentVerse/agentVerse/ui/src/phaser3-rex-plugins/templates/spinner/spinner/Factory.js
+++ /dev/null
@@ -1,13 +0,0 @@
-import Spinner from './Spinner.js';
-import ObjectFactory from '../ObjectFactory.js';
-import SetValue from '../../../plugins/utils/object/SetValue.js';
-
-ObjectFactory.register('spinner', function (config) {
- var gameObject = new Spinner(this.scene, config);
- this.scene.add.existing(gameObject);
- return gameObject;
-});
-
-SetValue(window, 'RexPlugins.Spinner.Spinner', Spinner);
-
-export default Spinner;
\ No newline at end of file
diff --git a/spaces/AgentVerse/agentVerse/ui/src/phaser3-rex-plugins/templates/ui/colorinput/colorinput/methods/Methods.js b/spaces/AgentVerse/agentVerse/ui/src/phaser3-rex-plugins/templates/ui/colorinput/colorinput/methods/Methods.js
deleted file mode 100644
index e8e753b87237a5c0ec7c8e5fc94999e8b9d223a7..0000000000000000000000000000000000000000
--- a/spaces/AgentVerse/agentVerse/ui/src/phaser3-rex-plugins/templates/ui/colorinput/colorinput/methods/Methods.js
+++ /dev/null
@@ -1,13 +0,0 @@
-import ConfigurationMethods from './ConfigurationMethods.js'
-import OpenColorPicker from './OpenColorPicker.js';
-
-var methods = {
- openColorPicker: OpenColorPicker
-}
-
-Object.assign(
- methods,
- ConfigurationMethods,
-);
-
-export default methods;
\ No newline at end of file
diff --git a/spaces/Akmyradov/TurkmenTTSweSTT/uroman/lib/JSON.pm b/spaces/Akmyradov/TurkmenTTSweSTT/uroman/lib/JSON.pm
deleted file mode 100644
index 8bac7eb5b90b530b828b25d41cec812d2dc2cf8f..0000000000000000000000000000000000000000
--- a/spaces/Akmyradov/TurkmenTTSweSTT/uroman/lib/JSON.pm
+++ /dev/null
@@ -1,2317 +0,0 @@
-package JSON;
-
-
-use strict;
-use Carp ();
-use base qw(Exporter);
-@JSON::EXPORT = qw(from_json to_json jsonToObj objToJson encode_json decode_json);
-
-BEGIN {
- $JSON::VERSION = '2.90';
- $JSON::DEBUG = 0 unless (defined $JSON::DEBUG);
- $JSON::DEBUG = $ENV{ PERL_JSON_DEBUG } if exists $ENV{ PERL_JSON_DEBUG };
-}
-
-my $Module_XS = 'JSON::XS';
-my $Module_PP = 'JSON::PP';
-my $Module_bp = 'JSON::backportPP'; # included in JSON distribution
-my $PP_Version = '2.27203';
-my $XS_Version = '2.34';
-
-
-# XS and PP common methods
-
-my @PublicMethods = qw/
- ascii latin1 utf8 pretty indent space_before space_after relaxed canonical allow_nonref
- allow_blessed convert_blessed filter_json_object filter_json_single_key_object
- shrink max_depth max_size encode decode decode_prefix allow_unknown
-/;
-
-my @Properties = qw/
- ascii latin1 utf8 indent space_before space_after relaxed canonical allow_nonref
- allow_blessed convert_blessed shrink max_depth max_size allow_unknown
-/;
-
-my @XSOnlyMethods = qw/allow_tags/; # Currently nothing
-
-my @PPOnlyMethods = qw/
- indent_length sort_by
- allow_singlequote allow_bignum loose allow_barekey escape_slash as_nonblessed
-/; # JSON::PP specific
-
-
-# used in _load_xs and _load_pp ($INSTALL_ONLY is not used currently)
-my $_INSTALL_DONT_DIE = 1; # When _load_xs fails to load XS, don't die.
-my $_INSTALL_ONLY = 2; # Don't call _set_methods()
-my $_ALLOW_UNSUPPORTED = 0;
-my $_UNIV_CONV_BLESSED = 0;
-my $_USSING_bpPP = 0;
-
-
-# Check the environment variable to decide worker module.
-
-unless ($JSON::Backend) {
- $JSON::DEBUG and Carp::carp("Check used worker module...");
-
- my $backend = exists $ENV{PERL_JSON_BACKEND} ? $ENV{PERL_JSON_BACKEND} : 1;
-
- if ($backend eq '1' or $backend =~ /JSON::XS\s*,\s*JSON::PP/) {
- _load_xs($_INSTALL_DONT_DIE) or _load_pp();
- }
- elsif ($backend eq '0' or $backend eq 'JSON::PP') {
- _load_pp();
- }
- elsif ($backend eq '2' or $backend eq 'JSON::XS') {
- _load_xs();
- }
- elsif ($backend eq 'JSON::backportPP') {
- $_USSING_bpPP = 1;
- _load_pp();
- }
- else {
- Carp::croak "The value of environmental variable 'PERL_JSON_BACKEND' is invalid.";
- }
-}
-
-
-sub import {
- my $pkg = shift;
- my @what_to_export;
- my $no_export;
-
- for my $tag (@_) {
- if ($tag eq '-support_by_pp') {
- if (!$_ALLOW_UNSUPPORTED++) {
- JSON::Backend::XS
- ->support_by_pp(@PPOnlyMethods) if ($JSON::Backend eq $Module_XS);
- }
- next;
- }
- elsif ($tag eq '-no_export') {
- $no_export++, next;
- }
- elsif ( $tag eq '-convert_blessed_universally' ) {
- eval q|
- require B;
- *UNIVERSAL::TO_JSON = sub {
- my $b_obj = B::svref_2object( $_[0] );
- return $b_obj->isa('B::HV') ? { %{ $_[0] } }
- : $b_obj->isa('B::AV') ? [ @{ $_[0] } ]
- : undef
- ;
- }
- | if ( !$_UNIV_CONV_BLESSED++ );
- next;
- }
- push @what_to_export, $tag;
- }
-
- return if ($no_export);
-
- __PACKAGE__->export_to_level(1, $pkg, @what_to_export);
-}
-
-
-# OBSOLETED
-
-sub jsonToObj {
- my $alternative = 'from_json';
- if (defined $_[0] and UNIVERSAL::isa($_[0], 'JSON')) {
- shift @_; $alternative = 'decode';
- }
- Carp::carp "'jsonToObj' will be obsoleted. Please use '$alternative' instead.";
- return JSON::from_json(@_);
-};
-
-sub objToJson {
- my $alternative = 'to_json';
- if (defined $_[0] and UNIVERSAL::isa($_[0], 'JSON')) {
- shift @_; $alternative = 'encode';
- }
- Carp::carp "'objToJson' will be obsoleted. Please use '$alternative' instead.";
- JSON::to_json(@_);
-};
-
-
-# INTERFACES
-
-sub to_json ($@) {
- if (
- ref($_[0]) eq 'JSON'
- or (@_ > 2 and $_[0] eq 'JSON')
- ) {
- Carp::croak "to_json should not be called as a method.";
- }
- my $json = JSON->new;
-
- if (@_ == 2 and ref $_[1] eq 'HASH') {
- my $opt = $_[1];
- for my $method (keys %$opt) {
- $json->$method( $opt->{$method} );
- }
- }
-
- $json->encode($_[0]);
-}
-
-
-sub from_json ($@) {
- if ( ref($_[0]) eq 'JSON' or $_[0] eq 'JSON' ) {
- Carp::croak "from_json should not be called as a method.";
- }
- my $json = JSON->new;
-
- if (@_ == 2 and ref $_[1] eq 'HASH') {
- my $opt = $_[1];
- for my $method (keys %$opt) {
- $json->$method( $opt->{$method} );
- }
- }
-
- return $json->decode( $_[0] );
-}
-
-
-
-sub true { $JSON::true }
-
-sub false { $JSON::false }
-
-sub null { undef; }
-
-
-sub require_xs_version { $XS_Version; }
-
-sub backend {
- my $proto = shift;
- $JSON::Backend;
-}
-
-#*module = *backend;
-
-
-sub is_xs {
- return $_[0]->backend eq $Module_XS;
-}
-
-
-sub is_pp {
- return not $_[0]->is_xs;
-}
-
-
-sub pureperl_only_methods { @PPOnlyMethods; }
-
-
-sub property {
- my ($self, $name, $value) = @_;
-
- if (@_ == 1) {
- my %props;
- for $name (@Properties) {
- my $method = 'get_' . $name;
- if ($name eq 'max_size') {
- my $value = $self->$method();
- $props{$name} = $value == 1 ? 0 : $value;
- next;
- }
- $props{$name} = $self->$method();
- }
- return \%props;
- }
- elsif (@_ > 3) {
- Carp::croak('property() can take only the option within 2 arguments.');
- }
- elsif (@_ == 2) {
- if ( my $method = $self->can('get_' . $name) ) {
- if ($name eq 'max_size') {
- my $value = $self->$method();
- return $value == 1 ? 0 : $value;
- }
- $self->$method();
- }
- }
- else {
- $self->$name($value);
- }
-
-}
-
-
-
-# INTERNAL
-
-sub _load_xs {
- my $opt = shift;
-
- $JSON::DEBUG and Carp::carp "Load $Module_XS.";
-
- # if called after install module, overload is disable.... why?
- JSON::Boolean::_overrride_overload($Module_XS);
- JSON::Boolean::_overrride_overload($Module_PP);
-
- eval qq|
- use $Module_XS $XS_Version ();
- |;
-
- if ($@) {
- if (defined $opt and $opt & $_INSTALL_DONT_DIE) {
- $JSON::DEBUG and Carp::carp "Can't load $Module_XS...($@)";
- return 0;
- }
- Carp::croak $@;
- }
-
- unless (defined $opt and $opt & $_INSTALL_ONLY) {
- _set_module( $JSON::Backend = $Module_XS );
- my $data = join("", ); # this code is from Jcode 2.xx.
- close(DATA);
- eval $data;
- JSON::Backend::XS->init;
- }
-
- return 1;
-};
-
-
-sub _load_pp {
- my $opt = shift;
- my $backend = $_USSING_bpPP ? $Module_bp : $Module_PP;
-
- $JSON::DEBUG and Carp::carp "Load $backend.";
-
- # if called after install module, overload is disable.... why?
- JSON::Boolean::_overrride_overload($Module_XS);
- JSON::Boolean::_overrride_overload($backend);
-
- if ( $_USSING_bpPP ) {
- eval qq| require $backend |;
- }
- else {
- eval qq| use $backend $PP_Version () |;
- }
-
- if ($@) {
- if ( $backend eq $Module_PP ) {
- $JSON::DEBUG and Carp::carp "Can't load $Module_PP ($@), so try to load $Module_bp";
- $_USSING_bpPP++;
- $backend = $Module_bp;
- JSON::Boolean::_overrride_overload($backend);
- local $^W; # if PP installed but invalid version, backportPP redefines methods.
- eval qq| require $Module_bp |;
- }
- Carp::croak $@ if $@;
- }
-
- unless (defined $opt and $opt & $_INSTALL_ONLY) {
- _set_module( $JSON::Backend = $Module_PP ); # even if backportPP, set $Backend with 'JSON::PP'
- JSON::Backend::PP->init;
- }
-};
-
-
-sub _set_module {
- return if defined $JSON::true;
-
- my $module = shift;
-
- local $^W;
- no strict qw(refs);
-
- $JSON::true = ${"$module\::true"};
- $JSON::false = ${"$module\::false"};
-
- push @JSON::ISA, $module;
- if ( JSON->is_xs and JSON->backend->VERSION < 3 ) {
- eval 'package JSON::PP::Boolean';
- push @{"$module\::Boolean::ISA"}, qw(JSON::PP::Boolean);
- }
-
- *{"JSON::is_bool"} = \&{"$module\::is_bool"};
-
- for my $method ($module eq $Module_XS ? @PPOnlyMethods : @XSOnlyMethods) {
- *{"JSON::$method"} = sub {
- Carp::carp("$method is not supported in $module.");
- $_[0];
- };
- }
-
- return 1;
-}
-
-
-
-#
-# JSON Boolean
-#
-
-package JSON::Boolean;
-
-my %Installed;
-
-sub _overrride_overload {
- return; # this function is currently disable.
- return if ($Installed{ $_[0] }++);
-
- my $boolean = $_[0] . '::Boolean';
-
- eval sprintf(q|
- package %s;
- use overload (
- '""' => sub { ${$_[0]} == 1 ? 'true' : 'false' },
- 'eq' => sub {
- my ($obj, $op) = ref ($_[0]) ? ($_[0], $_[1]) : ($_[1], $_[0]);
- if ($op eq 'true' or $op eq 'false') {
- return "$obj" eq 'true' ? 'true' eq $op : 'false' eq $op;
- }
- else {
- return $obj ? 1 == $op : 0 == $op;
- }
- },
- );
- |, $boolean);
-
- if ($@) { Carp::croak $@; }
-
- if ( exists $INC{'JSON/XS.pm'} and $boolean eq 'JSON::XS::Boolean' ) {
- local $^W;
- my $true = do { bless \(my $dummy = 1), $boolean };
- my $false = do { bless \(my $dummy = 0), $boolean };
- *JSON::XS::true = sub () { $true };
- *JSON::XS::false = sub () { $false };
- }
- elsif ( exists $INC{'JSON/PP.pm'} and $boolean eq 'JSON::PP::Boolean' ) {
- local $^W;
- my $true = do { bless \(my $dummy = 1), $boolean };
- my $false = do { bless \(my $dummy = 0), $boolean };
- *JSON::PP::true = sub { $true };
- *JSON::PP::false = sub { $false };
- }
-
- return 1;
-}
-
-
-#
-# Helper classes for Backend Module (PP)
-#
-
-package JSON::Backend::PP;
-
-sub init {
- local $^W;
- no strict qw(refs); # this routine may be called after JSON::Backend::XS init was called.
- *{"JSON::decode_json"} = \&{"JSON::PP::decode_json"};
- *{"JSON::encode_json"} = \&{"JSON::PP::encode_json"};
- *{"JSON::PP::is_xs"} = sub { 0 };
- *{"JSON::PP::is_pp"} = sub { 1 };
- return 1;
-}
-
-#
-# To save memory, the below lines are read only when XS backend is used.
-#
-
-package JSON;
-
-1;
-__DATA__
-
-
-#
-# Helper classes for Backend Module (XS)
-#
-
-package JSON::Backend::XS;
-
-use constant INDENT_LENGTH_FLAG => 15 << 12;
-
-use constant UNSUPPORTED_ENCODE_FLAG => {
- ESCAPE_SLASH => 0x00000010,
- ALLOW_BIGNUM => 0x00000020,
- AS_NONBLESSED => 0x00000040,
- EXPANDED => 0x10000000, # for developer's
-};
-
-use constant UNSUPPORTED_DECODE_FLAG => {
- LOOSE => 0x00000001,
- ALLOW_BIGNUM => 0x00000002,
- ALLOW_BAREKEY => 0x00000004,
- ALLOW_SINGLEQUOTE => 0x00000008,
- EXPANDED => 0x20000000, # for developer's
-};
-
-
-sub init {
- local $^W;
- no strict qw(refs);
- *{"JSON::decode_json"} = \&{"JSON::XS::decode_json"};
- *{"JSON::encode_json"} = \&{"JSON::XS::encode_json"};
- *{"JSON::XS::is_xs"} = sub { 1 };
- *{"JSON::XS::is_pp"} = sub { 0 };
- return 1;
-}
-
-
-sub support_by_pp {
- my ($class, @methods) = @_;
-
- local $^W;
- no strict qw(refs);
-
- my $JSON_XS_encode_orignal = \&JSON::XS::encode;
- my $JSON_XS_decode_orignal = \&JSON::XS::decode;
- my $JSON_XS_incr_parse_orignal = \&JSON::XS::incr_parse;
-
- *JSON::XS::decode = \&JSON::Backend::XS::Supportable::_decode;
- *JSON::XS::encode = \&JSON::Backend::XS::Supportable::_encode;
- *JSON::XS::incr_parse = \&JSON::Backend::XS::Supportable::_incr_parse;
-
- *{JSON::XS::_original_decode} = $JSON_XS_decode_orignal;
- *{JSON::XS::_original_encode} = $JSON_XS_encode_orignal;
- *{JSON::XS::_original_incr_parse} = $JSON_XS_incr_parse_orignal;
-
- push @JSON::Backend::XS::Supportable::ISA, 'JSON';
-
- my $pkg = 'JSON::Backend::XS::Supportable';
-
- *{JSON::new} = sub {
- my $proto = JSON::XS->new; $$proto = 0;
- bless $proto, $pkg;
- };
-
-
- for my $method (@methods) {
- my $flag = uc($method);
- my $type |= (UNSUPPORTED_ENCODE_FLAG->{$flag} || 0);
- $type |= (UNSUPPORTED_DECODE_FLAG->{$flag} || 0);
-
- next unless($type);
-
- $pkg->_make_unsupported_method($method => $type);
- }
-
-# push @{"JSON::XS::Boolean::ISA"}, qw(JSON::PP::Boolean);
-# push @{"JSON::PP::Boolean::ISA"}, qw(JSON::Boolean);
-
- $JSON::DEBUG and Carp::carp("set -support_by_pp mode.");
-
- return 1;
-}
-
-
-
-
-#
-# Helper classes for XS
-#
-
-package JSON::Backend::XS::Supportable;
-
-$Carp::Internal{'JSON::Backend::XS::Supportable'} = 1;
-
-sub _make_unsupported_method {
- my ($pkg, $method, $type) = @_;
-
- local $^W;
- no strict qw(refs);
-
- *{"$pkg\::$method"} = sub {
- local $^W;
- if (defined $_[1] ? $_[1] : 1) {
- ${$_[0]} |= $type;
- }
- else {
- ${$_[0]} &= ~$type;
- }
- $_[0];
- };
-
- *{"$pkg\::get_$method"} = sub {
- ${$_[0]} & $type ? 1 : '';
- };
-
-}
-
-
-sub _set_for_pp {
- JSON::_load_pp( $_INSTALL_ONLY );
-
- my $type = shift;
- my $pp = JSON::PP->new;
- my $prop = $_[0]->property;
-
- for my $name (keys %$prop) {
- $pp->$name( $prop->{$name} ? $prop->{$name} : 0 );
- }
-
- my $unsupported = $type eq 'encode' ? JSON::Backend::XS::UNSUPPORTED_ENCODE_FLAG
- : JSON::Backend::XS::UNSUPPORTED_DECODE_FLAG;
- my $flags = ${$_[0]} || 0;
-
- for my $name (keys %$unsupported) {
- next if ($name eq 'EXPANDED'); # for developer's
- my $enable = ($flags & $unsupported->{$name}) ? 1 : 0;
- my $method = lc $name;
- $pp->$method($enable);
- }
-
- $pp->indent_length( $_[0]->get_indent_length );
-
- return $pp;
-}
-
-sub _encode { # using with PP encode
- if (${$_[0]}) {
- _set_for_pp('encode' => @_)->encode($_[1]);
- }
- else {
- $_[0]->_original_encode( $_[1] );
- }
-}
-
-
-sub _decode { # if unsupported-flag is set, use PP
- if (${$_[0]}) {
- _set_for_pp('decode' => @_)->decode($_[1]);
- }
- else {
- $_[0]->_original_decode( $_[1] );
- }
-}
-
-
-sub decode_prefix { # if unsupported-flag is set, use PP
- _set_for_pp('decode' => @_)->decode_prefix($_[1]);
-}
-
-
-sub _incr_parse {
- if (${$_[0]}) {
- _set_for_pp('decode' => @_)->incr_parse($_[1]);
- }
- else {
- $_[0]->_original_incr_parse( $_[1] );
- }
-}
-
-
-sub get_indent_length {
- ${$_[0]} << 4 >> 16;
-}
-
-
-sub indent_length {
- my $length = $_[1];
-
- if (!defined $length or $length > 15 or $length < 0) {
- Carp::carp "The acceptable range of indent_length() is 0 to 15.";
- }
- else {
- local $^W;
- $length <<= 12;
- ${$_[0]} &= ~ JSON::Backend::XS::INDENT_LENGTH_FLAG;
- ${$_[0]} |= $length;
- *JSON::XS::encode = \&JSON::Backend::XS::Supportable::_encode;
- }
-
- $_[0];
-}
-
-
-1;
-__END__
-
-=head1 NAME
-
-JSON - JSON (JavaScript Object Notation) encoder/decoder
-
-=head1 SYNOPSIS
-
- use JSON; # imports encode_json, decode_json, to_json and from_json.
-
- # simple and fast interfaces (expect/generate UTF-8)
-
- $utf8_encoded_json_text = encode_json $perl_hash_or_arrayref;
- $perl_hash_or_arrayref = decode_json $utf8_encoded_json_text;
-
- # OO-interface
-
- $json = JSON->new->allow_nonref;
-
- $json_text = $json->encode( $perl_scalar );
- $perl_scalar = $json->decode( $json_text );
-
- $pretty_printed = $json->pretty->encode( $perl_scalar ); # pretty-printing
-
- # If you want to use PP only support features, call with '-support_by_pp'
- # When XS unsupported feature is enable, using PP (de|en)code instead of XS ones.
-
- use JSON -support_by_pp;
-
- # option-acceptable interfaces (expect/generate UNICODE by default)
-
- $json_text = to_json( $perl_scalar, { ascii => 1, pretty => 1 } );
- $perl_scalar = from_json( $json_text, { utf8 => 1 } );
-
- # Between (en|de)code_json and (to|from)_json, if you want to write
- # a code which communicates to an outer world (encoded in UTF-8),
- # recommend to use (en|de)code_json.
-
-=head1 VERSION
-
- 2.90
-
-This version is compatible with JSON::XS B<2.34> and later.
-(Not yet compatble to JSON::XS B<3.0x>.)
-
-
-=head1 NOTE
-
-JSON::PP was earlier included in the C distribution, but
-has since Perl 5.14 been a core module. For this reason,
-L was removed from the JSON distribution and can now
-be found also in the Perl5 repository at
-
-=over
-
-=item * L
-
-=back
-
-(The newest JSON::PP version still exists in CPAN.)
-
-Instead, the C distribution will include JSON::backportPP
-for backwards computability. JSON.pm should thus work as it did
-before.
-
-=head1 DESCRIPTION
-
- *************************** CAUTION **************************************
- * *
- * INCOMPATIBLE CHANGE (JSON::XS version 2.90) *
- * *
- * JSON.pm had patched JSON::XS::Boolean and JSON::PP::Boolean internally *
- * on loading time for making these modules inherit JSON::Boolean. *
- * But since JSON::XS v3.0 it use Types::Serialiser as boolean class. *
- * Then now JSON.pm breaks boolean classe overload features and *
- * -support_by_pp if JSON::XS v3.0 or later is installed. *
- * *
- * JSON::true and JSON::false returned JSON::Boolean objects. *
- * For workaround, they return JSON::PP::Boolean objects in this version. *
- * *
- * isa_ok(JSON::true, 'JSON::PP::Boolean'); *
- * *
- * And it discards a feature: *
- * *
- * ok(JSON::true eq 'true'); *
- * *
- * In other word, JSON::PP::Boolean overload numeric only. *
- * *
- * ok( JSON::true == 1 ); *
- * *
- **************************************************************************
-
- ************************** CAUTION ********************************
- * This is 'JSON module version 2' and there are many differences *
- * to version 1.xx *
- * Please check your applications using old version. *
- * See to 'INCOMPATIBLE CHANGES TO OLD VERSION' *
- *******************************************************************
-
-JSON (JavaScript Object Notation) is a simple data format.
-See to L and C(L).
-
-This module converts Perl data structures to JSON and vice versa using either
-L or L.
-
-JSON::XS is the fastest and most proper JSON module on CPAN which must be
-compiled and installed in your environment.
-JSON::PP is a pure-Perl module which is bundled in this distribution and
-has a strong compatibility to JSON::XS.
-
-This module try to use JSON::XS by default and fail to it, use JSON::PP instead.
-So its features completely depend on JSON::XS or JSON::PP.
-
-See to L.
-
-To distinguish the module name 'JSON' and the format type JSON,
-the former is quoted by CEE (its results vary with your using media),
-and the latter is left just as it is.
-
-Module name : C
-
-Format type : JSON
-
-=head2 FEATURES
-
-=over
-
-=item * correct unicode handling
-
-This module (i.e. backend modules) knows how to handle Unicode, documents
-how and when it does so, and even documents what "correct" means.
-
-Even though there are limitations, this feature is available since Perl version 5.6.
-
-JSON::XS requires Perl 5.8.2 (but works correctly in 5.8.8 or later), so in older versions
-C should call JSON::PP as the backend which can be used since Perl 5.005.
-
-With Perl 5.8.x JSON::PP works, but from 5.8.0 to 5.8.2, because of a Perl side problem,
-JSON::PP works slower in the versions. And in 5.005, the Unicode handling is not available.
-See to L for more information.
-
-See also to L
-and L.
-
-
-=item * round-trip integrity
-
-When you serialise a perl data structure using only data types supported
-by JSON and Perl, the deserialised data structure is identical on the Perl
-level. (e.g. the string "2.0" doesn't suddenly become "2" just because
-it looks like a number). There I minor exceptions to this, read the
-L section below to learn about those.
-
-
-=item * strict checking of JSON correctness
-
-There is no guessing, no generating of illegal JSON texts by default,
-and only JSON is accepted as input by default (the latter is a security
-feature).
-
-See to L and L.
-
-=item * fast
-
-This module returns a JSON::XS object itself if available.
-Compared to other JSON modules and other serialisers such as Storable,
-JSON::XS usually compares favorably in terms of speed, too.
-
-If not available, C returns a JSON::PP object instead of JSON::XS and
-it is very slow as pure-Perl.
-
-=item * simple to use
-
-This module has both a simple functional interface as well as an
-object oriented interface interface.
-
-=item * reasonably versatile output formats
-
-You can choose between the most compact guaranteed-single-line format possible
-(nice for simple line-based protocols), a pure-ASCII format (for when your transport
-is not 8-bit clean, still supports the whole Unicode range), or a pretty-printed
-format (for when you want to read that stuff). Or you can combine those features
-in whatever way you like.
-
-=back
-
-=head1 FUNCTIONAL INTERFACE
-
-Some documents are copied and modified from L.
-C and C are additional functions.
-
-=head2 encode_json
-
- $json_text = encode_json $perl_scalar
-
-Converts the given Perl data structure to a UTF-8 encoded, binary string.
-
-This function call is functionally identical to:
-
- $json_text = JSON->new->utf8->encode($perl_scalar)
-
-=head2 decode_json
-
- $perl_scalar = decode_json $json_text
-
-The opposite of C: expects an UTF-8 (binary) string and tries
-to parse that as an UTF-8 encoded JSON text, returning the resulting
-reference.
-
-This function call is functionally identical to:
-
- $perl_scalar = JSON->new->utf8->decode($json_text)
-
-
-=head2 to_json
-
- $json_text = to_json($perl_scalar)
-
-Converts the given Perl data structure to a json string.
-
-This function call is functionally identical to:
-
- $json_text = JSON->new->encode($perl_scalar)
-
-Takes a hash reference as the second.
-
- $json_text = to_json($perl_scalar, $flag_hashref)
-
-So,
-
- $json_text = to_json($perl_scalar, {utf8 => 1, pretty => 1})
-
-equivalent to:
-
- $json_text = JSON->new->utf8(1)->pretty(1)->encode($perl_scalar)
-
-If you want to write a modern perl code which communicates to outer world,
-you should use C (supposed that JSON data are encoded in UTF-8).
-
-=head2 from_json
-
- $perl_scalar = from_json($json_text)
-
-The opposite of C: expects a json string and tries
-to parse it, returning the resulting reference.
-
-This function call is functionally identical to:
-
- $perl_scalar = JSON->decode($json_text)
-
-Takes a hash reference as the second.
-
- $perl_scalar = from_json($json_text, $flag_hashref)
-
-So,
-
- $perl_scalar = from_json($json_text, {utf8 => 1})
-
-equivalent to:
-
- $perl_scalar = JSON->new->utf8(1)->decode($json_text)
-
-If you want to write a modern perl code which communicates to outer world,
-you should use C (supposed that JSON data are encoded in UTF-8).
-
-=head2 JSON::is_bool
-
- $is_boolean = JSON::is_bool($scalar)
-
-Returns true if the passed scalar represents either JSON::true or
-JSON::false, two constants that act like C<1> and C<0> respectively
-and are also used to represent JSON C and C in Perl strings.
-
-=head2 JSON::true
-
-Returns JSON true value which is blessed object.
-It C JSON::Boolean object.
-
-=head2 JSON::false
-
-Returns JSON false value which is blessed object.
-It C JSON::Boolean object.
-
-=head2 JSON::null
-
-Returns C.
-
-See L, below, for more information on how JSON values are mapped to
-Perl.
-
-=head1 HOW DO I DECODE A DATA FROM OUTER AND ENCODE TO OUTER
-
-This section supposes that your perl version is 5.8 or later.
-
-If you know a JSON text from an outer world - a network, a file content, and so on,
-is encoded in UTF-8, you should use C or C module object
-with C enable. And the decoded result will contain UNICODE characters.
-
- # from network
- my $json = JSON->new->utf8;
- my $json_text = CGI->new->param( 'json_data' );
- my $perl_scalar = $json->decode( $json_text );
-
- # from file content
- local $/;
- open( my $fh, '<', 'json.data' );
- $json_text = <$fh>;
- $perl_scalar = decode_json( $json_text );
-
-If an outer data is not encoded in UTF-8, firstly you should C it.
-
- use Encode;
- local $/;
- open( my $fh, '<', 'json.data' );
- my $encoding = 'cp932';
- my $unicode_json_text = decode( $encoding, <$fh> ); # UNICODE
-
- # or you can write the below code.
- #
- # open( my $fh, "<:encoding($encoding)", 'json.data' );
- # $unicode_json_text = <$fh>;
-
-In this case, C<$unicode_json_text> is of course UNICODE string.
-So you B use C nor C module object with C enable.
-Instead of them, you use C module object with C disable or C.
-
- $perl_scalar = $json->utf8(0)->decode( $unicode_json_text );
- # or
- $perl_scalar = from_json( $unicode_json_text );
-
-Or C and C:
-
- $perl_scalar = decode_json( encode( 'utf8', $unicode_json_text ) );
- # this way is not efficient.
-
-And now, you want to convert your C<$perl_scalar> into JSON data and
-send it to an outer world - a network or a file content, and so on.
-
-Your data usually contains UNICODE strings and you want the converted data to be encoded
-in UTF-8, you should use C or C module object with C enable.
-
- print encode_json( $perl_scalar ); # to a network? file? or display?
- # or
- print $json->utf8->encode( $perl_scalar );
-
-If C<$perl_scalar> does not contain UNICODE but C<$encoding>-encoded strings
-for some reason, then its characters are regarded as B for perl
-(because it does not concern with your $encoding).
-You B use C nor C module object with C enable.
-Instead of them, you use C module object with C disable or C.
-Note that the resulted text is a UNICODE string but no problem to print it.
-
- # $perl_scalar contains $encoding encoded string values
- $unicode_json_text = $json->utf8(0)->encode( $perl_scalar );
- # or
- $unicode_json_text = to_json( $perl_scalar );
- # $unicode_json_text consists of characters less than 0x100
- print $unicode_json_text;
-
-Or C all string values and C:
-
- $perl_scalar->{ foo } = decode( $encoding, $perl_scalar->{ foo } );
- # ... do it to each string values, then encode_json
- $json_text = encode_json( $perl_scalar );
-
-This method is a proper way but probably not efficient.
-
-See to L, L.
-
-
-=head1 COMMON OBJECT-ORIENTED INTERFACE
-
-=head2 new
-
- $json = JSON->new
-
-Returns a new C object inherited from either JSON::XS or JSON::PP
-that can be used to de/encode JSON strings.
-
-All boolean flags described below are by default I.
-
-The mutators for flags all return the JSON object again and thus calls can
-be chained:
-
- my $json = JSON->new->utf8->space_after->encode({a => [1,2]})
- => {"a": [1, 2]}
-
-=head2 ascii
-
- $json = $json->ascii([$enable])
-
- $enabled = $json->get_ascii
-
-If $enable is true (or missing), then the encode method will not generate characters outside
-the code range 0..127. Any Unicode characters outside that range will be escaped using either
-a single \uXXXX or a double \uHHHH\uLLLLL escape sequence, as per RFC4627.
-
-If $enable is false, then the encode method will not escape Unicode characters unless
-required by the JSON syntax or other flags. This results in a faster and more compact format.
-
-This feature depends on the used Perl version and environment.
-
-See to L if the backend is PP.
-
- JSON->new->ascii(1)->encode([chr 0x10401])
- => ["\ud801\udc01"]
-
-=head2 latin1
-
- $json = $json->latin1([$enable])
-
- $enabled = $json->get_latin1
-
-If $enable is true (or missing), then the encode method will encode the resulting JSON
-text as latin1 (or iso-8859-1), escaping any characters outside the code range 0..255.
-
-If $enable is false, then the encode method will not escape Unicode characters
-unless required by the JSON syntax or other flags.
-
- JSON->new->latin1->encode (["\x{89}\x{abc}"]
- => ["\x{89}\\u0abc"] # (perl syntax, U+abc escaped, U+89 not)
-
-=head2 utf8
-
- $json = $json->utf8([$enable])
-
- $enabled = $json->get_utf8
-
-If $enable is true (or missing), then the encode method will encode the JSON result
-into UTF-8, as required by many protocols, while the decode method expects to be handled
-an UTF-8-encoded string. Please note that UTF-8-encoded strings do not contain any
-characters outside the range 0..255, they are thus useful for bytewise/binary I/O.
-
-In future versions, enabling this option might enable autodetection of the UTF-16 and UTF-32
-encoding families, as described in RFC4627.
-
-If $enable is false, then the encode method will return the JSON string as a (non-encoded)
-Unicode string, while decode expects thus a Unicode string. Any decoding or encoding
-(e.g. to UTF-8 or UTF-16) needs to be done yourself, e.g. using the Encode module.
-
-
-Example, output UTF-16BE-encoded JSON:
-
- use Encode;
- $jsontext = encode "UTF-16BE", JSON::XS->new->encode ($object);
-
-Example, decode UTF-32LE-encoded JSON:
-
- use Encode;
- $object = JSON::XS->new->decode (decode "UTF-32LE", $jsontext);
-
-See to L if the backend is PP.
-
-
-=head2 pretty
-
- $json = $json->pretty([$enable])
-
-This enables (or disables) all of the C, C and
-C (and in the future possibly more) flags in one call to
-generate the most readable (or most compact) form possible.
-
-Equivalent to:
-
- $json->indent->space_before->space_after
-
-The indent space length is three and JSON::XS cannot change the indent
-space length.
-
-=head2 indent
-
- $json = $json->indent([$enable])
-
- $enabled = $json->get_indent
-
-If C<$enable> is true (or missing), then the C method will use a multiline
-format as output, putting every array member or object/hash key-value pair
-into its own line, identifying them properly.
-
-If C<$enable> is false, no newlines or indenting will be produced, and the
-resulting JSON text is guaranteed not to contain any C.
-
-This setting has no effect when decoding JSON texts.
-
-The indent space length is three.
-With JSON::PP, you can also access C to change indent space length.
-
-
-=head2 space_before
-
- $json = $json->space_before([$enable])
-
- $enabled = $json->get_space_before
-
-If C<$enable> is true (or missing), then the C method will add an extra
-optional space before the C<:> separating keys from values in JSON objects.
-
-If C<$enable> is false, then the C method will not add any extra
-space at those places.
-
-This setting has no effect when decoding JSON texts.
-
-Example, space_before enabled, space_after and indent disabled:
-
- {"key" :"value"}
-
-
-=head2 space_after
-
- $json = $json->space_after([$enable])
-
- $enabled = $json->get_space_after
-
-If C<$enable> is true (or missing), then the C method will add an extra
-optional space after the C<:> separating keys from values in JSON objects
-and extra whitespace after the C<,> separating key-value pairs and array
-members.
-
-If C<$enable> is false, then the C method will not add any extra
-space at those places.
-
-This setting has no effect when decoding JSON texts.
-
-Example, space_before and indent disabled, space_after enabled:
-
- {"key": "value"}
-
-
-=head2 relaxed
-
- $json = $json->relaxed([$enable])
-
- $enabled = $json->get_relaxed
-
-If C<$enable> is true (or missing), then C will accept some
-extensions to normal JSON syntax (see below). C will not be
-affected in anyway. I. I suggest only to use this option to
-parse application-specific files written by humans (configuration files,
-resource files etc.)
-
-If C<$enable> is false (the default), then C will only accept
-valid JSON texts.
-
-Currently accepted extensions are:
-
-=over 4
-
-=item * list items can have an end-comma
-
-JSON I array elements and key-value pairs with commas. This
-can be annoying if you write JSON texts manually and want to be able to
-quickly append elements, so this extension accepts comma at the end of
-such items not just between them:
-
- [
- 1,
- 2, <- this comma not normally allowed
- ]
- {
- "k1": "v1",
- "k2": "v2", <- this comma not normally allowed
- }
-
-=item * shell-style '#'-comments
-
-Whenever JSON allows whitespace, shell-style comments are additionally
-allowed. They are terminated by the first carriage-return or line-feed
-character, after which more white-space and comments are allowed.
-
- [
- 1, # this comment not allowed in JSON
- # neither this one...
- ]
-
-=back
-
-
-=head2 canonical
-
- $json = $json->canonical([$enable])
-
- $enabled = $json->get_canonical
-
-If C<$enable> is true (or missing), then the C method will output JSON objects
-by sorting their keys. This is adding a comparatively high overhead.
-
-If C<$enable> is false, then the C method will output key-value
-pairs in the order Perl stores them (which will likely change between runs
-of the same script).
-
-This option is useful if you want the same data structure to be encoded as
-the same JSON text (given the same overall settings). If it is disabled,
-the same hash might be encoded differently even if contains the same data,
-as key-value pairs have no inherent ordering in Perl.
-
-This setting has no effect when decoding JSON texts.
-
-=head2 allow_nonref
-
- $json = $json->allow_nonref([$enable])
-
- $enabled = $json->get_allow_nonref
-
-If C<$enable> is true (or missing), then the C method can convert a
-non-reference into its corresponding string, number or null JSON value,
-which is an extension to RFC4627. Likewise, C will accept those JSON
-values instead of croaking.
-
-If C<$enable> is false, then the C method will croak if it isn't
-passed an arrayref or hashref, as JSON texts must either be an object
-or array. Likewise, C will croak if given something that is not a
-JSON object or array.
-
- JSON->new->allow_nonref->encode ("Hello, World!")
- => "Hello, World!"
-
-=head2 allow_unknown
-
- $json = $json->allow_unknown ([$enable])
-
- $enabled = $json->get_allow_unknown
-
-If $enable is true (or missing), then "encode" will *not* throw an
-exception when it encounters values it cannot represent in JSON (for
-example, filehandles) but instead will encode a JSON "null" value.
-Note that blessed objects are not included here and are handled
-separately by c.
-
-If $enable is false (the default), then "encode" will throw an
-exception when it encounters anything it cannot encode as JSON.
-
-This option does not affect "decode" in any way, and it is
-recommended to leave it off unless you know your communications
-partner.
-
-=head2 allow_blessed
-
- $json = $json->allow_blessed([$enable])
-
- $enabled = $json->get_allow_blessed
-
-If C<$enable> is true (or missing), then the C method will not
-barf when it encounters a blessed reference. Instead, the value of the
-B option will decide whether C (C
-disabled or no C method found) or a representation of the
-object (C enabled and C method found) is being
-encoded. Has no effect on C.
-
-If C<$enable> is false (the default), then C will throw an
-exception when it encounters a blessed object.
-
-
-=head2 convert_blessed
-
- $json = $json->convert_blessed([$enable])
-
- $enabled = $json->get_convert_blessed
-
-If C<$enable> is true (or missing), then C, upon encountering a
-blessed object, will check for the availability of the C method
-on the object's class. If found, it will be called in scalar context
-and the resulting scalar will be encoded instead of the object. If no
-C method is found, the value of C will decide what
-to do.
-
-The C method may safely call die if it wants. If C
-returns other blessed objects, those will be handled in the same
-way. C must take care of not causing an endless recursion cycle
-(== crash) in this case. The name of C was chosen because other
-methods called by the Perl core (== not by the user of the object) are
-usually in upper case letters and to avoid collisions with the C
-function or method.
-
-This setting does not yet influence C in any way.
-
-If C<$enable> is false, then the C setting will decide what
-to do when a blessed object is found.
-
-=over
-
-=item convert_blessed_universally mode
-
-If use C with C<-convert_blessed_universally>, the C
-subroutine is defined as the below code:
-
- *UNIVERSAL::TO_JSON = sub {
- my $b_obj = B::svref_2object( $_[0] );
- return $b_obj->isa('B::HV') ? { %{ $_[0] } }
- : $b_obj->isa('B::AV') ? [ @{ $_[0] } ]
- : undef
- ;
- }
-
-This will cause that C method converts simple blessed objects into
-JSON objects as non-blessed object.
-
- JSON -convert_blessed_universally;
- $json->allow_blessed->convert_blessed->encode( $blessed_object )
-
-This feature is experimental and may be removed in the future.
-
-=back
-
-=head2 filter_json_object
-
- $json = $json->filter_json_object([$coderef])
-
-When C<$coderef> is specified, it will be called from C each
-time it decodes a JSON object. The only argument passed to the coderef
-is a reference to the newly-created hash. If the code references returns
-a single scalar (which need not be a reference), this value
-(i.e. a copy of that scalar to avoid aliasing) is inserted into the
-deserialised data structure. If it returns an empty list
-(NOTE: I C, which is a valid scalar), the original deserialised
-hash will be inserted. This setting can slow down decoding considerably.
-
-When C<$coderef> is omitted or undefined, any existing callback will
-be removed and C will not change the deserialised hash in any
-way.
-
-Example, convert all JSON objects into the integer 5:
-
- my $js = JSON->new->filter_json_object (sub { 5 });
- # returns [5]
- $js->decode ('[{}]'); # the given subroutine takes a hash reference.
- # throw an exception because allow_nonref is not enabled
- # so a lone 5 is not allowed.
- $js->decode ('{"a":1, "b":2}');
-
-
-=head2 filter_json_single_key_object
-
- $json = $json->filter_json_single_key_object($key [=> $coderef])
-
-Works remotely similar to C, but is only called for
-JSON objects having a single key named C<$key>.
-
-This C<$coderef> is called before the one specified via
-C, if any. It gets passed the single value in the JSON
-object. If it returns a single value, it will be inserted into the data
-structure. If it returns nothing (not even C but the empty list),
-the callback from C will be called next, as if no
-single-key callback were specified.
-
-If C<$coderef> is omitted or undefined, the corresponding callback will be
-disabled. There can only ever be one callback for a given key.
-
-As this callback gets called less often then the C
-one, decoding speed will not usually suffer as much. Therefore, single-key
-objects make excellent targets to serialise Perl objects into, especially
-as single-key JSON objects are as close to the type-tagged value concept
-as JSON gets (it's basically an ID/VALUE tuple). Of course, JSON does not
-support this in any way, so you need to make sure your data never looks
-like a serialised Perl hash.
-
-Typical names for the single object key are C<__class_whatever__>, or
-C<$__dollars_are_rarely_used__$> or C<}ugly_brace_placement>, or even
-things like C<__class_md5sum(classname)__>, to reduce the risk of clashing
-with real hashes.
-
-Example, decode JSON objects of the form C<< { "__widget__" => } >>
-into the corresponding C<< $WIDGET{} >> object:
-
- # return whatever is in $WIDGET{5}:
- JSON
- ->new
- ->filter_json_single_key_object (__widget__ => sub {
- $WIDGET{ $_[0] }
- })
- ->decode ('{"__widget__": 5')
-
- # this can be used with a TO_JSON method in some "widget" class
- # for serialisation to json:
- sub WidgetBase::TO_JSON {
- my ($self) = @_;
-
- unless ($self->{id}) {
- $self->{id} = ..get..some..id..;
- $WIDGET{$self->{id}} = $self;
- }
-
- { __widget__ => $self->{id} }
- }
-
-
-=head2 shrink
-
- $json = $json->shrink([$enable])
-
- $enabled = $json->get_shrink
-
-With JSON::XS, this flag resizes strings generated by either
-C or C to their minimum size possible. This can save
-memory when your JSON texts are either very very long or you have many
-short strings. It will also try to downgrade any strings to octet-form
-if possible: perl stores strings internally either in an encoding called
-UTF-X or in octet-form. The latter cannot store everything but uses less
-space in general (and some buggy Perl or C code might even rely on that
-internal representation being used).
-
-With JSON::PP, it is noop about resizing strings but tries
-C to the returned string by C. See to L.
-
-See to L and L.
-
-=head2 max_depth
-
- $json = $json->max_depth([$maximum_nesting_depth])
-
- $max_depth = $json->get_max_depth
-
-Sets the maximum nesting level (default C<512>) accepted while encoding
-or decoding. If a higher nesting level is detected in JSON text or a Perl
-data structure, then the encoder and decoder will stop and croak at that
-point.
-
-Nesting level is defined by number of hash- or arrayrefs that the encoder
-needs to traverse to reach a given point or the number of C<{> or C<[>
-characters without their matching closing parenthesis crossed to reach a
-given character in a string.
-
-If no argument is given, the highest possible setting will be used, which
-is rarely useful.
-
-Note that nesting is implemented by recursion in C. The default value has
-been chosen to be as large as typical operating systems allow without
-crashing. (JSON::XS)
-
-With JSON::PP as the backend, when a large value (100 or more) was set and
-it de/encodes a deep nested object/text, it may raise a warning
-'Deep recursion on subroutine' at the perl runtime phase.
-
-See L for more info on why this is useful.
-
-=head2 max_size
-
- $json = $json->max_size([$maximum_string_size])
-
- $max_size = $json->get_max_size
-
-Set the maximum length a JSON text may have (in bytes) where decoding is
-being attempted. The default is C<0>, meaning no limit. When C
-is called on a string that is longer then this many bytes, it will not
-attempt to decode the string but throw an exception. This setting has no
-effect on C (yet).
-
-If no argument is given, the limit check will be deactivated (same as when
-C<0> is specified).
-
-See L, below, for more info on why this is useful.
-
-=head2 encode
-
- $json_text = $json->encode($perl_scalar)
-
-Converts the given Perl data structure (a simple scalar or a reference
-to a hash or array) to its JSON representation. Simple scalars will be
-converted into JSON string or number sequences, while references to arrays
-become JSON arrays and references to hashes become JSON objects. Undefined
-Perl values (e.g. C) become JSON C values.
-References to the integers C<0> and C<1> are converted into C and C.
-
-=head2 decode
-
- $perl_scalar = $json->decode($json_text)
-
-The opposite of C: expects a JSON text and tries to parse it,
-returning the resulting simple scalar or reference. Croaks on error.
-
-JSON numbers and strings become simple Perl scalars. JSON arrays become
-Perl arrayrefs and JSON objects become Perl hashrefs. C becomes
-C<1> (C), C becomes C<0> (C) and
-C becomes C.
-
-=head2 decode_prefix
-
- ($perl_scalar, $characters) = $json->decode_prefix($json_text)
-
-This works like the C method, but instead of raising an exception
-when there is trailing garbage after the first JSON object, it will
-silently stop parsing there and return the number of characters consumed
-so far.
-
- JSON->new->decode_prefix ("[1] the tail")
- => ([], 3)
-
-See to L
-
-=head2 property
-
- $boolean = $json->property($property_name)
-
-Returns a boolean value about above some properties.
-
-The available properties are C, C, C,
-C,C, C, C, C,
-C, C, C, C,
-C, C and C.
-
- $boolean = $json->property('utf8');
- => 0
- $json->utf8;
- $boolean = $json->property('utf8');
- => 1
-
-Sets the property with a given boolean value.
-
- $json = $json->property($property_name => $boolean);
-
-With no argument, it returns all the above properties as a hash reference.
-
- $flag_hashref = $json->property();
-
-=head1 INCREMENTAL PARSING
-
-Most of this section are copied and modified from L.
-
-In some cases, there is the need for incremental parsing of JSON texts.
-This module does allow you to parse a JSON stream incrementally.
-It does so by accumulating text until it has a full JSON object, which
-it then can decode. This process is similar to using C
-to see if a full JSON object is available, but is much more efficient
-(and can be implemented with a minimum of method calls).
-
-The backend module will only attempt to parse the JSON text once it is sure it
-has enough text to get a decisive result, using a very simple but
-truly incremental parser. This means that it sometimes won't stop as
-early as the full parser, for example, it doesn't detect parenthesis
-mismatches. The only thing it guarantees is that it starts decoding as
-soon as a syntactically valid JSON text has been seen. This means you need
-to set resource limits (e.g. C) to ensure the parser will stop
-parsing in the presence if syntax errors.
-
-The following methods implement this incremental parser.
-
-=head2 incr_parse
-
- $json->incr_parse( [$string] ) # void context
-
- $obj_or_undef = $json->incr_parse( [$string] ) # scalar context
-
- @obj_or_empty = $json->incr_parse( [$string] ) # list context
-
-This is the central parsing function. It can both append new text and
-extract objects from the stream accumulated so far (both of these
-functions are optional).
-
-If C<$string> is given, then this string is appended to the already
-existing JSON fragment stored in the C<$json> object.
-
-After that, if the function is called in void context, it will simply
-return without doing anything further. This can be used to add more text
-in as many chunks as you want.
-
-If the method is called in scalar context, then it will try to extract
-exactly I JSON object. If that is successful, it will return this
-object, otherwise it will return C. If there is a parse error,
-this method will croak just as C would do (one can then use
-C to skip the erroneous part). This is the most common way of
-using the method.
-
-And finally, in list context, it will try to extract as many objects
-from the stream as it can find and return them, or the empty list
-otherwise. For this to work, there must be no separators between the JSON
-objects or arrays, instead they must be concatenated back-to-back. If
-an error occurs, an exception will be raised as in the scalar context
-case. Note that in this case, any previously-parsed JSON texts will be
-lost.
-
-Example: Parse some JSON arrays/objects in a given string and return them.
-
- my @objs = JSON->new->incr_parse ("[5][7][1,2]");
-
-=head2 incr_text
-
- $lvalue_string = $json->incr_text
-
-This method returns the currently stored JSON fragment as an lvalue, that
-is, you can manipulate it. This I works when a preceding call to
-C in I successfully returned an object. Under
-all other circumstances you must not call this function (I mean it.
-although in simple tests it might actually work, it I fail under
-real world conditions). As a special exception, you can also call this
-method before having parsed anything.
-
-This function is useful in two cases: a) finding the trailing text after a
-JSON object or b) parsing multiple JSON objects separated by non-JSON text
-(such as commas).
-
- $json->incr_text =~ s/\s*,\s*//;
-
-In Perl 5.005, C attribute is not available.
-You must write codes like the below:
-
- $string = $json->incr_text;
- $string =~ s/\s*,\s*//;
- $json->incr_text( $string );
-
-=head2 incr_skip
-
- $json->incr_skip
-
-This will reset the state of the incremental parser and will remove the
-parsed text from the input buffer. This is useful after C
-died, in which case the input buffer and incremental parser state is left
-unchanged, to skip the text parsed so far and to reset the parse state.
-
-=head2 incr_reset
-
- $json->incr_reset
-
-This completely resets the incremental parser, that is, after this call,
-it will be as if the parser had never parsed anything.
-
-This is useful if you want to repeatedly parse JSON objects and want to
-ignore any trailing data, which means you have to reset the parser after
-each successful decode.
-
-See to L for examples.
-
-
-=head1 JSON::PP SUPPORT METHODS
-
-The below methods are JSON::PP own methods, so when C works
-with JSON::PP (i.e. the created object is a JSON::PP object), available.
-See to L in detail.
-
-If you use C with additional C<-support_by_pp>, some methods
-are available even with JSON::XS. See to L