C# Delta Time Implementation - c#

Heres a code snippet from my attempt to make a 2D particle sim
static long lastTime = 0;
static double GetDeltaTime()
{
long now = DateTime.Now.Millisecond;
double dT = (now - lastTime); // / 1000
lastTime = now;
Console.WriteLine(dT);
return dT;
}
It should be pretty obvious that it would return the time (in milliseconds) since the last time that method was called. Only problem, this is what it prints
393
1
0
0
0
0
0
0
0
0
0
...
Ok so maybe thats just because each pass is taking less than a millisecond. So i changed it to
static long lastTime = 0;
static double GetDeltaTime()
{
long now = DateTime.Now.Ticks; // Changed this to ticks
double dT = (now - lastTime); // / 1000
lastTime = now;
Console.WriteLine(dT);
return dT;
}
but that still prints
6.35476136625848E+17
20023
0
0
0
0
0
0
...
and if "particle simulator" isnt a good enough indicator of how complex my program is, let me just say, it takes a lot longer than 0 ticks to complete a pass!
So whats going on here?
------- Code Reference ------
Heres the whole class just for reference
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Threading;
namespace _2D_Particle_Sim
{
static class Program
{
public static Particle2DSim pSim;
static Form1 form;
public static Thread update = new Thread(new ThreadStart(Update));
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
form = new Form1();
pSim = new Particle2DSim(form);
pSim.AddParticle(new Vector2(-80, -7), 5);
pSim.AddParticle(new Vector2(8, 7), 3);
Console.WriteLine("Opening Thread");
Program.update.Start();
Application.Run(form);
// System.Threading.Timer timer;
// timer = new System.Threading.Timer(new TimerCallback(Update), null, 0, 30);
}
static void Update()
{
GetDeltaTime();
while (true)
{
pSim.Update(GetDeltaTime());
}
}
static long lastTime = 0;
static double GetDeltaTime()
{
long now = DateTime.Now.Ticks;
double dT = (now - lastTime); // / 1000
lastTime = now;
Console.WriteLine(dT);
return dT;
}
}
}
Also, if my analogy of how complex my code is still wasnt enough, heres the update methord from the Particle2DSim class
public void Update(double deltaTime)
{
foreach (Particle2D particle in particles)
{
List<Particle2D> collidedWith = new List<Particle2D>();
Vector2 acceleration = new Vector2();
double influenceSum = 0;
// Calculate acceleration due to Gravity
#region Gravity
foreach (Particle2D particle2 in particles)
{
double dist2 = particle.position.Distance2(particle.position);
double influence = dist2 != 0 ? particle2.mass / dist2 : 0;
acceleration.Add(particle.position.LookAt(particle2.position) * influence);
influenceSum += influence;
if (dist2 < ((particle.radius + particle2.radius) * (particle.radius + particle2.radius)) && dist2 != 0)
{
collidedWith.Add(particle2);
}
}
acceleration.Divide(influenceSum);
#endregion
particle.Update(deltaTime);
// Handle Collisions
#region Collisions
if (collidedWith.Count > 0)
{
Console.WriteLine("Crash!");
double newMass = 0;
double newRadius = 0;
Vector2 newPosition = new Vector2();
Vector2 newVelocity = new Vector2();
newMass += particle.mass;
newRadius += Math.Sqrt(particle.radius);
newPosition += particle.position;
newVelocity += particle.velocity * particle.mass;
particles.Remove(particle);
foreach (Particle2D particle2 in collidedWith)
{
newMass += particle2.mass;
newRadius += Math.Sqrt(particle2.radius);
newPosition += particle2.position;
newVelocity += particle2.velocity * particle2.mass;
particles.Remove(particle2);
}
newPosition.Divide(collidedWith.Count + 1);
newVelocity.Divide(newMass);
AddParticle(newPosition, newVelocity, newMass, newRadius);
}
#endregion
}
}

The problem is that you're using DateTime to try to measure the passage of time. DateTime is meant for representing a date and time, but not for measuring elapsed time.
Use the stopwatch class for measuring time:
Stopwatch sw = new Stopwatch();
sw.Start();
// Do something here
sw.Stop();
Console.WriteLine(sw.ElapsedMilliseconds);
// or sw.ElapsedTicks
For more details on the difference, check out Eric Lippert's blog HERE

DeltaTime like in Unity
using System;
class DeltaTimeExample
{
static void Main(string[] args)
{
DateTime time1 = DateTime.Now;
DateTime time2 = DateTime.Now;
// Here we find DeltaTime in while loop
while (true)
{
// This is it, use it where you want, it is time between
// two iterations of while loop
time2 = DateTime.Now;
float deltaTime = (time2.Ticks - time1.Ticks) / 10000000f;
Console.WriteLine(deltaTime); // *float* output {0,2493331}
Console.WriteLine(time2.Ticks - time1.Ticks); // *int* output {2493331}
time1 = time2;
}
}
}

class Program
{
static double DeltaTime;
static double Secondframe;
static double Counter;
static void Main(string[] args)
{
Stopwatch stopWatch = new Stopwatch();
stopWatch.Start();
while (true)
{
TimeSpan ts = stopWatch.Elapsed;
double FirstFrame = ts.TotalMilliseconds;
DeltaTime = FirstFrame - Secondframe;
Counter += DeltaTime;
Console.WriteLine(Counter);
Secondframe = ts.TotalMilliseconds;
}
}
}
}

DeltaTime class helps you implement the animation.
public class DeltaTime
{
DateTime FirstTime;
public static DeltaTimer CreatePoint()
{
return new DeltaTime(){ FirstTime = DateTime.Now};
}
public TimeSpan GetDeltaTime()
{
if (FirstTime != null)
{
return DateTime.Now - FirstTime;
}
return TimeSpan.FromSeconds(1/60); //If null then return 60 FPS.
}
}
Example 1:
public async void TEST1_Animation(Button button)
{
var pointer= DeltaTime.CreatePoint();
for(double h = 0; h<button.Height;h++)
{
var n= pointer.GetDeltaTime().TotalSeconds;
h = h * n;
await button.Dispatcher.InvokeAsync(() => { button.Height= h; });
await Task.Delay(TimeSpan.FromSeconds(1 / 60 * n));
}
}
And your code will look like this:
static void Update()
{
var Pointer = DeltaTimer.CreatePoint();
while (true)
{
pSim.Update(Pointer.GetDeltaTime().TotalMilliseconds);
}
}

Related

C# OutOfRangeException that should be impossible

I am so confessed right now I don't even know how to properly form this question.
I have some code (as shown below) that is run on a different thread with the variable i not being referenced anywhere else that could interfere with it here. I just don't understand what is happening to cause this error, I put some watchers down with visual studio code and the values all seem to be fine and in range but almost randomly out of nowhere I will get this error.
Is it possible that this is caused by another section of code despite to my best knowledge being completely isolated from it? I even went as far to rename all other uses of i to different letters and I still get this problem.
Is it just something with for loops?
Am I somehow modifying i without even know it?
I just don't even know what to ask.
Here is the full code
`
using SFML.Graphics;
using SFML.Window;
using System.Diagnostics;
using System.Numerics;
namespace RenderEngine
{
public class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
PhysicsEngine re = new PhysicsEngine();
for (int i = 0; i < 100; i++)
{
Debug.WriteLine(i);
}
}
}
public class PhysicsEngine
{
Solver solver = new Solver();
public void RenderEngine2()
{
ContextSettings settings = new ContextSettings();
settings.AntialiasingLevel = 8;
RenderWindow window = new RenderWindow(new VideoMode(2000, 1000), "Poop", Styles.Default, settings);
SFML.Graphics.Color color = new SFML.Graphics.Color(0, 0, 0, 0);
window.SetVerticalSyncEnabled(true);
CircleShape shape = new CircleShape(5);
shape.FillColor = new SFML.Graphics.Color(0, 0, 255, 255);
window.Closed += handelclose;
int drawcount = 0;
while (window.IsOpen)
{
window.Clear(color);
window.DispatchEvents();
try
{
foreach (Partical partical in solver.Particals)
{
shape.Position = new SFML.System.Vector2f((partical.position.X), (partical.position.Y));
window.Draw(shape);
drawcount++;
}
drawcount = 0;
}
catch
{
Debug.WriteLine("notready yet");
}
window.Display();
}
void handelclose(object sender, EventArgs e)
{
window.Close();
Environment.Exit(Environment.ExitCode);
}
}
List<Partical> todraw = new List<Partical>();
void EngineLoop()
{
while (true)
{
foreach (Partical partical in solver.Particals)
{
int x = (int)Math.Round(partical.position.X/10);
int y = (int)Math.Round(partical.position.Y/10);
List<int> ts = solver.Grid[x, y];
if (ts != null)
{
for (int brokenint = 0; brokenint < ts.Count; brokenint++)
{
Debug.WriteLine(partical.ID);
Debug.WriteLine(ts[brokenint]);
if (partical.ID != ts[brokenint])
{
Vector2 pos = new Vector2(partical.ID, ts[brokenint]);
if (solver.Collision.Count > 0)
{
if (!solver.Collision.Contains(pos))
solver.Collision.Add(pos);
}
else
{
solver.Collision.Add(pos);
}
}
}
}
}
}
}
private int particalcount = 10;
bool canstart = false;
public PhysicsEngine()
{
Parallel.Invoke(() =>
{
while (!canstart) { Thread.Sleep(100); }
Debug.WriteLine("third thread");
RenderEngine2();
},
() =>
{
while (!canstart) { Thread.Sleep(100); }
Debug.WriteLine("engine started");
EngineLoop();
},
() =>
{
Debug.WriteLine("first thread");
PhysicsLoop(this);
}
);
}
void PhysicsLoop(PhysicsEngine PhyEng)
{
int frames = 0;
long second = 0;
PhysicsStart(PhyEng);
Thread.Sleep(1000);
Stopwatch sw = Stopwatch.StartNew();
solver.startupdate();
while (true)
{
sw.Start();
todraw = solver.Particals;
solver.update();
frames++;
if (second != (Stopwatch.GetTimestamp() / Stopwatch.Frequency))
{
second = (Stopwatch.GetTimestamp() / Stopwatch.Frequency);
Debug.WriteLine(frames);
frames = 0;
}
sw.Stop();
sw.Reset();
if (sw.ElapsedMilliseconds < 15)
Thread.Sleep(15 - (int)sw.ElapsedMilliseconds);
}
}
void PhysicsStart(PhysicsEngine phyeng)
{
for (int i = 0; i < 210; i++)
{
for (int j = 0; j < 110; j++)
{
solver.Grid[i,j] = new List<int>();
}
}
Random rand = new Random();
for (int i = 0; i < particalcount; i++)
{
Partical partical = new Partical();
partical.position = new Vector2(rand.Next(0, 2000), rand.Next(0, 1000));
partical.oldposition = partical.position;
partical.ID = i;
int x1 = (int)Math.Round((partical.position.X + 5) / 10);
int y1 = (int)Math.Round((partical.position.Y + 5) / 10);
int x2 = (int)Math.Round((partical.position.X - 5) / 10);
int y2 = (int)Math.Round((partical.position.Y - 5) / 10);
solver.Grid[x1, y1].Add(partical.ID);
solver.Grid[x2, y1].Add(partical.ID);
solver.Grid[x1, y2].Add(partical.ID);
solver.Grid[x2, y2].Add(partical.ID);
solver.Particals.Add(partical);
}
canstart = true;
}
}
public class Partical
{
public Vector2 position = new Vector2(0, 0);
public Vector2 oldposition = new Vector2(0, 0);
public Vector2 acceleration = new Vector2(0, 0);
Vector2 zero = new Vector2(0, 0);
public int ID = new int();
public void updatePosition(float sub)
{
Vector2 velocity = position - oldposition;
oldposition = position;
position = position + (velocity * 0.9f) + acceleration * sub;
acceleration = zero;
}
public void accelerate(Vector2 accel)
{
acceleration = acceleration + accel;
}
}
public class Solver
{
public List<Partical> Particals = new List<Partical>();
public List<Vector2> Collision = new List<Vector2>();
public List<int>[,] Grid = new List<int>[2100,1100];
public void update()
{
int subcount = 8;
float sub = 1f / (float)subcount;
for (int i = 0; i < subcount; i++)
{
applyGravity(sub);
updatePositions(sub);
for (int j = 0; j < Collision.Count; j++)
{
solvecolisions((int)Collision[j].X, (int)Collision[j].Y);
}
Collision.Clear();
}
}
public void startupdate()
{
applyGravity(0.5f);
updatePositions(0.5f);
applyGravity(0.5f);
updatePositions(0.5f);
}
void updatePositions(float sub)
{
foreach (Partical partical in Particals)
{
partical.updatePosition(sub);
int x1 = (int)Math.Round((partical.oldposition.X + 5) / 10);
int y1 = (int)Math.Round((partical.oldposition.Y + 5) / 10);
int x2 = (int)Math.Round((partical.oldposition.X - 5) / 10);
int y2 = (int)Math.Round((partical.oldposition.Y - 5) / 10);
Grid[x1,y1].Remove(partical.ID);
Grid[x2,y1].Remove(partical.ID);
Grid[x1,y2].Remove(partical.ID);
Grid[x2,y2].Remove(partical.ID);
x1 = (int)Math.Round((partical.position.X + 5) / 10);
y1 = (int)Math.Round((partical.position.Y + 5) / 10);
x2 = (int)Math.Round((partical.position.X - 5) / 10);
y2 = (int)Math.Round((partical.position.Y - 5) / 10);
Grid[x1,y1].Add(partical.ID);
Grid[x2,y1].Add(partical.ID);
Grid[x1,y2].Add(partical.ID);
Grid[x2,y2].Add(partical.ID);
}
}
void applyGravity(float sub)
{
float gravitystrangth = -0.1f;
foreach (Partical partical in Particals)
{
float a = partical.position.Y;
float b = partical.position.X;
b -= 1000;
a -= 500;
double angle = Math.Atan2(a, b);
float newA = gravitystrangth * (float)(Math.Sin(angle));
float newB = gravitystrangth * (float)(Math.Sin((Math.PI / 180) * 90 - angle));
Vector2 gravity = new Vector2(newB, newA);
partical.accelerate(gravity);
}
}
void solvecolisions(int id1, int id2)
{
Partical part = Particals[id1];
Partical part2 = Particals[id2];
if (part != part2)
{
Vector2 colisionaxis = part.position - part2.position;
float dist = colisionaxis.Length();
if (dist < 10)
{
Vector2 n = colisionaxis / dist;
float delta = 10 - dist;
part.position += 0.5f * delta * n;
part2.position -= 0.5f * delta * n;
}
}
}
public List<Partical> GetParticals()
{
return Particals;
}
}
}
`
You ts list depends on solver.Grid[x,y]. I am sure that some of your code that is not visible on the screen makes some changes of solver.Grid, probably deletes some times, or replaces them. This is what causing the error.

Unity Displaying Best Times

I am creating a small game with five levels and a timer to see how fast the player can complete all five levels. I have a script that is supposed to take the finished time from the timer and convert it to a PlayerPref so that it can always be saved to the leaderboard. Eash leaderboard entry is its own separate text object, with its own script.
public class ScoreTimer01 : MonoBehaviour
{
public Text theText;
public void Awake()
{
theText.text = GetComponent<Text>().text;
if (PlayerPrefs.HasKey("time0"))
{
theText.text = PlayerPrefs.GetFloat("time0").ToString("mm':'ss'.'ff");
}
else
{
theText.text = "0";
}
}
}
But the leaderboard texts never change, is there something that I am missing?
Here is the timer script:
public class Timer : MonoBehaviour
{
Text text;
float theTime;
public float speed = 1;
public static bool playing;
static List<float> bestTimes = new List<float>();
static int totalScores = 5;
void Awake()
{
LoadTimes();
}
// Start is called before the first frame update
void Start()
{
text = GetComponent<Text>();
playing = true;
}
static public void EndTimer()
{
playing = false;
CheckTime(FinalTime.finalTime);
}
// Update is called once per frame
void Update()
{
if(playing == true)
{
TimerController.theTime += Time.deltaTime * speed;
int minutes = (int)(TimerController.theTime / 60f) % 60;
int seconds = (int)(TimerController.theTime % 60f);
int milliseconds = (int)(TimerController.theTime * 1000f) % 1000;
text.text = "Time: " + minutes.ToString("D2") + ":" + seconds.ToString("D2") + ":" + milliseconds.ToString("D2");
}
}
static public void LoadTimes()
{
for (int i = 0; i < totalScores; i++)
{
string key = "time" + i;
if (PlayerPrefs.HasKey(key))
{
bestTimes.Add(PlayerPrefs.GetFloat(key));
}
}
}
static public void CheckTime(float time)
{
// if there are not enough scores in the list, go ahead and add it
if (bestTimes.Count < totalScores)
{
bestTimes.Add(time);
// make sure the times are in order from highest to lowest
bestTimes.Sort((a, b) => b.CompareTo(a));
SaveTimes();
}
else
{
for (int i = 0; i < bestTimes.Count; i++)
{
// if the time is smaller, insert it
if (time < bestTimes[i])
{
bestTimes.Insert(i, time);
// remove the last item in the list
bestTimes.RemoveAt(bestTimes.Count - 1);
SaveTimes();
break;
}
}
}
}
static public void SaveTimes()
{
for (int i = 0; i < bestTimes.Count; i++)
{
string key = "time" + i;
PlayerPrefs.SetFloat(key, bestTimes[i]);
}
}
void OnDestroy()
{
PlayerPrefs.Save();
}
}
I can't figure out if the PlayerPrefs are not saving correctly or the script to change the text is incorrect. I am very new to C# and unity as a whole, so any help is appreciated.

Repeating countdown timer unity

I'm new to unity. My intention is to make a countdown timer start with 5 seconds and after it reached to zero I need to restart again from 5 repeatedly. Help me with this thank you.
my current code:
private bool stopTimer;
[HideInInspector]public float time1;
private float deltaT;
void Start()
{
stopTimer = false;
timerSlider.maxValue = gameTime;
timerSlider.value = gameTime;
}
// Update is called once per frame
public void Update()
{
deltaT = Time.time;
timerR();
}
public void timerR()
{
time1 = gameTime - deltaT;
Debug.Log(time1);
int minutes = Mathf.FloorToInt(time1 / 60);
int seconds = Mathf.FloorToInt(time1 - minutes * 60f);
string textTime = string.Format("{0:0}:{1:00}", minutes, seconds);
if (time1 <= 0)
{
stopTimer = true;
}
if (stopTimer == false)
{
timerText.text = textTime;
timerSlider.value = time1;
}
}
}
You can use the power of Coroutine and some handy C# classes like TimeSpan and Stopwatch, something like below code.
using System;
using System.Collections;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.UI;
public class CountDown : MonoBehaviour
{
public Text text;
public int secounds = 5;
public int waitSecOnEachRound = 1;
readonly Stopwatch timer = new Stopwatch();
void Start()
{
StartCoroutine(CounDowntStarter());
}
IEnumerator CounDowntStarter()
{
TimeSpan timeStart = TimeSpan.FromSeconds(secounds);
while (true)
{
timer.Restart();
while (timer.Elapsed.TotalSeconds <= secounds)
{
yield return new WaitForSeconds(0.01f);
timeStart = TimeSpan.FromSeconds(secounds - Math.Floor(timer.Elapsed.TotalSeconds));
text.text = string.Format("{0:00} : {1:00}", timeStart.Minutes, timeStart.Seconds);
}
yield return new WaitForSeconds(waitSecOnEachRound);
}
}
}
In this web you have a simple timer:
https://answers.unity.com/questions/351420/simple-timer-1.html
Here my example code:
float actualtime=0; #Time in the coundownt that we have now
public float maxtime=5;
float actualtimedelta=0;
string texTime
void Update()
{
actualtime=Time.deltaTime-actualtimedelta
if(actualtime>=5)
{
actualtimedelta=Time.deltatime
textTime ="00:00";
}
else
{
actualtime= maxtime-actualtime;
int seconds= Mathf.FloorToInt(actualtime);
int miliseconds=Mathf.FloorToInt((actualtime -seconds)*100)
texTime= string.Format("{0:0}:{1:00}", seconds, miliseconds);
}
}

Adding delay while taking in account execution time

So, I'm trying to create a method that animates the movement of a control on a form. I generate all the points the control is going to travel to beforehand, like this:
private static List<decimal> TSIncrement(int durationInMilliseconds, decimal startPoint, decimal endPoint)
{
List<decimal> tempPoints = new List<decimal>();
decimal distance = endPoint - startPoint;
decimal increment = distance / durationInMilliseconds;
decimal tempPoint = (decimal)startPoint;
for (decimal i = durationInMilliseconds; i > 0; i--)
{
tempPoint += increment;
tempPoints.Add(tempPoint);
}
return tempPoints;
}
This outputs a list with as many points as there are milliseconds in the duration of the animation. I think you can guess what I'm doing afterwards:
public static void ControlAnimation(Control control, Point locationEndpoint, int delay)
{
if (delay > 0)
{
List<decimal> tempXpoints = TSIncrement(delay, control.Location.X, locationEndpoint.X);
List<decimal> tempYpoints = TSIncrement(delay, control.Location.Y, locationEndpoint.Y);
for (int i = 0; i < delay; i++)
{
control.Location = new Point((int)Math.Round(tempXpoints[i]), (int)Math.Round(tempYpoints[i]));
Thread.Sleep(1); //I won't leave this obviously, it's just easier for now
}
}
}
In the actual method, I go through this list of points and use those to create the new location of the control (I actually use two lists for the abscissa and the ordinate).
My problem lies in creating one millisecond of delay between each shifting. Since the code in the loop takes a bit of time to execute, I usually end up with approximately 5 seconds more duration.
I tried using a stopwatch to measure the time it takes to set control.location, and subtracting that to the 1 millisecond delay. The stopwatch adds some delay as well though, since I gotta start, stop and reset it everytime.
So what should I do, and how could I improve my code? Any feedback is greatly appreciated :)
You won't get a reliable delay below around 50 milliseconds in WinForms, so that is the delay I used below:
private Random R = new Random();
private async void button1_Click(object sender, EventArgs e)
{
button1.Enabled = false;
label1.AutoSize = false;
label1.Size = button2.Size;
Point p = new Point(R.Next(this.Width - button2.Width), R.Next(this.Height - button2.Height));
label1.Location = p;
label1.SendToBack();
await MoveControl(button2, p, R.Next(2000, 7001));
button1.Enabled = true;
}
private Task MoveControl(Control control, Point LocationEndPoint, int delayInMilliseconds)
{
return Task.Run(new Action(() =>
{
decimal p;
int startX = control.Location.X;
int startY = control.Location.Y;
int deltaX = LocationEndPoint.X - startX;
int deltaY = LocationEndPoint.Y - startY;
System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch();
sw.Start();
while(sw.ElapsedMilliseconds < delayInMilliseconds)
{
System.Threading.Thread.Sleep(50);
p = Math.Min((decimal)1.0, (decimal)sw.ElapsedMilliseconds / (decimal)delayInMilliseconds);
control.Invoke((MethodInvoker)delegate {
control.Location = new Point(startX + (int)(p * deltaX), startY + (int)(p * deltaY));
});
}
}));
}

Format Exception

The below snipets are from my Form1 code. I keep getting a Format Exception because of my MessageBox.Show(…); declaration in my Stop() method. Why? What am I doing wrong?
...
private TimeSpan iterationDuration = TimeSpan.Zero;
...
public void Stop()
{
IsGameOver = true;
MessageBox.Show(String.Format("Game Over\n\nScore = {0}\n\n Time Duration = {l}", score, iterationDuration));
Application.Exit();
}
public void Start()
{
score = 0;
IsGameOver = false;
currentRedLightX = 0;
currentRedLightY = 0;
currentGreenLightX = width / 2;
currentGreenLightY = height / 2;
double minIterationDuration = SPEED; // 50 frames / sec
//game loop
while (!IsGameOver)
{
if (IsCollision())
{
score += 10;
}
DateTime startIterationTime = System.DateTime.Now;
UpdateGameState();
Render();
DateTime endIterationTime = System.DateTime.Now;
TimeSpan iterationDuration = endIterationTime - startIterationTime;
if (iterationDuration.TotalMilliseconds < minIterationDuration)
Thread.Sleep(Convert.ToInt32(minIterationDuration - iterationDuration.TotalMilliseconds));
Application.DoEvents();
}
}
That's an {l} (lower case L) not a 1...

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