584 lines
20 KiB
Markdown
584 lines
20 KiB
Markdown
# How to add a new sensor
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This tutorial explains the basics for adding a new sensor to CARLA. It provides
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the necessary steps to implement a sensor in Unreal Engine 4 (UE4) and expose
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its data via CARLA's Python API. We'll follow all the steps by creating a new
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sensor as an example.
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* [__Prerequisites__](#prerequisites)
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* [__Introduction__](#introduction)
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* [__Creating a new sensor__](#creating-a-new-sensor)
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* [1. Sensor actor](#1-sensor-actor)
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* [2. Sensor data serializer](#2-sensor-data-serializer)
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* [3. Sensor data object](#3-sensor-data-object)
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* [4. Register your sensor](#4-register-your-sensor)
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* [5. Usage example](#5-usage-example)
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* [__Appendix__](#appendix)
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* [Reusing buffers](#reusing-buffers)
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* [Sending data asynchronously](#sending-data-asynchronously)
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* [Client-side sensors](#client-side-sensors)
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---
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## Prerequisites
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In order to implement a new sensor, you'll need to compile CARLA source code,
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for detailed instructions on how to achieve this, see [building from source](build_linux.md).
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This tutorial also assumes the reader is fluent in C++ programming.
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---
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## Introduction
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Sensors in CARLA are a special type of actor that produce a stream of data. Some
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sensors produce data continuously, every time the sensor is updated, other
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produce data only after certain events. For instance, a camera produces an image
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on every update, but a collision sensor is only triggered in the event of a
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collision.
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Although most sensors compute their measurements in the server side (UE4), it's
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worth noticing that some sensors run in the client-side only. An example of such
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sensor is the LaneInvasion, it notifies every time a lane mark has been crossed.
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For further details see [Appendix: Client-side sensors](#appendix-client-side-sensors).
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In this tutorial, we'll be focusing on server-side sensors.
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In order to have a sensor running inside UE4 sending data all the way to a
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Python client, we need to cover the whole communication pipeline.
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![Communication pipeline](img/pipeline.png)
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Thus we'll need the following classes covering the different steps of the
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pipeline
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* **Sensor actor**<br>
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Actor in charge of measuring and/or simulating data. Running in Carla plugin
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using UE4 framework. Accessible by the user as Sensor actor.
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* **Serializer**<br>
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Object containing methods for serializing and deserializing the data
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generated by the sensor. Running in LibCarla, both server and client.
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* **Sensor data**<br>
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Object representing the data generated by the sensor. This is the object
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that will be passed to the final user, both in C++ and Python APIs.
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!!! note
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To ensure best performance, sensors are registered and dispatched using a
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sort of "compile-time plugin system" based on template meta-programming.
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Most likely, the code won't compile until all the pieces are present.
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---
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## Creating a new sensor
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See [**source code**](https://gist.github.com/nsubiron/011fd1b9767cd441b1d8467dc11e00f9).
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We're going to create a sensor that detects other actors around our vehicle. For
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that we'll create a trigger box that detects objects within, and we'll be
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reporting status to the client every time a vehicle is inside our trigger box.
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Let's call it _Safe Distance Sensor_.
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![Trigger box](img/safe_distance_sensor.jpg)
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_For the sake of simplicity we're not going to take into account all the edge
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cases, nor it will be implemented in the most efficient way. This is just an
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illustrative example._
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### 1. Sensor actor
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This is the most complicated class we're going to create. Here we're running
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inside Unreal Engine framework, knowledge of UE4 API will be very helpful but
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not indispensable, we'll assume the reader has never worked with UE4 before.
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Inside UE4, we have a similar hierarchy as we have in the client-side, `ASensor`
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derives from `AActor`, and an actor is roughly any object that can be dropped
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into the world. `AActor` has a virtual function called `Tick` that we can use to
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update our sensor on every simulator update. Higher in the hierarchy we have
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`UObject`, base class for most of UE4 classes. It is important to know that
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objects deriving from `UObject` are handle via pointers and are garbage
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collected when they're no longer referenced. Class members pointing to
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`UObject`s need to be marked with `UPROPERTY` macros or they'll be garbage
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collected.
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Let's start.
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This class has to be located inside Carla plugin, we'll create two files for our
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new C++ class
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* `Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Sensor/SafeDistanceSensor.h`
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* `Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Sensor/SafeDistanceSensor.cpp`
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At the very minimum, the sensor is required to inherit `ASensor`, and provide a
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static method `GetSensorDefinition`; but we'll be overriding also the `Set`,
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`SetOwner`, and `Tick` methods. This sensor also needs a trigger box that will
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be detecting other actors around us. With this and some required boiler-plate
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UE4 code, the header file looks like
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```cpp
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#pragma once
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#include "Carla/Sensor/Sensor.h"
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#include "Carla/Actor/ActorDefinition.h"
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#include "Carla/Actor/ActorDescription.h"
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#include "Components/BoxComponent.h"
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#include "SafeDistanceSensor.generated.h"
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UCLASS()
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class CARLA_API ASafeDistanceSensor : public ASensor
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{
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GENERATED_BODY()
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public:
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ASafeDistanceSensor(const FObjectInitializer &ObjectInitializer);
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static FActorDefinition GetSensorDefinition();
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void Set(const FActorDescription &ActorDescription) override;
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void SetOwner(AActor *Owner) override;
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void Tick(float DeltaSeconds) override;
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private:
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UPROPERTY()
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UBoxComponent *Box = nullptr;
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};
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```
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In the cpp file, first we'll need some includes
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```cpp
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#include "Carla.h"
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#include "Carla/Sensor/SafeDistanceSensor.h"
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#include "Carla/Actor/ActorBlueprintFunctionLibrary.h"
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#include "Carla/Game/CarlaEpisode.h"
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#include "Carla/Util/BoundingBoxCalculator.h"
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#include "Carla/Vehicle/CarlaWheeledVehicle.h"
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```
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Then we can proceed to implement the functionality. The constructor will create
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the trigger box, and tell UE4 that we want our tick function to be called. If
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our sensor were not using the tick function, we can disable it here to avoid
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unnecessary ticks
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```cpp
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ASafeDistanceSensor::ASafeDistanceSensor(const FObjectInitializer &ObjectInitializer)
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: Super(ObjectInitializer)
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{
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Box = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxOverlap"));
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Box->SetupAttachment(RootComponent);
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Box->SetHiddenInGame(true); // Disable for debugging.
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Box->SetCollisionProfileName(FName("OverlapAll"));
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PrimaryActorTick.bCanEverTick = true;
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}
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```
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Now we need to tell Carla what attributes this sensor has, this is going to be
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used to create a new blueprint in our blueprint library, users can use this
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blueprint to configure and spawn this sensor. We're going to define here the
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attributes of our trigger box, in this example we'll expose only X and Y
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safe distances
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```cpp
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FActorDefinition ASafeDistanceSensor::GetSensorDefinition()
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{
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auto Definition = UActorBlueprintFunctionLibrary::MakeGenericSensorDefinition(
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TEXT("other"),
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TEXT("safe_distance"));
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FActorVariation Front;
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Front.Id = TEXT("safe_distance_front");
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Front.Type = EActorAttributeType::Float;
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Front.RecommendedValues = { TEXT("1.0") };
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Front.bRestrictToRecommended = false;
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FActorVariation Back;
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Back.Id = TEXT("safe_distance_back");
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Back.Type = EActorAttributeType::Float;
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Back.RecommendedValues = { TEXT("0.5") };
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Back.bRestrictToRecommended = false;
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FActorVariation Lateral;
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Lateral.Id = TEXT("safe_distance_lateral");
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Lateral.Type = EActorAttributeType::Float;
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Lateral.RecommendedValues = { TEXT("0.5") };
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Lateral.bRestrictToRecommended = false;
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Definition.Variations.Append({ Front, Back, Lateral });
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return Definition;
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}
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```
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With this, the sensor factory is able to create a _Safe Distance Sensor_ on user
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demand. Immediately after the sensor is created, the `Set` function is called
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with the parameters that the user requested
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```cpp
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void ASafeDistanceSensor::Set(const FActorDescription &Description)
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{
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Super::Set(Description);
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float Front = UActorBlueprintFunctionLibrary::RetrieveActorAttributeToFloat(
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"safe_distance_front",
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Description.Variations,
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1.0f);
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float Back = UActorBlueprintFunctionLibrary::RetrieveActorAttributeToFloat(
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"safe_distance_back",
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Description.Variations,
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0.5f);
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float Lateral = UActorBlueprintFunctionLibrary::RetrieveActorAttributeToFloat(
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"safe_distance_lateral",
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Description.Variations,
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0.5f);
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constexpr float M_TO_CM = 100.0f; // Unit conversion.
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float LocationX = M_TO_CM * (Front - Back) / 2.0f;
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float ExtentX = M_TO_CM * (Front + Back) / 2.0f;
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float ExtentY = M_TO_CM * Lateral;
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Box->SetRelativeLocation(FVector{LocationX, 0.0f, 0.0f});
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Box->SetBoxExtent(FVector{ExtentX, ExtentY, 0.0f});
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}
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```
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!!! note
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The set function is called before UE4's `BeginPlay`, we won't use this
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virtual function here, but it's important for other sensors.
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Now we're going to extend the box volume based on the bounding box of the actor
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that we're attached to. For that, the most convenient method is to use the
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`SetOwner` virtual function. This function is called when our sensor is attached
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to another actor.
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```cpp
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void ASafeDistanceSensor::SetOwner(AActor *Owner)
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{
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Super::SetOwner(Owner);
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auto BoundingBox = UBoundingBoxCalculator::GetActorBoundingBox(Owner);
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Box->SetBoxExtent(BoundingBox.Extent + Box->GetUnscaledBoxExtent());
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}
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```
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The only thing left to do is the actual measurement, for that we'll use the
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`Tick` function. We're going to look for all the vehicles currently overlapping
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our box, and we'll send this list to client
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```cpp
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void ASafeDistanceSensor::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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TSet<AActor *> DetectedActors;
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Box->GetOverlappingActors(DetectedActors, ACarlaWheeledVehicle::StaticClass());
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DetectedActors.Remove(GetOwner());
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if (DetectedActors.Num() > 0)
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{
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auto Stream = GetDataStream(*this);
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Stream.Send(*this, GetEpisode(), DetectedActors);
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}
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}
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```
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!!! note
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In production-ready sensors, the `Tick` function should be very optimized,
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specially if the sensor sends big chunks of data. This function is called
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every update in the game thread thus significantly affects the performance
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of the simulator.
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Ok, a couple of things going on here that we haven't mentioned yet, what's this
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stream?
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Every sensor has a data stream associated. This stream is used to send data down
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to the client, and this is the stream you subscribe to when you use the
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`sensor.listen(callback)` method in the Python API. Every time you send here
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some data, the callback on the client-side is going to be triggered. But before
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that, the data is going to travel through several layers. First of them will be
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the serializer that we have to create next. We'll fully understand this part
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once we have completed the `Serialize` function in the next section.
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### 2. Sensor data serializer
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This class is actually rather simple, it's only required to have two static
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methods, `Serialize` and `Deserialize`. We'll add two files for it, this time to
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LibCarla
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* `LibCarla/source/carla/sensor/s11n/SafeDistanceSerializer.h`
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* `LibCarla/source/carla/sensor/s11n/SafeDistanceSerializer.cpp`
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Let's start with the `Serialize` function. This function is going to receive as
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arguments whatever we pass to the `Stream.Send(...)` function, with the only
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condition that the first argument has to be a sensor and it has to return a
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buffer.
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```cpp
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static Buffer Serialize(const Sensor &, ...);
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```
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A `carla::Buffer` is just a dynamically allocated piece of raw memory with some
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convenient functionality, we're going to use it to send raw data to the client.
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In this example, we need to write the list of detected actors to a buffer in a
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way that it can be meaningful in the client-side. That's why we passed the
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episode object to this function.
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The `UCarlaEpisode` class represent the current _episode_ running in the
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simulator, i.e. the state of the simulation since last time we loaded a map. It
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contains all the relevant information to Carla, and among other things, it
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allows searching for actor IDs. We can send these IDs to the client and the
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client will be able to recognise these as actors
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```cpp
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template <typename SensorT, typename EpisodeT, typename ActorListT>
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static Buffer Serialize(
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const SensorT &,
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const EpisodeT &episode,
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const ActorListT &detected_actors) {
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const uint32_t size_in_bytes = sizeof(ActorId) * detected_actors.Num();
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Buffer buffer{size_in_bytes};
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unsigned char *it = buffer.data();
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for (auto *actor : detected_actors) {
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ActorId id = episode.FindActor(actor).GetActorId();
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std::memcpy(it, &id, sizeof(ActorId));
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it += sizeof(ActorId);
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}
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return buffer;
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}
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```
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> **Note**: We templatize the UE4 classes to avoid including these files within LibCarla.
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This buffer we're returning is going to come back to us, except that this time
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in the client-side, in the `Deserialize` function packed in a `RawData` object
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```cpp
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static SharedPtr<SensorData> Deserialize(RawData &&data);
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```
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We'll implement this method in the cpp file, and it's rather simple
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```cpp
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SharedPtr<SensorData> SafeDistanceSerializer::Deserialize(RawData &&data) {
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return SharedPtr<SensorData>(new data::SafeDistanceEvent(std::move(data)));
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}
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```
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except for the fact that we haven't defined yet what's a `SafeDistanceEvent`.
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### 3. Sensor data object
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We need to create a data object for the users of this sensor, representing the
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data of a _safe distance event_. We'll add this file to
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* `LibCarla/source/carla/sensor/data/SafeDistanceEvent.h`
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This object is going to be equivalent to a list of actor IDs. For that, we'll
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derive from the Array template
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```cpp
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#pragma once
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#include "carla/rpc/ActorId.h"
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#include "carla/sensor/data/Array.h"
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namespace carla {
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namespace sensor {
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namespace data {
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class SafeDistanceEvent : public Array<rpc::ActorId> {
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public:
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explicit SafeDistanceEvent(RawData &&data)
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: Array<rpc::ActorId>(std::move(data)) {}
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};
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} // namespace data
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} // namespace sensor
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} // namespace carla
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```
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The Array template is going to reinterpret the buffer we created in the
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`Serialize` method as an array of actor IDs, and it's able to do so directly
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from the buffer we received, without allocating any new memory. Although for
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this small example may seem a bit overkill, this mechanism is also used for big
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chunks of data; imagine we're sending HD images, we save a lot by reusing the
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raw memory.
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Now we need to expose this class to Python. In our example, we haven't add any
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extra methods, so we'll just expose the methods related to Array. We do so by
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using Boost.Python bindings, add the following to
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_PythonAPI/carla/source/libcarla/SensorData.cpp_.
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```cpp
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class_<
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csd::SafeDistanceEvent, // actual type.
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bases<cs::SensorData>, // parent type.
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boost::noncopyable, // disable copy.
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boost::shared_ptr<csd::SafeDistanceEvent> // use as shared_ptr.
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>("SafeDistanceEvent", no_init) // name, and disable construction.
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.def("__len__", &csd::SafeDistanceEvent::size)
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.def("__iter__", iterator<csd::SafeDistanceEvent>())
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.def("__getitem__", +[](const csd::SafeDistanceEvent &self, size_t pos) -> cr::ActorId {
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return self.at(pos);
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})
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;
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```
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> **Note**: `csd` is an alias for the namespace `carla::sensor::data`.
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What we're doing here is exposing some C++ methods in Python. Just with this,
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the Python API will be able to recognise our new event and it'll behave similar
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to an array in Python, except that cannot be modified.
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### 4- Register your sensor
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Now that the pipeline is complete, we're ready to register our new sensor. We do
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so in _LibCarla/source/carla/sensor/SensorRegistry.h_. Follow the instruction in
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this header file to add the different includes and forward declarations, and add
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the following pair to the registry
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```cpp
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std::pair<ASafeDistanceSensor *, s11n::SafeDistanceSerializer>
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```
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With this, the sensor registry now can do its magic to dispatch the right data
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to the right serializer.
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Now recompile CARLA, hopefully everything goes ok and no errors. Unfortunately,
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most of the errors here will be related to templates and the error messages can
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be a bit cryptic.
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```
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make rebuild
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```
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### 5. Usage example
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Finally, we have the sensor included and we have finished recompiling, our
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sensor by now should be available in Python.
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To spawn this sensor, we simply need to find it in the blueprint library, if
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everything went right, the sensor factory should have added our sensor to the
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library
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```py
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blueprint = blueprint_library.find('sensor.other.safe_distance')
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sensor = world.spawn_actor(blueprint, carla.Transform(), attach_to=vehicle)
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```
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and now we can start listening for events by registering a callback function
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```py
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world_ref = weakref.ref(world)
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def callback(event):
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for actor_id in event:
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vehicle = world_ref().get_actor(actor_id)
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print('Vehicle too close: %s' % vehicle.type_id)
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sensor.listen(callback)
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```
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This callback is going to execute every update that another vehicle is inside
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our safety distance box, e.g.
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```
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Vehicle too close: vehicle.audi.a2
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Vehicle too close: vehicle.mercedes-benz.coupe
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```
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That's it, we have a new sensor working!
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---
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## Appendix
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### Reusing buffers
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In order to optimize memory usage, we can use the fact that each sensor sends
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buffers of similar size; in particularly, in the case of cameras, the size of
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the image is constant during execution. In those cases, we can save a lot by
|
|
reusing the allocated memory between frames.
|
|
|
|
Each stream contains a _buffer pool_ that can be used to avoid unnecessary
|
|
memory allocations. Remember that each sensor has a stream associated thus each
|
|
sensor has its own buffer pool.
|
|
|
|
Use the following to retrieve a buffer from the pool
|
|
|
|
```cpp
|
|
auto Buffer = Stream.PopBufferFromPool();
|
|
```
|
|
|
|
If the pool is empty, it returns an empty buffer, i.e. a buffer with no memory
|
|
allocated. In that case, when you resize the buffer new memory will be
|
|
allocated. This will happen a few times during the first frames. However, if a
|
|
buffer was retrieved from the pool, its memory will go back to the pool once the
|
|
buffer goes out of the scope. Next time you get another buffer from the pool,
|
|
it'll contain the allocated piece of memory from the previous buffer. As you can
|
|
see, a buffer object acts actually as an smart pointer to a contiguous piece of
|
|
raw memory. As long as you don't request more memory than the currently
|
|
allocated, the buffer reuses the memory. If you request more, then it'll have to
|
|
delete the current memory and allocate a bigger chunk.
|
|
|
|
The following snippet illustrates how buffers work
|
|
|
|
```cpp
|
|
Buffer buffer;
|
|
buffer.reset(1024u); // (size 1024 bytes, capacity 1024 bytes) -> allocates
|
|
buffer.reset(512u); // (size 512 bytes, capacity 1024 bytes)
|
|
buffer.reset(2048u); // (size 2048 bytes, capacity 2048 bytes) -> allocates
|
|
```
|
|
|
|
### Sending data asynchronously
|
|
|
|
Some sensors may require to send data asynchronously, either for performance or
|
|
because the data is generated in a different thread, for instance, camera sensors send
|
|
the images from the render thread.
|
|
|
|
Using the data stream asynchronously is perfectly fine, as long as the stream
|
|
itself is created in the game thread. For instance
|
|
|
|
```cpp
|
|
void MySensor::Tick(float DeltaSeconds)
|
|
{
|
|
Super::Tick(DeltaSeconds);
|
|
|
|
auto Stream = GetDataStream(*this);
|
|
|
|
std::async(std::launch::async, [Stream=std::move(Stream)]() {
|
|
auto Data = ComputeData();
|
|
Stream.Send(*this, Data);
|
|
});
|
|
}
|
|
```
|
|
|
|
### Client-side sensors
|
|
|
|
Some sensors do not require the simulator to do their measurements, those
|
|
sensors may run completely in the client-side freeing the simulator from extra
|
|
computations. Examples of such sensors is the _LaneInvasion_ sensors.
|
|
|
|
The usual approach is to create a "dummy" sensor in the server-side, just so the
|
|
simulator is aware that such actor exists. However, this dummy sensor doesn't tick
|
|
nor sends any sort of data. Its counterpart on the client-side however,
|
|
registers a "on tick" callback to execute some code on every new update. For
|
|
instance, the LaneInvasion sensor registers a callback that notifies every time a
|
|
lane mark has been crossed.
|
|
|
|
It is very important to take into account that the "on tick" callback in the
|
|
client-side is executed concurrently, i.e., the same method may be executed
|
|
simultaneously by different threads. Any data accessed must be properly
|
|
synchronized, either with a mutex, using atomics, or even better making sure all
|
|
the members accessed remain constant.
|