I've created an animated Floating Action Button (FAB) menu:
Main FAB which spawns other FABs when clicked.
It is based on several online tutorials.
Works fine besides one major issue:
The spawned FABs don't trigger an onPressed event.
Seems like there's a problem with the combination of transform animation and the stack widget (which the FABs are children of).
Works fine if I replace the stack with a row...
Seems like the issue was addressed here, but without a proper solution:
FloatingActionButton onPressed not triggering
Here's the complete code for that FAB menu.
Just supply it a list with buttons data, similar to this one:
List<Map<String, dynamic>> _buttonsData = [
{'color': Colors.green ,'icon': Icons.stop},
{'color': Colors.blue ,'icon': Icons.subway},
{'color': Colors.green ,'icon': Icons.add},];
FancyFab2(_buttonsData, null)
The code:
import 'package:flutter/material.dart';
class FancyFab extends StatefulWidget {
FancyFab(this._buttonsData, this._onSelected);
final List<Map<String, dynamic>> _buttonsData;
final ValueChanged<int> _onSelected;
#override
createState() => FancyFabState(_buttonsData, _onSelected);
}
class FancyFabState extends State<FancyFab> with SingleTickerProviderStateMixin {
final List<Map<String, dynamic>> _buttonsData;
final ValueChanged<int> _onSelected;
// state vars
AnimationController _controller;
Animation <double> _transform;
bool _isOpened = false;
FancyFabState(this._buttonsData, this._onSelected);
#override
void initState() {
// call base
super.initState();
// _controller
_controller = AnimationController(
duration: Duration(milliseconds: 100),
vsync: this
);
_transform = Tween<double>(
begin: 0.0,
end: -64.0,
).animate(
CurvedAnimation(
parent: _controller,
curve: Curves.fastOutSlowIn
),
);
}
#override
void dispose() {
// controller
_controller.dispose();
// call base
super.dispose();
}
#override
Widget build(BuildContext context) {
return _buildFab(_controller);
}
Widget _buildFab(AnimationController controller) {
return AnimatedBuilder(
animation: controller,
builder: (context, builder) {
return Stack(
children: List.generate(_buttonsData.length, (index) => _buildStackWidget(context, index))
);
}
);
}
Widget _buildStackWidget(BuildContext context, int index) {
Map<String, dynamic> buttonData = _buttonsData[index];
if (index == _buttonsData.length - 1)
return _buildMenuButton(index, buttonData);
else
return _buildMenuItem(index, buttonData);
}
Widget _buildMenuItem(int index, Map<String, dynamic> buttonData) {
return Transform.translate(
offset: Offset((1 + index) * _transform.value, 0.0),
child: FloatingActionButton(
heroTag: 100 + index,
backgroundColor: buttonData['color'],
//onPressed: () => _onSelected(index),
onPressed: () => print('click'),
child: Icon(buttonData['icon']),
),
);
}
Widget _buildMenuButton(int index, Map<String, dynamic> buttonData) {
return FloatingActionButton(
heroTag: 200,
backgroundColor: buttonData['color'],
onPressed: _toggle,
child: Icon(buttonData['icon']),
);
}
void _toggle() {
print('toggle');
_isOpened = !_isOpened;
if (true == _isOpened)
_controller.forward();
else
_controller.reverse();
}
}
That's because you are moving the items outside your Stack so you can't hitTest on those positions.
I modified a few lines of your code to make it works :
Add constraints to your Stack (you can use SizedBox also) , I'm using container to set a different color of background.
Widget _buildFab(AnimationController controller) {
return AnimatedBuilder(
animation: controller,
builder: (context, builder) {
return Container(
width: MediaQuery.of(context).size.width,
height: 100,
color: Colors.blueGrey,
child: Stack(
children: List.generate(_buttonsData.length,
(index) => _buildStackWidget(context, index))),
);
});
}
Center your items
Widget _buildMenuItem(int index, Map<String, dynamic> buttonData) {
return Center(
child: Transform.translate(
offset: Offset((1 + index) * _transform.value, 0.0),
child: FloatingActionButton(
heroTag: 100 + index,
backgroundColor: buttonData['color'],
//onPressed: () => _onSelected(index),
onPressed: () => print('click'),
child: Icon(buttonData['icon']),
),
),
);
}
Widget _buildMenuButton(int index, Map<String, dynamic> buttonData) {
return Center(
child: FloatingActionButton(
heroTag: 200,
backgroundColor: buttonData['color'],
onPressed: _toggle,
child: Icon(buttonData['icon']),
),
);
}
Related
I'm currently using an AnimatedList in my Flutter app and having problems with the way removed list items are animated out. The animation itself works as expected but once the removed item finishes animating, it just disappears causing the other widgets to jump into its place. I had expected the other items to transition into the place of the removed item ...
I tried wrapping my list items with a ScaleTransition but that didn't help - the other list items still do not react to the removed item until it has finished the animation.
This kind of defies the purpose of AnimatedList, right? Or did I do something wrong? The "Widget of the week" video about AnimatedList clearly shows that list items react to newly inserted items by changing their position ...
Here is my code:
#override
Widget build(BuildContext context) {
return AnimatedList(
padding: EdgeInsets.only(top: REGULAR_DIM,
bottom: REGULAR_DIM + kBottomNavigationBarHeight),
initialItemCount: data.length,
itemBuilder: (context, index, animation) {
return MyCustomWidget(
data: data[index],
animation: animation,
disabled: false
);
},
);
}
class MyCustomWidget extends AnimatedWidget {
final MyModel data;
final bool disabled;
MyCustomWidget({
#required this.data,
#required Animation<double> animation,
this.disabled = false
}) : super(listenable: animation);
Animation<double> get animation => listenable;
#override
Widget build(BuildContext context) {
final content = ... ;
return ScaleTransition(
scale: CurvedAnimation(
parent: animation,
curve: Interval(0, 0.25)
).drive(Tween(begin: 0, end: 1)),
child: FadeTransition(
opacity: animation,
child: SlideTransition(
position: animation.drive(
Tween(begin: Offset(-1, 0), end: Offset(0, 0))
.chain(CurveTween(curve: Curves.easeOutCubic))),
child: content,
),
),
);
}
}
And then somewhere in the MyCustomWidget I invoke this function:
void _remove(BuildContext context) async {
final animatedList = AnimatedList.of(context);
// obtain myModel asynchronously
myModel.removeData(data);
animatedList.removeItem(index, (context, animation) => MyCustomWidget(
data: data,
animation: animation,
disabled: true,
), duration: Duration(milliseconds: 350));
}
The key is to trigger two Transitions one SlideTranstion() and another SizeTransition to eliminate to jump when the item is removed
here is some sample code
import 'package:flutter/material.dart';
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
#override
Widget build(BuildContext context) {
return MaterialApp(
debugShowCheckedModeBanner: false,
home: Scaffold(
appBar: AppBar(title: Text('Update AnimatedList data')),
body: BodyWidget(),
),
);
}
}
class BodyWidget extends StatefulWidget {
#override
BodyWidgetState createState() {
return new BodyWidgetState();
}
}
class BodyWidgetState extends State<BodyWidget>
with SingleTickerProviderStateMixin {
// the GlobalKey is needed to animate the list
final GlobalKey<AnimatedListState> _listKey = GlobalKey(); // backing data
List<String> _data = ['Horse', 'Cow', 'Camel', 'Sheep', 'Goat'];
#override
Widget build(BuildContext context) {
return Column(
children: <Widget>[
SizedBox(
height: 400,
child: AnimatedList(
key: _listKey,
initialItemCount: _data.length,
itemBuilder: (context, index, animation) {
return _buildItem(
_data[index],
animation,
);
},
),
),
RaisedButton(
child: Text(
'Insert single item',
style: TextStyle(fontSize: 20),
),
onPressed: () {
_onButtonPress();
},
),
RaisedButton(
child: Text(
'Remove single item',
style: TextStyle(fontSize: 20),
),
onPressed: () {
_removeSingleItems();
},
),
],
);
}
Widget _buildItem(String item, Animation<double> animation, {direction: 0}) {
return (direction == 0)
? SizeTransition(
sizeFactor: animation,
child: Card(
color: Colors.amber,
child: ListTile(
title: Text(
item,
style: TextStyle(fontSize: 20),
),
),
),
)
: Stack(
children: [
SizeTransition(
sizeFactor: animation,
child: Card(
color: Colors.transparent,
child: ListTile(
title: Text(
item,
style: TextStyle(fontSize: 20),
),
),
),
),
Align(
alignment: Alignment.topCenter,
heightFactor: 0,
child: SlideTransition(
position: animation
.drive(Tween(begin: Offset(-1, 0), end: Offset(0, 0))),
child: Card(
color: Colors.red,
child: ListTile(
title: Text(
item,
style: TextStyle(fontSize: 20),
),
),
),
),
),
],
);
}
void _onButtonPress() {
_insertSingleItem();
}
void _insertSingleItem() {
String item = "Pig";
int insertIndex = 2;
_data.insert(insertIndex, item);
_listKey.currentState.insertItem(insertIndex);
}
void _removeSingleItems() {
int removeIndex = 2;
String removedItem = _data.removeAt(removeIndex);
// This builder is just so that the animation has something
// to work with before it disappears from view since the
// original has already been deleted.
AnimatedListRemovedItemBuilder builder = (context, animation) {
// A method to build the Card widget.
return _buildItem(removedItem, animation, direction: 1);
};
_listKey.currentState.removeItem(removeIndex, builder);
}
void _updateSingleItem() {
final newValue = 'I like sheep';
final index = 3;
setState(() {
_data[index] = newValue;
});
}
}
enter code here
You need to test the performance with the release version of your app.
I am trying to create a Slide in and Slide out animation in Flutter. Animation should look like this:
----- Widget slides in ---> Wait for 1 seconds -----Widget slides out of screen -->
I have tried following code but my animation is stuck in a loop.
class _MyStatefulWidgetState extends State<MyStatefulWidget> with SingleTickerProviderStateMixin {
AnimationController _controller;
Animation<Offset> _positionAnimation;
Animation<double> opacityAnimation;
#override
void initState() {
super.initState();
_controller = AnimationController(
duration: const Duration(seconds: 2),
vsync: this,
);
_positionAnimation = Tween<Offset>(
begin: const Offset(-1, 0),
end: const Offset(0, 0.0),
).animate(
CurvedAnimation(
parent: _controller,
curve: Curves.elasticOut),
)..addStatusListener((status) {
print('animation 1 status $status');
if (status == AnimationStatus.completed) {
_controller.reset();
}
if (status == AnimationStatus.dismissed) {
_positionAnimation = Tween<Offset>(
begin: const Offset(0, 0),
end: const Offset(1, 0.0),
).animate(
CurvedAnimation(
parent: _controller,
curve: Curves.elasticIn),
)..addStatusListener((status2) {
print('animation 2 status $status2');
if (status == AnimationStatus.dismissed) {
_controller.reset();
}
});
_controller.forward();
}
});
_controller.forward();
}
#override
void dispose() {
super.dispose();
_controller.dispose();
}
#override
Widget build(BuildContext context) {
return AnimatedBuilder(
builder: _buildAnimation,
animation: _controller,
);
}
Widget _buildAnimation(BuildContext context, Widget child) {
return Opacity(
opacity: 1,
child: SlideTransition(
position: _positionAnimation,
child: Container(
color: Colors.blueAccent,
height: 100,
child: Center(
child: Text(
'Hello, World!',
style: Theme.of(context).textTheme.display1,
),
),
),
),
);
}
With this approach animation is stuck in a loop.
I cannot use staggered animation as I am trying to animate same property. (Or is there a way to use staggered animation on same property?).
Any better way for implementing this?
Taking idea from #pskink code in comments, achieved desired effect with following code using TweenAnimationBuilder:
class _SlideInOutWidgetState extends State<SlideInOutWidget>
with SingleTickerProviderStateMixin {
double startPos = -1.0;
double endPos = 0.0;
Curve curve = Curves.elasticOut;
#override
Widget build(BuildContext context) {
return TweenAnimationBuilder(
tween: Tween<Offset>(begin: Offset(startPos, 0), end: Offset(endPos, 0)),
duration: Duration(seconds: 1),
curve: curve,
builder: (context, offset, child) {
return FractionalTranslation(
translation: offset,
child: Container(
width: double.infinity,
child: Center(
child: child,
),
),
);
},
child: Text('animated text', textScaleFactor: 3.0,),
onEnd: () {
print('onEnd');
Future.delayed(
Duration(milliseconds: 500),
() {
curve = curve == Curves.elasticOut
? Curves.elasticIn
: Curves.elasticOut;
if (startPos == -1) {
setState(() {
startPos = 0.0;
endPos = 1.0;
});
}
},
);
},
);
}
}
Use Marquee plugin for text Animations
Install :
marquee: ^1.3.1
Example :
Marquee(
text: 'There once was a boy who told this story about a boy: "',
)
Fore more info try marquee | flutterpckage
Issue: Unable to scroll to POSITION after loading the Pageviews using PageController *
like ViewPager scroll to specific page in Android
Widget _buildCarousel(BuildContext context, int selectedIndex) {
PageController controller = PageController(viewportFraction: 1, keepPage: true);
return Column(
mainAxisSize: MainAxisSize.min,
children: <Widget>[
SizedBox(
// you may want to use an aspect ratio here for tablet support
height: 400.0,
width: 240,
child: PageView.builder(
itemCount: assetImageList.length,
controller: controller,
itemBuilder: (BuildContext context, int itemIndex) {
return _buildCarouselItem(context, selectedIndex, itemIndex);
},
),
)
],
);
}
Finally found the answer. Just set the initialPage: mSelectedPosition attribute like:
child: PageView.builder(
itemCount: mTemplateModelList.length,
controller: PageController(initialPage: mSelectedPosition, keepPage: true, viewportFraction: 1),
itemBuilder: (BuildContext context, int itemIndex) {
return _buildCarouselItem(context, selectedIndex, itemIndex);
},
),
OR if you want to scroll the page after the button is clicked then, you can use jumpTo() method using PageController which is clearly mentioned below by another user: #android.
Currently there's 2 options to handle your request:
PageView.builder(
controller: _pageController,
itemCount: _list.length,
itemBuilder: (context, index) {
return GestureDetector(
onTap: () {
_pageController.jumpToPage(index); // for regular jump
_pageController.animateToPage(_position, curve: Curves.decelerate, duration: Duration(milliseconds: 300)); // for animated jump. Requires a curve and a duration
},
child: Container();
);
}
),
You can use jumpTo() method to scroll position for PageView.
I have create one changePageViewPostion() method in below example:
import 'package:flutter/material.dart';
class MyPageView extends StatefulWidget {
createState() {
return StateKeeper();
}
}
class StateKeeper extends State<MyPageView> {
PageController controller = PageController(viewportFraction: 1, keepPage: true);
var currentPageValue = 0.0;
var mItemCount = 10;
#override
void initState() {
// TODO: implement initState
super.initState();
controller.addListener(() {
setState(() {
currentPageValue = controller.page;
});
});
}
void changePageViewPostion(int whichPage) {
if(controller != null){
whichPage = whichPage + 1; // because position will start from 0
double jumpPosition = MediaQuery.of(context).size.width / 2;
double orgPosition = MediaQuery.of(context).size.width / 2;
for(int i=0; i<mItemCount; i++){
controller.jumpTo(jumpPosition);
if(i==whichPage){
break;
}
jumpPosition = jumpPosition + orgPosition;
}
}
}
#override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('PageView position change'),
),
body: PageView.builder(
controller: controller,
itemBuilder: (context, position) {
return Container(
color: position % 2 == 0 ? Colors.blue : Colors.pink,
child: Column(
children: <Widget>[
Center(
child: Text(
"Page " + (position + 1).toString(),
style: TextStyle(color: Colors.white, fontSize: 22.0),
),
),
Align(
alignment: FractionalOffset.bottomCenter,
child: Padding(padding: EdgeInsets.only(bottom: 20),
child: FloatingActionButton(
elevation: 0.0,
child: new Icon(Icons.check),
backgroundColor: new Color(0xFFE57373),
onPressed: (){
changePageViewPostion(5);
}
),),
),
],
),
);
},
itemCount: mItemCount,
)
);
}
}
We can get current position with controller as below:
controller.addListener(() {
setState(() {
currentPageValue = controller.page.toInt();
print((currentPageValue + 1).toString());
});
});
Hope it helps :)
If you just want to scroll to the next page using a button, you can simply use the following method.
//Create a PageController variable
late PageController _pageController;
//Initialize the variable in the init method.
#override
void initState() {
_pageController = PageController(
initialPage: _activePage, keepPage: true, viewportFraction: 1);
super.initState();
}
//Use this nextPage() method in the onPressed() method.
onPressed: () {
setState(() {
_activePage < 2
? _activePage++
: Navigator.pushReplacementNamed(
context, LoginScreen.id);
});
_pageController.nextPage(
duration: const Duration(milliseconds: 300),
curve: Curves.decelerate,
);
}
I have two animating menus. dropDownMenu is working fine, and I can set onPress events from this child to perform functions in the parent class using callbacks, for example:
class dropDownMenu extends StatefulWidget {
final Function() onPressed;
final String tooltip;
final IconData icon;
final _callback;
dropDownMenu({Key key, this.onPressed, this.tooltip, this.icon, #required void singlePlayerCallbacks(String callBackType) } ):
_callback = singlePlayerCallbacks, super(key: key);
#override
_dropDownMenuState createState() => _dropDownMenuState();
}
class _dropDownMenuState extends State<dropDownMenu>
with SingleTickerProviderStateMixin {
#override
Widget build(BuildContext context) {
return Stack(
children: <Widget> [
Column(
Container(
child: Opacity(
opacity: 0.0,
child: FloatingActionButton(
heroTag: null,
onPressed: isOpened == true? (){
widget?._callback('dice');
} : () {},
),
),
),
],
);
}
And then in the parent class:
class SinglePlayerMode extends StatefulWidget {
#override
SinglePlayerModeParentState createState() => SinglePlayerModeParentState();
}
class SinglePlayerModeParentState extends State<SinglePlayerMode> {
callBacks(String callBackType) {
switch(callBackType) {
case 'dice':
{
diceVisible = !diceVisible;
int rng = new Random().nextInt(19) + 1;
setState(() {
diceResult = rng;
});
}
}
break;
}
#override
Widget build(BuildContext context) {
child: Scaffold(
body: Container(
Padding(
padding: EdgeInsets.all(0.0),
child: dropDownMenu(
singlePlayerCallbacks: callBacks,
),
),
),
),
}
As a quick example, and this works perfectly fine.
What I need to do next is have another animated menu, called styleMenu, that animates when a button from dropDownMenu is pressed. This is where I am running into massive hurdles. I honestly don't mind HOW I get this done, I just need to get it done. This is what I am trying currently, without any success:
In dropDownMenu I have another button with a callback to the parent first:
Container(
child: Opacity(
opacity: 0.0,
child: FloatingActionButton(
heroTag: null,
onPressed: isOpened == true? (){
widget?._callback('theme');
} : () {},
),
),
),
Which triggers the callback function of the parent again, with a different switch case:
callBacks(String callBackType) {
case 'theme':
{
styleMenuState().animate();
}
break;
I obviously can't do this because it tells me that I am trying to animate a null object. Like I somehow have to instantiate styleMenu before I can call this function from here, but I don't know how to do this or even if it is possible.
My styleMenu class (extract):
class styleMenu extends StatefulWidget {
final Function() onPressed;
final String tooltip;
final IconData icon;
final _callback;
final VoidCallback animate;
styleMenu({this.onPressed, this.tooltip, this.animate, this.icon, #required void singlePlayerCallbacks(String callBackType) } ):
_callback = singlePlayerCallbacks;
#override
styleMenuState createState() => styleMenuState();
}
class styleMenuState extends State<styleMenu>
with SingleTickerProviderStateMixin {
bool isOpened = false;
AnimationController animationController;
Animation<Color> _buttonColor;
Animation<double> _animateIcon;
Animation<double> _translateButton;
Curve _curve = Curves.easeOut;
double _fabHeight = 52.0;
#override
initState() {
animationController =
AnimationController(vsync: this, duration: Duration(milliseconds: 600))
..addListener(() {
setState(() {});
});
_animateIcon =
Tween<double>(begin: 0.0, end: 1.0).animate(animationController);
_buttonColor = ColorTween(
begin: Colors.blue,
end: Colors.red,
).animate(CurvedAnimation(
parent: animationController,
curve: Interval(
0.0,
1.0,
curve: Curves.linear,
),
));
_translateButton = Tween<double>(
begin: 0.0,
end: _fabHeight,
).animate(CurvedAnimation(
parent: animationController,
curve: Interval(
0.0,
1.0,
curve: _curve,
),
));
super.initState();
}
#override
dispose() {
animationController.dispose();
super.dispose();
}
animate() {
if (!isOpened) {
styleMenuState().animationController.forward();
} else {
styleMenuState().animationController.reverse();
}
isOpened = !isOpened;
}
#override
Widget build(BuildContext context) {
return Stack(
children: <Widget> [
Column(
mainAxisAlignment: MainAxisAlignment.end,
children: [
Stack(
children: <Widget>[
Transform(
transform: Matrix4.translationValues(
0,
_translateButton.value,
0,
),
child: blueTheme(),
),
Transform(
transform: Matrix4.translationValues(
0,
_translateButton.value * 2,
0,
),
child: greenTheme(),
),
Transform(
transform: Matrix4.translationValues(
0,
_translateButton.value * 3,
0,
),
child: redTheme(),
),
blackTheme(),
],
),
],
),
);
}
Again, I just need to be able to trigger the animate function from the styleMenu to pop this menu out by pressing a button inside the dropDownMenu and I just can't get my head around how to do this! I am sure there must be a simple way, but I am unable to find anything online.
Any pros out there?
I was just working on a similar problem. Using Streams, Provider with ChangeNotifiers, or inherited widgets are viable options. If you do want to simply trigger the child widget animations on setState called from the parent you can do that by using the didUpdateWidget in the child widget as shown below
#override
void didUpdateWidget(ImageHeartAnimation oldWidget) {
_controller.forward().orCancel;
super.didUpdateWidget(oldWidget);
}
I've got a SlideAnimation on an object that get's triggered every time I tap the screen. The object simply slides up atm but when I tap the screen again the animation starts from the original position of the object again. How would I capture the position the object ended in the last animation and perform the animation from there on?
I've got the following code for the creating of the SlideTransition:
new SlideTransition(
child: new Container(
child: char,
),
position: _characterPosition,
)
And this code for the actual animation:
_characterPosition = new FractionalOffsetTween(
begin: const FractionalOffset(0.0, 0.0),
end: const FractionalOffset(0.0, -0.2),
).animate(new CurvedAnimation(
parent: _characterAnimationController,
curve: Curves.easeOut,
)
);
In the simplest case you can use your _characterAnimationController. AnimationController has two related methods stop and forward. Verify current animation's state and invoke required method:
void _onTap() {
if (_characterAnimationController.isAnimating) {
_characterAnimationController.stop(canceled: false);
} else {
_characterAnimationController.forward();
}
}
To extend animation after completion you can reset _characterAnimationController state via value(or create new one) and update position. Complete example:
class Home extends StatefulWidget {
#override
State createState() => new _HomeState();
}
class _HomeState extends State<Home> with TickerProviderStateMixin {
Animation _characterPosition;
AnimationController _characterAnimationController;
FractionalOffset _beginOffset;
FractionalOffset _endOffset;
FractionalOffset _animationOffset;
void _restartAnimation() {
_characterAnimationController.value = 0.0;
_beginOffset = _endOffset;
_endOffset = _endOffset + _animationOffset;
setState(() {
_characterPosition = _generateCharacterPosition();
});
_characterAnimationController.forward();
}
#override
void initState() {
_animationOffset = const FractionalOffset(0.0, 0.15);
_beginOffset = const FractionalOffset(0.0, 0.0);
_endOffset = _animationOffset;
_characterAnimationController = new AnimationController(
duration: new Duration(seconds: 5), vsync: this);
_characterPosition = _generateCharacterPosition();
}
#override
Widget build(BuildContext context) {
return new Material(
child: new InkWell(
child: new SlideTransition(
child: new Container(
child: new Text("Hello"),
),
position: _characterPosition,
),
onTap: _onTap,
),
);
}
void _onTap() {
if (_characterAnimationController.isAnimating) {
_characterAnimationController.stop(canceled: false);
} else if (_characterAnimationController.status ==
AnimationStatus.completed) {
_restartAnimation();
} else {
_characterAnimationController.forward();
}
}
Animation _generateCharacterPosition() => new FractionalOffsetTween(
begin: _beginOffset,
end: _endOffset,
)
.animate(new CurvedAnimation(
parent: _characterAnimationController,
curve: Curves.easeOut,
));
}