Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
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use bevy_ecs::system::Resource;
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2021-01-12 21:21:45 +00:00
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use bevy_utils::HashMap;
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2020-11-11 01:06:55 +00:00
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use std::hash::Hash;
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2020-09-18 21:43:47 +00:00
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2022-04-18 21:26:54 +00:00
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/// Stores the position data of the input devices of type `T`.
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2021-12-11 23:31:46 +00:00
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///
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2023-06-19 23:06:11 +00:00
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/// The values are stored as `f32`s, using [`Axis::set`].
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/// Use [`Axis::get`] to retrieve the value clamped between [`Axis::MIN`] and [`Axis::MAX`]
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/// inclusive, or unclamped using [`Axis::get_unclamped`].
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Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577)
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
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#[derive(Debug, Resource)]
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pub struct Axis<T> {
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/// The position data of the input devices.
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axis_data: HashMap<T, f32>,
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}
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impl<T> Default for Axis<T>
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where
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T: Copy + Eq + Hash,
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{
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fn default() -> Self {
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Axis {
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axis_data: HashMap::default(),
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2020-09-18 21:43:47 +00:00
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}
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}
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}
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impl<T> Axis<T>
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where
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T: Copy + Eq + Hash,
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{
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/// The smallest possible axis value.
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pub const MIN: f32 = -1.0;
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/// The largest possible axis value.
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pub const MAX: f32 = 1.0;
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/// Sets the position data of the `input_device` to `position_data`.
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///
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/// If the `input_device`:
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/// - was present before, the position data is updated, and the old value is returned.
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/// - wasn't present before, [None] is returned.
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pub fn set(&mut self, input_device: T, position_data: f32) -> Option<f32> {
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self.axis_data.insert(input_device, position_data)
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}
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/// Returns the position data of the provided `input_device`.
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///
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/// This will be clamped between [`Axis::MIN`] and [`Axis::MAX`] inclusive.
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pub fn get(&self, input_device: T) -> Option<f32> {
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self.axis_data
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.get(&input_device)
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.copied()
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.map(|value| value.clamp(Self::MIN, Self::MAX))
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}
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/// Returns the unclamped position data of the provided `input_device`.
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///
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/// This value may be outside of the [`Axis::MIN`] and [`Axis::MAX`] range.
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///
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/// Use for things like camera zoom, where you want devices like mouse wheels to be able to
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/// exceed the normal range. If being able to move faster on one input device
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/// than another would give an unfair advantage, you should likely use [`Axis::get`] instead.
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pub fn get_unclamped(&self, input_device: T) -> Option<f32> {
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self.axis_data.get(&input_device).copied()
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}
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/// Removes the position data of the `input_device`, returning the position data if the input device was previously set.
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pub fn remove(&mut self, input_device: T) -> Option<f32> {
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self.axis_data.remove(&input_device)
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2020-09-18 21:43:47 +00:00
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}
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2023-01-06 18:00:22 +00:00
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/// Returns an iterator of all the input devices that have position data
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pub fn devices(&self) -> impl ExactSizeIterator<Item = &T> {
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self.axis_data.keys()
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}
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2021-12-11 23:31:46 +00:00
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}
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#[cfg(test)]
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mod tests {
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use crate::{
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gamepad::{Gamepad, GamepadButton, GamepadButtonType},
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Axis,
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};
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#[test]
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fn test_axis_set() {
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let cases = [
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(-1.5, Some(-1.0)),
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(-1.1, Some(-1.0)),
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(-1.0, Some(-1.0)),
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(-0.9, Some(-0.9)),
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(-0.1, Some(-0.1)),
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(0.0, Some(0.0)),
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(0.1, Some(0.1)),
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(0.9, Some(0.9)),
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(1.0, Some(1.0)),
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(1.1, Some(1.0)),
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(1.6, Some(1.0)),
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];
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2020-09-18 21:43:47 +00:00
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2021-12-11 23:31:46 +00:00
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for (value, expected) in cases {
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2022-05-02 13:20:55 +00:00
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let gamepad_button =
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GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger);
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let mut axis = Axis::<GamepadButton>::default();
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axis.set(gamepad_button, value);
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let actual = axis.get(gamepad_button);
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assert_eq!(expected, actual);
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}
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2020-09-18 21:43:47 +00:00
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}
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2021-12-11 23:31:46 +00:00
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#[test]
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fn test_axis_remove() {
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let cases = [-1.0, -0.9, -0.1, 0.0, 0.1, 0.9, 1.0];
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for value in cases {
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let gamepad_button =
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GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger);
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let mut axis = Axis::<GamepadButton>::default();
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axis.set(gamepad_button, value);
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assert!(axis.get(gamepad_button).is_some());
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axis.remove(gamepad_button);
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let actual = axis.get(gamepad_button);
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let expected = None;
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assert_eq!(expected, actual);
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}
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2020-09-18 21:43:47 +00:00
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}
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2023-01-06 18:00:22 +00:00
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#[test]
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fn test_axis_devices() {
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let mut axis = Axis::<GamepadButton>::default();
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assert_eq!(axis.devices().count(), 0);
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axis.set(
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GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger),
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0.1,
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);
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assert_eq!(axis.devices().count(), 1);
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axis.set(
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GamepadButton::new(Gamepad::new(1), GamepadButtonType::LeftTrigger),
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0.5,
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);
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assert_eq!(axis.devices().count(), 2);
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axis.set(
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GamepadButton::new(Gamepad::new(1), GamepadButtonType::RightTrigger),
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-0.1,
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);
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assert_eq!(axis.devices().count(), 2);
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axis.remove(GamepadButton::new(
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Gamepad::new(1),
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GamepadButtonType::RightTrigger,
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));
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assert_eq!(axis.devices().count(), 1);
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}
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2020-09-18 21:43:47 +00:00
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}
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