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自学教程:C++ GameError函数代码示例

51自学网 2021-06-01 21:02:53
  C++
这篇教程C++ GameError函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中GameError函数的典型用法代码示例。如果您正苦于以下问题:C++ GameError函数的具体用法?C++ GameError怎么用?C++ GameError使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了GameError函数的25个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Ammo

void Menu::initialize(Graphics *g, Input *i){	mainMenu.push_back("Main Menu"); 	mainMenu.push_back("Recovery - 200"); mainMenu.push_back("Projectile Ammo (Not in yet) - 100"); mainMenu.push_back("Done");	titleMenu.push_back("Play"); titleMenu.push_back("Controls");	retryMenu.push_back("Retry"); retryMenu.push_back("Exit");	scoreScreen.push_back("Scores");	highlightColor = graphicsNS::RED;	normalColor = graphicsNS::WHITE;	menuAnchor = D3DXVECTOR2(50,50);	input = i;	verticalOffset = 45;	horizontalOffset = 160;	linePtr = 0;	selectedItem = -1;	graphics = g;	menuItemFont = new TextDX();	menuHeadingFont = new TextDX();	menuItemFontHighlight = new TextDX();	if(menuItemFont->initialize(graphics, 20, true, false, "Calibri") == false)        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menuItem font"));	if(menuItemFontHighlight->initialize(graphics, 25, true, false, "Calibri") == false)        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menuItem font"));	if(menuHeadingFont->initialize(graphics, 35, true, false, "Calibri") == false)        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing menuHeading font"));	menuHeadingFont->setFontColor(normalColor);	menuItemFont->setFontColor(normalColor);	menuItemFontHighlight->setFontColor(highlightColor);	upDepressedLastFrame = false;	downDepressedLastFrame = false;	mainDepressedLastFrame = false;	titleMenuDepressedLastFrame = false;	done = false;}
开发者ID:Sariander,项目名称:Games-Project-2,代码行数:34,


示例2: throw

bool NPC::initialize(Game* gamePtr, int width, int height, int ncols, TextureManager* textureM, Image* gameDialogBox){    gameConfig = gamePtr->getGameConfig();    // image must be initialized first in order to use sprite size data    bool result = Entity::initialize(gamePtr, width, height, ncols, textureM);    // active and set collision box area    active = true;    edge.left = -spriteData.width/2;    edge.right = spriteData.width/2;    edge.top = -spriteData.height/2;    edge.bottom = spriteData.height/2;    dialogBox = gameDialogBox;    if(!dialogText.initialize(gamePtr->getGraphics(), SPRITE_TEXT_FILE))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC dialogText"));    dialogText.setFontHeight(14);    if(!responseText.initialize(gamePtr->getGraphics(), SPRITE_TEXT_FILE))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC response Text"));    responseText.setFontHeight(14);//	dialogText.setProportional(true);    if(!selectorTexture.initialize(gamePtr->getGraphics(), "pictures/text/selector.png"))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC selector texture"));    if(!selector.initialize(gamePtr->getGraphics(), 0, 0, 0, &selectorTexture))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing NPC selector image"));    return result;}
开发者ID:cknolla,项目名称:WichitaGame,代码行数:30,


示例3: TextureManager

ItemController::ItemController(Graphics *graphics, TextureManager* iTxt) {	itemTexture = new TextureManager();	if (!itemTexture->initialize(graphics, TEXTURE_ITEM))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing item texture"));	crateList = new std::list<Crate*>();	itemList = std::vector<Item*>();	//init crate location first	levelCrateLoc[0] = new std::list<VECTOR2>();	levelCrateLoc[0]->push_back(VECTOR2(321, 568));		// crate 1.1	levelCrateLoc[0]->push_back(VECTOR2(1152, 250));	// crate 2.1	levelCrateLoc[0]->push_back(VECTOR2(2447, 250));	//crate 2.5.1	levelCrateLoc[0]->push_back(VECTOR2(2688, 668));	// crate 3.1 	levelCrateLoc[0]->push_back(VECTOR2(2815, 602));	// crate 3.2	//init crate item second	levelCrateItemType[0] = new std::list<int>();	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::machineGun);	// crate 1.1	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::shotGun);		// crate 2.1	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::machineGun);	// crate 2.5.1	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::machineGun);	// crate 3.1	levelCrateItemType[0]->push_back(itemControllerNS::ItemType::shotGun);		// crate 3.2	itemIconTexture = iTxt;	gunTexture = new TextureManager();	if (!gunTexture->initialize(graphics, TEXTURE_GUNS))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing gun texture"));	gunImage = new Image();	gunImage->initialize(graphics, itemControllerNS::GUN_TEXTURE_WIDTH, itemControllerNS::GUN_TEXTURE_HEIGHT, 1, gunTexture);	itemIconTexture = new TextureManager();	if (!itemIconTexture->initialize(graphics, ITEM_ICON_TEXTURE))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing item icon texture"));}
开发者ID:Capeguy,项目名称:GPAssignment2,代码行数:31,


示例4: Graphics

//=============================================================================// Initializes the game// throws GameError on error//=============================================================================void Game::initialize(HWND hw){    hwnd = hw;                                  // save window handle    // initialize graphics    graphics = new Graphics();    // throws GameError    graphics->initialize(hwnd, GAME_WIDTH, GAME_HEIGHT, FULLSCREEN);    // initialize input, do not capture mouse    input->initialize(hwnd, false);             // throws GameError    // init sound system    audio = new Audio();    if (*WAVE_BANK != '/0' && *SOUND_BANK != '/0')  // if sound files defined    {        if( FAILED( hr = audio->initialize() ) )        {            if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) )                throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found."));            else                throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system."));        }    }    // attempt to set up high resolution timer    if(QueryPerformanceFrequency(&timerFreq) == false)        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing high resolution timer"));    QueryPerformanceCounter(&timeStart);        // get starting time    initialized = true;}
开发者ID:Cusimonster,项目名称:Asteroids,代码行数:38,


示例5: Direct3DCreate9

void Graphics::initialize(HWND hw, int w, int h, bool full){    hwnd = hw;    width = w;    height = h;    fullscreen = full;    direct3d = Direct3DCreate9(D3D_SDK_VERSION);    if (direct3d == NULL)        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing Direct3D"));    initD3Dpp();           if(fullscreen)         {        if(isAdapterCompatible())               d3dpp.FullScreen_RefreshRateInHz = pMode.RefreshRate;        else            throw(GameError(gameErrorNS::FATAL_ERROR,             "The graphics device does not support the specified resolution and/or format."));    }    D3DCAPS9 caps;    DWORD behavior;    result = direct3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);    if( (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||            caps.VertexShaderVersion < D3DVS_VERSION(1,1) )        behavior = D3DCREATE_SOFTWARE_VERTEXPROCESSING;      else        behavior = D3DCREATE_HARDWARE_VERTEXPROCESSING;      result = direct3d->CreateDevice(        D3DADAPTER_DEFAULT,        D3DDEVTYPE_HAL,        hwnd,        behavior,        &d3dpp,         &device3d);    if (FAILED(result))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error creating Direct3D device"));     result = D3DXCreateSprite(device3d, &sprite);    if (FAILED(result))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error creating Direct3D sprite"));    device3d->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);    device3d->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);    device3d->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);    if( FAILED( direct3d->CheckDeviceFormat(caps.AdapterOrdinal,                                            caps.DeviceType,                                              d3dpp.BackBufferFormat,                                              D3DUSAGE_DEPTHSTENCIL,                                             D3DRTYPE_SURFACE,                                            D3DFMT_D24S8 ) ) )        stencilSupport = false;    else        stencilSupport = true;    device3d->CreateQuery(D3DQUERYTYPE_OCCLUSION, &pOcclusionQuery);}
开发者ID:KWJYP,项目名称:M.J_Physical_GameStudio_Engine,代码行数:59,


示例6: GameConfig

//=============================================================================// Initializes the game// throws GameError on error//=============================================================================void Game::initialize(HWND hw){    hwnd = hw;                                  // save window handle	//AllocConsole();	// initialize gameConfig	gameConfig = new GameConfig();	gameConfig->initialize(hwnd);    // initialize graphics    graphics = new Graphics();    // throws GameError    graphics->initialize(hwnd, gameConfig->getGameWidth(), gameConfig->getGameHeight(), FULLSCREEN);    // initialize input, do not capture mouse    input->initialize(hwnd, false);             // throws GameError    // initialize console    console = new Console();    console->initialize(graphics, input);       // prepare console    console->print("---Console---");    // initialize messageDialog    messageDialog = new MessageDialog();    messageDialog->initialize(graphics, input, hwnd);    // initialize inputDialog    inputDialog = new InputDialog();    inputDialog->initialize(graphics, input, hwnd);    // initialize DirectX font    if(dxFont.initialize(graphics, gameNS::POINT_SIZE, false, false, gameNS::FONT) == false)        throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize DirectX font."));    dxFont.setFontColor(gameNS::FONT_COLOR);    // init sound system    audio = new Audio();    if (*WAVE_BANK != '/0' && *SOUND_BANK != '/0')  // if sound files defined    {        if( FAILED( hr = audio->initialize() ) )        {            if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) )                throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system because media file not found."));            else                throw(GameError(gameErrorNS::FATAL_ERROR, "Failed to initialize sound system."));        }    }    // attempt to set up high resolution timer    if(QueryPerformanceFrequency(&timerFreq) == false)        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing high resolution timer"));    QueryPerformanceCounter(&timeStart);        // get starting time    initialized = true;}
开发者ID:cknolla,项目名称:WichitaGame,代码行数:61,


示例7: TextureManager

HUD::HUD(Graphics*& g) {	graphics = g;	itemTexture = new TextureManager();	gunHUDTexture = new TextureManager();	hpHUDTexture = new TextureManager();	hpTexture = new TextureManager();	//Load and set up hp HUD texture	if (!hpHUDTexture->initialize(graphics, TEXTURE_HUD_HP))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing hp hud texture"));	hpHUD = new Image();	hpHUD->initialize(graphics, hudNS::HP_HUD_WIDTH, hudNS::HP_HUD_HEIGHT, 1, hpHUDTexture);	hpHUD->setCurrentFrame(0);	hpHUD->setX(50);	hpHUD->setY(60);	if (!hpTexture->initialize(graphics, TEXTURE_HUD_HP_RED))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing hp texture"));	hp = new Image();	hp->initialize(graphics, hudNS::HP_WIDTH, hudNS::HP_HEIGHT, 1, hpTexture);	hp->setCurrentFrame(0);	hp->setX(hpHUD->getX() + 30);	hp->setY(hpHUD->getY());	//Load and set up gun HUD texture	if (!gunHUDTexture->initialize(graphics, TEXTURE_HUD_GUN))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing gun hud texture"));	gunHud = new Image();	gunHud->initialize(graphics, hudNS::GUN_HUD_WIDTH, hudNS::GUN_HUD_HEIGHT, 1, gunHUDTexture);	gunHud->setCurrentFrame(0);	gunHud->setX(hpHUD->getX() + hpHUD->getWidth() + 50);	gunHud->setY(50);	//Load and set up item HUD texture	if (!itemTexture->initialize(graphics, TEXTURE_GUNS))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing gun texture"));	currentItemImage = new Image();	currentItemImage->initialize(graphics, gunNS::TEXTURE_WIDTH, gunNS::TEXTURE_HEIGHT, gunNS::TEXTURE_COLS, itemTexture);	currentItemImage->setX(gunHud->getX());	currentItemImage->setY(gunHud->getY() + 10);	currentItemImage->setScale(0.8);	//Load and set up Points HUD texture	pointHud = new Image();	pointHud->initialize(graphics, hudNS::GUN_HUD_WIDTH, hudNS::GUN_HUD_HEIGHT, 1, gunHUDTexture);	pointHud->setCurrentFrame(0);	pointHud->setX(gunHud->getX() + gunHud->getWidth() + 50);	pointHud->setY(50);	//set up font 	ammoFont = new TextDX();	ammoFont->initialize(graphics, 20, false, false, "Courier New");	ammoFont->setFontColor(SETCOLOR_ARGB(192, 0, 0, 0));	currentItem = nullptr;	currentPlayer = nullptr;}
开发者ID:Capeguy,项目名称:GPAssignment2,代码行数:55,


示例8: throw

bool Bowser::initialize(Game *gamePtr, int width, int height, int ncols,	TextureManager *textureM){	attackTimer = 1.0f;	// Bowser sprite initialize	bowserSpriteCoordinates.populateVector("sprite_data//bowser.xml");	if (!initializeCoords(bowserSpriteCoordinates))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));	//Idle	bowserIdle.initialize(gamePtr->getGraphics(), bowserNS::WIDTH,		bowserNS::HEIGHT, 0, textureM);	if (!bowserIdle.initialize(bowserSpriteCoordinates))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));	bowserIdle.setFrames(bowserNS::IDLE_START_FRAME, bowserNS::IDLE_END_FRAME);	bowserIdle.setCurrentFrame(bowserNS::IDLE_START_FRAME);	bowserIdle.setFrameDelay(bowserNS::IDLE_ANIMATION_DELAY);	//Spin Attack	bowserSpin.initialize(gamePtr->getGraphics(), bowserNS::WIDTH,		bowserNS::HEIGHT, 0, textureM);	if (!bowserSpin.initialize(bowserSpriteCoordinates))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));	bowserSpin.setFrames(bowserNS::SPIN_START_FRAME, bowserNS::SPIN_END_FRAME);	bowserSpin.setCurrentFrame(bowserNS::SPIN_START_FRAME);	bowserSpin.setFrameDelay(bowserNS::SPIN_ANIMATION_DELAY);	// Fire Ball Attack	bowserFireBreath.initialize(gamePtr->getGraphics(), bowserNS::WIDTH,		bowserNS::HEIGHT, 0, textureM);	if (!bowserFireBreath.initialize(bowserSpriteCoordinates))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));	bowserFireBreath.setFrames(bowserNS::FIRE_BREATH_START_FRAME, bowserNS::FIRE_BREATH_END_FRAME);	bowserFireBreath.setCurrentFrame(bowserNS::FIRE_BREATH_START_FRAME);	bowserFireBreath.setFrameDelay(bowserNS::FIRE_BREATH_ANIMATION_DELAY);	//Dying	bowserDying.initialize(gamePtr->getGraphics(), bowserNS::WIDTH,		bowserNS::HEIGHT, 0, textureM);	if (!bowserDying.initialize(bowserSpriteCoordinates))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bowser"));	bowserDying.setFrames(bowserNS::DYING_START_FRAME, bowserNS::DYING_END_FRAME);	bowserDying.setCurrentFrame(bowserNS::DYING_START_FRAME);	bowserDying.setFrameDelay(bowserNS::DYING_ANIMATION_DELAY);	bowserDying.setLoop(false);	return(Entity::initialize(gamePtr, width, height, ncols, textureM));}
开发者ID:SyndicateX,项目名称:Mega-Man-X,代码行数:49,


示例9: throw

//=============================================================================// Initializes the game// Throws GameError on error//=============================================================================void Spacewar::initialize(HWND hwnd){    Game::initialize(hwnd); // throws GameError    // nebula texture    if (!nebulaTexture.initialize(graphics,NEBULA_IMAGE))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing nebula texture"));    // main game textures    if (!gameTextures.initialize(graphics,TEXTURES_IMAGE))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing game textures"));    // nebula image    if (!nebula.initialize(graphics,0,0,0,&nebulaTexture))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing nebula"));    // planet    if (!planet.initialize(this, planetNS::WIDTH, planetNS::HEIGHT, 2, &gameTextures))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing planet"));    // ship    if (!ship1.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, true))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship1"));    ship1.setFrames(shipNS::SHIP1_START_FRAME, shipNS::SHIP1_END_FRAME);    ship1.setCurrentFrame(shipNS::SHIP1_START_FRAME);    ship1.setX(GAME_WIDTH/4);    ship1.setY(GAME_HEIGHT/4);    ship1.setVelocity(VECTOR2(shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y)    // ship2    if (!ship2.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, true))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship2"));    ship2.setFrames(shipNS::SHIP2_START_FRAME, shipNS::SHIP2_END_FRAME);    ship2.setCurrentFrame(shipNS::SHIP2_START_FRAME);    ship2.setX(GAME_WIDTH - GAME_WIDTH/4);    ship2.setY(GAME_HEIGHT/4);    ship2.setVelocity(VECTOR2(-shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y)    //ship3 initalization. Do not rotate, start pointing north. This ship is controlled by the arrow keys.    //ship3 ignores direction and will move in the direction of the key    if (!ship3.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, false))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship3"));    ship3.setFrames(shipNS::SHIP1_START_FRAME, shipNS::SHIP1_END_FRAME);    ship3.setCurrentFrame(shipNS::SHIP1_START_FRAME);    ship3.setX(GAME_WIDTH - GAME_WIDTH/4);    ship3.setY(GAME_HEIGHT - GAME_HEIGHT/4);    ship3.setDegrees(270);    //ship3.setVelocity(VECTOR2(shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y)    //ship4 initalization. Do not rotate, start pointing north. This ship is controlled by WASD    //ship4 will rotate with A and D, and will move forward based on direction on W, and move backward based on direction on S.    if (!ship4.initialize(this, shipNS::WIDTH, shipNS::HEIGHT, shipNS::TEXTURE_COLS, &gameTextures, false))        throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing ship4"));    ship4.setFrames(shipNS::SHIP2_START_FRAME, shipNS::SHIP2_END_FRAME);    ship4.setCurrentFrame(shipNS::SHIP2_START_FRAME);    ship4.setX(GAME_WIDTH/4);    ship4.setY(GAME_HEIGHT - GAME_HEIGHT/4);    ship4.setDegrees(270);    //ship4.setVelocity(VECTOR2(shipNS::SPEED,-shipNS::SPEED)); // VECTOR2(X, Y)    return;}
开发者ID:Capeguy,项目名称:GPAssignment2,代码行数:63,


示例10: throw

bool ParticleManager::initialize(Graphics *g){	if (!tm.initialize(g, FLAMES_IMAGE))		throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing dust texture"));	for (int i = 0; i < MAX_NUMBER_PARTICLES; i++)	{		if (!particles[i].initialize(g,0,0,0,&tm))			throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing dust"));		particles[i].setActive(false);		particles[i].setVisible(false);		particles[i].setScale(0.125f);		//particles[i].setRotationValue(0.05f);	}	return true;}
开发者ID:tylermulley,项目名称:Goblins-and-Castle,代码行数:15,


示例11: ZeroMemory

//=============================================================================// Initialize D3D presentation parameters//=============================================================================void Graphics::initD3Dpp(){    try{        ZeroMemory(&d3dpp, sizeof(d3dpp));              // fill the structure with 0        // fill in the parameters we need        d3dpp.BackBufferWidth   = width;        d3dpp.BackBufferHeight  = height;        if(fullscreen)                                  // if fullscreen            d3dpp.BackBufferFormat  = D3DFMT_X8R8G8B8;  // 24 bit color        else            d3dpp.BackBufferFormat  = D3DFMT_UNKNOWN;   // use desktop setting        d3dpp.BackBufferCount   = 1;        d3dpp.SwapEffect        = D3DSWAPEFFECT_DISCARD;        d3dpp.hDeviceWindow     = hwnd;        d3dpp.Windowed          = (!fullscreen);        if(VSYNC)   // if vertical sync is enabled            d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_ONE;        else            d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_IMMEDIATE;        d3dpp.EnableAutoDepthStencil = true;        d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;    // Depth 24, Stencil 8    } catch(...)    {        throw(GameError(gameErrorNS::FATAL_ERROR,                 "Error initializing D3D presentation parameters"));    }}
开发者ID:RodionChachura,项目名称:Bomberman,代码行数:30,


示例12: RegisterRawInputDevices

// ==================================================================// マウスとコントロ
C++ GameEventSpawn函数代码示例
C++ Game函数代码示例
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