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		<title>2.57.23.97: Created page with &quot;  &lt;h2&gt;Understanding Rust Items: The Building Blocks of Rust Programming&lt;/h2&gt;   &lt;p&gt;When developers very first step into the world of Rust, they are frequently captivated by its...&quot;</title>
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		<updated>2026-10-22T21:37:35Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;  &amp;lt;h2&amp;gt;Understanding Rust Items: The Building Blocks of Rust Programming&amp;lt;/h2&amp;gt;   &amp;lt;p&amp;gt;When developers very first step into the world of Rust, they are frequently captivated by its...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
 &amp;lt;h2&amp;gt;Understanding Rust Items: The Building Blocks of Rust Programming&amp;lt;/h2&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;When developers very first step into the world of Rust, they are frequently captivated by its robust memory safety guarantees, brave concurrency, and the mighty borrow checker. However, below these popular features lies a carefully structured syntax and architecture. At the core of every Rust crate and module is an essential concept known as an &amp;lt;strong&amp;gt;item&amp;lt;/strong&amp;gt;. &amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;For anybody seeking to master Rust, understanding items is non-negotiable. This post explores what Rust items are, categorizes the various types offered, and analyzes how they form the architectural backbone of Rust programs.&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;hr&amp;gt; &lt;br /&gt;
 &amp;lt;h2&amp;gt;Exactly what is an Item in Rust?&amp;lt;/h2&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;In the Rust shows language, an &amp;lt;strong&amp;gt;item&amp;lt;/strong&amp;gt; belongs of a cage. It is a syntactic and structural building block that lives at the module level. Think about items as the structural paragraphs and chapters of a code-base. &amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;Every Rust program is basically a collection of items. [https://codimd.syssec.org/yxOD98c1Siymr1VC2Z-69g rust items wiki] define types, some carry out reasoning, some arrange code, and others handle dependences. Items can be declared with a &amp;lt;strong&amp;gt;exposure modifier&amp;lt;/strong&amp;gt; (such as &amp;lt;code&amp;gt;club&amp;lt;/code&amp;gt;) to control whether they can be accessed beyond their present module or crate.&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;To comprehend their scope, it assists to take a look at where items live. [https://md.sebastians.dev/fTAEfXw7QtWdVmgpkFX7Rg conversational tone] is organized into cages. Crates contain modules, and modules include items. &amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;hr&amp;gt; &lt;br /&gt;
 &amp;lt;h2&amp;gt;Classifying Rust Items&amp;lt;/h2&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;Rust categorizes several distinct constructs as items. Below is an extensive list of the main item types every Rust designer should know:&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;ol&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Functions (&amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Blocks of multiple-use code developed to perform particular jobs.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Structs (&amp;lt;code&amp;gt;struct&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Custom information types that group several fields together.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Enums (&amp;lt;code&amp;gt;enum&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Custom data types that can be one of a number of different versions.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Characteristics (&amp;lt;code&amp;gt;trait&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Definitions of shared habits that types can carry out.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Modules (&amp;lt;code&amp;gt;mod&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Namespaces that arrange items into hierarchical structures.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Constants (&amp;lt;code&amp;gt;const&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Unchanging worths calculated at assemble time.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Statics (&amp;lt;code&amp;gt;static&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Global variables with a fixed life time.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Type Aliases (&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Alternative names for existing types.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Macros (&amp;lt;code&amp;gt;macro_rules!&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Metaprogramming constructs that generate code.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Unions (&amp;lt;code&amp;gt;union&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: C-compatible information structures where all fields share the exact same memory location.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Extern Blocks (&amp;lt;code&amp;gt;extern&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Declarations of foreign functions and variables (FFI).&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Executions (&amp;lt;code&amp;gt;impl&amp;lt;/code&amp;gt;)&amp;lt;/strong&amp;gt;: Blocks that connect methods or trait applications to types.&amp;lt;/li&amp;gt; &lt;br /&gt;
 &amp;lt;/ol&amp;gt; &lt;br /&gt;
 &amp;lt;hr&amp;gt; &lt;br /&gt;
 &amp;lt;h2&amp;gt;A Deep Dive into Key Rust Items&amp;lt;/h2&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;To truly grasp how these items work together, let&amp;#039;s examine the most typically utilized items in information.&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;h3&amp;gt;1. Modules (&amp;lt;code&amp;gt;mod&amp;lt;/code&amp;gt;)&amp;lt;/h3&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;Modules are the organizational units of Rust. They enable designers to divide large codebases into workable, sensible sections. Modules can contain other items, including sub-modules. By default, items inside a module are personal to that module, hiding execution details from the rest of the cage unless explicitly significant &amp;lt;code&amp;gt;club&amp;lt;/code&amp;gt;.&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;h3&amp;gt;2. Structs and Enums&amp;lt;/h3&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;Data modeling in Rust greatly depends on structs and enums. &amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;ul&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Structs&amp;lt;/strong&amp;gt; are ideal for &amp;quot;has-a&amp;quot; relationships (e.g., a &amp;lt;code&amp;gt;User&amp;lt;/code&amp;gt; has a &amp;lt;code&amp;gt;username&amp;lt;/code&amp;gt; and an &amp;lt;code&amp;gt;age&amp;lt;/code&amp;gt;).&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Enums&amp;lt;/strong&amp;gt; are algebraic data types ideal for &amp;quot;is-a&amp;quot; relationships (e.g., a &amp;lt;code&amp;gt;Message&amp;lt;/code&amp;gt; could be &amp;lt;code&amp;gt;Quit&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Move&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;Write&amp;lt;/code&amp;gt;).&amp;lt;/li&amp;gt; &lt;br /&gt;
 &amp;lt;/ul&amp;gt; &lt;br /&gt;
 &amp;lt;h3&amp;gt;3. Traits&amp;lt;/h3&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;Characteristics are Rust&amp;#039;s equivalent of interfaces in other languages. They define a set of approaches that a type should implement if it wants to claim that it possesses a specific habits. Traits allow polymorphism, allowing functions to accept any type that implements a particular trait (using quality bounds).&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;h3&amp;gt;4. Implementations (&amp;lt;code&amp;gt;impl&amp;lt;/code&amp;gt;)&amp;lt;/h3&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;An execution block is where the logic lives. While structs and enums define &amp;lt;em&amp;gt;what information&amp;lt;/em&amp;gt; exists, &amp;lt;code&amp;gt;impl&amp;lt;/code&amp;gt; blocks define &amp;lt;em&amp;gt;what functions&amp;lt;/em&amp;gt; (methods) that information can perform. Furthermore, &amp;lt;code&amp;gt;impl&amp;lt;/code&amp;gt; blocks are used to implement traits for specific types.&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;hr&amp;gt; &lt;br /&gt;
 &amp;lt;h2&amp;gt;Summary Table of Rust Items&amp;lt;/h2&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;To offer a quick referral guide, the following table summarizes the key qualities of the most common Rust items:&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;table&amp;gt; &lt;br /&gt;
  &amp;lt;thead&amp;gt; &lt;br /&gt;
   &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Item Type&amp;lt;/th&amp;gt; &lt;br /&gt;
    &amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Keyword&amp;lt;/th&amp;gt; &lt;br /&gt;
    &amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Primary Purpose&amp;lt;/th&amp;gt; &lt;br /&gt;
    &amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Visibility Default&amp;lt;/th&amp;gt; &lt;br /&gt;
   &amp;lt;/tr&amp;gt; &lt;br /&gt;
  &amp;lt;/thead&amp;gt; &lt;br /&gt;
  &amp;lt;tbody&amp;gt; &lt;br /&gt;
   &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Function&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Executes executable statements and reasoning.&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Private&amp;lt;/td&amp;gt; &lt;br /&gt;
   &amp;lt;/tr&amp;gt; &lt;br /&gt;
   &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Struct&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;code&amp;gt;struct&amp;lt;/code&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Specifies custom-made data structures with named/unnamed fields.&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Personal&amp;lt;/td&amp;gt; &lt;br /&gt;
   &amp;lt;/tr&amp;gt; &lt;br /&gt;
   &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Enum&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;code&amp;gt;enum&amp;lt;/code&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Defines a type that can be one of numerous variants.&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Personal&amp;lt;/td&amp;gt; &lt;br /&gt;
   &amp;lt;/tr&amp;gt; &lt;br /&gt;
   &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Characteristic&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;code&amp;gt;characteristic&amp;lt;/code&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Defines shared behavior/interfaces for numerous types.&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Personal&amp;lt;/td&amp;gt; &lt;br /&gt;
   &amp;lt;/tr&amp;gt; &lt;br /&gt;
   &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Module&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;code&amp;gt;mod&amp;lt;/code&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Arranges items into a namespace hierarchy.&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Personal&amp;lt;/td&amp;gt; &lt;br /&gt;
   &amp;lt;/tr&amp;gt; &lt;br /&gt;
   &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Constant&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;code&amp;gt;const&amp;lt;/code&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Declares an evaluated-at-compile-time constant worth.&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Personal&amp;lt;/td&amp;gt; &lt;br /&gt;
   &amp;lt;/tr&amp;gt; &lt;br /&gt;
   &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Static&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;code&amp;gt;fixed&amp;lt;/code&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Declares a global variable with a static lifetime.&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Personal&amp;lt;/td&amp;gt; &lt;br /&gt;
   &amp;lt;/tr&amp;gt; &lt;br /&gt;
   &amp;lt;tr&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;strong&amp;gt;Type Alias&amp;lt;/strong&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Develops a shorthand or alias for an existing complex type.&amp;lt;/td&amp;gt; &lt;br /&gt;
    &amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Private&amp;lt;/td&amp;gt; &lt;br /&gt;
   &amp;lt;/tr&amp;gt; &lt;br /&gt;
  &amp;lt;/tbody&amp;gt; &lt;br /&gt;
 &amp;lt;/table&amp;gt; &lt;br /&gt;
 &amp;lt;hr&amp;gt; &lt;br /&gt;
 &amp;lt;h2&amp;gt;Associated Items and Item Contexts&amp;lt;/h2&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;It is worth noting that items do not &amp;lt;em&amp;gt;just&amp;lt;/em&amp;gt; exist at the module level. Within an &amp;lt;code&amp;gt;impl&amp;lt;/code&amp;gt; block, designers frequently define &amp;lt;strong&amp;gt;associated items&amp;lt;/strong&amp;gt;. These consist of:&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;ul&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;Associated functions (like &amp;lt;code&amp;gt;brand-new()&amp;lt;/code&amp;gt;)&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;Associated types&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;Associated constants&amp;lt;/li&amp;gt; &lt;br /&gt;
 &amp;lt;/ul&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;While these share names with module-level items, their scope and habits are connected particularly to the type or characteristic application block in which they live.&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;hr&amp;gt; &lt;br /&gt;
 &amp;lt;h2&amp;gt;Why Understanding Items Matters for Rustaceans&amp;lt;/h2&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;Mastering Rust items is important for composing idiomatic, clean, and effective code. Here is why designers need to pay very close attention to how they structure items:&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;ul&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Compilation Speed&amp;lt;/strong&amp;gt;: Rust assembles crates concurrently. Appropriate modularization of items assists the compiler enhance reliance graphs and accelerate incremental builds.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Encapsulation&amp;lt;/strong&amp;gt;: Knowing how to leverage module-level privacy with &amp;lt;code&amp;gt;bar(crate)&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;pub(incredibly)&amp;lt;/code&amp;gt; makes sure that internal execution information do not leakage out of their designated boundaries.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;API Design&amp;lt;/strong&amp;gt;: Designing clean qualities, structs, and enums kinds the bedrock of creating robust libraries (crates) that other designers can quickly consume.&amp;lt;/li&amp;gt; &lt;br /&gt;
 &amp;lt;/ul&amp;gt; &lt;br /&gt;
 &amp;lt;hr&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;Rust items are the fundamental structure blocks of the language&amp;#039;s environment. From the low-level memory design of a &amp;lt;code&amp;gt;struct&amp;lt;/code&amp;gt; to the overarching organizational structure of a &amp;lt;code&amp;gt;mod&amp;lt;/code&amp;gt;, items determine how code is composed, arranged, and executed. &amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;p&amp;gt;By comprehending the diverse array of items readily available in Rust-- functions, characteristics, enums, modules, and beyond-- developers can develop scalable, maintainable, and idiomatic applications. Whether crafting a tiny command-line utility or a massive dispersed system, keeping these structural parts in mind will lead to cleaner and more efficient Rust code.&amp;lt;/p&amp;gt; &lt;br /&gt;
 &amp;lt;br&amp;gt; &lt;br /&gt;
 &amp;lt;img width=&amp;quot;370&amp;quot; src=&amp;quot;https://rusthub.com/Logo.svg&amp;quot;&amp;gt; &lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>2.57.23.97</name></author>
		
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