Put the developer docs under docs/dev and index the folder for users first
docs/ had 26 developer documents flat beside the manual, and the two audiences are very differently sized: most readers want the manual and the gesture reference, a few want the register, the designs and the measurements. The manual and gestures.md stay at the top; everything for someone changing the code moves to docs/dev/, and the two documents that name their own successors — the v0.1 milestone and the UI-refinement plan — go to docs/dev/archive/ rather than being deleted, since both are still cited. docs/README.md is the index, users first. Every reference follows: code comments, Cargo manifests, the workflows, the pre-commit hook, the bench and traceability tools (which locate the repo root by docs/dev/requirements.md now), packaging, the Docker READMEs, CLAUDE.md, CONTRIBUTING.md and the README. The matrix links one level deeper and is regenerated. Links out of the moved documents into the tree gain a level; a link checker over every Markdown file finds none broken.
This commit is contained in:
@@ -1,6 +1,6 @@
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//! What a frame actually costs — the measurement FR-DSP-2 is waiting on.
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//!
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//! `docs/display-and-extension.md` §2 argues that tiled computation predates
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//! `docs/dev/display-and-extension.md` §2 argues that tiled computation predates
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//! the fused-shader design and may not need to exist: the composer folds every
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//! active operation into **one dispatch over a viewport-sized target**, so the
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//! problem tiles were invented to solve may already be solved. That argument
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@@ -28,7 +28,7 @@
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//! the per-frame CPU half is dominated by shader-source assembly, which is
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//! string formatting and is several times slower unoptimised.
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//!
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//! The committed numbers live in `docs/frame-budget.md`. Rerun this and diff
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//! The committed numbers live in `docs/dev/frame-budget.md`. Rerun this and diff
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//! that file; a regression should be a diff rather than somebody's memory.
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//!
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//! # Why the 99th percentile and not the mean
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@@ -1,6 +1,6 @@
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//! Segment an image and write the granularity ladder as false-coloured PPMs.
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//!
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//! The whole point of S15 step 2 (docs/segmentation.md §11): look at the
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//! The whole point of S15 step 2 (docs/dev/segmentation.md §11): look at the
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//! ladder and decide whether clicking through it would land on the things a
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//! person means. No amount of design settles that — the pictures do.
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//!
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@@ -1,4 +1,4 @@
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//! Watershed segmentation — arm A's GPU half (S15, docs/segmentation.md).
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//! Watershed segmentation — arm A's GPU half (S15, docs/dev/segmentation.md).
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//!
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//! Runs the five passes in `shaders/watershed.wgsl` over a demosaiced image
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//! and leaves a basin label per pixel on the GPU. The hierarchy built from
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@@ -20,7 +20,7 @@
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//! one AC-8 forbids is per frame in the render loop, and sharing a switch
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//! would force a build wanting local masking to unlock the other.
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//!
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//! It is still a real cost and still unfinished. F3 in docs/segmentation.md
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//! It is still a real cost and still unfinished. F3 in docs/dev/segmentation.md
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//! §12 stands: the adjacency accumulation belongs GPU-side with atomics, and
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//! until it moves there every segmentation pays a full-resolution transfer.
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//! Read the feature name as a description of a known gap rather than as
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@@ -36,7 +36,7 @@ pub struct SegmentOptions {
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/// Longest proxy edge. The segmentation runs here, not at sensor
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/// resolution: a 24 MP watershed costs 12× the memory to place boundaries
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/// a person cannot see, and the boundary refinement that matters at 1:1
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/// is a separate stage (docs/segmentation.md §4).
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/// is a separate stage (docs/dev/segmentation.md §4).
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pub max_edge: u32,
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/// Pre-smoothing radius in proxy pixels. The caller's to raise with ISO —
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/// this is the single knob that decides whether a noisy file segments
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@@ -69,7 +69,7 @@ impl Default for SegmentOptions {
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w_chroma: 0.5,
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// **Zero: the pass is off.** It is implemented, dispatched
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// correctly and measurably changes nothing — see the ignored test
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// below and §12 of docs/segmentation.md. Until that is understood,
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// below and §12 of docs/dev/segmentation.md. Until that is understood,
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// running it would buy 64 dispatches per segmentation and no
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// improvement, so the default declines to pay.
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plateau_iterations: 0,
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@@ -486,7 +486,7 @@ impl Segmentation {
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/// a region graph of a few thousand nodes that every later interaction
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/// reads from the CPU anyway.
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///
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/// What it is *not* is finished. F3 in docs/segmentation.md §12 stands:
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/// What it is *not* is finished. F3 in docs/dev/segmentation.md §12 stands:
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/// the adjacency accumulation belongs on the GPU with atomics, and until
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/// it moves there a segmentation costs one full-resolution transfer of the
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/// label and gradient buffers. That is a real cost on a phone and the
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@@ -724,7 +724,7 @@ mod tests {
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px
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}
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#[test]
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#[ignore = "the plateau pass is a measured no-op; see docs/segmentation.md §12"]
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#[ignore = "the plateau pass is a measured no-op; see docs/dev/segmentation.md §12"]
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fn lower_completion_drains_a_plateau_instead_of_shattering_it() {
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// F1, asserted rather than eyeballed, and asserted at the level where
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// it matters.
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@@ -741,7 +741,7 @@ mod tests {
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// with no exit anywhere — cannot be drained by a distance that has
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// nowhere to descend to, and collapsing it fully would need connected
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// component labelling rather than a local rule. It is not worth it:
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// see docs/segmentation.md §12.
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// see docs/dev/segmentation.md §12.
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let Some(ctx) = ctx() else { return };
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let (w, h) = (96u32, 96u32);
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let src = DemosaicedImage::from_rgba8(&ctx, &ramp(w, h), w, h).expect("source");
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@@ -1,4 +1,4 @@
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// Watershed segmentation — the passes behind arm A of S15 (docs/segmentation.md).
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// Watershed segmentation — the passes behind arm A of S15 (docs/dev/segmentation.md).
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//
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// Seven entry points forming one chain:
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//
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@@ -197,7 +197,7 @@ fn gradient(@builtin(global_invocation_id) gid: vec3<u32>) {
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// lowest-indexed neighbour, which is up and to the left. Each pixel therefore
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// walks diagonally until it falls off the plateau, and one flat region becomes
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// a fan of diagonal chains rather than one basin — visible as hatching across
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// what should be a single area (docs/segmentation.md §12, F1).
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// what should be a single area (docs/dev/segmentation.md §12, F1).
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//
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// The fix is the standard lower-completion: give each plateau pixel its
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// geodesic distance to the nearest pixel that *does* have a lower neighbour,
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@@ -2,11 +2,11 @@
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//!
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//! FR-DSP-3 says a slider updates the visible region within one frame budget at
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//! proxy resolution. Until this file existed nothing checked it, which made it
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//! a wish — `docs/display-and-extension.md` §3 is blunt about that, and §7 is
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//! a wish — `docs/dev/display-and-extension.md` §3 is blunt about that, and §7 is
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//! blunt about what tagging an unchecked requirement does to the coverage
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//! figure.
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//!
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//! The measurements this guards are in [`docs/frame-budget.md`], produced by
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//! The measurements this guards are in [`docs/dev/frame-budget.md`], produced by
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//! `examples/frame_budget.rs`. This file is the part of them that has to keep
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//! being true: it renders the **whole point-operation chain** through the real
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//! `render_detailed` for a hundred frames, moving a slider between each, and
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@@ -17,7 +17,7 @@
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//! **The neighbourhood stage is deliberately not in the asserted chain.** It is
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//! over the budget today — clarity alone is 34 ms at 4K, because its kernel is
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//! a fraction of the frame and reaches a 52-pixel radius there — and
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//! `docs/frame-budget.md` records that, names the fix (a base computed at
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//! `docs/dev/frame-budget.md` records that, names the fix (a base computed at
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//! reduced resolution) and does not pretend otherwise. Asserting a budget the
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//! code does not meet would produce a red suite that everyone learns to ignore;
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//! asserting it on a chain that quietly excluded the expensive stage *without
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@@ -81,7 +81,7 @@ const SOURCE: (u32, u32) = (6000, 4000);
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/// The viewport the budget is asserted at: a 16:10 desktop display.
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///
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/// Not 4K, and the reason is worth stating. At 4K the fused chain still passes
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/// with room to spare (4.5 ms of GPU; see `docs/frame-budget.md`), but a test
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/// with room to spare (4.5 ms of GPU; see `docs/dev/frame-budget.md`), but a test
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/// that renders 8.3 M pixels a hundred times twice over is four seconds of
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/// suite time to re-establish a conclusion 4.1 M pixels already establishes.
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const VIEWPORT: (u32, u32) = (2560, 1600);
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@@ -166,7 +166,7 @@ impl Run {
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judged <= BUDGET_MS,
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"{case} at {}x{}: p99 of {FRAMES} frames was {judged:.2} ms, over the \
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{BUDGET_MS:.0} ms budget (cpu {:.2} ms, gpu {:.2} ms, total {:.2} ms). \
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FR-DSP-3 is what this violates; docs/frame-budget.md holds the \
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FR-DSP-3 is what this violates; docs/dev/frame-budget.md holds the \
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numbers it used to be.",
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viewport.0,
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viewport.1,
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@@ -326,7 +326,7 @@ fn a_proxy_and_an_export_agree_about_the_effect() {
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#[test]
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fn crossing_the_reduction_threshold_does_not_change_the_picture() {
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// TRACES: FR-DSP-3 — `docs/technical-debt.md` TD-4, held in pixels.
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// TRACES: FR-DSP-3 — `docs/dev/technical-debt.md` TD-4, held in pixels.
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//
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// Clarity's base is computed on a reduced grid, and how reduced depends on
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// the viewport: `LocalContrast::reduction` steps 4 -> 2 -> 1 as sigma
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@@ -10,7 +10,7 @@
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//! code path — the zoom is the full-resolution path — which is why the
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//! requirement has been satisfied for some time without anyone tagging it.
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//!
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//! `docs/display-and-extension.md` §7 is the reason this file exists rather
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//! `docs/dev/display-and-extension.md` §7 is the reason this file exists rather
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//! than a tag on `framing.rs`: a requirement counts as covered when a `TRACES`
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//! comment names it, and nothing checks that the code under the tag does the
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//! thing. `FR-DEV-8` is tagged against plumbing a future operation would use.
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