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    <title>Hello Hugo</title>
    <link>https://junfff.github.io/</link>
    <description>Recent content on Hello Hugo</description>
    <generator>Hugo -- gohugo.io</generator>
    <language>en</language>
    <managingEditor>james922@163.com (James)</managingEditor>
    <webMaster>james922@163.com (James)</webMaster>
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      <item>
        <title>Unity::Pathfinding with A* algorithm in Unity small game project</title>
        <link>https://junfff.github.io/posts/unity/2023-11-13-pathfinding-with-a-algorithm-in-unity-small-game-project/</link>
        <pubDate>Mon, 13 Nov 2023 09:23:14 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Mon, 13 Nov 2023 09:23:14 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/unity/2023-11-13-pathfinding-with-a-algorithm-in-unity-small-game-project/</guid>
        <description>https://pavcreations.com/pathfinding-with-a-star-algorithm-in-unity-small-game-project/ Introduction
In this tutorial we are going to look into the pathfinding of the shortest route between two points in a tilemap-based world on a basis of a grid. It is a continuation of the previous article where I’ve presented the concepts behind A* search algorithm. Last time, I’ve implemented a grid that now will be used by enemies to move around levels. That is to say, the enemies will independently wander around a game world without bumping into obstacles.</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Unity</category>
            
          
        
        
          
            
              <category>Unity</category>
            
          
        
        
      </item>
      
      <item>
        <title>Unreal Engine 5 with Vim or Emacs on Linux</title>
        <link>https://junfff.github.io/posts/unrealengine/2023-04-01-unreal-engine-5-with-vim-or-emacs-on-linux/</link>
        <pubDate>Sat, 01 Apr 2023 13:50:07 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Sat, 01 Apr 2023 13:50:07 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/unrealengine/2023-04-01-unreal-engine-5-with-vim-or-emacs-on-linux/</guid>
        <description>Unreal Engine 5 with Vim or Emacs on Linux
November 17, 2022
Preface
The aim of this document is to give a comprehensive guide on how to set up for game development using Unreal Engine 5 with Vim or Emacs (or any other text editor/IDE that is not officially supported).
This guide makes some assumptions:
You know how to configure your text editor of choice You already know the basics of Unreal Engine 5 You know how to install software on your Linux distribution of choice You are using a text editor/IDE that is capable of using LSP and DAP You have basic knowledge of and are comfortable using the Shell and a little bit of Shell-scripting Personally I use Neovim and Arch Linux, but all information in this guide should also be applicable to every other text editor/IDE with the required feature set and every other Linux distribution (and maybe even Mac or Windows, though I do not use any of those OSes).</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>UnrealEngine</category>
            
          
        
        
          
            
              <category>UnrealEngine</category>
            
          
        
        
      </item>
      
      <item>
        <title>Unity::UIFramework</title>
        <link>https://junfff.github.io/posts/unity/2023-03-15-uiframework/</link>
        <pubDate>Wed, 15 Mar 2023 16:36:28 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Wed, 15 Mar 2023 16:36:28 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/unity/2023-03-15-uiframework/</guid>
        <description>Unity::UIFramework </description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Unity</category>
            
          
        
        
          
            
              <category>Unity</category>
            
          
        
        
      </item>
      
      <item>
        <title>Unity::SkillLogicEditor</title>
        <link>https://junfff.github.io/posts/unity/2023-02-08-skilllogiceditor/</link>
        <pubDate>Wed, 08 Feb 2023 12:34:29 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Wed, 08 Feb 2023 12:34:29 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/unity/2023-02-08-skilllogiceditor/</guid>
        <description>技能编辑器&amp;amp;逻辑编辑器</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Unity</category>
            
          
        
        
          
            
              <category>Unity</category>
            
          
        
        
      </item>
      
      <item>
        <title>2022-08-01-框架基础</title>
        <link>https://junfff.github.io/posts/unrealengine/2022-08-01-%E6%A1%86%E6%9E%B6%E5%9F%BA%E7%A1%80/</link>
        <pubDate>Mon, 01 Aug 2022 17:06:49 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Mon, 01 Aug 2022 17:06:49 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/unrealengine/2022-08-01-%E6%A1%86%E6%9E%B6%E5%9F%BA%E7%A1%80/</guid>
        <description>GameMode： 定义游戏规则。分数。 facets,游戏类型 GameState： 负责启用客户端监控游戏状态, 全局的游戏状态。 管理游戏数据 Player State:</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>UnrealEngine</category>
            
          
        
        
          
            
              <category>UnrealEngine</category>
            
          
        
        
      </item>
      
      <item>
        <title>Debugging and autocompletion for Unreal Engine 4 and 5 projects in (Neo)Vim</title>
        <link>https://junfff.github.io/posts/unrealengine/2022-07-21-debugging-and-autocompletion-for-unreal-engine-4-and-5-projects-in-neovim/</link>
        <pubDate>Thu, 21 Jul 2022 08:54:54 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Thu, 21 Jul 2022 08:54:54 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/unrealengine/2022-07-21-debugging-and-autocompletion-for-unreal-engine-4-and-5-projects-in-neovim/</guid>
        <description>Autocompletion For autocompletion there are two options:
coc (Vim, Neovim) LSP (Neovim only) In my experience, coc is easier to set up. If you want to get started as quickly as possible, this is your best bet.
Coc Install coc.vim, e.g. with vim-plug inside .vimrc: Plug &#39;neoclide/coc.nvim&#39; Run :CocInstall coc-clangd You will likely have to familiarize yourself with coc&amp;rsquo;s shortcuts first or customize it as you see fit.
LSP Setting up LSP takes a bit of time but for those that already have it up and running, there is probably not much to do.</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>UnrealEngine</category>
            
          
        
        
          
            
              <category>UnrealEngine</category>
            
          
        
        
      </item>
      
      <item>
        <title>Unity::LuaString</title>
        <link>https://junfff.github.io/posts/lua/2022-06-10-luastring/</link>
        <pubDate>Fri, 10 Jun 2022 17:21:02 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Fri, 10 Jun 2022 17:21:02 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/lua/2022-06-10-luastring/</guid>
        <description>-- -- lua -- 判断utf8字符byte长度 -- 0xxxxxxx - 1 byte -- 110yxxxx - 192, 2 byte -- 1110yyyy - 225, 3 byte -- 11110zzz - 240, 4 byte local function chsize(char) if not char then print(&amp;#34;not char&amp;#34;) return 0 elseif char &amp;gt; 240 then return 4 elseif char &amp;gt; 225 then return 3 elseif char &amp;gt; 192</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Unity</category>
            
          
        
        
          
            
              <category>Lua</category>
            
          
        
        
      </item>
      
      <item>
        <title>Unity::testHugo</title>
        <link>https://junfff.github.io/posts/test/2022-05-22-testhugo/</link>
        <pubDate>Sun, 22 May 2022 11:19:16 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Sun, 22 May 2022 11:19:16 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/test/2022-05-22-testhugo/</guid>
        <description>image: beach.jpg image: images/feature2/gallery.png Sample images from Pixabay $image := resources.Get &amp;ldquo;images/feature2/gallery.png&amp;rdquo; - {{ with .Resources.ByType &amp;ldquo;image&amp;rdquo; }} {{ range . }} {{ .RelPermalink }} {{ end }} {{ end }} Sample Image: Image with title, caption, alt, ...</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Unity</category>
            
          
        
        
          
            
              <category>Unity</category>
            
          
        
        
      </item>
      
      <item>
        <title>Unity::帧同步 预测回滚</title>
        <link>https://junfff.github.io/posts/interview/2022-05-10-unity%E5%B8%A7%E5%90%8C%E6%AD%A5-%E9%A2%84%E6%B5%8B%E5%9B%9E%E6%BB%9A/</link>
        <pubDate>Tue, 10 May 2022 22:24:41 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Tue, 10 May 2022 22:24:41 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/interview/2022-05-10-unity%E5%B8%A7%E5%90%8C%E6%AD%A5-%E9%A2%84%E6%B5%8B%E5%9B%9E%E6%BB%9A/</guid>
        <description>备份数据 每个Entity 的所有 component都实现 IBackup ,里面的数据都写入 stream里面 #回滚数据 从二进制数据流里面还原LogicEnti</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Unity</category>
            
          
        
        
          
            
              <category>Unity</category>
            
          
        
        
      </item>
      
      <item>
        <title>C#泛型接口的抗变和协变</title>
        <link>https://junfff.github.io/posts/interview/2022-05-08-%E6%B3%9B%E5%9E%8B%E6%8E%A5%E5%8F%A3%E7%9A%84%E6%8A%97%E5%8F%98%E5%92%8C%E5%8D%8F%E5%8F%98/</link>
        <pubDate>Sun, 08 May 2022 01:08:51 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Sun, 08 May 2022 01:08:51 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/interview/2022-05-08-%E6%B3%9B%E5%9E%8B%E6%8E%A5%E5%8F%A3%E7%9A%84%E6%8A%97%E5%8F%98%E5%92%8C%E5%8D%8F%E5%8F%98/</guid>
        <description>泛型接口的抗变(也叫逆变 Contravariance)和协变(Covariance)有什么区别? 先说定义, 协变和逆变能够实现数组类型、委托类</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Unity</category>
            
          
        
        
          
            
              <category>Unity</category>
            
          
        
        
      </item>
      
      <item>
        <title>Unity::GC的实现</title>
        <link>https://junfff.github.io/posts/interview/2022-05-04-unity-gc/</link>
        <pubDate>Wed, 04 May 2022 23:44:28 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Wed, 04 May 2022 23:44:28 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/interview/2022-05-04-unity-gc/</guid>
        <description>GC的实现 实现GC的策略有很多种，其中最常见一种就是 Tracing garbage collection，或者叫 Mark-Sweep，这种算法会通过一个 root Object，</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Unity</category>
            
          
        
        
          
            
              <category>Unity</category>
            
          
        
        
      </item>
      
      <item>
        <title>ArchLinux Tes9999999</title>
        <link>https://junfff.github.io/posts/archlinux/2022-02-20-tst/</link>
        <pubDate>Tue, 22 Feb 2022 09:01:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Tue, 22 Feb 2022 09:01:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/archlinux/2022-02-20-tst/</guid>
        <description>Subject TestTest 12312312332121123123312321 </description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>ArchLinux</category>
            
          
        
        
          
            
              <category>ArchLinux</category>
            
          
        
        
      </item>
      
      <item>
        <title>ArchLinux密钥环</title>
        <link>https://junfff.github.io/posts/archlinux/gnupg-2.1%E4%B8%8Epacman%E5%AF%86%E9%92%A5%E7%8E%AF/</link>
        <pubDate>Sat, 19 Feb 2022 09:01:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Sat, 19 Feb 2022 09:01:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/archlinux/gnupg-2.1%E4%B8%8Epacman%E5%AF%86%E9%92%A5%E7%8E%AF/</guid>
        <description>由于升级到了 gnupg-2.1，pacman 上游更新了密钥环的格式，这使得本地的主密钥无法签署其它密钥。这不会出问题，除非你想自定义 pacman 密钥环</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>ArchLinux</category>
            
          
        
        
          
            
              <category>ArchLinux</category>
            
          
        
        
      </item>
      
      <item>
        <title>Interview unity</title>
        <link>https://junfff.github.io/posts/interview/2021-06-29-unity/</link>
        <pubDate>Tue, 29 Jun 2021 21:46:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Tue, 29 Jun 2021 21:46:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/interview/2021-06-29-unity/</guid>
        <description>assetBundle.Unload true 和false 区别 当传入的参数为true，则不仅仅内存中的AssetBundle对象包含的资源会被销毁。根据这些资源实例化而来的游戏内的对</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Interview</category>
            
          
        
        
          
            
              <category>Interview</category>
            
          
        
        
      </item>
      
      <item>
        <title>Interview::C&#43;&#43;虚函数-构造函数</title>
        <link>https://junfff.github.io/posts/interview/2021-06-29-c&#43;&#43;%E8%99%9A%E5%87%BD%E6%95%B0-%E6%9E%84%E9%80%A0%E5%87%BD%E6%95%B0/</link>
        <pubDate>Tue, 29 Jun 2021 21:26:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Tue, 29 Jun 2021 21:26:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/interview/2021-06-29-c&#43;&#43;%E8%99%9A%E5%87%BD%E6%95%B0-%E6%9E%84%E9%80%A0%E5%87%BD%E6%95%B0/</guid>
        <description>Subject C++ 构造函数可以是虚函数吗？ 析构函数可以是虚函数吗？ 1.构造函数不能为虚函数 当我们将构造函数定义为虚函数时,会直接报错: 首先回忆下以前学的v</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Interview</category>
            
          
        
        
          
            
              <category>Interview</category>
            
          
        
        
      </item>
      
      <item>
        <title>ArchLinux Test</title>
        <link>https://junfff.github.io/posts/archlinux/archlinuxtest/</link>
        <pubDate>Sat, 26 Jun 2021 09:01:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Sat, 26 Jun 2021 09:01:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/archlinux/archlinuxtest/</guid>
        <description>Subject 1312312312312321 TestTest</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>ArchLinux</category>
            
          
        
        
          
            
              <category>ArchLinux</category>
            
          
        
        
      </item>
      
      <item>
        <title>ArchLinux Test123</title>
        <link>https://junfff.github.io/posts/archlinux/2022-02-19-archlinuxtest/</link>
        <pubDate>Sat, 26 Jun 2021 09:01:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Sat, 26 Jun 2021 09:01:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/archlinux/2022-02-19-archlinuxtest/</guid>
        <description>Subject 1312312312312321 TestTest 12312312332121123123312321</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>ArchLinux</category>
            
          
        
        
          
            
              <category>ArchLinux</category>
            
          
        
        
      </item>
      
      <item>
        <title>Interview::five-ball-select-two</title>
        <link>https://junfff.github.io/posts/interview/2021-06-26-five-ball-select-two/</link>
        <pubDate>Sat, 26 Jun 2021 09:01:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Sat, 26 Jun 2021 09:01:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/interview/2021-06-26-five-ball-select-two/</guid>
        <description>Subject 从2个红球，2个黄球，1个白球中随机取出两个球，则两球颜色不同的概率是___．. 从5个球中任意取两个共有C52=10种，两球颜色相同的有2</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Interview</category>
            
          
        
        
          
            
              <category>Interview</category>
            
          
        
        
      </item>
      
      <item>
        <title>Interview::for-for-for</title>
        <link>https://junfff.github.io/posts/interview/2021-06-26-for-for-for/</link>
        <pubDate>Sat, 26 Jun 2021 09:01:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Sat, 26 Jun 2021 09:01:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/interview/2021-06-26-for-for-for/</guid>
        <description>Subject int a = 3; int b = 4; int c = 5; int x = 0; for (int i = 0; i &amp;lt; a; i++) { for (int j = 0; j &amp;lt; b; j++) { for (int k = 0; k &amp;lt; c; k++) { x++; } } } 任意断点 x 位置,根据 x 值 推断 i j k,求</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Interview</category>
            
          
        
        
          
            
              <category>Interview</category>
            
          
        
        
      </item>
      
      <item>
        <title>Rust::mio</title>
        <link>https://junfff.github.io/posts/rust/2021-02-23-rust-mio-epoll/</link>
        <pubDate>Tue, 23 Feb 2021 10:41:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Tue, 23 Feb 2021 10:41:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/rust/2021-02-23-rust-mio-epoll/</guid>
        <description>Flavors: from url: https://blog.csdn.net/s_lisheng/article/details/80593426 【Rust】轻量级I/O库mio 让我思考一下 2018-06-06 12:53:45 4054 收藏 3 分类专栏： Rust 文章标签： Rust mio 版权 mio是rust实现的一个轻量级的I/O库。其</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Rust</category>
            
          
        
        
          
            
              <category>Rust</category>
            
          
        
        
      </item>
      
      <item>
        <title>Rust::Channels</title>
        <link>https://junfff.github.io/posts/rust/2020-12-27-rust-channels/</link>
        <pubDate>Sun, 27 Dec 2020 23:46:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Sun, 27 Dec 2020 23:46:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/rust/2020-12-27-rust-channels/</guid>
        <description>Flavors: Synchronous channels: Channel where send() can block. Limited capacity. Mutex + Condvar + VecDeque Atomic VecDeque (atomic queue) + thread::pack + thread::Thread::notify Asynchronous channels: Channel where send() cannot block. Unbounded. Mutex + Condvar + VecDeque Mutex + Condvar + LinkedList AtomicLinkedList or Atomic Queue Atomic linked list, linked list of T Atomic block linked list, linked of atomic VecDeque Rendezvous channels: Synchronous with capacity = 0. Used for thread synchronization.</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Rust</category>
            
          
        
        
          
            
              <category>Rust</category>
            
          
        
        
      </item>
      
      <item>
        <title>HelloWorld</title>
        <link>https://junfff.github.io/posts/2020-12-08-helloworld/</link>
        <pubDate>Wed, 09 Dec 2020 00:13:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Wed, 09 Dec 2020 00:13:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/2020-12-08-helloworld/</guid>
        <description>Welcome Hello world, this is my first Jekyll blog post.
I hope you like it!</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>bee</category>
            
          
        
        
          
            
              <category>Unity3d</category>
            
          
            
              <category>build</category>
            
          
        
        
      </item>
      
      <item>
        <title>你好，世界</title>
        <link>https://junfff.github.io/posts/2020-12-08-helloworld2/</link>
        <pubDate>Wed, 09 Dec 2020 00:13:22 +0800</pubDate>
        <author>james922@163.com (James)</author>
        <atom:modified>Wed, 09 Dec 2020 00:13:22 +0800</atom:modified>
        <guid>https://junfff.github.io/posts/2020-12-08-helloworld2/</guid>
        <description>{{ page.title }} 我的第一篇文章 {{ page.date | date_to_string }}</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>bee</category>
            
          
        
        
          
            
              <category>Unity3d</category>
            
          
        
        
      </item>
      
      <item>
        <title>Unity::优化</title>
        <link>https://junfff.github.io/posts/interview/2023-02-03-%E4%BC%98%E5%8C%96/</link>
        <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
        <author>james922@163.com (James)</author>
        
        <guid>https://junfff.github.io/posts/interview/2023-02-03-%E4%BC%98%E5%8C%96/</guid>
        <description>文件名称：优化.md CPU 耗时计算，渲染次数，算法, 计算hashcode GPU 静态合批，动态合批， DC图集 GC 创建新对象的时候，申请内存，执行gc操作</description>
        
        <dc:creator>James</dc:creator>
        
        
        
        
          
            
              <category>Unity</category>
            
          
        
        
          
            
              <category>Unity</category>
            
          
        
        
      </item>
      

    
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