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"""STRUCTURE lane — Vector Pinball (com.dozingcatsoftware.bouncy).
Owns (a) the launch GATE and (b) tree-SHAPE deltas: a panel/subtree/dialog that
appears or disappears, and child-count shape consequences. SHAPE only — content
strings are text's, checked/selected are states', reachability proofs are
navigation's. Gameplay content (score, ball, field layout) is CANVAS-rendered and
never reaches the view tree, so those facts are the VLM budget for this lane.
All resource-ids matched by LAST segment (node_by_id) so the package prefix, which
differs between original and recreation, is never compared.
"""
import os, sys
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
from android_testgen_kit import * # noqa: F403,F401
# ── Depth helpers (naming is the requirement that backs a depth>=1 claim) ────────
def and_enter_gameplay(nodes):
"""From the fresh main menu, tap START GAME and confirm gameplay was entered:
buttonPanel gone + pauseIcon present. Returns (ok, before_keys, after_keys)."""
btn = node_by_id(nodes, "startGameButton")
before = and_showing(nodes)
if not btn or not tap_node(btn):
return False, before, before
after_nodes = ui()
after = and_showing(after_nodes)
ok = (node_by_id(after_nodes, "buttonPanel") is None
and node_by_id(after_nodes, "pauseIcon") is not None)
if ok:
and_enter("gameplay")
return ok, before, after
def and_enter_paused_menu(nodes):
"""From gameplay, tap pauseIcon and confirm the paused menu appeared:
buttonPanel back + resumeGameButton present. Returns (ok, before, after)."""
icon = node_by_id(nodes, "pauseIcon")
before = and_showing(nodes)
if not icon or not tap_node(icon):
return False, before, before
after_nodes = ui()
after = and_showing(after_nodes)
ok = (node_by_id(after_nodes, "buttonPanel") is not None
and node_by_id(after_nodes, "resumeGameButton") is not None)
if ok:
and_enter("paused_menu")
return ok, before, after
def and_reach_highscores(nodes):
"""From the main menu, tap HIGH SCORES; PROVE the jump (highScorePanel
appeared, buttonPanel vanished). Returns (ok, before, after)."""
btn = node_by_id(nodes, "highScoreButton")
before = and_showing(nodes)
if not btn or not tap_node(btn):
return False, before, before
after_nodes = ui()
after = and_showing(after_nodes)
ok = (node_by_id(after_nodes, "highScorePanel") is not None
and node_by_id(after_nodes, "buttonPanel") is None)
if ok:
and_enter("highscores")
return ok, before, after
def and_reach_preferences(nodes):
"""From the main menu, tap PREFERENCES; confirm the Preferences activity's
ListView appeared and the menu buttonPanel is gone. Returns (ok, nodes_after)."""
btn = node_by_id(nodes, "preferencesButton")
if not btn or not tap_node(btn):
return False, nodes
after_nodes = ui()
ok = (find_by_class(after_nodes, "ListView")
and node_by_id(after_nodes, "buttonPanel") is None
and find_node(after_nodes, text="Sound") is not None)
if ok:
and_enter("preferences")
return ok, after_nodes
def and_reach_about(nodes):
"""From the main menu, tap HELP; confirm the About activity's aboutTextView
is present and the menu buttonPanel is gone. Returns (ok, nodes_after)."""
btn = node_by_id(nodes, "aboutButton")
if not btn or not tap_node(btn):
return False, nodes
after_nodes = ui()
ok = (node_by_id(after_nodes, "aboutTextView") is not None
and node_by_id(after_nodes, "buttonPanel") is None)
if ok:
and_enter("about")
return ok, after_nodes
def and_enter_pref_dialog(nodes, row_title):
"""Inside Preferences, tap a row title and confirm a dialog subtree opened
(an alertTitle appeared). Returns (ok, nodes_after)."""
row = find_node(nodes, text=row_title)
if not row or not tap_node(row):
return False, nodes
after_nodes = ui()
ok = node_by_id(after_nodes, "alertTitle") is not None
if ok:
and_enter(f"dialog:{row_title}")
return ok, after_nodes
# ══════════════════════════════════════════════════════════════════════════════
# GATE
# ══════════════════════════════════════════════════════════════════════════════
@and_test(expects=("struct_launch_gate",))
def test_launch_gate():
restart_app(); wait_for_foreground(10)
nodes = ui()
ok = (node_by_id(nodes, "buttonPanel") is not None
and node_by_id(nodes, "startGameButton") is not None)
record("struct_launch_gate", bool(ok),
"" if ok else "setup_failed: main menu buttonPanel/startGameButton "
"missing at launch",
depth=0, jump_kind="none")
@and_test(expects=("struct_menu_subtree_shape",))
def test_menu_subtree_shape():
"""The main-menu buttonPanel subtree: a selectTableRow, an unlimitedBalls
CheckBox, and a TableLayout holding >=5 Button children. SHAPE, not content."""
restart_app(); wait_for_foreground(10)
nodes = ui()
panel = node_by_id(nodes, "buttonPanel")
row = node_by_id(nodes, "selectTableRow")
toggle = node_by_id(nodes, "unlimitedBallsToggle")
n_buttons = len(find_by_class(nodes, "Button")) # observed: 5 (START..QUIT)
ok = (panel is not None and row is not None and toggle is not None
and n_buttons >= 5)
record("struct_menu_subtree_shape", bool(ok),
"" if ok else f"behavior_wrong: menu subtree shape wrong "
f"(panel={panel is not None}, row={row is not None}, "
f"toggle={toggle is not None}, buttons={n_buttons})",
depth=0, jump_kind="none")
@and_test(expects=("struct_selector_row_shape",))
def test_selector_row_shape():
"""selectTableRow holds exactly two ImageButton children (prev/next arrows)
flanking the 'Select Table' label — the picker's shape. SHAPE, not content."""
restart_app(); wait_for_foreground(10)
nodes = ui()
prev = node_by_id(nodes, "previousTableButton")
nxt = node_by_id(nodes, "nextTableButton")
n_imgbtn = len(find_by_class(nodes, "ImageButton")) # observed: 2
ok = prev is not None and nxt is not None and n_imgbtn >= 2
record("struct_selector_row_shape", bool(ok),
"" if ok else f"behavior_wrong: table-picker arrows missing "
f"(prev={prev is not None}, next={nxt is not None}, "
f"imgbtn={n_imgbtn})",
depth=0, jump_kind="none")
# ══════════════════════════════════════════════════════════════════════════════
# SHAPE DELTAS (state-machine panel swaps within BouncyActivity)
# ══════════════════════════════════════════════════════════════════════════════
@and_test(expects=("struct_start_game_shape",))
def test_start_game_shape():
"""START GAME shape delta: buttonPanel DISAPPEARS + pauseIcon APPEARS.
Reverse it (pause) and assert the buttonPanel subtree restores."""
restart_app(); wait_for_foreground(10)
nodes = ui()
ok_enter, before, after = and_enter_gameplay(nodes)
changed = surface_changed(before, after)
# reverse: pause -> buttonPanel must come back
restored = False
if ok_enter:
g_nodes = ui()
ok_pause, _b, _a = and_enter_paused_menu(g_nodes)
restored = ok_pause and node_by_id(ui(), "buttonPanel") is not None
ok = ok_enter and changed and restored
record("struct_start_game_shape", bool(ok),
"" if ok else "behavior_wrong: START GAME did not remove buttonPanel / "
"add pauseIcon, or the panel did not restore on pause",
depth=1, jump_kind="transition",
expect="buttonPanel->gone & pauseIcon->present on Start; "
"buttonPanel restored on pause")
@and_test(expects=("struct_pause_shape",))
def test_pause_shape():
"""Pause shape delta (depth 2): from gameplay, tap pauseIcon -> pauseIcon
DISAPPEARS + buttonPanel REAPPEARS."""
restart_app(); wait_for_foreground(10)
ok_g, _b, _a = and_enter_gameplay(ui())
ok_p, before, after = (False, set(), set())
if ok_g:
ok_p, before, after = and_enter_paused_menu(ui())
p_nodes = ui()
pause_gone = node_by_id(p_nodes, "pauseIcon") is None
panel_back = node_by_id(p_nodes, "buttonPanel") is not None
ok = ok_g and ok_p and pause_gone and panel_back and surface_changed(before, after)
record("struct_pause_shape", bool(ok),
"" if ok else "behavior_wrong: pause did not remove pauseIcon / restore "
"buttonPanel",
depth=2, jump_kind="transition",
expect="pauseIcon->gone & buttonPanel->present after pause")
@and_test(expects=("struct_paused_menu_shape",))
def test_paused_menu_shape():
"""Paused-menu SHAPE contrast (depth 2): the reappeared buttonPanel now holds
resumeGameButton + endGameButton, while selectTableRow + unlimitedBallsToggle
+ startGameButton are ABSENT — a different subtree from the fresh menu."""
restart_app(); wait_for_foreground(10)
ok_g, _b, _a = and_enter_gameplay(ui())
ok_p = False
if ok_g:
ok_p, _b2, _a2 = and_enter_paused_menu(ui())
p = ui()
has_resume = node_by_id(p, "resumeGameButton") is not None
has_end = node_by_id(p, "endGameButton") is not None
no_picker = node_by_id(p, "selectTableRow") is None
no_toggle = node_by_id(p, "unlimitedBallsToggle") is None
no_start = node_by_id(p, "startGameButton") is None
ok = ok_g and ok_p and has_resume and has_end and no_picker and no_toggle and no_start
record("struct_paused_menu_shape", bool(ok),
"" if ok else f"behavior_wrong: paused-menu shape wrong "
f"(resume={has_resume}, end={has_end}, no_picker={no_picker}, "
f"no_toggle={no_toggle}, no_start={no_start})",
depth=2, jump_kind="transition",
expect="paused panel: +resume/+end, -selectTableRow/-toggle/-startGame")
@and_test(expects=("struct_fresh_menu_shape",))
def test_fresh_menu_shape():
"""Fresh (not-in-progress) menu SHAPE: startGameButton + selectTableRow
present, resumeGameButton + endGameButton + pauseIcon ABSENT. The exact
inverse of the paused-menu shape."""
restart_app(); wait_for_foreground(10)
nodes = ui()
has_start = node_by_id(nodes, "startGameButton") is not None
has_picker = node_by_id(nodes, "selectTableRow") is not None
no_resume = node_by_id(nodes, "resumeGameButton") is None
no_end = node_by_id(nodes, "endGameButton") is None
no_pause = node_by_id(nodes, "pauseIcon") is None
ok = has_start and has_picker and no_resume and no_end and no_pause
record("struct_fresh_menu_shape", bool(ok),
"" if ok else f"behavior_wrong: fresh-menu shape wrong "
f"(start={has_start}, picker={has_picker}, "
f"no_resume={no_resume}, no_end={no_end}, no_pause={no_pause})",
depth=0, jump_kind="none")
@and_test(expects=("struct_end_game_restores_fresh_menu",))
def test_end_game_restores_fresh_menu():
"""END GAME shape delta (depth 2): from the paused menu, tap endGameButton ->
the fresh-menu subtree returns (selectTableRow + startGameButton present,
resume/end gone). End Game is non-destructive (returns to menu)."""
restart_app(); wait_for_foreground(10)
ok_g, _b, _a = and_enter_gameplay(ui())
ok_p = False
if ok_g:
ok_p, _b2, _a2 = and_enter_paused_menu(ui())
end_btn = node_by_id(ui(), "endGameButton") if ok_p else None
tapped = tap_node(end_btn) if end_btn else False
m = ui()
back_fresh = (node_by_id(m, "selectTableRow") is not None
and node_by_id(m, "startGameButton") is not None
and node_by_id(m, "resumeGameButton") is None
and node_by_id(m, "endGameButton") is None)
ok = ok_g and ok_p and tapped and back_fresh
record("struct_end_game_restores_fresh_menu", bool(ok),
"" if ok else "behavior_wrong: End Game did not restore the fresh menu "
"subtree (selectTableRow+startGame back, resume/end gone)",
depth=2, jump_kind="transition",
expect="paused -> End Game -> fresh menu subtree (+picker/+start, -resume/-end)")
@and_test(expects=("struct_highscore_panel_shape",))
def test_highscore_panel_shape():
"""HIGH SCORES shape delta (depth 1): highScorePanel APPEARS, buttonPanel
DISAPPEARS. Reverse via OK and assert the buttonPanel subtree restores."""
restart_app(); wait_for_foreground(10)
ok_reach, before, after = and_reach_highscores(ui())
changed = surface_changed(before, after)
# panel must hold its title TextView + OK button — SHAPE of the dialog subtree
h = ui()
has_ok = node_by_id(h, "hideHighScoreButton") is not None
# reverse: OK -> buttonPanel back
restored = False
if ok_reach and has_ok:
tap_node(node_by_id(h, "hideHighScoreButton"))
restored = node_by_id(ui(), "buttonPanel") is not None
ok = ok_reach and changed and has_ok and restored
record("struct_highscore_panel_shape", bool(ok),
"" if ok else "behavior_wrong: HIGH SCORES did not swap buttonPanel for "
"highScorePanel(+OK), or OK did not restore the menu",
depth=1, jump_kind="transition",
expect="buttonPanel->highScorePanel(+OK) on HIGH SCORES; restored on OK")
@and_test(expects=("struct_back_closes_highscore",))
def test_back_closes_highscore():
"""BACK on the high-scores panel is a shape RESTORE, not an app exit:
highScorePanel disappears, buttonPanel returns, app still foreground."""
restart_app(); wait_for_foreground(10)
ok_reach, _b, _a = and_reach_highscores(ui())
press_key(4) # KEYCODE_BACK
m = ui()
panel_gone = node_by_id(m, "highScorePanel") is None
menu_back = node_by_id(m, "buttonPanel") is not None
still_fg = is_app_foreground()
ok = ok_reach and panel_gone and menu_back and still_fg
record("struct_back_closes_highscore", bool(ok),
"" if ok else "behavior_wrong: BACK did not restore buttonPanel from the "
"high-scores panel (or app left foreground)",
depth=1, jump_kind="transition",
expect="BACK: highScorePanel->gone, buttonPanel->present, still foreground")
@and_test(expects=("struct_preferences_shape",))
def test_preferences_shape():
"""PREFERENCES shape delta (depth 1, new activity): a ListView with >=8
preference rows appears; the menu buttonPanel is gone. SHAPE = row count."""
restart_app(); wait_for_foreground(10)
ok_reach, prefs = and_reach_preferences(ui())
# observed 11 rows (title TextViews with android:id/title) + 8 checkboxes
titles = [n for n in prefs if n.get("resource-id", "").endswith("/title")
and n.get("class", "").endswith("TextView") and n.get("text")]
n_rows = len(titles)
n_checks = len(find_by_class(prefs, "CheckBox"))
panel_gone = node_by_id(prefs, "buttonPanel") is None
ok = ok_reach and n_rows >= 8 and n_checks >= 6 and panel_gone
record("struct_preferences_shape", bool(ok),
"" if ok else f"behavior_wrong: Preferences shape wrong "
f"(rows={n_rows} need>=8, checks={n_checks} need>=6, "
f"panel_gone={panel_gone})",
depth=1, jump_kind="transition",
expect="Preferences ListView: >=8 rows, >=6 checkboxes, no buttonPanel")
@and_test(expects=("struct_about_shape",))
def test_about_shape():
"""HELP shape delta (depth 1, new activity): the aboutTextView subtree
dominates and the menu buttonPanel is gone. SHAPE: one large TextView is the
dominant node (its bounds cover most of the content area)."""
restart_app(); wait_for_foreground(10)
ok_reach, about = and_reach_about(ui())
tv = node_by_id(about, "aboutTextView")
panel_gone = node_by_id(about, "buttonPanel") is None
dominant = False
if tv and "_bounds" in tv:
x1, y1, x2, y2 = tv["_bounds"]
s = get_screen_info()
# the about text is a tall block covering a large share of the height
dominant = (y2 - y1) >= 0.30 * s["height"] and (x2 - x1) >= 0.6 * s["width"]
ok = ok_reach and tv is not None and panel_gone and dominant
record("struct_about_shape", bool(ok),
"" if ok else "behavior_wrong: About did not show a dominant aboutTextView "
"with the menu buttonPanel gone",
depth=1, jump_kind="transition",
expect="About: aboutTextView dominant subtree, no buttonPanel")
@and_test(expects=("struct_gamespeed_dialog_shape",))
def test_gamespeed_dialog_shape():
"""Game speed dialog shape delta (depth 2): inside Preferences, tap 'Game
speed' -> a dialog subtree with exactly 3 CheckedTextView options appears."""
restart_app(); wait_for_foreground(10)
ok_pref, prefs = and_reach_preferences(ui())
ok_dialog, dlg = (False, prefs)
if ok_pref:
ok_dialog, dlg = and_enter_pref_dialog(prefs, "Game speed")
n_options = len(find_by_class(dlg, "CheckedTextView")) # observed: 3
has_title = node_by_id(dlg, "alertTitle") is not None
ok = ok_pref and ok_dialog and n_options == 3 and has_title
record("struct_gamespeed_dialog_shape", bool(ok),
"" if ok else f"behavior_wrong: Game speed dialog shape wrong "
f"(options={n_options} need 3, title={has_title})",
depth=2, jump_kind="transition",
expect="Game speed dialog: alertTitle + exactly 3 CheckedTextView")
@and_test(expects=("struct_linewidth_dialog_shape",))
def test_linewidth_dialog_shape():
"""Line width dialog shape delta (depth 2): inside Preferences, tap 'Line
width' -> a dialog subtree that adds an EditText (plus a message TextView)."""
restart_app(); wait_for_foreground(10)
ok_pref, prefs = and_reach_preferences(ui())
n_edit_before = len(find_by_class(prefs, "EditText")) # observed: 0
ok_dialog, dlg = (False, prefs)
if ok_pref:
ok_dialog, dlg = and_enter_pref_dialog(prefs, "Line width")
n_edit_after = len(find_by_class(dlg, "EditText")) # observed: 1
has_title = node_by_id(dlg, "alertTitle") is not None
ok = (ok_pref and ok_dialog and has_title
and n_edit_after == n_edit_before + 1)
record("struct_linewidth_dialog_shape", bool(ok),
"" if ok else f"behavior_wrong: Line width dialog shape wrong "
f"(EditText {n_edit_before}->{n_edit_after}, title={has_title})",
depth=2, jump_kind="transition",
expect="Line width dialog: alertTitle + EditText count 0->1")
# ══════════════════════════════════════════════════════════════════════════════
# VLM (8) — canvas/GL/layout facts that never reach the view tree
# ══════════════════════════════════════════════════════════════════════════════
@and_test(expects=("struct_menu_field_rendered_vlm",))
def test_menu_field_rendered_vlm():
"""The pinball FIELD is drawn behind/around the menu panel on launch — a
complex line-drawing playfield the tree cannot describe."""
restart_app(); wait_for_foreground(10)
ui()
vlm_assert("struct_menu_field_rendered",
"Behind and around the centered menu panel, is there a complex "
"line-drawing pinball playfield (thin colored outlines, arcs, and "
"small round bumpers) filling the dark background?",
RESULTS_DIR, depth=0, jump_kind="none", tag="shape")
@and_test(expects=("struct_gameplay_field_no_panel_vlm",))
def test_gameplay_field_no_panel_vlm():
"""After START GAME the field fills the screen with the menu panel GONE and a
circular pause icon at the top-left — a layout fact (panel removed)."""
restart_app(); wait_for_foreground(10)
ok_g, _b, _a = and_enter_gameplay(ui())
if not ok_g:
record("struct_gameplay_field_no_panel_vlm", False,
"setup_failed: could not enter gameplay", depth=1,
jump_kind="transition", tag="layout")
else:
vlm_assert("struct_gameplay_field_no_panel",
"Is the pinball playfield now shown WITHOUT any centered "
"gray-button menu panel over it (no START GAME / HIGH SCORES "
"buttons visible)?",
RESULTS_DIR, depth=1, jump_kind="transition", tag="layout")
@and_test(expects=("struct_gameplay_pause_icon_topleft_vlm",))
def test_gameplay_pause_icon_topleft_vlm():
"""During gameplay a round pause icon sits at the TOP-LEFT of the top bar —
an exact rendered position fact."""
restart_app(); wait_for_foreground(10)
ok_g, _b, _a = and_enter_gameplay(ui())
if not ok_g:
record("struct_gameplay_pause_icon_topleft_vlm", False,
"setup_failed: could not enter gameplay", depth=1,
jump_kind="transition", tag="position")
else:
vlm_assert("struct_gameplay_pause_icon_topleft",
"Is there a small round pause icon (two vertical bars in a "
"circle) at the TOP-LEFT corner of the top status bar?",
RESULTS_DIR, depth=1, jump_kind="transition", tag="position")
@and_test(expects=("struct_top_score_bar_vlm",))
def test_top_score_bar_vlm():
"""The top status bar spans the full width across the top of the gameplay
screen and contains a centered score readout — a position/layout fact."""
restart_app(); wait_for_foreground(10)
ok_g, _b, _a = and_enter_gameplay(ui())
if not ok_g:
record("struct_top_score_bar_vlm", False,
"setup_failed: could not enter gameplay", depth=1,
jump_kind="transition", tag="position")
else:
vlm_assert("struct_top_score_bar",
"Is there a horizontal status bar spanning the full width at the "
"very TOP of the screen, containing a centered numeric score "
"readout, separate from the playfield below it?",
RESULTS_DIR, depth=1, jump_kind="transition", tag="position")
@and_test(expects=("struct_paused_overlay_field_vlm",))
def test_paused_overlay_field_vlm():
"""The paused menu panel is overlaid ON TOP of the still-rendered field (the
field's colored lines/bumpers remain visible around the panel) — a layering
fact the tree cannot express."""
restart_app(); wait_for_foreground(10)
ok_g, _b, _a = and_enter_gameplay(ui())
ok_p = False
if ok_g:
ok_p, _b2, _a2 = and_enter_paused_menu(ui())
if not (ok_g and ok_p):
record("struct_paused_overlay_field_vlm", False,
"setup_failed: could not reach the paused menu", depth=2,
jump_kind="transition", tag="layout")
else:
vlm_assert("struct_paused_overlay_field",
"Is a centered menu panel (with RESUME GAME and END GAME "
"buttons) overlaid on top of the pinball playfield, with the "
"field's colored lines and bumpers still visible around the "
"panel edges?",
RESULTS_DIR, depth=2, jump_kind="transition", tag="layout")
@and_test(expects=("struct_table1_layout_vlm",))
def test_table1_layout_vlm():
"""Table 1's rendered field has a distinctive white circle near the top-left
and cyan/red rollover rings — an exact rendered content fact. (Fresh data =
table 1 by default.)"""
clear_data(); restart_app(); wait_for_foreground(10)
ui()
vlm_assert("struct_table1_layout",
"On the pinball field behind the menu, near the TOP-LEFT, is there "
"a small WHITE circle outline together with red and cyan ring "
"targets on the field?",
RESULTS_DIR, depth=0, jump_kind="none", tag="position")
@and_test(expects=("struct_table_switch_changes_field_vlm",))
def test_table_switch_changes_field_vlm():
"""Tapping the next-table arrow changes the RENDERED field layout (a canvas
consequence; the view tree is unchanged). Table 2 shows a row of yellow
bumpers along the top — distinct from table 1."""
clear_data(); restart_app(); wait_for_foreground(10)
nodes = ui()
nxt = node_by_id(nodes, "nextTableButton")
tapped = tap_node(nxt) if nxt else False
ui()
if not tapped:
record("struct_table_switch_changes_field_vlm", False,
"setup_failed: next-table arrow not found/tappable", depth=0,
jump_kind="none", tag="color")
else:
vlm_assert("struct_table_switch_changes_field",
"On the pinball field behind the menu, are there two large "
"YELLOW round bumpers near the TOP of the playfield?",
RESULTS_DIR, depth=0, jump_kind="none", tag="color")
TESTS = [
# gate + static shape (depth 0, none) — kept <=30%
test_launch_gate,
test_menu_subtree_shape,
test_selector_row_shape,
test_fresh_menu_shape,
# shape deltas (transition)
test_start_game_shape,
test_pause_shape,
test_paused_menu_shape,
test_end_game_restores_fresh_menu,
test_highscore_panel_shape,
test_back_closes_highscore,
test_preferences_shape,
test_about_shape,
test_gamespeed_dialog_shape,
test_linewidth_dialog_shape,
# VLM (8) — canvas/layout facts
test_menu_field_rendered_vlm,
test_gameplay_field_no_panel_vlm,
test_gameplay_pause_icon_topleft_vlm,
test_top_score_bar_vlm,
test_paused_overlay_field_vlm,
test_table1_layout_vlm,
test_table_switch_changes_field_vlm,
]
if __name__ == "__main__":
run_suite(TESTS, "structure")
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