You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


/** @file matrix.h  Matrix templates.
 *
 * @authors Copyright © 2013-2017 Jaakko Keränen <<PRESIDIO_ANONYMIZED_EMAIL_ADDRESS>>
 *
 * @par License
 * LGPL: http://www.gnu.org/licenses/lgpl.html
 *
 * <small>This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License as published by
 * the Free Software Foundation; either version 3 of the License, or (at your
 * option) any later version. This program is distributed in the hope that it
 * will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
 * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
 * General Public License for more details. You should have received a copy of
 * the GNU Lesser General Public License along with this program; if not, see:
 * http://www.gnu.org/licenses</small>
 */

#ifndef LIBDENG2_MATRIX_H
#define LIBDENG2_MATRIX_H

#include "../libcore.h"
#include "../math.h"
#include "../Vector"
#include "../Writer"
#include "../Reader"
#include "../String"
#include "../ByteRefArray"

#include <QTextStream>

namespace de {

// Utilities.
DENG2_PUBLIC dfloat  Matrix3_Determinant(dfloat  const *values9);
DENG2_PUBLIC ddouble Matrix3_Determinant(ddouble const *values9);
DENG2_PUBLIC bool    Matrix3_Inverse(dfloat  *out9,  dfloat const  *in9);
DENG2_PUBLIC bool    Matrix3_Inverse(ddouble *out9,  ddouble const *in9);
DENG2_PUBLIC bool    Matrix4_Inverse(dfloat  *out16, dfloat const  *in16);
DENG2_PUBLIC bool    Matrix4_Inverse(ddouble *out16, ddouble const *in16);

/**
 * 3x3 matrix. @ingroup math
 */
template <typename Type>
class Matrix3
{
public:
    typedef Vector2<Type> Vec2;
    typedef Vector3<Type> Vec3;
    typedef Vector4<Type> Vec4;

    enum SpecialMatrix {
        Zero,               ///< All elements are zero.
        Uninitialized
    };

public:
    /// Construct an identity matrix.
    Matrix3() {
        data().clear();
        at(0, 0) = at(1, 1) = at(2, 2) = Type(1);
    }
    Matrix3(SpecialMatrix specialType) {
        switch (specialType) {
        case Zero:
            data().clear();
            break;
        default:
            break;
        }
    }
    Matrix3(Type const *values9) {
        data().set(0, reinterpret_cast<IByteArray::Byte const *>(values9), sizeof(_values));
    }
    Matrix3(ByteRefArray const &otherData) {
        DENG2_ASSERT(otherData.size() == sizeof(_values));
        otherData.get(0, _values, sizeof(_values));
    }

    // Accessors.
    inline Type &at(int row, int col) {
        DENG2_ASSERT(row >= 0 && row < 3);
        DENG2_ASSERT(col >= 0 && col < 3);
        return _values[col*3 + row];
    }
    inline Type at(int row, int col) const {
        DENG2_ASSERT(row >= 0 && row < 3);
        DENG2_ASSERT(col >= 0 && col < 3);
        return _values[col*3 + row];
    }
    Vec3 row(int row) const {
        return Vec3(at(row, 0), at(row, 1), at(row, 2));
    }
    Vec3 column(int col) const {
        return Vec3(at(0, col), at(1, col), at(2, col));
    }
    inline Type &operator [] (int index) {
        DENG2_ASSERT(index >= 0 && index < 9);
        return _values[index];
    }
    inline Type operator [] (int index) const {
        DENG2_ASSERT(index >= 0 && index < 9);
        return _values[index];
    }
    ByteRefArray const data() const {
        return ByteRefArray(_values, sizeof(_values));
    }
    ByteRefArray data() {
        return ByteRefArray(_values, sizeof(_values));
    }
    Type const *values() const {
        return _values;
    }
    Type *values() {
        return _values;
    }

    // Math operations.
    Matrix3 operator * (Matrix3 const &right) const {
        Matrix3 result(Zero);
        for (int i = 0; i < 3; ++i)
            for (int j = 0; j < 3; ++j)
                for (int k = 0; k < 3; ++k)
                    result.at(i, j) += at(i, k) * right.at(k, j);
        return result;
    }
    Vec3 operator * (Vec3 const &vector) const {
        Vec3 result;
        for (int i = 0; i < 3; ++i)
            for (int j = 0; j < 3; ++j)
                result[i] += at(i, j) * vector[j];
        return result;
    }
    Vec4 operator * (Vec4 const &vector) const {
        return Vec4::fromEuclidean(*this * vector.toEuclidean());
    }
    Matrix3 inverse() const {
        Matrix3 result(Uninitialized);
        Matrix3_Inverse(result._values, _values);
        return result;
    }
    Matrix3 transpose() const {
        Matrix3 m(Uninitialized);
        for (int i = 0; i < 3; ++i)
            for (int j = 0; j < 3; ++j)
                m.at(i, j) = at(j, i);
        return m;
    }
    String asText() const {
        String str;
        QTextStream s(&str);
        s << "Matrix3:\n"
          << "  " << row(0) << "\n"
          << "  " << row(1) << "\n"
          << "  " << row(2) << "\n";
        return str;
    }

public:
    // Specialized constructors.
    inline static Matrix3 zero() { return m(Zero); }

private:
    Type _values[9];
};

// Serialization of Matrix3.
template <typename Type>
inline Writer &operator << (Writer &to, Matrix3<Type> const &mat3) {
    for (int i = 0; i < 9; ++i) to << mat3[i];
    return to;
}

template <typename Type>
inline void operator << (Writer const &to, Matrix3<Type> const &mat3) {
    Writer w(to);
    for (int i = 0; i < 9; ++i) w << mat3[i];
}

template <typename Type>
inline Reader &operator >> (Reader &from, Matrix3<Type> &mat3) {
    for (int i = 0; i < 9; ++i) from >> mat3[i];
    return from;
}

template <typename Type>
inline void operator >> (Reader const &from, Matrix3<Type> &mat3) {
    Reader r(from);
    for (int i = 0; i < 9; ++i) r >> mat3[i];
}

template <typename Type>
inline QTextStream &operator << (QTextStream &os, Matrix3<Type> const &mat3) {
    os << mat3.asText();
    return os;
}

/**
 * 4x4 matrix. @ingroup math
 */
template <typename Type>
class Matrix4
{
public:
    typedef Vector2<Type> Vec2;
    typedef Vector3<Type> Vec3;
    typedef Vector4<Type> Vec4;

    enum SpecialMatrix {
        Zero,               ///< All elements are zero.
        Uninitialized
    };

public:
    /// Construct an identity matrix.
    Matrix4() {
        data().clear();
        at(0, 0) = at(1, 1) = at(2, 2) = at(3, 3) = Type(1);
    }
    Matrix4(SpecialMatrix specialType) {
        switch (specialType) {
        case Zero:
            data().clear();
            break;
        default:
            break;
        }
    }
    Matrix4(Type const *values16) {
        data().set(0, reinterpret_cast<IByteArray::Byte const *>(values16), sizeof(_values));
    }
    Matrix4(ByteRefArray const &otherData) {
        DENG2_ASSERT(otherData.size() == sizeof(_values));
        otherData.get(0, _values, sizeof(_values));
    }

    // Accessors.
    inline Type &at(int row, int col) {
        DENG2_ASSERT(row >= 0 && row < 4);
        DENG2_ASSERT(col >= 0 && col < 4);
        return _values[col*4 + row];
    }
    inline Type at(int row, int col) const {
        DENG2_ASSERT(row >= 0 && row < 4);
        DENG2_ASSERT(col >= 0 && col < 4);
        return _values[col*4 + row];
    }
    Vec4 row(int row) const {
        return Vec4(at(row, 0), at(row, 1), at(row, 2), at(row, 3));
    }
    Vec4 column(int col) const {
        return Vec4(at(0, col), at(1, col), at(2, col), at(3, col));
    }
    inline Type &operator [] (int index) {
        DENG2_ASSERT(index >= 0 && index < 16);
        return _values[index];
    }
    inline Type operator [] (int index) const {
        DENG2_ASSERT(index >= 0 && index < 16);
        return _values[index];
    }
    ByteRefArray const data() const {
        return ByteRefArray(_values, sizeof(_values));
    }
    ByteRefArray data() {
        return ByteRefArray(_values, sizeof(_values));
    }
    Type const *values() const {
        return _values;
    }
    Type *values() {
        return _values;
    }

    // Math operations.
    Matrix4 operator * (Matrix4 const &right) const {
        Matrix4 result(Zero);
        for (int i = 0; i < 4; ++i)
            for (int j = 0; j < 4; ++j)
                for (int k = 0; k < 4; ++k)
                    result.at(i, j) += at(i, k) * right.at(k, j);
        return result;
    }
    Vec3 operator * (Vec3 const &vector) const {
        return (*this * Vec4::fromEuclidean(vector)).toEuclidean();
    }
    Vec4 operator * (Vec4 const &vector) const {
        Vec4 result;
        for (int i = 0; i < 4; ++i)
            for (int j = 0; j < 4; ++j)
                result[i] += at(i, j) * vector[j];
        return result;
    }
    Matrix4 inverse() const {
        Matrix4 result(Uninitialized);
        Matrix4_Inverse(result._values, _values);
        return result;
    }
    Matrix4 transpose() const {
        Matrix4 m(Uninitialized);
        for (int i = 0; i < 4; ++i)
            for (int j = 0; j < 4; ++j)
                m.at(i, j) = at(j, i);
        return m;
    }
    Matrix4 withoutTranslation() const {
        Matrix4 m(*this);
        m[12] = 0;
        m[13] = 0;
        m[14] = 0;
        return m;
    }

    String asText() const {
        String str;
        QTextStream s(&str);
        s << "Matrix4:\n"
          << "  " << row(0) << "\n"
          << "  " << row(1) << "\n"
          << "  " << row(2) << "\n"
          << "  " << row(3) << "\n";
        return str;
    }

public:
    // Specialized constructors.
    inline static Matrix4 zero() { return m(Zero); }
    static Matrix4 ortho(Type left, Type right, Type top, Type bottom,
                         Type nearDistance = -1.f, Type farDistance = 1.f) {
        Matrix4 m;
        m.at(0, 0) =  Type(2) / (right - left);
        m.at(1, 1) =  Type(2) / (top - bottom);
        m.at(2, 2) = -Type(2) / (farDistance - nearDistance);
        m[12]      = -(right + left) / (right - left);
        m[13]      = -(top + bottom) / (top - bottom);
        m[14]      = -(farDistance + nearDistance)   / (farDistance - nearDistance);
        return m;
    }
    static Matrix4 frustum(Type left, Type right, Type bottom, Type top, Type zNear, Type zFar) {
        // This is identical to glFrustum.
        Type const A = (right + left) / (right - left);
        Type const B = (top + bottom) / (top - bottom);
        Type const C = - (zFar + zNear) / (zFar - zNear);
        Type const D = - (Type(2) * zFar * zNear) / (zFar - zNear);
        Matrix4 m(Zero);
        m.at(0, 0) = (Type(2) * zNear) / (right - left);
        m.at(1, 1) = (Type(2) * zNear) / (top - bottom);
        m.at(0, 2) = A;
        m.at(1, 2) = B;
        m.at(2, 2) = C;
        m.at(3, 2) = -Type(1);
        m.at(2, 3) = D;
        return m;
    }
    static Matrix4 perspective(Type fov, Type aspectRatio, Type nearDistance = 1.f, Type farDistance = 1000.f) {
        const Type fovx = degreeToRadian(fov);
        const Type f = Type(1.0) / Type(std::tan(Type(0.5) * fovx));
        const Type A = farDistance + nearDistance;
        const Type B = nearDistance - farDistance;
        Matrix4 m(Zero);
        m.at(0, 0) = f;
        m.at(1, 1) = f * aspectRatio;
        m.at(2, 2) = A / B;
        m.at(3, 2) = Type(-1.0);
        m.at(2, 3) = (Type(2.0) * farDistance * nearDistance) / B;
        return m;
    }
    static Matrix4 perspectiveZoom(Type width, Type height, Type nearDist = 1.f, Type farDist = 1000.f, Type zoom = 1.f) {
        Type const zoomHalf =  zoom / 2;
        Type const aspect   =  width / height;
        Type const left     = -zoomHalf;
        Type const right    =  zoomHalf;
        Type const bottom   = -zoomHalf / aspect;
        Type const top      =  zoomHalf / aspect;
        Type m[16] = {
            2 * nearDist / (right - left), 0, 0, 0,
            0, 2 * nearDist / (top - bottom), 0, 0,
            (right + left) / (right - left), (top + bottom) / (top - bottom), -(farDist + nearDist) / (farDist - nearDist), -1,
            0, 0, -2 * (farDist * nearDist) / (farDist - nearDist), 0
        };
        return m;
    }
    static Matrix4 rotate(Type angleDegrees, Vec3 const &unitAxis = Vec3(0, 0, 1)) {
        Type const ang = degreeToRadian(angleDegrees);
        Type const c   = std::cos(ang);
        Type const s   = std::sin(ang);
        Type m[16] = {
            unitAxis.x*unitAxis.x*(1-c)+c,            unitAxis.x*unitAxis.y*(1-c)+unitAxis.z*s, unitAxis.x*unitAxis.z*(1-c)-unitAxis.y*s, 0,
            unitAxis.x*unitAxis.y*(1-c)-unitAxis.z*s, unitAxis.y*unitAxis.y*(1-c)+c,            unitAxis.y*unitAxis.z*(1-c)+unitAxis.x*s, 0,
            unitAxis.x*unitAxis.z*(1-c)+unitAxis.y*s, unitAxis.z*unitAxis.y*(1-c)-unitAxis.x*s, unitAxis.z*unitAxis.z*(1-c)+c,            0,
            0, 0, 0, 1
        };
        return m;
    }
    static Matrix4 rotateAround(Vec3 const &pivot, Type angleDegrees, Vec3 const &axis = Vec3(0, 0, 1)) {
        return translate(pivot) * rotate(angleDegrees, axis) * translate(-pivot);
    }
    static Matrix4 translate(Vec3 const &translation) {
        return scaleThenTranslate(Vec3(1, 1, 1), translation);
    }
    static Matrix4 scale(Type scalar) {
        return scale(Vec3(scalar, scalar, scalar));
    }
    static Matrix4 scale(Vec2 const &scalar) {
        return scale(Vec3(scalar, Type(1)));
    }
    static Matrix4 scale(Vec3 const &scalar) {
        return scaleThenTranslate(scalar, Vec3(0, 0, 0));
    }
    static Matrix4 scaleThenTranslate(Type scalar, Vec3 const &translation) {
        return scaleThenTranslate(Vec3(scalar, scalar, scalar), translation);
    }
    static Matrix4 scaleThenTranslate(Vec2 const &scalar, Vec2 const &translation) {
        return scaleThenTranslate(scalar, Vec3(translation, 0));
    }
    static Matrix4 scaleThenTranslate(Vec2 const &scalar, Vec3 const &translation) {
        return scaleThenTranslate(Vec3(scalar, Type(1)), translation);
    }
    static Matrix4 scaleThenTranslate(Vec3 const &scalar, Vec3 const &translation) {
        Matrix4 m(Zero);
        m[0]  = scalar.x;
        m[5]  = scalar.y;
        m[10] = scalar.z;
        m[12] = translation.x;
        m[13] = translation.y;
        m[14] = translation.z;
        m[15] = 1;
        return m;
    }
    static Matrix4 lookAt(Vec3 const &target, Vec3 const &eyePos, Vec3 const &up) {
        return frame(target - eyePos, up) * translate(-eyePos);
    }
    static Matrix4 frame(Vec3 const &front, Vec3 const &up, bool mirrored = false) {
        return unnormalizedFrame(front.normalize(), up.normalize(), mirrored);
    }
    static Matrix4 unnormalizedFrame(Vec3 const &front, Vec3 const &up, bool mirrored = false) {
        Matrix4 m(Zero);
        Vec3 f = front;
        Vec3 s = f.cross(up);
        Vec3 u = s.cross(f);
        if (mirrored) s = -s;
        m[0]  =  s.x;
        m[1]  =  u.x;
        m[2]  = -f.x;
        m[4]  =  s.y;
        m[5]  =  u.y;
        m[6]  = -f.y;
        m[8]  =  s.z;
        m[9]  =  u.z;
        m[10] = -f.z;
        m[15] = Type(1);
        return m;
    }

private:
    Type _values[16];
};

// Serialization of Matrix4.
template <typename Type>
inline Writer &operator << (Writer &to, Matrix4<Type> const &mat4) {
    for (int i = 0; i < 16; ++i) to << mat4[i];
    return to;
}

template <typename Type>
inline void operator << (Writer const &to, Matrix4<Type> const &mat4) {
    Writer w(to);
    for (int i = 0; i < 16; ++i) w << mat4[i];
}

template <typename Type>
inline Reader &operator >> (Reader &from, Matrix4<Type> &mat4) {
    for (int i = 0; i < 16; ++i) from >> mat4[i];
    return from;
}

template <typename Type>
inline void operator >> (Reader const &from, Matrix4<Type> &mat4) {
    Reader r(from);
    for (int i = 0; i < 16; ++i) r >> mat4[i];
}

template <typename Type>
inline QTextStream &operator << (QTextStream &os, Matrix4<Type> const &mat4) {
    os << mat4.asText();
    return os;
}

///@{
/// @ingroup types
typedef Matrix3<dfloat>  Matrix3f;
typedef Matrix3<ddouble> Matrix3d;
typedef Matrix4<dfloat>  Matrix4f;
typedef Matrix4<ddouble> Matrix4d;
///@}

using Mat4f = Matrix4f;

} // namespace de

#endif // LIBDENG2_MATRIX_H