Confirmed pocket bug list

Downloaded the Windows 10 edition of Minecraft, and here are the bugs I have confirmed. This thread is so we can see what all needs to be done. If you have another bug please open a new issue, I'll add it to here once confirmed.

Light handling issue causing darkness near edited areas. Tall grass in dark areas reporting different values than in unaffected areas. Does not always occur directly over edits. Torches light up areas, but removing them restores the darkness, underground lava not affected so almost certainly a bug with how we handle sky lighting in pocket.
Seed, world name, and some world variables such as always day being lost on save
Chest editor does not support pocket at this time, new items are in string format which can cause corruption if saved to a pocket chest. Editing existing items should be safe.
NBT too short error on save on certain worlds (asked for 4 only got 0)
Missing some blocks
Player handling does not properly support pocket; sometimes resets positions and the player menu does not handle pocket formatted ids correctly.
No dimension support
Waypoint system disabled when loaded into a pocket world.
Piston head entities not being saved properly

I have heard about MCEdit supposedly not loading some chunks, but I haven't been able to reproduce even with some large worlds, if someone could provide a world with this bug and tell me where chunks are missing (a screenshot), that would help.

Not loading chunks? If it is as described in the screenshots below then I have attached a new world that I just created. I always have this problem. Sometimes it can be a chunk that has a significant amount of edits in it.
Mcedit for Mac. Minecraft on iPhone.

Yf0AAOKMLAA=.zip

I assume that second screenshot was taken first, if so yeah it's missing for me too. Do you have any examples of chunks with edits/structures in it?

Now that I have gone looking for it I am not finding any. All I am seeing is the checkerboard nature of the horizon at the moment.
When I used to see it on modified chunks I remember it would also not load the 4 chunks connecting the sides. It would always end up being a plus sign looking configuration of 5 chunks that wouldn't load.
I should say though that somewhere over the last couple of updates the stability and usability of mcedit with pocket worlds has gone from frustrating to reliable. I'm going to be thrilled when that lighting/shadow problem is resolved.

Right after I posted that I found this. This is what I remember seeing, it is only now I realise it doesn't load the sides of the hole. Is this an error in the map maybe.

Actually, that looks like a renderer error, are there any unusual blocks in those chunks/errors in the console?

Rough graphics does not resolve the missing chunks.

I used to get the plus-shaped chunk errors all the time back in v 1.4.?, but i've only seen one in 0.5.3.
in  both of the worlds i have tried to use (both containing alot of redstone and redstone components) i get an error trying to save, "expected 1, got 0" or something like that. still going to test some more.

I have now found a plus sized chunk loading error in this world; it also gets an error when trying to save.
buggy world.zip

When a world is edited, the piston head entities (even in unextended pistons) are useually deleted, leaving a headless piston.

When a world is edited, the piston head entities (even in unextended pistons) are useually deleted, leaving a headless piston

I achieved that once, too, but in MCPE itself xD

How did you do that?

How did you do that?

I built a slimeblock-observer-piston-plane and let it fly to the max build height xD

https://github.com/jocopa3/leveldb-mcpe
Maybe that helps.

Hello,
Some good news concerning PE worlds for the next release!
The "NBT too short error on save on certain worlds (asked for 4 only got 0)" stuff shall be fixed. It was due to entity data not loaded correctly. Looks like it was related to the missing chunks issue.
Moreover, PE 1+ support had some progress:

At the time I'm writing, the PE 1+ worlds can't be saved, but the can be loaded :smile:

Excellent work. As a user, it is much appreciated.

Missing chunks doesn't sound all that unusual. MCPE doesn't save any and all chunks, only chunks in near proximity to the player (less than 64 blocks away), chunks with structures, or chunks that have been modified. Any other chunks will not be saved, regardless of the player's render distance in-game. The For example, here is a world generated in 0.16.0 which has lots of "missing chunks" that simply weren't saved:

Here is another example of "missing chunks". In the satallite view, there are some outlying chunks that are seeming saved at random:

However, if you look at a cave view of those chunks, you'll see there are structures are saved in all of those outer-lying chunks (the pink bits on the map are structures):

@jocopa3 Right.
Non existing chunks in the save itself aren't causing any trouble to MCEdit.
The errors we could fix (or get close to a fix) were due to MCEdit thought the entity data was not valid in some chunks, and sent errors. It was a MCEdit internal error.
Chunks not created by the game let MCEdit show the neighbouring chunks blocks (like cliffs in the first screenshot in this comment). Chunks not loaded by MCEdit due to errors makes neighbouring chunk with a transparent border (only the top of the topsoil blocks are displayed in the screenshot in this comment), plus displaying errors in the UI and program console.
Currently, we're fighting with the PE 1+ world which refuse to be saved correctly...
And, nice to see you there :smile:

Just to get this out of the way: are you guys aware that world saves in 1.0+ can mix chunk formats (i.e., some chunks can be saved using the old 0.9.0 non-stacked format, and some can be saved as 1.0.0 stacked format)? The game won't convert all chunks to 1.0 format when a 0.9 world is loaded in 1.0; only updated/newly generated chunks.

This is an interesting point, we must think about.
I guess the 'version' first byte in the 1+ chunk format is there for some purpose :smile:
The tests I made on my side were done on few pre 1+ world and on only one 1+ world. The latest world seem to be fully 1+ (AFAIK), since loading it using the subchunk format does not give any error.
Knowing mixed world exists, we'll implement something to care about this, of course.

I think I may know the reason for the dark shadows over the builds in PE. I copied a selection from a map to pocket and I used /fill to fill the 255 block in a large area over the build. I then replaced it with air using fill and when I used torches on the builds, the shadows went away. I feel like this has to do with the skylight or the 256 block light value. I wonder if you made the skylight value max if you'd see the shadows. Hopefully this would fix the shadows in pocket worlds. Maybe it does this because of different values of light between the two versions. Thanks.

The light issue is already fixed for next version, don't worry :)

I've been running from source, and has not been fixed as far as I know. Is it not public yet? Or no? Thanks :)

It is fixed in source. Can you send us pics and a map to check out with that issue?

About the chunk creation. It is not possible for us to do and this option will be removed before the next release

The screenshots are in the zip too. :)
MCEdit Light Bug.zip

I have also been experiencing the PE lighting bug while running from source.
To reproduce, create a PE world and fill an area up to 256 blocks high so the whole build fits onto it, then, either place the build inside the area full of blocks, or, fill with air, then place build. When you load up the world, you should see the shadows begin to form, and like Spankyty said, if you fill the 255th block in an area, and fill again with air, the shadow disappears from that area.
Here is a world with stone filled up to the 256th block to test with.

Any update on the situation? Thanks! :smiley:

Not sure how far you've gotten with this, but running mcedit from source, I'm having less success than running the latest full release. In the full release I could import a schematic, save, and the schematic gets written, though it's missing blocks when the world is opened back up in PE.
I used the work around mentioned here to load my world: https://github.com/Khroki/MCEdit-Unified/issues/779
If I didn't enable that, I'd just get the following error when opening a PE world:
"I don't know how to open XXXX
AttributeError("'NoneType' object has no attribute 'Options'",)
When I am able to load a world, most of the chunks are missing.
When I save the world with any modifications, I get the following error:
"Error during <function saveFile at 0x00000000104D4AC8>: ValueError('could not broadcast input array from shape (16,16,128) into shape (16,16,256)',)"
I only mention these things because in other posts it sounds like there's been some success with using a version from source, but I've had less success than with the released version.

Right.
To use the new support for PE from a source install you have to enable some hidden features using a file and the CLI switch --new-features.
Concerning the 'shape' error, it is related to the old 128 blocks world height and the new 256 one.
Having a look to MCEdit log file can be interesting. Knowing the PE version you wanted to edit a world for too :smile:

I believe I did use the hidden features, that's how I was able to load the map. When I didn't load it, I couldn't even open the map, I'd get the error

I don't know how to open XXXX
AttributeError("'NoneType' object has no attribute 'Options'",)

I created the file new_features.def in the same directory as mcedit.py, and put the following lines in it
loadNBTCompoundList newPocketSupport levelDBPy
Then I ran mcedit as
python mcedit.py --new-features
I was then able to get past the above errors.
When I open it, it looks like this. If I import a schematic, and then save the map, I get the following error

Error during <function saveFile at 0x00000000104D4AC8>: ValueError('could not broadcast input array > from shape (16,16,128) into shape (16,16,256)',)

Here's a pastebin of the log file. I cleared it out before going through the above steps, so it should be a clean copy. The map is using PE 1.0+ format.

The aspect of your world is quite normal. PE game do not store chunks if no blocks were changed in-game.
On our side, we can't create chunks for PE worlds :/
The error come from the chunk (re)lightning. Looks like something is missing somewhere...
Thanks for the report (and the world)!

The aspect of your world is quite normal. PE game do not store chunks if no blocks were changed in-game.
On our side, we can't create chunks for PE worlds :/

Just to make sure it's clear. Those chunks that are missing in MCEdit, are populated in game. Do you mean if I go into the game, manually place a block in each chunk, then reload it in MCEdit, I should see the chunks?
We wanted to play around with porting a map to MCPE. Do you happen to have a "clean" world that does actually work? Something we could load in MCEdit, load a schematic, and save to be used in PE?

Do you mean if I go into the game, manually place a block in each chunk, then reload it in MCEdit, I should see the chunks?

MCPE saves sub-chunks, which I think are 16x16x16. You would need to place a block in each sub-chunk or you cannot save anything aove the first sub-chunk. I created a world up to the build limit in 1.0 which you could test with.
MCPE World

I played a bit with the world and MCEdit and may have found the cause of the issue.
It may be related to the resource and behaviour packs included in the world.
The fact is when wandering in the world, the block cursor in MCEdit seem to want to select unexistant blocks.
They can be selected, but when analysing the selection, these blocks are only reported in the total count for blocks. The have no name and aren't listed...

My world didn't include any resource pack / behavior pack included. But that's really weird. Is there a way to fix this issue? A certain file in my world to delete / add too? Or maybe add something to the block definitions? I'm sorry if what I said makes no sense. Thanks :smile:

@bman92102 I think LaChal was talking about the world I linked.
So I was able to import that world you linked. Load a schematic and save it. But when I try to open the world it created with MCPE, it just crashes. Here's a link to the world I created after editing yours

Yea, i just realized that. I deleted my post :)

Tried to remove and edit packs related files, but nothing to do...
@neonerz right, I was talking about this your world :wink:
By the way, I am able to load @bman92102 world you edited. I guess the schematic you imported was a big stone cube...

I didn't import any schematics, only used MCPE's /fill tool. Took a while, but did it to make sure that it is a pure MCPE edited world.

@neonerz What OS are you using? I had this problem when trying to run from source on my windows machine. Also, the point of the stone was to put the structure inside so if it is above 16 blocks, it would still be saved. Also, oddly enough, the messed up world doesn't have the weird dark areas glitch as the worlds that had the seeds and world type saved. (As far as I can see)

@bman92102 I'm using Windows, 7 if it matters. I'm still not sure what I'm doing wrong. I opened up the map that I wanted to "port", cut a huge chunk of the area and turned it into a schematic. I then opened your map, pasted the schematic inside the stone cube, moved the spawn point to there and cut out a bunch more of the stone cube so it would be easy to find.
When I load up the game in MCPE, the schematic I pasted is missing (there's just a huge empty space inside the cube) and my spawn point was still the default one.
Do you have any ideas what I could be doing wrong? Here's the test world I'm working with.

Is it possible if you could send me a .schematic of the portion you are trying to port? Thanks!

Sure, here it is.
Keep in mind, this is me just testing. There's a lot more I'd need to copy over, I'm just trying to get a feel for it.

Hmmm... That schematic is crashing my world, can you take a smaller portion of it? Maybe like one island? I just can't get it to work rn. (Maybe it is too big or there is a block which crashes MCPE. Probably the second)

Try this one. I cut out just the central portion of the island.

I finally got the map to work sort of. It will crash in certain spots (Probably due to entities or something), but you can view it. As you can see in my world, it is still a superflat with its original seed. I would recommend making a virtual machine with Ubuntu or any other version of linux to test PE support on right now. Currently, there is no tutorial on how to get the new PE support on Windows / Mac. To get it on linux, you would do the following.

For Linux, a Python script can be used (setup_leveldb.py). See INSTALL_LEVELDB file in pymclevel subdirectory for details.

Here is the world file, but it may crash in certain spots, I will see what is the issue. Also, in regular worlds that don't crash, there is an issue about reoccurring shadows surrounding / on the build.
ShatteredMainIsland.zip

Yea, in-game, when I go near the islands it crashes. I'll play around a bit with it.
Just to be clear, you literally just imported my schematic into your world using the latest from source version of MCEdit? Only difference being you run it on linux? I'll give it a try.
One last question, how did you create that superflat? I assume not with MCPE, right? When I tried generating a super flat (or any world at that) with MCPE and importing it into MCEdit, MCEdit would just crash with this traceback.

I did just import it in the latest MCEdit from source in Linux. And actually, I did make the superflat in MCPE. Also, I would wait a while until the shadow bug is fixed, but I didn't see much of it in that world yet. Good luck trying to make it not crash! :D

@neonerz Here is a picture of the shadow bug I was talking about earlier.
 As you can see, on this map, it did it to the wall, sometimes it will do it directly on the build itself if given enough time.

Totally understand, this is really just a proof of concept. We actually have a ton of work to do before the map would actually work in MCPE.
How did you get the seed and world type not to change? I've been playing around in MCEdit (actually making great progress just trying to figure out why some areas of the map is crashing, hoping to try it in win10 tonight to check the crash log) but whenever I make any changes and save it, the seed gets set to 0 and the world type switches to infinite.

Let me rephrase that, after loading it back up in MCPE that stuff changes. I wonder if it's because I'm going the .mcworld route instead of just extracting the zip into the world folder.

No it's not that, it's because on Windows, there is no new world support, you can compile it on Linux and edit on it there which will keep the seed and world type.

Regarding the shadow bug, the game don't storing the lights in the PE worlds, but recalculate them at run time, AFAIK.
The new PE support for Windows is the file LevelDB-MCPE.dll in the directory pymclevel.
As far as I can remember, it has been compiled using https://github.com/jocopa3/leveldb-mcpe.
This repo contains the files for Visual Studio. I did not tested to compile for Windows, but I guess if you get the repo and open a project in VS, you'll be able to start to play around with the compilation.

@LaChal I thought MCPE saved the light values inside the sub-chunk? I looked at this article and it seems like they do save the light levels inside of MCPE.
Article

@bman92102 thanks a lot for all your help. Once I setup an environment in linux and followed the instructions in the readme to setup PE support everything has been a lot simpler. I think I understand why you had that stone box. It seemed like if I just generated a flat terrain and then tried adding an island, it wouldn't work. But if I went into PE, used a fill command making a box like yours and then imported the world into MCEdit and pasted the island into that box, it worked. Can I assume it has something to do with vertical chunks or something like that?
One thing I don't understand is how are signs working? If the text of a sign is stored in NBT, and MCPE doesn't use NBT, is MCEdit converting it?

@bman92102 In PE 1.1 light is written in the subchunks, but never read. Anyway, MCEdit is computing and saving sky and block lights.
Actually, PE format is using NBT data. The documetation on the official site seem to be incremental.
The issue with Toadstool castle may be related to the subchunk format, or the fact 0.9 and 1+ chunks can be mixed in saves, which is right for this world.

@neonerz No problem! Glad I could help!
@LaChal Thats pretty weird about how its stored but not read. Also, could it be miscalculating the skylight? If MCPE recalculates block light in realtime, this could be the reason why the shadows are in weird patterns, if a block is updated, the shadow gets bigger.

Wait, @LaChal, if in 1.1 they implemented this, does this mean the bug should be gone?

@bman92102 I think this might be the case. I just tested the map I've been working on in MCPE beta 1.1 and sure enough, no lighting issues! I've been writing a filter to help automate the task of converting a world to PE 1+, so this is great news.

I also tested in 1.1, except the map crashes my game, when in 1.0 it didn't crash

I've made some tests with the Toadstool Castle world and found that the issue is related to mixed chunk version.
In PE 1+, you can have PE 0.9+ chunks. They don't have the same format than the 1+ ones, and it's causing problems in MCEdit.
For now, only the 0.9+ chunks are correctly loaded and displayed in MCEdit if mixed with 1+ chunks.
If you delete 0.9 chunks and reload the world, the 1+ chunks are displayed correctly.

@neonerz What does the filter do? Does it remove entites / tile entities / unknown blocks so MCPE could read it? And if you don't mind, can you send it to me when it is all finished? Thanks

That's the gist of it. It clears entities, replaces predetermined blocks with wool (chests, command blocks, furnaces, etc), dumps the NBT to a file, etc. Basically everything I was doing manually to make the world not crash in PE.
Yea, you could definitely have a copy of it when I'm done. I was hoping to complete it tonight.

@neonerz What about instead of replacing with wool, you replace the blocks with themselves but with no NBT data stored inside them (If that doesnt crash the game)? Godd luck on your filter! Can't wait to try it out!

That's a great idea, I don't know why I didn't think of trying that. The idea was to use unique colors of wool to make them easy to find later, but that's a better idea.

The Toadstoll Castle world can be loaded using the latest commit (https://github.com/Khroki/MCEdit-Unified/commit/4960b140d6c2c24bb82497cae244e4addb9d4275). But you'll have some errors in the console... Fixes will come later :smile:
Regarding the lights, I don't have much information, sorry :/

@LaChal the lighting seemed to be fixed in 1.1

@LaChal the new commit gave me an error while saving on a 1.0 world. It does save however.

@bman92102 Can you send a dll for 32bit?

@LaChal How do I use edit MCPE 1+ Worlds? I am using a x86 Windows 10 system? I have installed VS 2015 but when I try to build LevelDB-MCPE I get a could not find CL.exe. This is from jocp3's LevelDB

@NFGamerMC I couldn't successfully use it on Windows, so I used a Ubuntu Virtual Machine, good luck!

As I said, fixes will come later :smile:
Also, the output of the console when the error occurs can be useful, so, if you can paste it some where, it'll be appreciated!

@LaChal this is what the console output.

Starting MCEdit...
Running in fixed mode. Support files are in your Documents folder.
Splash load...
[ ****** ] ~~~~~~~~~~ Starting MCEdit-Unified v<IP_ADDRESS>
[ WARNING][                   root.py:103]:New features mode requested.
[ WARNING][                   root.py:107]:New features list loaded.
[ WARNING][            mcplatform.py:1258]:Initializing window management...
Minecraft_Server.jar storage initialized.
Each server is stored in a subdirectory of /home/bman92102/.mcedit/MCEdit/ServerJarStorage named with the server's version number
Cached servers:  []
[   ERROR][                    root.py:59]:Exception:
Traceback (most recent call last):
File "/home/bman92102/Desktop/MCEdit-Unified/mceutils.py", line 53, in _alertException
return func(*args, **kw)
File "/home/bman92102/Desktop/MCEdit-Unified/leveleditor.py", line 1450, in saveFile
if "Canceled" == showProgress("Copying chunks", copyChunks(), cancel=True):
File "/home/bman92102/Desktop/MCEdit-Unified/albow/extended_widgets.py", line 359, in showProgress
if widget.present():
File "/home/bman92102/Desktop/MCEdit-Unified/albow/widget.py", line 525, in present
self.root.run_modal(self)
File "/home/bman92102/Desktop/MCEdit-Unified/albow/root.py", line 233, in run_modal
self.gl_draw_all(self, (0, 0))
File "/home/bman92102/Desktop/MCEdit-Unified/albow/widget.py", line 766, in gl_draw_all
subwidget.gl_draw_all(root, suboffset)
File "/home/bman92102/Desktop/MCEdit-Unified/albow/widget.py", line 773, in gl_draw_all
self.draw_all(surface)
File "/home/bman92102/Desktop/MCEdit-Unified/albow/widget.py", line 334, in draw_all
self.draw(surface)
File "/home/bman92102/Desktop/MCEdit-Unified/albow/extended_widgets.py", line 275, in draw
amount = progressIterator.next()
File "/home/bman92102/Desktop/MCEdit-Unified/leveleditor.py", line 1446, in copyChunks
for _ in self.level.saveInPlaceGen():
File "/home/bman92102/Desktop/MCEdit-Unified/pymclevel/leveldbpocket.py", line 2146, in saveInPlaceGen
rootTagData = struct.Struct('<i').pack(magic) + struct.Struct('<i').pack(len(rootTagData)) + rootTagData
error: cannot convert argument to integer

I can report the same thing as @bman92102. Same (similar) output.

It will save the changes you made in the map, but wont save the changes in world info (Name, time, etc.)

@neonerz I have a question about the filter, why would it dump the NBT? Can you edit the NBT text file it creates and import it? Thanks!

When I say dump, I meant dump to a text file. That way after converting the world you could use the text file as a guide to rebuild it.
I still have one more bug to resolve. To prepare the world I'm deleting all tile entities and then recreating them with no data (I got that idea when you mentioned just replacing the block instead of subbing it for wool). I'm having an issue where I'm not getting all the TE in my selection. I spoke with codewarrior who said my issue was because I was iterating through chunk.TileEntities directly instead of dumping them into an array and iterating through that. But when I do that, I still miss TEs in my selection.

Hmmm, maybe it is just a bug in MCEdit? What you said seems like it should work :, are you using a data type that can hold the amount of tile entities you have?

Regarding the 'Function saveFile' error ,if your run from source, please use the commit https://github.com/Khroki/MCEdit-Unified/commit/eb7c5413dd2c0cee1e706eeeba87c5d498b176b7.
For the tile entity stuff, the 'Select' menu alreadu have an entity and tile ticks deletion function. I guess you can get some ideas from there.

@bman92102 I believe so. It's weird, if I select lets say 20 command blocks, only a hand full will actually convert, the rest won't. If I keep spamming my filter, it eventually gets all of them. What's weird is, if I load up the same map, select the same 20 command blocks, and run my filter, it's always the same that does work, and the same that doesn't. That's why I think it's a bug with my methodology, not necessarily MCEdit. Here's an example from my filter: https://pastebin.com/hmJYpZyV. The pprint.pprint(t) is there just for debugging to see if the issue is actually adding them or something else. The print doesn't show all the entities selected.
@LaChal, that's what I've been trying to do. Unfortunately, I'm not too fluent in Python, so I've been stumbling my way through.

@neonerz Is it possible if you could send me the filter to test with? Thanks!

Here you go. Don't pay any attention to the probably worst possible way i'm dumping the NBT data for the dump options. I did plan on rewriting them. It's pretty straight forward to use, make a selection, pick your options, run. I also planned on adding the ability to to convert color codes for signs in the "convert to PE1+" option, but it didn't make it in yet. feel free to make any changes you see fit. I always planned on releasing it when I was done.
convert-to-pe.py.txt

@neonerz The only reason why I wanted to test it now was to see the weird select only few entities bug. I can't wait to see the final project :smile:

@neonerz Right now, does it remove the tile entities / blocks and replace them (even if it doesn't do all of it yet)?

So it has basically two options. Dump those specific tile entities to a
text file and/or "convert to pe1+".
You make a selection, enable whatever options you want and run it.
The text file is whatever you named it located in the mcedit-unified root
directory. Its basic idea is to provide a map to help you rebuild all the
data that was lost.
Right now all the convert option does is remove all tile entities and then
recreates them. That seems to be good enough (in my limited testing).
Blocks totally not supported in MCPE already gets converted by mcedit into
white wool, so I don't have to worry about that.
My hope is to just be able to load up a new MCPE world, paste in my
schematics (which are just cuts of the map I'm trying to port), Ctrl+a, run
filter, then rebuild in MCPE.
On Mon, May 29, 2017, 8:54 PM bman92102<EMAIL_ADDRESS>wrote:

@neonerz https://github.com/neonerz Right now, does it remove the tile
entities / blocks and replace them (even if it doesn't do all of it yet)?
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Yea, I see what you mean by it doesnt select all the tile entities. When I removed the # from the setblock line and I ran the filter, I still crashed in MCPE. It's so weird, your code seems like it should work.

Yea, that setblock was just a test, it's replacing the block to air. It was
to easier see what blocks weren't being affected.
MCPE is probably crashing because the block is gone, but a tile entity
still exists. I haven't actually tested a world in-game that I ran the
filter on yet.
On Mon, May 29, 2017, 9:37 PM bman92102<EMAIL_ADDRESS>wrote:

Yea, I see what you mean by it doesnt select all the tile entities. When I
removed the # from the setblock line and I ran the filter, I still crashed
in MCPE. It's so weird, your code seems like it should work.
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Oh, I didn't see that :P I thought it was replacing the tile entity with its own block with an id of 0.

@bman92102 New version of the filter. I haven't tested it in-game yet to see if it crashes, but I suspect it should work. Just load your stone box PE world, paste in your schematics, ctrl+a (I recommend turning off undo), choose the filter, enter the filename you want to export to (optional it will use "convter-to-pe-export.txt" if you leave it blank), enable "Prepare for MCPE 1+" (it's off by default so you don't accidentally do it) and run.
It should remove all tile entities (leaving the blocks), delete all entities, and output pretty much everything to a file so you could easily rebuild later.
Sign data seems to transfer over so I'm not touching them, but I'm seeing some oddities. Quotation marks are showing up on signs with color codes (the color codes work), utf-8 charcodes are showing up instead of the actual ascii character, etc. I need to do a little more testing before I will ping LaChal about it.
Let me know how it works for you. I probably won't be able to test a map in-game till some time later tomorrow, so I'm excited to hear if you have success with it.
convert-to-pe.py.txt

While looking through the sign NBT, I found something. 1.10+ sign data looks like this

Text1: {"extra":[{"text":"Test"}],"text":""}
Text2: {"extra":[{"text":"Sign"}],"text":""}
Text3: {"text":""}
Text4: {"text":""}

and 1.8 signs look like this

Text1: {"text":"Test Sign"}
Text2: {"text":"Test"}
Text3: {"text":"Sign"}
Text4: {"text":""}

The 1.10+ signs would appear invisible in MCPE, while the 1.8 worked just fine

Other than that, everything seems to be working in my world, no crashes as far as I can see. :smile:

That's interesting. The world I've been working with was generated before 1.10, so that's probably why I could see the signs in MCPE, but they have quotes around the text. The 1.8 signs you seen in MCPE, did it have quotes around signs with colors or special characters?
That's awesome the filter worked for you! I plan on adding a couple more features to the script, and update it as mcedit's MCPE support becomes more mature (though I suspect eventually my script will be useless as mcedit starts better supporting MCPE).

No, my signs didn't have quotes around it. That's weird, I'll check more later.

@bman92102 can we take our chat off list? I have a couple questions for you and I don't want to keep spaming this issue. You can get me on skype: neonerz or discord: neonerz#7237

yea, sorry about that @LaChal. A bit later I'll go through and delete the non-relevant posts and move posts related to actual bugs (not mentioned in the OP post) into a new issue.

@LaChal Please send me your LevelDB-MCPE.dll for 1.0+ worlds. It doesn’t compile for me. No z.lib. I am Win10 x64

@NFGamerMC The .dll is already in this repository (in the pymclevel folder).
Personally, I don't compile it. I'm running on a non Windows OS.
To compile it on Windows, you'll have to install Visual Studio, and the Windwos SDKs on you system, then get the sources from there: https://github.com/jocopa3/leveldb-mcpe. Pay attention to the zlib @ 4a090ad. It's the link to Zlib sources. You'll need them to compile.

Thanks, also @LaChal How do I run MCEDIT from this repo on Windows?

You'll need to install Python 2.7 and the dependencies as stated in the readme.
Just adapt the command for Windows :)

I'm not sure if you are aware @LaChal there seems to be an issue in windows. I'm not sure if it's the DLL that's packaged with it or something else, but if you save a world in windows, it clears the seed and resets the world name (among other things)

Right, it has been reported in #801.
I tried to compile it on my side, but no chance (yet).

I just tested using commit b735277 (the latest commit from @Podshot is spitting a TON of errors to the console, though works otherwise) and your DLL. I'm still having the issue.
Inside MCEdit it looks fine, but when I load the world in PE, Minecraft reports it with no name, seed 0, game mode reverted back to survival, and world type reverts back to Infinite.
Here's an example world I simply opened, and saved. In MCEdit "World Info" looks right, but if you open it in MCPE, it's different.
brewing-stand.zip

@neonerz Yeah, I completely broke some parts of the code, could you give me pastes of the errors to make sure I fix all of them?

@Podshot I went to reproduce the errors I was seeing, but it seems you must have fixed it in the 6/30 commits. I'm not getting the console spam anymore.

@LaChal - I found a slight work around for the Windows issue. If you do all your work in Windows, save the world, then open it back up in Linux, and save it again. When you open the world in MCPE, the world info reflects the correct info.
With that in mind, it seems like Windows can't save to level.dat in the new format, and is only saving to level.dat_old (I assume this because if I use a NBT editor on level.dat_old on a world I edited in Windows, I actually see the changes).

Hmmm...
No error in the console?
No mention of corrupted, unreadable or unwritable level.dat in the log file?

Nothing in either. Here's a mcedit.log of me opening a PE world in windows, changing the name, and then saving it.
mcedit.log.txt
Also, here's a gif demonstrating it.

Hmmm...
MCEdit explicitely writes to level.dat, on any platform.
level.dat_old will be loaded if level.dat is corrupted...
After some investigation on your 'brewing-stand', it looks like it's the same issue than the #810 one.
The byte sequence '0a0d' is the Windows line ending/start. I guess something is replacing every '0a' byte with '0a0d' pair...


Query regarding voltage input at C-port  (VERSION_20200811)

Hi,
I have bought some Tcall SIM800l modules of VERSION_20200811 for my IoT project. I have a question regarding the max voltage that I can give on its USB port safely as I am planning to connect it directly to battery via its USB C port.  Can I give say 8 V at the USB C port ? Further, could anyone plz share its datasheet if possible as I am not able to find it on their website.
Thanks.

The safest operating voltage is 5V


Testing chain of handlers: try_files analog

It would be good to add static_file handler in the following manner:   try first in priv/, than in /var/www/cowboy if file not found.
What is the best way to achieve this functionality in current architecture?

Maybe @klaar has an idea about this.

There are two problems to be solved:

specify chain of responsibility for one mounted path
add pre-filters and post-filters such as cacher of password checker

This should be done somehow within cowboy. Currently I made it with other code, but I want to refuse from it.


Update logic-apps-limits-and-config.md

Hi @IlyaGrebnov, I'm your friendly neighborhood Microsoft Pull Request Bot (You can call me MSBOT). Thanks for your contribution!

It looks like you're a Microsoft contributor. If you're full-time or an intern, we DON'T require a Contribution License Agreement. If you are a vendor, please DO sign the electronic Contribution License Agreement. It will take 2 minutes and there's no faxing! https://cla.microsoft.com.

TTYL, MSBOT;

@jeffhollan please approve.

#sign-off

@IlyaGrebnov : Thanks for your contribution to the Azure documentation! The author, @jeffhollan, has been notified to review your proposed change.


Trailing comma in package.json

Hi,
In line 113 of your package.json you have a trailing comma which prevents npm from directly referencing the github repository. I think you'll have it fixed faster than merged a PR, but if you need a PR just give a hint.
Thanks and kind regards

Fixed. :smile:
Thank you.
But it was line 112, right?

Thanks, npm said 113, but you hit the right line :+1:


Confusing input option typings for framework components

Many of the framework components are manually constructing the input options object type like so:
React:
import type { RecursivePartial } from "tsparticles/dist/Types/RecursivePartial";

import type { IOptions } from "tsparticles/dist/Options/Interfaces/IOptions";
import type { IPolygonMaskOptions } from "tsparticles/dist/Plugins/PolygonMask/PolygonMaskPlugin";
import type { IAbsorberOptions } from "tsparticles/dist/Plugins/Absorbers/AbsorbersPlugin";
import type { IEmitterOptions } from "tsparticles/dist/Plugins/Emitters/EmittersPlugin";

export interface ParticlesProps {
    // ...
    options: RecursivePartial<IOptions & IPolygonMaskOptions & IAbsorberOptions & IEmitterOptions>;
    // ...
}

Angular is defining a new IParticlesParams type:
export type IParticlesParams = RecursivePartial<IOptions & IAbsorberOptions & IEmitterOptions & IPolygonMaskOptions>;

Vue isn't event including the absorber, emitter, and polygon mask options...?
and the IOptions & IPolygonMaskOptions & IAbsorberOptions & IEmitterOptions type (without the RecursivePartial) already exists in the library:
https://github.com/matteobruni/tsparticles/blob/dbe56a05f72044e9e3fba9809989af9c36747488/core/main/src/Interfaces/Options/IOptions.ts#L1-L6
...so why aren't the frameworks just importing this type to begin with?

Can a single interface in this library be created and exported that is the definite type for [default] user input options?
--> Basically, similar to the Angular library IParticlesParams type.

The individual components shouldn't need to know or care about this recursive partial business and anding together these different plugin types. All they need is a single, cohesive type exported from the library.

Hi @Achilles1515, welcome!
Good report, I never thought that! tsparticles and tsparticles.slim should export all the available options in a single exported type!
This will be included in 1.18.0 release since this is a small effort task.


Split tableview into diffrents pages.

Hi I would like to know if it is possible to split a tableview in case it is long into many pdf pages instead of filling them all into one pdf file.
Thanks

+1

+1

+1

+1

+1

+1

I just created a pull request for that, feedback highly appreciated #96


Why htmlelement only has style getter but not setter?

Summary
Why there is only style getter and not style setter in HtmlElement?

In HtmlElement.style documentation, just follow the MDN Documentation link. Does the linked documentation answer your question?

Use the style getter to get the CssStyleDeclaration then use this https://docs.rs/web-sys/0.3.15/web_sys/struct.CssStyleDeclaration.html#method.set_property

thanks, I will try


document and test indexation status

not sure what I meant buy this.
is_doi_found() seems to do this.


Add the chance to know if the sensors are available

React native sensors does not have any method to know if the sensors are available. So I changed the way that it instantiate this package using a Promise which resolves in case of the sensors is available and rejects it if they are not.

I have fixed all problems related to my pull request. But Codebeat and BetterCodeHub are warning me that there are fixes to do that was already on the repository. So I think if you are ok with my new functionallity it could be merged.
Thanks!

Hey @dabit1
Thank you so much for your contribution! I left some comments for you, if you have the time I would love to hear your thoughts about it. If this takes you too long please ping me and I'll merge this 👍

hi,
I see that isAvailable has not been exported, so I can't use it. Could you please export isAvailable?
I don't have permission to create a pull request. The change needed is in index.js
export {
  setUpdateInterval as setUpdateIntervalForType,
  isAvailable
} from "./src/rnsensors";

If you want to create a PR you need to create a fork and follow this tutorial: https://help.github.com/en/github/collaborating-with-issues-and-pull-requests/creating-a-pull-request-from-a-fork
I answered your concern in the issue though :)


The number of columns in the csv bin does not match.

Describe the bug
file with bugs : FOSSLight-Report_20211005_171931_BIN.csv
The number of columns in the header is exactly the same, but there is one more column in the row below.

Therefore, when importing csv, the wrong value inputs as below.

Expected behavior
the number of columns in row must match the header.

@riyenas0925 , Thanks for reporting the bug.


[DB]:  Move Link references to links mapping as an array of keywords

Remove Individual References to Links ({"facebook": "foo", "twitter": "bar"}, etc) (Makes queries more taxing)
fields to remove:
["slack", "facebook", "github", "instagram", "linkedin", "twitter","YouTube"]
keeping eventbrite and meetup for the time being as we intend to use their APIs to look for upcoming events.
FMI: https://discuss.elastic.co/t/mapping-for-an-array-of-keywords/172200

fixed in #9


Put meaningful content on the confirmation page

I don't think this is a bad start, but it's definitely up for debate how much
we should be sending people out to other sites and providing information ourselves.
These text blocks became quite big, I suspect maybe it would be better to have
sections like:

why the appointment is important
any preparation required
what will actually happen at the appointment

I think we need an intervention from the content team :)

Here's an example:


Invoices aren't legally valid.

Bug report
Title
In most countries for an invoice to be legally valid, it needs the address and company or personal name of the issuer. Without that- the client is not obliged to pay.
Issue Description
See above.
Steps to reproduce
Create an invoice- there's no issuer name or address.
Expected result
The invoice should have a company or personal name and an address, in some countries you also need company registration no and tax ID and contact details like phone, fax or email.
Actual result

This is from the PDF, the e-mail also doesn't have the address.

Fixed

Company logo and address field added in invoice setting
https://prnt.sc/rjg52s


The error message from build command does not contain details when ngc fails

Short description of the problem:
When the TypeScript is configured with noEmitOnError and strictNullChecks, the build for production fails without any details.
Note that it doesn't fail for development and while linting the project.
What behavior are you expecting?
I would like to see the output from the ngc with details why it had failed.
Also, it would be also great to see these errors from ngc while building for development.
Steps to reproduce

Install ionic version 3.19.1

Run ionic start

Provide any name for the sample project

Pick blank option

Skip Cordova integration and Pro SDK installation

Go to the project's directory and install dependencies (I've used yarn)

Set strictNullChecks and noEmitOnError TypeScript's configuration options:
diff --git a/tsconfig.json b/tsconfig.json
index 5d53142..72c27fb 100644
--- a/tsconfig.json
+++ b/tsconfig.json
@@ -11,7 +11,9 @@
    "module": "es2015",
    "moduleResolution": "node",
    "sourceMap": true,
-    "target": "es5"
+    "target": "es5",
+    "noEmitOnError": true,
+    "strictNullChecks": true
  },
  "include": [
    "src/**/*.ts"

Build the project for production and note the error message without details (I'm using yarn but you can reproduce it with npm as well):
ts-test λ yarn run ionic-app-scripts build --prod
yarn run v1.3.2
$ /Users/smefju/tmp/ts-test/node_modules/.bin/ionic-app-scripts build --prod
[09:31:17]  ionic-app-scripts 3.1.8
[09:31:17]  build prod started ...
[09:31:17]  clean started ...
[09:31:17]  clean finished in 2 ms
[09:31:17]  copy started ...
[09:31:17]  deeplinks started ...
[09:31:17]  deeplinks finished in 32 ms
[09:31:17]  ngc started ...
[09:31:23]  ionic-app-script task: "build"
[09:31:23]  Error: Could not find entry point (bootstrap file) /Users/smefju/tmp/ts-test/src/app/main.ts
Error: Could not find entry point (bootstrap file) /Users/smefju/tmp/ts-test/src/app/main.ts
    at replaceBootstrap (/Users/smefju/tmp/ts-test/node_modules/@ionic/app-scripts/dist/aot/aot-compiler.js:125:39)
    at Object.<anonymous> (/Users/smefju/tmp/ts-test/node_modules/@ionic/app-scripts/dist/aot/aot-compiler.js:92:48)
    at step (/Users/smefju/tmp/ts-test/node_modules/@ionic/app-scripts/dist/aot/aot-compiler.js:32:23)
    at Object.next (/Users/smefju/tmp/ts-test/node_modules/@ionic/app-scripts/dist/aot/aot-compiler.js:13:53)
    at fulfilled (/Users/smefju/tmp/ts-test/node_modules/@ionic/app-scripts/dist/aot/aot-compiler.js:4:58)
    at <anonymous>
error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.

Note that yarn run ionic-app-scripts build and yarn run ionic-app-scripts lint works fine.

Software versions

ionic --version: 3.19.1

tsc --version: 2.4.2

tslint --version: 5.4.3

package.json (default after generating a sample project):
{
  "name": "ts-test",
  "version": "0.0.1",
  "author": "Ionic Framework",
  "homepage": "http://ionicframework.com/",
  "private": true,
  "scripts": {
    "clean": "ionic-app-scripts clean",
    "build": "ionic-app-scripts build",
    "lint": "ionic-app-scripts lint",
    "ionic:build": "ionic-app-scripts build",
    "ionic:serve": "ionic-app-scripts serve"
  },
  "dependencies": {
    "@angular/common": "5.0.3",
    "@angular/compiler": "5.0.3",
    "@angular/compiler-cli": "5.0.3",
    "@angular/core": "5.0.3",
    "@angular/forms": "5.0.3",
    "@angular/http": "5.0.3",
    "@angular/platform-browser": "5.0.3",
    "@angular/platform-browser-dynamic": "5.0.3",
    "@ionic-native/core": "4.4.0",
    "@ionic-native/splash-screen": "4.4.0",
    "@ionic-native/status-bar": "4.4.0",
    "@ionic/storage": "2.1.3",
    "ionic-angular": "3.9.2",
    "ionicons": "3.0.0",
    "rxjs": "5.5.2",
    "sw-toolbox": "3.6.0",
    "zone.js": "0.8.18"
  },
  "devDependencies": {
    "@ionic/app-scripts": "3.1.8",
    "typescript": "2.4.2"
  },
  "description": "An Ionic project"
}

tsconfig.json (with added flags):
{
  "compilerOptions": {
    "allowSyntheticDefaultImports": true,
    "declaration": false,
    "emitDecoratorMetadata": true,
    "experimentalDecorators": true,
    "lib": [
      "dom",
      "es2015"
    ],
    "module": "es2015",
    "moduleResolution": "node",
    "sourceMap": true,
    "target": "es5",
    "noEmitOnError": true,
    "strictNullChecks": true
  },
  "include": [
    "src/**/*.ts"
  ],
  "exclude": [
    "node_modules",
    "src/**/*.spec.ts",
    "src/**/__tests__/*.ts"
  ],
  "compileOnSave": false,
  "atom": {
    "rewriteTsconfig": false
  }
}

tslint.json (default after generating a sample project):
{
  "rules": {
    "no-duplicate-variable": true,
    "no-unused-variable": [
      true
    ]
  },
  "rulesDirectory": [
    "node_modules/tslint-eslint-rules/dist/rules"
  ]
}

Other information:
You can see actual error messages that made build failed by running ngc manually:
yarn run ngc -p tsconfig.json
yarn run v1.3.2
$ /Users/smefju/tmp/ts-test/node_modules/.bin/ngc -p tsconfig.json
Error at /Users/smefju/tmp/ts-test/node_modules/ionic-angular/components/alert/alert-component.d.ts.AlertCmp.html(1,417): Object is possibly 'undefined'.
Error at /Users/smefju/tmp/ts-test/node_modules/ionic-angular/components/alert/alert-component.d.ts.AlertCmp.html(1,1760): Object is possibly 'undefined'.

error Command failed with exit code 1.
info Visit https://yarnpkg.com/en/docs/cli/run for documentation about this command.

This error exists because of the broken ionic-angular package (the newest 3.9.2 version). It contains a bug that breaks strictNullChecks (https://github.com/ionic-team/ionic/issues/14056). There is a pull request with the fix (https://github.com/ionic-team/ionic/pull/14057).

have you fixed this error? I have the same problem


use $translateProvider.preferredLanguage's problem

when I use $translateProvider.preferredLanguage("zh-cn") is right,but use  $translateProvider.preferredLanguage(Browser.language) is wrong?why?
Browser.language:get browser language，the result is zh-cn！
I don't know where is wrong，hope get the reason and  answer，thanks in advance !

Can you point me to where The call to "Browser.langauge" comes from or where this is defined in browser specs?

Browser.language = navigator.language;
so the result is zh-cn but wrong....

What does "wrong" mean - do you have another language set as primary in your browser? Which browser do you use? Which languages are configured in it / the operating system.
There are a lot of buggy places for language detection client-side only, so I'd strongly suggest to send a "language dummy ping" to the server and resolve that result.

hi,solve the problem,it's result from my code...
thanks for your reply.


Codeunit 50000 stays in database

Hello,
after the automatic configuration of the BC Container there codeunit 50000 stays in database.
If you want to publish an App which is including codeunit 50000 you'll receive an error, "An application object of type 'Codeunit' with ID '50000' is already declared"
The NAVContainerHelper does not support deleting objects.
Best regards

Patrick, remember there are hidden objects in (I guess) demo / example extensions between ID 50000..5000x

If you have checked the Create Test Users flag in the ARM template, then that will indeed import a fob file with object 50000 and use that.


chore: 🤖 add publish config to package.json

@kaltepeter FYI - hope this fixes the build issues

:tada: This PR is included in version 1.0.0 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket:


Create an AWS EC2 instance that will host docker containers

create a github actions workflow that will redeploy docker containers after every commit on the master branch

t2.micro is too smol for my docker-compose :((
t2.small is too expensive


connection to server got closed. server will not be restarted.

connection to server got closed. server will not be restarted.

/needsMoreInfo

Thanks for creating this issue! We figured it's missing some basic information or in some other way doesn't follow our issue reporting guidelines. Please take the time to review these and update the issue.
Happy Coding!

/needsMoreInfo

/needsMoreInfo

/needsMoreInfo

/needsMoreInfo

/extGo

It looks like this is caused by the Go extension. Please file the issue to the Go extension repository. Make sure to check their issue reporting template and provide them relevant information such as the extension version you're using. See also our issue reporting guidelines for more information.
Happy Coding!


The spark sub-role does not start pmcd and does not register openmetrics pmda in pmcd

The following playbook does not start pcp2spark service because pmcd, required by the pcp2spark service, is not started by the spark sub-role. Also the spark sub-role installs openmetrics pmda, but does not register it in pmcd:
# SPDX-License-Identifier: MIT
---
- name: Spark role test
  hosts: all

  roles:
    - role: performancecopilot.metrics.spark
      vars:
        spark_export_metrics: yes

When pmcd is started manually on the target host, and the openmetrics pmda is already installed and registered, then the playbook above works just fine.

@kurik this is how it has to be, otherwise we end up with a circular reference to the pcp role when using both roles in a higher level role like linux-system-roles/metrics.  IOW, this aspect must be addressed by the user of this role.


README update

After updating the hoodie-client README,
I want to normalise all the others by following the same structure. I hope it
makes all sense?
ping @hipsterbrown

This looks great! Other things that need to be done, so they need issues:

Normalize responses to include createdAt & updatedAt
Event handlers and emitters

Normalize responses to include createdAt & updatedAt

I'd say return what ever you get from the server. I don’t think we need extra logic for the timestamps in the client

Event handlers and emitters

Good point, I'll add an issue and link to it from the README

:v:


Sending Form Data Tutorial, adding reference for PHP Server app

Request type

[ ] Please close this issue, I accidentally submitted it without adding any details
[ ] New documentation
[x] Correction or update

Details

Reference the MDN web docs article Sending form data, in the sub section "Example: Raw PHP", in the yellow note box.
Could a reference to Wampserver be added to the list of PHP servers, for sake of simplicity for beginners such as myself? Of the two PHP server apps that are listed, AMPPS is "a little much" and MAMP "free version" would not work without installing the time limited full version. After much research, trial and error I found the php server app Wampsever and this video "Installing, Troubleshooting and Configuring WAMP server for Windows 10" which was very helpful in quickly setting up this php server for a beginner. This could help other students, save time, and keep moving through this MDN web docs tutorial in a timely manor,
Thanks!

Hi there!
Thanks for the suggestion. The problem with this is that WAMP is Windows-only, whereas the options we suggest provide coverage across all platforms. And, while you need to install MAMP and MAMP Pro together, there is no requirement to pay for anything, and MAMP is simple to use.

Thanks Chris, that makes sense.
After a little more researching, I did find if the MAMP PRO is not installed, or if the MAMP PRO demo time trial has expired (as it has for me before I got to play around with it by now), to get the "free" MAMP working with it's contained Apache Server, go to the MAMPS > Preferences > PHP > and set "Standard Version:" to "7.2.14". That simple, but if you don't know, you don't know. Maybe a short comment could be added to help student's following me? Really love these MDN web docs tutorials, think they are the best!!

I have added a further note below the first one mentioning MAMP, which mentions this — thanks for the further input, and glad you are finding them useful!


Vrdr tx reorg

Summary

moved VRDR terminology as appropriate, along with concept maps
updated sushi-config (fixed broken links, moved content)
ran scripts to update narrative content

NOTE:

Administrative Gender is only referenced in VRDR. Are we sure it should move to VRCL?
JurisdictionsProvinces value set is in the IJE mapping, but goes unreferenced
CanadaProvinces value set goes unreferenced

JurisdictionProvinces - you are right...  easily reconstructed, if needed... I think it can be dropped... Note in VRDR change log that it wasn't used.
CanadianProvinces -- you are right...we have the CS, which is what is needed.   I think it can be dropped...Note in the VRDR chagne lot that it wasn't used.
Admin Gender -- you are right... keep it in VRDR for now.
I will approve.  Please make your above suggested changes, and merge (and resolve conflicts).


Main to Public

Merge main to public after security set up

Merging main to public after security set up


Please support "phonefactor" URIs from Microsoft Authenticator

Some sites use the "Microsoft Authenticator" OATH implementation, and provide URIs of the form phonefactor://activate_account?code=NNNNNNNNN&url=https%3a%2f%2fmfaportal.example.com%2fMfaWsMobile%2f , where NNNNNNNNN is a 9-digit code.
If possible, please consider supporting this in FreeOTP.

Is there documentation on this URI?

@npmccallum Nothing unambiguous that I've found. I'm not sure if the necessary information can be derived from the 9-digit code directly, or if you have to make some kind of API request to the listed server to get that information.

In case it is of any help, this is some information I found regarding Microsoft's authenticator: https://docs.microsoft.com/en-us/azure/multi-factor-authentication/end-user/microsoft-authenticator-app-how-to
Obviously, FreeOTP reports an error when trying to parse such a QR.
Note that in case you cannot read the QR, Microsoft tells you to type a code and a URL in the app, which I guess is used to confirm the setup or something.

In the comments section of the Microsoft article (linked above) there is a "workaround" to be able to use FreeOTP (or any other authenticator) with Microsoft: when presented with Microsoft's QR (which contains a "phonefactor" URL), click on the link that says "Configure app without notifications".

This will generate a FreeOTP compatible new QR (I just tested it and it works).
It looks like Microsoft's authenticator is capable of generating phone notifications on every login attempt (you would then simply click on the notification instead of having to manually type the OTP key) and the "phonefactor" URL is needed to register your phone with such notifications mechanism.

@bocadillodeatun That isn't supported by every such service, and in particular isn't supported by the service that prompted me to file this issue.
However, it might potentially help in the process of figuring out how the phonefactor URLs work.

I'll gladly accept a clean patch for this. But we need some docs on how it works first.

+1 for ghost : "Configure app without notifications" worked for me like a charm.

Hello,
In my company, the link without notifications is not displayed.
Is the URL very different from the one with notifications or not? Meaning, is it a simple argument to add so maybe I can build the URL by myself?...
Thank you

Same for me, I haven't any link "Configure app without notifications".  Maybe someone can tell what is behind this link?

Hi,
Here is what I do to show the correct QR-code (the second one).
My page appears in french, but I assume it is similar in other languages.
When using this link:
http://aka.ms/mfasetup
it goes to :
https://account.activedirectory.windowsazure.com/proofup.aspx?proofup=1
When I click on the button to configure my authentication application,
I obtain this Popup:
Configurer l'application mobile
Effectuez les étapes suivantes pour configurer votre application mobile.
Installez l'application d'authentification Microsoft pour Windows Phone, Android ou iOS.
Dans l'application, ajoutez un compte et choisissez « Compte professionnel ou scolaire ».
Numérisez l'image ci-dessous.
[QR-CODE 1] Configurer l'application sans notification <<<--- CLICK HERE
Si vous ne pouvez pas numériser l'image, entrez les informations suivantes dans votre application.
Code :              XXX YYY ZZZ (all numeric)
Url :   https://co1eupad01.eu.phonefactor.net/pad/XXXXXXXXX(all numeric)

Si l'application affiche un code à six chiffres, cliquez sur « Suivant ».
When I click on the link “Configurer l'application sans notification”, it launches this javascript :
javascript:WebForm_DoPostBackWithOptions(new WebForm_PostBackOptions("ConfigureMobileAppPushSwitchLink", "", true, "", "", false, true))
Then I obtain another popup:
Configurer l'application mobile
Effectuez les étapes suivantes pour configurer votre application mobile.
Installez Microsoft Authenticator ou n'importe quelle application d'authentification pour Windows Phone, Android ou iOS.
Dans l'application, ajoutez un compte et choisissez « Autre compte ».
Numérisez l'image ci-dessous.
[QR-CODE 2] Configurer l'application avec des notifications
Si vous ne pouvez pas numériser l'image, entrez les informations suivantes dans votre application.
Nom du compte<EMAIL_ADDRESS>(user@domain)
Clé secrète :   Xxxx Xxxx Xxxx Xxxx (alphanumeric)

Si l'application affiche un code à six chiffres, cliquez sur « Suivant ».
And the second QR-CODE contains something like this, ie it is readable by freeotp:
otpauth://totp/XXX%3Ayyyyyyy%40zzzzzzzz.tld?secret=XxxxXxxxXxxxXxxx&issuer=Microsoft
Hope this helps.
Regards,
<EMAIL_ADDRESS>- DSI infrastructure - analyses reseau
De : mifrey00<EMAIL_ADDRESS>Envoyé : jeudi 28 novembre 2019 15:05
À : freeotp/freeotp-android<EMAIL_ADDRESS>Cc : PETERS Stéphane<EMAIL_ADDRESS>Comment<EMAIL_ADDRESS>Objet : Re: [freeotp/freeotp-android] Please support "phonefactor" URIs from Microsoft Authenticator (#109)
Same for me, I haven't any link "Configure app without notifications". Maybe someone can tell what is behind this link?
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHubhttps://github.com/freeotp/freeotp-android/issues/109?email_source=notifications&email_token=ABNWX76DPO6KZYC57VKEIW3QV7FZ7A5CNFSM4DS6WSQKYY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOEFMWKPA#issuecomment-559506748, or unsubscribehttps://github.com/notifications/unsubscribe-auth/ABNWX77CP2OGH6ZSAMKYEB3QV7FZ7ANCNFSM4DS6WSQA.

In the comments section of the Microsoft article (linked above) there is a "workaround" to be able to use FreeOTP (or any other authenticator) with Microsoft: when presented with Microsoft's QR (which contains a "phonefactor" URL), click on the link that says "Configure app without notifications".

To see this option, we must select, in the previous screen, "use verification code".

Thank you to @ghost (deleted user) and @gitvalds for the working solution ;)

I don’t have « Configure app without notification » link in my case so I cannot go to step 2 and get the real otpauth:// url

This issue has been open for a while and would be beneficial - Microsoft forces the use of these phonefactor logins now. Can you give us any news?

Strange; I tried to add an MFA today on  https://mysignins.microsoft.com/security-info,
and got an "otpauth" URL by choosing wisely.
To put it simply and boldly, I don't think that "phonefactor" URIs will ever be useable by FreeOTP:
you only get an activation value and a web server URL,
you don't have the necesssary secret.

Strange; I tried to add an MFA today on https://mysignins.microsoft.com/security-info,
and got an "otpauth" URL by choosing wisely.

This worked for me to add OTPClient as an authentication factor.
Here are the steps I went through:

Ask your admin to set your Microsoft account to temporarily bypass MFA completely. (This is absolutely necessary if your employer requires MFA!)
Browse to https://mysignins.microsoft.com/security-info and sign-in to your Microsoft account.
Click "Add signin-in method".
Select "Authenticator App" from the drop-down, and click "Add".
Click "I want to use a different authenticator app".
Click "Next".
A QR code will appear which should work with any OTP client that supports TOTP.
Follow the prompts as normal (e.g. it will have you test that TOTP is working).
Ask your admin to re-enable MFA on your account, and then test to make sure that MFA is working with your OTP client.

That first and last steps were 100% necessary in my case. If an admin sets your account merely to require you to add an MFA device at next login, it will show you a prompt that does not let you add a generic OTP client, but the prompt at the above website will do what you need.
It appears that there are two different version of the MFA prompt. Microsoft should make them the same, since the current situation is very frustrating/confusing.

Strange; I tried to add an MFA today on https://mysignins.microsoft.com/security-info,
and got an "otpauth" URL by choosing wisely.

This worked for me to add OTPClient as an authentication factor.
Here are the steps I went through:

Ask your admin to set your Microsoft account to temporarily bypass MFA completely. (This is absolutely necessary if your employer requires MFA!)
Browse to https://mysignins.microsoft.com/security-info and sign-in to your Microsoft account.
Click "Add signin-in method".
Select "Authenticator App" from the drop-down, and click "Add".
Click "I want to use a different authenticator app".
Click "Next".
A QR code will appear which should work with any OTP client that supports TOTP.
Follow the prompts as normal (e.g. it will have you test that TOTP is working).
Ask your admin to re-enable MFA on your account, and then test to make sure that MFA is working with your OTP client.

That first and last steps were 100% necessary in my case. If an admin sets your account merely to require you to add an MFA device at next login, it will show you a prompt that does not let you add a generic OTP client, but the prompt at the above website will do what you need.
It appears that there are two different version of the MFA prompt. Microsoft should make them the same, since the current situation is very frustrating/confusing.

It works even without bypassing MFA (did setup MS Auth on genymotion android emulator for first login only, removed it from the signin-in methods afterwards.

This worked for me to add OTPClient as an authentication factor.
Here are the steps I went through:

Ask your admin to set your Microsoft account to temporarily bypass MFA completely. (This is absolutely necessary if your employer requires MFA!)
Browse to https://mysignins.microsoft.com/security-info and sign-in to your Microsoft account.
Click "Add signin-in method".
Select "Authenticator App" from the drop-down, and click "Add".
Click "I want to use a different authenticator app".
Click "Next".
A QR code will appear which should work with any OTP client that supports TOTP.
Follow the prompts as normal (e.g. it will have you test that TOTP is working).
Ask your admin to re-enable MFA on your account, and then test to make sure that MFA is working with your OTP client.

That first and last steps were 100% necessary in my case. If an admin sets your account merely to require you to add an MFA device at next login, it will show you a prompt that does not let you add a generic OTP client, but the prompt at the above website will do what you need.
It appears that there are two different version of the MFA prompt. Microsoft should make them the same, since the current situation is very frustrating/confusing.

It works even without bypassing MFA (did setup MS Auth on genymotion android emulator for first login only, removed it from the signin-in methods afterwards.

I don't understand what you mean. If you register your MS Auth App on device 1, how would that help in registering FreeOTP on device 2? FreeOTP would not be registered


How to use the 'CacheTemplate' class when testing for V-COCO?

Hi,
Recently, I tried to test a model on V-COCO dataset. I found that there is a class 'CacheTemplate' provided in README.md, however, I don't know how to use that correctly.
I tried to add that class to the V-COCO eval file directly, but it doesn't work - the file keep loading the detection file over half an hour and nothing happened. Could you please give more detail for using that class? Thanks a lot！
Here is my evaluation code.
from vsrl_eval import VCOCOeval
from collections import defaultdict

class CacheTemplate(defaultdict):
    """A template for VCOCO cached results """
    def __init__(self, **kwargs):
        super().__init__()
        for k, v in kwargs.items():
            self[k] = v
    def __missing__(self, k):
        seg = k.split('_')
        # Assign zero score to missing actions
        if seg[-1] == 'agent':
            return 0.
        # Assign zero score and a tiny box to missing <action,role> pairs
        else:
            return [0., 0., .1, .1, 0.]

if __name__ == "__main__":
    vsrl_annot_file = "data/vcoco/vcoco_test.json"
    coco_file = "data/instances_vcoco_all_2014.json"
    split_file = "data/splits/vcoco_test.ids"
    det_file = "../SCG/vcoco_cache/vcoco_results.pkl"
    vcocoeval = VCOCOeval(vsrl_annot_file, coco_file, split_file)
    vcocoeval._do_eval(det_file, ovr_thresh=0.5)

I waited for longer and then got the result, hhhh. The offical evaluation code is time costly. There is nothing wrong in the evaluation code.

@Touger,
You can get around the slow evaluation by compiling with Python3. Although the official evaluation code is written in Python2, you only need to change a few lines of code.
Fred.

Sincerely thanks for your reply!


Group created with Concierge automatically gets pinned

If you haven’t already, check out our contributing guidelines for onboarding and email<EMAIL_ADDRESS>to request to join our Slack channel!

Actions Performed:

Click on :global-create: > New group
Select Concierge and any other users
Click Create group
Switch to any other chat
Switch back to the group and observe that the group is pinned

Expected Result:
Group is not pinned automatically
Actual Result:
Group is pinned automatically
Workaround:
unknown
Platform:

Where is this issue occurring?

Web
iOS
Android
Desktop App
Mobile Web

Version Number: 1.2.37-2
Reproducible in staging?: y
Reproducible in production?: y
Email or phone of affected tester (no customers):
Logs: https://stackoverflow.com/c/expensify/questions/4856
Notes/Photos/Videos:
https://user-images.githubusercontent.com/43996225/206590162-9fc59dbd-7496-4133-8aa8-3edc626ddbe2.mov
https://user-images.githubusercontent.com/43996225/206590171-9175d308-93f3-4b16-9b5b-604dba6fd3b0.mp4
Expensify/Expensify Issue URL:
Issue reported by: @adeel0202
Slack conversation: https://expensify.slack.com/archives/C049HHMV9SM/p1670486631874069
View all open jobs on GitHub

Confirmed I can reproduce this:

I took a cursory look to see if I can find anything that modified this recently, bit didn't find much. Here's the PR that introduced pinning the Concierge 1:1 DM for new signups: https://github.com/Expensify/Web-Expensify/pull/32271
Marking this one as internal as it is set on the back-end.

No update since Friday, Melvin.

@tylerkaraszewski are you going to be able to progress this one given the focus on #deprecate-sequence-numbers, or shall we ask in #engineering-chat if someone else to take it over? There are probably people looking for a WAQ issue, such that we can try to keep this moving while you focus on that.

^^ Question still stands.

@tylerkaraszewski I'm happy to pick this up if you need to focus on sequence numbers.

Someone can take it.

Awesome, sounds good! @neil-marcellini passing this over to yah 👍

Thanks. I'll get to this tomorrow as my top priority issue.

👀

I'm able to reproduce the issue on the latest main branches on dev.

Quite simply, whenever we create a chat report that includes concierge we send a welcome message from concierge and we pin it here.
Do we want concierge to send the welcome message in group chats? I think we probably want to keep that behavior and then only pin the chat if it's an individual concierge chat. I'll put up a PR with that change.

Looking at the Slack thread it sounds like we no longer want to automatically pin concierge chats. I asked for some more consensus in Slack here. While I wait for responses I'll start working on the PR and I can always tweak the behavior based on what we decide.

I have a fix under review. I'll be OOO tomorrow and Monday. The fix won't unpin group chats with concierge that have already been created, but I think that's fine because the user can manually unpin them. If it's really a problem we could run a CQ to fix it.

Thanks, @neil-marcellini. Looks like the Web-E PR is on prod, right?

The fix won't unpin group chats with concierge that have already been created, but I think that's fine because the user can manually unpin them. If it's really a problem we could run a CQ to fix it.

I agree with this, we don't need to apply the fix retroactively.

Yeah, the Web-E PR is on prod and this is fixed. Here's the checklist and I'll close this out.
BugZero Checklist: The PR fixing this issue has been merged! The following checklist (instructions) will need to be completed before the issue can be closed:

[ ] [@neil-marcellini] The PR that introduced the bug has been identified. Link to the PR:
N/A missed during the initial implementation / it's always been like this
[ ] [@neil-marcellini] The offending PR has been commented on, pointing out the bug it caused and why, so the author and reviewers can learn from the mistake. Link to comment:
N/A
[ ] [@neil-marcellini ] A discussion in #expensify-bugs has been started about whether any other steps should be taken (e.g. updating the PR review checklist) in order to catch this type of bug sooner. Link to discussion:
I don't think we need to start a conversation about this bug since it was something we didn't think of during the initial implementation.
[ ] [@trjExpensify] A regression test has been added or updated so that the same bug will not reach production again. Link to the GH issue for creating the test here:
IMO I don't think we need a regression test for this because I added some integration tests which will automatically catch this bug in the future.

Thanks, @neil-marcellini!
@adeel0202 - I've sent you a contract on Upwork. Once accepted, I'll close this issue out again.


Start-DbaXESession - Added parameter StartAt

Type of Change

[ ] Bug fix (non-breaking change, fixes # )
[x] New feature (non-breaking change, adds functionality, fixes #5363 )
[ ] Breaking change (effects multiple commands or functionality, fixes # )
[ ] Ran manual Pester test and has passed (`.\tests\manual.pester.ps1)
[ ] Adding code coverage to existing functionality
[ ] Pester test is included
[ ] If new file reference added for test, has is been added to github.com/sqlcollaborative/appveyor-lab ?
[ ] Nunit test is included
[ ] Documentation
[ ] Build system

Thank you both! 🙇🏼


WebSocketProxyMiddlware doesent support DangerousAcceptAnyServerCertificateValidator

Fixes / New Feature #
Actualy the WebSocketProxyMiddlware doesent support DangerousAcceptAnyServerCertificateValidator
Proposed Changes
I added in WebSocketProxyMiddlware
if (context.Items.DownstreamRoute()?.DangerousAcceptAnyServerCertificateValidator == true)
{
   client.Options.RemoteCertificateValidationCallback = (sender, certificate, chain, sslPolicyErrors) => true;
}

In order to ignore SSL Certified validation

@Lanz86  Hi Antonio!
We have one failed acceptance test: Ocelot.AcceptanceTests.ConfigurationReloadTests.should_reload_config_on_change
Scenario: should reload config on change
	Given there is a configuration Ocelot.Configuration.File.FileConfiguration             [Passed]
	  And given ocelot is running reloading config True                                    [Passed]
	  And given there is a configuration Ocelot.Configuration.File.FileConfiguration       [Passed]
	  And given I wait 5000                                                                [Passed]
	  And then config should be Ocelot.Configuration.File.FileConfiguration                [Failed] [internalConfig.Data.RequestId should be "someOtherKey" but was "initialKey" difference Difference     |  |    |    |    |    |    |    |    |    |    |    |    | | \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/ Index          | 0    1    2    3    4    5    6    7    8    9    10   11 Expected Value | s    o    m    e    O    t    h    e    r    K    e    y Actual Value   | i    n    i    t    i    a    l    K    e    y Expected Code  | 115  111  109  101  79   116  104  101  114  75   101  121 Actual Code    | 105  110  105  116  105  97   108  75   101  121] [Details at 1 below]

Exceptions:
  1. internalConfig.Data.RequestId should be "someOtherKey" but was "initialKey" difference Difference     |  |    |    |    |    |    |    |    |    |    |    |    | | \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/ Index          | 0    1    2    3    4    5    6    7    8    9    10   11 Expected Value | s    o    m    e    O    t    h    e    r    K    e    y Actual Value   | i    n    i    t    i    a    l    K    e    y Expected Code  | 115  111  109  101  79   116  104  101  114  75   101  121 Actual Code    | 105  110  105  116  105  97   108  75   101  121
   at Ocelot.AcceptanceTests.Steps.ThenConfigShouldBe(FileConfiguration fileConfig) in /root/project/test/Ocelot.AcceptanceTests/Steps.cs:line 97

[xUnit.net 00:00:28.27]     Ocelot.AcceptanceTests.ConfigurationReloadTests.should_reload_config_on_change [FAIL]
  Failed Ocelot.AcceptanceTests.ConfigurationReloadTests.should_reload_config_on_change [5 s]
  Error Message:
   Shouldly.ShouldAssertException : internalConfig.Data.RequestId
    should be
"someOtherKey"
    but was
"initialKey"
    difference
Difference     |  |    |    |    |    |    |    |    |    |    |    |    |
               | \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/  \|/
Index          | 0    1    2    3    4    5    6    7    8    9    10   11
Expected Value | s    o    m    e    O    t    h    e    r    K    e    y
Actual Value   | i    n    i    t    i    a    l    K    e    y
Expected Code  | 115  111  109  101  79   116  104  101  114  75   101  121
Actual Code    | 105  110  105  116  105  97   108  75   101  121
  Stack Trace:
     at Ocelot.AcceptanceTests.Steps.ThenConfigShouldBe(FileConfiguration fileConfig) in /root/project/test/Ocelot.AcceptanceTests/Steps.cs:line 97

More here: build (700) - ThreeMammals/Ocelot
So, your PR breaks at least one feature!
Also, you have not attached any issues to the PR. We must discuss your proposal first!
Could you create an issue on Ocelot Board please?

Hi Antonio!

See my reply raman-m commented 2 weeks ago

This problem with the "should_reload_config_on_change" test is not an issue anymore, because I have found that should_reload_config_on_change acceptance test is unstable. It fails sometimes. So, retriggering pipeline should help to have this test passed.

But I found another problem with your code!
See the build: 740
The "should_proxy_websocket_input_to_downstream_service_and_use_load_balancer" test has failed.
See the log: line 5308
By the way, the scenario "should proxy websocket input to downstream service and use load balancer" is not working with your code!
It seems your changes in WebSocketsProxyMiddleware.cs file break the feature(s) in WebSocks middleware.

@Lanz86  Hi Antonio!
It is great that your PR doesn't break current tests, but...
Could you add unit/acceptance tests please to show the fix works really?

Duplicate of #1377

Duplicate of #1503

Closing because of duplication...


Is there a way to not use python install?

The NPM has root user permissions, but python does not have root privileges to install node-sass in mac OS.

You shouldn't need python. Please open a new issue following the issue template so we have the information required to help.


ESMValTool release 2.7.0

'Ello, 'ello, 'ello - your Release Manager 'ere - now that we have an ESMValCore release candidate (rc2) that we put through the paces and test (most all) ESMValTool recipes, see https://github.com/ESMValGroup/ESMValTool/issues/2833, and with ESMValCore (hopefully) being release as stable 2.7.0 tomorrow, October 13, 2022, I wanted to bring to the attention of @ESMValGroup/esmvaltool-developmentteam that we will freeze ESMValTool on Monday, Octoboer 17, 2022. What's this mean? It means that:

if you have anything (in the form of a pull request) that you would want to be included in the new release, please make sure it gets merged by Monday
if you have such a PR please add labels, and the Milestone 2.7.0 to it

For any special circumstances (ie the PR is not ready-ready and merged, but you still think that will be a very useful addition and should be included in 2.7.0, if only a tad late, please get in touch here).
Cheers and see a lot of you in Exeter next week :beer:

ok folks @ESMValGroup/esmvaltool-developmentteam  I have created the release branch release_270stable virtually freezing the code; like I says in the post above, if you have anything that must-must go in the release please let me know asap - testing of the recipes will begin Monday (Levante is off with the fishes until Friday, and am travelling back from the workshop on Friday) :beer:

Hi @valeriupredoi , I have a small bug fix PR #2862 for ocean transect plots. It's not critical, but currently the recipe_ocean_example.ymland recipe_ocean_bgc.yml produce "empty" transect plots because plt.axes() overwrites the original figure output. PR #2862 should fix this issue.

excellent, cheers, @TomasTorsvik - I added that PR to the Milestone 2.7.0 - all it needs is a cleanup of the PR description and a review from @ledm :beer:

@ESMValGroup/esmvaltool-developmentteam could I please ask you to suggest a highlight for this release? This is one feature that got merged since the last release, and you think it's worthy to be a Highlight, please have a look at what got merged since last release here

I would vote for #2533 (https://github.com/ESMValGroup/ESMValTool/pull/2533)

This could also be one: #2052

cheers guys, the IPCC one is surely a nice one indeed! Good suggestions all around :beer:

apropos of this, we now have a changelog with Highlights https://github.com/ESMValGroup/ESMValTool/pull/2878

the beast is finally out https://pypi.org/project/ESMValTool/2.7.0/


Terminal codes for Security Group

Issue #, if available: 1362
Description of changes:

Removed InvalidVpcId.NotFound, InvalidVpcId.Malformed and VPCIdNotSpecified errors from terminal codes.
Removed integeration test for InvalidVpcId.NotFound terminal code.

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.

/retest

/retest


Needs updating to work with sketch 52

I cant seem to get the plugin to work with sketch 52

Me neither!

Same here, would love a fix. Where can I donate, this plugin is a huge time saver!

@creativechris08 @annev89 @stephenmeszaros Thanks for reporting this and your patience!
Updating Sketch plugins every release has become some sort of secondary job I really have no bandwidth for. 😢 I'll do my best to update them, but it's going to take me a few days!
A little bit more of context about this can found here: https://twitter.com/lucaorio_/status/1047529407227686912

Thanks a lot for this very useful plugin ! It would be great to see it working again :) A french fan

@lucaorio any idea what code needs to change to support Sketch 52? I'd be happy to try and submit a pull request, I've noticed Text Styles still update, but I can't Fill Styles from shapes to update.

@gillkyle No idea! But I'll take a look at it today! 👍

@creativechris08 @annev89 @stephenmeszaros @nvignand @gillkyle
I fixed the plugin and entirely rewrote it to support the new APIs. Hopefully, it'll last longer... 🙃
It should have already appeared as an update in Sketch!
aedc36a93d549becfbf264ae9faceda460f22a01

Yayy thank you so much 🎉


Add support for custom request and response labels

For folks that want to reuse the encapsulation format it would be useful to be able to compile this crate with custom request and response labels. Right now, the crate mandates BHTTP as the underlying content. As a proof-of-concept, I implemented a protobuf-based encoding for HTTP messages and plumbed it into this crate in this change. It's not great... I basically want the equivalent of compile-time strings, but I don't know the best way to do that in Rust.

So the way to do this is to define a new trait on which you have a const, call it const INFO_BASE: &str.  You implement that trait for OHTTP as follows:
pub trait InfoStr {
  const BASE: &'static str;
}
pub struct Ohttp();
impl InfoStr {
  const BASE: &'static str = "message/bhttp"
}

Then you make all of the implementation pieces generic over T: InfoStr.
The usage turns from new Client(...) to new Client<Ohttp>, which isn't a big change.  The performance cost is manageable (I think that concatenating &'static str instances can be done by the compiler), so there is only a tiny compile time cost involved for monomorphism and no runtime cost.
Caveat: I haven't tested any of this by writing it.  If you want to give it a spin, I am happy to review.  Otherwise, I'll probably try this out at some later time.

Thanks @martinthomson. This sounds like a reasonable approach to me. If I get some time, I'll give it a shot.


The Package did not load correctly

Installed product versions

Visual Studio: 2017 Express
This extension: Unit_Test_Boilerplate_Generator_v2.5.5

Description
The following error message is showing up

Steps to recreate

Install Extension
Start Visual Studio

Current behavior
Error Message displayed

I uploaded a new version 2.5.6 that reworks how the packages are loaded. Give it a shot.

Re open if you're still having issues.


How do you handle build of widgets when creating new widget ?

Hi and thanks for your work on Mozaik !
Quick question, how do you handle the build of new widgets using ES6 syntax ?
For example I forked your github widget and used npm link, then I got an error when starting the app as the ES6 syntax if not valid:
/Users/.../mozaik-ext-github/src/client.js:1
(function (exports, require, module, __filename, __dirname) { import request f
                                                              ^^^^^^
SyntaxError: Unexpected reserved word

You'll have to tell browserify to transpile your module, https://github.com/plouc/mozaik-ext-github/blob/master/package.json#L49

I'm using gulp watch on my mozaik project, npm link with my fork of your github widget. So I got the same package.json  that you linked.

Maybe you can document your workflow when creating a new widget or forking an existing one ?

You're right, I could :) Unfortunately, I were not able to make the link npm command works because of peer dependencies, I put the git repo directly into the node_modules directory

And what command are you doing to compile the files in node_modules/mozaik-ext-github for example ?

Don't have have my laptop right now, but I think it's:
gulp watch:dev

BTW, the actual workflow is annoying, I'm planning to move to webpack soon

@tlenclos, I'm closing this issue, feel free to create one if it doesn't work

Any update on webpack? I'm looking into using mozaik for our dashboard, as it looks really shiny, but the process of creating a new widget seems a bit complicated, lots of react boilerplate, rebuilding between each code/style change. Is there a recommended workflow that perhaps looks more like the simplicity of dashing, e.g. https://gist.github.com/YuriKazakov/c85f8cbde7235105dd16 ?

@torarnv, unfortunately, I don't have the time for now to work on my side projects

You should have a look at the time widgets

@plouc Sorry to hear that, but thanks for being honest! :+1:

but the time widget is light enough (with some react boilerplate) :)


[WFRP4e Core] Damage multiplication for 2 or more steps larger creatures is multiplied by twice as much

https://youtu.be/qqayotmNZuY <-- Evidence
The damage from from Monstrous to Average sized creatures the damage is multiplied by 6 instead of 3 as it should be.
Enourmous to Average is 4 times as much. From: Perkuns#9523foundry: 9.249wfrp4e: 5.1.0wfrp4e-archives1: 2.4.0wfrp4e-core: 2.4.0wfrp4e-dotr: 2.3.0wfrp4e-eis: 2.3.0wfrp4e-middenheim: 2.4.0wfrp4e-pbtt: 2.2.0wfrp4e-rnhd: 2.4.0wfrp4e-starter-set: 2.3.0wfrp4e-ua1: 2.3.0

Not a bug, calculation is correct
7 (Damaging) + 7 (Impact) + 10 (Strength) = 24 -> 24 * 3 = 72

Rules for damage multiplication which is currently calculated as twice as much


Empty source tags on changeset

Noticed in #4989 that the source tag has an empty value:

Also seems to be happening for other users; see https://www.openstreetmap.org/changeset/58170337 and https://www.openstreetmap.org/changeset/58161104 for examples.

Thanks for opening @lakedistrictOSM - I agree iD should not write anything here if the source is empty.


Invalid response to /v2.1/{tenant_id}/servers/{server_id}

If a token is not valid, the compute api response with a 500.  The compute api should actually respond with a 401 if the token is not valid, and a 403 if the role is not valid.

6/9: Leoswaldo is working this bug


New package: DeltaArrays v0.1.0

Registering package: DeltaArrays
Repository: https://github.com/bsc-quantic/DeltaArrays.jl
Created by: @mofeing
Version: v0.1.0
Commit: bfd9375edaa5e897b5e67df654881d50051ee39a
Git reference: 0.1.0
Description: n-dimensional diagonal arrays for Julia

I do not think that I should rename my project. DeltaArrays is sufficiently different from both DataArrays and MetaArrays.


chore(masthead-v2-alpha): cherry pick template literal minification

Description
Gets the HTML template minifications added to v1 in https://github.com/carbon-design-system/carbon-for-ibm-dotcom/pull/11471 into the masthead v2 alpha branch so that AEM can reap the benefits.

Node reduction can be seen in this demo (view console logs in current.html and preview.html)
On page load
nodes 814 ➡ 621
comments 140 ➡ 281
inters 436 ➡ 98
Products Menu Open
nodes 1889 ➡ 1294
comments 324 ➡ 603
inters 1003 ➡ 125


Passing ProducerMessage.Timestamp to broker when producing to v0.10

This allows producing messages with correct CreateTime timestamps in 0.10

Thanks!


llama-cpp-python doesn't automatically pick up Metal on Mac, requires CMake args

(Note from Mo: this issue is connected to this doc issue: https://github.com/instructlab/instructlab/issues/680)
When trying to run lab serve:
INFO 2024-03-20 14:52:11,866 lab.py:282 Using model 'models/merlinite-7b-Q4_K_M.gguf' with -1 gpu-layers and 4096 max context size.
ggml_metal_init: error: Error Domain=MTLLibraryErrorDomain Code=3 "program_source:3:10: fatal error: 'ggml-common.h' file not found
#include "ggml-common.h"
         ^~~~~~~~~~~~~~~
" UserInfo={NSLocalizedDescription=program_source:3:10: fatal error: 'ggml-common.h' file not found
#include "ggml-common.h"
         ^~~~~~~~~~~~~~~
}
llama_new_context_with_model: failed to initialize Metal backend
Error creating server: failed creating the server application: Failed to create llama_context

To rebuild llama-cpp-python with Metal enabled:
CMAKE_ARGS="-DLLAMA_METAL_EMBED_LIBRARY=ON -DLLAMA_METAL=on" pip3 install llama-cpp-python --no-cache-dir --force-reinstall
From this issue resolution.

solution:

docs for manually doing GPU acceleration need to be fixed to have the correct special make args. this happens on both mac and linux. this is handled in #680
container based installation of llama.cpp that requires logic for configuring llama.cpp to use the available hw

@jaideepr97 longer term effort to move away from mlx to something that is more compatible with pytorch?

@JamesKunstle is this still relevant or can we close it?

Due to inactivity and the fact that the llama_cpp_python package has been bumped, this issue is getting closed.


build error:  src/base/sysinfo.cc:249:25: error: converting to 'std::tuple<bool, const char*, const char*>' from initializer list woul d use explicit constructor

on linux, build failed.
uname  -a
Linux host1 3.10.0-1160.99.1.el7.x86_64 #1 SMP Thu Aug 10 10:46:21 EDT 2023 x86_64 x86_64 x86_64 GNU/Linux
cd  gperftools-2.13,
./configure
make
libtool: compile:  g++ -std=gnu++11 -std=gnu++11 -DHAVE_CONFIG_H -I. -I./src -I./src -Wall -Wwrite-strings -Woverloaded-
virtual -Wno-sign-compare -Wno-unused-result -fno-omit-frame-pointer -momit-leaf-frame-pointer -g -O2 -MT src/base/sysin
.lo -MD -MP -MF src/base/.deps/sysinfo.Tpo -c src/base/sysinfo.cc  -fPIC -DPIC -o src/base/.libs/sysinfo.o
src/base/sysinfo.cc: In function 'std::tuple<bool, const char*, const char*> QueryHPCEnvironment()':
src/base/sysinfo.cc:230:37: error: converting to 'std::tuple<bool, const char*, const char*>' from initializer list woul
d use explicit constructor 'constexpr std::tuple<  >::tuple(_UElements&& ...) [with _UElements =
{bool, const char (&)[7], char*&};  = void; _Elements = {bool, const char*, const char*}]'
return {false, ".rank-", envval };
^
src/base/sysinfo.cc:240:41: error: converting to 'std::tuple<bool, const char*, const char*>' from initializer list woul
d use explicit constructor 'constexpr std::tuple<  >::tuple(_UElements&& ...) [with _UElements =
{bool, const char (&)[10], char*&};  = void; _Elements = {bool, const char*, const char*}]'
return {false, ".slurmid-", procid};
^
src/base/sysinfo.cc:243:25: error: converting to 'std::tuple<bool, const char*, const char*>' from initializer list woul
d use explicit constructor 'constexpr std::tuple<  >::tuple(_UElements&& ...) [with _UElements =
{bool, const char (&)[1], const char (&)[1]};  = void; _Elements = {bool, const char*, const ch
ar*}]'
return {true, "", ""};
^
src/base/sysinfo.cc:249:25: error: converting to 'std::tuple<bool, const char*, const char*>' from initializer list woul
d use explicit constructor 'constexpr std::tuple<  >::tuple(_UElements&& ...) [with _UElements =
{bool, const char (&)[1], const char (&)[1]};  = void; _Elements = {bool, const char*, const ch
ar*}]'
return {true, "", ""};
^
src/base/sysinfo.cc:255:36: error: converting to 'std::tuple<bool, const char*, const char*>' from initializer list woul
d use explicit constructor 'constexpr std::tuple<  >::tuple(_UElements&& ...) [with _UElements =
{bool, const char (&)[7], char*&};  = void; _Elements = {bool, const char*, const char*}]'
return {false, ".rank-", envval};
^
src/base/sysinfo.cc:259:24: error: converting to 'std::tuple<bool, const char*, const char*>' from initializer list would use explicit constructor 'constexpr std::tuple<  >::tuple(_UElements&& ...) [with _UElements =                      = {bool, const char (&)[1], const char (&)[1]};  = void; _Elements = {bool, const char*, const ch                      har*}]'
return {false, "", ""};
^
make: *** [src/base/sysinfo.lo] Error 1

temp fix:
src/base/sysinfo.cc:230:37:

return {false, ".rank-", envval};

return std::make_tuple(false, ".rank-", envval);

What gcc version you're building with? Can you attach config.log?

To elaborate some. I am semi-regularly testing on centos 6. With devtools 7 installed (otherwise built-in gcc is way too old).
We're very thankful to Red Hat for shipping up-to-date tools for their generally not very new enterprise distros. We try to support those older Linux-en (even past rhat own support support schedule), but we require somewhat up-to-date compiler versions.
Thus my question about your compiler version.

I encountered the same problem, this is my gcc version：
Using built-in specs.
COLLECT_GCC=gcc
COLLECT_LTO_WRAPPER=/root/.iso_compiler/v2/gcc/x86_64-5.4/bin/../libexec/gcc/x86_64-linux-gnu/5.4.0/lto-wrapper
Target: x86_64-linux-gnu
Configured with: ../gcc-5.4.0/configure --prefix=/mnt/hdd/isocompiler/target-gcc-5.4 --enable-languages=c,c++ --disable-libsanitizer --with-gnu-as --with-gnu-ld --enable-threads=posix --with-pkgversion='ISO Compiler for Ubuntu 16.04' --enable-shared --enable-linker-build-ld --with-sysroot=/mnt/hdd/isocompiler/target-gcc-5.4/libc/ --enable-clocale=gnu --enable-libstdcxx-debug --enable-libstdcxx-time=yes --with-default-libstdcxx-abi=new --enable-gnu-unique-object --disable-vtable-verify --enable-libmpx --enable-plugin --with-system-zlib --disable-browser-plugin --enable-multiarch --disable-werror --with-abi=m64 --with-tune=generic --enable-checking=release --build=x86_64-linux-gnu --host=x86_64-linux-gnu --target=x86_64-linux-gnu
Thread model: posix
gcc version 5.4.0 (ISO Compiler for Ubuntu 16.04)

Okay, this should be fixed.
But do note that gcc 5 indeed has non-conformant std::tuple constructor. And there is only so much I can do with obsolete broken compilers.
So next release will be last where I'll test and support gcc 5.
Users of centos/rhel 7 are strongly encouraged to install and use devtools thingy. As for ubuntu 16, well, perhaps simply upgrade.


Fix bundler 2.3.19 compatibility

https://github.com/rubygems/rubygems/pull/5070 changed the arity of __materialize__ method which broke licensed
Fixes #521

Fix was included as part of https://github.com/github/licensed/pull/526, which was needed to get CI passing in other open PRs.


Auto-pickup affix is incompatible with FTB Ultimine

As of Apotheosis 6.0.1 on Minecraft 1.19.2, when a tool that has "Block drops will automatically teleport to you" as one of its effects is used to mine many blocks at once via FTB Ultimine, that effect does not work and the drops are still left near where the blocks originally were. This may lead to loss of items if the player is not careful.
To reproduce:

Create a new instance with Minecraft 1.19.2 and Forge 43.1.47.
Install Placebo and Apotheosis.
Install FTB Ultimine, FTB Library, and Architectury API.
Create a new world with cheats enabled.
Give yourself a Netherite Pickaxe.
Give yourself some GodForged Pearls and a Reforging Table.
Repeatedly reforge the tool until one of its effects say "Block drops will teleport to you" (hereafter referred to as the auto-pickup affix).
Go into survival mode: /gamemode survival
Mine a block normally and notice the drop is automatically sent to your inventory.
Use FTB Ultimine to mine a bunch a blocks.
Notice none of the drops were automatically sent to your inventory.

System information:
example_crash.txt
The test case uses 1.19.2, but this also happened on the 1.18.2 version of Apotheosis and in the mod pack "All the Mods 7".
Workaround: Install a mod that includes a magnet which teleports nearby items to you (such as Simple Magnets), allowing easier collection when FTB Ultimine is active.

Detecting block drops is very difficult (even the existing functionality already uses a mixin).  The current system in place hooks into Block#dropResources and moves and dropped entities from that method to the player, but if ultimine doesn't utilize that method, it won't get picked up.  I'm not sure what ultimine does, but I think hooking into it would be extremely fragile, so I'll have to opt to allow it to remain as-is.


[util] Spoof AMD GPU for SAO FB

Improves performance by not trying to load nvapi.

Github seems to be having some issues right now, I merged this manually.
Anyway, since we're getting more and more games that are problematic due to nvapi, it's probably time to look for a better solution than just adding more and more overrides.

Github seems to be having some issues right now, I merged this manually.
Anyway, since we're getting more and more games that are problematic due to nvapi, it's probably time to look for a better solution than just adding more and more overrides.

Merged manually due to github issues. Although we really need to find a proper solution to the nvapi issue.


new rule: NoLineBreakAfterElse

Reports line breaks after "else" clause. Supports auto format by replacing linebreak with space.
Doesn't take into account maximum line length.
closes https://github.com/shyiko/ktlint/issues/122

Thank you, @MyDogTom. As usual :+1: