Cannot resolve await import('https://cdn.jsdelivr.net/npm/generate-ip/dist/generate-ip.min.js');

https://github.com/adamlui/js-utils/blob/23b8bbb60944f8207e9793ad3ec021ffedb39f9e/geolocate/src/geolocate.js#L23
            await import('https://cdn.jsdelivr.net/npm/generate-ip/dist/generate-ip.min.js');

results in error  Unable to resolve path to module 'https://cdn.jsdelivr.net/npm/generate-ip/dist/generate-ip.min.js'  import/no-unresolved

Duplicate of https://github.com/import-js/eslint-plugin-import/issues/3107

Actually I tested using a random npm pkg with unminified js and same false positive

Can you try running with DEBUG=eslint-plugin-import:* and sharing the output?

Sure
  eslint-plugin-import:resolver:node Resolving: https://cdn.jsdelivr.net/npm/generate-ip/dist/generate-ip.min.js from: e:\js\utils\geolocate\src\geolocate.js +1s
  eslint-plugin-import:resolver:node resolve threw error: Error: Cannot find module 'https://cdn.jsdelivr.net/npm/generate-ip/dist/generate-ip.min.js' from 'e:\js\utils\geolocate\src'
    at resolveSync (e:\js\utils\node_modules\resolve\lib\sync.js:111:15)
    at exports.resolve (e:\js\utils\node_modules\eslint-import-resolver-node\index.js:22:20)
    at withResolver (e:\js\utils\node_modules\eslint-module-utils\resolve.js:180:23)
    at fullResolve (e:\js\utils\node_modules\eslint-module-utils\resolve.js:201:22)
    at relative (e:\js\utils\node_modules\eslint-module-utils\resolve.js:217:10)
    at resolve (e:\js\utils\node_modules\eslint-module-utils\resolve.js:233:12)
    at checkSourceValue (e:\js\utils\node_modules\eslint-plugin-import\lib\rules\no-unresolved.js:40:53)
    at checkSourceValue (e:\js\utils\node_modules\eslint-module-utils\moduleVisitor.js:32:5)
    at checkImportCall (e:\js\utils\node_modules\eslint-module-utils\moduleVisitor.js:62:5)
    at ruleErrorHandler (e:\js\utils\node_modules\eslint\lib\linter\linter.js:1098:48) {
  code: 'MODULE_NOT_FOUND'
} +2ms

Also it happens using classic syntax too w/ the URL @ https://github.com/KudoAI/kudoai.com/blob/78a93d41671059713d26d081bb5a00d368311a1f/assets/js/matrix-bg.js#L1
import * as datGui from<EMAIL_ADDRESS>

For that one it strangely tries multiple times
  eslint-plugin-import:resolver:node Resolving<EMAIL_ADDRESS>from: e:\kudoai\kudoai.com\assets\js\matrix-bg.js +127ms
  eslint-plugin-import:resolver:node resolve threw error: Error: Cannot find module<EMAIL_ADDRESS>from 'e:\kudoai\kudoai.com\assets\js'
    at resolveSync (e:\kudoai\kudoai.com\node_modules\resolve\lib\sync.js:111:15)
    at exports.resolve (e:\kudoai\kudoai.com\node_modules\eslint-import-resolver-node\index.js:22:20)
    at withResolver (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:180:23)
    at fullResolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:201:22)
    at relative (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:217:10)
    at resolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:233:12)
    at Function.get (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\exportMap\builder.js:37:45)
    at processBodyStatement (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\rules\namespace.js:12:38)
    at e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\rules\namespace.js:85:40
    at Array.forEach (<anonymous>) {
  code: 'MODULE_NOT_FOUND'
} +4ms
  eslint-plugin-import:resolver:node Resolving<EMAIL_ADDRESS>from: e:\kudoai\kudoai.com\assets\js\matrix-bg.js +7ms
  eslint-plugin-import:resolver:node resolve threw error: Error: Cannot find module<EMAIL_ADDRESS>from 'e:\kudoai\kudoai.com\assets\js'
    at resolveSync (e:\kudoai\kudoai.com\node_modules\resolve\lib\sync.js:111:15)
    at exports.resolve (e:\kudoai\kudoai.com\node_modules\eslint-import-resolver-node\index.js:22:20)
    at withResolver (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:180:23)
    at fullResolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:201:22)
    at relative (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:217:10)
    at resolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:233:12)
    at checkSourceValue (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\rules\no-unresolved.js:40:53)
    at checkSourceValue (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\moduleVisitor.js:32:5)
    at checkSource (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\moduleVisitor.js:38:5)
    at ruleErrorHandler (e:\kudoai\kudoai.com\node_modules\eslint\lib\linter\linter.js:1098:48) {
  code: 'MODULE_NOT_FOUND'
} +2ms
  eslint-plugin-import:resolver:node Resolving<EMAIL_ADDRESS>from: e:\kudoai\kudoai.com\assets\js\matrix-bg.js +3ms
  eslint-plugin-import:resolver:node resolve threw error: Error: Cannot find module<EMAIL_ADDRESS>from 'e:\kudoai\kudoai.com\assets\js'
    at resolveSync (e:\kudoai\kudoai.com\node_modules\resolve\lib\sync.js:111:15)
    at exports.resolve (e:\kudoai\kudoai.com\node_modules\eslint-import-resolver-node\index.js:22:20)
    at withResolver (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:180:23)
    at fullResolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:201:22)
    at relative (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:217:10)
    at resolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:233:12)
    at Function.get (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\exportMap\builder.js:37:45)
    at checkDefault (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\rules\default.js:22:44)
    at ruleErrorHandler (e:\kudoai\kudoai.com\node_modules\eslint\lib\linter\linter.js:1098:48)
    at e:\kudoai\kudoai.com\node_modules\eslint\lib\linter\safe-emitter.js:45:58 {
  code: 'MODULE_NOT_FOUND'
} +1ms
  eslint-plugin-import:resolver:node Resolving<EMAIL_ADDRESS>from: e:\kudoai\kudoai.com\assets\js\matrix-bg.js +2ms
  eslint-plugin-import:resolver:node resolve threw error: Error: Cannot find module<EMAIL_ADDRESS>from 'e:\kudoai\kudoai.com\assets\js'
    at resolveSync (e:\kudoai\kudoai.com\node_modules\resolve\lib\sync.js:111:15)
    at exports.resolve (e:\kudoai\kudoai.com\node_modules\eslint-import-resolver-node\index.js:22:20)
    at withResolver (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:180:23)
    at fullResolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:201:22)
    at relative (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:217:10)
    at resolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:233:12)
    at defaultResolver (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\rules\no-duplicates.js:320:112)
    at ImportDeclaration (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\rules\no-duplicates.js:359:32)
    at ruleErrorHandler (e:\kudoai\kudoai.com\node_modules\eslint\lib\linter\linter.js:1098:48)
    at e:\kudoai\kudoai.com\node_modules\eslint\lib\linter\safe-emitter.js:45:58 {
  code: 'MODULE_NOT_FOUND'
} +10ms
  eslint-plugin-import:resolver:node Resolving<EMAIL_ADDRESS>from: e:\kudoai\kudoai.com\assets\js\matrix-bg.js +3ms
  eslint-plugin-import:resolver:node resolve threw error: Error: Cannot find module<EMAIL_ADDRESS>from 'e:\kudoai\kudoai.com\assets\js'
    at resolveSync (e:\kudoai\kudoai.com\node_modules\resolve\lib\sync.js:111:15)
    at exports.resolve (e:\kudoai\kudoai.com\node_modules\eslint-import-resolver-node\index.js:22:20)
    at withResolver (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:180:23)
    at fullResolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:201:22)
    at relative (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:217:10)
    at resolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:233:12)
    at Function.get (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\exportMap\builder.js:37:45)
    at checkDefault (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\rules\no-named-as-default.js:29:51)
    at ruleErrorHandler (e:\kudoai\kudoai.com\node_modules\eslint\lib\linter\linter.js:1098:48)
    at e:\kudoai\kudoai.com\node_modules\eslint\lib\linter\safe-emitter.js:45:58 {
  code: 'MODULE_NOT_FOUND'
} +2ms
  eslint-plugin-import:resolver:node Resolving<EMAIL_ADDRESS>from: e:\kudoai\kudoai.com\assets\js\matrix-bg.js +1ms
  eslint-plugin-import:resolver:node resolve threw error: Error: Cannot find module<EMAIL_ADDRESS>from 'e:\kudoai\kudoai.com\assets\js'
    at resolveSync (e:\kudoai\kudoai.com\node_modules\resolve\lib\sync.js:111:15)
    at exports.resolve (e:\kudoai\kudoai.com\node_modules\eslint-import-resolver-node\index.js:22:20)
    at withResolver (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:180:23)
    at fullResolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:201:22)
    at relative (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:217:10)
    at resolve (e:\kudoai\kudoai.com\node_modules\eslint-module-utils\resolve.js:233:12)
    at Function.get (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\exportMap\builder.js:37:45)
    at ImportDefaultSpecifier (e:\kudoai\kudoai.com\node_modules\eslint-plugin-import\lib\rules\no-named-as-default-member.js:39:50)
    at ruleErrorHandler (e:\kudoai\kudoai.com\node_modules\eslint\lib\linter\linter.js:1098:48)
    at e:\kudoai\kudoai.com\node_modules\eslint\lib\linter\safe-emitter.js:45:58 {
  code: 'MODULE_NOT_FOUND'
} +2ms

e:\kudoai\kudoai.com\assets\js\matrix-bg.js
  1:20  error  Unable to resolve path to module<EMAIL_ADDRESS>import/no-unresolved

This isn’t surprising because node doesn’t support importing URLs. To resolve something with a URL, you’d need a custom resolver.

So your plugin being marketed as "help validate proper imports" and https://github.com/KudoAI/kudoai.com/blob/78a93d41671059713d26d081bb5a00d368311a1f/assets/js/matrix-bg.js#L1
import * as datGui from<EMAIL_ADDRESS>
...is valid JS import (properly generates matrix code background @ https://kudoai.com) means plugin should be expected to also lint URL imports regardless of what node supports right, or are you only targeting node users
(also I intend to convert my other pkgs like chatgpt.js to be node compatible eventually, then there will be import(url) still in codebase for frontend devs that will still be linted so the false positives will persist even if I myself pivot to targeting node)

(also, don’t use CDNs; always host your own assets)

I'm not rich sir <3 free jsDelivr (but I kinda agree when they go down my so many users are rekt)

No, it’s not a valid JS import, it’s a valid browser import, which we don’t support.

Browser is not a language though, it is JS syntax (ES6) for 9 years and correctly resolved the resource so is valid JavaScript import and ESLint was made to lint JS (regardless of env) so I thought your plugin enhances the linter you're plugging into thus adheres to same principle of supporting all valid JS , but you have confirmed I am wrong (which is why I asked are you targeting node users only, again browser users also write in valid JS, but now I know the answer)

If it's valid syntax as you admit then it's valid JS import (JS literally means JavaScript, not what specifier is passed) which all ESLint plugins lint (regardless of env) except for yours.
The spec not discussing specifier (syntax is ES6 btw not ECMA-262, valid for 9 years already as previously stated, much older than you're falsely suggesting 1 year) does not change this fact valid JS is being written. ESLint (+ JSLint) and its plugins effectively analyze JS regardless of the env. Yours simply doesn't.
Also you should reflect on your crude labeling of JS in Node.js as "JS import" but JS in browser as not. They're both written in JS, you can't call one not. Before Node.js ever gained popularity JS was being written since the 90s, specifically for browsers. You can even pass relative paths as specifiers in both envs using the exact same valid JS syntax, so it's absurd to only call one of them JavaScript

The contents of the string specifier aren’t part of JS, no. The syntax you’re using of course is, but that’s not where your problem lies.
You’re asking about resolving a URL, which is browser-specific territory and not governed by the JS spec whatsoever. I didn’t say anything about a year; I’m very aware how the spec works having been on the spec committee for a decade.
I understand that you’re upset, but this project simply does not resolve URLs, and never intended nor intends to, and if you want that feature, you’ll have to find your own custom import resolver (which is discussed in the readme).

“all valid JS” is impossible to target, because there’s infinite possibilities. Supporting URLs is just browsers (and deno, i suppose).

Nobody said 1 year? Ecma-262 is the standard that comes out with a new edition every year, and is an umbrella term for “every version of JS ever”.

Nobody said 1 year? Ecma-262 is the standard that comes out with a new edition every year, and is an umbrella term for “every version of JS ever”.

Sorry DDG showed this

“all valid JS” is impossible to target, because there’s infinite possibilities. Supporting URLs is just browsers (and deno, i suppose).

But you dismiss it as "just" browsers even after acknowledging JS for browsers preceded Node.js, so why ignore such a large portion of valid JS?

i.e. if you install any random ESLint plugin it will work with browser JS (of which alot of code is) so one would expect the same for yours for carrying the 'eslint-' prefix.
You earlier cited WHATWG HTML spec but I didn't get why, are you saying that makes it difficult for you to support browser JS, or that it's still easy but the spec made you decide browser JS (of which alot of code is) is somehow undeserving of same treatment

Or you meant just because the specifier wasn't in ES specs, the whole statement (valid in browser JS, of which alot of code is and ESLint plugins typically support) should not be supported, if so how ccome

import did not precede node.js; so the fact that browsers are older is pretty irrelevant.
I'm saying that the only place "importing URLs" is specified is in the browser-only WHATWG HTML spec. So yes, URLs are simply not part of the JS language. They're part of some JS engines which is an entirely distinct thing.
If you read the readme, you should be able to understand that this plugin doesn't include resolution rules, it uses one or more "resolvers". You can use the node resolver, or the webpack resolver; there's a typescript resolver, and potentially even a URL resolver - in other words, it's not this plugin's job to resolve URLs, it's an import resolver's job to do so.

import did not precede node.js; so the fact that browsers are older is pretty irrelevant.

It is highly relevant in that ESLint (and its plugins) lint JS to make it better agnostically of env (i.e. including/especially pre-node code) and you also carry the banner in the plugin's name, so are creating that expectation of lint JS (including/especially pre-node code) just like ESLint and its plugins

I'm saying that the only place "importing URLs" is specified is in the browser-only WHATWG HTML spec. So yes, URLs are simply not part of the JS language. They're part of some JS engines which is an entirely distinct thing.

So what? The specifier varying by JS env does not change the fact valid JS was used by authors who look to ESLint (and plugins) to improve code. That's like saying browsers support console.log(document.body) but node doesn't, so my plugin for ESLint the linter that's supposed to lint all JS will give error on console.log(document.body) but not some string that both envs support, just because document.body doesn't exist in node (doesn't change the fact console.log() is valid so should be linted w/o false positive)
Even earlier you strangely stated "This isn’t surprising because node doesn’t support importing URLs" which actually revealed to me it was likely intentional you don't treat imports outside node as deserving of ESLinting.
Using same analogy, that is equivalent to someone revealing console.log(document.body) false positive, then you make similar proclamations like "it is not valid JS log" to justify the false error. How do you not get that is just weird logic? The hypothetical scripter just wanted to enhance his ESLinting and expects console.log(anything) to just work because it is truly valid JS and that is ESLint's job (validate truly valid JS). Your plugin claims to validate imports as an ESLint plugin so it should just work with all valid JS like all ESLint plugins

If you read the readme, you should be able to understand that this plugin doesn't include resolution rules, it uses one or more "resolvers". You can use the node resolver, or the webpack resolver; there's a typescript resolver, and potentially even a URL resolver - in other words, it's not this plugin's job to resolve URLs, it's an import resolver's job to do so.

But your plugin is called "eslint-plugin-import" whose naming convention implies lint the word after "eslint-plugin-" (which is imports), so if it can't resolve URLs in imports then it's failing to perform its job (not resolver's job) of "help validate proper imports"
And from your earlier mislabeling of this 100% valid and proper import as somehow "not proper JS import" I understand why you actively chose not to support it, all I'm trying to get you to see it's actually very proper/valid JS import because it is valid JS and resolves a bonus resource of URLs in a specific env supported by probably every ESLint plugin and yours is called eslint-plugin-something so your your description is misleading unless you change it to "some envs" or implement URL resolver out-the-box

Also it will probably false positive even not URLs but just any relative path when used in browser but not in node, despite it actually resolved in both envs, so your logic one is somehow proper but the other is not is very strange (the code is identical) reason to not support one but do for other

But your plugin is called "eslint-plugin-import" not "eslint-plugin-node-import" whose naming convention implies lint the word after "eslint-plugin-" (which is imports not node imports), so if it can't resolve URLs in all imports then it's failing to perform its described job (not resolver's job) of "help validate proper imports" (not "help validate proper node imports" as you wote the former and named it ending in -imports)

You completely missed his point here.  He's explaining to you that the plugin is intended to be flexible enough support a wide range of resolution algorithms.  Those resolution algorithms are encapsulated as "import resolvers".  So you can plug and play different resolvers with this plugin to achieve different results.  There's the default node resolver, there's a typescript resolver, etc.    But it sounds like you're not super interested in solving the problem yourself, but instead want to argue as to why someone else should solve it for you.

I don't think you understood his though, he's declared he intentionally will not support (out-the-box) URL resolving ("does not resolve URLs" were his words) because it is not proper JS (also his words) all because because URLs are spec'd by a different committee. Even though import is proper JS and all ESLint plugins (out-the-box) lint proper JS in browser env.
So this above declared intention is based on a very strange/irrelevant reason to be unlike all other plugins that carry the 'eslint-plugin-' banner (lint valid JS, including/especially in browser env, not force customer to build their own as you two strangely suggest)

I already said I might build my own plugin to not dump the responsibility on users after it was revealed he is targeting node users, so your point was not lost on me btw (my point is it is very odd to ask users to do that just to make an ESLint plugin they don't even maintain support browsers)

Also I don't think you realize just how significant the portion of ESLint (or any linter) users are beginners trying to improve their code. Asking a novice (not me but example) just getting into writing JS for browsers to write a complex URL resolver instead of just support them or update misleading description w/ "for node.js" or "some envs" is very unusual ask

That’s precisely eslint's job - it’s a linter. Also, such beginners won’t be using eslint.

That’s precisely eslint's job - it’s a linter

Linters literally lint code not env or build setups

Also, such beginners won’t be using eslint

How come?

Did you know beginners use linters because they're not as good as you and me yet so need to catch code errors

I’m really not sure why this continues to be an argument.
This project’s job is to be opinionated and tell you that some things are good or bad. If you don’t like the recommendations, you can either disable them or not use the project.

I’m really not sure why this continues to be an argument.

Well you keep saying some really outlandish things so I simply reply to your notifications, if you're upset you could block me (closing the issue prematurely didn't seem to make me go away)

This project’s job is to be opinionated and tell you that some things are good or bad

Indeed and for ESLint plugins, these "things" are code (not env or build setup)

If you don’t like the recommendations, you can either disable them or not use the project

What recommendations

Ooh the false positives? I did disable them I told you already (any continued discussion are my replies to notifications you keep sending me)

Do you want me to stop typing sir?

Also I did not view this as some unproductive argument but hopefully an eye-opening interaction to elucidate why your fundamental reasoning to alienate browser users + beginners goes against what ESLint is used for (lint code not build-setup and be env agnostic) is flawed. In the end it is your project, I'm not your boss, you could alienate who you please and it wouldn't affect me (I enjoy interaction though and replying to notifs but if you say the word I will stop typing to you)

Importing a URL is improper and will slow down your application, and i hope beginners do learn that. Use a bundler.

But not everyone is building an app so bundling is not proper, do you understand ESLint is a linter for code not just apps?

I'll try a different tact, what was the first line of JavaScript you wrote for. Was it an app?

History is irrelevant. Modern web dev requires using a bundler.

Can you just answer the question? You keep being evasive. If the answer is it was not an app, would you have found use for a linter anyway? If so, wasn't the reason because you wanted proper code for this unbundled JS regardles of it's an app or not? If yes, then why are you demanding this past you to use a bundler for a case where it is infeasible/improper to do so, lest you forgo the benefits of ESLint? Does that sound fair to you?

I’m not saying anything about an app. Every website should use a bundler, and of course my first website wasn’t using a bundler, because they didn’t exist then - but we’ve improved, and they exist now, and now they should be used. It’s never infeasible or improper to use a bundler to target a browser.

The past you I was trying to get you to see was hacking a website with a simple script not building a website (maybe it wasn't you, that was me and countless others today getting into JS) so bundling makes no sense. But pretend even if it did, that's still not a reason to alienate JS users who just want to lint code not be lectured on build processes

I’m very familiar with that model. It’s not a good one, it’s just an old one.
Again, this is a linter plugin, its job is to lecture you.

I’m very familiar with that model. It’s not a good one, it’s just an old one.

Why is it not good? Check out my script that does just that with over 100000 users that does not involve bundling and neccessitates importing resources as URLs https://github.com/adamlui/chatgpt-infinity/blob/main/greasemonkey/chatgpt-infinity.user.js

Again, this is a linter plugin, its job is to lecture you.

Not on build proesses, did you look at the screenshot? ESLint lints code not build processes...

Even if you think it should be the job, the fact remains it loudly markets itself (as do every other linter) as lecturing code because by definition that's all it's supposed to do. So ESLint users would expect the same, so it is very unusual to alienate users for not adhering to what you subjectively think they should or should not do (i.e. don't write userscripts or URL imports, when countless people do and still require linting code not build procvesses)

That's like if I disabled my popular script for Mac users because i go "Don't use Mac. It's not a good OS, just an old OS." (replace w/ "Windows" if you want). It is very unusual for me to lose 50,000 users just beause I don't like their OS (my script's job is to enhance their ChatGPT usability, not lecture them on OS)

<3 Mac I used it since it was called Mac OS (v7.5) don't yell at me just trying to point out the absurdity in your justifications for shutting out people who don't care what you think they should use, they simply wrote code and are trying to ESLint

I meant because you ridiculed my OS in another ticket so I don't want to incur your wraith for using Mac in an example, it was just an analogy

I was up all night hacking so have to shower and sleep or else my long COVID I had for 4 years now makes me toss and turn from difficulty breathing but I promise to reply tomorrow to anything you wanna say so sweet dreams for now


Flow / jsx parsing support

Thanks for creating this tool, pretty clever! Was wondering if there are plans to support jsx/flow ?

@mitermayer, thanks, yep, jsx/flow in TODOs, not sure how soon that's gonna be, so if you can help with contribution it would be awesome.

Note that Flow -parsing still fails, for example:
_image: ?React.Node; triggers Error at parseCodeToAST: Unexpected token.


[WIP] Importable predefined models

This is a first step towards sharing pretrained models.

Model classes should have three methods

serialize
from_pretrained
separate

Serialize should output a dict that can easily be parsed to create the same model.
This way, we can prepare all the models in the same way and sharing gets to be much easier.
The plan here is not to have some kind of base class that handles all the cases. For similar models (TasNet, ConvTasNet and DPRNN for exampe), we can share a common class. If a model needs its own class, that's fine.
We give priority to simple and understandable code rather than trying to fit all purposes with one class.
This is the beginning, so any feedback is welcome regarding organization etc..

Just tagging this issue #53 as related

This implies nothing so far so I'll merge. The preparation of the model for publishing will come next


Test metainfo

@Laserlicht

/bot build

bot, build io.github.fheroes2

bot, build

Looks like the buildbot is broken:
Screenshot_20231103-112247~2.png

According to the matrix chat, the admins are testing something right now.
Will have to try again later.

bot, build

bot, build

Thanks!
See here #32


 Don't push xwin to other people in LLVM. You come to my PR and ruined it.
This thing doesn't work since Microsoft headers are not case sensitive and it does not support libc++.
https://github.com/trcrsired/windows-msvc-sysroot/tree/main
You rust guys should stop pushing your religion to other people. Full stop

https://github.com/llvm/llvm-project/pull/96417#issuecomment-2297916067

Thank you for the laughs.

Thank you for the laughs.

Laughs? You do realize this does not work?  Just like you guys destroyed wasm

You do realize this does not work?

And yet I've been using it for years to produce Windows binaries from Linux.

  No wonder why linux community does not want the junk.

You seem mad. Maybe you should go outside and touch grass.
I didn't respond to your initial comment, so I guess I'll do that now since you seem persistent.

I don't want xwin.

Great, don't use it.

Don't push xwin to other people in LLVM

"push" implies that I have some control over other's decision making, I don't.

You come to my PR and ruined it.

I did not come to your PR and ruin it, in fact you were the first one to bring up this project in this comment https://github.com/llvm/llvm-project/pull/96417#issuecomment-2211421414, so by your logic, you're the one who "ruined" your PR.

This thing doesn't work since Microsoft headers are not case sensitive

Yes, which is why symlinks are created to fix various casing issues.

 Full stop

Again, thanks for the laughs.

You do realize this does not work?

And yet I've been using it for years to produce Windows binaries from Linux.

  No wonder why linux community does not want the junk.

You seem mad. Maybe you should go outside and touch grass.
I didn't respond to your initial comment, so I guess I'll do that now since you seem persistent.

I don't want xwin.

Great, don't use it.

Don't push xwin to other people in LLVM

"push" implies that I have some control over other's decision making, I don't.

You come to my PR and ruined it.

I did not come to your PR and ruin it, in fact you were the first one to bring up this project in this comment llvm/llvm-project#96417 (comment), so by your logic, you're the one who "ruined" your PR.

This thing doesn't work since Microsoft headers are not case sensitive

Yes, which is why symlinks are created to fix various casing issues.

 Full stop

Again, thanks for the laughs.

symlink hack is simply wrong. I do not know whether you have ever used mingw-w64, it should be the same as gnu target since everything is lower case in mingw-w64.
No libc++ support and what are you going to do?
Rust always brings overengineering bs and your project proves it. I do not know why you create a crate for this since the right way should use sysroot to rebuild rust std.


How to generate NUnit test code?

Installed product versions

Visual Studio: 2015 Enterprise
This extension: 1.5.2

Description
I was created a NUnit 3 Unit Test project.  When I use Unit Test Boilerplate Generator to generate a new test class.  It used "Visual Studio Test" by default and I don't know where to configure this extension to use NUnit framework.  Is there any document on this?
Steps to recreate

Right click on an C# class file (project item) in the Solution Explorer.
Click "Create Unit Test Boilerplate"

Current behavior
The code always generate "Visual Studio Test" framework code base.
Expected behavior
I was expected to use "NUnit" framework that my project current used.

Thanks for the report. I've got a fix in the pipe for this that will be in the next release

Can I add new "Mock framework" template into options?

No, NUnit is a test framework, not a mock framework. I'll have this bug fixed in the next release, hopefully. Just sit tight.

I know NUnit is not mock framework.  I mean I want to add more mock framework into this.  Is that possible to customize these templates by adding new mock framework into your extension?

You can submit a pull request with your mock framework supported. I gave some advice on it here: https://github.com/Microsoft/UnitTestBoilerplateGenerator/issues/13

Thanks 👍

Should be fixed in 1.5.10.

I've just downloaded v1.5.10 and I cannot get it to generate nunit boilerplate.
I'm using VS 2017, the project is a csproj-based .NetCoreApp 1.1 with NUnit v3.7.1 and NUnit3TestAdapter v3.8.0-alpha1 nugets.
Any ideas?

Same here, for .NetCoreApp 2.0, NUnit 3.7.1, Generator 1.5.10.

In 1.5.12 I fixed an issue with the auto-detect code for .NET Core projects, and added a choice to override the test framework or mock framework when generating the class.


Enter key behavior in chat composites

When I type a chat message, I press the Enter key to confirm the conversion in Japanese input, but if I do that in Chrome and Safari on the Mac, the message is sent.
In Japanese input, I have to press Enter several times to confirm the conversion, but I'm hoping that the Enter key after confirmation will send the message.
In Windows, it works as expected.

Hi Maki! I was hoping to get some clarification into your issue. When you talk about 'confirming the conversion' are you referring to a software keyboard typing in Japanese? I was also wondering which platforms you were encountering this issue? it isn't immediately clear which browser is giving you trouble.

Thank you.
It seems to me that software keyboard refers to a virtual keyboard that is displayed on the PC screen, or does it refer to Japanese input?
I am sorry I don't know the exact English, but it is the keyboard we use everyday to input Japanese.
I consider it to be the same thing as described on this site (https://blog.utgw.net/entry/2021/06/29/212256).
I tested this on a MacBook Pro (macOS Big Sur) with Safari (version 15.0) and Chrome (version 98.0.4758.80) browsers.
I took a video of me typing in Japanese, so I've attached it for your reference.
[](url
https://user-images.githubusercontent.com/29361769/153378654-2e7fc062-df15-4c08-92ec-2dad30de8042.mp4
)

Thank you for the video! From what I am seeing here is that you are finished typing words in your tool and pressing enter to put them in the message bar but is sending the message before it is completed?

https://user-images.githubusercontent.com/94866715/153497331-d958d446-b290-4ba1-ad86-dca9aea61304.mp4
Hi Maki, attached is a video on how to see the different events coming from the input box. the steps are as follows:

in the sample chat app or story book open up your dev tools
select the pick a element tool in the top corner
with your mouse select your input bar
open the console in the browser tools
use the command monitorEvents($0) -> this monitors the events on the last selected element.

once you start typing in the box it will tell you all the events that are being emitted from the input box. This might be useful to you so you can monitor to see if the input box is still receiving events even when your software tool is the program in focus and should be trapping them.
Hope this helps you understand the issue and please do send us a link to the tool you are using so we can investigate into if there is something that we can do on our end!

If we add the following in the component code, it will do what we want it to do.
InputBoxComponent.tsx
const` onTexFieldKeyDown = useCallback(
    (ev: React.KeyboardEvent<HTMLInputElement | HTMLTextAreaElement>) => {
      //added--------------------------------------------------------
      if((ev.nativeEvent as any).isComposing || ev.keyCode===229){
        return;
      }
      //--------------------------------------------------------------
      if (ev.key === 'Enter' && (ev.shiftKey === false || !supportNewline)) {
        ev.preventDefault();
        onEnterKeyDown && onEnterKeyDown();
      }
      onKeyDown && onKeyDown(ev);
    },
    [onEnterKeyDown, onKeyDown, supportNewline]
  );

However, "keyCode" is deprecated.

Thanks for the code snippet Maki, looking into what this does I discovered that on mac this isn't just an issue for you but this is a known issue on mac for a few other languages as well! I will look into adding this and seeing about the deprecated use of keycode. Will keep you updated when this is fixed!

Thank you for your support.
if ((ev.nativeEvent as KeyboardEvent).isComposing) {
return;
}
This code gave us the behavior we wanted in Chrome on Mac.
However, it did not give us the expected behavior in Safari on Mac.

Thanks for letting me know Maki! WIll double check on our end that the behavior on safari is correct and let you know what we find!
Thank you again for raising the issue and pointing us to the isComposing prop on the keyboard events! we've passed the findings off to fluent so that hopefully this wont be a issue on other input boxes in other apps in the future. So thank you very much for your insight here Maki!

Hi Maki I apologize I didn't follow up with this sooner! Some digging has revealed that Apple does not play nice with React. Safari unfortunately does not support the event type InputEvent, something that React fires for all of its events which are wrapped up as synthetic events. Since this is not supported by Apple and Safari this is something we don't have a good fix for.
We will be looking into adding a solution using the deprecated keycode property but we are looking to do it in such a way it does not break anything when the property finally leaves the browser event properties. Thank you again for your insight into the isComposing property and raising this issue with us! Hopefully Apple gets around to supporting that event type and we can provide you with a more complete solution.


Create CONTRIBUTING.md file

#11

issue can be closed

You should update this file as required in the first demo explanation.

@LiorKGOW  @ShellyGolden  You should update this file as required in the first demo explanation.

Rony is responsible to fix the file
It is written in the tasks for the next meeting

#17


Expose get_cell_auto_tile_coord() to the editor

Godot version:

3.0.6 stable
OS/device including version:

Windows 10
Issue description:

There is a method called get_cell_autotile_coord(int p_x, int p_y) in tilemap.cpp,, but it's not available in the editor. The autotile information is useful to have, especially if you are not using the built-in physics engine but tiled-based collisions, and/or doing animations on a per tile basis, or for some other reason need to know the tile for gameplay specific purposes, like doing damage to the player etc, or placing lights or traps.
Steps to reproduce:
Try to use the method.
Minimal reproduction project:

I have access to this method in v3.2.

@KoBeWi @clayjohn @Aasdyfi , i think this issue can be closed.

Great! Thanks for letting us know. :)


getting io.github.apace100.apoli.Apoli Render thread Received unknown attacker spam in console

i want to know what this means so i know if its a mod error, or an external attack.
it seems to have randomly started mid session
io.github.apace100.apoli.Apoli
Render thread
Received unknown attacker

It's likely faulty error handling inside a packet, it's definitely not an external attack.

Can you try if this still happens in Apoli 2.10.0? There has been a refactoring regarding packet networking, and it might have been fixed by it

i'm getting the same console spam and using 2.10.1 afaik, so i'm not sure it was fixed unfortunately


Use at-root in cart-item-label

1. Why is this change necessary?
See #1241, credits to @juliankoehn
2. What does this change do, exactly?
3. Describe each step to reproduce the issue or behaviour.
4. Please link to the relevant issues (if any).
5. Checklist

[ ] I have written tests and verified that they fail without my change
[x] I have squashed any insignificant commits
[x] I have written or adjusted the documentation according to my changes
[x] This change has comments for package types, values, functions, and non-obvious lines of code
[x] I have read the contribution requirements and fulfil them.

Hello,
thank you for creating this pull request.
I have opened an issue on our Issue Tracker for you. See the issue link: https://issues.shopware.com/issues/NEXT-10408
Please use this issue to track the state of your pull request.

Hey @tinect and thanks for your contribution!
We fixed this issue with this commit => be0551 and decided to use slighty different solutions for it.


[WIP] build --watch mode

# at the moment, you need to run with --clean
$ snowpack build --watch --clean

Resolves #376
Review comments are welcome (especially if you run into something broken!) but there's plenty of code that is knowingly poorly written and/or gross. The code will still go through a couple more rounds of cleanup and testing before asking for a thorough review, but I wanted to get this up for people to check out locally and play with.
Changes

Adds a build --watch mode, our most requested feature! (#376)
Use Snowpack with your own dev server, Snowpack will watch the file system and rebuild files.
All bundling and other production optimizations supported.

Testing

This is still very much WIP. The code still needs cleanup and testing (automated if possible).
Still some debugging output being logged to console

Is there an easy-ish way to pull this branch in as a yarn dependency to give it a shot? I'd like to try it out and give some feedback. Not sure what the best approach is to do that though.

Great call, I just published this PR to snowpack@next so that you can install locally, easily

Mildly unrelated but this version and 2.7.7 seem to be copying over my .scss files to dist now, I don't see an option to configure/ignore those files from being tracked. How would I do that?
Anyways, seems to work for me! Obviously a bit noisy right now with the writeToDisk logs, but that's to be expected with a WIP build :sweat_smile:
Noticed one issue - if I put a syntax error in my code, then it'll write my .tsx file to the dist output, and once I've fixed the issue it continues to write the .js version of the file out but doesn't clear out the .tsx file (that it should never have written to the output in the first place).
Example (missing type for props, yielding an "Unexpected token" error):
export const Foo = (props: ) => {
	return true;
}

It also doesn't seem to warn/error on typescript errors, not sure if it should? But it would with webpack for example.

@francislavoie thanks for the feedback! We're doing some work in #762 which should address those output issues before the next release goes out.
@drwpow any idea why those .scss files would be copied over to dist?

Update: the PR has been cleaned up, and is ready for review!
A lot of the PR is moving around existing code, so I tried my best to draw the line between refactoring only what was needed and refactoring every line in the build file.

Latest build still works :+1:
Previous comments still apply - .ts files are written to dist if a syntax error is made, .scss is still copied over, I think only TS fatals are printed (should that be configurable? I dunno.)

Webpack's --watch uses ncurses or whatever to update the terminal display every time a change happens. I think that sort of output might be nice as well, to show when things are happening as @drwpow said. But I don't mind how it is now, just a suggestion :+1:

Tangential question - is it possible at all to have HMR work with build --watch? Or does that actually require the files to be served from a dev server to work?

It could probably work, but it’d be a bit tricky. There’s basically HMR code that’s added to your JS in order to get this to work, so we’d have to make that even possible to write to disk (currently that only exists in memory in the dev server). But even if we got that to work, the particular HMR code we send may not work with every dev server (there’s no standard yet, but it’s something that @FredKSchott and others are working on). All that to say, it’s possible, but very tricky without controlling both build & dev server.

yup, HMR is directly tied to the dev server, and the people who want this want to own their own dev server. So unfortunately we can't support HMR by default, out of the box.
But... there are definitely some interesting things that you could do. For example, our HMR engine on the client connects to an HMR server via WebSocket, could we continue to host the Websocket connection in build --watch mode without hosting the entire dev server?
It would be fun to explore a bit more (happy to help anyone who wants to!) but ultimately out of scope for this PR / near term release.

Yeah, that's the sort I think I had in mind - I wouldn't expect it to work by default, I'd definitely expect HMR to be opt-in for build --watch. Feel free to @ me if you need a tester for that later on :+1:


Cache the tagline.json

Cache the tagline.json in Home. Not having a cache delays loading the home by several seconds in several cases.

I'll work on this

Thanks @subhanjansaha for fixing


Refactor DepartmentUserResource (bugfix, refactor create & update views)

This change is

Coverage increased (+0.5%) to 55.739% when pulling fef883629c973ae1fab0b0cd44c04a8277d25972 on ropable:master into c612725e063868741a1010475471833a6195dd50 on parksandwildlife:master.

Coverage increased (+0.5%) to 55.758% when pulling 3306b069b8cdb43bc0740763b8f1dc3a3015703c on ropable:master into c612725e063868741a1010475471833a6195dd50 on parksandwildlife:master.


Fixed an issue with extra delete-on-cancel requests

Previously the request was triggering after editing a plugin, because it
was adding plugin id to list of plugins to delete on cancel after both
editing and adding. Now it should only do it after adding a plugin

Failing tests are because of flake8, they've been fixed on https://github.com/divio/djangocms-text-ckeditor/pull/406. Unrelated to this PR.


Removed getState method of connection

Hello
Currently I have a code which can do a lot of things with connections via their state that can be got via removed ->getState method such as reconnections, long connection waiting, state checking, authentication errors handling and other stuff.
How can I do the same things via the code you have released in 4.x version?
Is there any specified exceptions that I can catch and check by specified code ($e->getCode()) or class name (instanceof)?
At the first glance, it looks like I should preg_match exceptions to find out what error occurred.

For example, I have an application (daemon) written in php which has a list of opened connections to mysql databases.
Some calls to this application will trigger functions that will execute some queries via opened (or they will create a new) connection to mysql. I need to check that gotten connection from the list is ok. By the old version of this library I was able to do the thing below:
php switch ($proxy->getState()) {     case Connection::STATE_CONNECTED: ...
How can I check that connection has no problems by the newest version of the library?

switch ($proxy->getState()) {
            case Connection::STATE_INIT:
                $this->trigger(static::EVENT_CONNECTION_NEW, $proxy);
                $this->connect($proxy, $callback);
                break;
            case Connection::STATE_CONNECT_FAILED:
                $this->trigger(static::EVENT_CONNECTION_FAILED, $proxy);
                $this->loop->addTimer(1, function () use ($proxy, $callback) {
                    $this->reconnect($proxy, $callback);
                });
                break;
            case Connection::STATE_AUTHENTICATE_FAILED:
                $this->trigger(static::EVENT_CONNECTION_AUTH_FAILED, $proxy);
                $this->loop->addTimer(1, function () use ($proxy, $callback) {
                    $this->reconnect($proxy, $callback);
                });
                break;
            case Connection::STATE_CONNECTING:
                $this->trigger(static::EVENT_CONNECTION_CONNECTING, $proxy);
                $this->loop->addTimer(1, function () use ($crmName, $callback) {
                    $this->getProxy($crmName, $callback);
                });
                break;
            case Connection::STATE_CONNECTED:
                $this->trigger(static::EVENT_CONNECTION_CONNECTED, $proxy);
                $this->loop->addTimer(1, function () use ($proxy, $callback) {
                    $this->reconnect($proxy, $callback);
                });
                break;
            case Connection::STATE_AUTHENTICATED:
                $this->trigger(static::EVENT_CONNECTION_AUTHENTICATED, $proxy);
                call_user_func($callback, null, $proxy);
                break;
            case Connection::STATE_CLOSEING:
                $this->trigger(static::EVENT_CONNECTION_CLOSEING, $proxy);
                $this->loop->addTimer(1, function () use ($crmName, $callback) {
                    $this->getProxy($crmName, $callback);
                });
                break;
            case Connection::STATE_CLOSED:
                $this->trigger(static::EVENT_CONNECTION_CLOSED, $proxy);
                $this->reconnect($proxy, $callback);
                break;
        }

And the main my problem that I am forced to waste of time for code rewriting to the newest version of this library because of the next bug https://github.com/friends-of-reactphp/mysql/issues/70 which causes a crash of my application from time to time.
It will be so good if I able just to fix the problem and don't rewrite all the code.

Am I right that to fix the problem from #70 I need to make only one change https://github.com/friends-of-reactphp/mysql/pull/75/commits/7e078edd7d9dc10f948511f5338362f4a030bf82#diff-2124267c46d88f74f659ee393129feb0R344?


suggestion: add examples for each symbol

It may seem redundant, given you already have an example in the module documentation, but doing so allows symbols to be better understood. E.g. see https://jsr.io/@doctor/encoding-stream/doc/base32/~/DecodeBase32Stream.

This does sound like a great idea.

3076754085f0b8d81734771a4b203dd5fab273f1


Don't set rope_scaling for unsupported models

What does this PR do?
Sets rope_scaling argument only if it is supported by given model

@regisss please review


Detection by MalwareByte

I've recently started to have problem opening Twitch Drops Miner as it is stopped everytime by my MalwareByte.

I know the application works when disabling MalwareByte but would prefer if I didn't have to. In the included pic, it shows the location of the "problem" and the reason for its quarantine (RTP Detection).

Here's a picture of what happens if I open Twitch Drops Miner anyway.

This is due to Pyinstaller. It's in the README.

To achieve a portable-executable format, the application is packaged with PyInstaller into an EXE. Some non-mainstream antivirus engines might report the packaged executable as a trojan, because PyInstaller has been used by others to package malicious Python code in the past. These reports can be safely ignored. If you absolutely do not trust the executable, you'll have to install Python yourself and run everything from source.

Per the README, if you want to avoid the issue then install Python and run everything from source.


add sbc plotting funtions.

I added a first set of plotting functions for SBC like I was using them so far.
They are plotting the SBC results as empirical CDFs like suggested in the later figures in the Talts et al. paper, not as histograms.
@psteinb feel free to comment, and to add purely histogram-based plots if you find them more appropriate. This is all open for discussion.
fixing #588
to do:

[ ] improve docstring
[ ] fix expected uniform histogram distribution
[ ] add simple tests

Thanks, :pray: ... I'll have a look at these while working on #590

@psteinb this includes the histogram and empirical CDF version of the SBC plots, passed via the plot_type kwarg.
It also supports plotting the ranks of multiple methods on top of each.
In the histogram case the ranks for each parameter are plotted in a separate subplot.
In the CDF case the default is that all CDFs are plotted in a single subplot, because it is less cluttered.

Codecov Report

Merging #601 (f195854) into main (435219c) will increase coverage by 0.43%.
The diff coverage is 8.75%.

@@            Coverage Diff             @@
##             main     #601      +/-   ##
==========================================
+ Coverage   66.94%   67.37%   +0.43%
==========================================
  Files          67       67
  Lines        4386     4521     +135
==========================================
+ Hits         2936     3046     +110
- Misses       1450     1475      +25

Flag
Coverage Δ

unittests
67.37% <8.75%> (+0.43%)
:arrow_up:

Flags with carried forward coverage won't be shown. Click here to find out more.

Impacted Files
Coverage Δ

sbi/analysis/plot.py
37.99% <8.75%> (-8.19%)
:arrow_down:

sbi/inference/base.py
72.66% <0.00%> (-4.87%)
:arrow_down:

sbi/utils/user_input_checks_utils.py
92.10% <0.00%> (-1.69%)
:arrow_down:

sbi/inference/posteriors/mcmc_posterior.py
73.23% <0.00%> (-0.34%)
:arrow_down:

sbi/utils/restriction_estimator.py
14.42% <0.00%> (-0.07%)
:arrow_down:

sbi/utils/__init__.py
100.00% <0.00%> (ø)

sbi/neural_nets/mdn.py
100.00% <0.00%> (ø)

sbi/utils/sbiutils.py
78.15% <0.00%> (+2.18%)
:arrow_up:

sbi/utils/torchutils.py
60.29% <0.00%> (+2.94%)
:arrow_up:

... and 6 more

Continue to review full report at Codecov.

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@janfb This looks great.
Go forward as you like. For the time being, I will keep these files in my code base for the tutorial (without committing them). This way, I can also test-drive your contribution and perhaps help with the review.

Thanks a lot! Good to merge.


Add docs for localization 8

Addresses #30009
/cc @Rick-Anderson

Internal previews

📄 File
🔗 Preview link

aspnetcore/fundamentals/localization/select-language-culture.md
Implement a strategy to select the language/culture for each request in a localized ASP.NET Core app

@hishamco review my version. Once it's approved, I'll have you open a PR for What's new via #30031 and copy/paste the changes above except leave out

@tdykstra  can you fix the build error?

Thanks Rick, LGTM

Shall I do a PR for What's new and do a pr there?

=8//////////////////////////////////////1


Issue: Create GoogleOAuth Login.

Store the variables in the local storage corresponding to the user. And use session handeling.

Interested


Request: improve the witcher3 first person mod by ScacikPL

@praydog Praydog can you make a better version of the first person mod by ScacikPL in the Witcher 3 that does not have as much enemy pop-in and smoother turning (does not oversteer) and a simulated roll (could be just a quick thrust forward and a dip)
VG247 article: The Witcher 3 first person mode now supports combat!
https://www.vg247.com/2017/06/05/the-witcher-3-first-person-mod-now-supports-combat/
Be the Witcher with the tweaked first-person mod.
Remember that mod for The Witcher 3 last year that let you play in first-person?
Well it’s been updated to support combat now, so have fun with that.
SkacikPL released the mod sans combat last year, but said, “people wanted combat – people received combat.
“Besides, when combat was not available tons of people were asking me to make it available and now once that is available with the disclaimers that yes – it is bad, people are whining it is terrible.
“Oh well.”
In the description on their most recent video, SkacikPL reiterates that a lot of the features can be toggled and adjusted – like head bobbing and FOV – and points out that they’re one person with limited resources.

This is Only for RE engine games stop spamming

i think Praydog could make a first person version of other games too, perhaps?
lots of games would benefit from a first person perspective that are third person only.

i think Praydog could make a first person version of other games too, perhaps?
lots of games would benefit from a first person perspective that are third person only.

While i can see your point its probably best to ask this directly via anywhere else or just make one post having all your requests in a single place.

is there anyway to communicate with praydog via other means, does he have email or twitter

Well, this is amusing.

@SkacikPL i'd really like the first person combat to be better in witcher3 like in your mod, maybe praydog can implement the first person fighting with RE2 mod methods

i mean even you admitted it wasn't done well in the VG247 article

Because there isn't anything to hide really, it is as best as it can get while being done on the game's proprietary scripting layer. There aren't many improvements that could be done using the approach i did and whilst sure - if you're really insistent on it, you could probably get better results via native code hacks and injections, i highly doubt anyone would do it at this point.
And this project here is called Resident Evil 2 Mod Framework, so it's not really a good place to ask for Witcher 3 mods lol.

is there anyway you can make the turning smoother in witcher3 so at least it does not turn like a tank i think i would at least enjoy the explore aspect in first person if it didn't Oversteer or snap to compass points or whatever is happening.

Well, the mod offers you both autowalk and autopilot features to reduce manual movement to absolute minimum.
With autowalk you can just look into direction you want to walk in and press W once to correct your direction without overshooting and autopilot allows you to mark target point on map then have AI handle rest for you.
It's all in the mod description.

can you try my request for AC:origins and AC:odyssey is there any way to make it first person like RE2, if you hold down a button you can do first person in discovery tour and maybe there is an easy way to transport the script function or command that does that in tour mode over to main game so you can try combat in first person and also climbing and seeing the arm movements too
https://github.com/praydog/RE2-Mod-Framework/issues/54

@SkacikPL  can you try my request for AC:origins and AC:odyssey is there any way to make it first person like RE2, if you hold down a button you can do first person in discovery tour and maybe there is an easy way to transport the script function or command that does that in tour mode over to main game so you can try combat in first person and also climbing and seeing the arm movements too, would be amazing!
https://github.com/praydog/RE2-Mod-Framework/issues/54

@SkacikPL can you at least direct me to where i should ask for this

see its not just me this reddit user wants to see Unity in first person.
https://www.reddit.com/r/assassinscreed/comments/5lu9ws/possible_for_first_person_view_in_assassins_creed/


Add eval script

We're missing an eval script which could be useful. It's pretty easy to write:
import hydra
import pytorch_lightning as pl
import pandas as pd

from biogtr.config import Config
from models import GTRRunner
@hydra.main(config_path="configs", config_name=None, version_base=None)
def eval(cfg):
      test_cfg = Config(cfg)

      dataset = test_cfg.get_dataset(mode="test")
      dataloader = test_cfg.get_dataloader(dataset, mode="test")

      ckpt = test_cfg.get_ckpt_path()

      model = GTRRunner.load_from_checkpoint(ckpt)

      trainer = cfg.get_trainer()

      results = trainer.test(model, dataloader)

      with open(cfg.out_path, 'w') as f:
        for key, val in results:
               print(f'{key}:{val}')
               f.write(f'{key}:{val}')
 if __name__ == "__main__":
        eval()

This is low priority, will update when about to hand off to newcomer

addressed in #67


[Event Request] Table 39 "Purchase Line" - OnUpdateVATOnLinesOnBeforeWithPurchLine

We are migrating our code from NAV 2018 to BC16.4. In the table 39 Purchase Line, in the local procedure UpdateVATOnLines, we need to replace the "with PurchLine do begin" by "with PurchLineTemp do begin" and to modify some of the standard code inside the "with". To do so, we need to add a IsHandled flag and an event publisher, like this :

And the event integration :

Do you think it could be possible ?
Thanks for your work.

Thanks for reporting this. We agree, and we’ll publish a fix asap, either in an update for the current version or in the next major release. We will update this issue with information about availability.


can't update waypoints from file

Hi, I'm triying to upload some waypoints from a file to pixhawk. everithing is ok util i try to update the commads, the program does not respond. Here is a code snipped.
cmds = vehicle.commands
cmds.clear()
#Add new mission to vehicle
for command in missionlist:
cmds.add(command)
print ' Upload mission'
cmds.upload()
print ' Mission uploaded'
The program never print ' Mission uploaded'. In debug mode the program stops in cmds.upload()
I have reviewed the file strcuture and everething it seems ok. Any help would be very welcome.
Thanks,

On Tue, 15 Nov 2016, elgeografo wrote:

The program never print ' Mission uploaded'. In debug mode the program stops
in cmds.upload()

Please try a simple parameter set and see if that sticks.

Also tell me what you see out of http://python.dronekit.io/examples/mission_basic.html and http://python.dronekit.io/examples/mission_import_export.html
These examples are known to work when last tested.

Ok, I think I see the problem. The vehicle needs to be in "is_armable" state ¿right?. If not is_armed the operation can not be performed. I'm using a pixhawk indoor, so it does not have 3DFix GPS signal. May I skip this state in order to upload the mission?. Thanks

I don't know, but I don't think so. My gut feeling is that you should be able to upload a mission before it gets to this state BUT missions do require a GPS fix, so I suspect that is your problem.

On Wed, 16 Nov 2016, Hamish Willee wrote:

I don't know, but I don't think so. My gut feeling is that you should be
able to upload a mission before it gets to this state BUT missions do
require a GPS fix, so I suspect that is your problem.

This is the "wait_ready" stuff biting people.
You can pass "wait_ready=False" in (or somesuch....) to the connect
IIRC.  You just have to be sure to do something equivalent after
uploading the mission...

Peter,
In fact if I start the connection via radio with "wait_ready=True" I do not receive any message, I have to pass it to False (If I connect my pixhawk via usb, I receive messages anyway, true/false).
Thank you all very much for your help


Unable to insert content to files in VS when 'module' is set to ES6

Found by @malekpour on Gitter on January 7, 2016 11:57 PM

Create an empty file foo.ts
tsc --init --module es6 foo.ts
Open foo.ts in Visual Studio.
Try typing a key other than Enter, Tab, or Spacebar.

Expected: The corresponding character is entered into the buffer.
Actual: The buffer remains unchanged.
I'm not sure if this is related to the language service being blocked on module dependencies, but in this example, there are no dependencies.

this is not related to module resolution, issue is ModuleKind declaration on the managed side should exactly match its script side counterpart and was violated when ModuleKind.ES6 was added

pinging @paulvanbrenk

I have a fix checked in for 1.8

@paulvanbrenk any idea about 1.8 release date?
Also noticed that "module": "ES2015" causes the same issue.

Yes, I fixed that too. No concrete date for the 1.8 release.