[QUERY] How processor deal with dead letter queue by default?

Library name and version
Azure.Messaging.ServiceBus (7.15.0)
Query/Question
How processor deal with dead letter queue by default?
This question is ask from my colleague @AbeGeMS
We use processor in out part of code, we initialize it like below
   //  ServiceBusProcessorOptionAdapter is class defined by ourselves to package ServiceBusProcessorOptions, it's Inner is ServiceBusProcessorOptions
    var optionAdapter = ServiceBusProcessorOptionAdapter.Create();
    optionAdapter.MaxConcurrentCalls = 10;
    optionAdapter.ReceiveMode = FormServiceBusReceiveMode.PeekLock;
    optionAdapter.SubQueue =FormServiceBusSubQueue.None;

    var newProcessor = Client.CreateProcessor(queueName, options: processorOptionAdapter.Inner);

And we observer a phenomenon, this is Dead-Letter amount

after several seconds, the deadletter count will be

decreased nearly a half..

If you could point out key points in source code, we would be really grateful, greatly thanks in advance!
Environment
No response

@jsquire , thank you for your prompt response. I understand the process for handling DLQ messages, but we have encountered an issue. We have not taken any action on the DLQ. However, we have noticed that the DLQ message count randomly increases or decreases in the Azure portal. According to the official documentation, the DLQ message count should always increase in our case, but the Azure portal shows otherwise. I would like to know if there are any other conditions under which Service Bus removes DLQ messages, such as if the message size exceeds the Service Bus quota.
BTW, our message volume is quite large, even exceeding 70GB. Additionally, if I never handle the DLQ messages and they exceed 80GB, what will happen? Thank you for your assistance.

Jsquire, thank you for your prompt response. I understand the process for handling DLQ messages, but we have encountered an issue. We have not taken any action on the DLQ. However, we have noticed that the DLQ message count randomly increases or decreases in the Azure portal. According to the official documentation, the DLQ message count should always increase in our case, but the Azure portal shows otherwise. I would like to know if there are any other conditions under which Service Bus removes DLQ messages, such as if the message size exceeds the Service Bus quota. Our message volume is quite large, even exceeding 70GB. Additionally, if I never handle the DLQ messages and they exceed 80GB, what will happen? Thank you for your assistance.

@AbeGeMS : The Azure SDK team has no insight or influence over what happens in the Azure portal nor can we comment on service behavior.  As a Microsoft internal, I'd suggest opening an IcM for the Service Bus service team for your inquiries.


Only works on first controller port

Finally got this working, but I wired one and I found that it only works on the first controller port.
I tried it on Marvel Vs Capcom 2, which grays out the Vs mode option if there are less than two controllers. The VS Mode option just blinks really fast if I connect a regular controller on the first port and a Maplepad to the second port. If I put MaplePad on the first and the stock controller on the second port, it works fine. Any ideas about what's going on?

MaplePad is mostly for portablizing where only controller 1 is used, but the code handles different port addresses so it should work. I will try to reproduce the failure on my setup. Maybe MVC2 is doing something weird or there's a bug in my subperipheral packets.
Have you made any modifications to the code?

OK, I solved the issue by reworking how the port number is handled in the "Absolute Position" field of the data packets. I tested in MVC2 and the VS menu is working as expected with OEM controller in Port A and MaplePad in Port B.
Here's the ad-hoc build I'm testing with. Please let me know if you're able to verify the fix on your hardware. Be warned: I'm right in the middle of implementing a bunch of new features, so use it at your own risk.
maple_pio.zip

Thank you! Will test this today and report back.

Alright, that worked! I have two MaplePads on and versus mode stays on. It looks like the new version is sending random directional inputs at random times, but I have the board wired to an arcade stick so it could be that some directions are wired to ground. I'll test it more later!

Cool, glad to hear it worked. Just FYI, the software is still very much in development and isn't ready for general use yet. The build I sent is set up to use an analog stick and analog triggers with calibration data stored in the flash memory, among other things.
Eventually I can work on a version that emulates a real arcade stick (HKT-7300) using a stock Pico, but right now I'm focused on more portablizing-focused things like a settings menu on the VMU, guided calibration for sticks and triggers, etc.

Yeah, it's not really usable at since the stick has random inputs but you figured out how to make it work for 2p! Excellent work! Can't wait for the release!
I'm building a Dreamcast to arcade cabinet adapter and using these pi pico MaplePad boards for controls. I'm happy to run it in single player for now. Thank you!


npm start failing from "Module Not Found" error

I checked that the dependencies node-gyp, gulp-cli, webpack, webpack-cli and mermaid were installed. I also ran npm audit fix --force to make sure the package-lock is updated after running npm install.
However, I'm still encountering the following error message when running npm start:
PS C:\Users\windows\coderepos\markdown\stackedit\stackedit> npm start

><EMAIL_ADDRESS>start
> node build/dev-server.js

node:internal/modules/cjs/loader:1042
  throw err;
  ^

Error: Cannot find module 'webpack/lib/RuleSet'
Require stack:
- C:\Users\windows\coderepos\markdown\stackedit\stackedit\node_modules\vue-loader\lib\plugin.js
- C:\Users\windows\coderepos\markdown\stackedit\stackedit\build\webpack.base.conf.js
- C:\Users\windows\coderepos\markdown\stackedit\stackedit\build\webpack.dev.conf.js
- C:\Users\windows\coderepos\markdown\stackedit\stackedit\build\dev-server.js
    at Module._resolveFilename (node:internal/modules/cjs/loader:1039:15)
    at Module._load (node:internal/modules/cjs/loader:885:27)
    at Module.require (node:internal/modules/cjs/loader:1105:19)
    at require (node:internal/modules/cjs/helpers:103:18)
    at Object.<anonymous> (C:\Users\windows\coderepos\markdown\stackedit\stackedit\node_modules\vue-loader\lib\plugin.js:2:17)
    at Module._compile (node:internal/modules/cjs/loader:1218:14)
    at Module._extensions..js (node:internal/modules/cjs/loader:1272:10)
    at Module.load (node:internal/modules/cjs/loader:1081:32)
    at Module._load (node:internal/modules/cjs/loader:922:12)
    at Module.require (node:internal/modules/cjs/loader:1105:19) {
  code: 'MODULE_NOT_FOUND',
  requireStack: [
    'C:\\Users\\windows\\coderepos\\markdown\\stackedit\\stackedit\\node_modules\\vue-loader\\lib\\plugin.js',
    'C:\\Users\\windows\\coderepos\\markdown\\stackedit\\stackedit\\build\\webpack.base.conf.js',
    'C:\\Users\\windows\\coderepos\\markdown\\stackedit\\stackedit\\build\\webpack.dev.conf.js',
    'C:\\Users\\windows\\coderepos\\markdown\\stackedit\\stackedit\\build\\dev-server.js'
  ]
}

Node.js v18.13.0

When I forked the repo, I encountered various build issues.
You can try downgrading to NodeJS 12, but it's a bit of a coin toss whether or not you'll be able to build the project on master.

i have a problem cloning this repo. when i do npm install it fails saying many packages are not supported. any help ?

I am also facing the same issue for npm install , even i have tried peer legacy command , then also it is not starting , any way will it start , as i could see , its updates are from last 6 and 7 years

Yeah. This was why I ultimately forked it. My fork works, but has some bugs that I'm not bothering to address because there are parts of the codebase that I simply can't work around without a pretty serious fundamental overhaul. I've begun working on a completely ground-up markdown editor because of this reason.


Cache profile instances requested in ProfielHelper.buildProfile

PR: https://github.com/pac4j/pac4j/pull/457


Anomalous infections

About the PR
If you've ever wanted to play as a sentient anomaly, that time is now!
Added new types of anomalies - “Anomalous Injectors”, which are completely invisible zones that can appear at random points on the station. When someone touches this zone, they become infected, and literally become the anomaly incarnate
Added (almost) all transformations to anomalies. Each one has its own unique visual, strongly distinguishing the “infected” character, mostly with glowing eyes and all sorts of decorative details. Examples:

Once infected with an anomaly, the character gains most of its properties, as well as the ability to manually activate the pulsation early. But, human bodies are not adapted to anomalous conditions: All of these properties will damage and hinder both those around them and the host himself.
All pulse and explosion anomaly effects are attenuated by 0.5x
But the number of points generated is increased by 1.5x times
the idea is that anomalies are not superpowers. It's an infection that harms the host, but is still somewhat profitable to maintain, due to the generation of science points.
Being an anomaly, all relevant mechanics start working with you:

You can be scanned with an anomaly scanner.
You can be tethered to a vessel and generate points.
You can be bombarded with APEs to affect your anomaly parameters.
You can get random behaviors including invisibility, or a reflective barrier

If you die, anomaly instantly decays, you are cleansed, and it appears in standard form over your corpse.
If the anomaly decays, it “pops out” from you as its standard form, and you return to the standard form
If the anomaly explodes, your body gibbed.
Technical details
The whole system is fairly generic, and the anomaly code is pretty much untouched. Everything is tied to adding and removing certain components from an entity.
Media
https://github.com/user-attachments/assets/4c6eeabd-70b2-4b54-87a9-507bd1309576
Requirements

[x] I have read and I am following the Pull Request Guidelines. I understand that not doing so may get my pr closed at maintainer’s discretion
[x] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Changelog
:cl:

add: People can now be infected by anomalies! This allows you to use abnormal abilities, but can easily kill the host. To cure them, bombard them with containment particles, because if the anomaly inside them explodes, their bodies will be ripped apart....
tweak: Flesh anomaly resprite
fix: anomalies now disconnect from the anomaly synchronizer if they are too far away from it.

TODO:

[ ] Rock anomaly
[ ] Grav anomaly
[ ] Anomaly synchonizer updating
[ ] FUCKING BUG that crash server on remove components

this sounds cool and would be very good for rp scenarios, although it might be best to tie it to touching the anomaly so that newer players dont suddenly become science's most wanted

this sounds cool and would be very good for rp scenarios, although it might be best to tie it to touching the anomaly so that newer players dont suddenly become science's most wanted

I deliberately made the infection process random and hard to control, so that metagamers and raiders can't easily take advantage of these mechanics.

how are you able to be infected

how are you able to be infected

read the second paragraph in the PR's description. :trollface:

this sounds cool and would be very good for rp scenarios, although it might be best to tie it to touching the anomaly so that newer players dont suddenly become science's most wanted

I'd say this just adds to the new player experience rather than detracts from it.
Like randomly winning the lottery and becoming the main character of the sjift.

insanely good idea

like honestly one of the best gameplay ideas ive heard in years

this sounds cool and would be very good for rp scenarios, although it might be best to tie it to touching the anomaly so that newer players dont suddenly become science's most wanted

this is not a bad thing, this is a feature

how are you able to be infected

read the second paragraph in the PR's description. :trollface:

do the random zones appear when an anomaly is generated? or is it a station event

how are you able to be infected

read the second paragraph in the PR's description. :trollface:

do the random zones appear when an anomaly is generated? or is it a station event

yep, it can be generated by Anomaly Generator

Love it, Why allow the user to control when to activate the pulse and not have it pulse randomly?

its more fun that way, player agency

the random pulse still persists. It's just that the player can manually pulse early by resetting the timer

gravity anom host :D

its more fun that way, player agency

I agree! I was just curious, although I do enjoy the random pulses at inopportune times.

the random pulse still persists. It's just that the player can manually pulse early by resetting the timer

Awesome

I've had thoughts about it and in general I've just decided on 1 change I'd like to see: not gibbing on explosion, death? Sure, just not RR as it's no fun at all. (I also think it should have a bit more spectacle than just suddenly splitting into body parts, something related to the anomaly)

Shai-Hulud

Thats very cool!

Shai-Hulud

Lisan al Gaib....

the idea is that anomalies are not superpowers. It's an infection that harms the host, but is still somewhat profitable to maintain, due to the generation of science points.

Does this give you antag authority, since you are "infected" and can control when you pulse? Should you attempt to not use the pulses when around people? What is stopping non-antags from running around spamming pulses in places they shouldn't?
Sorry if I sound like im nitpicking, I love this idea a ton, I just dont want shitters ruining it

i would rather them be allowed to cause damage through the anomaly, though nothing extensive, than be required to lock themselves in a room until it can be removed.

well i imagine its covered the same way current scientists are -- if you intentionally supercrit an anomaly to cause damage then that would be a rule break obviously but if it damages things with a pulse thats not exactly malicious

Can you become host of two of nore anomalies at the same time?

Can you become host of two of more anomalies at the same time?

Can you become host of two of more anomalies at the same time?

no.

Does a person infected by anomaly still has the anomaly passive effects? (temperature increase/decrease, radiation exposure and etc.)

I like it but I'm kinda worried about shitters becoming sentient anomalies

Many features being added can be used by shitters, i dont think we really need to think about how shitters could use the feature that is being added

I like it but I'm kinda worried about shitters becoming sentient anomalies

sentient artifacts already exist
these are much less destructive than sentient artifacts

I've had thoughts about it and in general I've just decided on 1 change I'd like to see: not gibbing on explosion, death? Sure, just not RR as it's no fun at all. (I also think it should have a bit more spectacle than just suddenly splitting into body parts, something related to the anomaly)

Are there any thoughts on changing anything about how supercrits work?

man this is....awsome...lots of possibilitys...but if you get a meat anomaly/plant one...the mobs arent friendly to you or? would be awsome for some...szenarios if its possible or maybe a bad idea aswell , but anyways this looks great cant wait for it

No, mobs don't frendly to you.
Not in this PR

Does a person infected by anomaly still has the anomaly passive effects? (temperature increase/decrease, radiation exposure and etc.)

Mostly.
For example, i remove radiation source from grav anom, bacaus host dying from rad in 1-2 minutes. But gravity well still work

You'll need to make species-specific states for Vox at minimum. Their eyes are 1px lower then usual.
Moths, Diona, and Arachnids also have different eyes that kind of throw a wrench in this, but they don't really look that "wrong" since they at least match SOME part of their eyes. You can decide on if you want to do that or not for this PR.

Oh shit...
Yea
Displacement maps, give me your power!

Species support added

https://github.com/user-attachments/assets/64411dd3-1c26-411a-a785-9f5d47d91dbf
Tech anom

this is sick but I do wish the mobs spawned via anomaly were friendly to you

this is sick but I do wish the mobs spawned via anomaly were friendly to you

for now, nope

Considering half the anoms generate mobs in some way, you should ask the "spawned mobs are friendly to the host" to the TODO list.
Also maybe the grav anomaly should give the host rad immunity rather than not giving off rads ?
This looks really fun.

https://github.com/user-attachments/assets/e0f45f02-e7bd-4016-a30a-7437e29052f2
Rock anomaly

what if scientist syndies got an injector to make someone an anomaly host

Looking at how not beneficial these are, why would anyone want to keep this?  What's the benefits? If there are any that is. Being a sentient point farm for science sounds very unfun, in most cases I imagine they would just use you as an opportunity to put an anomaly in a very convenient spot by killing you in an artifact chamber, placing an ape down and bringing you to med to be revived.

Looking at how not beneficial these are, why would anyone want to keep this? (cont)

Honestly the only real benefit is being able to summon rocks, meatures, or fauna on yourself. Or you could teleport randomly/zap people around you. It's kind of useless just more interaction with science. If you could control who you zap, or control where you teleport, or spawned creatures didn't attack you, or you could throw fireballs, or you were immune to radiation with each of the respective anomaly types, then it would have some use.

Looking at how not beneficial these are, why would anyone want to keep this? (cont)

Honestly the only real benefit is being able to summon rocks, meatures, or fauna on yourself. Or you could teleport randomly/zap people around you. It's kind of useless just more interaction with science. If you could control who you zap, or control where you teleport, or spawned creatures didn't attack you, or you could throw fireballs, or you were immune to radiation with each of the respective anomaly types, then it would have some use.

I hope it goes in the 'super-power' direction, it seems far more interesting and would open up RP more than "cure yourself of rock/blue space cancer"

I hope it goes in the 'super-power' direction, it seems far more interesting and would open up RP more than "cure yourself of rock/blue space cancer"

problem:

the idea is that anomalies are not superpowers. It's an infection that harms the host, but is still somewhat profitable to maintain, due to the generation of science points.

so in the current scope of the PR it's just cancer with extra annoyances

I hope it goes in the 'super-power' direction, it seems far more interesting and would open up RP more than "cure yourself of rock/blue space cancer"

problem:

the idea is that anomalies are not superpowers. It's an infection that harms the host, but is still somewhat profitable to maintain, due to the generation of science points.

so in the current scope of the PR it's just cancer with extra annoyances

Yea... That's my issue with it
It seems unfun in the direction it's going and I'm not sure how I would fix it without going out of scope
I don't think it'd be too bad concerning self antag tho for the reasons stated above a while ago, not all of the abilities have to be offensive and they'd still be somewhat rare and random.

In any case this is just a starting point right now. There are already ideas for stabilizing such infection so that the properties become useful to the host. But, for now, we'll try to do it in this format and see how it plays out. Further course will be adjusted based on feedback, I think

In any case this is just a starting point right now. There are already ideas for stabilizing such infection so that the properties become useful to the host. But, for now, we'll try to do it in this format and see how it plays out. Further course will be adjusted based on feedback, I think

I hope if we have a special piece of clothing for harnessing anomaly power it's a 60s style superhero costume

quite possibly in the future this should be reworked into a minor midround antagonist. whose goal is to commit anomalous  suicide, or to be cured.

finally virology, but now you get moved into a corner then killed + defibbed so science has an anomaly in a nice spot

finally virology, but now you get moved into a corner then killed + defibbed so science has an anomaly in a nice spot

edited, anomalyes dont spawn on kililng or decaying

Does critting still gib

still gib.

Oh yea another thing, do you keep the anomaly infection when you die and get revived?

no, you cured permanently

Ok, anomaly mobs now FRIENDS to anomaly host

Ok, anomaly mobs now FRIENDS to anomaly host

devious shenanigans brewing

Consider not having it do that

getting gibbed for not cooperating with science is based

Finally, it's merged


GraphEdit connection rework V2 (Drawing, API & optimizations)

Supersedes #83508.

Detailed changes:
Includes all the features from #83508 plus:

Connection lines are now drawn using Line2D nodes instead of using draw_polyline calls in one CanvasItem

The performance concerns I had turned out to be unfounded, this method even allows for some nice optimizations

Connection line shader

Connection lines use a dedicated canvas item shader now
The default shader adds a tiny rim so that they can be distinguished better when they cross/overlay each other (stripped from #85017)
For easy adjustments a connection_rim_color theme property is added
The default shader can be overridden to allow for application specific shaders (e.g. to implement connection type dependent styles)

The method is not yet exposed

Parameters/uniforms currently set by GraphEdit:

int from_type
int to_type
vec4 rim_color
float line_width

Dragging connection line improvements

Show the correct color gradient when hovering over a valid port (it was just a solid color before)

Fix instability while zooming
When zooming/panning fast this could happen before:

Further improved performance (especially when panning and moving nodes)

Drawing the lines for the minimap is now completely separate, drawing the lines via a shader is not sensible here (this also paves the way for loosening up the coupling between the minimap and GraphEdit itself and allows for optimizations since the minimap is currently a bottleneck)

TODO:

[ ] Reduce code duplication in the input methods (maybe in a followup PR?)
[ ] Decide what to do with the anti aliased property since AA is basically free now
[ ] Expose the connection line shader override (maybe in a followup PR?)

The active connection line looks a little ugly when dragging in the gif you posted, is it possible to put it lower than the port in the z hierarchy?

Out of curiosity, why did you decide to supersede your other PR instead of pushing an update to it? Also what exactly breaks compatibility here?

Decide what to do with the anti aliased property since AA is basically free now

I'd probably leave it in, as I remember people using GraphNode/GraphEdit in games with a pixel art style.

@nicolasgustafsson There is definitely some room for improvement there, but since the whole line needs to be on top we can't draw it behind the port. However, I have some ideas, e.g. you could fade the rim (which would require passing the line length as an uniform).
@YuriSizov Well, although this PR includes the features of the other one, the approach for updating/rendering the connections is quite different. Since that was a big part of the other PR and @ATS already approved it, I thought it would be better to open a separate PR instead of updating the existing one because a lot has changed.
Regarding the breaks-compat tag: it's just minor things like the following, so I added it just in case:

I'm still fiddling with the connection lines thickness property there (the shader and the width of the generated polyline need to be coordinated/tuned); currently it has a different scale (which should better resemble the width in pixels) and therefore an adjusted default value to compensate this
the unexposed, but public method get_top_layer (which seems to be unused as I just have noticed) returns the top layer which no longer draws the dragged connection/handles and filters the input for it
the anti-aliasing property currently only anti-aliases the connections in the minimap (of course this point depends on our decision regarding that property)
well, some of the improvements (like the rim or the applied gradient on hovering a port) change the functionality and aren't really optional (although you can turn the rim off by specifying a transparent rim color)

@Calinou Well in that case a connection line with AA turned off might be still too smooth, for something like this you're able to override the default connection line shader and achieve a true pixelated look. You can do basically everything you like as you can see in the example below ;)

I thought it would be better to open a separate PR instead of updating the existing one because a lot has changed.

From the production point of view, you can just dismiss a stale review to indicate that your work needs to be reviewed again (and of course I would assume you leave a comment with an explanation of updates anyway). So for everyone else's benefit this wasn't necessary. But if it helps you, then opening a new PR is fine. Feel free to close the old one if you're replacing it.

As the old PR didn't have review stuff on it I'd be fine but otherwise I'd suggest avoiding superseding PRs unless most of the feedback on it is significantly outdated, to not lose a lot of progress in the feedback there

There is definitely some room for improvement there, but since the whole line needs to be on top we can't draw it behind the port. However, I have some ideas, e.g. you could fade the rim (which would require passing the line length as an uniform).

Why does it need to draw on top of the nodes?

Well, in a dense graph you would only see tiny segments of your dragged connection line which makes it quite unfun/a bit awkward to use.  Slightly more faff granted but that is what Blender does:

Rebased after the editor theme generation refactoring.
Regarding the dragging connection line: I'd rather like to find a solution in a followup PR, since I noticed that it's actually not trivial to find one that has no drawbacks (e.g. the port "circle" is actually a texture that can be custom). And I like to get this merged as soon as possible, because it needs to be tested well and some other stuff depends on it.

Yes, that's almost how it works right now:

the connection layer containing all Line2Ds is drawn behind all graph nodes
the top connection layer contains one Line2D which is used for the dragged line (the point array is reset when no connection is dragged), when dropping, a Line2D is created as a child of the connection layer

Since the dragged connection line isn't updated in a draw function we can't just use the CanvasItem draw methods to draw two circles in _update_top_connection_layer(). Using round end caps helps a tiny bit, but doesn't work well with the line shader (to be precise the line rim) because the UVs aren't generated in a way that would allow using them as a distance field.
Tbh honest, I don't think this looks that ugly, especially at zoom levels <100% - and when quickly dragging connections you won't even notice it :) That's another reason why I wanted to solve this in another PR.

I think the only solution there is to fetch the icon used for the source/target port and draw it on top of the line. But indeed, this can be fixed later.
Could you squash your commits and give them a more conventional message, following our contribution guidelines? Like the current title of the PR, perhaps.

Overall code seems fine, good job! Functionality-wise it all seems to work. So once the feedback is addressed, this should be good to go.

I also noticed an issue with visual shaders as I was testing. Reported here https://github.com/godotengine/godot/issues/87337

I think I addressed all the review comments :)

Builds failing because constness change needs to be added to the extension compatibility file

I also forgot to adjust the commit message. Both should be fixed now.

Thanks!

I found this in git blame as I remembered that it upsets Aaron's attempt to implement a disable_2d build option, forcing it to make an exception for Line2D. Would it make sense to use draw_polyline on a Control with the same shader instead?

Connection lines are now drawn using Line2D nodes instead of using draw_polyline calls in only one CanvasItem

The performance concerns I had turned out to be unfounded, this method even allows for some nice optimizations
The reason for this was flexibility: e.g. drawing e.g. type-dependent connection line styles (double/triple/quadruple lines, dashed) with a shader requires passing per-line uniforms to the shaders

draw_polyline is not sufficient (line caps and UVs are needed), but since Line2D uses another abstraction (LineBuilder) we could do something like that (basically by using the same drawing code as in Line2D).


agent-run fails if node is already registered

Recommend adding note after the following sentence:
Once it is published, you can get the agent to deploy it:

NOTE: If your node is not unconfigured, the following will throw an error.  To confirm you are in an unconfigured state, run: hzn node list | jq '.configstate.state'.  If you are configured, run make agent-stop to unconfigure it first.

BTW, this is a very likely case if a person has just installed the Management Hub following the directions.  The IBM/helloworld service will be installed and running when they begin following the README directions for this service.


How to do this plugin in Ionic-Capacitor?

I have tried this plugin with but this step
in costructor :
initializeApp() {     this.platform.ready().then(async () => {       await SocialLogin.initialize({         google: {           webClientId: 'aabbcc',         },       });      });
button Login click :
const res = await SocialLogin.login({       provider: 'google',       options: {         scopes: ['email', 'profile'],       },     });
and then what next? how to get response?

I recommend reading the setup_google.md.
After you login, you can get the JWT using getAuthorizationCode. Then, you can send this JWT to your server to validate the users identify.

thans for your reply @WcaleNieWolny . i have followed the instruction, and debug with
console.log(res.response)
but i have an error :
No Google accounts available. Please add a Google account to your device and try again
what wrong with that?

I am working on this issue as we speak. No Google accounts available is not a difficult fix and in 30 min there should be a new release fixing it

@lapisanlangit I just pushed a fix: https://github.com/Cap-go/capacitor-social-login/commit/cb387747c8a49d400322092c10d952225997651b

are this fixing already push on npmjs.com @WcaleNieWolny ? i have tried npm install from this githup repo, build app but get an error.
package.json
"@capgo/capacitor-social-login": "github:Cap-go/capacitor-social-login"
ionic capacitor build android :
Cannot find module '@capgo/capacitor-social-login' or its corresponding type declarations.

thank you @WcaleNieWolny  i will wait this github repo updated on npmjs.com...  I give up with codetrix studio for google auth, i have tried that's lib for a week and not get good result... i wish with your library can solve the problem.. thank you

I just pushed https://github.com/Cap-go/capacitor-social-login/commit/2794aad3492eee5ac3ecebd6d018ee5b24d128c4
It should compile now and the CI/CD should release the lib on npm soon

@lapisanlangit I did push a version to NPM

thank you @WcaleNieWolny, version 0.0,39 already in npmjs.com. I have tried and "Choose an account" has opened, then i choose one account, but still have an error :  Google Sign-In failed: activity is cancelled by the user. how to solve that?

@lapisanlangit that would mean that you clicked outside of the modal. Can you record a video showing the error happening?

This is rather difficult to make video.. this is several screen capture :

and you are sure that you clicked agree and share?

yes

Is your google client published in google or are you still using development accounts?

Let me try to reproduce your error

this is still in environment development...I am using my device  same Wifi with my laptop. and my SHA1 already put in console.cloud.google

This SO answer would suggest that you didn't configure the plugin correctly

Here are the 2 posts I could find about this error

https://stackoverflow.com/questions/77717346/androidx-credentials-exceptions-getcredentialcancellationexception-activity-is
https://stackoverflow.com/questions/77028602/credentialmanager-with-googleid-always-cancelled

This might be tricky, but here are some steps I would recommend for debuging:
A) Ensure that you are using the WEB client id and that your code looks similar to this
  await SocialLogin.initialize({
    google: {
      webClientId: '673324426943-avl4v9ubdas7a0u7igf7in03pdj1dkmg.apps.googleusercontent.com',
    }
  })
  const response = await SocialLogin.login({
    provider: 'google',
    options: {}
  })

B) Ensure that you have the valid sha1. If you use android studio development build, you should run ./gradlew signInReport. This is explained by the docs If you are using a keystore to sign your app, you can run keytool -keystore path-to-debug-or-production-keystore -list -v.

 Thank you @WcaleNieWolny … I can going to next step now. I spent 1-2 weeks with other libraries and couldn’t get it to work. Thanks for your help!

No problem! I am glad that it works 😄


Only add run script build phase if plugin is listed in Podfile

Goal
Currently, the Run Script build phase is automatically added if the Podfile has a dependency on Bugsnag, even if the plugin hasn't been explicitly declared. This is different than how CocoaPods plugins usually behave. The goal is to fix this behavior, which was first reported back in 2016 in #2.
Design
This matches the approach of other CocoaPods plugins like cocoapods-amicable.
Changeset

Modified has_bugsnag_dependency? to look for a cocoapods-bugsnag plugin declaration in addition to the Bugsnag pod dependency
Renamed has_bugsnag_dependency? to should_add_build_phase? to reflect the change in behavior

Testing
Pointed my project to the fork, ran bundle install, and ran pod install. Run Script build phase was only added if plugin declaration existed

Hi @sethfri.
Thanks for this, it looks like a reasonable change. We will review when priorities allow.

Hi @johnkiely1, any update on this?

Hey @sethfri, this has been released in https://github.com/bugsnag/cocoapods-bugsnag/releases/tag/v2.2.0 –– Thank you for your contribution!


BOLT7 messages

Completes #79. Without message handlings
Problem:
This PR is causing the following error in my local
   Compiling lnpbp v0.3.0-alpha.1 (/home/raj/github-repo/rust-lnpbp)
error[E0277]: `(dyn std::any::Any + 'static)` cannot be sent between threads safely
  --> src/lnp/application/message.rs:35:1
   |
35 | / lazy_static! {
36 | |     pub static ref LNPWP_UNMARSHALLER: Unmarshaller<Messages> =
37 | |         Messages::create_unmarshaller();
38 | | }
   | |_^ `(dyn std::any::Any + 'static)` cannot be sent between threads safely
   |
  ::: /home/raj/.cargo/registry/src/github.com-1ecc6299db9ec823/lazy_static-1.4.0/src/inline_lazy.rs:19:20
   |
19 |   pub struct Lazy<T: Sync>(Cell<Option<T>>, Once);
   |                      ---- required by this bound in `lazy_static::lazy::Lazy`
   |
   = help: the trait `Send` is not implemented for `(dyn std::any::Any + 'static)`
   = note: required because of the requirements on the impl of `Sync` for `Arc<(dyn std::any::Any + 'static)>`
   = note: required because of the requirements on the impl of `Sync` for `amplify::alloc::collections::btree::node::Root<tlv::Type, Arc<(dyn std::any::Any + 'static)>>`
   = note: required because it appears within the type `Option<amplify::alloc::collections::btree::node::Root<tlv::Type, Arc<(dyn std::any::Any + 'static)>>>`
   = note: required because it appears within the type `std::collections::BTreeMap<tlv::Type, Arc<(dyn std::any::Any + 'static)>>`
   = note: required because it appears within the type `Stream`
   = note: required because it appears within the type `QueryShortChannelIds`
   = note: required because it appears within the type `Messages`
   = note: required because it appears within the type `PhantomData<Messages>`
   = note: required because it appears within the type `payload::Unmarshaller<Messages>`
   = note: this error originates in a macro (in Nightly builds, run with -Z macro-backtrace for more info)

Can probably be a rust issue. This specific part of the code throwing the error is not being touched here.

Travis is also failing on the same error.

Travis is also failing on the same error.

Updated rebasing on the latest master. CI should pass now.

Updated rebasing on the latest master. CI should pass now.

Updated with requested changes.

Updated with requested changes.

Also I'd like to ask you to put all changes as a separate commits on top so I can review only the new changes.

Also I'd like to ask you to put all changes as a separate commits on top so I can review only the new changes.

Thanks for the thorough review. Updated as suggested.

Display implementation is derived for all the message structures. Note that I have only added minimum members in the display to make it different from debug. Pretty display should be short and concise without unnecessary data.

Lightning encoding is removed entirely for new types. Strict encoding is defined and lightning encoding is derived.

Completely missed that Alias is 32 bytes. This makes it equivalent to Channel Ids, implementing similarly.

Adding few issues to cover for the future works.

Thanks for the thorough review. Updated as suggested.

Display implementation is derived for all the message structures. Note that I have only added minimum members in the display to make it different from debug. Pretty display should be short and concise without unnecessary data.

Lightning encoding is removed entirely for new types. Strict encoding is defined and lightning encoding is derived.

Completely missed that Alias is 32 bytes. This makes it equivalent to Channel Ids, implementing similarly.

Adding few issues to cover for the future works.

Updated as requested.
Ya I meant rust-lightning.

Updated as requested.
Ya I meant rust-lightning.


Default host downstream

My problem
Hello !
I'd like to be able to reroute everything without having to specify explicitly the host downstream.
Something like : http//:<IP_ADDRESS>:PORT. I've tried and didn't work. Using localhost works just fine, but, if the service is hosted somewhere else, I'd have to use an IP address (in the ocelot.json) and that's exactly what i'd like to avoid. I want to allow the DowstreamHost to be "anything".
So I pushed my research over the issue a little bit, and apparently service discovery might be the key (ex : Consul, Eureka). I've tried both of them, couldn't get the job done.
So far
Using ocelot alone :
(ocelot.json / ReRoute section)
{
"DownstreamPathTemplate": "/api/v1/{everything}",
"DownstreamScheme": "http",
"DownstreamHostAndPorts": [
    {
    "Host": "<IP_ADDRESS>", // localhost works fine though
    "Port": 5501
    }
  ],

  "UpstreamPathTemplate": "/api/v1/{everything}",
  "UpstreamHttpMethod": [ "Get", "Put", "Post", "Delete", "Patch", "Options" ]
}

Using Ocelot + Consul/Eureka :
   Followed the steps in : https://ocelot.readthedocs.io/en/latest/features/servicediscovery.html
Via Consul/Eureka, couldn't even do it with localhost, so ... there is a slight chance that I might have missed something.
Via Consul
{
"ReRoutes": [
{
  "DownstreamPathTemplate": "/api/v1/{everything}",
  "DownstreamScheme": "http",
  "ServiceName": "smart",

  "UpstreamPathTemplate": "/api/v1/{everything}",
  "UpstreamHttpMethod": [ "Get", "Put", "Post", "Delete", "Patch", "Options" ]
}
],
"GlobalConfiguration": {
"ServiceDiscoveryProvider": {
  "Host": "<IP_ADDRESS>",
  "Port": 5501,
  "Type": "Consul"
  }
 }
}

Via Eureka
"GlobalConfiguration": {
"ServiceDiscoveryProvider": {
  "Type": "Eureka"
}

appsettings.json
"spring": {
  "application": {
    "name": "someService"
  },
  "eureka": {
    "client": {
      "serviceUrl": "http://<IP_ADDRESS>:5501/eureka/",
      "shouldRegisterWithEureka": false,
      "shouldFetchRegistry": true
    }
  }

Specifications
I also get an exception when using Eureka : discovery client type UNKNOWN, after the statement AddEureka()
I used the latest version of Ocelot, the same goes for the service discovery 13.5.2
If you have any idea that might help solve the problem, i'd really appreciate it.
Thank you !

Here should be a perfect example for you. https://github.com/Liu-Alan/Ocelot-Consul

Thanks ! Still there's quite a lot stuff going on my head after taking a look at the example.

Do i need to have a whole Consul project too ? I thought the idea of using ocelot.provider.consul package is to avoid it. Because I skipped that whole part. I just went directly adding consul via ocelot in the ConfigureServices() and "overriding" the reroute in the "Global Configuration" of my json file (ocelot).
I still don't understand how you manage to access a service which is not hosted on your machine/localhost, I guess that's the part where Consul does its job, but still, something is missing, i couldn't totally get it.
What is the point of keeping the DowntreamHostandPorts in the reroute section if the main idea is to "define them" in a general way in the Global Configuration through Consul ? Unless it produces the same final result and in this case, you could just comment those lines out, right ?

I know it's too much questions/confusions, I'm just trying to understand the mechanism too.
Thank you again.

I am not sure why you require 'default host', but I guess you could take a look at https://github.com/damianh/ProxyKit which is a reverse proxy implemented with .Net core. It may fit you easily with 'default host'.
For ocelot, I suggest you to read more about big picture. https://ocelot.readthedocs.io/en/latest/introduction/bigpicture.html

Well, the services to retrieve might not be in my machine. So it would be nice to forward them to the right location without having to specify every single host responsible for a service, which means that i'd have to  specify manually all the routes leading to the services. If it were for just one or two, that'd be ok, but there are just too many, it wouldn't be convenient. Or ... maybe I'm just confused and I need to think it through again.
Yeah, i'll definitely take a look at the reverse proxy you suggested and see what it's about (ocelot big picture as well).
Thanks for your time, i'll get back to you if there are any updates, bad or good ;)

@yuft Oh my !
I was right and wrong ... but mostly wrong.
What I was trying to do was kind of impossible and thanks to you I could see it. There was no way I could have been forwarded to some url without knowing the IP address. Because either way, the services I'm trying to have access to will always be accessible from anywhere I'd like to (I hope so).
So I took the problem in the reverse way : better get the ip address of the computer and do whatever it has to be done.
Then I thought of : is there a way to configure the downstream host programatically ? And if it's the case, that would totally solve my problem.
Sooo, imma get back to it and start doing my researches again and see if i can find a way to configure that downstream host in my c# program (and not the json file).
Thank you again !

:rofl:


Initializer not running in nightly namespace

The initializer pod is not running in the SBAT nightly namespace, the pod is created but stuck in CreateContainerConfigError state
NAME                                                  READY   STATUS                       RESTARTS   AGE
iam-init-27651252-5w6fv                               0/1     CreateContainerConfigError   0          48m

This is because the following secret is missing:
Error: secret "initializer-secret" not found

Looks like the secret is being created in the dev namespace:
k describe externalsecrets.kubernetes-client.io initializer-secret -n dev

Name:         initializer-secret
Namespace:    dev
Labels:       argocd.argoproj.io/instance=iam-init-securebanking-nightly

The secret definition file was explicitly setting the namespace to environment.namespace custom value.
Fixed this by removing explicitly setting the namespace, in favour of allowing argo to set the namespace based on the application configuration.


When will the code be open-sourced?

Thank you for your interest in our work. The code is released now.

已收到邮件


Definition of floating base generalized acceleration

Hi,
Thanks for the replies in https://github.com/stack-of-tasks/pinocchio/issues/1357 and https://github.com/stack-of-tasks/pinocchio/issues/1137, I got to know the generalized velocities are defined in local joint frames, which means for floating-base dynamics, the linear and angular velocities of the base are expressed in their own frames rather than world frame. Therefore, I'd like to confirm that is the generalized acceleration also expressed in the local frame of the joint?
That means, if I use a = aba(model, data, q, v, tau) to compute the generalized acceleration, a should be defined as:
a = [linear_acceleration_in_body_frame, angular_acceleration_in_body_frame, joint_accelerations]
Is that correct? I will appreciate your clarification! Thanks a lot.

Yes, you are correct. For the next question, I guess it would be better to use the discussion feature of GitHub to exchange on the topic. I think this might be of interest to others.


Feature/4402/check url

For dockstore/dockstore#4402
Add a simple field to the version info card for workflows.
If it's null, the field is not present

Suggestions welcome (always show field?, reword field?, reword tooltip?)
Test is going to fail for now for unrelated reasons

Two thoughts based on your screenshot:

If we go with this approach, I feel a little "eye candy" would be nice (green checkmark, red x), although I guess it couldn't be done in isolation and may entail revisiting the whole layout... Does Kim already have a mock we haven't done for this page?
The checkUrl doesn't currently surface this information, and I brought this up on that PR, but I still feel it would be valuable to know which test parameter files have all public urls. If I'm a workflow user and find a workflow where this it says I have a all-public URLs parameter file, what do I do if there's more than one?

You could argue that's the job of the checker workflow and/or the description, and maybe that's the answer in combination with 1.

Unclear. But I personally don't consider that to be much of an enhancement. It would be an enhancement if it was in the versions table where you can at a glance compare versions really fast. Could you explain your reasoning?
There's an issue for this already https://github.com/dockstore/dockstore/issues/4384 . You can add that use case if you want. But for me (if I'm a workflow user even though I'm not), I would see that it's not publicly accessible and just give up. If there's more than one test parameter file (which is very unlikely), it should be pretty clear at a glance which test parameter file is publicly accessible. But let's not deal with hypotheticals for now, we have plenty of issues created by actual users with real use-cases that take higher priority.

1. Unclear. But I personally don't consider that to be much of an enhancement. It would be an enhancement if it was in the versions table where you can at a glance compare versions really fast. Could you explain your reasoning?

I just think it might look better, but don't feel too strongly about it.


[Add]:New game Bow_Arrow

Describe the project you want to add with tech stack

Bow_Arrow is a game implemented using HTML, CSS, and JavaScript. The game is to shoot monsters and save birds.
Objective is to Shoot monsters and save birds.
Expected behavior

HOW TO PLAY

Start the game
Move the man with Arrow Keys
Shoot arrow with Space Bar
+1 for hitting monsters
-5 if monsters reaches birds
Game Over if score<0
Monsters speed increases each level.

Screenshots (optional)

Additional context (optional )

I would like to work on this issue under GSSOC'23.Please Assign me this task

Project already present


"infinity personal roboport" unmounts to "personal roboport mk2"

When taking a "infinity personal roboport" out of a equipment grid the item converts to a normal "personal roboport mk2".
Tested with vanilla power armor mk2.

Thanks for the report, this has been fixed for the next version.

v0.6.1 has been released.


Include some example output diagrams in the README?

It would be awesome if you included some output diagrams examples in the README.

Including some sample diagrams has prompted an immediate focus on better documentation in general. a "hero" pinout diagram has been included at the start of README to inform/inspire readers of potential outcomes along with graphical explanations supporting/aiding the tutorial documentation that has been moved to readthedocs.
Some project scope expansion ideas have come to mind based on this issue: more visual examples showing possible design variations along with preconfigured style settings (I see the byo css as a barrier to user success).
!! ~~ ** many thanks mithro for the input ** ~~ !!

This look awesome! Thanks for your work @j0ono0

@j0ono0 I added this project to https://hdl.github.io/awesome/items/. You might want to provide some brief (or long) description: https://github.com/hdl/awesome/blob/develop/content/items/pinout.md.
Some other hints:

On the right sidebar of https://github.com/j0ono0/pinout, click on the gear (settings) and you can add the URL to the docs there. You can also add tags/topics.
In the README, you can use HTML for centering the images. See, for instance, https://github.com/im-tomu/fomu-workshop.
You can add shields/badges (as in fomu-workshop). I suggest using https://shields.io/.

Thanks for the hints @umarcor. I don't know how long I'm allowed to hold onto a 'newbie' status for github but I'm still feeling like one.
And big thanks for the list inclusion! Very flattering to share list space with some other titles I spied in there. I'll endeavour to add a long description soon.


Style blink

Is there a way to blink an object? furthermore, is there a way to blink an object by changing its style?
I can change the element style by doing: elem._element.css('filter', 'url(#filterColorizeGreen)') for example, but I am not able to animate this.
I would like to colorize between red and yellow to show an alarm.

the easiest way might be to include an animate object into your svg:
https://developer.mozilla.org/de/docs/Web/SVG/Element/animate
working demo:
http://jsfiddle.net/pLh05ypL/1/

Hello, Thank you for your answer.
I meant blinking this way:

Only if some condition is met, not permanently
Blink abruptly, I think an instant color change cannot be made this way
Blink by changing the style because the item has a lot of components and they have shadows and darker parts.

I found the way by adding a "timer" function using setTimeout in the JS Init. I paste the code here in case it is of interest.
`//Check existence of previous running blink routine
if(typeof options.timer_blink !== 'undefined') clearTimeout(options.timer_blink);
//State of blinking (style one or style two)
options.state = false;
options.blink = (svgnode, svgmap, data) => {
clearTimeout(options.timer_blink);
// Item in alarm
if(svgmap.bomba.alarm === true){
if(options.state === true){
svgnode.node.ownerDocument.getElementById("floodColor").setAttribute("flood-color", svgnode.node.ownerDocument.color_alarm);
svgmap.bomba.css('filter', 'url(#filterColorize)');
}
else{
svgnode.node.ownerDocument.getElementById("floodColor").setAttribute("flood-color", svgnode.node.ownerDocument.color_alarm_blink);
svgmap.bomba.css('filter', 'url(#filterColorize)');
}
options.state = !options.state;
}
//If there is no alarm, no filter is applied
else svgmap.bomba.css('filter', null);
//Setup next call
options.timer_blink = setTimeout(function() {
options.blink(svgnode, svgmap, data);
}, 800); // callback
}`

I took a look at this as well, and I think you've found the most direct way to accomplish what you want. If you think this could be reusable, you could take a look at
https://github.com/ACE-IoT-Solutions/ace-svg-react/blob/3edd7535c231e02337ed07528b783e9a4a919587/src/ACESVGjsPanel.tsx#L27
and implement it as an extension there.
Thanks, glad you're finding value in the plugin!


add bugs & feedback to text

discoverability improvement, add "bugs" and "feedback" (words previously absent from the page) explicitly to GitHub issues link for folks that might do a page-search for those words. also line-breaks around the hyperlink

Thanks!

(Fwiw there's a "Bug?" link in the footer of all Bridgy pages, including this one. But this is still good!)


maxDaysToShow still malfunctioning

Is there an existing issue for this?

[X] I have searched the existing issues

Current Behavior
I am using a dashboard card to show only today's events. worked fine until sometime in September. I know you said it is fixed, but I still get the following behaviour:
with maxDaysToShow: 0 or maxDaysToShow: 1 I get the same list of today's and tomorrow's events (see screenshots) - with higher numbers I always get one more day than expected (either that or maxDaysToShow=0 means "only today")

if I can volunteer more information, please just ask, haven't done many bug reports yet.
and: thanks for the great work at this card! I really love it's versatility.

afterthought: I just noticed that I can set maxDaysToShow for any given calendar (been using the card for ages, didn't had any cause to change the setup for a long time before the bug). but if I set my three calendars to 1 (days), but don't set any global/card-wide maxDaysToShow than the default kicks in and it shows several days in advance.
Expected behaviour
only today's events should be shown.
Steps To Reproduce

Make a card on any dashboard.
choose maxDaysToShow: 1
see today's and tomorrow's events
change to maxDaysToShow: 0
see the same

Mode
Event (default)
Card Version
9.0.0
Home Assistant Version
2023.10.b4
Configuration
type: custom:atomic-calendar-revive
entities:
  - entity: calendar.birthdays
    color: firebrick
    icon: mdi:cake
    maxDaysToShow: 1
  - entity: calendar.cal_5_holidays_in_germany
    color: firebrick
    icon: mdi:calendar-multiselect
    maxDaysToShow: 1
  - entity: calendar.feiertage
    color: firebrick
    icon: mdi:calendar
    maxDaysToShow: 1
name: Today
untilText: until
showHiddenText: false
showDatePerEvent: false
showWeekDay: true
showMonth: true
showProgressBar: true
showCurrentEventLine: false
showFullDayProgress: false
showNoEventsForToday: true
disableLocationLink: true
disableEventLink: true
showEventIcon: true
showCalendarName: false
showWeekNumber: false
hoursOnSameLine: false
showAllDayHours: false
showLastCalendarWeek: false
disableCalLocationLink: true
disableCalEventLink: true
disableCalLink: true
maxDaysToShow: 1

Relevant log output
No response
Code of Conduct

[X] I agree to follow this project's Code of Conduct

Hi, Thanks for using the card i'm glad you like it!
Ok so I think I understand,

when you set maxDaysToShow: 1 globally it shows 1 days of events, when you set maxDaysToShow: 0 globally it shows 1 days of events - This is the expected behaviour, the card doesnt allow 0 days to be shown as that would be pointless.
when you set maxDaysToShow: 1 under a specific entity it is sill showing events for the following day for that entity? - this is a bug, I can look into it.

Please let me know if I got that right or if i'm missing something.

yes, and no.
2 is correct. I can screenshot that later for you, if necessary. - but it only happens when there is no entry for global maxDaysToShow. as soon as the global setting is there, it works.
1 when set maxDaysToShow: 1 or 0 it shows today AND tomorrow. always. that's what my screenshots show. (today is a birthday. tomorrow is a public holiday.)
my screenshots explained:
pic 1: configuration of the card. (the important bits of it)
pic 2: card showing today and tomorrow.
pic 3: the Home Assistant calendar view showing it is two different days.
hope that helps.

Screenshots for problem No 2:

pic 1: maxDaysToShow set for all three individual calendars. but no global setting. card shows an event 5 days away.

pic 2: maxDaysToShow set globally (for the card. circled in red on the screenshot) - card doesn't show the event 5 days away.

actually the card should show only today's events. but that's problem No 1 as explained above.

could you confirm do each of these events come from a different calendar?
Im wondering it its keeping the first day from each calendars events rather than the current day from each calendar, that would make sense with what you are seeing.

I have released a new beta version, please install and let me know if that has resolved this for you.

I'm having what I'm guessing is a related issue. My maxDaysToShow seems to cut off early. I never show till the end of a day. Almost like it's a timezone problem. My timezone is -8. Could OP's be +something?
I've tried beta.2.

I'm having what I'm guessing is a related issue. My maxDaysToShow seems to cut off early. I never show till the end of a day. Almost like it's a timezone problem. My timezone is -8. Could OP's be +something?
I've tried beta.2.

Are you using this version: v9.0.1-beta.1
If so and you still have the issues please could you do the following:

when on the atomic calendar card
press f12
go to console tab
expand the entry for atomic calendar revive
screenshot the that section, if should include the timezones

P.S. Timezones are the biggest pain in the ....

still looks wrong to me. it also shows more than one event from one calendar. so it's not only the first event of each.
what happens with 9.0.0.beta1 installed:
Problem 2: if I set maxDaysToShow: 1 only for the calendars, not globally.
card config:

defaultMode: Event
showLoader: false
hideFinishedEvents: true
showRelativeTime: false
showLocation: false
hideDuplicates: false
showProgressBar: false
showMonth: true
showWeekDay: true
disableLocationLink: true
disableEventLink: true
showNoEventsForToday: true
showEventIcon: true
showHiddenText: false
showCalendarName: false
showDatePerEvent: false
showTimeRemaining: false
hoursOnSameLine: true
disableCalLocationLink: true
disableCalLink: true
disableCalEventLink: true
offsetHeaderDate: false
showAllDayEvents: true
allDayBottom: false

card screenshot:

different colors/icons is different calendars.

Problem 1:
on the same card as before, if I set maxDaysToShow: 1 globally, I get:

calendar config as before. card config also the same plus maxDaysToShow:
defaultMode: Event
showLoader: false
hideFinishedEvents: true
showRelativeTime: false
showLocation: false
hideDuplicates: false
showProgressBar: false
showMonth: true
showWeekDay: true
disableLocationLink: true
disableEventLink: true
showNoEventsForToday: true
showEventIcon: true
showHiddenText: false
showCalendarName: false
showDatePerEvent: false
showTimeRemaining: false
hoursOnSameLine: true
disableCalLocationLink: true
disableCalLink: true
disableCalEventLink: true
offsetHeaderDate: false
showAllDayEvents: true
allDayBottom: false
maxDaysToShow: 1

5. reenshot the that section, if should include the timez

that any helpful?

Hi @variada I think i found the issue with the call to the rest API, please try with the latest beta 9.0.1-beta.2

Hurray! Problem 1 looks solved.
Problem 2 (no general setting, but individual maxDays settings) still makes Oct 7 show up, though. but that's probably not to worry, because global maxDaysToShow is set to a number by default, right?

The new beta2 solved the issue! Thanks.

Max days to show is not working for me.  I am trying to do a horizontal stack of cards with individual days.  Today works fine, but tomorrow and the next day show two days apiece.
type: horizontal-stack
cards:
  - type: custom:atomic-calendar-revive
    name: Today
    entities:
      - entity: calendar.shared
      - entity: calendar.uark
    maxDaysToShow: 1
    startDaysAhead: null
  - type: custom:atomic-calendar-revive
    name: Tomorrow
    entities:
      - entity: calendar.shared
      - entity: calendar.uark
    maxDaysToShow: 1
    startDaysAhead: 1
  - type: custom:atomic-calendar-revive
    name: After
    entities:
      - entity: calendar.shared
      - entity: calendar.uark
    maxDaysToShow: 1
    startDaysAhead: 2


Add prometheus metrics for spawn, minion, mqmaster, and mqworker

Addressed comments in https://github.com/addthis/hydra/pull/270

Does this still need a review @kxingit ?

@tedpearson nope, another branch has been merged https://github.com/addthis/hydra/pull/270
this branch can be deleted


Add Bootstrap 4 Template HTML

Add a quick start of html template

First of all thanks for the pull request! 🎆
However it requires some changes because of how this project works.
You should create .html file inside source directory which will later be dynamically compiled into snippets.json. This way it's a lot easier to keep everything clean & simple 😄
For more details please read compiling and testing guide 😛


Make a nice plot of the adjacency matrix

See Figure 1b in paper
Code https://github.com/neurodata/bilateral-connectome/blob/main/scripts/show_data.py

One could be sorted left/right
Another by segment


EBNF Parser : End of Stream issues.

Hello,
I am currently making a project in C# for the PineScript language with cSly.
There are many grammar rules for this loosely typed functional language, but I seem to get this error:
unexpected end of stream. at line 0, column 693. at sly.parser.generator.EBNFParserBuilder2.<>c__DisplayClass2_0.`
The problem seems to revolve around these Production rules:
[Production("fun_def_singleline : id fun_head ARROW [d] fun_body_singleline")] [Production("fun_def_multiline : id fun_head ARROW [d] LEND? [d] local_stmts_multiline")] [Production("fun_head : LPAR [d] fun_head_params? RPAR [d]")] [Production("fun_head_params : id ( COMMA [d] id )*")]
I am still working on the class structures, so I am returning nulls for now. This doesn't seem to be the issue, as the exception is for the Parser's initialization...
When I remove the rules temporarily, this becomes the new error.
unexpected end of stream. at line 0, column 1077.expecting IDENTIFIER, LPAREN, unexpected end of stream. at line 0, column 1077.
What might cause end of stream?

After further debugging, I have learned it is not yet possible to discard [d] an optional or multi terminal/non-terminal. Is this a feature we could expect in the future?
Also, any advice on the BuildResult being okay, but containing a null Lexer?

HI @CP3088 , Sorry for the delay, I should receive email when issue is created but I must have missed it.
So for the first part of your issue, you 're right it is not a supported feature.
I am not planning to support it discardable non terminal as it does not make sense for me. Non terminal are the core structure of a language as opposed to terminal that can be syntactic sugar.
I don't see any relevant use case. Maybe you could add an explanation for your use case ?
For the second issue I need more detail. Could you send a complete context : lexer (generic or regex based ? ) the parser and the source code that failed to parsed . I don't understand if it happens during the parser initialization or when parsing a pinescript source code.
I would be happy to help you use CSLY.
feel free to complete this issue, I will surely either guide you to use it or solve any issue.
Olivier

Hello,
Thank you for the reply! I have been debugging the project more with the cSly source code and found most of my issues.  On the topic of discarding, I agree that a non-terminal shouldn't be discarded. Most of the confusion came from porting over the grammar from ANTLR v4, which meant I had to remake several rules.
The current issue that has arose is precedence of the production rules. I am using a generic lexer along with your ebnf parser to build the AST by the way.
My implementation of function calls and variable assignments work well on there own, but when they are both together, variable assignments always take the route of function call rules even though they are setup properly for assignments.
Sorry for the extra issue... haha. Would I be able to email you an example of my problem?
Thanks,
CP3088

Hi @CP3088, I am glad you found your way to solve your problems. By the way yesterday I publish a new release (<IP_ADDRESS>) that embed better error reporting during the parser build.
I could have helped you with at least for the first issue.
You can open an issue with your problem, I will look at it soon.
Olivier


Export targets in Cmake configuration

Would be great if cesium-native export the targets in the cmake configuration so for an external application can be as easy as find_package(cesium-native) and then link against CesiumNative::CesiumNative or each individual library like CesiumNative::CesiumGeospatial.
CC: https://github.com/CesiumGS/cesium-native/issues/231

Duplicate of #231.


bumping up gem and cookbook versions

#9

@jeffmendoza @adamedx

Seems reasonable. I'll get @russellseymour or myself to verify this, this week.

Thanks @jjasghar !

This all looks good to me.

I am not able to approve this after testing locally and my initial look at the PR.
@dparkar Did this cookbook work when you used it after upgrading the gem versions?
The last azure gem version that supported the BlobService was 0.7.5, versions 0.7.6 and 0.7.7 do not have the BlobService code any longer, which is what the resources in this cookbook depend on.
There is now a separate gem that handles Azure Storage - https://github.com/Azure/azure-storage-ruby.


public.calendar_trends.symbol is wrong.

This is showing up as 'AKU.US' instead of 'AKU.' If this is needed, change the column name to code.

Done. Will test in real-world test this weekend.


Could not find settings

So I've managed to avoid the 'user' error by just using an older version of this selfbot and Discum, but I've been stuck with this error message ever since:

Any idea what could be causing it? I've used the command multiple times and tested it in different channels.
I'm currently using v4 from the bot and Discum 1.3.1

the older version of the bot didn't have persistence built in so it tries to pull a live setting and sometimes it will error out if the channel is to busy to do a search on

the older version of the bot didn't have persistence built-in so it tries to pull a live setting and sometimes it will error out if the channel is too busy to do a search on

Is there maybe a way to jerry-rig a fix for this by modifying the python script for this version? Or maybe you can point me to the section where this was fixed on current so I can compare and try and see if it works. I don't want to be wasting your time on a fix on an older version.

There is you can just do a diff check and add the persistence in the get setting function
Sent from my iPhone

On May 20, 2022, at 12:36 AM, Equ1no0x @.***> wrote:

the older version of the bot didn't have persistence built-in so it tries to pull a live setting and sometimes it will error out if the channel is too busy to do a search on
Is there maybe a way to jerry-rig a fix for this by modifying the python script for this version? Or maybe you can point me to the section where this was fixed on current so I can compare and try and see if it works. I don't want to be wasting your time on a fix on an older version.
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you commented.

Should just fix the user error by removing servers you do not need anymore and return to the new version of the bot. That's my opinion however, the fix worked for several people!

Should just fix the user error by removing servers you do not need anymore and return to the new version of the bot. That's my opinion however, the fix worked for several people!

I have seen that this worked for some people, but I don't really want to start leaving servers randomly just to see if it will work, especially when that issue is apparently a problem with discum itself. I do use most of the servers I'm in here and there.

Yeah it fine to use a older version of mudae auto bot that is why they are there ultimately the issue comes from the developer of discum taking a break so maybe some changes were made that broke a few things
But as for support for my repo I'll offer assistance within reason

Yeah it fine to use a older version of mudae auto bot that is why they are there ultimately the issue comes from the developer of discum taking a break so maybe some changes were made that broke a few things
But as for support for my repo I'll offer assistance within reason

Totally understandable, thanks for taking the time to reply!


[style]: On home page there is missing transition on hover to tags

What's the style idea?
On the home page for every profile's tags category have no transition and icon hover effect makes it not not professional
Add screenshots
https://github.com/user-attachments/assets/af9bf601-0104-4a64-be4e-24872153f5ff
Code of Conduct

[X] I agree to follow this project's Code of Conduct

I will add smooth animation on hover to this div and change hover effect on buttons.
Can you please assign this task under GSSoc'24 ext ?

📢 Invitation to Join the DevDisplay WhatsApp Community!
We are excited to invite you to join the WhatsApp community of DevDisplay, where developers and contributors come together to collaborate and share their ideas.
Collaborative Support: If you are interested in working together with extensive support, we encourage you to join our community.
Open Source Contribution: If you would like to contribute to the DevDisplay open-source project, your participation is welcomed in our WhatsApp group.
By joining, you will have the opportunity to connect with like-minded individuals, discuss project developments, and contribute to our shared goals.
For more information and to join the community, please visit: Join DevDisplay WhatsApp Community.
We look forward to your participation!


[WIP] Dynamic Configuration

This is a work in progress sketch of dynamic configuration of passport strategies, to get high-level feedback from @jaredhanson on the design before committing to writing tests and adding comments.
Two changes are made, first, the standard authenticate middleware is altered so that it may be called with an instance of the Strategy class or subclass. So you could write middleware like:
app.post('/login',
  function authWrap(req, res, next) {
    var lstrategy = new LocalStrategy(function(username, password, done) {
      var db = dbs[req.params.directory];
      db.users.verify(username, password, function(err, user) {
        if (err) { return next(err); }
        if (!user) { return done(null, false); }
        return done(null, user);
      });
    }

    return passport.authenticate(lstrategy)(req, res, next);
  },
  function(req, res) {
    res.redirect('/');
  });

The second change is the introduction of an authenticateWith middleware, that acts as syntactic sugar for the above approach. With it, you can use a cleaner model like:
function lsConfig(req, done) {
  var lstrategy = new LocalStrategy(function(username, password, done) {
    var db = dbs[req.params.directory];
    db.users.verify(username, password, function(err, user) {
      if (err) { return next(err); }
      if (!user) { return done(null, false); }
      return done(null, user);
    });

  return done(null, lstrategy);
}

app.post('/login',
  passport.authenticateWith(lsConfig),
  function(req, res) {
    res.redirect('/');
  });

The new configurator callback can be of either of the following definitions:
function configurator(req, options, done) {};
function configurator(req, done) {};

It can also return a string or array of strings to use strategies loaded with passport.use, e.g. if you dynamically want to limit the valid strategies on a route.
Additionally, this approach would obsolete the unmerged branch https://github.com/jaredhanson/passport/pull/379.

Coverage decreased (-4.5%) to 94.4% when pulling 2475f7997185727acee134055f9d29ccbb02ed44 on sjudson:dynamic-config into fc0fdc804fb5dbf99c510b6b43fa05dded9f4f48 on jaredhanson:master.

Coverage decreased (-4.5%) to 94.4% when pulling 2475f7997185727acee134055f9d29ccbb02ed44 on sjudson:dynamic-config into fc0fdc804fb5dbf99c510b6b43fa05dded9f4f48 on jaredhanson:master.

Coverage decreased (-4.2%) to 94.652% when pulling 2199cd6c9b420c9304d4c838a106507459e43974 on sjudson:dynamic-config into fc0fdc804fb5dbf99c510b6b43fa05dded9f4f48 on jaredhanson:master.

Coverage decreased (-4.2%) to 94.652% when pulling e879e5380b90ea7f493a1034748adda130d581cc on sjudson:dynamic-config into 821a474342b1ae900849911b5c3d3ccc4ef5ab86 on jaredhanson:master.

Coverage decreased (-4.2%) to 94.652% when pulling e879e5380b90ea7f493a1034748adda130d581cc on sjudson:dynamic-config into 821a474342b1ae900849911b5c3d3ccc4ef5ab86 on jaredhanson:master.

I have a related use-case. I don't need dynamic configuration but I do need multiple static SAML configurations. Currently passport-saml hardcoded the strategy name saml, which seems to complicate that effort.

@markstos - You should be able to get around that by customizing the name in the passport.use call. So, e.g.,
passport.use('SAMLIdP1', new SamlStrategy({
  issuer: 'SAMLIdP1'
}, function(profile, done) {
  ...
}));

passport.use('SAMLIdP2', new SamlStrategy({
  issuer: 'SAMLIdP2'
}, function(profile, done) {
  ...
}));

app.post('/callback/SAMLIdP1', passport.authenticate('SAMLIdP1'));
app.post('/callback/SAMLIdP2', passport.authenticate('SAMLIdP2'));

The strategy name is just defaulted to: https://github.com/jaredhanson/passport/blob/master/lib/authenticator.js#L54

@sjudson Thanks for the reply. Where is the two-argument syntax for passport.use documented. The docs I found are here: http://www.passportjs.org/docs/configure/ and provide any indication of that a name can be passed before the strategy, or how it might be used.

I can't speak to the documentation, or the lack thereof. But the code is clear that names of strategies can be overwritten by a first parameter in the passport.use() call, and that the new name may be used to reference the strategy for passport.authenticate() calls.

@sjudson if you create a PR against https://github.com/passport-next/passport this will get looked into.

@jaredhanson - Removing the WIP indicator, as I've now added tests. They cover the happy paths through the authenticateWith middleware, as it's designed to tightly wrap the authenticate middleware in the error cases, and so the tests for the latter should cover the tests for the former. Let me know if you want additional test cases included, however.

@sjudson as per previous comment, this isn't maintained you'll want to make a PR against https://github.com/passport-next/passport

@rwky - I will be merging this PR.  I would appreciate if you would refrain from saying this isn't maintained. I may not merge things at the rate you desire, but that is different from not maintaining it.  Thanks.

@jaredhanson I apologise if I've offended you. However this is the first response from you've I've seen on a passport-* repo in sometime. Several haven't had a commit this year and are starting to break (passport-facebook has been broken for a while). Since you'd not responded to anyone I had to assume you've stopped maintaining all the repos.
If you're planning on continuing to maintain passport-* I'm happy to merge the passport-next repos into yours as long as the repos become part of an organisation and at least two people have admin/npm access.

@jaredhanson any update on merging this?

Update: I've published<EMAIL_ADDRESS>to npm, which includes the ability to pass Strategy instances directly to passport.authenticate().  This version was based on a smaller PR #739.  I consider this use case to be effectively addressed by the new version.
More details: https://medium.com/passportjs/authenticate-using-strategy-instances-49e58d96ec8c
(Note: I'm going to keep this PR open, because there are additional enhancements made here that are not in the smaller PR.  I think the use cases are covered, however, so if there's no feedback to the contrary in the next few months, I may close this then.)


Alexa client can't be started from /etc/init.d

IMPORTANT: Before you create an issue, please take a look at our Issue Reporting Guide.
Briefly summarize your issue:
SDK: 1.6
OS: Alpine-linux
Platform: ARM
I have no problem starting up the SampleApp directly with the following command
SampleApp /etc/alexa/AlexaClientSDKConfig.json /etc/alexa/models debug9 & 0</dev/null

But I want to start it automatically, so I write a script and put it under /etc/init.d
[avs_new] /etc/init.d # cat alexa
#!/sbin/openrc-run

start() {
    SampleApp /etc/alexa/AlexaClientSDKConfig.json /etc/alexa/models debug9 & 0</dev/null
    return 0
}

Then I enter the command "service alexa start" to start SampleApp
[avs_new] /etc/init.d # service alexa start
[avs_new] /etc/init.d # 2018-03-30 10:16:53.518 [  1] I sdkVersion: 1.6.0
Running app with log level: DEBUG9
2018-03-30 10:16:53.524 [  1] 0 ConfigurationNode:initializeSuccess
2018-03-30 10:16:53.537 [  1] 9 MediaPlayer:createCalled
2018-03-30 10:16:53.781 [  1] I MediaPlayer:outputConversion:string=audio/x-raw, rate=(int)16000, channels=(int)2, format=(string)S16LE
2018-03-30 10:16:53.816 [  1] 9 MediaPlayer:createCalled
2018-03-30 10:16:53.818 [  1] I MediaPlayer:outputConversion:string=audio/x-raw, rate=(int)16000, channels=(int)2, format=(string)S16LE
2018-03-30 10:16:53.832 [  1] 9 MediaPlayer:createCalled
2018-03-30 10:16:53.833 [  1] I MediaPlayer:outputConversion:string=audio/x-raw, rate=(int)16000, channels=(int)2, format=(string)S16LE
2018-03-30 10:16:53.849 [  1] 9 MediaPlayer:createCalled
2018-03-30 10:16:53.850 [  1] I MediaPlayer:outputConversion:string=audio/x-raw, rate=(int)16000, channels=(int)2, format=(string)S16LE
2018-03-30 10:16:53.902 [  1] 9 MediaPlayer:setObserverCalled
2018-03-30 10:16:53.903 [  2] 0 MediaPlayer:handleSetObserverCalled
2018-03-30 10:16:53.903 [  1] 9 SpeechSynthesizer:addObserver:observer=0x565e4a04
2018-03-30 10:16:53.903 [  1] 9 PlaybackRouter:create::called
...

+----------------------------------------------------------------------------+
|                                  Options:                                  |
| Wake word:                                                                 |
|       Simply say Alexa and begin your query.                               |
| Tap to talk:                                                               |
|       Press 't' and Enter followed by your query (no need for the 'Alexa').|
| Hold to talk:                                                              |
|       Press 'h' followed by Enter to simulate holding a button.            |
|       Then say your query (no need for the 'Alexa').                       |
|       Press 'h' followed by Enter to simulate releasing a button.          |
| Stop an interaction:                                                       |
|       Press 's' and Enter to stop an ongoing interaction.                  |
| Privacy mode (microphone off):                                             |
|       Press 'm' and Enter to turn on and off the microphone.               |
| Echo Spatial Perception (ESP): This is for testing purpose only!           |
|       Press 'e' followed by Enter at any time to adjust ESP settings.      |
| Playback Controls:                                                         |
|       Press '1' for a 'PLAY' button press.                                 |
|       Press '2' for a 'PAUSE' button press.                                |
|       Press '3' for a 'NEXT' button press.                                 |
|       Press '4' for a 'PREVIOUS' button press.                             |
| Settings:                                                                  |
|       Press 'c' followed by Enter at any time to see the settings screen.  |
| Speaker Control:                                                           |
|       Press 'p' followed by Enter at any time to adjust speaker settings.  |
| Firmware Version:                                                          |
|       Press 'f' followed by Enter at any time to report a different        |
|       firmware version.                                                    |
| Info:                                                                      |
|       Press 'i' followed by Enter at any time to see the help screen.      |
| Reset device:                                                              |
|       Press 'k' followed by Enter at any time to reset your device. This   |
|       will erase any data stored in the device and you will have to        |
|       register your device with another account.                           |
|       This will kill the application since we don't support login yet.     |
| Quit:                                                                      |
|       Press 'q' followed by Enter at any time to quit the application.     |
+----------------------------------------------------------------------------+

##############################
#       Invalid Option       #
##############################

##############################
#       Invalid Option       #
##############################

##############################
#       Invalid Option       #
##############################

##############################
#       Invalid Option       #
##############################

##############################
#       Invalid Option       #
##############################

##############################
#       Invalid Option       #
##############################

##############################
#       Invalid Option       #
##############################
...
##############################
#       Invalid Option       #
##############################
terminate called after throwing an instance of 'std::bad_alloc'
terminate called recursively

As you can see, it keeps printing the error "Invalid Option", and finally go dead. But there is no such problem on SDK 1.4.
I compared the code between 1.4 and 1.6. Seems 1.6 add the code to print the error when unkown input is detected. But why SampleApp can detect unknown input when it is started from /etc/init.d? Where does the input come from? I did not click any keyboard after enter the command.
What is the expected behavior?

What behavior are you observing?

Provide the steps to reproduce the issue, if applicable:

Tell us about your environment:

What version of the AVS Device SDK are you using?
  <x.y.z>

Tell us what hardware you're using:

[ ] Desktop / Laptop
[ ] Raspberry Pi
[ ] Other - tell us more:

Tell us about your OS (Type & version):

[ ] Linux
[ ] MacOS
[ ] Raspbian Stretch
[ ] Raspbian Jessy
[ ] Other - tell us more:

see #539

Please take a look at https://github.com/alexa/avs-device-sdk/issues/539 for potential solution.


Orthogonal optimization of IOS and TVM  (inter+intra)

Hi, I am wondering how can we implement the orthogonal design of inter+intra optimization based on TVM+IOS. Seems that so far we can only  transform IOS Graph->TVM Relay with no schedule info.

Hi Zhao,
You could try this framework: https://github.com/awslabs/raf
This framework is based on TVM (and Relay), and it supports multi-stream execution on CUDA platform.
Here is the multi-stream support wiki: https://github.com/awslabs/raf/blob/main/docs/wiki/3_dev_guide/pass/Multi-CUDA-Stream-Schedule.md

Thanks for the recommendation. Seems that RAF does not support edge GPU such as Jetson series right?

Seems RAF developers have not tested on edge devices yet, as it is designed for training. Thus you might encounter some engineering issues running it on edge device. But there should no fundamental problem that prevent you from using RAF on CUDA-enabled edge devices, as far as I know.

Close due to inactivity. Please reopen this issue if you have any other questions.


Add deprecation notice

Thanks!

@RobLoach Docker Hub didn't pick the deprecation notice up yet. Could it be that you still need to manually push the changes to the Hub?

Added it manually

Thanks!


feat: prefetch helm and kustomize dependencies

Prefetch helm and kustomize dependencies that are required during the Argo CD build.

/restart

/restart

/retest

/retest

/retest


Added specification for SizedQueue

Added specification for SizedQueue with shared specifications for Queue.
Queue was orginally specified directly in the library/queue directory but
has now been moved to the library/thread/queue directory since it is
namespaced under Thread.  SizedQueue is also namespaced under Thread so
its specifications are under the library/thread directory also.

Looks great, let's merge it!