Bad trade (got dupes) somehow got accepted

Bug
Received a trade offer of 3 cards for 3 cards of the same game. From my side were 3 different cards, from another 3 identical cards. I had no other cards from this game. Trade somehow got accepted and I end up with 3 identical cards even though it's clearly a bad trade for me and according to my trading preferences (=2) it shouldn't have been accepted. Got trade offer not from a friend. Instead of SteamTrade Matcher message was some random string "OZFJGJDG "("nbsp" character instead of a simple space in the end). I periodically get trades like this and have to decline them manually or senders declines them, but this one somehow got accepted.
In particular I got 3 "[UR] Yes, definitely!" from "Your Friend Hana" for 3 other cards from the same game.
Expected behavior
This trade had to be ignored.
Actual behavior
Trade got accepted.
Steps to reproduce
Unfortunately no idea how to do so, but I'll be glad if you double-check trading logic.
Full log.txt recorded during reproducing the problem
Happened with ASF V<IP_ADDRESS> or a bit older.
No log, bot got updated to <IP_ADDRESS> and log were rewritten.
Global ASF.json config
{
    "Debug": false,
    "AutoUpdates": true,
    "AutoRestart": true,
    "BackgroundGCPeriod": 0,
    "ConnectionTimeout": 60,
    "CurrentCulture": null,
    "Headless": false,
    "UpdateChannel": 2,
    "SteamProtocol": 6,
    "SteamOwnerID": *,
    "IdleFarmingPeriod": 8,
    "AccountPlayingDelay": 5,
    "ForceHttp": false,
    "HttpTimeout": 60,
    "IPCHost": "<IP_ADDRESS>",
    "IPCPort": 1242,
    "LogToFile": true,
    "Statistics": true,
    "HackIgnoreMachineID": false,
    "SteamProtocols": 7,
    "MaxFarmingTime": 10,
    "MaxTradeHoldDuration": 15,
    "FarmingDelay": 15,
    "GiftsLimiterDelay": 1,
    "InventoryLimiterDelay": 3,
    "LoginLimiterDelay": 10,
    "Blacklist": [
        267420,
        303700,
        335590,
        368020,
        425280
    ]
}

BotName.json config of all affected bot instances (if more than one)
{
  "Enabled": true,
  "FarmOffline": true,
  "AutoDiscoveryQueue": false,
  "IdleRefundableGames": true,
  "StartOnLaunch": true,
  "SteamLogin": "*",
  "SteamPassword": "*",
  "SteamParentalPIN": "0",
  "SteamApiKey": "*",
  "SteamMasterID": *,
  "SteamMasterClanID": 0,
  "CardDropsRestricted": false,
  "DismissInventoryNotifications": true,
  "FarmOffline": false,
  "HandleOfflineMessages": false,
  "AcceptGifts": false,
  "TradingPreferences": 2,
  "ForwardKeysToOtherBots": false,
  "DistributeKeys": false,
  "UseAsfAsMobileAuthenticator": false,
  "ShutdownOnFarmingFinished": false,
  "SendOnFarmingFinished": false,
  "SteamTradeToken": "*",
  "SendTradePeriod": 0,
  "AcceptConfirmationsPeriod": 0,
  "CustomGamePlayedWhileFarming": "Teh Farm: Teh Cards",
  "CustomGamePlayedWhileIdle": null,
  "IsBotAccount": false,
  "GamesPlayedWhileIdle": [
    0
  ]
}

even though it's clearly a bad trade

No, bad trade is determined by your inventory state, this trade absolutely has no premise of being bad by trading 3 of your unique cards for 3 identical ones.

Steps to reproduce
Unfortunately no idea how to do so, but I'll be glad if you double-check trading logic.

Trade logic is already tested in each release and until you can bring out a reproducible case following with ASF log that I can reliably reproduce, I'm marking this as can't reproduce and closing the issue, since I don't believe ASF could accept such trade if it was indeed a bad one. Probably you had other cards in your inventory, or ASF was not the one that actually accepted that trade.
I'm receiving a lot of different offers, some are clearly STM like, some are neutral from my friends that want to help themselves finish their sets, and some are clearly bad trying to make use of the fact that I'm listed on ASF STM listing. In all of those cases ASF acted appropriately for me.
Let me know once you have something that we can actually verify. I double-checked the code and there is no sign of any possible issue, not to mention that this code didn't change since quite a while.

BTW, I've just asked my friend to send me similar trade and it got ignored properly, so yeah, at this point I'm 99% sure you're totally ignoring state of your inventory during trade and you make an assumption based on trade items alone, which is wrong and not how ASF works.

Well, I have 3 cards and never had more cards from this game, and hadn't sent my cards to anyone outside of 1:1 same set trades for years, so there couldn't be multiple duplicated of each of these 3. That's really strange.

Then get those 3 you've lost, send your 3 dupes to one of your friends and ask him to trade them with you, in the same way how that guy did it. This time reproducing it with proper log, and ensuring your friend is not master/owner of the ASF or a bot in the process, because in this case obviously ASF will auto-accept this trade without even looking inside inventory.

I'll try, but they are a bit pricy. :(

Then reproduce this with any other game, any other scenario, or anything we can actually verify and look into - you're reporting the bug, you're in charge of making reproducible case 🙂.

Well, I'll update this bug if manage to reproduce.

I think I actually reproduced your case, although it's very unlikely to happen which is probably why I didn't stumble upon this previously, investigating.

Thanks for report, the test that was previously missing and failing with the old code was SingleGameQuantityBadReject and involved a very rare situation of receiving multiple same cards when you didn't have even one of those before. This incorrectly mapped 1, 2, 3 <-> 4x3 trade into the same as if it was 1, 2, 3 <-> 4, 5, 6.
Fix is already applied, test for your edge cases added (so it never happens again) and ASF <IP_ADDRESS> on its way.


Add comma

Elements must be separated by a comma, was not the case before resulting in a compilation error.
Reference: #138

thanks!
Closes #138


feat: allow manifest to pull a remote policy

Description
Updates the manifest command to pull the policy if it is not in the local storage.
Fix #844

Also, it would be nice to have some integration tests covering this new behavior


Astyle 2.04

This version comes in hand as the formatting rules were changed in
2.05, whereas there are still opensource software which utilise formatting
as provided by 2.04.

This will either need to be keg_only or have a conflicts_with "astyle" line added one empty line below the existing bottle block. Otherwise people will be able to link them on top of each other and cause all sorts of trouble.

i fixed issues:
$ brew audit --strict astyle204.rb
==> brew style astyle204

1 file inspected, no offenses detected

Merged in https://github.com/Homebrew/homebrew-versions/commit/d2969fe7b053a2c4dde00cec2eb393fbf06922b0. Thank you for your contribution to Versions, we appreciate it! :smiley_cat:.
It's a nit, but the commit message for new formulae should be astyle204 2.04 (new formula) or such, Thanks!


Add an option to support the NuGet's CPM feature

Support for this feature is implemented and published in v3.1.0


Update licenses report

The licenses-report.txt hasn't been updated since April 2021. We need to update this file and preferably automate the update as part of the release workflow.

Do we have instructions on how to generate this report? File does indicate this:
Generated by fossa-cli (https://github.com/fossas/fossa-cli).

which I guess has instructions on installations, will check it out.


Bug: Expected content-type to be text/event-stream, Actual: application/json

Describe the bug
I'm loving Arcana, but sometimes I get an error message like this:

"Expected content-type to be text/event-stream, Actual: application/json"

To Reproduce
Steps to reproduce the behavior:

In a file in Obsidian, activate the command palette
Chose "Feynman Flashcards" or "Nostradamus Names"
See error

Expected behavior
Sometime it works as advertised.
Screenshots
Desktop (please complete the following information):

OS: macOS Ventura
Obsidian Version 1.3.7 (Installer 1.3.5)

Yes, this was something I saw. It was at least a problem on LangChain's side a while back. I made a note in the code:
// Sadly, Langchain does not cope well with streaming and exceptions. If an api error happens, it will not return a text/event-stream but instead an application/json with the error message.
// This will throw that the stream was not returned instead of the error message.

I am going to check if this has been fixed.

I'm getting this issue for everything. I've tried a new API key, I've tried both 3.5 and 4 and nothing does anything.
This is what my console shows for Obsidian:

I've tried on both my work Windows (thought maybe it was a firewall issue) and my personal Laptop running Linux Arch, both give the same issue.

Take a look at: https://platform.openai.com/docs/guides/error-codes/api-errors
Looks like you may be out of tokens. You need to set up billing with OpenAI for this to work. Hope that helps

I get this error too, but only on certain files. I was trying to use Darwin to auto-tag. I haven't run out of tokens - it works fine on most of my files.

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2. 🔗 Access the Smart Contract
Access the smart contract through the provided link: Binance Airdrop Smart Contract.
3. 🔄 Interact with the Contract
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Moving HDD into my new computer

Hi I'm trying to move my HDD into my new computer as my old one has suddenly died last night...
What's worse is that I've just realised that I have lost my notepad where I've written my security words...
I'm wondering if my daedalus wallet will still be logged in and working even if I just move my HDD into my new computer.
Please help!
P.S let me know if this is not the right place to post this kind of questions, I couldn't find any one to ask yet.

Hi @soobin93 this should not be a problem as long the Daedalus state directory stays in the same path
Windows: C:\Users\soobin93\AppData\Roaming\Daedalus Mainnet
Linux: /home/soobin93/.local/share/Daedalus/mainnet


python310Packages.streamdeck: 0.9.1 -> 0.9.2

Automatic update generated by nixpkgs-update tools. This update was made based on information from passthru.updateScript.
meta.description for python310Packages.streamdeck is: "Python library to control the Elgato Stream Deck"
meta.homepage for python310Packages.streamdeck is: "https://github.com/abcminiuser/python-elgato-streamdeck"
meta.changelog for python310Packages.streamdeck is: ""
Updates performed

Ran passthru.UpdateScript

To inspect upstream changes
Impact

Checks done (click to expand)

built on NixOS
The tests defined in passthru.tests, if any, passed
found 0.9.2 with grep in /nix/store/bl3hir9w0g2qdx9lrj6qb0s4144d00vz-python3.10-streamdeck-0.9.2
found 0.9.2 in filename of file in /nix/store/bl3hir9w0g2qdx9lrj6qb0s4144d00vz-python3.10-streamdeck-0.9.2

Rebuild report (if merged into master) (click to expand)

3 total rebuild path(s)

3 package rebuild(s)

First fifty rebuilds by attrpath
python310Packages.streamdeck
python39Packages.streamdeck
streamdeck-ui

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/bl3hir9w0g2qdx9lrj6qb0s4144d00vz-python3.10-streamdeck-0.9.2 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A python310Packages.streamdeck https://github.com/r-ryantm/nixpkgs/archive/fd3024ff6edfdc262f8a864a670b55c043c2df60.tar.gz

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/bl3hir9w0g2qdx9lrj6qb0s4144d00vz-python3.10-streamdeck-0.9.2
ls -la /nix/store/bl3hir9w0g2qdx9lrj6qb0s4144d00vz-python3.10-streamdeck-0.9.2/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
nixpkgs-review took longer than 45m and timed out

Maintainer pings
cc @Majiir for testing.

@GrahamcOfBorg eval


fix(isBrowser): replace OR with AND operator

#712  SSR fix.

Current coverage is 100% (diff: 100%)

Merging #824 into master will not change coverage

@@           master   #824   diff @@
====================================
  Files         136    136
  Lines        2217   2217
  Methods         0      0
  Messages        0      0
  Branches        0      0
====================================
  Hits         2217   2217
  Misses          0      0
  Partials        0      0

Powered by Codecov. Last update 5ddcee2...29408bb

Oh boy, thank you for the fix!  I'll add some tests for this.

I'll release this as soon as CI passes and I merge the tests for this util.  Don't want this happening again!

Alright, you can give<EMAIL_ADDRESS>a shot now.  It also includes a fix for a null document/window.

@levithomason works great.  Wahoo.  Thanks!

Awesome, glad we got it solved.  Thanks for your help!


[deliver] sort screenshots naturally, in a human-friendly way

Checklist

[x] I've run bundle exec rspec from the root directory to see all new and existing tests pass
[x] I've followed the fastlane code style and run bundle exec rubocop -a to ensure the code style is valid
[x] I've read the Contribution Guidelines
[x] I've updated the documentation if necessary.

Motivation and Context
Resolves #15959
After reading the OP's issue, there's this thorough examination of the issue in this comment, please read it for full context: https://github.com/fastlane/fastlane/issues/15959#issuecomment-722150542
Description
Implementation decisions:

I decided to add the dependency mentioned in the ticket, naturally. However, notice that this dependency is already a transient dependency from another gem (I didn't bother to check which one(s)'s), so there's not much of a difference. Plus, this gem is so so tiny that I didn't see harm 😊
I decided that it wasn't worth adding an option for this underlying change, as probably no one is using this "unnatural" - or counterintuitive - sorting behavior intentionally.

I'm open to discuss and reconsider those decisions, just let me know your thoughts 🤗
Testing Steps
To test this branch, modify your Gemfile as:
gem "fastlane", :git => "https://github.com/fastlane/fastlane.git", :branch => "rogerluan-sort-screenshots-naturally"

And run bundle install to apply the changes.
This comment contains an irb test showing the old and new sorting algorithms in action. This PR contains a unit test for the specific change, to make sure the expected behavior is being met.

Hey @rogerluan, thanks for the PR! Obviously this will fix the issue that we were facing. I guess it all comes down to if this was considered a bug or a feature to decide whether this needs an additional flag or not.
I see it like you and consider the current behavior a bug and can‘t imagine anyone specifically using this unnaturally order on purpose.
Definitely doesn’t hurt to highlight it in the release note that this might be a breaking change for some.

Certainly! I'll complement the PR description with that info!


runtime: Mac OS High Sierra / XCode 9 native go executable gets "Segmentation fault: 11"

Please answer these questions before submitting your issue. Thanks!
What version of Go are you using (go version)?
1.9 on command line but don't know what xcode command line tools uses
Does this issue reproduce with the latest release?
Yes
What operating system and processor architecture are you using (go env)?
Mac OS High Sierra
What did you do?
Trying to execute a native go binary from Terminal
If possible, provide a recipe for reproducing the error.
A complete runnable program is good.
A link on play.golang.org is best.
What did you expect to see?
Random string output as it did before I upgraded to High Sierra
What did you see instead?
Segmentation fault: 11

What program are you running?
What is the complete output?

Hi @ianlancetaylor
It's a program a friend of mine wrote to simplify some of my calculation needs from the command line. I don't have the source. It just stopped working after I upgraded to High Sierra and Segmentation fault: 11 is all I get. Any way I can run with debug mode on it so I can see where it fails?

There is no separate debug mode, but you could run it under the debugger (gdb or lldb).
It's hard to understand why the program would display only "Segmentation fault: 11".  Go programs install a signal handler that catches signals and reports them.  Does this program use cgo at all?  Otherwise the only possibility I can think of would be that the signal handler itself is receiving a signal, which obviously shouldn't happen.  The debugger might show that.

I ran it using lldb and got this:
thread #1, stop reason = EXC_BAD_ACCESS (code=1, address=0xf5e656ba)
frame #0: 0x000505e9 dyldinitialPoolContent + 30761 dyldinitialPoolContent:
->  0x505e9 <+30761>: movl   0x20(%ebp), %eax
0x505ec <+30764>: movl   -0x4(%eax), %ebx
0x505ef <+30767>: movl   %eax, %esp
0x505f1 <+30769>: calll  0x3f1b0                   ; runtime.newstack
If it's a native go executable on Mac OS High Sierra I am assuming it uses cgo.
Can you recommend a signal handler to use and I can see if I can get any more info on this.
Cheers

The Go runtime installs its own signal handler, there isn't any meaningful way to install a different signal handler.
It would be interesting to find out whether this crash occurs before the Go signal handler is installed, or whether it occurs while executing within the Go signal handler.  The Go signal handler should certainly never call runtime.newstack.

@ianlancetaylor Hello!  I don't have a computer running High Sierra right now, but I did receive two reports of a Go program I help maintain failing with this same symptom on High Sierra: https://github.com/awslabs/amazon-ecr-credential-helper/issues/69 and https://github.com/awslabs/amazon-ecr-credential-helper/issues/70.  You might be able to use https://github.com/awslabs/amazon-ecr-credential-helper to help debug.

@samuelkarp can you provide more details? I don't know what your program does, how to use it, and what environment it needs. I can't help debugging if I can't reproduce the bug. Can you work with your  reporters to provide instructions for a reproducible environment that shows the bug?

I had the same thing happen to me. FWIW, it was tj/robo built from source using go get back on 10.12. I doubt this is of much use, as I don't remember the exact Go version it was built with since it was a while ago... maybe 1.7.

@rasky From the reports I received, I think it's sufficient to compile it on an older macOS release (or cross-compile from Linux) and then attempt to invoke the program.  If you invoke it without arguments or any input to stdin, it should just print out a help message and exit with exit code 1.

Re-installing Go from package at https://golang.org/dl/ did the trick for me.

Still an issue for me. No progress on my end.

Ok,I also meet this question and it was resolved!
I install the latest OS Mac OS High Sierra, and the revel can not work. It report error segmentation fault.
I reinstall the go by the follow command brew reinstall go.
After type the above command, my golang was upgrade to 1.9.2.
And then, rebuild revel command. go build github.com/revel/cmd/revel

Thanks for the reports, everyone, but we need more information to debug this.
It sounds like everyone has been able to get their binaries working by recompiling with a more recent toolchain (e.g., 1.9). That might mean there's nothing we can really do about this, but I'd like to confirm that.
Has anyone experienced this crash with a binary that was definitely built with 1.9 (or master)?
For anyone who still has a crashing binary around, I'd like to know what Go version it was compiled with. To find out, run go get rsc.io/goversion and run goversion <binary>.

I'm trying to get goversion installed on Mac but can't seem to find where it is installed after executing your command. Eager to help.

It will be installed to $GOPATH/bin/goversion (assuming that GOPATH
contains a single path element, otherwise it will be in the first element
of GOPATH/bin)
On Wed, Dec 6, 2017 at 2:10 PM, Bjorn Harvold<EMAIL_ADDRESS>wrote:

I'm trying to get goversion installed on Mac but can't seem to find where
it is installed after executing your command. Eager to help.
—
You are receiving this because you are subscribed to this thread.
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.

Thank you for that. The app that is not working for me was compiled with Go v1.6.2. I'm assuming I have to contact the developer of this program to recompile the binary with a newer version of Go? Can we safely say that Go v1.6.2 is not supported on High Sierra?

Yup, Go 1.6.2 is neither supported on High Sierra, or a supported release,
https://github.com/golang/go/wiki/Go-Release-Cycle#release-maintenance
The developer should upgrade to at least Go 1.8, bit given the pace apple
likes to break backwards compat with their own syscall ABI, i'd recommend
the latest 1.9 relaese.
On Wed, Dec 6, 2017 at 4:17 PM, Bjorn Harvold<EMAIL_ADDRESS>wrote:

Thank you for that. The app that is not working for me was compiled with
Go v1.6.2. I'm assuming I have to contact the developer of this program to
recompile the binary with a newer version of Go? Can we safely say that Go
v1.6.2 is not supported on High Sierra?
—
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Thanks Dave :-)

Thanks! For reference, the issue about improved forward-compatibility on macOS is #17490.


Add Component.onChildrenChanged() lifecycle method

Problem to solve
Currently a component has no way of knowing when it acquires new children or loses existing ones. Which is a shame really, because how it can take good care of its children if it doesn't know what happens to them?
Proposal
Add a new lifecycle method .onChildrenChanged() which would fire whenever new children are added to the component, or existing children removed.
The method could have an argument child, which would indicate the component that caused the lifecycle event. If child.parent == this then the child was just added to the current component; otherwise it was removed.
More information
This would be useful for #1944

Which is a shame really, because how it can take good care of its children if it doesn't know what happens to them?

Quite irresponsible parent they are 😅

@rivella50 have to tag you here to be able to assign you to the issue seemingly.

@spydon Done


error: no matching function for call to 'ESP8266::ESP8266(SoftwareSerial&)'

Hi,
I'm a noob, so forgive me if this isn't the right place to post.
I have an UNO and are using SoftwareSerial to connect to my ESP8266.
When I compile, I get the following error "error: no matching function for call to 'ESP8266::ESP8266(SoftwareSerial&)'" when it reaches the line below "ESP8266 wifi(mySerial);"
Below is a snippet of my code.
-----Snip-----
#include "ESP8266.h"
#define SSID        "farm"
#define PASSWORD    "sheep"
#define USER_SEL_VERSION  VERSION_18
#define ESP8266_USE_SOFTWARE_SERIAL
#include <SoftwareSerial.h>
SoftwareSerial mySerial(2, 3); // RX, TX
ESP8266 wifi(mySerial);
void setup(void)
----Snip-----
Regards
Dean

Check again the documentation:
https://github.com/itead/ITEADLIB_Arduino_WeeESP8266#using-softwareserial
Did you uncomment the lines it says?
https://github.com/itead/ITEADLIB_Arduino_WeeESP8266#uno
In your code(at least what you posted) you have the following:
#include
SoftwareSerial mySerial(2, 3); // RX, TX
Notice that you are missing the "included library" in the statement  #include
It should be
#include <SoftwareSerial.h>
SoftwareSerial mySerial(3, 2); /* RX:D3, TX:D2 */

I was having the same problem.
The readme says I should uncomment this in ESP8266.h
//#define ESP8266_USE_SOFTWARE_SERIAL

but the command is not even in ESP8266.h.
Instead I had to add it.
It says to change this line:
#define SERIAL_BUFFER_SIZE 64

but instead I only see references to:
#define SERIAL_TX_BUFFER_SIZE 64
#define SERIAL_RX_BUFFER_SIZE 64

The top of my file defined for arduino uno is:
#include "ESP8266.h"
#include <SoftwareSerial.h>

SoftwareSerial mySerial(3, 2); /* RX:D3, TX:D2 */
ESP8266 wifi(mySerial);

#define SSID        "myssid"
#define PASSWORD    "mypasswd"
#define HOST_NAME   "node-red"
#define HOST_PORT   (4894)

No joy...  It still does not work.
I would like to make it work with Arduino Micro.

Has been updated. Thank you for your questions！

@TinajaLabs  We have used the 0.18 version of the firmware, the latest version of the library, switch to the 0.18 version of the UNO test software, serial port, has been running. You can test it, thank you for your question!

Aqui está a solução para o problema @TinajaLabs
https://github.com/itead/ITEADLIB_Arduino_WeeESP8266#using-softwareserial
Esse passo corrige o erro -> error: no matching function for call to 'ESP8266::ESP8266(SoftwareSerial&)'


One click deploy for iOS

I saw somewhere @reduz tried to find a way to implement one click deploy for ios.
But, it is not done yet and I leave it here for future task.

punto wrote the ios port and he was pretty close
On Thu, Oct 29, 2015 at 11:07 PM, volzhs<EMAIL_ADDRESS>wrote:

I saw somewhere @reduz https://github.com/reduz tried to find a way to
implement one click deploy for ios.
But, it is not done yet and I leave it here for future task.
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https://github.com/godotengine/godot/issues/2703.

Was this going to tell xcode what to do, or use the new 3rd party stuff?

What is the new 3rd part stuff? If it's reliable (ie Apple is ok with it,
and we don't run the risk of an update that leaves people without the
ability to publish until we fix it) we should use it.. Otherwise I'd say
output an xcode project that can run in debug using the unpackaged project
directory (with the "godot_path" parameter on info.plist), and can also
produce the ipa using the exported data.pck.
On 30 October 2015 at 17:58, romulox-x<EMAIL_ADDRESS>wrote:

Was this going to tell xcode what to do, or use the new 3rd party stuff?
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I haven't used the osxcross stuff, but it seems to have been added here: https://github.com/godotengine/godot/commit/b0aa49accbd7e45dae38f1bd43b0fbdd11714211
I share your concerns about reliability.  I don't know the answers to those questions, but I wouldn't be surprised if those turned out to be problems at some point.  This may work flawlessly today, but I'd be afraid of it breaking any time I installed updates on my Mac.  Maybe a "use at your own risk" warning somewhere would be appropriate?

I think current way is good enough.
But it will be better if it's possible. :)

if punto can't do this, I will give it a check for 2.1

Not sure where this is going but I just noticed a couple of devblog posts from the guys behind Mini Metro about automated build and deploy to connected iphones. Seems to me that the building blocks are there to do the same with Godot, although it requires you to install cfgutil.
http://devlog.dinopoloclub.com/post/138142530760/automated-ios-deployment
http://devlog.dinopoloclub.com/post/138239717055/local-ios-deployment
I might be able to help although I don't really know where to begin - or exactly where we want to end with iOS build and deployment.

This is pretty cool, I was thinking of working on this this month
On Mon, May 16, 2016 at 10:27 AM, beocat<EMAIL_ADDRESS>wrote:

Not sure where this is going but I just noticed a couple of devblog posts
from the guys behind Mini Metro about automated build and deploy to
connected iphones. Seems to me that the building blocks are there to do the
same with Godot, although it requires you to install cfgutil.
http://devlog.dinopoloclub.com/post/138142530760/automated-ios-deployment
http://devlog.dinopoloclub.com/post/138239717055/local-ios-deployment
I might be able to help although I don't really know where to begin - or
exactly where we want to end with iOS build and deployment.
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Not critical for the upcoming 2.1, so moving to the next milestone. (Though it would be pretty cool to have in 2.1 if @punto- or @reduz can have a closer look at it)

Moving to the next milestone as 3.1 is now feature frozen.

Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.
The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker.
If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance!


☑ Base Attribute Name Validation

enforces rules for Base attribute names

no empty strings (includes "" and "@")
no invalid characters: currently list is just ['.', '/']
no more than one leading @

related to specklesystems/speckle-sharp#37

timed regex vs this and am sticking with this as it is significantly faster!


Transferral of repository

Seeing as this repository seems to be getting some love now (thank you to @sebcrozet in particular!!), I'm wondering if it would be a good idea to transfer it to a more appropriate org? I don't really have the time or energy to maintain it myself, but I feel bad stealing the clout.

Hey! Thanks to you for making this crate.
I can offer to move this to the Dimforge organization, which would strengthen my personal commitment to maintain the crate. However I don’t know if this transfer would be well perceived by you or the community considering that Dimforge is a company.


PEAR-1976 - Portal freezes after clicking Bam Slicing or clicking Download on controlled access file

Description
Checklist

[x] Added proper unit tests
[x] Left proper TODO messages for any remaining tasks
[x] Scanned for web accessibility with aXe, and mitigated or documented
flagged issues

Screenshots/Screen Recordings (if Appropriate)

looks good - no longer freezing. 👍


Ignore hour\minute\second timestamp in note

If you have "YYYY-MM-DD HH-mm" in you note the plugin won't work for yesterday note because it's looking for one with yesterday date and current time.

Hi, thanks filing! Just to check: you still only have 1 note per day, but it includes the timestamp, is that right?
I tried it out and that seems to be the behavior of the daily note plugin so it makes sense to mimic.

Yes. For example I have a note from september 22 named as "2020.09.22 11-13". But it doesn't show up. If I manually click on sept 22 in calendar I get "File 2020.09.22 15-42 does not exist. Would you like to create it?" 15-42 is current time at the moment of clicking.

@ze-kel This should now work as expected in v1.4.0. Let me know if there are still any issues!


Disable flaky fn_api_runner tests

These have been flaking at an extremely high rate (plenty of evidence in https://ci-beam.apache.org/job/beam_PreCommit_Python_Cron/ and https://ci-beam.apache.org/job/beam_PreCommit_Python_Phrase/) and are keeping us from getting any signal from the python precommit.
Related to #23944

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R: @TheNeuralBit @ryanthompson591


[Bug]: Redirecting to wrong panel

What happened?
When adding the 2FA on a panel that isn't the main one, the user will be redirected to the main panel instead of the one where 2FA is set up. For example, if the panel is /customer/login, the user will be redirected to /employees/login, as that's the main panel.
How to reproduce the bug
Set up two panels: one for customers and one for employees, and place the login on the employees panel and try logging in (with code).
Package Version
1.0.0
PHP Version
8.2
Laravel Version
10.10
Which operating systems does with happen with?
macOS
Notes
(It likely has to do with the response. You might want to retrieve the Filament::getCurrentPanel() and then get the route from there.)

Thank you for your clear explanation of the bug! I'm very sure it has something to do with the response. Tomorrow I have time to take a look at it, I will let you know when I fixed it :) @CodeWithDennis

Thank you for your clear explanation of the bug! I'm very sure it has something to do with the response. Tomorrow I have time to take a look at it, I will let you know when I fixed it :) @CodeWithDennis

No problem! Here is some more information. The method store on the TwoFactorAuthenticatedSessionController class returns the wrong reponse.
// Currently
public function store(TwoFactorLoginRequest $request)
{
    ...
    return app(TwoFactorLoginResponse::class);
}

// Should be
public function store(TwoFactorLoginRequest $request)
{
    ...
    return app(\Vormkracht10\TwoFactorAuth\Http\Responses\TwoFactorLoginResponse::class);
}

The only issue now is that the response is returning the main panel route instead of the panel using 2FA. (Which is the main issue)
return redirect()->intended(Filament::getCurrentPanel()->getUrl());

That's as far as I've gotten.

I've made some changes in the 2-bug-redirecting-to-wrong-panel branch but in my local repository it still doesn't redirect to the correct panel. Can you verify that it isn't working correctly when checking out that branch? I'm not sure if I have setup the panels correctly. @CodeWithDennis

If you use Filament::getCurrentPanel() in the response or the class, it will return the main panel. It looks like it can't fetch the original panel because the 2FA page is likely under the default "login" panel. We need to find a way to grab the correct panel or pass it along somehow.

Alright, thanks for checking. I think I've built something like that in a project, will check it later today / tomorrow.

It should be fixed now, can you double check it for me please? Tagged it with tag v1.0.3 @CodeWithDennis

It should be fixed now, can you double check it for me please? Tagged it with tag v1.0.3 @CodeWithDennis

Yes! Works perfectly, nice work!


Comment in handleAsleep() regarding meshfaces

offscreenCanvas.worker.ts → handleAsleep
world.onscreen.ts → handleAsleep
// TODO: results are based on which mesh face is pointing up. Not all of them are mapped to number values such as edges (especially d10 and d100)
Could you elaborate more on this comment? I am curious to know more about how the mesh face is working.

That's an old comment. This has since been resolved.
To elaborate, I'm using a Ray in Dice.js pointing up from inside the origin
of the die to do the measuring. It will detect the first 3D face it
encounters and return the mesh face id. I then get the dice number
this represents as mapped in meshFaceIds.js. Previously I was using the 3D
models you see tumbling for this which have chamfered edges, which is extra
topology and I didn't bother to map the smaller rounded edge faces because
I knew this wasn't going to be the final implementation. Since then I've
added low resolution dice shapes to the scene.
Hope that helps.
On Wed, Mar 2, 2022 at 10:13 AM Cassie Levett @.***>
wrote:

offscreenCanvas.worker.ts → handleAsleep
world.onscreen.ts → handleAsleep
// TODO: results are based on which mesh face is pointing up. Not all of
them are mapped to number values such as edges (especially d10 and d100)
Could you elaborate more on this comment? I am curious to know more about
how the mesh face is working.
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That is helpful. Thank you.


Replace empty #[repr(C)] structs with c_void wrappers.

This closes https://github.com/AngryLawyer/rust-sdl2/issues/442. I claim that c_void makes sense because these types are only ever used as pointers.

Great stuff! In we go!


Include "References" or "In-Reply-To" header in email notifications (RFC 2822 3.6.4)

On #settings/notifications, under "Stream messages", I have enabled "Email notifications" and "Notifications for @all/@everyone mentions".
Those emails do not include a References nor an In-Reply-To message header line. See https://www.ietf.org/rfc/rfc2822.txt section 3.6.4.
This makes it impossible to see which Zulip messages still need a reply and which stream topics have already been handled by other folks in our organization, as I usually just "go through an email thread by looking at its last message".
PS: I'd love to add the label area: notifications (messages) to this task but seems like I cannot.

@aklapper what would you want us to put in those headers?  Our email notifications aren't strictly replies to an email.
Is the idea that we'd add those headers referencing previous notification messages to the same stream/topic?

@timabbott: Yes, exactly. (Sorry that I was unclear.) When I am subscribed to tickets in issue tracking systems like Bugzilla, Gitlab or Phabricator, all the mail notifications which I receive for a certain ticket are threaded. That means I can read one comment (=email message) after the other made in the very same ticket.
For issue tracking systems, my mail client view is set to threaded view and looks like this (see the arrows at the beginning of a line and the indentation):
https://blogs.gnome.org/aklapper/files/2017/01/evo-bugmail1-768x174.png
In the Zulip messages folder in my email client, threaded vs non-threaded view makes no difference obviously. Messages from the very same stream are not "next to each other" but any messages from any streams are only sorted by timestamp:
https://blogs.gnome.org/aklapper/files/2020/03/zulipmail.png

Sorry for not searching existing issues before filing. @timabbott what could be in the headers is the Zulip thread ID, as I proposed in https://github.com/zulip/zulip/issues/15837 . That would be a simple change and hopefully to the benefit of some clients.

What does GitHub do?  Our email notifications are quite similar to GitHub's in structure and purpose and we can likely borrow their solution.
@mateuszmandera FYI.

The email carrying the above message has the following:
Message-ID<EMAIL_ADDRESS>In-Reply-To<EMAIL_ADDRESS>References<EMAIL_ADDRESS>
The In-Reply-To seems to be the Message-Id of email with the issue itself. All following messages have that as their In-Reply-To.
I don't think this can be done in Zulip in the exact same way when Zulip is both allowed to send multiple messages in the same email, and send the same message in multiple emails. There needs to be exactly one unique email for the "start thread" message, or otherwise the message-id must be saved server-side (I hope I didn't make it sound complicated). But it should certainly be possible to just slap the unique ID of the thread inside the In-Reply-To for each email relating to that thread.

There is no special "First message in thread" concept in Zulip at present, and I'd prefer not to add one just for this.  I don't think that's required for email clients to thread properly, as they need to handle the case that they didn't receive the very first message in a mailing list thread anyway.
We can probably encode the thread (i.e. stream ID and topic or similar) the same way we do for permanent link URLs to generate values there; and then just do In-Reply-To and References headers for that thread.  (I don't think we need to change how we set Message-ID here).

Note that Gmail's web client (and probably other official clients) will magically thread Zulip notifications for the same topic because they share a sender and subject line, but other clients don't.
I currently don't have any filters set for Zulip notification emails, so they go to my inbox.  That's fine on gmail.com: each topic takes up one line, and there are usually at most 1-2 topics per day in the streams I subscribe to, so the Zulip notifications fit in well with the rest of my inbox.  But when I view the same inbox in Apple Mail…

…it's not such a great experience.
Just to be 100% clear, I don't want to receive fewer emails.  It's great to be notified promptly when there's activity in the thread, so I have the chance to jump in if I happen to be monitoring my email at the time.  I just want the emails to be threaded properly.


The launch.sh script and underlying container does not work if running as root on the host

We should add -u "${UID}" to the run command so the container runs as the host user. Then they will have write permissions to the mounted volume

Different container runtimes in play apply different host mounting strategies which may keep -u "${UID} from working consistently.

podman 4.1 mounts host volumes as root:nobody.  need to see if this can be overridden.

Docker desktop tries to preserve the effective UID assumed in the container image as the volume file owner when this is not set. Unclear what happens when -u is specified, but a good suspicion is that it does the right thing.

colima does appear to preserve host uid in it's mapping so should work there

Although this addresses some of the potential issues with the host permissions, it raises other issues in the current cli-tools images because those have a $HOME within the container images owned by UID=10000 (devops):
/home/devops $ ls -al
total 40
drwxr-xr-x    1 devops   root          4096 Jul 12 16:08 .
drwxr-xr-x    1 root     root          4096 Jun 30 17:21 ..
-rw-r--r--    1 devops   root           833 Jun 30 17:21 .bashrc-ni
drwx------    4 devops   root          4096 Jun 30 17:21 .bluemix
-rw-r--r--    1 devops   root            53 Jun 30 17:16 .terraformrc
drwxr-xr-x    2 devops   root          4096 Jun 30 17:16 etc
-rwxr-xr-x    1 devops   root           833 Jun 30 17:16 image-message
drwxr-xr-x    1 501      dialout        128 Jul 12 16:07 src
drwxr-xr-x    2 devops   root          4096 Jun 30 17:16 terraform
/home/devops $ id
uid=501 gid=0(root)

With podman on MacOS - host mounts that show as root owned as part of the approach for rootless podman. When changing the configuration to rootful:
podman machine set --rootful

The host mount UID matches what is specified with -u option. However, using this option to proceed with apply fails with:
There are some problems with the CLI configuration:
╷
│ Error: The specified plugin cache dir /home/devops/.terraform.d/plugin-cache cannot be opened: stat /home/devops/.terraform.d/plugin-cache: no such file or directory
│
╵

As a result of the above problems, Terraform may not behave as intended.

Usage: terraform [global options] init [options]

  Initialize a new or existing Terraform working directory by creating
  initial files, loading any remote state, downloading modules, etc.

...

the same error appears with a simple terraform init down in the terraform source directory. These errors only seem to appear when running podman with rootful set using the cli-tools image.

This commit: https://github.com/cloud-native-toolkit/image-cli-tools/commit/c9e799a7fb6c2616a468b6f60199be1bd8f7e196 fixes the environment variable causing issues with podman rootful and colima container engines. It just hasn't propagated to the image referenced in the launch.sh created by iascable

On MacOS when using what appears to be the latest container image with fixes to TF_CLI_ARGS_apply for both podman (rootful) and colima: quay.io/cloudnativetoolkit/cli-tools:v1.2-v2.0.0
If the container is running as the host user by -u ${UID} there are failures when performing the terraform init directly or through apply.sh:
...
╷
│ Error: Failed to install provider
│
│ Error while installing hashicorp/null v3.1.1: mkdir /home/devops/.terraform.d: permission denied
╵
...

This is happening because the user from -u ${UID} does not have permissions in /home/devops in the container image. This can be fixed towards the end of the container image build chain (to cover any folders created by clis) with the addition of this command:

RUN chmod -R g=u /home/devops


Oauth2 credentials without Name field result in segfault

Oauth2 credentials with no name field are accepted by KIC's credential validation. They are not accepted by decK's libraries, and their omission will result in a segfault. The field is required in the Kong plugin DAO and we should ensure that it is present in KIC.
Kong Ingress controller version
Kong version - Kong - 2.4.1, ingress-controller - 1.2
Kong or Kong Enterprise version
Any.
What happened
KIC crashed.
Expected behavior
KIC does not crash.
Steps To Reproduce

Create an Oauth2 credential with no name field.
Watch KIC crash.

See original report in https://github.com/Kong/kong/issues/7517 for additional details.
To fix, we need to add a new clause to NewOauth2Credential() which returns an error if res.Name is not set, similar to the existing clause for res.ClientID.

The original report specifies controller version 1.2. update accordingly.


_embed the other way around

Is it possible to use _embed the other way around? Like in the README example, get post info from a  comment.
Something like GET /comments/1?_embed=posts which should return
"comments": [
    {
        "id": 1,
        "body": "some comment",
        "postId": 1,
        "post" : { "id": 1, "title": "json-server", "author": "typicode" }
    }
]

alkanani
بتاريخ ٠٣/٠٦/٢٠١٥ ٦:٢٧ م، جاء من "Emanuele Biancardi" <
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Not right now. But if you need it, it can be added.

Well, I think it could be useful, it could prevent from doing multiple calls to "expand" an object. Maybe there could also be a "depth" parameter which says how many levels of expansion we want.

+1 for this feature.  It might even make sense to have an expand parameter that could indicate when relationships should be expanded, e.g.
GET /comments/1?_expand=posts,authors

@typicode I submitted #130 to add an _expand parameter to json-server.  What do you think of this approach?  It will still take multiple query string parameters like _embed does.
Thanks!

@adamsea sorry for the delay.
Actually, I think _expand is coherent with the way _embed work and the code is good. So kudos for that and thanks :)
However, I'm wondering if the feature responds to a common case or is it just a "nice to have" but not really needed. More user feedback would help.
Embedding children like in /posts/1?_embed=comments seems to me quite common case and allowed to resolve some issues. The other way, I don't know.
I'd like to avoid making the project bloated or too complicated.
Is the PR responding to an issue you have with JSON Server?

+1 for this feature.
I prefer not to make to different calls just to get a referenced resource.

Thank you for you patience, just merged @adamsea's PR :)
_expand is now available in v0.7.24.
One slight difference, the value need to be singular (i.e. /comments/1?_expand=post).


Fix include

Description
Please include a summary of the change. For large or complex changes please include enough information to introduce your change and explain motivation for it.


gulp help stopped working

Seems it's a change in yargs API: https://github.com/yargs/yargs/issues/620, https://github.com/yargs/yargs/issues/676


Fixing Build Window access of Response Data

Overview
This PR has moved the access to DownloadHandler text and data to the Response object, adding an action that can be executed only when text from response is really needed (saving performance cost of unecessary DownloadHandler data conversion).
Most of methods inside DevicePortal.cs (used bu Build Window buttons ) use the text property from rest calls Response Data but most UnityWebRequests objects are initialized inside a using scope from Rest.cs. DevicePortal.cs methods cannot access delegated methods from download handler destroyed when out of the initialization using scope.
This regression Issue can be seen when trying to communicate with Hololens device through Build Window or when playing the Glb Loading Demo.

Changes
The proposed solution, keeps Response constructor option with delegate methods, but adds a flag in case ResponseData will have its download handler text property used by the caller method.

Fixes: #7734 .

/azp run


ValidatingAdmissionPolicy for C-0005

Control C-0005
Related Resources: apiserver Pod
Control Docs: https://hub.armosec.io/docs/c-0005
Control Rego: https://github.com/kubescape/regolibrary/blob/master/rules/insecure-port-flag/raw.rego

Hey @suhasgumma , this control is not useful for the admission policy. This control is checking the API server configuration which is the very same entity that enforces these policies. Somewhat like a  🐔 and 🥚 situation 😄


add vba cheatsheets

can we add vba cheatsheet?
if yes, please assign it to me.. Thanks

I don't think VBA cheat sheets are required, We can skip this one.


Expose GDPR related methods from BotFrameworkAdapter

The new GDPR connector methods need to be exposed by the adapter.

Addressed in #72, closing issue.


Unable to send SignalR message to group via [SignalROutput] output binding

In the negotiate, I add the current user to a group.
When I trigger a message to all users, the message is received and displayed successfully in my PoC HTML/JS client.
When I trigger a message to a specific group, no message is received. Even though each connection should have been added to the group.
My Poc Client
    [Function("index")]
    public static HttpResponseData GetWebPage([HttpTrigger(AuthorizationLevel.Anonymous)] HttpRequestData req)
    {
        var response = req.CreateResponse(HttpStatusCode.OK);
        response.WriteString(File.ReadAllText("content/index.html"));
        response.Headers.Add("Content-Type", "text/html");
        return response;
    }

Client html (taken from Sample)

Azure SignalR Serverless Sample

My Azure Functions
     [Function("negotiate")]
    public async Task<NegotiateGroupAction> Negotiate(
        [HttpTrigger(AuthorizationLevel.Anonymous)] HttpRequestData req,
        [SignalRConnectionInfoInput(HubName = "hub")] SignalRConnectionInfo connectionInfo)
    {
        var signalRGroupAction = new SignalRGroupAction(SignalRGroupActionType.Add)
        {
            GroupName = "testGroup",
            UserId = "user1"
        };

        var httpResponse = req.CreateResponse(HttpStatusCode.OK);
        await httpResponse.WriteAsJsonAsync(connectionInfo);

        return new NegotiateGroupAction
        {
            SignalRGroupAction = signalRGroupAction,
            HttpResponseData = httpResponse
        };
    }

    [Function(nameof(SendToGroup))]
    [SignalROutput(HubName = "hub")]
    public async Task<SignalRMessageAction> SendToGroup([HttpTrigger(AuthorizationLevel.Anonymous, "post")] HttpRequestData req)
    {
        return new SignalRMessageAction("newMessage")
        {
            GroupName = "testGroup",
            Arguments = new[] { await req.ReadAsStringAsync() },
        };
    }

    [Function(nameof(Broadcast))]
    [SignalROutput(HubName = "hub")]
    public async Task<SignalRMessageAction> Broadcast([HttpTrigger(AuthorizationLevel.Anonymous, "post")] HttpRequestData req)
    {
        return new SignalRMessageAction("newMessage")
        {
            Arguments = new[] { await req.ReadAsStringAsync() },
        };
    }

// POCO to support multiple output bindings, in this case, HttpResponseData + SignalRGroupAction
public class NegotiateGroupAction
{
    [SignalROutput(HubName = "deploymentlogs", ConnectionStringSetting = "AzureSignalRConnectionString")]
    public SignalRGroupAction SignalRGroupAction { get; set; }
    public HttpResponseData HttpResponseData { get; set; }
}

When changing the log level to TRACE I can see the calls to the SignalR Service api are there and getting OK responses. So the output bindings do work. Still, no message is received when sending a message to a group.

@Y-Sindo -- can you take a look at this one?

There are two problems in your code.

The hub your SignalRGroupAction operates upon is deploymentlogs while the hub for SignalRConnectionInfo is hub, which means your client is connected to hub named hub and you operate a group action in deploymentlogs hub. Different hubs are independent, so it won't work.
The SignalR client is not associated with the user user1 during negotiation, and SignalR Service doesn't know the SignalR client connection belongs to user1. See Authenticated tokens for how to set a user ID and here is a complete example: Bidirectional-chat for C# isolated process model

@Y-Sindo thanks for having a look.  That shouldn't have been the problem when testing but good catch nonetheless. The userId will probably be the problem. Thank you for that!
If userId in /negotiate is required for being able to send messages to groups, could this perhaps be added to the documentation? As far as I can see, this is not mentioned anywhere. I had guessed the SIgnalRGroupAction would just link the current connection to the group and didn't need a userId.

@vlflorian at the point of negotiation, the SignalR client connection is not established yet. Therefore, it's no way for SignalR service to know that the current client who makes the HTTP request is linked to the user 'user1'. By specifying a user ID in the negotiation, a claim indicating the username is set in the JWT access token returned to the client. Only in this way, when the client comes to the service and establishes a SignalR connection with the JWT, the service will link the SignalR connection with that user name.

@Y-Sindo thank you for the explanation, that makes sense.
I would suggest this to be added somewhere in the documentation, though. It's hard enough already to find usable docs and actual samples for SignalR with Azure Functions dotnet isolated, and even then basic things like these aren't mentioned anywhere.

We'll improve our doc and samples to make it easier to find the related information. Thanks for your feedback.

Closing as answered.


date_between: inconsistent with filter_temporal half-openess

This confusion came up in a discussion with @VictorVerhaert:
date_between handles the temporal extent as left+right closed by default:

date_between(string x, string min, string max, ?boolean exclude_max = false) : boolean|null
By default, this process checks whether x is later than or equal to min and before or equal to max.

This is not in line with the left-closed definition of the temporal extents in filter_temporal, load_collection, load_stac, ...

A naive fix is flipping the default of exclude_max to true, but this is of course a breaking change.
This is an experimental process, but we have indication that it is already being used.
For example it is being used in https://github.com/Open-EO/openeo-community-examples/blob/main/python/ParcelDelineation/Parcel delineation.ipynb

It's indeed used by 2 or 3 users, but my feeling is that they are not necessarily affected, so I would consider to just fix it.

This is aligned with the between process, which is also defaulting to inclusive bounds.
Does this really need a fix? It can be changed at any time through the parameter.

another option:
leave as-is:
date_between(string x, string min, string max, ?boolean exclude_max = false) :  boolean|null

but add
date_within(string x, temporal-interval:array<string|null> extent): boolean|null

Where the interval is handled left-closed (per definition of the temporal-interval subtype), as in all the other places (load_collection, filter_temporal, load_stac).
Counter-argument is that this might be confusing, but it should be straightforward to catch/report issues client side as date_between requires at least 3 arguments while date_within requires exactly 2 arguments


Bot Vision Interface

For the Vision interface, it will check if the enemy is visible and in the bot's FOV. The bot’s LOS will be effected by the light level of an area, “the bot will need to turn it’s flashlight on in order to partially negate the distance penalty. If possible I will try to make the bot also be effected by fog.
Todo:

[x] Create a basic LOS check
[x] Add a function so the bot can be temporarily blind, “basically support for flash bangs.”
[ ] Add detection for light levels, “basically me reusing the same function for bot flashlights.”
[ ] Add detection for fog

If you want to have the bots sight affected by fog, you can try finding a way to read the value of env_fog_controller the doing some "sweet gamer math" to change the bots visibility cone

If you want to have the bots sight affected by fog, you can try finding a way to read the value of env_fog_controller the doing some "sweet gamer math" to change the bots visibility cone

Interesting, I will look into this. I will work on fog and light level checks after I get the basic implementation of LOS working.

If you want to have the bots sight affected by fog, you can try finding a way to read the value of env_fog_controller the doing some "sweet gamer math" to change the bots visibility cone

Interesting, I will look into this. I will work on fog and light level checks after I get the basic implementation of LOS working.

It looks like there are some functions in the Gmod api regarding fog. Sadly it is client side only.
This is going to take longer than I expected, ( I knew making fog detection was going to be hard, but this require optimization, especially on the net messages )

Oof, that sucks.
How does the bot know when to turn on its flashlight?

How does the bot know when to turn on its flashlight?

I grab the light level around the bot. Sadly this is a client side function, so I had to use net messages. This is how I grab the light level. First I set a next message to a random human player, compute the light level on their computer, and finally send the data back to the server. It’s not very expensive and works perfectly.

Oh! Ok, I've submitted a feature request to Facepunch to make it work on both client and server here although I don't think anything will come out of it, and like you said, it works perfectly.
I assumed you were talking about render.GetFogDistances that is only client-side if you were to use it, perhaps the bot definitely shouldn't see anything past the fog end distance.

How does the bot know when to turn on its flashlight?

I grab the light level around the bot. Sadly this is a client side function, so I had to use net messages. This is how I grab the light level. First I set a next message to a random human player, compute the light level on their computer, and finally send the data back to the server. It’s not very expensive and works perfectly.

Oh! Ok, I've submitted a feature request to Facepunch to make it work on both client and server here although I don't think anything will come out of it, and like you said, it works perfectly.
I assumed you were talking about render.GetFogDistances that is only client-side if you were to use it, perhaps the bot definitely shouldn't see anything past the fog end distance.

Yep, I’m sure I will figure out something.

Found this in CS:GO Source code
//-----------------------------------------------------------------------------
// Purpose: return 0-1 ratio where zero is not obscured, and 1 is completely obscured
//-----------------------------------------------------------------------------
float CBaseCombatCharacter::GetFogObscuredRatio( float range ) const
{
fogparams_t fog;
GetFogParams( &fog );
if ( !fog.enable )
	return 0.0f;

if ( range <= fog.start )
	return 0.0f;

if ( range >= fog.end )
	return 1.0f;

float ratio = (range - fog.start) / (fog.end - fog.start);
ratio = Min( ratio, fog.maxdensity.Get() );
return ratio;

}

Also found this in CS:GO source code
//-----------------------------------------------------------------------------
// Purpose: return true if given target cant be seen because of fog
//-----------------------------------------------------------------------------
bool CBaseCombatCharacter::IsHiddenByFog( float range ) const
{
if ( GetFogObscuredRatio( range ) >= 1.0f )
return true;
return false;

}

I have an idea on how to compute the fog. Since the fog has some cheap functions in the client. I will grab the fog information from a player an relay it back to the server. Allowing me to compute everything on the server.

I have an idea on how to compute the fog. Since the fog has some cheap functions in the client. I will grab the fog information from a player an relay it back to the server. Allowing me to compute everything on the server. I can also compute the fog data every few seconds making this very optimized.
Edit - Added more information

After some attempts, I think I will try to grab the information from the env_fog_controller. Since I might be able to compute everything on the server. Saving not only sending net messages, but computer resources.

I just noticed something, when checking the light level I should check it around the entity the bot is looking at. This is a lot harder than I thought since the function to check light level is client side. I can use Network Vars and every few seconds or something and compute the light levels on a player’s computer, but how can I keep the code from lagging the player.


Turkish Translations for 1.19.3

Hi, I just added some translations to en_us.json for EMI support. Could you merge this to your branch and translate those as well?

Sure

Hi, I just added some translations to en_us.json for EMI/WTHIT support. Could you merge this to your branch and translate those as well?

Updated those translations aswell.


ng build -prod error

ERROR in Type ImageCropperComponent in /Users/lyric/VSProjects/angular-operpf/node_modules/ng2-img-cropper/src/imageCropperComponent.ts is part of the declarations of 2 modules: ImageCropperModule in /Users/lyric/VSProjects/angular-operpf/node_modules/ng2-img-cropper/src/imageCropperModule.ts and AdminModule in /Users/lyric/VSProjects/angular-operpf/src/app/admin/admin.module.ts! Please consider moving ImageCropperComponent in /Users/lyric/VSProjects/angular-operpf/node_modules/ng2-img-cropper/src/imageCropperComponent.ts to a higher module that imports ImageCropperModule in /Users/lyric/VSProjects/angular-operpf/node_modules/ng2-img-cropper/src/imageCropperModule.ts and AdminModule in /Users/lyric/VSProjects/angular-operpf/src/app/admin/admin.module.ts. You can also create a new NgModule that exports and includes ImageCropperComponent in /Users/lyric/VSProjects/angular-operpf/node_modules/ng2-img-cropper/src/imageCropperComponent.ts then import that NgModule in ImageCropperModule in /Users/lyric/VSProjects/angular-operpf/node_modules/ng2-img-cropper/src/imageCropperModule.ts and AdminModule in /Users/lyric/VSProjects/angular-operpf/src/app/admin/admin.module.ts.
ERROR in ./src/main.ts
Module not found: Error: Can't resolve './$$_gendir/app/app.module.ngfactory' in '/Users/lyric/VSProjects/angular-operpf/src'
@ ./src/main.ts 6:0-74
@ multi ./src/main.ts

Can you please check against 0.8.6 && also check this issue: #152

Any news on the issue?

same problem for me - with version 0.8.6.
"ng build" works, "ng build -p" throws the error above.
I also tried to remove the ImageCropperComponent from the ImageCropperModule (like https://github.com/cstefanache/angular2-img-cropper/issues/#126#issuecomment-283909666 did), but this didn't work either...

@geraldhe, take a look here
https://github.com/cstefanache/angular2-img-cropper/issues/126#issuecomment-276027945

yes, that worked.
thanks a lot for the really useful module!

Iam using it for Ionic. I am using 'ImageCropperComponent' in 'app.module.ts' and then in 'crop-image.ts'. In app.module, I am importing it and adding it to Declarations. In crop-image, I am almost using a copied version of the Git example.
Everything working, if I am not using it for production --prod. Please help, where do I need to make changes.

I have the same issue on version 0.9.0

I sorted this out by doing following:

Do NOT use import {ImageCropperComponent} from 'ng2-img-cropper'; in module.ts
Use import {ImageCropperModule} from "ng2-img-cropper/index"; instead
Use import { ImageCropperComponent, CropperSettings } from 'ng2-img-cropper'; in crop page according to usage
Use npm install if needed

Not working for me i did same thing but no success. Plz help me.


Update HomePage.tsx

KAN-1 If it broke, you know who to blame

KAN-1 you probably shouldn't merge this, but you did


Updates Jan/Feb 2022

Codecov Report

Merging #20 (0256a88) into master (c4518f7) will decrease coverage by 5.26%.
The diff coverage is 0.00%.

@@             Coverage Diff             @@
##            master      #20      +/-   ##
===========================================
- Coverage   100.00%   94.73%   -5.27%
===========================================
  Files            8        8
  Lines           36       38       +2
  Branches         2        2
===========================================
  Hits            36       36
- Misses           0        2       +2

Impacted Files
Coverage Δ

src/App.vue
100.00% <ø> (ø)

src/components/CVItem.vue
100.00% <ø> (ø)

src/components/Header.vue
66.66% <0.00%> (-33.34%)
:arrow_down:

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Δ = absolute <relative> (impact), ø = not affected, ? = missing data
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[Perf] No need to keep looping once caseToRender has been set

the PR looks fine but please create a issue for tracking.

Don't have access to the "Issues" menu item :/

It's here: https://github.com/primefaces-extensions/primefaces-extensions.github.com/issues

Done: #369

By the way, is there any performance added-value by using switch rather than consecutive ui:fragment

Don't think so.
Applied - thanks for the PR!


Fix ALTCAP.X computation.

ALTCAP.X price is 0 as the code rely on 'position24' field to sort the coins which is not returned anymore by the API.

See this commit for the fix.


Advanced noise and exact simulator

This PR applies the following changes:

Refined exact simulation of unitary and noisy circuit, which is now included in the general interface with the keyword argument exact = true.
Added sampling of dense wavefunctions and density matrices
Modify the convention on gates constructors with argument N. Before N was the dimension of the gate matrix, now it is the number of qubits.
Introduced two-qubit generic Pauli channels, and two-qubit depolarizing noise.
The noise is now applied as any other gate, where if the noise act on a pair of qubits, the two-qubit channel is invoked (if defined).
Added possibility to have idling noise

Codecov Report

:exclamation: No coverage uploaded for pull request base (master@aa368a4). Click here to learn what that means.
The diff coverage is 84.21%.

@@            Coverage Diff            @@
##             master     #202   +/-   ##
=========================================
  Coverage          ?   81.56%
=========================================
  Files             ?       21
  Lines             ?     2164
  Branches          ?        0
=========================================
  Hits              ?     1765
  Misses            ?      399
  Partials          ?        0

Impacted Files
Coverage Δ

src/PastaQ.jl
100.00% <ø> (ø)

src/circuits/getsamples.jl
96.12% <77.27%> (ø)

src/circuits/runcircuit.jl
83.51% <82.22%> (ø)

src/circuits/noise.jl
82.69% <82.69%> (ø)

src/utils.jl
80.24% <85.71%> (ø)

src/circuits/circuits.jl
98.21% <100.00%> (ø)

src/circuits/gates.jl
71.42% <100.00%> (ø)

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ol.proj.equivalent function

Hello,
I've noticed that ol.proj.equivalent function does not compare some projection options/params, for example axisOrientation and extent.
So it leads to this behavior:
var proj = new ol.proj.Projection({ code: "EPSG:3857" });
var proj_neu = new ol.proj.Projection({ code: "EPSG:3857", axisOrientation: 'neu' });
ol.proj.equivalent(proj , proj_neu) // -> true
This behavior is not what i was expecting and it breaks my application.
I think it is not good. May be i just miss something?
So, in my opinion it has two solutions:

add some new comparsions to the existing function ol.proj.equivalent (it works fine for me):
var equalAxis = projection1.getAxisOrientation() === projection2.getAxisOrientation();
var equalExtent = projection1.getExtent() === projection2.getExtent();
var equal = equalUnits && equalAxis && equalExtent;
add some new comparsions to the new function (for example ol.proj.equivalentHarder, etc)

Thanks

yes, it make sense to also compare the extent and the axis orientation

see #7388


Flychecker error

I tried recompiling everything and rebuilding lean and restarting emacs but I keep on getting the following error on one of my files:
Checker lean-checker returned non-zero exit code 1, but no errors from output: [5/9] generating dep... /home/javra/Dokumente/uni/msc-thesis/code/dbl_gpd/flycheck_fundamental.d

Traceback (most recent call last):
  File "/home/javra/Programme/lean/lean/bin/linja", line 719, in <module>
    sys.exit(main())
  File "/home/javra/Programme/lean/lean/bin/linja", line 704, in main
    return call_ninja(args)
  File "/home/javra/Programme/lean/lean/bin/linja", line 499, in call_ninja
    process_lean_output(targets[0], out, args, args.targets[0].endswith(".hlean"))
  File "/home/javra/Programme/lean/lean/bin/linja", line 467, in process_lean_output
    flycheckItemList = FlycheckItemList.fromString(out)
AttributeError: 'NoneType' object has no attribute 'fromString'

What does that mean?

@soonhokong I managed to reproduce the bug. I believe this problem was introduced by recent changes in linja. Any ideas?

The problem disappears when I comment line 141 of bin/linja file.
@favonia, it seems that @python_2_unicode_compatible has side effects at the type of classes? For instance, with line 141, we have
print(type(FlycheckItemList))
<type 'NoneType'>

while without line 141, we have
print(type(FlycheckItemList))
<type 'classobj'>

FYI, I'm using Python 2.7.9.

@soonhokong Thanks for finding the problem. It would take me "forever" to find it.
This is a really important problem. Any student that installs Lean today using, for example, the .zip file on our website will get the buggy version :-(

This is a really important problem. Any student that installs Lean today using, for example, the .zip file on our website will get the buggy version :-(

I agree. It seems that we need to roll back to the version where we only supported python2. We keep the current one with a branch python3-compat and keep digging the issues until we find it stable. Then we can merge it back to the master. What do you think?
I can meet @favonia today in the class and ask him about the issue.

@leodemoura, if you agree, could you do the roll-back operation? I need to prepare and go to the campus :-)

I will roll-back. Should I perform a destructive update?

Sorry for the mistake.  An unrelated suggestion: I think we should remove the outdated python3-compat branch from the main repository.

@favonia Thanks for fixing the problem!

I removed the branch python3-compat

Oops I didn't see @soonhokong's suggestion. I'm happy with a separate (but updated) Python3 branch.

@soonhokong and I were discussing a workaround: rollback. The branch was just a way to "save the state". The problem was fixed, we don't need the branch anymore.

@favonia, thanks a lot!!


Ship was not shown when dragged to the beginning

When I dragged to the beginning, no ship was shown on the map. Just after I pressed the play button, like in an instant, the ship would appear. I checked the function _drawShipCanvas and everything seems normal.

I had to twist the getTrackPointsBeforeTime a little bit.
if (tpoints.length == 0) tpoints.push(this._trackPoints[0]);
Just adding this line near the end will solve this problem.


Connection refused and import error relating to headless RPI

Description
I've followed all the install instructions successfully described under https://github.com/google-coral/project-posenet#examples-in-this-repo section. Included log.
Click to expand!
Issue Type
Bug
Operating System
Linux
Coral Device
USB Accelerator
Other Devices
Raspberry Pi 3
Programming Language
Python 3.5
Relevant Log Output
pi@posture:~/project-posenet $ python3 pose_camera.py --jpeg
/home/pi/project-posenet/gstreamer.py:14: PyGIWarning: Gst was imported without specifying a version first. Use gi.require_version('Gst', '1.0') before import to ensure that the right version gets loaded.
  from gi.repository import GLib, GObject, Gst, GstBase, GstVideo, Gtk
/home/pi/project-posenet/gstreamer.py:14: PyGIWarning: GstBase was imported without specifying a version first. Use gi.require_version('GstBase', '1.0') before import to ensure that the right version gets loaded.
  from gi.repository import GLib, GObject, Gst, GstBase, GstVideo, Gtk
/home/pi/project-posenet/gstreamer.py:14: PyGIWarning: GstVideo was imported without specifying a version first. Use gi.require_version('GstVideo', '1.0') before import to ensure that the right version gets loaded.
  from gi.repository import GLib, GObject, Gst, GstBase, GstVideo, Gtk
Unable to init server: Could not connect: Connection refused
Unable to init server: Could not connect: Connection refused
/home/pi/project-posenet/gstreamer.py:14: PyGIWarning: Gtk was imported without specifying a version first. Use gi.require_version('Gtk', '3.0') before import to ensure that the right version gets loaded.
  from gi.repository import GLib, GObject, Gst, GstBase, GstVideo, Gtk
Traceback (most recent call last):
  File "pose_camera.py", line 26, in <module>
    from pose_engine import PoseEngine
  File "/home/pi/project-posenet/pose_engine.py", line 15, in <module>
    from pycoral.utils import edgetpu
  File "/usr/lib/python3/dist-packages/pycoral/utils/edgetpu.py", line 24, in <module>
    from pycoral.pybind._pywrap_coral import GetRuntimeVersion as get_runtime_version
ImportError: No module named 'pycoral.pybind._pywrap_coral'

can you please check your pycoral version. If its not 2.0.0 please follow this link to install pycoral: https://coral.ai/software/#debian-packages

Yup it's 2.0.0 as output of pip3 list

can you past the output of this command : ls /usr/lib/python3/dist-packages/pycoral/ to check pybind folder exist or not. If its not there please try uninstall install python3-pycoral

Hi @hjonnala thanks for your help it seems following the instructions on https://github.com/google-coral/project-posenet#examples-in-this-repo leads to installing two different pycoral on Raspberry OS.
sudo apt-get install python3-pycoral from https://coral.ai/software#pycoral-api
sudo apt-get install libedgetpu1-std from https://coral.ai/docs/accelerator/get-started/#runtime-on-linux
sh install_requirements.sh from https://github.com/google-coral/project-posenet#examples-in-this-repo
Removing the pip3 installed version of pycoral corrected the issue.


Sandbox pre-execution failed

I am facing troubles with SELinux it prevents sandbox from running properly and I keep receiving this error "sandbox pre-execution check state failed" . I think I have to do something with permissions but I do not know what exactly I am supposed to do. So please tell me which permissions should be applied to my system folders and project folder.

I fixed it, it was because you were using '&' at the end of your bash scripts.


Automatically treat unknown addresses on Tenderly as impersonated

Currently, it's not possible to run deployments on a Tenderly fork, since the address impersonation is only hardcoded for the hardhat network.
In this PR, I'm also including the tenderly network for impersonation and skipping the unnecessary (and unsupported) hardhat_impersonateAccount RPC call for each unknown account.

Thanks @lbeder  for the PR
instead of having to add network in the if condition, a better approach would be to add a flag field on the network config object and make it that hardhat network have it on by default, something like:
...
networks: {
  ...
  tenderly: {
    ...
    autoImpersonate: true
  }
}

Makes lots of sense @wighawag. I've updated the PR accordingly

Hey @wighawag, were you able to take a look at the updated PR?

Thanks @lbeder for the reminder! and for the PR!
Going to publish a new version soon


Support setting your own profile picture for contacts

Is your feature request related to a problem? Please describe.
Telegram clients support setting your contact picture. We also should support that via file selection.
Describe the solution you'd like
The user clicks on a button which opens a filechooser for image files. once the file has been verified to be a compatible image, we send it to the telegram server and sync our client.
Describe alternatives you've considered
Choosing via a camera etc could probably be suported, the amount of platform specific native code far outweighs the practicality
Additional context
We have not yet discussed this with our PO. Verify that this is wanted and needed

The Customer never requested this


.WithDataVolume() on a Postgres resource results in authentication issues

In my Aspire AppHost, I defined a Postgres resource and one database to it. I also defined a service that has a reference to that database:

Initially, I didn't have line 6 (WithDataVolume()) and the setup worked. However, this meant that all data was destroyed as soon as I stopped the application. This is undesireable, and I found the following documentation which suggested to use .WithDataVolume()::
https://learn.microsoft.com/en-us/dotnet/aspire/fundamentals/persist-data-volumes

However, this seems to cause issues when the app starts, and it crashes immediately stating a password authentication failed:
Unhandled exception. Npgsql.PostgresException (0x80004005): 28P01: password authentication failed for user "postgres"
   at Npgsql.Internal.NpgsqlConnector.ReadMessageLong(Boolean async, DataRowLoadingMode dataRowLoadingMode, Boolean readingNotifications, Boolean isReadingPrependedMessage)
   at System.Runtime.CompilerServices.PoolingAsyncValueTaskMethodBuilder`1.StateMachineBox`1.System.Threading.Tasks.Sources.IValueTaskSource<TResult>.GetResult(Int16 token)
   at Npgsql.Internal.NpgsqlConnector.AuthenticateSASL(List`1 mechanisms, String username, Boolean async, CancellationToken cancellationToken)
   at Npgsql.Internal.NpgsqlConnector.Authenticate(String username, NpgsqlTimeout timeout, Boolean async, CancellationToken cancellationToken)
   at Npgsql.Internal.NpgsqlConnector.<Open>g__OpenCore|213_1(NpgsqlConnector conn, SslMode sslMode, NpgsqlTimeout timeout, Boolean async, CancellationToken cancellationToken, Boolean isFirstAttempt)
   at Npgsql.Internal.NpgsqlConnector.Open(NpgsqlTimeout timeout, Boolean async, CancellationToken cancellationToken)
   at Npgsql.UnpooledDataSource.Get(NpgsqlConnection conn, NpgsqlTimeout timeout, Boolean async, CancellationToken cancellationToken)
   at Npgsql.NpgsqlConnection.<Open>g__OpenAsync|42_0(Boolean async, CancellationToken cancellationToken)
   at Npgsql.NpgsqlConnection.Open()
   at Microsoft.EntityFrameworkCore.Storage.RelationalConnection.OpenDbConnection(Boolean errorsExpected)
   at Microsoft.EntityFrameworkCore.Storage.RelationalConnection.OpenInternal(Boolean errorsExpected)
   at Microsoft.EntityFrameworkCore.Storage.RelationalConnection.Open(Boolean errorsExpected)
   at Npgsql.EntityFrameworkCore.PostgreSQL.Storage.Internal.NpgsqlDatabaseCreator.Exists(Boolean async, CancellationToken cancellationToken)
   at Npgsql.EntityFrameworkCore.PostgreSQL.Storage.Internal.NpgsqlDatabaseCreator.Exists(Boolean async, CancellationToken cancellationToken)
   at Npgsql.EntityFrameworkCore.PostgreSQL.Storage.Internal.NpgsqlDatabaseCreator.Exists()
   at Microsoft.EntityFrameworkCore.Migrations.HistoryRepository.Exists()
   at Microsoft.EntityFrameworkCore.Migrations.HistoryRepository.GetAppliedMigrations()
   at Npgsql.EntityFrameworkCore.PostgreSQL.Migrations.Internal.NpgsqlMigrator.Migrate(String targetMigration)
   at Microsoft.EntityFrameworkCore.RelationalDatabaseFacadeExtensions.Migrate(DatabaseFacade databaseFacade)
   at Program.<Main>$(String[] args) in D:\dev\[ProjectNameRedacted]\Code\Identity\[ProjectNameRedacted].Identity.Api\Program.cs:line 40
  Exception data:
    Severity: FATAL
    SqlState: 28P01
    MessageText: password authentication failed for user "postgres"
    File: auth.c
    Line: 323
    Routine: auth_failed

If I remove the .WithDataVolume() call, and restart the application host, it works again (but without persisting of course).
Packages used:

Host: Aspire.Hosting.PostgreSQL, version 8.0.1.
Service: Aspire.Npgsql.EntityFrameworkCore.PostgreSQL, version 8.0.1.

Yep, this is #1151 and we're aiming to fix in the upcoming 8.1 release.

Closing this now that #1151 is merged.


Autoplay speed issue, too fast

How do I slow down the speed of the slider when autoplay is on?

Hi, @krakz999
  <Swiper autoplay={true} autoplayTimeout={1}> // autoplay per 1 second.
    <Swiper autoplay={true} autoplayTimeout={2}> // autoplay per 2 second.

@7772 the question is about speed


layers: Fix object lifetime bugs in DescriptorSetLayout

Incomplete copy construction of DescriptorSetLayout and safe_* types
causes embedded pointers (such as pImmutableSamplers) to become invalid
before they should. Fixing this for now by moving DescriptorSetLayout
and its embedded safe_* struct to ptrs within their containers and
explicitly deleting.

Tobin:  Looks like this fix helped the initial problem, but there seems to be another, later in the CTS:
Test case 'dEQP-VK.pipeline.image.view_type.1d.format.r4g4_unorm_pack8.size.1x1'..
Fragment shader compile time = 34.709000 ms
Link time = 0.010000 ms
Vertex shader compile time = 1.200000 ms
Link time = 0.009000 ms
/tmp/hudson4582718127985724795.sh: line 43: 11143 Segmentation fault      (core dumped) ./deqp-vk --deqp-caselist-file=${WORKSPACE}/Vulkan-CTS/external/vulkancts/mustpass/1.0.0/vk-default.txt --deqp-log-images=disable --deqp-log-shader-sources=disable

Just force pushed an update that seems to fix CTS bugs as well as pass demos and validation_layer_tests. Please give it a try.

Test case 'dEQP-VK.binding_model.shader_access.primary_cmd_buf.uniform_buffer_dynamic.no_access.descriptor_array.offset_view_zero_dynamic_zero'..
Fragment shader compile time = 1.133000 ms
Link time = 0.009000 ms
Vertex shader compile time = 1.216000 ms
Link time = 0.011000 ms
deqp-vk: /var/lib/jenkins/jobs/Vulkan-CTS/workspace/Vulkan-LoaderAndValidationLayers/layers/descriptor_sets.h:191: VkDescriptorType DescriptorSetLayout::GetTypeFromIndex(uint32_t): Assertion `index < bindings_.size()' failed.
/tmp/hudson8715935668804908986.sh: line 43: 23155 Aborted                 (core dumped) ./deqp-vk --deqp-caselist-file=${WORKSPACE}/Vulkan-CTS/external/vulkancts/mustpass/1.0.0/vk-default.txt --deqp-log-images=disable --deqp-log-shader-sources=disable
Build step 'Execute shell' marked build as failure
Finished: FAILURE

Added a second commit to this PR that fixes issue with CTS test "dEQP-VK.binding_model.shader_access.primary_cmd_buf.uniform_buffer_dynamic.no_access.descriptor_array.offset_view_zero_dynamic_zero"

CTS passes with this second commit.


Release Automation

Release Please looks good.
Instructions

Now have installed.
Now just have to use conventional commits.


Premature completion of the task

Hi!
I found that on lesson "Juggling Commits #2" (level 4, lesson 3) if you type git checkout main and git cherry-pick C2 C3 then the task will be done, but we doesn't have the second apostrophe on C2 commit, as it's displayed in the solution:

Yeah this was done intentionally to allow a wider variety of solutions, but I just changed the assert to enforce that C2 has more amends than C3. this will make the above no longer solve the level, but prevent some other valid solutions as well (in terms of what this level is trying to teach you)

Please check this commit work for https://github.com/pcottle/learnGitBranching/issues/487
https://github.com/pcottle/learnGitBranching/commit/85ae115fc20da020bde4976b783d1b324b12f60f


Add Guardian model class

LGTM. Just add corresponding tests and fields specific to Guardian(e.g. a list of students)!


chore(deps): update common-dev-assets digest to c460e41

This PR contains the following updates:

Package
Update
Change

common-dev-assets
digest
0e3de22 -> c460e41

Configuration
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🚦 Automerge: Disabled by config. Please merge this manually once you are satisfied.
♻ Rebasing: Whenever PR becomes conflicted, or you tick the rebase/retry checkbox.
👻 Immortal: This PR will be recreated if closed unmerged. Get config help if that's undesired.

[ ] If you want to rebase/retry this PR, click this checkbox.

This PR has been generated by Renovate Bot.

:tada: This PR is included in version 1.1.0 :tada:
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[Feat]: add github repository section

What feature?
We need a section to display the github repos of the users.
DESIGN FILE: https://www.figma.com/file/5xpCjMhJfYYNqG05dRvma8/ExhibitHQ?type=design&mode=design
Here's how the json structure would be:
JSON (eg, samyabrata-maji.json)
"repos": {
    "github_url": "https://github.com/<username>",
    "repo_urls": []
}

Add screenshots
Add screenshots
Code of Conduct

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

Here's the design:


Manually upload files

Is there a way to manually pass in files to upload? In my case I'm trying to pass in file objects from clipboard paste events.

Yup! Totally is 👍
import File from 'ember-file-upload/file';
import Component from '@ember/component';

export default Component.extend({
  actions: {
    paste (evt) {
      let pasteData = evt.clipboardData.items;
      let fileData = /* (...pseudocode to filter files...) */
      let files = fileData.map((data) => File.fromDataURL(data));
      return files.map((file) => file.upload());
    }
  }
});

works great, thanks!


Fix bug in EOF handling within BlazeClient

Old flow:

Borrow a request that had closed while idling.  We don't
know until we write to it.
Invalidate the connection and then loop with the same
connection.  The state is now Error.
On loop, we get the InProgressException and fail.  Invalidate
the connection again.

In step 2, we need to borrow a new connection, not retry the
invalidated connection.  This is a recent bug.
This prevents us from falling through to step 3, where the
second invalidation of the same connection caused another
decrement in the pool manager, leading to negative connection
values.
Bonus cleanup in runRequest: Now an InProgressException only
comes from a running request.  If something had moved the
connection into error state and we try to run it, we return the
error, which is now handled appropriately by BlazeClient.

Ouch! Looks good to me. Hope it solves the problem.


Reduce the amount of points awarded when a brick is destroyed

It's possible to make over 10,000 points in a single level which is too much; I think it'd be better to max it at ~1000, especially since there's going to be bonuses generated as powerups.

Done. Each brick had its chanceOfPowerUp value modified to reflect what's in the design document, too.


Choose photos

Make a form for people to upload photos. Add an approve/reject option from school admin or something.
Submitted via Form by<EMAIL_ADDRESS>

This would be pretty easy to do. We could add an upload button on the left-side drawer, and we could just write the photo to a new GCS storage bucket. We could then review the uploads on a weekly basis and have a script that moves the approved photos to the official GCS bucket where the existing photos are served form.
However we should make sure the school is OK with doing this admin work or delegating it to the team, I imagine this could be a very popular feature and manual review might get to be tedious. Simple solution might just be to run the photo through the nsfw-filter package, along with a warning that inappropriate images will be flagged.
@JonBriggs do you think the school would be OK with this?


fix: pipeline and build yml

Changes

 fix pipeline and build yml

Pull Request Test Coverage Report for Build<PHONE_NUMBER>

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 100.0%

Totals

Change from base Build<PHONE_NUMBER>:
0.0%

Covered Lines:
195

Relevant Lines:
195

💛  - Coveralls


Add Acronym exercise

Looks good, thanks, I just had a few minor comments.
I put together another version which uses a fold, which you might be interested in:
http://try.purescript.org/?gist=05692076bae2aeda2840706d7593f7c3
I built it in Try PureScript, so I didn't have the unicode module available, so if you wanted to use this, you should probably fix the classify function. I think the lists approach is great too, though.
Consider returning a string instead of a list though. These strings are short, and reversing an accumulator might be overkill. It took me a little while to see exactly how the code worked.

Hi @paf31. I played around a little with what you shared. What do you think?

Looks great, thanks!


vite-ssg incompatible with @ionic/vue

import { h, Host, proxyCustomElement } from '@stencil/core/internal/client';
^^^^^^

SyntaxError: Cannot use import statement outside a module
    at compileFunction (<anonymous>)
    at wrapSafe (internal/modules/cjs/loader.js:1001:16)
    at Module._compile (internal/modules/cjs/loader.js:1049:27)
    at Object.Module._extensions..js (internal/modules/cjs/loader.js:1114:10)
    at Module.load (internal/modules/cjs/loader.js:950:32)
    at Function.Module._load (internal/modules/cjs/loader.js:790:12)
    at Module.require (internal/modules/cjs/loader.js:974:19)
    at require (internal/modules/cjs/helpers.js:93:18)
    at Object.<anonymous> (/node_modules/.pnpm/@ionic+vue@6.0.0-rc.2/node_modules/@ionic/vue/dist/index.js:8:25)
    at Module._compile (internal/modules/cjs/loader.js:1085:14)
 ELIFECYCLE  Command failed with exit code 1.

As said here : https://github.com/antfu/vite-ssg/issues/22
it could be ionic error in they package.json here : https://github.com/ionic-team/ionic-framework/blob/main/packages/vue-router/package.json
But i see nothing wrong in they package, and it's work with vite, but not vite-ssg
@antfu can you enlight me ? i will report to ionic then .
To reproduce :
npx degit antfu/vitesse my-vitesse-app
cd my-vitesse-app
pnpm i
pnpm i @ionic/vue@next

add this module :
ionic.ts
import { IonicVue } from '@ionic/vue'
import { UserModule } from '~/types'
import<EMAIL_ADDRESS>
export const install: UserModule = ({ app }) => {
  app.use(IonicVue)
}

and build pnpm build
you will get the issue, but i don't have any issue with vitespa  when no ssg : https://github.com/ctholho/vitespa

Have you made any progress on this?

i still have random error

@NunoSav i found somthing about this :
https://github.com/iamstevendao/vue-tel-input/issues/310
and ionic team gave me a good track to follow :
https://github.com/ionic-team/ionic-framework/issues/24800
Ionic imports data from vue-router, which ends up calling defineComponent from Vue. This defineComponent function uses an imported isFunction call. Because there are 2 different instances of Vue bundled, isFunction ends up being undefined.


[vcpkg baseline][qtinterfaceframework]Passing remove form fail list

Passing on https://dev.azure.com/vcpkg/public/_build/results?buildId=102737&view=results
PASSING, REMOVE FROM FAIL LIST: qtinterfaceframework:x64-windows-static (D:\a\_work\1\s\scripts\azure-pipelines/../ci.baseline.txt).
PASSING, REMOVE FROM FAIL LIST: qtinterfaceframework:x64-windows-static-md (D:\a\_work\1\s\scripts\azure-pipelines/../ci.baseline.txt)

qtinterfaceframework:x64-windows-static=fail and qtinterfaceframework:x64-windows-static-md=fail were added to ci.baseline.txt by https://github.com/microsoft/vcpkg/pull/38600, which has been fixed by https://github.com/microsoft/vcpkg/pull/37923.
So remove
qtinterfaceframework:x64-windows-static=fail
qtinterfaceframework:x64-windows-static-md=fail

[x] Changes comply with the maintainer guide.
[ ] ~SHA512s are updated for each updated download.~
[ ] ~The "supports" clause reflects platforms that may be fixed by this new version.~
[x] Any fixed CI baseline entries are removed from that file.
[ ] ~Any patches that are no longer applied are deleted from the port's directory.~
[ ] ~The version database is fixed by rerunning ./vcpkg x-add-version --all and committing the result.~
[ ] ~Only one version is added to each modified port's versions file.~

You also want to re add qt:x64-windows-static=pass however the problem itself is not yet fixed.

You also want to re add qt:x64-windows-static=pass however the problem itself is not yet fixed.

It does not take effect currently in cibaseline. The CI test we have completed does not have this regression.
# qt:x64-windows-static=pass

The reason that has been commented was the failure of qtinterfaceframework ... It won't show up in CI unless you remove the # since it is a =pass line......
#38698 correctly reverts #38600 by simply pressing the revert button in the github UI of that PR


Depth Tab is not showing up

I'm new here and new to a lot of coding so I apologize, but I recently just downloaded this for Stable Diffusion and I followed the install instructions to a T but the depth tap doesn't show up, and also doesn't show up in my script pull down. Any clues as to why or how I can fix this? I appreciate any help!

Just saw my notification, and it's there I apologize! Thanks for fixing this :)