Ignore failures from unbottled formulae

This completes #687. It's not enough to call skipped because some
steps will still have a :failed status, and that will cause test-bot
to exit with an error.

steps will still have a :failed status, and that will cause test-bot
to exit with an error.

Which ones? I'd rather those steps were also skipped rather than us ignoring failures.

The ones we skipped. Doing skipped doesn't make the :failed status go away; it just adds the formula to the @skipped_or_failed_formulae array.

Doing skipped doesn't make the :failed status go away

Yeh, I don't think it should. I think it should still show up as "FAILED". If the issue is the exit code: can we handle that instead?

Hmmm, we could. Let me have a look.

I haven't been able to work out how to handle the exit code without tweaking the @status a bit, but the changes I'm about to push should still show FAILED in log when something fails, because of
https://github.com/Homebrew/homebrew-test-bot/blob/b1e22363a0ea7a0abb793257c8762190c3bbea5d/lib/step.rb#L96-L97
and
https://github.com/Homebrew/homebrew-test-bot/blob/b1e22363a0ea7a0abb793257c8762190c3bbea5d/lib/step.rb#L61-L63
The next time @status is read is when determining the exit code, so it seems that that's the only sensible way to handle that.

I believe the exit code is determined here:
https://github.com/Homebrew/homebrew-test-bot/blob/b1e22363a0ea7a0abb793257c8762190c3bbea5d/lib/test_bot.rb#L126
which comes from
https://github.com/Homebrew/homebrew-test-bot/blob/b1e22363a0ea7a0abb793257c8762190c3bbea5d/lib/test_runner.rb#L76
so I don't currently see a sensible way of changing the exit code without changing some steps to not become :failed. I've tried to minimise the steps I'm doing this for to the minimum required. I'll also add some output at the end to indicate that some failures were ignored.

I've updated this to handle build/linkage/test failures for unbottled dependents too.
The idea is to downgrade all these errors into warnings that will still display failure messages but won't cause test-bot to exit with an error. I'm thinking it might be helpful to get @BrewTestBot to post comments on a PR about warnings in the CI log to indicate that they should be looked at, since no one will read the logs otherwise when CI is green.

I'm thinking it might be helpful to get @BrewTestBot to post comments on a PR about warnings in the CI log to indicate that they should be looked at, since no one will read the logs otherwise when CI is green.

I believe Jenkins used to do this and it made the issue overview so much easier.

I was wondering why @BrewTestBot stopped doing that. We could maybe roll our own, but there's the issue of access to secrets on PR branches.

warnings in the CI log to indicate that they should be looked at, since no one will read the logs otherwise when CI is green.

Would GitHub Actions annotations help? Like the CI coverage annotations we have in Homebrew/brew.

They would help, yes. Easier to miss than comments, but better than hidden away behind a green CI log.

Yeh, I think something like that would be ideal for adding warnings 👍🏻


fix: fix the bug in collect-windows-logs.ps1

What type of PR is this?
/kind bug

What this PR does / why we need it:
fix the bug in collect-windows-logs.ps1
Which issue(s) this PR fixes:

Fixes #
Requirements:

[x] uses conventional commit messages

[ ] includes documentation
[ ] adds unit tests
[ ] tested upgrade from previous version

Special notes for your reviewer:
Release note:
none

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 First build on abelch/fix-debug-script at 61.542%

Totals

Change from base Build<PHONE_NUMBER>:
61.5%

Covered Lines:
2570

Relevant Lines:
4176

💛  - Coveralls


transfer some CI models into 2.x API

Type of Change
validation
Description
transfer some CI models into new API
Expected Behavior & Potential Risk
CI pass
How has this PR been tested?
CI
Dependency Change?
No

/Azurepipeline run Model-Test


Improve PathLayer precision

For #3138
Change List

Improve PathLayer precision by sending 64-bit positions for neighboring vertices
Add render test

Coverage increased (+0.01%) to 61.969% when pulling 9e236b0b3187cabdbae93598d1e4b09ecb78c97d on x/path-layer-precision into 0726e7301893a5a1e30a91bc6d9bb7f013467d31 on x/path-layer-billboard.


Regions

Add regions feature

[x] Get a list of regions
[x] Get one region with all its states

[x] Get one region with all its states, and each state with its cities within

[x] Get the region based on the name of the state

[x] Get only the the region name
[x] Get only the region name with its states
[x] Get only the region name with its states and each state with its cities

[x] Get the region based on the name of the city

[x] Get only the region name
[x] Get only the region name with its states
[x] Get only the region name with its states and each state with its cities
[x] Get only the region name with the name of the state that this city belongs

Feature ready to be shipped. Some functionalities weren't implemented since its use would not be so much of use


Update to latest scalafmt

Additionally we may have to write our own SBT task bound to compile since the new version no longer has the format on compile setting.

Fixed by https://github.com/47deg/freestyle/pull/127


Rotate publishing credentials

Codecov announced a security breach with their bash script to publish code coverage which could compromise environment variables on CI environments: https://about.codecov.io/security-update/.
This could impact our publishing credentials.
This change is to take care of it

Coverage remained the same at 93.835% when pulling 7712922f582f91aab7eaabaab2053414efb1b94f on rpalcolea:rotate-secrets into 02d80475455be4b390512447825950f6954b9096 on Netflix:master.


CAS8N028E CCAGI18NString can't create Collation object. Probably I18N data file is missing.

Link to a similar issue: https://github.com/pspete/PoShPACLI/issues/44
I'm using PoShPACLI to get Files from a Safe. My Vault version is 9.9.0 and my PACLI version is 9.8.0.
I try 2 Windows Server environments to get it works: the one is my lab and the other is a development platform.
I test the command that you recommand (in the link that I point above) and it works well in my lab. But in the other platform, I'm getting this error.
Do you know if the .dll contained in my PACLI (9.8.0) have anything to do with this error?

Hi @Vichanso - Thanks for the report.
While testing, I have just run into the same issue as you, which I have not encountered previously.
I have recently updated my lab environment to v9.10 (for psPAS development).
I also updated PACLI to version 9.99.0 at the same time (so my environment is not the same as it was when issue #44 was logged).
I switched back to PACLI version 7.20.95 and the command runs without issue.
At this point it looks like PoShPacli is not compatible with the newer PACLI-64-bit utility.
Is the version of PACLI the same in both of your environments?
Is using PACLI 7.20.95 an option for you?

It is now noted in the README that versions 9.X of PACLI may not work the same way as version 7.2.
To be investigated further......
@Vichanso were you able to confirm if your environments use the same PACLI version?

By default, EPV have PACLI verison 4.10, in my lab and the development platform.
Since I can have the option to change the version of PACLI, I've decided to use a more recent version of it. For now, I'm going to try testing with this version.

So your issue is not with PACLI 9.8?
Be aware that the properties output by v4.10 will likely differ, the regular expressions used to extract the property values may skew the output you see.
Check out one users edit they had to make to workaround this.


Add clusterwatch

For https://github.com/stolostron/backlog/issues/20268
Signed-off-by: Sherin Varughese<EMAIL_ADDRESS>

/lgtm
/hold


Turn on emulated hue entity via Alexa -> Light isn’t responding

Home Assistant release with the issue:
Home Assistant v0.85.1 (same issue was present in v0.84.6 also)
Last working Home Assistant release (if known):
N/A
Operating environment (Hass.io/Docker/Windows/etc.):
Hass.io
Component/platform:
https://www.home-assistant.io/components/emulated_hue/
Description of problem:
After command "Alexa, turn on bathroom light" Alexa de facto turns on emulated light but then responds with
“Light isn’t responding. Please check its network and power supply.” instead of "OK" or success sound if brief mode is enabled.
Problem-relevant configuration.yaml entries and (fill out even if it seems unimportant):
  host_ip: <IP_ADDRESS>
  listen_port: 80
  expose_by_default: false
  entities:
    light.bathroom_light:
      name: "Bathroom light"
      hidden: false
    light.kitchen_ceiling_light:
      name: "Kitchen ceiling light"
      hidden: false

Traceback (if applicable):

Additional information:
"Alexa, turn off bathroom light" command works as expected - light is turned off and Alexa responds with success sound.
UPDATE: Could be related to issue - I just noticed that Alexa mobile app shows Device doesn't support requested value for all devices exposed by emulated hue. No details on what exactly value are available.

Has this been corrected in the newest home assistant update?  It seems this PR #18749 should have corrected the issue

Unfortunately, it‘s not :-/

This just started happening for me after a power outage.

Concerning the issue:
"Alexa, set  to x percent" resulted in "There is a problem with " (or similar).
I just debugged that:
Alexa sends {bri: x} (e.g. 102) to emulated_hue via PUT. emulated_hue answers to this put request correctly {... bri: x}.
The issue is that afterwards Alexa asks again via GET if the light is really having the brightness x now. For whatever reason, the brightness is not set exactly to bri and sometimes/most of the times to a close value (e.g. 100 for x=100).
For my setup, I quickly coded a workaround. Anyhow, this is not a fix, which is the reason that there is no pull request.
The workaround is to save the brightness from the PUT request and to respond it afterwards in the get request:
Add this at the end of the put function:
        self.config.last_brightness = brightness
        self.config.last_brightness_put_time = int(round(time.time() * 1000))

Add this at the end of the get function (before json_response = ...):
        cur_time = int(round(time.time() * 1000))
        try:
            if not self.config.last_brightness_put_time is None:
                if (cur_time - self.config.last_brightness_put_time) < 2000:
                    brightness = self.config.last_brightness
        except Exception:
            None

Anyhow: Again, this is a dirty hack/workaround and doesn't fix the real issue that the brightness is not set exactly. But anyhow, this workaround might help a few of you guys.

I'm not sure how it would even work because switches don't have a brightness, so what solution is there?  I'm thinking about creating a whole bunch of template lights for all my switches to just be done with it.

For me the issue „light isn’t responding“ or „there might be an issue with device x“ occurred just for dimming lights to a certain percentage.
The issue above has been fixed for me by PR https://github.com/home-assistant/home-assistant/pull/18749

Looks like PR 18749 did not go through.

This came up in topic on the forums with another user.  I suspect that this may become more prevalent soon.  Maybe there was a change on alexa side that is now getting slowly pushed to all users.

Can confirm the same issue as the OP, I had started a thread on the forums 2 days ago.
https://community.home-assistant.io/t/emulated-hue-0-92-1-item-isnt-responding-please-check-network-connection-etc/113650

I am also seeing this issue, but only with 2 zigbee smart plugs I have( I am using an HUSBZB as the zigbee gateway).  home assistant is able to control them, and iOS is able to control them, but not amazon echo as per the initial topic.  I do have 2 zigbee bulbs controlled by home assistant that can be controlled by both the echo and iOS.
Regards,

Hi @tlpbu
I have created a PR #24467 witch add the type "On/off light" for entries.
This should solve the problem for not dimmable light "Alexa mobile app shows Device doesn't support requested value" and "Light isn’t responding".
Sample Config:
# Emulated Hue
emulated_hue:
  host_ip: <IP_ADDRESS>
  listen_port: 80
  upnp_bind_multicast: true
  expose_by_default: true
  exposed_domains:
    - light
  entities:
    light.wc:
      type: "On/off light"`

I can confirm it's still a problem. I'm using latest Hassio in Proxmox. I had a hard time getting the yaml code correct, but eventually was able to verify HA was exposing them properly using the test URLs. Then, Alexa couldn't discover them.
Changed the listen_port to 80 to support my Gen 3 alexa's which apparently are primary for my house (I have Gen 2 and 3), which finally allowed Alexa to discover the switches (ESPHome) and one light entity (MQTT sourced).  I'm getting mixed results. One switch is discovered as a simple light with no dimming, another switch is discovered as a dimmable color light, and the actual light entity is discovered as a dimmable color light. The simple light plug works perfectly, turning on and off. But the other two show "Device doesn't support requested value" and "Device malfunction" when trying to operate.
The plug with the error will turn on but quickly back off when operated via Alexa, but operates normally and reliably from HA. The light with the error "works" but the state is not accurately shown in the alexa app and the errors are given, only brightness and ON commands are successfully sent but alexa app cannot turn the light off.

I'm facing the same issue. All my switches showing as lights in Alexa app and when I toggle, it just turn on and off after a sec. When I ask alexa to turn on the device, it turns on and turns off automatically and alexa says "that value is out of range for device XXXXXX".

Should be fixed by #28317 .


exception thrown when mouse over a highlight

I have a hybrid app using the highlight module to show some highlights.  When I view a page with a highlight, and mouse over it, the event "annotationHoverIn" is emitted.
This is done in (the hightlight plugin's) manager.js, about line 99, with the following 2 lines:
    originalEmit.apply(this, args);
    originalEmit.apply(proxy, args);

When this code is called, the "this" keyword is a reference to "Window", which of course does not have the _events property, so it always throws an exception.
Environment:
Chrome, hybrid app, with the highlight plugin enabled; running the master branch code

I have the same error:
Uncaught TypeError: Cannot read property 'annotationHoverIn' of undefined
o.emit @ index.js:117
p @ manager.js:99
_ @ underscore.js:701
n @ underscore.js:733
onHighlightEvent @ group.js:48
(anonymous function) @ group.js:411
v.each.v.forEach @ underscore.js:153
c.boundHighlightCallback @ group.js:387
dispatch @ jquery.js:4737
p.handle @ jquery.js:4549
On this function of eventemitter3:
EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return false;   // Error on this line, _events is undefined
This error happend on development branch and for all browsers

I can reproduce in cloud reader, using Chrome on Windows 10.
For example:
https://readium.firebaseapp.com/?epub=epub_content%2Faccessible_epub_3
Uncaught TypeError: Cannot read property 'annotationHoverIn' of undefined(…)

PS: this was working before (the emit() function was this-bound to the EventEmitter object). Breaking change in underlying third-party lib?

Fixed here:
https://github.com/readium/readium-js-viewer/issues/576
Still unsure whether this is a breaking change in underscore _.partial() (which is used in onHighlightEvent() https://github.com/readium/readium-shared-js/blob/develop/plugins/highlights/models/group.js#L31 ), or in the EventEmmitter lib itself ( https://github.com/primus/eventemitter3/blob/master/index.js ), or in Readium's trigger/emit patch ( https://github.com/readium/readium-shared-js/blob/develop/plugins/highlights/manager.js#L66 )
@JCCR


[FEATURE] When a user is already logged in, change the primary CTA in the header

Description
Currently, even when the user is logged in, it shows Sign up today.
We should change it to Submit a question.

@ykdojo Hi, I would like to work on this.

@jengkhaw95 sounds good, thank you. I'll assign you.


build virtctl also for arm64 for linux, darwin and windows

What this PR does / why we need it:
When we build on linux on amd64 we are already
building virtctl also for darwin and windows
OSs but still only for amd64.
But client architecture could differ the cluster ones.
kubectl for instance is shipped for linux, darwin
and windows in both amd64 and arm64 architectures. Check as a reference:

https://dl.k8s.io/release/v1.27.2/bin/linux/amd64/kubectl
https://dl.k8s.io/release/v1.27.0/bin/linux/arm64/kubectl
https://dl.k8s.io/release/v1.27.2/bin/darwin/amd64/kubectl
https://dl.k8s.io/release/v1.27.2/bin/darwin/arm64/kubectl
https://dl.k8s.io/release/v1.27.2/bin/windows/amd64/kubectl.exe
https://dl.k8s.io/release/v1.27.2/bin/windows/arm64/kubectl.exe

Let's start taking the same approach for virtctl.
Which issue(s) this PR fixes (optional, in fixes #<issue number>(, fixes #<issue_number>, ...) format, will close the issue(s) when PR gets merged):
NONE
Special notes for your reviewer:
NONE
Release note:

build virtctl also for arm64 for linux, darwin and windows

/test pull-kubevirt-e2e-k8s-1.26-sig-storage

/test pull-kubevirt-e2e-k8s-1.27-sig-storage

/test pull-kubevirt-e2e-k8s-1.27-sig-compute

/lgtm

Hi @tiraboschi, I am Howard from Arm.
As you can see the function build_release_artifacts in automation/release.sh and all: format bazel-build manifests in Makefile, we use bazel to compile virtctl binary in the release process. Would you like add the two commit in https://github.com/zhlhahaha/kubevirt/tree/2927 to make virtctl can be cross compiled by bazel?

Hi @tiraboschi, I am Howard from Arm.
As you can see the function build_release_artifacts in automation/release.sh and all: format bazel-build manifests in Makefile, we use bazel to compile virtctl binary in the release process. Would you like add the latest two commit in https://github.com/zhlhahaha/kubevirt/tree/2927 to make virtctl can be cross compiled by bazel?

sure, thanks

/retest

/approve


Ignore dot files?

Hi there,
It'd be nice if it would ignore files beginning with a dot.   If you're interested, I can branch and submit a pull request, or you could just add :
next if file_name =~ /^./
to lib/ferver/file_list.rb, line 45.
Cheers,
Dan

Sure sounds like a good idea, normally you probably wouldnt want to serve those files so that makes sense.
Maybe a configuration option that has a default not to serve those files but can be enabled if configured?


Add welcome views for no tooling and no titanium project states

Adds welcome views that will show when the user has no tooling installed

Or when no Titanium project is open

Warnings

:warning:

Changes were made to package.json, but not to package-lock.json.Perhaps you need to run npm install?

Messages

:book:

:white_check_mark: All tests are passing
Nice one! All 32 tests are passing.

:book:

:floppy_disk: Here's the built vsix for this change.

  Generated by :no_entry_sign: dangerJS against aa50a68dcd190e5ddd5b961cfc4a39add68dc9b3

Warnings

:warning:

Changes were made to package.json, but not to package-lock.json.Perhaps you need to run npm install?

Messages

:book:

:white_check_mark: All tests are passing
Nice one! All 32 tests are passing.

:book:

:floppy_disk: Here's the built vsix for this change.

  Generated by :no_entry_sign: dangerJS against aa50a68dcd190e5ddd5b961cfc4a39add68dc9b3


feat: add support of gitlab groups as gitlab source

Fixes #422
Proposed Changes

🎁 Add support of gitlab groups as gitlab source

Release Note
With this change it's also possible to use gitlab groups next to gitlab projects as event source using the `groupUrl`.

In the past it was only possible to use gitlab projects as event source using the `projectUrl`.

Backwards compatibility was an important requirement so if you only want to continue to use gitlab projects using the `projectUrl` you have to do nothing since there are no breaking changes.

Note: The CustomResourceDefinition will be updated asap

Thanks for working on this @arkadiusjonczek !!
/ok-to-test
I'll take a closer look next week, but let's run the CI for now

Hi @Cali0707 , thanks for running the CI.
I added the missing "Go license boilerplate" to the webhook_client_test.go file referenced in https://github.com/knative-extensions/eventing-gitlab/actions/runs/7154010905/job/19688338096?pr=431

/reopen

Ah sory @arkadiusjonczek looks like we didn't do a good job of following up on your PR here.
/cc @pierDipi @creydr
Would you guys be able to take a look?

@arkadiusjonczek I don't have access to a gitlab instance where I could easily test this PR, would you be able to record a demo of this working?


Memory corruption in NC3 variables on Windows/x64

Environment Information

Feel free to skip this if the issue is related to documentation, a feature request, or general discussion.

What platform are you using? (please provide specific distribution/version in summary)

[x] Windows

32 and/or 64 bit?

[x] 64-bit

What build system are you using?

[x] cmake

Can you provide a sample netCDF file or C code to recreate the issue?

[x] Not at this time

Summary of Issue
Invalid free for NC3 variables. This is a very odd error "fixed" in VTK back in 2011. @mathturtle and I just spent a few days encountering it again and using it still works, but this is something that should be properly fixed here :) . The commit message seems to indicate that memory sizes are mismatched. While writing this, it occurred to me to check this and found this line:
        (void) memcpy(varp->dsizes, rvarp->dsizes,
-                        rvarp->ndims * sizeof(size_t));
+                        rvarp->ndims * sizeof(off_t));

in dup_NC_var which I think should fix it properly. The dsizes is allocated as a off_t array, but here it is copied as a size_t array. We'll try this fix in VTK tomorrow. In case this isn't the real fix, I'm opening this as documentation.
Steps to reproduce the behavior
VTK's vtkIOExodusCxx-TestMultiBlockExodusWrite causes this. We can work to try and get a minimal test case in the coming weeks though.

Excellent, thanks for the report! I'll get this merged in shortly for the upcoming release :).

I'm trying the fix in this VTK MR.

This does indeed look to fix the issue.

I wonder if this issue isn't the reason for the MALLOCHACK thing hanging around these variables…


Add profiling functionality to jobs.

Closes: #DNE - discussed verbally
What's Changed
Add cProfile profiling flag to jobs when DEBUG is set in the config. Example output:
>>> import pstats
>>> stats = pstats.Stats("/tmp/66b70231-002f-412b-8cc4-1cc9609c2c9b.pstats")
>>> stats.sort_stats(pstats.SortKey.CUMULATIVE).print_stats(10)
Fri Mar 24 13:56:55 2023    /tmp/66b70231-002f-412b-8cc4-1cc9609c2c9b.pstats

         9498 function calls (9103 primitive calls) in 2.021 seconds

   Ordered by: cumulative time
   List reduced from 718 to 10 due to restriction <10>

   ncalls  tottime  percall  cumtime  percall filename:lineno(function)
        1    0.000    0.000    2.021    2.021 /source/examples/example_plugin/example_plugin/jobs.py:46(run)
        2    2.004    1.002    2.004    1.002 {built-in method time.sleep}
        4    0.000    0.000    0.017    0.004 /source/nautobot/extras/jobs.py:531(_log)
        4    0.000    0.000    0.017    0.004 /source/nautobot/extras/models/jobs.py:769(log)
        4    0.000    0.000    0.015    0.004 /usr/local/lib/python3.7/site-packages/django/db/models/base.py:685(save)
        4    0.000    0.000    0.015    0.004 /usr/local/lib/python3.7/site-packages/django/db/models/base.py:743(save_base)
        8    0.000    0.000    0.013    0.002 /usr/local/lib/python3.7/site-packages/django/db/models/manager.py:84(manager_method)
        4    0.000    0.000    0.010    0.002 /usr/local/lib/python3.7/site-packages/django/db/models/base.py:822(_save_table)
        4    0.000    0.000    0.010    0.002 /usr/local/lib/python3.7/site-packages/django/db/models/base.py:914(_do_insert)
        4    0.000    0.000    0.009    0.002 /usr/local/lib/python3.7/site-packages/django/db/models/query.py:1260(_insert)

Open questions

Should I make this available via

the API endpoint for running jobs?
the management command for running jobs?
the running of scheduled jobs?

Is the way I'm outputting this to disk okay? Should it be configurable as to what the path is? I wanted to keep it as simple as possible.

TODO

[x] Explanation of Change(s)
[x] Added change log fragment(s) (for more information see the documentation)
[x] Attached Screenshots, Payload Example
[x] Unit, Integration Tests
[x] Documentation Updates (when adding/changing features)
[x] Outline Remaining Work, Constraints from Design

Looks very cool!

Should I make this available via
the API endpoint for running jobs?
the management command for running jobs?
the running of scheduled jobs?

I think exposing it to the run_job management command would make the most sense. Since it's a debug-only feature I don't think there's any great need to add it to the API or to scheduled jobs.

Is the way I'm outputting this to disk okay? Should it be configurable as to what the path is? I wanted to keep it as simple as possible.

Seems fine as a local-development feature.

How should we handle job hook receivers? The CI is failing because (I believe) the way the forms are set up the _profile field is passed into job hook receivers as well. I guess people may want to profile job hook receivers as well, so should we support it? (CI Link: https://github.com/nautobot/nautobot/actions/runs/4594538893/jobs/8113771851?pr=3484#step:7:159)

Decided not to handle that case for now and just fixed the unit test.

@jathanism @gsnider2195 Can you do a quick look of this to figure out how this will impact the code written for #765


Devfest added

@Jaspreet099
DevFest is not an Open Source specific event.
DevFest India is the largest annual developer’s fest organized by Google Developer Groups across India.
https://gdg.community.dev/events/details/google-gdg-indore-presents-devfest-india-2021/


Upgrade package versions and Upgarde to go 21

in order to upgrade to go 21, we just modify go.mod at the second line to go 1.21?
but actually I don't have a clue about how we upgrade package versions. for all packages? including pkg/ folder? that could cause some compatiable problem right?

Yes, just change the version in go.mod in each service and pkg module, also for GitHub action.
Yes it is fine, maybe something like go get -u -t -d -v ./... for each service


Use ranger with docker version of homebridge?

Hello,
Possible to install this plugin with the docker version of homebridge?
https://github.com/oznu/docker-homebridge/wiki/Homebridge-on-Raspberry-Pi
Thanks
Tom

Try it. I don't know :)


[TASK] Release 1.2.5

What's the task? Please describe.
Action items for releasing v1.2.5
Describe the items of the task (DoD, definition of done) you'd like.

Pre-Release

[x] Run e2e regression for pre-GA milestones (install, upgrade) - @yangchiu
[x] Run security testing of container images for pre-GA milestones - @yangchiu
[ ] Verify longhorn chart PR to ensure all artifacts are ready for GA build (install, upgrade)  @cchien816

https://github.com/longhorn/longhorn/pull/4511 (longhorn/longhorn)
https://github.com/longhorn/charts/pull/73 (longhorn/charts)

[ ] Run core testing for GA build - @yangchiu

test_ha_salvage flaky

[ ] Run sanity testing (install, upgrade) for GA build from the previous patch (1.2.4) and the last patch of the previous feature release (1.1.3). - @chrisc1981

Release

[ ] Release longhorn/chart from the release branch to publish to ArtifactHub
[ ] Release note

[ ] Deprecation note
[ ] Upgrade notes including highlighted notes, deprecation, compatible changes, and others impacting the current users

Post-Release

[ ] Create a new patch release branch for the following patch releases if the new release is a minor release

[ ] ~Create a new release branch of manager/ui/tests/engine/longhorn~
[ ] Update https://github.com/longhorn/upgrade-responder/blob/master/config/response.json @PhanLe1010
[ ] Add another request for the rancher charts for the next release (1.2.6) @rebeccazzzz

https://github.com/rancher/rancher/issues/36934

Rancher charts: verify the chart is able to install & upgrade - @khushboo-rancher

[ ] rancher/image-mirrors update

https://github.com/rancher/image-mirror/pull/273

[ ] rancher/charts dev-2.6 branches for rancher marketplace @khushboo-rancher

https://github.com/rancher/charts/pull/2037

cc @longhorn/qa

@longhorn/qa 1.2.5 image builds have been triggered. Please help verify the items above assigned to you when those images are ready.
ref: https://drone-publish.longhorn.io/

Validated the 1.2.5 images, they work fine.

Thanks @khushboo-rancher . BTW, Which items on the check list have been done? Check them, So @chrisc1981 or @yangchiu can bypass them later.

Run core testing for GA build done:
amd64: https://ci.longhorn.io/job/private/job/longhorn-tests-regression/1984/
arm64: https://ci.longhorn.io/job/private/job/longhorn-tests-regression/1985/

Sanity testing verified pass
Scenario 1

Fresh install v1.2.5 GA
Create deployment and write data
Scale down/up deployment and verify data
Uninstall

Scenario 2

Fresh install v1.2.4 / v1.1.3
Create deployment and write data
Upgrade to v1.2.5 GA
Scale down/up deployment and verify data
Uninstall


WdslProvider Accept both https and http for single type

I have a service that uses https when in production mode, but uses http for dev and beta mode. Real annoying and it should use https for everything. Anyways, is there a way to dynamically make it a type for both conditions?
This is basically the error:
The provided URI scheme 'https' is invalid; expected 'http'
I can dynamically change the endpoint address. But there doesn't appear to be a way to change the transportMode.
As seen here:
https://github.com/fsharp/fsharp/blob/master/src/fsharp/FSharp.Data.TypeProviders/TypeProviders.fs#L984

Please enter this as an issue in https://github.com/fsprojects/FSharp.Data.TypeProviders, and if possible provide a tentative fix too. Thanks!

Closing this since development on the WSDL type provider has moved to the above repo.


Add more metrics for uploader:

uploader.offset_mismatches: count how many times upload fails;

uploader.partition_trims: count how many times partition trimming happens;
// There was a rebalancing event and someone committed an offset lower than that of the current message.  We need to trim local files.

uploader.partition_deletes: count how many times partition deletion happens;
// There was a rebalancing event and someone committed an offset beyond that of the current message.  We need to delete the local file.
// zookeeper committed offset didn't match for topic/partition

@gmcoringa Added a few more metrics per your request

Will do the micrometer integration in the next PR


Need help with post query to compiler

I'd like to use your online compiler in my project, but I can't sent post request to compiler.
My code sample:
$.ajax({ 	type: "POST", 	url: "hhttp://melpon.org/wandbox/api/compile.json", 	data:{ 	compiler: "gcc-head", 	code:"// This file is a \"Hello, world!\" in C++ language by GCC for wandbox.↵#include <iostream>↵#include <cstdlib>↵#include <fstream>↵↵int main()↵{↵    std::ofstream out(\"o.txt\");↵    std::ifstream in(\"o.txt\");↵    out << 2;↵    int h = 0;↵    in >> h;↵    std::cout << h << std::endl;↵}↵↵// GCC reference:↵//   https://gcc.gnu.org/↵↵// C++ language references:↵//   https://msdn.microsoft.com/library/3bstk3k5.aspx↵//   http://www.cplusplus.com/↵//   https://isocpp.org/↵//   http://www.open-std.org/jtc1/sc22/wg21/↵↵// Boost libraries references:↵//   http://www.boost.org/doc/↵", 	codes:[{file: "noname-1", code: "////↵////"}], 	compiler:"gcc-head", 	compiler_option_raw:"", 	options:"warning,boost-1.66.0-gcc-head,gnu++2a,cpp-no-pedantic", 	runtime_option_raw:"", 	stdin:"123 654" 	}, 	success: suc,  	dataType: "application/json" });
But I get error
Failed to load hhttp://melpon.org/wandbox/api/compile.json: Cross origin requests are only supported for protocol schemes: http, data, chrome, chrome-extension, https.

Replace hhttp to http

Thanks, but now I have new access error
Failed to load http://melpon.org/wandbox/api/compile.json: No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'http://localhost' is therefore not allowed access. The response had HTTP status code 500.

Replace http://melpon.org/wandbox to https://wandbox.org.

Change URL on https://wandbox.org/api/compile.json . But get same error. Failed to load https://wandbox.org/api/compile.json: No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'http://daemonium.96.lt' is therefore not allowed access. The response had HTTP status code 500. I try connect from localhost and free hosting.

@DDaemonium, could you try with this update?
$.ajax({
  type: "POST",
  url: "hhttp://melpon.org/wandbox/api/compile.json",
  contentType: "application/json", // <- ADD THIS
  data: JSON.stringify({compiler: "gcc-head", code: "...", ... }), // <- CHANGE THIS
  compiler:"gcc-head",
  ...
});

@melpon, it looks this issue is not a cross-origin problem.
It looks the client sends parameter with Content-Type: application/x-www-form-urlencoded.
Then, Kennel or CppCMS gives up with bad_cast like this:
Feb  5 20:40:15 goya kennel: 2018-02-05 20:40:15; cppcms, error: Caught exception [cppcms::json::bad_cast:  error converting from undefined]
Feb  5 20:40:15 goya kennel: 0x48502e: ??? + 0x48502e in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x48617d: ??? + 0x48617d in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x42ace1: ??? + 0x42ace1 in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x42c19f: ??? + 0x42c19f in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x413d60: ??? + 0x413d60 in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x4636d6: ??? + 0x4636d6 in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x4608eb: ??? + 0x4608eb in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x4123d5: ??? + 0x4123d5 in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x460671: ??? + 0x460671 in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x4608eb: ??? + 0x4608eb in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x4123d5: ??? + 0x4123d5 in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x454d59: ??? + 0x454d59 in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x456264: ??? + 0x456264 in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x457bf6: ??? + 0x457bf6 in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x501b0a: ??? + 0x501b0a in /opt/wandbox/wandbox/bin/kennel
Feb  5 20:40:15 goya kennel: 0x7f0dc4954e25: ??? + 0xc4954e25 in /lib64/libpthread.so.0
Feb  5 20:40:15 goya kennel: 0x7f0dc354a34d: clone + 0x6d in /lib64/libc.so.6
Feb  5 20:40:15 goya kennel: (http_context.cpp:139)

@fetus-hina Thanks! It's work!
I'm creating service for interactive learning. This online compiler will help in creating programming lessons. I've no team, so if u interested in it, write me<EMAIL_ADDRESS>I'm glad any help.


x/exp/shiny/example/basic: alpha channel is ignored on windows

The x/exp/shiny/example/basic looks like

but should look like

Alex

The Upload method shouldn't blend. Only those methods which take a draw.Op arg (Fill, Draw, Copy Scale) should blend. (Upload could possibly also take a draw.Op arg, and then blend, but I think that that is a separate issue).
I think the top image is actually working as intended, although IIRC the windriver doesn't do textures yet. In particular, the top image matches what I see on x11driver and gldriver/linux.

https://go.googlesource.com/exp/+/master/shiny/screen/screen.go#202 says that "The destination's contents are overwritten; the draw operator is implicitly draw.Src."

what I see on x11driver and gldriver/linux

Please post picture of your x/exp/shiny/example/basic window on linux, so I can see what else needs to be done for windows. Thank you.
Alex

Screenshot of the top-left corner of my window:


'-e' command line option help string typo

In the command line options help string defined in oscc-check.py the help string for the -e option has a typo, the word "checks" is repeated.
-e --enable                          Enable modules only, no further checks checks

This typo is also reflected in the usage section of the README.md

@jmarks119 I'd be awesome if you could take a look at this one.


Can you help me?

Example: res/10km-2019-10-18

Error
$ python3 tcxmill.py activity.tcx 11.5 -u km/h
usage: tcxmill.py [-h] [-s SPEEDS [SPEEDS ...]] [-d DISTANCES [DISTANCES ...]] [-o [OUTPUT]] [-u [UNITS]] [-v [VERBOSITY]] [-a [ADD]] input
tcxmill.py: error: unrecognized arguments: 11.5

Hey there, I think you're close but missing -s. Can you try
python3 tcxmill.py activity.tcx -s 11.5 -u km/h

I see now that the examples are broken. Sorry about that, I will fix them.

Thank you.
But can I clear all laps in an activity, and generate new laps based on distance?

Thanks to the contribution from @massacration , you can with the --distances option. Please look at Example 4 in README.md.


Add section clarifying WebSocket usage to README

closes #123

From what I was able to test and find out, servers hosting wss:// will throw an error when they receive a plain HTTP request, even if it has all the right headers. This means that users need to use the --https flag.
We could consider renaming the flag to reflect that, or just adding more info to the docs and --help in regards to that. Let me know what you think.


i18n logs

I'm using this configuration:
const email = new Email({
    message: {
        from: '...'
    },
    views: {
        locals: {
            app_name,
            app_url: process.env.APP_URL || 'http://localhost:5000/',
        }
    },
    transport: nodemailer.createTransport(mailgun_config),
    i18n: { locales: ['en', 'ar', 'zh', 'es', 'ja', 'pt', 'ru'] }
});

and even if I do not have a DEBUG env variable I get tons of logs such as
worker.1 - - will use /app/locales/en.json
worker.1 - - read /app/locales/en.json for locale: en
worker.1 - - will use /app/locales/ar.json
worker.1 - - read /app/locales/ar.json for locale: ar
worker.1 - - will use /app/locales/zh.json
worker.1 - - read /app/locales/zh.json for locale: zh
worker.1 - - will use /app/locales/es.json
worker.1 - - read /app/locales/es.json for locale: es
worker.1 - - will use /app/locales/ja.json
worker.1 - - read /app/locales/ja.json for locale: ja
worker.1 - - will use /app/locales/pt.json
worker.1 - - read /app/locales/pt.json for locale: pt
worker.1 - - will use /app/locales/ru.json
worker.1 - - read /app/locales/ru.json for locale: ru
worker.1 - - will use /app/locales/en.json
worker.1 - - read /app/locales/en.json for locale: en
worker.1 - - will use /app/locales/ar.json
worker.1 - - read /app/locales/ar.json for locale: ar
worker.1 - - will use /app/locales/zh.json
worker.1 - - read /app/locales/zh.json for locale: zh
worker.1 - - will use /app/locales/es.json
worker.1 - - read /app/locales/es.json for locale: es
worker.1 - - will use /app/locales/ja.json
worker.1 - - read /app/locales/ja.json for locale: ja
worker.1 - - will use /app/locales/pt.json
worker.1 - - read /app/locales/pt.json for locale: pt
...

I know that these logs are sent by the  i18n library, but as I understand, I get them because of the fact that it passes the logDebugFn parameter from email-templates > @ladjs/i18n
https://github.com/ladjs/i18n#options
so even if I specify i18n: { logDebugFn: () =>{} } it does not help me
is there any way to not record these logs?
Thank you in advance

got it i18n: { logger: {} } helped me


test chinese

/gpt-translate README.md README_zh.md traditional-chinese

/gpt-translate README.md README_zh.md traditional-chinese

How do you set permissions for users to use actions？

By inviting an executing user to be a collector of the repository, that person can use it.

Close due to no action for a certain period. Feel free to open this when you have a problem :)


Don't let mysqldump specify prefix

Closes https://github.com/elixir-ecto/ecto_sql/issues/539
(edited due to realizing a better solution)
This limits the size of the prefix option to 1 for MySQL. This would give the users the convenience of being able to change the prefix through command line and remove the issue of specifying multiple at once.

Actually it seems I misinterpreted things. I will close in favor of the issue and re-open once the issue is figured out.


CRD API Group apiextensions.k8s.io/v1beta1 is deprecated in k8s 1.19

CRD API Group apiextensions.k8s.io/v1beta1 is deprecated in k8s 1.16, and removed in 1.19.
The API must be replaced with apiextensions.k8s.io/v1
This beta API is in use here, here, and here
https://github.com/kubernetes/kubernetes/pull/90673

apiextensions.k8s.io/v1beta1 is removed in 1.22, not in 1.19.

Fixed via #14


[Bug]: Unable to update bar colors using tremor-brand-default from tailwindConfig.js

Tremor Version
15
Steps to reproduce

Create a bar chart
Try updating the default color from tailwindconfig.js the BarChart is not getting updated.

What is expected?
Default color for BarChart should get updated
What is actually happening?
Default color for BarChart remains blue
What browsers are you seeing the problem on?

All

Will take a look later this week!

Hi! Had a closer look at your issue.
The BarChart doesn't employ the tailwindconfig.js colors for the Bar Colors. Changing the DEFAULT token won't change the color in the bar chart. As you can see here, no token targets the default color.
If you wan't to use a custom color, check out our documentation section here: https://www.tremor.so/docs/visualizations/bar-chart#usage-example-with-a-custom-colors
If you need even more control, I'd suggest to have a look at our copy/paste components: https://raw.tremor.so/docs/visualizations/bar-chart


docs(readme): Update logo

We were using the online logo. This PR uses the local logo from the docgen folder.

I used this PR to also update the logo in our contributing guide.


RFC: Labels API in kong

Hello Kong Community,
I'm proposing a feature to easily manage entities in Kong in groups, rather than configuring each one at atom(per api/consumer) level. This is a currently a prototype design and implementation.
Comments/questions/feedback are welcome.
Motivation

Grouping

While grouping entities is metadata and should be kept out of the core usually, however, in cases when it enhances capabilities of the core, it's good to include.
Any configuration change applied today is at atom level i.e. a user can manipulate an api or a consumer but not group of those simultaneously. This is not just a matter of inconvenience though. Providing filtering capabilities for plugins and other use-cases is not easy without replicating states.

Replication of configurations

Consumers/apis share traits/properties in most use cases of API gateways. Every consumer is most probably not unique. It helps if some properties can be added/updated for a group, rather than iterating over all the entities.
Not having any aggregation feature, leads to a huge duplication here.
Example: There are 3 types of developers who use our APIs: Free, Paid, Enterprise. These give them different rate-limits. Currently, one would need to add a rate-limit plugin for every consumer, rather than having 3 configuration, we would have as many as consumers.

Reporting type of consumer to upstream

Oauth scopes usually determine the permissions of a user(consumer in Kong terminology).
While, this works very well, for apis not using Oauth, consumers could be classified/tagged by Kong since it makes sense to perform all auth related tasks at gateway level.

Description

Label/Tag/Group is a core entity; It has an id, unique name and could have a description as well.
Most of the core entities can be associated with a label. Any entity can be associated with multiple labels.
A label is also a common identification for a group of entity
A plugin can be configured at label level as well. Example: key-auth plugin can be enabled for apis, which share a common label authentication
A label can be used in place of consumers as well. A good example is ACL groups in the ACL plugin. One could white/black list consumers with specific label(s).

Issues (in current design and implementation)

Migration issue because of DAO changes; 2017-03-27-132300_anonymous fails to execute because it can't find label_id column
A plugin with a label_id is also a global plugin in application logic; No search interface for empty column from dao; we could add a boolean column global in the plugins table
Data layer design
Ideally, keeping labels in apis table (same for consumes) as an array of foreign keys would work best; Q: What are other entities that could use labels? Upstreams? https://github.com/Kong/kong/commit/264b6503d3f155473f00141745bb2b07cd336ffd#diff-4ac32a78649ca5bdd8e0ba38b7006a1eL28
Could label's definition be even more broader?
Tag instead of Label as the name of the entity?

TODO

Migrations

Add migrations for Cassandra
Indexes in migrations
Add index on labels(name)
Add conditional unique index on label_mappings

Validations for label_mappings

Add self_check function to enforce not null for combinations: (label_id,consumer_id) and (label_id,api_id) at the application layer

Define Behavior when multiple plugins of same kind can be executed in a request due to multiple labels; label A and label B, both have key-auth, now if an api is added to labels A and B, then what should be the behavior?
Expose labels to upstream api, (configurable per api)?
Check/verify REST design of /entity/:id/labels
Add validations for POST /entity/:id/labels/ request
Add the following rest endpoints, need to figure how to paginate

GET /labels/:label_name_or_id/apis
GET /labels/:label_name_or_id/consumers

Caching

Completely figure out how cache invalidation travels through in code;
Will cache invalidation work if cache_key does not contain the primary key?
Cache invalidations are currently not working; not sure

Tests!
Documentaiton
Benchmark

What is the performance penalty?

Hi,
Thanks for the proposal!
Entities tagging has indeed been on our roadmap for a long time (see #383 and #1742). As of today, we have invested a lot of effort into a new model and DAO that were scheduled for 0.12, but are now planned for our 0.13 release. One of our goals with this new DAO (among many others) is to pave the way to a more flexible model that avoids duplication and will support such groupings - although, the first iteration will not contain any grouping feature.
I have not yet looked at the content of this PR (since there is a lot more talk and design that should go in such a feature before implementation), but I can tell you that the current DAO is soon to be considered deprecated, and that no changes should be made to it once our new DAO will be out.
This can be a good ice breaker for starting a conversation about this feature (although an issue would probably be more appropriate), but we need to include various teams and entities from the company as well. Such a feature will have a broad impact across the various products offered by Kong, and should be thought of thoroughly before any implementation is done.


WA COST Update of 100_4 Cost and Usage Analysis

Issue #, if available:
Description of changes:
Updated 100-4 Cost and Usage Analysis with up to date screenshots.
Made significant changes to "Download your monthly cost and usage file" to walk through enabling DBR since its not on by default and to account for any errors a user may receive.
Added teardown to the DBR portion.
By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.

Updated imaged look great @mattberkaws. I'll make a final update before we push to include ?classes=lab_picture_small which adds the border and makes it align with the labs.
A couple content follow up before pushing. Let me know your thoughts on both items, but i'm leaning towards moving the setup piece to the setup lab since it ties into the other setup aspects and won't delay customers 24hrs.

On part 3 step 6 Click Save Preferences to complete turning on Detailed Billing Reports. Do you need to check the box for the monthly report to get the ecsv bills download? I have it checked in mine and am running a test in another that should be updated in 24hrs to confirm if we'll want to update that to include click the monthly report box.
teardown image needs to be updated to it's the monthly usage report rather than download csv image. I can pull that image back in i think it's a naming issue.
On a more general content, do you think the legacy report setup should move to the account setup labs as a step enable monthly usage report or enable legacy reports? that way we don't run into the 24hr issue? https://wellarchitectedlabs.com/cost/100_labs/100_1_aws_account_setup/

Thanks again for sharing this. We're really close to having it prod ready.

Thanks Alee!

Were you able to confirm if we need to add them monthly reports check box? I set up a test as well but coming back to it I wasn't able to verify.
Yes I can update the naming issue on the tear down.
I think that's a great idea! Should I resubmit with those changes?

Hi Matt!

I would add as a best practice
Perfect!
Yes, that would be great! Will ping you on slack as well


python312Packages.google-cloud-dlp: 3.18.0 -> 3.18.1

Automatic update generated by nixpkgs-update tools. This update was made based on information from passthru.updateScript.
meta.description for python312Packages.google-cloud-dlp is: Cloud Data Loss Prevention (DLP) API API client library
meta.homepage for python312Packages.google-cloud-dlp is: https://github.com/googleapis/python-dlp
meta.changelog for python312Packages.google-cloud-dlp is: https://github.com/googleapis/python-dlp/blob/v3.18.1/CHANGELOG.md
Updates performed

Ran passthru.UpdateScript

To inspect upstream changes
Impact
Checks done

built on NixOS
The tests defined in passthru.tests, if any, passed
found 3.18.1 with grep in /nix/store/1qkp74f1iy7jbjnm2sf66xaryrfpav3q-python3.12-google-cloud-dlp-3.18.1
found 3.18.1 in filename of file in /nix/store/1qkp74f1iy7jbjnm2sf66xaryrfpav3q-python3.12-google-cloud-dlp-3.18.1

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

3 total rebuild path(s)

3 package rebuild(s)

First fifty rebuilds by attrpath

python311Packages.google-cloud-dlp
python312Packages.google-cloud-dlp

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/1qkp74f1iy7jbjnm2sf66xaryrfpav3q-python3.12-google-cloud-dlp-3.18.1 \
  --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 python312Packages.google-cloud-dlp https://github.com/r-ryantm/nixpkgs/archive/0291c4bf59f7d2abd01b0e41a220184c15962d7e.tar.gz

Or:
nix build github:r-ryantm/nixpkgs/0291c4bf59f7d2abd01b0e41a220184c15962d7e#python312Packages.google-cloud-dlp

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/1qkp74f1iy7jbjnm2sf66xaryrfpav3q-python3.12-google-cloud-dlp-3.18.1
ls -la /nix/store/1qkp74f1iy7jbjnm2sf66xaryrfpav3q-python3.12-google-cloud-dlp-3.18.1/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.
Result of nixpkgs-review run on x86_64-linux 1

4 packages built:

python311Packages.google-cloud-dlp
python311Packages.google-cloud-dlp.dist
python312Packages.google-cloud-dlp
python312Packages.google-cloud-dlp.dist

Maintainer pings

Result of nixpkgs-review pr 325750 run on aarch64-darwin 1

4 packages built:

python311Packages.google-cloud-dlp
python311Packages.google-cloud-dlp.dist
python312Packages.google-cloud-dlp
python312Packages.google-cloud-dlp.dist


[pybind11] port breaks MLIR Python detection

Describe the bug
I am trying to include the pybind11 vcpkg port in a CMake project that also depends on MLIR (which I don't include via vcpkg). Both work independently, but when used together, MLIR is unable to find Development.Module NumPy. MLIR already has already introduced the MLIR_DETECT_PYTHON_ENV_PRIME_SEARCH variable to deal with the partially broken Python search capabilities of CMake, see here. But whether or not this is set, the problem remains for me (at least on MacOS). Python is found but the NumPy development module is not.
Environment

OS: MacOS
Compiler: clang 16.0.0

To Reproduce
A minimal example just involves adding pybind11 via vcpkg, setting CMAKE_TOOLCHAIN_FILE and Python3_EXECUTABLE appropriately and then adding the following in CMakeLists.txt (making MLIR_DIR point to an installation of MLIR):
find_package(MLIR REQUIRED CONFIG)
list(APPEND CMAKE_MODULE_PATH "${MLIR_CMAKE_DIR}")
include(MLIRDetectPythonEnv)
mlir_configure_python_dev_packages()

Expected behavior
I would expect this to just work out of the box. When I integrate pybind11 into my project without vcpkg, i.e. by just pointing pybind11_DIR to an installation of pybind11 it works.
Failure logs
CMake Error at /opt/homebrew/Cellar/cmake/3.30.5/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:233 (message):
  Could NOT find Python3 (missing: Development.Module NumPy) (found version
  "3.12.7")
Call Stack (most recent call first):
  /opt/homebrew/Cellar/cmake/3.30.5/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:603 (_FPHSA_FAILURE_MESSAGE)
  /opt/homebrew/Cellar/cmake/3.30.5/share/cmake/Modules/FindPython/Support.cmake:4001 (find_package_handle_standard_args)
  /opt/homebrew/Cellar/cmake/3.30.5/share/cmake/Modules/FindPython3.cmake:602 (include)
  build-debug/vcpkg_installed/arm64-osx/share/python3/vcpkg-cmake-wrapper.cmake:72 (_find_package)
  /Users/timonicolai/github/vcpkg/scripts/buildsystems/vcpkg.cmake:813 (include)
  /Users/timonicolai/github/llvm-project/build/lib/cmake/mlir/MLIRDetectPythonEnv.cmake:21 (find_package)
  CMakeLists.txt:39 (mlir_configure_python_dev_packages)

Which python did you expect to find?


The "return to the store" link generates an error once the customer is redirected to the store

Sylius version : 1.12.11
SyliusPayPlugPlugin version : 1.9.2
After a successful card payment on the payplug page :

if a customer waits to be redirected, they will return to the store through a sylius payment security token associated to the sylius_shop_order_after_pay route.
if a customer tries to use the link "return to the store", the same URL is used but the token is already consumed. This result in an error on the store.

I am unsure of how to proceed with this issue.
Should the plugin generate another token+URL to send to payplug for the "return to the store" link ? Is it possible ?

Hello @julienTroopers , as far as I know from the API documentation, we can only provide a return URL.
The token is consumed automatically on the first visit (payum internal work), so we cannot re-use the initial URL. How do you manage to get redirected and then also use the return to the store link?

My guess is that the redirection call emanates from Payplug rather than the customer browser.
This results in a little bit of latency : the "return to the store" link is usable even after the redirection starts.
In any case, the store receives both requests, and the second one fails.
We'll look into setting up a demo with @gabrielmustiere

I get it, it can happen if you click on the link right when the auto redirection starts, so the browser is making two requests, not PayPlug. I think that there is nothing to do on the plugin side because this is the standard way to handle it "sylius.controller.payum::afterCaptureAction()".
Maybe you could decorate this action to early redirect to another page if the token is already consumed?

@TheGrimmChester is right, it can happen if you click on the link right when the auto redirection starts.
It also happens if the shop is too slow to respond : as long as the PayPlug page is visible, it can trigger the second redirection. Clicking the "return to the store" link on PayPlug does not cancel the countdown to 'their' redirection.
In our case, it happens as we have a few callbacks when the payment is confirmed. It also happens if I turn on the energy saving feature on my laptop running a brand new Sylius installation : it slows both the store and the browser, leading to more frequent issues :-)
I'll close the issue, thanks for your help.


openssl holding on to load of memory when calling PEM_read_X509_CRL

When reading a 15mb crl file in pem format, openssl holds onto 100mb of RAM:
#include <openssl/x509.h>
#include <openssl/pem.h>

#include <string.h>
#include <string>

// Examples of strings to pass here are VmSize, VmRSS, VmHWM, HugetlbPages
std::string get_from_proc(std::string what) {
    if (FILE* f = fopen("/proc/self/status", "r")) {
        what += ':';
        char line[128];
        while (fgets(line, sizeof(line), f)) {
            if (!strncmp(line, what.c_str(), what.size())) {
                fclose(f);
                return line;
            }
        }
        fclose(f);
    }
    return "";
}

int main() {
  FILE* fp = fopen("some_15_mb_crl_file", "r");
  printf("%s\n", get_from_proc("VmRSS").c_str());
  X509_CRL* crl = PEM_read_X509_CRL(fp, NULL, NULL, NULL);
  printf("%s\n", get_from_proc("VmRSS").c_str());
  fclose(fp);
  printf("%s\n", get_from_proc("VmRSS").c_str());
  X509_CRL_free(crl);
  printf("%s\n", get_from_proc("VmRSS").c_str());
  return 0;
}

g++ file.cpp -lssl; ./a.out
and output:
VmRSS:	    2120 kB

VmRSS:	  119044 kB

VmRSS:	  119040 kB

VmRSS:	  105872 kB

Using version OpenSSL 1.0.1e-fips on Red Hat 6 x86_64. Is reproducabile on any openssl 1.0.1 version on red hat/centos 6 x86_64.
valgrind reports no memory leaks

Valgrind reports this
==3804734== Memcheck, a memory error detector
==3804734== Copyright (C) 2002-2012, and GNU GPL'd, by Julian Seward et al.
==3804734== Using Valgrind-3.8.1 and LibVEX; rerun with -h for copyright info
==3804734== Command: ./a.out
==3804734==
==3804734==
==3804734== HEAP SUMMARY:
==3804734==     in use at exit: 416 bytes in 6 blocks
==3804734==   total heap usage: 3,311,936 allocs, 3,311,930 frees, 168,705,946 bytes allocated
==3804734==
==3804734== LEAK SUMMARY:
==3804734==    definitely lost: 0 bytes in 0 blocks
==3804734==    indirectly lost: 0 bytes in 0 blocks
==3804734==      possibly lost: 0 bytes in 0 blocks
==3804734==    still reachable: 416 bytes in 6 blocks
==3804734==         suppressed: 0 bytes in 0 blocks
==3804734== Reachable blocks (those to which a pointer was found) are not shown.
==3804734== To see them, rerun with: --leak-check=full --show-reachable=yes
==3804734==
==3804734== For counts of detected and suppressed errors, rerun with: -v
==3804734== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 8 from 6)
So it looks like everything is deallocated fine

You might consider using a malloc-debug package (including openssl's own) to see if it's openssl runtime or malloc allocating memory.

We actually figured it out, if you call malloc_trim(0) after X509_CRL_free(crl), the OS claims most of the memory back:
X509_CRL_free(crl);
malloc_trim(0);


Fix unbounded retry and slowdowns

What does this PR do?
A brief description of the change being made with this pull request.
Motivation
What inspired you to submit this pull request?
Additional Notes
Anything else we should know when reviewing?
Describe how to test your changes
Write here in detail how you have tested your changes and instructions on how this should be tested.

@paulcacheux don't forget to reset the new internal fields in Probe.reset()

Should we reset it ? Currently this is voluntary, since the hook point availability should not change, but I can at least add a comment explaining the reasoning


Disable masking

After looking around in the documentation, there doesn't seem to be a way to disable masking. I'm currently building a react component and I'd like to only apply a mask if it's specified.
I was able to get it working by doing something like:
    mask: (value) => {
      let mask = [];
      for (let i = 0; i < value.length; i++) {
        mask.push(/.*/);
      }
      return mask;
    },

but that feels a bit dirty and isn't ideal.
There is the option of just using a regular input unless a mask is specified, but not sure I'm a fan of that since MaskedInput is fully compatible.

Hey @ameech, I think it doesn't make a lot of sense for us to make MaskedInput work as a regular input in the absence of a mask property.
I think the best way to go about it is to create a wrapper over MaskedInput that will call MaskedInput when there's a mask, and call regular input when there isn't.
One other thing: while MaksedInput is fully compatible with a regular input, there are still edge cases where they differ I think, like in controlled vs uncontrolled behavior in React.


merge package from arlac77/npm-package-template

package.json

chore(package<EMAIL_ADDRESS>chore(scripts): cover@#overwrite c8 --temp-directory build/tmp ava && c8 report -r lcov -o build/coverage --temp-directory build/tmp
chore(package): set $.ava.require='esm' as in template
chore(package): set $.ava.files='tests/*-test.mjs' as in template
chore(package): set $.ava.extensions='mjs' as in template

Coverage increased (+0.004%) to 40.223% when pulling fbde1df2079c4a7ed10ceeb908681bbea6bdc94a on npm-template-sync-1 into 9d56ca400c875bcb9d7ad741c581fdca14ae09b3 on master.

:tada: This PR is included in version 8.1.53 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket:


create github action yml file

@naufaldi is this main.yml file ok ? if so pls merge this PR. let me know

Good for me! Good job!

Thank you


proposal: Go 2: introduce try/guard keyword for error handling

Go has suffered from seen a number of Go2 error handling proposals. I'm joining the chorus as I had the feeling that a comparatively less disruptive permutation of the discussion has not come up before. I'd be totally happy if this got closed right away, in that case sorry for wasting everybody's time.
Goals of this proposal:

decrease verbosity, i.e. less typing and clearer structure of the non-error case
full control over error handling, including annotating the error
avoid hidden or non-local control flow magic

Before going to the details, I have considered:

https://github.com/golang/go/issues/33161 (block-scoped error handling) which attracted a comment for verbostity in https://github.com/golang/go/issues/33161#issuecomment-516516105 but also was compared with Swift's guard in https://github.com/golang/go/issues/33161#issuecomment-512805363.
https://github.com/golang/go/issues/32437 (A built-in Go error check function, "try") which I personally feel introduces too much non-local error handling (using defer) and allows for hard to read nested calls of try()
https://github.com/golang/go/issues/33387 (simplify error handling with try err == nil) which attracted this notable comment https://github.com/golang/go/issues/33387#issuecomment-516980267 (unique per-statement error handling)
https://github.com/golang/go/issues/36284 which partially failed due to https://github.com/golang/go/issues/36284#issuecomment-569154738 (fails to address the most common case of uniquely annotating errors in-situ.)

Proposal
This is an adapted version of https://github.com/golang/go/issues/33161#issuecomment-512805363, I couldn't find an original proposal to this case (/cc @carlmjohnson).
In short, I'm proposing to introduce a try keyword similar to Swift's guard that will be implemented as an error-checking and error-handling specific alternative to the existing if statement:

try must me followed by an assignment expression where the last assignment parameter must be an error and can be omitted
if the error parameter is omitted, a  non-nil error (and other zero value or initialised variables) will be returned alongside with it. This does not require the error to be named in the API
if the try statement has a handler block, the block will be executed/ the error can be handled similar to if err != nil and returned or not. This typically requires the err parameter to be named.
unlike the if statement, a special scoping rule allows the assigned target variables (right term?) to escape the block (I understand this is similar to swift). This includes the error variable if it is named.

As such, this proposal is similar to https://github.com/golang/go/issues/33161#issuecomment-512805363, taking the comments regarding control flow from https://github.com/golang/go/issues/33161#issuecomment-512849483 into account.
Syntactically, the two following statements are equivalent:
try foo := bar()

try foo := bar() {
    return
}

It would look like
TryStmt = "try" AssignmentExpression [ Block ]

Examples
CopyFile
func CopyFile(src, dst string) error {
	try r := os.Open(src) // returns the error
	defer r.Close() // returns the error

	try w := os.Create(dst) // returns the error
	defer w.Close() // returns the error

	try io.Copy(w, r) // returns the error
	try w.Close() // returns the error
}

Update: Obviously this example needs an additional rule for error precedence during defer (tbd). Updated the defer Syntax. Using try inside deferred functions follows the same rules as everywhere else.
Hex
func main() {
	try hex, err := ioutil.ReadAll(os.Stdin) {
		log.Fatal(err)
	}

	try data := parseHexdump(string(hex)) {
		log.Fatal(err)
	}

	os.Stdout.Write(data)
}

Some thoughts
As @carlmjohnson said:

I think if something like this is done, it should be called guard because that's a name used by another language.
Probably it's not enough better than `if to be adopted.

What are the semantics of defer try w.Close()? Does it only assign an error if the existing error is non-nil? That would solve a real problem IMO.
I think the thing that really killed the last try proposal was that it made code coverage wrongly consider a try line “covered” even if it didn’t take the error path. Is there a way to handle that for try without a block in this proposal?

@carlmjohnson could you link that proposal? Not sure which one you're referring to?

https://github.com/golang/go/issues/32437

What are the semantics of defer try w.Close()? Does it only assign an error if the existing error is non-nil? That would solve a real problem IMO.

@carlmjohnson removed that syntax as it obscured the flow of the error variable (and if ... defer is not legal either).

I'm still not sure I get what adding some kind of try semantic to the language would solve that is not already addressed by if err != nil? One of the key strengths of go, in my opinion, is that it's strict and simple, without the unnecessary cognitive overhead introduced by offering multiple ways to solve the same problem.

it's not enough better than if to be adopted

I think this is exactly right. It doesn't go far enough to satisfy the people who find writing if err != nil irritating, and it's entirely unnecessary for everybody else.

It doesn't go far enough to satisfy the people who find writing if err != nil irritating

I beg do disagree. I don't think you could reduce this much more unless sacrificing other aspects:

1 line instead of three for the simple case
no need for err!=nil in the complex case
clear flow from code outline

... and it's entirely unnecessary for everybody else.

The number of error handling proposals, including those of go team members, shows that there is a wider need.

The number of error handling proposals, including those of go team members, shows that there is a wider need.

At the same time, the fact that the proposals keep getting shot down indicates that the need so far has not outweighed the added complexity.

...absolutely. And since this one doesn‘t even develop traction in terms of comments or votes I‘m simply closing it to save everybody‘s time. Thanks for sharing your thoughts!


Deeply nested objects in querries not available

Lets say i have multiple tables, with references like
User -> Post -> Message
when querying post directly i can query fields of message as a sub object directly
when querying user directly i can query fields of post as a sub object directly
However when trying to access messages from the query of user like
User {
    Post {
      Message {
          data
      }
    }
}

Then in this cade the message object is not available on the post object, that is a child of user, maybe the code should reuse objects etc?
i noticed that the users subtype of post and the post type directly aren't the same in studio sandbox

Yes, deeply nested relations are unavailable for now, I'll implement them soon hopefully.

I'm not familiar with the codebase of drizzle but if there is something i might be able to help with i am willing to try, if this works out my company might use this based on my recommendation, I'm currently experimenting with different ORMs and drizzle is the most appealing one so far.

I really need this deeply nested relations.
@Sukairo-02 Can you please tell us when we can anticipate deeply nested relations?

@takshch well, I'll be getting right back to it after I'll be done with other project I'm currently working on, and that project is a new thing for me to do, so my apologies, but I can't even provide any reasonable estimate on time it'll take to finish other than "soon".

@Sukairo-02 thats fair. May be if you can write a short brief on the logic that needs to be written and the architecture of the solution. I can try contributing to this :)

I could contribute, too, if I can. It would be an extremely useful feature

They are now available - v0.7.0


Disable board until number of players have been selected

Description
Currently, the Ludo board can still be interacted with even before the number of players for the game has not been selected.
Action items

Disable and blur our the Ludo board until the number of players have been selected.
Add an indication directing where the number of players will be selected.
Use the image below as a guide:

Hi

Hi

hello @princeibs can i work on this

Hi, can I take this?

Hello @princeibs can I be assigned this issues

Hi @princeibs can I be assigned this? I'd love to work on it

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
Hello @princeibs I'm a frontend developer and I would love to hop on this issue

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a Full Stack developer with 6 years of experience in the industry, I am super excited to be able to contribute to Web 3 projects, this to continue paving my way as an Open Source Contributor. I am from Dojo Coding Community
How I plan on tackling this issue
Disable and blur our the Ludo board until the number of players have been selected.
Add an indication directing where the number of players will be selected.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a blockchain developer with experience in the field of UI/UX. this would be my first time contributing to this ecosystem . i am ready and avaliable to work.
How I plan on tackling this issue
Below is how i intend to approach the problem:

I Will Disable Board Interaction

Implement a state that disables interactions with the Ludo board until the player count is selected.

Apply Blur Effect To It

Add a CSS class to blur the Ludo board when it’s disabled, indicating it’s not active.

I will add a Player Selection Indicator:

Include a visual cue (like an arrow or highlight) to guide users to the player selection area.

By using the provided Image as Reference:

Refer to the provided image for design consistency and layout.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I'm Poulav Bhowmick, a software engineer at Invisible Studios with a robust background in TypeScript, Rust, Solidity Cairo, fullstack development and blockchain technology. My experience includes building robust applications, optimizing functionalities and blockchain integration. I have actively participated in events and open source contributions, enhancing my capability to tackle real-world tech challenges. My projects can be viewed on my GitHub Profile and OnlyDust Profile. Plus I´m active member of Starknet, Ethereum ecosystem.
How I plan on tackling this issue
I will address this issue by implementing the following changes:

Update the main App component to include state management for player selection:

Add a playersSelected state to track whether players have been chosen
Add a numberOfPlayers state to store the selected number of players

Create a new PlayerSelection component:

Include buttons for 2, 3, and 4 players
Add a "GO" button that becomes active only after player count is selected

Modify the Ludo component:

Add a disabled prop to prevent interactions when players aren't selected
Implement a blur effect when in the disabled state

Add an overlay to the Ludo board when players haven't been selected:

Display the message "Choose your number of players first to begin"
Include an animated arrow pointing towards the player selection area

Update the CSS to:

Style the new PlayerSelection component
Implement the blur effect on the Ludo board
Style the overlay and animated arrow

Ensure the layout matches the provided design, with the Ludo board on the left and controls on the right

Test the implementation to ensure:

The Ludo board is blurred and non-interactive until players are selected
The player selection UI is clear and easy to use
The GO button only becomes active after selecting the number of players
The overall layout and design closely match the provided image

I'll submit a PR with these changes once implemented for review.
ETA - 2 days

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I have a solid background in front-end development, particularly in JavaScript and TypeScript, as well as building interactive user interfaces using frameworks like React. I have worked on numerous projects where I needed to manage component states and interactions based on user inputs, such as disabling certain elements or showing specific UI prompts based on a condition. My experience in UI/UX ensures that I can implement intuitive user flows, such as disabling parts of the UI until required actions are completed.
This background will allow me to easily implement the functionality needed for this task by controlling the game board's interactivity, ensuring a clear visual indication of the necessary steps (like selecting the number of players), and maintaining a seamless user experience.
How I plan on tackling this issue
To disable the Ludo board until the number of players is selected, I would approach the problem with the following steps:
Manage state for player selection: I would introduce a piece of state (e.g., numPlayersSelected) to track whether the number of players has been selected. This can be done with React’s useState hook or an appropriate state management tool, depending on how the project is structured.
Disable and blur the board: I would set the Ludo board component to be disabled by default, applying a CSS blur effect (e.g., filter: blur(4px)) and a pointer event block (pointer-events: none) to prevent user interaction with the board until the numPlayersSelected state has a valid value. When the state updates with the selected number of players, the board would return to its normal state.
Add visual cues for user guidance: To guide users on selecting the number of players, I would add a visual indication (like a message, icon, or tooltip) that clearly directs them to the player selection section. This indication would disappear once the number of players has been selected, and the board is activated.
Test the flow: After implementing the disabling and enabling mechanism, I would thoroughly test the user flow to ensure that the board remains disabled until the number of players is selected and that the blur effect and visual cues behave as expected. I would also ensure that the UI remains responsive and intuitive across different devices.

Hey @princeibs I'm applying to this issue
I'm , a full-stack developer with experience in working with various web technologies, including React, Node.js, MongoDB, and cloud services like Google Cloud and Cloudinary. I'm excited to contribute to this project and would love to take on this issue.
Detailed Approach:
Disabling and Blurring the Ludo Board:
I'll add a conditional state in the application to check if the number of players has been selected.
Until this condition is met, I'll use CSS properties like pointer-events: none to disable interaction and apply a blur effect using filter: blur() to the Ludo board.
This will make the board visually inactive and non-interactive until the user selects the number of players.
Indication for Player Selection:
I'll place a prominent, intuitive indication in the UI directing users to select the number of players. This could be achieved by adding a pop-up or highlighting the player selection area using CSS animations (e.g., glowing borders or pulsating effects).
Tooltips or helper text will further guide the user to complete the player selection.
Testing and Optimization:
After implementation, I'll thoroughly test the functionality across different screen sizes and ensure accessibility for users with disabilities.
Looking forward to contributing and hope to hear from you soon!

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I'm a frontend and smart contract developer. I've contributed to Projects here on onlydust
and with that experience, I would handle this task as expected. This would also be my first time
contributing to this project.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
i am a react and smart contract developer and my skills will be just right for this
How I plan on tackling this issue
will create a modal bluring the main cmponent behind and and if only when the condition is satisfies ie number of players have been selected will the main component be visible

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
Fullstack developer
How I plan on tackling this issue
I'll ensure that the board cannot be interacted with,until the total number of players have been selected

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
i have advanced understanding of javascript, css and html and react which will be helpful to achieve the desired design.
How I plan on tackling this issue
I will start by writing a script that checks number of players, if its null, it means non has been selected, therefore, i modify the style of the board div by disabling and adding a blur effect to it with an overlay of a text with a arrow guiding the user to choose the number of player

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a software developer with 6 years experience building applications
How I plan on tackling this issue
Add a blur overlay on the board and display the component that allows users to select number of players
Make sure the implementation is functional and responsive across web browsers

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
Hi I am a blockchain developer with 3 years experience. Previously contributed to this project and would love to contribute again.
How I plan on tackling this issue
Allow an onblur css property, that can now be  used within the application. Further more , create a component to properly show where the number of players will be selected

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
Can I take this? I’ve participated in almost every ODHack, and I already contributed to the StarkLudo project at the last hackathon. I have extensive experience in frontend development. I can handle this task.
How I plan on tackling this issue
My profile on OD: https://app.onlydust.com/u/melnikga

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I'm Benjamin, a full-stack JavaScript developer, and I'm eager to improve the Ludo game experience by disabling the board until the number of players is selected. With my experience in building user-friendly interfaces, including 18 contributions to OnlyDust, I understand the importance of clear interactions in games.
How I plan on tackling this issue
I will begin by implementing a feature that disables and blurs the Ludo board until the players are chosen. This will prevent any accidental interactions and create a smoother game setup process.
To guide users, I’ll add a clear indication of where they need to select the number of players. This could be a highlighted area or an arrow that draws attention to the selection feature, ensuring players know exactly where to click.
After making these changes, I’ll test the functionality to ensure that the board remains unresponsive until the necessary player count is set, providing a better user experience. My goal is to make the game more intuitive, allowing players to focus on the setup before diving into the gameplay.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I have experience in UI/UX development and game logic implementation, which allows me to handle dynamic elements in games. I’ve worked on projects where game components are conditionally enabled or disabled based on user actions, ensuring smooth gameplay flow. My expertise in using CSS for visual effects (like blurring) and managing state logic will be valuable in implementing this feature efficiently.
How I plan on tackling this issue
I would begin by disabling interactions with the Ludo board until the number of players is selected. This can be achieved by adding conditional logic to check if the number of players has been chosen and applying a blur effect via CSS to visually indicate the disabled state. I would also add a clear and prominent indication for the user to select the number of players, following the design guide provided. Finally, I’d test to ensure that the board becomes active and responsive only after a valid player selection is made.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a Full Stack Developer and Cairo Developer. I have good experience building web application. I am new to Open Source and want to begin with this project. I am good in React, Typescript, Redux and Context APIs. I can leverage the same to make this a better game for the users.
How I plan on tackling this issue

Checking the structure of the project and understanding the codebase.
Knowing the tech stack required
Finding the area of the problem.
Designing the Figma solution.
Implementing into code.
Testing the code by inspecting in different screen size.
Modify the code when not working as expected.
After successful review, create a pull request.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
UI: Disable Ludo Board Until Player Selection
Hello Starkludoteam,
I am Joel Vargas, a member of Dojo Coding, and I also come from OnlyDust. I have experience working with React, SCSS, and Tailwind, and I specialize in creating interactive UIs and controlling user flows based on conditions. My work in open-source contributions has involved similar tasks, such as disabling UI components until certain criteria are met.
I would like to request the assignment of the issue related to disabling the Ludo board until the number of players is selected. Below is my proposed approach for solving this issue.
How I plan on tackling this issue
Implementation Plan
STEP 1: Disable and Blur the Ludo Board

I will disable interaction with the Ludo board by adding a conditional disabled state. Using Tailwind's opacity-50 class, I will blur or fade out the board to visually indicate that it is inactive until the player count is selected.
I will use a combination of pointer-events-none and opacity classes to prevent the board from being interacted with.
A conditional rendering strategy will ensure that the board becomes active after the players are selected.

STEP 2: Add Indication for Player Selection

I will create a clear visual indication (such as a prompt or overlay) directing users to select the number of players. This will involve a button or an input field where users can make their selection.
I will place this prompt in a noticeable area, possibly above or near the board, to ensure clarity. The message will be styled using Tailwind classes like text-xl, text-center, and text-blue-500 to stand out.

STEP 3: Trigger Activation of the Ludo Board

After the number of players is selected, I will trigger a state change that enables interaction with the Ludo board by removing the disabled state and opacity filter.
This will involve a simple check within the component state, possibly using useState or useReducer hooks in React to manage the logic of enabling/disabling the board based on the selection.

STEP 4: Test and Validate the Flow

I will ensure that the interaction flow is smooth, i.e., the board is disabled at the start and only becomes available after the player count is confirmed.
I'll perform thorough testing across various screen sizes and devices to ensure everything works as expected.

Technical Stack

React: For managing state and conditionally enabling/disabling the board based on user input.
SCSS & Tailwind CSS: For handling the styles, including blurring and disabling the board as well as making the player selection prompt prominent.
React Hooks (useState): To manage the state for tracking whether the number of players has been selected.

Example Code Outline
export default function LudoBoard() {
  const [playersSelected, setPlayersSelected] = useState(false);

  return (

      {/* Player Selection Prompt */}
      {!playersSelected && (

Select the number of players to start the game

          <button
            className="bg-blue-500 text-white px-4 py-2 rounded"
            onClick={() => setPlayersSelected(true)}
          >
            Select Players
          </button>

      )}

      {/* Ludo Board */}
      <div
        className={`ludo-board ${playersSelected ? 'opacity-100 pointer-events-auto' : 'opacity-50 pointer-events-none'}`}
      >
        {/* Board content here */}

  );
}

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a full-stack developer with experience in QA testing and languages like Python, Cairo, Solidity, React, and JavaScript.
How I plan on tackling this issue
Step 1: Add Selection Mechanism
Create a dropdown or button group to select the number of players
Populate options with possible player counts (e.g., 2-4)
Step 2: Disable Board Initially
Set the board's initial state to disabled:
Add disabled attribute to board elements (e.g., buttons, tiles)
Use CSS to gray out or opacity the board
Step 3: Enable Board on Selection
Attach event listener to player count selection:
Update board state to enabled when selection is made
Remove disabled attribute from board elements
Update CSS to restore board opacity and color

Hi @princeibs I believe that with my 3 years react experience I can handle this issue if assigned to me.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
hello i am a frontend dev and blockchain developer
please can i work on this issue :) kindly assign @princeibs
How I plan on tackling this issue
i would solve this issue by:
Disable and Blur the Ludo Board:
Prevent interaction with the board by disabling it and applying a blur effect until the number of players has been chosen.
Add an Indication:
Provide a clear message or visual cue directing the user to select the number of players.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
hello please can i work on this issue :) and would love to be a contributor
How I plan on tackling this issue
Task: Disable Ludo Board Until Players Are Selected
Overview
The goal is to ensure that the Ludo board is not interactable until the player count is selected. Additionally, we’ll provide a visual indication directing users to the player selection area.
Steps to Implement
Disable Board Interaction:
Modify the board component to conditionally disable user interactions based on the player count selection.
Blur Effect:
Apply a CSS blur effect to the board when it’s disabled to visually indicate that it is not currently usable.
Add Player Selection Indication:
Include a clear indication or prompt near the player selection area to guide users on what to do next.


Remove mentioning of default spawners from docs

The docs mention default spawners multiple times in the LocalPool/ThreadPool docs (see below)  but from what I understand they do not exist anymore as no spawner is passed along the poll chain (see c5e5fd5f3f17b47057f619cdddd8f0cb7a84f70f) anymore.
It is very confusing to read something about default spawner when they don't exists.
https://github.com/rust-lang-nursery/futures-rs/blob/a705910a8d844f6d56527ab9d774be09eb3008d5/futures-executor/src/local_pool.rs#L106
https://github.com/rust-lang-nursery/futures-rs/blob/a705910a8d844f6d56527ab9d774be09eb3008d5/futures-executor/src/local_pool.rs#L129
https://github.com/rust-lang-nursery/futures-rs/blob/a705910a8d844f6d56527ab9d774be09eb3008d5/futures-executor/src/local_pool.rs#L140
https://github.com/rust-lang-nursery/futures-rs/blob/a705910a8d844f6d56527ab9d774be09eb3008d5/futures-executor/src/thread_pool.rs#L86
https://github.com/rust-lang-nursery/futures-rs/blob/a705910a8d844f6d56527ab9d774be09eb3008d5/futures-executor/src/thread_pool.rs#L91

I would have made a PR but I think it's wiser to decide on #1758 first.

I think both this and #1758 are correct and I would like to include them in the 0.3 release.

Does that mean you want me to do the pr or will you do it yourself?

I'll land one today.


Overhaul informative text output to take into account the user's terminal window size

Implement a better means of outputting and clearing informative text while the script is running so that if a terminal window is sized small causing the output to be broken up onto multiple lines, the script is able to detect this and clear the correct number of lines.
The script currently only clears the previous line. A helper function will be required due to the dynamic number of characters being output to the terminal (i.e. during iperf test, the character count depends on the provider name and location).
Example garbage output:
iperf3 Network Speed Tests (IPv4):
---------------------------------
Provider        | Location (Link)           | Send Speed      | Recv Speed
                |                           |                 |
Performing IPv4 iperf3 send test to Clouvider (Attempt #1 of 1Performing IPv4 iperf3 recv test from Clouvider (Attempt #1 ofClouvider       | London, UK (10G)          | 940 Mbits/sec   | 920 Mbits/sec
Performing IPv4 iperf3 send test to Online.net (Attempt #1 of Performing IPv4 iperf3 recv test from Online.net (Attempt #1 oPerforming IPv4 iperf3 recv test from Online.net (Attempt #2 oPerforming IPv4 iperf3 recv test from Online.net (Attempt #3 oOnline.net      | Paris, FR (10G)           | 932 Mbits/sec   | 917 Mbits/sec
Performing IPv4 iperf3 send test to WorldStream (Attempt #1 ofPerforming IPv4 iperf3 recv test from WorldStream (Attempt #1 WorldStream     | The Netherlands (10G)     | 926 Mbits/sec   | 896 Mbits/sec
Performing IPv4 iperf3 send test to Biznet (Attempt #1 of 10).Performing IPv4 iperf3 recv test from Biznet (Attempt #1 of 10Biznet          | Jakarta, Indonesia (1G)   | 733 Mbits/sec   | 213 Mbits/sec
Performing IPv4 iperf3 send test to Clouvider (Attempt #1 of 1Performing IPv4 iperf3 recv test from Clouvider (Attempt #1 ofClouvider       | NYC, NY, US (10G)         | 884 Mbits/sec   | 600 Mbits/sec
Performing IPv4 iperf3 send test to Velocity Online (Attempt #Performing IPv4 iperf3 recv test from Velocity Online (AttemptVelocity Online | Tallahassee, FL, US (10G) | 849 Mbits/sec   | 392 Mbits/sec
Performing IPv4 iperf3 send test to Clouvider (Attempt #1 of 1Performing IPv4 iperf3 recv test from Clouvider (Attempt #1 ofClouvider       | Los Angeles, CA, US (10G) | 830 Mbits/sec   | 355 Mbits/sec

Proposed solution:

Add function that is passed the informative text to display. This function will count the number of characters in the string before echoing the text to the terminal window
Store the terminal window size as a variable (stty size - https://stackoverflow.com/a/26855761)
Compute the number of lines needed to clear the last informative text that was output to the terminal (i.e. text size / terminal size) and run the echo -en "\r\033[0K" command the resulting number of times

(Optional) In the new function, don't even display anything if the terminal is not running in interactive mode (i.e. output being piped to file or script being run as a cron) (https://serverfault.com/a/146747)

On hold


Security mailling list does exist

To Reproduce
Steps to reproduce the behavior:

Try to send an issue to the email mentioned in SECURITY.md<EMAIL_ADDRESS>Get back We're writing to let you know that the group you tried to contact (openrefine-coredev) may not exist, or you may not have permission to post messages to the group

@thadguidry any chances you own this google group? if so, could you share the ownership with me so I can fix those settings?

@wetneb The owner is @magdmartin who indeed should make you co-owner

@chicocvenancio  I confirm the issue. I tried to post to the group from another email address and got a Delivery Status Notification (Failure) . If you like to report a security issue privately, I sent you an email.
@wetneb  you are now owner on the group.
I think the issue is because the group is private and Non member cannot post to it.  See the posting policty: https://groups.google.com/g/openrefine-coredev/settings#posting

We should work with CSS  to get a dedicated security email address (something like security@-) that redirect to the right mailing list.

@magdmartin and @trnstlntk please continue the action of getting CSS to help with a security@-* email address as @magdmartin suggested.
Then we can update the SECURITY.md file and finally close this issue.

We can set up email addresses on our own actually! But somehow I do not seem to have access to this openrefine-coredev list at all, curious.

#5966 closed this issue.


Allow exceptions to the "deprecation" rule

Feature request
Is your feature request that we implement a new rule?
No
Is your feature request related to a problem? Please describe.
There are some deprecated web features which enjoy broad browser support, will continue to be supported for the foreseeable future, and have alternatives that cannot be quickly put into practice or are not workable. For example, event.which and event.keyCode are deprecated but certain libraries can only work with them, and event.code and event.key are either not broadly supported or not always direct replacements.
Describe the solution you'd like
I would like to designate certain values as exceptions, perhaps as a list of regular expressions, to avoid triggering the deprecation rule throughout my project.
Describe alternatives you've considered

Disabling the rule
Sprinkling // tslint:disable-next-line:deprecation throughout the code

Additional context
There are other properties I would like to turn this on for, such as performance.timing, and occasionally certain private APIs written by other teams at my org.

Another point: This would be useful in cases where a team is working on updating old legacy codebases. It would be useful to mark all old functions/classes/etc as deprecated to prevent them from being inadvertently used in new code, while ignoring cases where they are being used within the legacy code.

Till that's implemented in TSLint directly, you could use TSLint-Filter to suppress specific warnings:
https://www.npmjs.com/package/tslint-filter
Simply install the package, add
"extends": ["tslint-filter"]

to your tslint.json, and then you can use
"___deprecation": [true, [
  "^KeyboardEvent\\.which"
]],

to filter the warnings.

☠ TSLint's time has come! ☠
TSLint is no longer accepting most feature requests per #4534. See typescript-eslint.io for the new, shiny way to lint your TypeScript code with ESLint. ✨
It was a pleasure open sourcing with you all!

🤖 Beep boop! 👉  TSLint is deprecated 👈 (#4534)  and you should switch to typescript-eslint! 🤖
🔒 This issue is being locked to prevent further unnecessary discussions. Thank you! 👋