Trying to add the TextWithHintDemo to own project but caret not working as expected

Hi,
I ran the TextWithHintDemo as a standalone android app and it worked as expected. Then i added it to my project. Kept the code as it is in the demo app. One issue happening is the caret is not blinking. It blinks only once when i click on hint text and then disappears. Because the caret is not blinking so i am not able to type anything.
Let me know if any other details are required.

@Braj65 when you run the actual example app on Android, does the caret work as expected?

@Braj65 when you run the actual example app on Android, does the caret work as expected?

Yes. I extracted the actual example app, TextWithHintDemo,  into a widget and wrapped it with a MaterialApp. Then i ran it. In that case the caret worked as expected.
Now I took the same widget containing TextWithHintDemo and added it to a page of my app. The caret didn't worked.

into a widget and wrapped it with a MaterialApp

What I mean is, when you clone this repo, and run the example app as it exists in the repo, does the hint component work?

No. When i clone the repo it and run the example app, the hint component doesn't works.

@angelosilvestre can you take a look at the example app and see if you can find out what's going on with the hint text component?

@Braj65 do you have a reproducible example where the issue happens?

@Braj65 do you have a reproducible example where the issue happens?

To create a reproducible example i have to add all the different components(materialapp-builder, nav 2, state mgmt, bottomnav bar etc) before reaching a screen where the caret is not working as expected. That will take some time.
I am closing the issue for now. I will revisit it again in the future.

@angelosilvestre it was stated earlier that the example app is broken. Please check that. If the component works as expected in the example app, and it's unclear what's wrong with it, then you can close this issue.

I tested the example app and it's working correctly. I also extracted TextWithHintDemo and added it to a new app with some widgets around and I wasn't able to reproduce the issue.
Also, looking at TextWithHintDemo, it doesn't seem to have anything that could cause problems with the caret.
It seems that a specific widget tree is needed to trigger this issue. I'm going to close this.


Support running fuzz targets over specific input files

libfuzzer allows one to run a fuzz target over specific existing inputs, without generating new inputs afterwards. You pass a list of files in on the command line. This is useful for running all the inputs in a corpus in CI for a pull request, for example.
However, if any of the CLI arguments is a directory, then libfuzzer goes into use-this-dir-as-a-corpus-and-generate-new-inputs mode. Because cargo fuzz automatically adds fuzz/corpus/my-target as a CLI argument, it always triggers this behavior.
We should have a way (new subcommand? new flag for cargo fuzz run?) to disable passing fuzz/corpus/my-target, and allow passing specific inputs on the command line without --.
cargo fuzz run-inputs my-target input1 input2 input3 ...
# or
cargo fuzz run my-target --no-auto-corpus input1 input2 input3 ...

Ah, so one workaround is to pass -- -runs=0, which will make libFuzzer exit after re-running each of the corpus's seeds, without generating any new inputs.
We may still want to add a --only-existing-corpus flag to do this, since it isn't obvious.

I agree. I was trying to figure this out for a while with little success. Often once I found an issue I want to run that specific test case to fix the bug. I may also have downloaded a file for reproduction and we should have an easy way to reproduce it.
I think the run command would be nice. Because I want to work on a specific file, not whatever happens to be in the corpus. cargo fuzz run my-target ~/Downloads/fuzzfail.bin would be a nice workflow.

Agreed. I've quickly had my corpus grow larger than I want to wait to run in CI, so my earlier -runs=0 workaround isn't scaling: I want to only run some sample of the corpus, not the whole thing.
I think we should overload cargo fuzz run <target> <path...> so that if all of <path...> are files, not directories, then we don't automatically pass the default corpus directory. Right now, if you do this, it will trigger an error (libfuzzer binaries want either directories or files). With the proposed change, it will run the fuzz target over those specific files, and not load the whole corpus and compute its pre-existing code coverage and all that.
@Manishearth does the above sound good to you? I can whip up a PR if so.

This works for me
On Mon, Dec 16, 2019, 9:47 AM Nick Fitzgerald<EMAIL_ADDRESS>wrote:

Agreed. I've quickly had my corpus grow larger than I want to wait to run
in CI, so my earlier -runs=0 workaround isn't scaling: I want to only run
some sample of the corpus, not the whole thing.
I think we should overload cargo fuzz run  <path...> so that if
all of <path...> are files, not directories, then we don't
automatically pass the default corpus directory. Right now, if you do this,
it will trigger an error (libfuzzer binaries want either directories or
files). With the proposed change, it will run the fuzz target over those
specific files, and not load the whole corpus and compute its pre-existing
code coverage and all that.
@Manishearth https://github.com/Manishearth does the above sound good
to you? I can whip up a PR if so.
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Internet Explorer 11 has a vertical offset with converted fonts

I'm having the same issue with IE11 as thamagnetix in this closed issue here:
https://github.com/fontello/svg2ttf/issues/26#issuecomment-103827980
However after trying just about everything I did find a fix (which is not ideal) which involved opening the font in FontForge and changing two parameters, then saving out the font again in each required format:
https://github.com/FontCustom/fontcustom/issues/197#issuecomment-38599583
I'm not sure what the implications of this would be for other fonts, it doesn't affect our custom icon font in Chrome or Firefox.

@RobeeeJay could you test 2 changes below?

Set HHEA lineGap = 0. Need to patch this line https://github.com/fontello/svg2ttf/blob/master/lib/ttf/tables/hhea.js#L14
(only if (1) will not help) Set OS/2 sTypoLineGap to 0 too: https://github.com/fontello/svg2ttf/blob/master/lib/ttf/tables/os2.js#L64

@puzrin 1) works! \o/

Thanks!

Unfortunately 3.0.0 didn't fix the line gap issue, the setter is never being called because it is not defined until after the default value is being set. :( So the lineGap is still being set as a function of the ascent and descent values. :/
Also, if you do move the getters/setters above the initial settings, an infinite call loop is set up because of a typo in the comparison of the getter:
this.lineGap should be this.int_lineGap

Should be fixed in master. Will release tomorrow after some chacks.
Thanks for pointing out this mistake!

Released 4.0.0

That's great, thanks for such a quick turnaround! I'll check it later today.

I want to know if lineGap in the hhea table is also set to non-zero, what will happen in IE11?


com.liferay.blade.test.InitJSPParseTest is failling

@lovettli can you take a look?

OK. i will check it.

Hey Greg, i test it use latest code and reset to the code before submit to ignore. no fail. Can you send me some error log?

Let me check something again now that I have switched the pull request
tester to cloudbees.
On Tue, Feb 16, 2016 at 12:16 AM, Lovett Li<EMAIL_ADDRESS>wrote:

Hey Greg, i test it use latest code and reset to the code before submit to
ignore. no fail. Can you send me some error log?
—
Reply to this email directly or view it on GitHub
https://github.com/gamerson/liferay-blade-tools/issues/123#issuecomment-184535955
.

--
Greg Amerson
Liferay Developer Tools
Liferay, Inc. www.liferay.com

Hey Greg, I think this ticket is done, can we close it ?

yes!
On Wed, Feb 24, 2016 at 7:31 PM, Lovett Li<EMAIL_ADDRESS>wrote:

Hey Greg, I think this ticket is done, can we close it ?
—
Reply to this email directly or view it on GitHub
https://github.com/gamerson/liferay-blade-tools/issues/123#issuecomment-188549888
.

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Liferay Developer Tools
Liferay, Inc. www.liferay.com


ban not active

nvm i was looking at a ban i had already revoked

Why follow through with the issue then?

Why follow through with the issue then?


feat(cli): add --disable-discovery

Fixed typo: _dsicv4_config to _discv4_service. Added cli flag disable_discovery to not spawn the discv4 service when running node. Changed _discv4_service to Option<JoinHandle<()>> to allow for optional discovery. Let me know know if this is what you had in mind.

Codecov Report

Merging #597 (9cbc8bc) into main (7c80dde) will increase coverage by 0.07%.
The diff coverage is 26.92%.

@@            Coverage Diff             @@
##             main     #597      +/-   ##
==========================================
+ Coverage   71.94%   72.02%   +0.07%
==========================================
  Files         250      250
  Lines       25265    25287      +22
==========================================
+ Hits        18176    18212      +36
+ Misses       7089     7075      -14

Flag
Coverage Δ

unit-tests
72.02% <26.92%> (+0.07%)
:arrow_up:

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

Impacted Files
Coverage Δ

bin/reth/src/node/mod.rs
0.00% <0.00%> (ø)

crates/net/network/src/config.rs
61.93% <0.00%> (-1.65%)
:arrow_down:

crates/net/discv4/src/config.rs
56.57% <20.00%> (-1.25%)
:arrow_down:

crates/net/network/src/discovery.rs
56.57% <100.00%> (+1.17%)
:arrow_up:

crates/transaction-pool/src/pool/txpool.rs
58.73% <0.00%> (+0.52%)
:arrow_up:

crates/stages/src/stages/bodies.rs
93.69% <0.00%> (+2.10%)
:arrow_up:

crates/transaction-pool/src/test_util/mock.rs
60.37% <0.00%> (+6.66%)
:arrow_up:

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.

I fixed the nits and rebased so I think this should be ready.

there are a couple of issues, for example why was network_config function moved?


Support multi ft buffers

@L3MON4D3   check here first :smile:

Fixes #142

Nooo, I didn't see it :|

Don't worry but at least do also the loader part.

Actually, would you be okay with rebasing yours, just keeping match_snippet as is?

sure

Check now.

Nice :ok_hand:
ty!


Compile fails on latest rust 1.28

With stable rust one of dependencies named pear won't compile as it needs nightly version.
With nightly rust (1.28) one of dependencies named diesel won't compile as it needs stable version!
   Compiling diesel v1.3.0
error[E0277]: the trait bound `<expression::count::CountStar as expression::Expression>::SqlType: sql_types::ops::Add` is not satisfied
  --> /home/aario/.cargo/registry/src/github.com-1ecc6299db9ec823/diesel-1.3.0/src/expression/count.rs:58:39
   |
58 | #[derive(Debug, Clone, Copy, QueryId, DieselNumericOps)]
   |                                       ^^^^^^^^^^^^^^^^ the trait `sql_types::ops::Add` is not implemented for `<expression::count::CountStar as expression::Expression>::SqlType`
   |
   = help: consider adding a `where <expression::count::CountStar as expression::Expression>::SqlType: sql_types::ops::Add` bound
   = help: see issue #48214
   = help: add #![feature(trivial_bounds)] to the crate attributes to enable

error[E0277]: the trait bound `<expression::count::CountStar as expression::Expression>::SqlType: sql_types::ops::Sub` is not satisfied
  --> /home/aario/.cargo/registry/src/github.com-1ecc6299db9ec823/diesel-1.3.0/src/expression/count.rs:58:39
   |
58 | #[derive(Debug, Clone, Copy, QueryId, DieselNumericOps)]
   |                                       ^^^^^^^^^^^^^^^^ the trait `sql_types::ops::Sub` is not implemented for `<expression::count::CountStar as expression::Expression>::SqlType`
   |
   = help: consider adding a `where <expression::count::CountStar as expression::Expression>::SqlType: sql_types::ops::Sub` bound
   = help: see issue #48214
   = help: add #![feature(trivial_bounds)] to the crate attributes to enable

error[E0277]: the trait bound `<expression::count::CountStar as expression::Expression>::SqlType: sql_types::ops::Mul` is not satisfied
  --> /home/aario/.cargo/registry/src/github.com-1ecc6299db9ec823/diesel-1.3.0/src/expression/count.rs:58:39
   |
58 | #[derive(Debug, Clone, Copy, QueryId, DieselNumericOps)]
   |                                       ^^^^^^^^^^^^^^^^ the trait `sql_types::ops::Mul` is not implemented for `<expression::count::CountStar as expression::Expression>::SqlType`
   |
   = help: consider adding a `where <expression::count::CountStar as expression::Expression>::SqlType: sql_types::ops::Mul` bound
   = help: see issue #48214
   = help: add #![feature(trivial_bounds)] to the crate attributes to enable

error[E0277]: the trait bound `<expression::count::CountStar as expression::Expression>::SqlType: sql_types::ops::Div` is not satisfied
  --> /home/aario/.cargo/registry/src/github.com-1ecc6299db9ec823/diesel-1.3.0/src/expression/count.rs:58:39
   |
58 | #[derive(Debug, Clone, Copy, QueryId, DieselNumericOps)]
   |                                       ^^^^^^^^^^^^^^^^ the trait `sql_types::ops::Div` is not implemented for `<expression::count::CountStar as expression::Expression>::SqlType`
   |
   = help: consider adding a `where <expression::count::CountStar as expression::Expression>::SqlType: sql_types::ops::Div` bound
   = help: see issue #48214
   = help: add #![feature(trivial_bounds)] to the crate attributes to enable

error: aborting due to 4 previous errors

For more information about this error, try `rustc --explain E0277`.
error: Could not compile `diesel`.

Already reported it to diesel, but they expect a bug report to be around stable rust (As in their checkboxes in their issue template):
https://github.com/diesel-rs/diesel/issues/1730

This is a known issue with nightly.  You can get everything to work by using the following build:
rustup default nightly-2018-05-14.
That is the last known version working for Diesel_CLI and works with rest of app.


Deploy API documentation as webpage

Take advantage of the doxygen documentation blocks to generate an API documentation and deploy it on the repository page.
Ideally use sphinx would be great, see blog post for future.

closed, solved with #262


[ClangModule] Use Product API to generate C language products.

Generate C language products using the Product API. Unlike SwiftModule
generation of a shared object is implicit for C language targets to
provide interpolation with Swift code.

@swift-ci please test and merge


set required py2-future version in submit.sh where python is setup

Impact of the new feature
WMAgent
Is your feature request related to a problem? Please describe.
it costed me a some wasted time when I copied from submit.sh into CRAB wrapper,
since the python dependency is listed in an unexpected place. Makes cose harder
to read IMHO, Also you may want to be free to use different py2-future releases
for different archs at lines 121-126
Describe the solution you'd like
move these lines
https://github.com/dmwm/WMCore/blob/6362413ccbaeed76f9d09e33e11b5dab24a13eef/etc/submit.sh#L51-L52
to the place where python is bootstrapped ? Currently Line 120 and below.
Describe alternatives you've considered
leaving it like this. Which increases chances of mistakes in the future.
Additional context

Stefano, just to make sure I understand what you requested here:

move the PY_FUTURE_VERSION (constant) variable closer to where the python logic is. Basically inside the block "WMAgent COMP Python bootstrap starting";
and an auto-discovery logic for the latest py2-future version?

If so, my comments are:

PY_FUTURE_VERSION is defined where the other constants and command line parameters are
before we change the py2-future version, I hope we can actually stop depending on it.

I was only suggesting the first bulled. Was not suggesting any autodiscovery logic. We clearly disagree on what is the best place for such constant, but if you have in mind to stop depending on this.. who cares. This request was mostly triggered by the desire to put all of the "env. bootstrap" into a separate script which I can source in CRAB.

I guess we discussed enough, and came to conclusion that it is better not to change things


Unable to insert a subscription into stripe wrapper

Bug report

[*] I confirm this is a bug with Supabase, not with my own application.
[*] I confirm I have searched the Docs, GitHub Discussions, and Discord.

Describe the bug
I am trying to insert into the stripe.subscriptions table by doing this
const { data, error } = await supabase
      .schema("stripe")
      .from("subscriptions")
      .insert({
        customer,
        attrs: JSON.stringify({ items: [{ price: priceId }] }),
      });

I also tried directly inserting the data on the sql console
INSERT INTO stripe.subscriptions (customer, attrs)
VALUES (
    'customer_id',
    jsonb_build_object(
        'items', jsonb_build_array(
            jsonb_build_object('price', 'price_id')
        )
    )
);

However I am getting the following error.
{
  "code": "HV000",
  "details": "Wrappers",
  "hint": null,
  "message": "RETURNING is not supported"
}

Please provide more examples on how to insert data into the stripe foreign tables
System information

OS: macOS
Version of supabase-js: 2.43.4
Version of Node.js: v20.3.0

There are two things:

insert data into foreign table
The foreign table cannot convert JSON column for API post use, so we need to create the column name exactly same as the API required. For example, to insert a subscription follow the Stripe docs:

-- create the subscription table for data insert
create foreign table stripe.subscriptions (
  id text,
  customer text,
  "items[0][price]" text  -- column name will be used in API Post request
)
  server stripe_server
  options (
    object 'subscriptions',
    rowid_column 'id'
  );

And then we can insert a subscription:
insert into stripe.subscriptions (customer, "items[0][price]")
values ('cus_Na6dX7aXxi11N4', 'price_1MowQULkdIwHu7ixraBm864M');

Note that table can only be used for data insertion, querying on it will need to create another 'normal' foreign table like this.

using API to access foreign table
It is normally not suggested using API to access foreign table (docs), but if you really want to it is better to create a security definer function to encapsulate this operation like below example:

create function public.insert_stripe_subscription(customer text, price_id text)
   returns void
   language plpgsql
   security definer set search_path = public, extensions, pg_temp
   as $$
begin
     insert into stripe.subscriptions (customer, "items[0][price]")
     values (customer, price_id);
end;
$$;

FWIW, this works as well:
insert into stripe.subscriptions (customer,attrs) values ('cus_QUgT45Svmxz0Mt','{"items[0][price]":"price_1PQvBRAKKSGCtBGcJAf3nMHP"}');


strange adminurl TXT record for non-.local ServerName

With a fqdn ServerName, the value is copied intro DNSSDHostName variable, and dnssdBuildTxtRecord() ends up building a strange adminurl TXT RR as in
adminurl=http://cups-ea.math.uni-bonn.de.local.:631/printers/heissmangel.
I'm not sure what the code starting with if (strstr(DNSSDHostName, ".local"))
is intended to do, but apart from it not verifying the .local is actually at the end of DNSSDHostName, it appends .local even to fqdns.

The code was not designed to support FQDNs since the TXT record registrations are normally only exported via mDNS, so we want to export the .local hostname. But we can update this code to only append .local for unqualified hostnames.

[master ada342124] Fix the adminurl field in the TXT record for fully-qualified ServerName values (Issue #5074)


is this a bug? the rendered   character gets trimmed

I dont think this is a bug, but just wanted to make sure. I find it weird they these chars get trimmed from the ends of a line but in the middle of it.

visit https://markdown-it.github.io/
paste the following on the left side

----

    4 Regular-spaces, cause a code in Md

----

    Entity(`emsp`)-space gets rendered correctly as a space character in Md

----

    Entity(`emsp`-rendered-character)-however if you use that same rendered character at the beginning of a line or at the end, it gets trimmed out, but not in the middle of t h e line.

----

you should see this

(it is also the case with   as well

Dupe


add energy metering capabilities

This PR adds the energy metering capabilities found in some models of the Plugs

Thanks! I don't have a device to test this on. Can you please let me know what model of device you've tested this on?


Filter by scanlator not working

Steps to reproduce
open manga from TuMangaOnline source
choose scanlators by filter
Expected behavior
the chapters of the unelected scanlators should not come out
Actual behavior
they come out
Crash logs
No response
Tachiyomi version
1.8.5
Android version
Android 12
Device
Samsung s10+
Other details

• this happens to me with all the mangas
• I only tried TuMangaOnline because I don't know if other extensions have the option to filter by scan

This happens in all the mangas of the TuMangaOnline extension.
• I restarted the app after applying the filters, I did everything that occurred to me and that remained the same

Acknowledgements

[X] This is a TachiyomiSY specific issue that does not happen in Tachiyomi Preview.
[X] I have searched the existing issues and this is a new ticket, NOT a duplicate or related to another open or closed issue.
[X] I have written a short but informative title.
[X] If this is an issue with an extension, I should be opening an issue in the extensions repository.
[X] I have tried the troubleshooting guide.
[X] I have updated the app to version 1.8.5.
[X] I have updated all installed extensions.
[X] I will fill out all of the requested information in this form.

Fixed for the nex t preview

Fixed for the nex t preview

By the way, the downloads are cancelled, I don't know why, it just happens, I assumed it's because I closed the app but not because I tried and the download didn't stop, I would appreciate it if you would take it into account

Unrelated, ash for help in the discord to get android to stop killing the app

Unrelated, ask for help in the discord to get android to stop killing the app

But this only appears in TachiyomiSY (do they have discord?) In fact I had to transfer everything to another version of Tachi just for downloads
And of course, I have the battery optimization disabled for SY, the same in the background


Pass a list of schema files to validate via cli

If there are multiple csv-w files to be validated, invoking the validator multiple times is not viable and causes delays. Passing a list of schema files to the validator helps to save on the startup delays

Currently csv file and schema is passed into the validator. Functionality to fetch csv file from schema has to be implemented before this task. (Otherwise schema - csv pairs has to be passed into the cli validator, more complicated? )


Update Composer dependencies (2020-12-05-00-16)

Visual regression test passed!
View the visual regression test report


Support poetry

Currently trying to use python-semantic-release along with poetry to build and release my project.
Unfortunately, semantic-release is failing with the error message:
Current version: 2.1.5
Creating new version..
Current version: 2.1.5
Bumping with a patch version to 2.1.6.
Pushing new version
Building distributions
python: can't open file 'setup.py': [Errno 2] No such file or directory
Command execution failure!

Exit code: 2

Stderr:

python: can't open file 'setup.py': [Errno 2] No such file or directory

What needs to be done to allow this setup to work? My project does not have a setup.py, only a pyproject.toml.

We support pyproject.toml and storing of the version number in that file. However, we run python setup.py sdist to build the wheel. Thus, we need to detect poetry somehow and use that to build the wheel.

Perhaps the easiest solution would be to break apart the publish command into build and publish? If that were the case, poetry users could run:
semantic-release version # bump version
poetry build # builds the wheel
semantic-release publish # uploads wheel, git commits and pushes

I think we should change build_command config to include the whole command, so that it can be set to poetry build

I needed this so thought this might help.


New support channel

Summary of changes:

deleted Stack Overflow
deleted Slack
added link to support page

Apparently, this has already been integrated. Thanks though!

Apparently, this has already been integrated. Thanks though!


Provide details on configuring the DevOps Azure File Copy

Please provide more details (screenshot) on how to configure the Azure File Copy.  I have a React app.  Im having trouble locating the source for the file copy.

Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

ID: 0c820ae7-4107-902c-7458-a7cfe17e6bc1
Version Independent ID: 631e0cbe-d72e-76bb-cb6f-05b42490f03b
Content: Source map support for JavaScript applications - Azure Monitor Application Insights - Azure Monitor
Content Source: articles/azure-monitor/app/source-map-support.md
Service: azure-monitor
Sub-service: application-insights
GitHub Login: @DavidCBerry13
Microsoft Alias: daberry

Thanks for brining this to our attention. We will investigate it further and update you shortly.

Does this help?

Hello!
Just checking to see if you have had a chance to see the previous response. Kindly let us know if it answers your question and if you need further assistance on this issue.

Hello!
Just checking to see if you have had a chance to see the previous response. Kindly let us know if it answers your question and if you need further assistance on this issue.

We will now proceed to close this thread. If there are further questions regarding this matter, please tag me in your reply. We will gladly continue the discussion and we will reopen the issue.


Removing Compiled Code

We've talked as a group about adding the dist/routes folder to .gitignore so that compiled code is not included in future PRs. This PR implements that idea. It will cut down on PR noise in the future.
This PR shouldn't have a negative impact to production or our CI pipeline, but it's certainly something we should consider.

Pull Request Test Coverage Report for Build 564

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 66.655%

Totals

Change from base Build 552:
0.0%

Covered Lines:
1369

Relevant Lines:
1953

💛  - Coveralls

:tada: This PR is included in version 1.0.0 :tada:
Your semantic-release bot :package::rocket:


When will it be open source?

When will it be open source?

Hi, we will release it this week.

Hi, we will release it this week.

I really appreciate it and I'm looking forward to the release.

It has been a month already.

Hi all,
Sorry for the delay and thanks for the wait, the code is public now.


[DRAFT] Feature/telemetry imports

Closing this in favor of: https://github.com/wandb/client/pull/657
There is still some risks with updating config from two processes, but we will deal with this later.


EAP support?

Hi all,
I have just started a new project with an ESP32 board and I need WPA-enterprise support for some applications. It is not a mandatory feature at this moment, but I will need it, and I can not find a solution in your esp_wifi library. Are you thinking about add this encryption support?
Thank you. Best regards

WiFi WPA2-Enterprise and WPS are not supported yet

https://github.com/espressif/esp-idf/releases

WPS support is going to be added soon (~this week). WPA-enterprise is going to be added somewhere before 1.0 release at the end of this month.

Thanks for your update.

WPA Enterprise now supports EAP-TLS, PEAP-MSCHAPv2 and TTLS-MSCHAPv2.


#3435 Removing warning errors on landing page reload

Thank you for your contribution to the KodaDot NFT gallery.
👇 _ Let's make a quick check before the contribution.
PR type

[x] Bugfix
[ ] Feature
[ ] Refactoring

What's new?

[x] PR closes #3435
[ ] Requires deployment <rubick/magick_issue>
[x] Passionlist prop wasn't commented properly so it was considering nfts as prop

Before submitting Pull Request, please make sure:

[x] My contribution builds clean without any errors or warnings
[x] I've merged recent default branch -- main and I've no conflicts
[x] I've tried to respect high code quality standards
[x] I've didn't break any original functionality
[ ] I've posted a screenshot of demonstrated change in this PR

Optional

[ ] I've tested it at </rmrk/collection/26902bc2f7c20c546a-1FVG7>
[ ] I've tested PR on mobile and everything seems works
[ ] I found edge cases
[ ] I've written some unit tests 🧪

Had issue bounty label?

[x] Fill up your KSM address:
Payout

Community participation

[x] Are you at KodaDot Discord?

Screenshot

[ ] My fix has changed something on UI; a screenshot is best to understand changes for others.

@yangwao @roiLeo can we approve this PR so it can be mergeddd

pay 20

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obscure text toggle

Please add toggle to turn on obscure text so that we can use it for email field also.

Well Password field widget is built only for password fields you can always use the built in flutter text field for emails field and customize it the way you want. may I know what stops you from using the built in textfield for your email field? let me know if I could help

Marking this issue is irrelevant since this issue does not meet the goal why this widget is built


feat: add option rollbackable

Context
Issue: https://github.com/360Learning/platform/issues/48689
In some situations, we would prefer to bypass the automatic backup logic to speed up the scripts.
Example:

add a new optional field in the collection
initialize the value of the field using MBDM
the rollback script update is an $unset of the field on the whole collection
having the whole backup logic on update and rollback doubles the number of interactions with the database for nothing

Changes
This PR is about adding a noBackup option that bypasses the backup logic.
Trade-offs

the rollback field is now mandatory to be able to perform a backup
the rollback function will always be passed a param undefined, indeed, there is no proper source document in the backup

I assumed these constraints were obvious.
Like the constraint that says that the param in the rollback function is limited to the fields projected during the backup.
It is not enforced in types, as I did not find a way to do it without adding too much complexity. :/

@360Learning/developer-experience
I'd like your feedback on this PR.
This is not the exact same spec that we discussed during the refinement.
I found a trade-off to make the new option quite modular with the other existing options and logic.
Wdyt?

@pp0rtal
I have updated the version and changelog. Is there anything else to do?


helm/grafana: Allow to set custom Service labels

See: e131164c428a4a6ed3c2b60efb6bc627f3af95dd

Good point @gianrubio, done now.


Convert heapster to type Addon

The heapster addon implementation is old and doesn't actually use the addons interface

Yes :)
On Fri, Dec 7, 2018, 11:32 Cecile Robert-Michon<EMAIL_ADDRESS>wrote:

I believe #4316 https://github.com/Azure/acs-engine/pull/4316 fixes
this, @tariq1890 https://github.com/tariq1890 to confirm
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/Azure/acs-engine/issues/4165#issuecomment-445340870,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ACiPsKF8dTvkDKmp3UhXNWLOOx66Nuuaks5u2sJVgaJpZM4YJ83G
.


Require Ruby 2.6.x

Purpose
Enforce the README requirement of Ruby 2.6.x.
Details
When I did a bundle install with Ruby 2.5 active, the install succeeded,
and rewrote the "RUBY VERSION" section of Gemfile.lock to use my
active Ruby version (2.5).
With this Gemfile change, bundle install with Ruby 2.5 active causes an error,
as desired.
Changes
Changed the Gemfile ruby requirement from
ruby RUBY_VERSION

to
ruby "~> 2.6.0"

@remear wants to do this a different way


Bug report start erela

What's your nodejs Version.

16.14.0

What's the version you downloaded the bot?

From the releases e.g.: 11.0

Desktop (please complete the following information):

OS: Windows
Version 10

Describe the bug

Bug is start bot

To Reproduce

Execute the Command 'node index.js'
See error

Additional context, text and screenshots!
/home/container/handlers/erela_events/events.js:97
          let channel = guild.channels.cache.get(client.musicsettings.get(player.guild, "channel"));
          ^^^

SyntaxError: Lexical declaration cannot appear in a single-statement context
    at Object.compileFunction (node:vm:352:18)
    at wrapSafe (node:internal/modules/cjs/loader:1032:15)
    at Module._compile (node:internal/modules/cjs/loader:1067:27)
    at Object.Module._extensions..js (node:internal/modules/cjs/loader:1155:10)
    at Module.load (node:internal/modules/cjs/loader:981:32)
    at Function.Module._load (node:internal/modules/cjs/loader:822:12)
    at Module.require (node:internal/modules/cjs/loader:1005:19)
    at require (node:internal/modules/cjs/helpers:102:18)
    at module.exports (/home/container/handlers/erela_events/creation.js:45:7)
    at module.exports (/home/container/handlers/erelahandler.js:5:39)
    at /home/container/index.js:123:43
    at Array.forEach (<anonymous>)
    at requirehandlers (/home/container/index.js:122:102)
    at Object.<anonymous> (/home/container/index.js:141:3)
    at Module._compile (node:internal/modules/cjs/loader:1103:14)
    at Object.Module._extensions..js (node:internal/modules/cjs/loader:1155:10)
    at Module.load (node:internal/modules/cjs/loader:981:32)
    at Function.Module._load (node:internal/modules/cjs/loader:822:12)
    at Function.executeUserEntryPoint [as runMain] (node:internal/modules/run_main:77:12)
    at node:internal/main/run_main_module:17:47
Provided token: OTU5MTkzODgyNDg5MzkzMjYy.YkYU6g.***************************
Preparing to connect to the gateway...
Hit a 429 while executing a request.
    Global  : false
    Method  : get
    Path    : /gateway/bot
    Route   : /gateway/bot
    Limit   : Infinity
    Timeout : 0ms
    Sublimit: 1145000ms

=== UNHANDLED REJECTION ===
Reason:  Error: Request failed with status code 400
    at createError (/home/container/node_modules/erela.js-spotify/node_modules/axios/lib/core/createError.js:16:15)
    at settle (/home/container/node_modules/erela.js-spotify/node_modules/axios/lib/core/settle.js:17:12)
    at IncomingMessage.handleStreamEnd (/home/container/node_modules/erela.js-spotify/node_modules/axios/lib/adapters/http.js:244:11)
    at IncomingMessage.emit (node:events:532:35)
    at endReadableNT (node:internal/streams/readable:1346:12)
    at processTicksAndRejections (node:internal/process/task_queues:83:21)
=== UNHANDLED REJECTION ===

I cannot reproduce your error, as i am not hosting on a MACHINE which is BANNED FROM DISCORD PERMAMENTLY (global 429 error)
If you are on replit, this is common as OTHERS could get a BAN Which affects you too, as their IPS are shared.
try it on a LOCAL MACHINE and you'll see it works


Remove 2D view limits

Godot version:

16d402147b9057c9f7d43ef9b46eb8654e5483cc
OS/device including version:

Arch Linux
Issue description:

The 2D view will clamp your ability to scroll it depending on where nodes are in it; if you add a node2d, or a control, for example, which extends beyond the view's current limits, the limits will extend such that you can move the view so that you can see these new nodes.
There's a number of issues with this:

It doesn't respect the node's size in all cases: if your node just happens to have a really long sprite or collision shape, the view will not compensate for that, only paying attention to the node's position; so, you won't be able to move the view to the point where you can actually see it.
It makes it difficult to place elements far away; you can scroll out quite a bit, but for a particularly large level, it becomes cumbersome to deal with the view limits.  If you wanted to place a platform high above the view's limits, you have to work your way up there.
It doesn't seem to have a real point; if the idea is that I might get lost somehow, I can just double-click any node in the hierarchy and the view will snap to it.  I don't believe having limits on the view helps me in any way.  Maybe a button which centers the view on the origin would be better.

The current workaround is to throw some dummy control nodes into the scene and set their positions to very high values so the view limits stop being a nuisance, but I think the better solution is to just not have limits to begin with.

I dont think this is a good idea. Having infinite view is cumbersome for most use cases. Regarding each points:

That's not true, most of the time the system accounts the node size, like with the tilemap node for example. If this does not work then it is a bug.

This almost never happens, it is a rare use case that can be workarounded by entering the values in the inspector.

Well it avoids you to get lost into a void of empty space. Zooming in and out might help, but on laptops without a mouse this is a little bit cumbersome, as setting the zoom is less precise than with a mouse.

That being said it might be provided as an option

That's not true, most of the time the system accounts the node size, like with the tilemap node for example. If this does not work then it is a bug.

I tried it earlier today, it does not account for collision shapes; tried it with a sprite a few months back, and it did not account for that either.  Sure, it could be fixed, but it seems like work for something that's not very useful; assuming it did account for these things, I still can't move the view further out to place nodes in a natural manner.

This almost never happens, it is a rare use case that can be workarounded by entering the values in the inspector.

It happened to me a lot when building a large level.  While true I can just enter values, it defeats the purpose of a visual editor (besides, entering values is exactly what I had to do with the dummy controls.)

Well it avoids you to get lost into a void of empty space. Zooming in and out might help, but on laptops without a mouse this is a little bit cumbersome, as setting the zoom is less precise than with a mouse.

I don't think your average user is randomly moving their view to a point where they might get lost, as their attention is focused on where the action is, and the action isn't empty space.  If this logic holds, the 3D view should also receive limitations on where you can look and where you can move the camera based on where nodes are, as you could also get lost there--but I don't think anyone has this issue, at least not which is easily fixed by the above mentioned features, such as double-clicking a node to focus the view.  It's going to be cumbersome not having a mouse any which way it happens.
Further criticism: this feature has no settings to control it, from what I can tell.  I can't turn it off.  I can't set how far the limit will extend from the furthest node.  Also: it favors the bottom of the origin, rather than the center, so even if you do zoom out, you can see plenty below, but almost none above.
There should most certainly be a way to control this.

Limit may need to be extended at least a screen to each side, or maybe a screen as default and leave it configurable in the editor.

It's especially annoying when going into -x/-y, since it has almost no space there.

I also find this annoying, especially in the -x and -y as noted by mateusak. I tend to put a few dummy sprites on far reaches just to free up the navigation space. Haven't noticed this kind of restrictive behaviour in other 2d applications.

@eon-s it is already the case :)

Maybe we could increase the limits, and center the view when you unzoom, so that the -x and -y are more accessible.
But I see definitely no point in making those infinite.
There is no use case in getting lost at (-10000, -10000) coordinates when your game is at (0,0).
But as I said, we could make it an option for those who find it useful.

Since 3840px is the highest resolution considered relatively common, I guess a good limit would be ((3840 / 2) + 200) = 2120px to each side.

I just discovered that point 2. from OP is still relevant, even with the panning improvement. Placing nodes is no longer a problem, but when you edit a tilemap and want to place some faraway tile (for whatever reason), it is currently impossible. You need to make a "path" of tiles to that point.

Having infinite view is cumbersome for most use cases.

@groud Out of curiosity, what downsides would an infinite view have? The 3D viewport navigation isn't limited, yet I can't think of any downsides that come from it being unlimited.

@Calinou imagine you unzoomed a lot on your scene, which happens a lot with TouchPads zoom or free spining mouse wheel. When you want to zoom again you have to put your mouse in the correct spot to be sure you zoom on the interesting (thzt means including content) spot of your scene, and keep it centered at each step of the zoom.
That's quite annoying, as it is rare to need zooming on an area where there is nothing. So basically it avoids people to get lost on areas of the viewport that are not used.

I agree with @Calinou that panning should work in 2d the same way that it currently works in a 3d orthographic viewport. For the game I am working on, I have 2d games mixed with 3d in the same project. It becomes quite annoying when I jump from working on something in 3d, which has no panning limits to then work on a 2d viewport which has the builtin limits.
Surely if someone was to lose their position in the 2d viewport that can just hit the F hotkey to zoom back to the object they are working on? Or you could bind a hotkey to home that centers the viewport, as is done within Blender. Blender also has no limits in any of its' 2d areas such as uv or node editors and you can pan as far as you want without restriction. If you did happen to get lost then it is just a matter of hitting the home key.
This gives a nice unified feel to Blender, since all of it's various editors have the same navigation feel. This is something I feel that is missing between the 2d and 3d editors in  Godot in various aspects (most notably, multi object manipulation). I would also really like to see ctrl-middle mouse as a zoom control work in 2d the same way that it works in 3d. As someone that uses a Wacom tablet almost 100% of the time, this would be very useful.

they can just hit the F hotkey to zoom back to the object they are working on.

Honestly that's not really practical for most users.
Honestly I think blender is a really bad example, as navigating on the 2d interfaces is IMHO really unintuitive and annoying. Have instead a look to professional 2d software, like photoshop for example. You cannot zoom in the area outise of the canvas, because it does not make sense and it is not useful.
Also, think again about people working on laptops with touchpads, which is a really common use case that should be taken in consideration. It's not possible on those devices to point the place you want to zoom in and to zoom in at the same time. Infinite 2d workspace would make the user experience considerably worse for those users which is not acceptable.

I don't think comparing a 2d game engine layout to a 2d image editor is at all a good comparison. When creating a 2d level you generally don't know how large your game area will be (assuming it is an area that will be scrolled in game), and the size of the boundaries will expand as you progressively add to  the level . Whereas in an image editor you know your canvas or document size from the outset and there would be little reason to add to the outside of these initial boundaries.
A better comparison is to the other popular 2d game engines. GMS and Unity both allow you to freely pan without restrictions. Construct has the side scroll bars, but these dynamically resize if I remember correctly (has been many years since I touched that).
I also use a trackpad some of the time, and just use either the hotkeys or the +- arrows to zoom in and out with no issue. Also the option to frame up the selected object is right there in the view menu, so the user doesn't have to hit the F key.
The best solution would be to have the limits unlocked as a user defined option as you mentioned in an earlier comment.

I don't think comparing a 2d game engine layout to a 2d image editor is at all a good comparison.

Then in that case it does not make sense to compare it to blender too. ^^ On the UV editors, if blender allows you to zoom outside of the texture, it is not useful either.

GMS and Unity both allow you to freely pan without restrictions

Still, comparing to what other game engine do is not an argument. Those engines are far from perfect, and IMHO what we have here is a better UX than what they have.

just use either the hotkeys or the +- arrows to zoom in and out with no issue

Well, you don't have a laptop with an AZERTY keyboard layout where you need to press shift key to push the + key. Not mentioning keyboard navigation is not practical for a lot of people, and are less discoverable. So keyboard shortcuts required to navigate without issue is not an option.

and the size of the boundaries will expand as you progressively add to the level .

That's exactly what the current system allows, if you move something far away by unzooming and moving it, you will be able to scroll that far (+ a viewport width) to modify it.
I am not against a setting for people that need to place elements far away all the time, but I wont be made as the default behavior, as it would impact people working on laptop too much.
So for me, what should be done is:

Allow the viewport to scroll to infinity (and beyond ;) ) with an editor setting
Make the unzoom center the viewport instead of putting it in the top-left corner, so that it is easy in an unzoomed state to move the nodes far away on the left or top part of the screen.

Then in that case it does not make sense to compare it to blender too. ^^ On the UV editors, if blender allows you to zoom outside of the texture, it is not useful either.

The only reason I compared it to Blender is that many here only have 3d experience with Blender. The same goes for C4D, Houdini, Maya, Substance etc that also have 2d and 3d editors. The point being that they have unified navigation controls that work in their 2d and 3d editors, and they don't have limits when scrolling in a 2d view, regardless of whether is a uv editor, nodal view or painting view. Godot is the only 2d editor (aside from image editors like Photoshop) that I can recall that has this builtin constraint on panning.

Still, comparing to what other game engine do is not an argument. Those engines are far from perfect, and IMHO what we have here is a better UX than what they have.

Agreed, and that is why I use Godot! However I was only comparing the 2d panning functions in their editors, and not the whole ui. Whilst Godot is awesome, it is also not perfect :)

Not mentioning keyboard navigation is not practical for a lot of people, and are less discoverable. So keyboard shortcuts required to navigate without issue is not an option.

A user can just use the onscreen +- buttons to zoom when on trackpad if they don't want to use hotkeys.

That's exactly what the current system allows, if you move something far away by unzooming and moving it, you will be able to scroll that far (+ a viewport width) to modify it.

And that is why all the users on here are complaining about it, as it is cumbersome.

Allow the viewport to scroll to infinity (and beyond ;) ) with an editor setting
Make the unzoom center the viewport instead of putting it in the top-left corner, so that it is easy in an unzoomed state to move the nodes far away on the left or top part of the screen.

Sounds great, would appreciate if you are able to do this! Would also love to be able to zoom using ctrl-middle_mouse in the 2d editor the same way you can in 3d ortho viewports. Cheers!

Still, comparing to what other game engine do is not an argument. Those engines are far from perfect, and IMHO what we have here is a better UX than what they have.

You must be kidding. A while ago the engine was literally PURPLE. They have UX designers and our UX is made by programmers (notoriously bad in the subject) in their free time. Godot's UX is horrible. It's one of the main points why indies still use Unity.

Well, you don't have a laptop with an AZERTY keyboard layout where you need to press shift key to push the + key. Not mentioning keyboard navigation is not practical for a lot of people, and are less discoverable. So keyboard shortcuts required to navigate without issue is not an option.

That's a very specific problem. I get that you don't want it, but clearly what most people want is infinite scrolling.
The most offending issue is not even the finite scrolling, but the asymmetrical zoom in -x/-y. Who tought that was a good idea? It's even harder to implement it like that for god's sake: someone got out of their way to make sure the UX is kept at a certain level of bad.
The view should be infinite and if you select something and that thing is out of sight then auto-frame upon selection. This is the best approach, imo.

You must be kidding. A while ago the engine was literally PURPLE. They have UX designers and our UX is made by programmers (notoriously bad in the subject) in their free time. Godot's UX is horrible. It's one of the main points why indies still use Unity.

I obviously meant this on the point discussed here, not on the whole engine. But to be honest, I read far more people being happier making 2D games on the Godot 2D editor than making 2D on Unity. The dedicated rendering engine and pixel units helping a lot. Just citing this for example:
" Unity was already bloated, was slow to load and building 2D games was very hacky."

That's a very specific problem. I get that you don't want it, but clearly what most people want is
infinite scrolling.

Clearly not, this issue is the first issue raised in years on this topic, while most Godot users are still making 2D games with the engine. If this was a very important problem, it would have been raised a long time ago and have a lot more thumbs up.

The most offending issue is not even the finite scrolling, but the asymmetrical zoom in -x/-y. Who tought that was a good idea? It's even harder to implement it like that for god's sake: someone got out of their way to make sure the UX is kept at a certain level of bad.

Honestly, this kind of comments really pisses me off. What do you even know about how much something is hard to implement or not if you did not even have forked Godot on github ?
As explained countless times before, this is a game engine mostly built by volunteers, working for free to implement all of this. For something to be implemented / improved we need to have someone interested in solving the issue, with the time and skills to fix it. There is likely little interest in this issue, so it was not solved yet. If you think you can do this job better than all current contributors, feel free to open a PR and solve the problem.

I obviously meant this on the point discussed here, not on the whole engine. But to be honest, I read far more people being happier making 2D games on the Godot 2D editor than making 2D on Unity. The dedicated rendering engine and pixel units helping a lot. Just citing this for example:

So was I.

" Unity was already bloated, was slow to load and building 2D games was very hacky."

So is Godot. It just isn't as bloated because, well, it didn't have time to get there yet. But it is certainly going in that direction.

Clearly not, this issue is the first issue raised in years on this topic, while most Godot users are still making 2D games with the engine. If this was a very important problem, it would have been raised a long time ago and have a lot more thumbs up.

Most issues have far less comments and thumbs up.

As explained countless times before, this is a game engine mostly built by volunteers, working for free to implement all of this. For something to be implemented / improved we need to have someone interested in solving the issue, with the time and skills to fix it. There is likely little interest in this issue, so it was not solved yet.

Okay, I get it. I offended you and all the hard working people here by saying that the UX is awful. However, I don't think pretending is healthy. One thing I see in this community is that once someone says something bad about Godot everyone loses their mind. I said it was bad, and I said what I think should be done. I may have been harsher than necessary but that doesn't discredit my points.

Honestly, this kind of comments really pisses me off. What do you even know about how much something is hard to implement or not if you did not even have forked Godot on github ?

I'm a game developer. I've programmed cameras before my good man. I did fork Godot at one point, but I've since moved to LÖVE to make games, because, well, UX.

If you think you can do this job better than all current contributors, feel free to open a PR and solve the problem.

I won't. You won't. So I guess because of what you think of me, Godot gets nowhere.
Now, you may see the blasphemies that I wrote and think that I'm unworthy of being here, that I should be purged from this place to never return. Just remember that I'm a game developer that gave up on Godot because of issues like these, and if anything the harsh things I said are proof of how my experience with it was. Obviously I want Godot to succeed, for all the indies out there. It just doesn't look like it will.

Okay, I get it. I offended you and all the hard working people here by saying that the UX is awful. However, I don't think pretending is healthy. One thing I see in this community is that once someone says something bad about Godot everyone loses their mind. I said it was bad, and I said what I think should be done. I may have been harsher than necessary but that doesn't discredit my points.

The problem with that comment was not that you criticized, but that you criticized too generally. You said UX is bad. Cool, but why it is bad? What and how it can be improved? Non-productive criticism doesn't lead anywhere either and only makes people angry. If you have specific problems with Godot, create proper issues for them. And don't say that it's pointless due to how the issues just float out there without being fixed. They ARE going to be fixed at some time. You never know when some random contributor will pick your issue. But if it isn't there, it's not going to be fixed. Vaguely "bad UX" won't be fixed either, because everyone has a different view on "bad". For me personally, Godot is better than Unity and any other engine/framework I used in the past. So just be more specific in your feedback.

Okay, I get it. I offended you and all the hard working people here by saying that the UX is awful.

Let's make things clear, commenting about the UX state is ok. It's better when it is a constructive comment (as @fracteed comment's is) than just throwing a simple "Godot's UX is horrible", but that's still ok.
But this kind of rant :

You must be kidding
Who tought that was a good idea? It's even harder to implement it like that for god's sake: someone got out of their way to make sure the UX is kept at a certain level of bad.

Is definitely not acceptable.

I won't. You won't. So I guess because of what you think of me, Godot gets nowhere.

Don't worry, I don't choose the thing I am working on depending on who asked for it. ;)
I'll likely implement that when I find the time for it (unless anyone else volunteers to do so).

The problem with that comment was not that you criticized, but that you criticized too generally. You said UX is bad. Cool, but why it is bad? What and how it can be improved? Non-productive criticism doesn't lead anywhere either and only makes people angry. If you have specific problems with Godot, create proper issues for them. And don't say that it's pointless due to how the issues just float out there without being fixed. They ARE going to be fixed at some time. You never know when some random contributor will pick your issue. But if it isn't there, it's not going to be fixed. Vaguely "bad UX" won't be fixed either, because everyone has a different view on "bad". For me personally, Godot is better than Unity and any other engine/framework I used in the past. So just be more specific in your feedback.

They are out there. They've been for years. At one point I just gave up and stopped writing them because, clearly, it's not important. For years you had to make tile sets using a hack, and even now it's still bad. Godot is out there, trying to compete with huge engines like Unity and Unreal, so they have a little bit of everything, but everything is left unfinished.

Godot is out there, trying to compete with huge engines like Unity and Unreal, so they have a little bit of everything, but everything is left unfinished.

Well, no, Godot is not even trying to compete with them at all. Godot is a free product, we are not fighting for market share or whatsoever. Unity and Unreal have hundred of paid developers, while we only have two. There's no competition possible here in fact. There's no way we can work on Godot at the same pace as Unity and Unreal developers do, it will never happen. So yeah, a lot of issue will stay unsolved for a long time.

I won't. You won't. So I guess because of what you think of me, Godot gets nowhere.

Don't worry, I don't choose the thing I am working on depending on who asked for it. ;)
I'll likely implement that when I find the time for it (unless anyone else volunteers to do so).

It was a critique of the state of Godot. Time and time again I've seen contributors ignore suggestions and just do what they want. See #18134, and then the implementation a year later #27565 by someone else. And what are you going to do? Are you going to stop making your games on the limited time you have to fix the mistakes of a proud developer?
I get that people do this on their free time, but if anyone adds what they need and there's no control over that, then it becomes no man's land. You need to work on Godot using an AZERTY notebook, so you implement things the way you need them, even though they're suboptimal for everyone else. And there's  no space for discussion to achieve some compromise, because you're the developer and I am not, so in the end your voice is more important. Meanwhile, the people who should be the judges are over there making pretty 3D functionality 99% of Godot's users won't use.
I'll stop commenting now, because I know what I wrote will offend everyone here, as if I said something bad about someone very dear to them.

Time and time again I've seen contributors ignore suggestions and just do what they want.

Yes, people work freely on whatever they want. There's no point in going against that. Once a contribution is proposed, it is reviewed by a subset of the main contributors, and eventually by whoever attends the IRC merging meetings. We don't merge everything, but PRs considered as an improvement are usually merged.

And what are you going to do? Are you going to stop making your games on the limited time you have to fix the mistakes of a proud developer?

Yeah, that's one of the consequences of choosing Godot. But usually companies choose to instead pay one of the contributors to implement or fix what they really need. If you can't afford that, use Unity or Unreal instead.

And there's no space for discussion to achieve some compromise, because you're the developer and I am not, so in the end your voice is more important.

That's how Godot (and most open source project) work. The more you invest yourself into the project, the more weight in the decision you have.

I would like to add that topic #32163 actually contains solution :
@grevius5 Try unchecking Editors > 2d > Constrain Editor View. This setting was implemented in #30041; read the comments in #25616 to know why this is enabled by default.
Originally posted by @Calinou in https://github.com/godotengine/godot/issues/32163#issuecomment-531873148
Sorry for waking up that thread, but I just want to help other "me's" who only found that topic, thought that it's just impossible and left.
I clicked on that mention link only from cursiosity, wasn't expecting to find answer there, as mention doesn't mean answer, and I believe it would be good to point toward answer from every topic that seeks it, so that's why I wrote it. I hope it's fine behaviour.


Unexpected TaskCancelledException caused by pre-cancelled CancellationToken

Description
Problem Statement
When we send a cancelled invocation to the worker (i.e. invoke a function and the cancellation
token is cancelled) the CancellationToken being used through the pipeline in the dotnet-isolated
worker (via FunctionContext) is already cancelled before we get to the customer function. This leads
to a TaskCancelledException being thrown and a 500 error. The cause of this error is this:
await _semaphoreSlim.WaitAsync(WaitTimeInMilliSeconds, context.CancellationToken);
code
This is a problem because the customer function is not able to handle the cancellation token
as it never gets invoked.
Investigation

[ ] What does ASP.NET do?
[ ] Attempt to repro with cancelling cts right before function invocation to understand if this is a race or not

Design
We need to discuss the right behaviour for dotnet-isolated functions in this scenario.

(a) We can leave the current behaviour as is and allow the pipeline to use the
cancellation token to handle cancellation. Here, the customer function would not get invoked.
We will still need to discuss how, if at all, we handle the TaskCancelledException exception.
(b) We can change the behaviour so that items in the pipeline are not using a cancellation
token and instead we use CancellationToken.None. This would mean that we continue and invoke
the customer function where they are then able to handle the cancellation token.
(c) Are there any other ways we could handle this scenario?

Hi,
We are severely impacted by this issue. We are serving MapBox tiles using AzureFunctions and Mapbox JS client is cancelling tiles loading when panning the map around and tiles are no longer needed. This is creating a lot of exceptions in our Application Insight.
We've migrated last week to .net 8.0 so that's why we just discovered this issue.


Feature/federation distribution service

(!) This is an intermediate PR for the current federation gateway changes
This PR adds the following changes:

origin_country and visited_countries column to DiagnosisKey table, together with migration scripts
Replaces H2 with Postgres test containers (already covered by PR #686 and merged to master)
Consider a new environment variable DISTRIBUTION_COUNTRY on the Distribution Service run. This will be propagated to the configuration bean and used across the service
Generate Test Data with testdata profile with origin_country and visited_countries information. Currently it will generate data for country received as DISTRIBUTION_COUNTRY with a random boolean if it's a traveler or not.
Enhance retention policy to consider DISTRIBUTION_COUNTRY and only delete keys from DB that contain the given country
Quite a few enhancements in the persistence package to support the two new values.

A few things to keep in mind:

If you already had a working version of the server locally, would be good to delete the container and volume before running the migrations. There are new migrations but also new roles/users. If you don't want to delete the container completely, you can run the following statement in your instance:

CREATE ROLE cwa_federation_callback;
CREATE USER "local_setup_callback" WITH INHERIT IN ROLE cwa_federation_callback ENCRYPTED PASSWORD 'local_setup_callback';

The build is breaking for the callback service, which I think it's because of the merge between the downloader branch and this one. It seems to be because the new service still has configuration to use H2 other than Postgres for testing. @ioangut and @KevponSAP could you guys check?

What about the 14 sonar code smells?


The bot is not part of the conversation roster.

I'm trying to serve up the ai-doc-compliance-checker sample, but keep running into the following error when debugging locally:
The bot is not part of the conversation roster.
I've uploaded a ProposalDocument.pdf and PolicyGuidelineDocument.pdf in blob storage and typed in ProposalDocument into the compose msg ext search input. Here's the full error:
[onTurnError] unhandled error: RestError: The specified resource name length is not within the permissible limits.
RequestId:97db2fa9-601e-000c-28e8-44e78f000000
Time:2024-12-02T18:29:16.4883403Z
RestError: The bot is not part of the conversation roster.
 {
  "name": "RestError",
  "code": "BotNotInConversationRoster",
  "statusCode": 403,
  "request": {
    "streamResponseStatusCodes": {},
    "url": "https://smba.trafficmanager.net/amer/0370dee5-92d4-484a-a2c5-95000b78433e/v3/conversations/19%3A78ef0be4-ce3a-4b18-9c13-74e3c2db5d60_af43bacc-a082-4e40-9251-8fdd3f40efd3%40unq.gbl.spaces/activities/f%3Af28310e8-47dc-5494-ba4a-567dcebe547a",
    "method": "POST",
    "headers": {
      "_headersMap": {
        "content-type": "application/json; charset=utf-8",
        "x-ms-conversation-id": "REDACTED",
        "accept": "*/*",
        "user-agent": "Microsoft-BotFramework/3.1 botframework-connector/4.22.3 core-http/3.0.4 Node/v18.18.2 OS/(x64-Darwin-24.1.0)",
        "authorization": "REDACTED"
      }
    },
    "withCredentials": false,
    "timeout": 0,
    "requestId": "7d5ac541-693e-4f83-a4f9-3d8f0f5eb83e"
  },
  "details": {
    "error": {
      "code": "BotNotInConversationRoster",
      "message": "The bot is not part of the conversation roster."
    }
  },
  "message": "The bot is not part of the conversation roster."
}

@JonoSuave - Thank you for your inquiry about your Teams app development issue!
To assist you better, could you please provide the following details?
Sample Link: Please share the sample link.
Reproduction Steps: Please share the steps you took to encounter the issue.
Documentation Links: Any specific documentation you followed that relates to your problem.
Teams Client Version: What version of the Teams client are you using?
Manifest Package: If applicable, please share the manifest package for your app.
This information will help us better understand the situation and provide a more accurate response.

Sample Link:
https://github.com/OfficeDev/Microsoft-Teams-Samples/tree/main/samples/msgext-ai-doc-compliance-checker
Reproduction Steps: Follow the repo's instructions by creating an anonymous access Azure storage blob container. Upload two files, PolicyGuidelineDocument.pdf and ProposalDocument.pdf. Create an Azure OpenAI gpt-35-turbo model to get the END_POINT, API_KEY, and DEPLOYMENT_ID. Populate the variables in the .localConfig. Click the Debug in Teams (Edge) option, add the app, add the Compliance Checker message extension from the compose input of a conversation, and then type in ProposalDocument.
@Nivedipa-MSFT one thing I'd like to confirm is whether the Deployment Id is gpt-35-turbo? If not, were do I find the deployment id?

@JonoSuave - We have tested msgext-ai-doc-compliance-checker sample using Teams Toolkit and encountered the same error. The sample team is investigating it. We will let you know once we have any updates.


Added generators for children and descendants

Issue #463

Codecov Report

Merging #475 into master will decrease coverage by <.01%.
The diff coverage is 82.92%.

@@            Coverage Diff             @@
##           master     #475      +/-   ##
==========================================
- Coverage   94.59%   94.58%   -0.01%
==========================================
  Files          49       49
  Lines       19902    19933      +31
==========================================
+ Hits        18826    18854      +28
- Misses       1076     1079       +3


Fix compile issue in server tests

Description
It looks like we had some code land between the last master merge to the branch in PR #5890 and the current master that referenced some context parameters we were removing in that PR.  This PR should fix the compile issues in the server tests.

Warnings

:warning:
Please add the JIRA issue key to the PR title (e.g. MB-123)

  Generated by :no_entry_sign: dangerJS against 2042a59e7f6dc155511f639b2d1611686ad0aae8


Update us-govt gateway information.md

Related to this PR for Power Apps: https://github.com/MicrosoftDocs/power-platform/pull/747
Article references a gateway whitelisting process and advises customers to open a support case to have it done. As far as I am aware (I'm in support) this is no longer necessary.
I am proposing a change to the gateway section to reflect this. Alternatively, you could argue that the entire gateway section could be deleted as there really is no difference in this functionality between commercial and US Gov customers.

@thomasjeffries11 : Thanks for your contribution! The author(s) have been notified to review your proposed change. @msftman

@thomasjeffries11 : Thanks for your contribution! The author(s) have been notified to review your proposed change. @msftman

@MSFTMan : Thanks for your contribution! The author(s) have been notified to review your proposed change. @msftman


api(ticdc): refactor api packages

What problem does this PR solve?

Issue Number: close #5551
What is changed and how it works?
refactor api directory
Check List
Tests

Unit test
Integration test

Release note
 `None`.

/run-all-tests

/run-all-tests

What does private mean? It confuses me. Also I prefer to move the validator into validator package instead of util.

private means not an open API,  what's your suggestion?

/run-all-tests

/merge


Conflict with GenesisBook

Could you please just fix 4D pocket...It seems some other api conflict with GenesisBook

Please provide the error message, otherwise I don't know where to fix it.


joint RP/activation rates calcs

how to do joint activation rates if different strata and admin levels are selected for different windows:
example:
window 1 we select admin level 2 level &  strata: "a","b","c"

then for window 1 we get joint activation across all LTs for each strata

window 2 we select admin level 2 level &  strata: "c","d", "e"

then for window 2 we get joint activation across all LTs for each strata

How to combine?

Well strata "c" we would have a joint activation rate across each window, but "a","b","d","e" would only be calculated based on individual windows... This could be fine if it's well indicated on table?

But we also want to calculate the thresholds and joint activation rates for the gemetric unions of strata in each window (i.e)
u1 = df |> filter(adm2 %in% c("a","b","c")) |> st_summarise()
u2 = df |> filter(adm2 %in% c("c","d","e")) |> st_summarise()

I guess the joint activation rate of either is easier then? Perhaps this is the only number that shoud be provided to the user rather than per strata?
But what about mixed strata? Should it be allowed?

dealt with by always taking the aggregate strata for each window and calculating the joint activation of any activation in any window

closing as scope of issue is to large and has already been at least partially addressed (see last comment).


Test cases

I'm still in the process of transforming the code to be testable (first step is detaching the CLI from the code entry point). @ales-t do you have some test cases which you used during development that could guide me in this?

I used just really simple files and test cases. For instance, having files like this:
a.json
{"a": 1, "b": 2, "c": "hello"}
{"a": 2, "b": 2, "c": "hello2"}
{"a": 3, "b": 3, "c": "hello3"}

b.json
{"a": 1, "b": 2, "d": "hi from B line 1"}
{"a": 3, "b": 3, "d": "hi from B line 2"}
{"a": 3, "b": 3, "d": "hi from B line 3"}

c.json
{"a": [100, 101, 102], "b": "2", "c": {"foo": "BAR"}}
{"a": [100, 101, 102], "b": "2.0", "c": {"foo": "BAR"}}
{"a": [100, 101, 102], "b": "2000", "c": {"foo": "BAR"}}
{"a": [100, 101, 102], "b": "-100", "c": {"foo": "BAR"}}

I would use commands such as this to test basic functionality:
rjp < a.json join b.json a,b
rjp < c.json e a[0]:first_item,c[foo]:foo_item
rjp < a.json to_tsv a,b
rjp < a.json merge b.json a,b

You can look at README.md and freely combine the steps into pipelines.
That being said, the individual steps should definitely get unit tests and then we can add some end-to-end tests for whole pipelines. I'm planning to add both in the (near) future but since you've already started on making the binary testable, I think we should coordinate the work somehow (e.g. by splitting work on unit tests and work on end-to-end tests?).

@zouharvi  Resolved?

Sure. Please add more tests later during development of new features. Currently we only have mock tests.


[Issue-2497] Extension - Change "Claim rewards" to "Check rewards" for dApp staking

Related issue: #2497

🚀 Deployed on https://pr-2554--sw-web-runner.netlify.app


Update CorrDiff README.md

Modulus Pull Request
Description

Add link to CorrDiff-Mini dataset.
Checklist

[ ] I am familiar with the Contributing Guidelines.
[ ] New or existing tests cover these changes.
[ ] The documentation is up to date with these changes.
[ ] The CHANGELOG.md is up to date with these changes.
[ ] An issue is linked to this pull request.

Dependencies

/blossom-ci


EventGridManagementClient does not inherit credential's properties for National Clouds

EventGridManagementClient does not inherit the base URL specified in the credential object when passed. When trying to connect to the Azure government cloud this causes the connection to attempt to query resources in the Azure Commercial cloud instead of cloud specified in the credential object. It seems like management.azure.com is hard coded as the base URL requiring setting it explicitly for the EventGridManagmentClient.
https://docs.microsoft.com/en-us/dotnet/api/microsoft.azure.management.eventgrid.eventgridmanagementclient?view=azure-dotnet
Packages

Screenshots showing properties

Sample source code
`using Microsoft.Azure.Management.EventGrid;
using Microsoft.Azure.Management.EventGrid.Models;
using Microsoft.Azure.Management.ResourceManager.Fluent.Authentication;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
namespace EventgridSubCreation
{
internal class Program
{
static async Task Main(string[] args)
{
        var principalLogin = new ServicePrincipalLoginInformation();

        principalLogin.ClientId = "xxx";

        principalLogin.ClientSecret = "xxx";

        string tenantId = "xxx";

        string subscriptionId = "xxx";

        string resourceGroupName = "xxxx";

        var credentials = new AzureCredentials(principalLogin, tenantId, Microsoft.Azure.Management.ResourceManager.Fluent.AzureEnvironment.AzureUSGovernment);

        EventGridManagementClient eventGridManagement = new EventGridManagementClient(credentials);

        List<string> eventTypes = new List<string>();

        eventTypes.Add("Microsoft.Storage.BlobCreated");

        eventTypes.Add("Microsoft.Storage.BlobDeleted");

        var endPoint = "xxxxx";

        var deadLetterDestinationResourceId = $"/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/microsoft.Storage/storageAccounts/xxxx";

        string scope = $"/subscriptions/{subscriptionId}/resourceGroups/{resourceGroupName}/providers/microsoft.Storage/storageAccounts/xxxx";

        EventSubscription eventSubscription = new EventSubscription()
        {
            Destination = new WebHookEventSubscriptionDestination()
            {
                EndpointUrl = endPoint

            },
            // The below are all optional settings
            EventDeliverySchema = EventDeliverySchema.EventGridSchema,

            Filter = new EventSubscriptionFilter()
            {
                // By default, "All" event types are included
                IsSubjectCaseSensitive = false,
                SubjectBeginsWith = "",
                SubjectEndsWith = "",
                IncludedEventTypes = eventTypes

            },

            DeadLetterDestination = new StorageBlobDeadLetterDestination()
            {
                ResourceId = deadLetterDestinationResourceId,
                BlobContainerName = "deadletter-events",
            },

        };
        eventGridManagement.BaseUri.
        EventSubscription createdEventSubscription = await eventGridManagement.EventSubscriptions.CreateOrUpdateAsync(scope, "test", eventSubscription);

        Console.WriteLine("Hello World!");
    }
}

}
`

Thank you for your feedback.  Tagging and routing to the team member best able to assist.

Hi @jcbrooks92, we don't extract the URL specified in the credential, in contrast, we provide a public ctor for you to specify the base URL. Please change you ctor to:
EventGridManagementClient eventGridManagement = new EventGridManagementClient(new Uri("https://management.usgovcloudapi.net"), credentials);

Please let me if this could resolve your issue.

Close this issue as we already have the ctor that you want. Feel free to reopen it if you still have problem.


feat: add value_as_string to avg/min/max/sum aggregations

min/max aggregations return also value_as_string, which can be useful when running over date fields:
{
  "aggregations": {
    "max-example": {
      "value":<PHONE_NUMBER>000,
      "value_as_string": "2026-02-06"
    },
    "min-example": {
      "value":<PHONE_NUMBER>000,
      "value_as_string": "2024-05-23"
    }
  }
}

It is possible to access them now.

Hi @Philippus,
appreciate if you could have a look at this PR. I can also add to avg or sum aggs, it makes less sense for me over dates, but others might find it useful.

It would be awesome if you could add them for avg and sum as well. Would it also be possible to add some tests?

I updated PR + added some tests.
For avg and sum they are in separate tests (first, second) so more a bit more work but I can add them if you want.

thanks!


Radix sort for ASOF JOIN

I hereby agree to the terms of the CLA available at: https://yandex.ru/legal/cla/?lang=en
Category (leave one):

Performance Improvement

Short description (up to few sentences):
Use radixSort instead of std::sort for ASOF JOIN values.

@4ertus2 Do you have any performance benchmarks already comparing std::sort versus your custom radix sort on data that is the result of the insertBlock calls on real-world/representative tables?
If you were going to replace the sorting algorithm, my first hunch would be something like Timsort.
Reason: it already takes into account the natural increasing or decreasing runs that I would expect to find in the resulting pre-sorted series, as there are probably multiple entries from the same block (which would usually already be sorted provided that the last entry of the primary key of the table is the timestamp) that get appended to the SortedLookupVector in order.

@4ertus2 Do you have any performance benchmarks already comparing std::sort versus your custom radix sort on data that is the result of the insertBlock calls on real-world/representative tables?

Something like this. It's with clang7. https://pastebin.com/b1CMYS9B
But the results mismatch and it's only for 32-bit data. 64-bit radix could be worse.

If you were going to replace the sorting algorithm, my first hunch would be something like Timsort.

We could make sort algo for ASOF JOIN as a setting.

That's a bigger improvement than I was expecting - anyway, given that Clickhouse already includes boost, it might be worth it to run your benchmark with spreadsort (a radix sort), pdqsort and spinsort from https://www.boost.org/doc/libs/1_70_0/libs/sort/doc/html/index.html#sort.introduction.single_thread_algorithms as those are already well tested and should be quicker than std::sort.

My test is wrong cause of multiple lines with same value in right ASOF column. I've re-checked it with correct queries and radix returns the same result as std::sort.

How do the other sorts included in boost perform on your dataset? There is quite probably a pattern that appears in the order that the data gets put into the SortedLookupVector, the question is just to find the right sort to exploit that pattern for extra performance :)

How do the other sorts included in boost perform on your dataset? There is quite probably a pattern that appears in the order that the data gets put into the SortedLookupVector, the question is just to find the right sort to exploit that pattern for extra performance :)

I haven't test the others yet. I'm on duty this week and going to have holidays the next two weeks so probably I cannot check it till the second half of may. It would be great if you have time to check what sort is the best ;)

Cool. I'll have to try to dig up a representative (non-proprietary) dataset somewhere.

There're some:
https://clickhouse.yandex/docs/en/getting_started/example_datasets/nyc_taxi/
https://github.com/gregrahn/tpcds-kit.git

@4ertus2 Found some time and ran some basic tests: the join performance does seem to be dependent on the data. It might be an option to come up with some representative use cases (which the one below is not) and then go for a single implementation, or add the join algorithm as a setting? (in my testing I just passed it in as an env var). Luckily there don't seem to be absolutely massive differences so it would probably be pretty low priority.
DROP TABLE IF EXISTS tvs;

CREATE TABLE tvs(k UInt32, t UInt32, tv UInt64) ENGINE = Memory;
INSERT INTO tvs(k,t,tv) SELECT k, t, t
FROM (SELECT toUInt32(number) AS k FROM numbers(10000)) keys
CROSS JOIN (SELECT toUInt32(number * 3) as t FROM numbers(10000)) tv_times;

SELECT SUM(trades.price - tvs.tv) FROM
(SELECT k, t, t as price
    FROM (SELECT toUInt32(number) AS k FROM numbers(10000)) keys
    CROSS JOIN (SELECT toUInt32(number * 10) AS t FROM numbers(3000)) trade_times) trades
ASOF LEFT JOIN tvs USING(k,t);

DROP TABLE tvs;

custom radix sort
1 rows in set. Elapsed: 5.273 sec. Processed 100.01 million rows, 1.60 GB (18.97 million rows/s., 303.46 MB/s.)
1 rows in set. Elapsed: 5.354 sec. Processed 100.01 million rows, 1.60 GB (18.68 million rows/s., 298.84 MB/s.)

std::sort
1 rows in set. Elapsed: 4.765 sec. Processed 100.01 million rows, 1.60 GB (20.99 million rows/s., 335.78 MB/s.)
1 rows in set. Elapsed: 4.758 sec. Processed 100.01 million rows, 1.60 GB (21.02 million rows/s., 336.27 MB/s.)

boost::sort::spinsort
1 rows in set. Elapsed: 3.937 sec. Processed 100.01 million rows, 1.60 GB (25.40 million rows/s., 406.45 MB/s.)
1 rows in set. Elapsed: 3.891 sec. Processed 100.01 million rows, 1.60 GB (25.70 million rows/s., 411.18 MB/s.)

boost::sort::pdqsort
1 rows in set. Elapsed: 3.996 sec. Processed 100.01 million rows, 1.60 GB (25.03 million rows/s., 400.39 MB/s.)
1 rows in set. Elapsed: 3.983 sec. Processed 100.01 million rows, 1.60 GB (25.11 million rows/s., 401.77 MB/s.)