Testing ocis 1.0.0-beta8

@HanaGemela We should do a upload/download testing
Clients:

Desktop Client
iOS Client
ocis Web Client

What should be tested

Test Large file uploads

Test multiple file uploads

Test if you can resume a stalled upload and that the upload continues at the previous position

(Compare the implementation of the protocol with the specs)

Features should not have bugs on the first level

Public Links should work except for permissions

Sharing on EOS only possible with Folders

Sharing on ownCloud storage possible on Files and Folders, accessing received shares currently not possible.

Platforms

ocis on owncloud storage (default with zero config)
ocis on EOS

Configuration for the server side
switch on Chunking export REVA_FRONTEND_UPLOAD_MAX_CHUNK_SIZE=$(( 10 * 1024 * 1024 ))
Ping @micbar for the devdocs on TUS implementation.

@micbar what test setup? TUS with EOS? TUS with local storage?

Wow, "compare protocol with specs" is not really a p2, is it? That would be a time consuming task, if done correctly.

see also: https://github.com/owncloud/enterprise/issues/4088

@jnweiger @HanaGemela Consider this as a preparation for the 1.0.0 release (MVP)

Tus tests

(default) not chunked upload (single patch request)
chunked uplad (multiple patch requests), set chunking on the server side with an exported variable.

In both cases:

an interrupted upload (beteen chunks or at an incomplete chunk) should should be contiuned at he exact byte offset, when the upload resumes.

Clients:

Phoenix also uses TUS. Int can be interrupted by simply closing the browser window.
Desktop client: try different ways of interrupting: E.g. pause resume upload, logout/log in, delete connection/recreate, kill server+restart

@micbar @felixboehm desktop testing results so far:
https://github.com/owncloud/ocis/issues/309
https://github.com/owncloud/ocis/issues/385
If we continue testing with these bugs, the other test results will be unreliable. Please fix

@micbar should this ticket be moved to owncloud/product to get visibility in backlog?

Success: I can upload and download files with ocis-1.0.0-beta8 on an eos storage!
This script has all the workarounds to get ocis with eos up and running:
https://github.com/owncloud-docker/compose-playground/blob/master/examples/hetzner-deploy/make_ocis_eos_compose_test.sh
May the testing begin!

Closing, no activity :-)


Add water tiara to runecraft gp/xp

Water tiaras are viable unkie, admit it!

agreed - I still hate them


#2240 change to url mode when creating notebook server

Description

Change to url mode when creating notebook server (#2240)
Initialize selection value when selecting notebook server in workspace (#2170)

Related Issue : #2240, #2170

How Has This Been Tested?

Create notebook server with url. (It supports http and https)

Reset notebook server in workspace

Need additional checks?
Types of changes

[ ] Bug fix (non-breaking change which fixes an issue)
[x] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to change)

Checklist:

[ ] I have read the CONTRIBUTING document.
[ ] My code follows the code style of this project.
[ ] My change requires a change to the documentation.
[ ] I have added tests to cover my changes.

Additional Context

run build
deploy to 2

@minhyun2 Error label is incorrect when connection is wrong.

run build
deploy to 2

@minhyun2 Error label is incorrect when connection is wrong.

@AnnieHwang
If you enter a URL without including the protocol(http or https), the following message is displayed.
-> Invalid URL. Please check URL

@minhyun2 It's good :) I will write in the wireframe.

@minhyun2
If the error is a wrong URL and I am in error, it should look like this:
A common UI policy shows, an error message at the bottom of the input and the input should be highlighted. (하나의 인풋값에 대한 에러인 경우, 해당 인풋이 하이라이트 되어야 하며 해당 인풋 하단에 에러명이 나타나야하니다.)
The toast UI represents a definition of the action that occurs  actions (such as when the creation is poor or the creation is good) after the creation popup is closed
(토스트는 생성이 잘 안되었거나, 생성이 잘 된 경우와 같이 생성팝업이 닫힌 후 일어나는 액션에 대한 정의를 표현합니다.)

run build
deploy to 2

@minhyun2
can't add notebook server.
url : http://metatron-web-04:8888

run build
deploy to 2

@minhyun2
can't add a notebook server.
url : http://metatron-web-04:8888

I modified url validation to be checked on the server side.

@AnnieHwang
Users will accept the meaning of the "Reset" button as "return to the state before modification".
Please comment on modifying the button label to "None". (ko:설정 안함)

@ufoscw Where is the "Reset" button?

run build
deploy to 2

run build
deploy to 2

run build
deploy to 2

@minhyun2 워크스페이스내 확인 부탁드립니다설정 화면내.. url 도 말줄임에 마우스오버시 툴팁을 넣어야할것 같아요.

run build
deploy to 2


Does the CDN link ever change?

This is more of a question then a bug. But I am building a react app inside a store where I can not use the liquid assett_url filter. Instead I have assigned a global variable that contains the start of the CDN url. I am then rendering SVGs using props. See below for an example.
window.assetUrl = '//cdn.shopify.com/s/files/1/0093/8852/3579/t/1/assets';
<SVG src={${window.assetUrl}/tuck_${value}.svg}
https://cdn.shopify.com/s/files/1/0093/8852/3579/t/2/assets/tuck_untucked.svg
https://cdn.shopify.com/s/files/1/0093/8852/3579/t/1/assets/tuck_untucked.svg
As you can see here though there are two versions of the icon on different CDN urls.
If there is no guarantee that the url doesn't change I will just need to spin up my own CDN for hosting the icons on that I am using through React.

This would probably be a better question for the Shopify Forums, but I would say that it is best practice to assume that the URLs could change at any time.  Here is a breakdown of the URL parts, as it is now, although it could change at any point.
The /0093/8853/3579 part is linked to the store ID.  Your Shopify ID is probably 938853579.
The /t/2 part is a theme incrementer.  As you duplicate themes, upload a new theme, and install new themes the number will increase.  One of our development shops is at /t/94.
Finally, you're missing the important query part at the very end to help with caching and file changes.  ?0000000000000000.
I'd recommend taking a different approach with the theme assets.  In this case or other similar ones, your best option would be to create a JavaScript object or variables that contain all sorts of theme asset URLs, language strings or other values accessible only through liquid.

Thanks @jonathanmoore for the thorough explanation.


feat: implement headers for FileClient

builds on #1111
Fairly rough draft for the rest of FileClient, which:

loads blocks from a file
implements BodiesClient
implements HeadersClient

This also adds tests that write to a temp file, passing it to the FileClient to initialize. These tests then spin up headers and bodies clients, making sure the returned values match the headers and bodies generated.
Would appreciate review on loading from a file - RLP header decoding expects that we have a buffer containing the entire rlp object. When loading from a file, we currently get around this with an unsafe workaround, so we can obtain the payload length and read the rest of the rlp object from the file. It would be nice to get rid of unsafe here and generally find a cleaner way to do this.

rebased, hopefully everything is green now


BigDecimalMath.MAX_DIVISION_SCALE is hard-coded to 10 digits

The "scale" for BigDecimal division is hard-coded to 10 (BigDecimalMath.MAX_DIVISION_SCALE), which is fewer than the roughly equivalent 16-17 digits for double (64-bit) division. It seems like the default scale should be at least as accurate as double division. Also it is probably desirable for this setting to be configurable in some way, maybe more than one. Maybe a global Java system property setting, and then some form of context related override (per-thread, per-script, etc.).
I use this fix for 2 years without side effects on a software for a big company. For comparison, Excel use a round with 15 digit after decimal

At first, thanks for your contribution.
I wonder whether you have tested the performance?

Merged. Thanks!


#32: Add capability to write QuarkusIntegrationTests

While at it, reformat and unify code.
Resolves #32

closed, superfluous.

Premature closure. It is not superfluous after all

we are interested in this as well. hoping this goes through at some point.


Proposal: Add IsAssignable Utility Type

I've noticed the library currently lacks a IsAssignable<T, U> utility type for checking assignment compatibility between types, which is a common task in TypeScript.
type IsAssignable<A, B> = [A] extends [B] ? true : false;

This utility works similar to type Extends<A, B> = A extends B ? true : false, but it never evaluates to never or boolean and works better with unions and intersections.
type A = IsAssignable<string, string>;
//   ^? true
type B = IsAssignable<'foo', string>;
//   ^? true
type C = IsAssignable<never, never>; // Only `never` is assignable to `never`
//   ^? true
type D = IsAssignable<1 | 2, 1>; // Union type is correctly handled
//   ^? false
type E = IsAssignable<1 & 2, never>; // Only `never` is assignable to `never`
//   ^? true
type F = IsAssignable<string & number, never>; // Only `never` is assignable to `never`
//   ^? true
type G = IsAssignable<any, {}>; // `any` is assignable to all types
//   ^? true
type H = IsAssignable<{}, any>; // `any` is assignable to all types
//   ^? true
type I = IsAssignable<any, 1>; // `any` is assignable to all types
//   ^? true
type J = IsAssignable<never, 1>; // `never` is assignable to all types
//   ^? true
type K = IsAssignable<any, never>; // Only `never` is assignable to `never`
//   ^? false
type L = IsAssignable<never, any>; // `never` is assignable to all types
//   ^? true
type M = IsAssignable<never, {}>; // `never` is assignable to all types
//   ^? true
type N = IsAssignable<boolean, true>; // Union type is correctly handled
//   ^? false

I'm not entirely certain if this type will work in more complex edge cases, but the scenarios listed here should cover a wide range of common cases.

I'd welcome a PR on this, but would you mind sharing a real-world use-case?

🤷 https://github.com/microsoft/TypeScript/pull/56448

oh wait, that's not a type...

I'd welcome a PR on this, but would you mind sharing a real-world use-case?

It is more reliable than Extends when dealing with unions. I think.
import type { ArrayIndices, IntRange } from "type-fest";
import type { Expect, ExpectFalse, Extends } from "type-testing";

type IsAssignable<A, B> = [A] extends [B] ? true : false;

const values = ['a', 'b', 'c'] as const;
type ValueIndices = ArrayIndices<typeof values>;

type Cases_using_Extends = [
  Expect<Extends<IntRange<0, 2>, ValueIndices>>,
  Expect<Extends<IntRange<0, 3>, ValueIndices>>,
  ExpectFalse<Extends<IntRange<0, 4>, ValueIndices>>, // Error: `boolean` is not assignable to `false`
];

type Cases_using_IsAssignable = [
  Expect<IsAssignable<IntRange<0, 2>, ValueIndices>>,
  Expect<IsAssignable<IntRange<0, 3>, ValueIndices>>,
  ExpectFalse<IsAssignable<IntRange<0, 4>, ValueIndices>>, // OK
]

Try it on TS Playground.
It also avoids some of the strange behavior of Extends on never, making it a more intuitive and safer utility than Extends in most cases.


Document hidden param for multiple addresses

This updates the parameters documentation to include num_addresses. The prior instruction caused some confusion here.

Agree this update is much needed as people are being limited by misleading docs when the code has great new functionality in it. You should also remove this note in the paragraph preceeding your change:

Currently, the HDWalletProvider manages only one address at a time, but it can be easily upgraded to manage (i.e., "unlock") multiple addresses.

Thanks!

Thanks for this @micahalcorn! We've already included this via another PR.


feat: Removing missing keys from files

Here is my first attempt at removing missing keys.
I had to refactor writeMissingToLanguage into LanguageFileUpdater (is is needed to avoid duplicated reading/writing for adding and deletion of keys), and created separate FileAccessLayer to move file-writing into separate entity (probably reading should also be there, but that's for another time).
Refs #113

Hey thanks! I will review this shortly and hopefully get it added soon.

Also i removed JSON.stringify from readLangFiles, and JSON.parse from other places in that file. I hope it wasn't needed for some black magick? :)

@Spittal i worry i had refactored it too much :) any suggestions is welcomed

It's all good! I have a plan to give this project some much needed updates this week and this code is a big help!

Hi @Spittal! Should we merge this PR or wait for your big update?

Hey! Lets merge this in now, and I'll mix it in my big PR. Thanks @pixari I'll leave the Merge to you 🎉

Great, @Spittal!
Thank you for your effort @last-partizan!


Support arbitrary precision (and various other changes)

Support arbitrary precision values, rather than losing precision by parsing into a 64-bit float.
Work in progress, I broke #7 while simplifying format and unformat, but the way it works right now the fix for #7 also seems to cause unexpected behavior, so I think the actual desired behavior for that needs to be thought out a bit more.

Great job! Cleaner is always better.
I need a little more time to take a deep look and think more about it. One thing for sure is that we should support integers or string representation of integers coming in from the database (prop modelValue). I did took a brief look and I believe that Integers are correctly covered in your code, but string representations of integers not.

Fixed a few things, but #7 behavior is still a little weird. I see a few options:

If the input has an integer, it should stay an integer (pasting "1234" results in "1234.00")
If the input is initialized with an integer it should stay that way, but integers pasted in should be formatted ("1234" becomes "12.34")
If the input is initialized with type Number it will be formatted, but all other cases are formatted (starting with 12.3 results in "12.30", pasting "12.3" results in "1.23").

If we want pasting integers to stay as integers, allowBlank = true will be a little weird, and I have no idea how to fix it. If the input is blank and the user types "12", it will result in "10.02", because it'll detect the "1" as an integer, and the 2 will be appended to the "1.00".

I don't have time at the moment to look into why those puppeteer tests aren't working as expected, I'll just comment them out and let you merge it as is if you think everything else looks good. Hopefully next week I'll have some more time to investigate.

Cool! No probs...
I'm out of time for now too.
I will probably pull it in a analyze it next week.

This pull request will probably not be merged. I was working on BigInt integration (branch bigint) and after some refactoring part of this code wasn't needed anymore. On the other hand part of this code was super helpful and was included by comparing branches (copy/paste). Credits to @AndrolGenhald making a really good job analyzing the code and bringing in various edge cases.
Some features and tests not currently included will be included in the final release of this refactoring.

I was actually thinking about trying to use BigInt instead of string, but I was already more than half done getting arbitrary precision working with string, so I figured I'd save it for later. If you've got it working with BigInt that's even better!

The problem is that I can only compile the project using es2020. Using BigInt will decrease compatibility with old browsers.


THRIFT-4248: Import cstring in TSSLSocket

strncpy, memcmp, memset are used in TSSLSocket so cstring needs to be
imported.

Correct,  is not the same as <string.h>. However,  (C++) is very similar to <string.h> (C), with only difference that cstring is part of std and usually preferred for C++
https://stackoverflow.com/questions/8380805/difference-between-string-h-and-cstring


Use gradle init flag for defaults in basic tutorials

In Gradle 8.6, there is a new gradle init --use-defaults flag that allows to avoid interactive dialogs, which may be destructive in the introductory tutorials

@bot-gradle test BD

I've triggered the following builds for you. Click here to see all build failures.

BuildDistributions build

@bot-gradle merge

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Revert "Use vector icons."

Reverts tananaev/traccar-client-android#301
I'm sorry. I now realise this was a bad idea.

Merged. What is the issue?

PNG's of the vectors get created at build, and are included in the apk, but for some reason they don't get used for the launcher icon on older SDKs.
I also realised that maintaining the icons is easy using  the Image Asset Studio. (I'm new to Android dev. Lot's to learn.)

OK, good to know. Also, mipmap is probably better anyway.


Error: Unknown document contentType 'SFM'

Proskomma example script only accepts UFSM and UFX and not SFM.

Is it possible to use USFM (in caps) or usfm (lowercase) for the content type?

On reflection, this isn't strictly a Proskomma issue, since Proskomma only knows about text strings and content types, not suffixes. Also, this whole area will need a more ambitious, mimemagic-like solution, once we try to support non-scripture content.
In the meantime, I think I'll add a utility method to Proskomma to return a contentType for the most common USFM and USX suffixes. This will at least remove some boilerplate from scripts.

@jdejoode Just hit this with some PT-generated USFM. Added sfm to the possible suffixes for USFM and made all suffix matching case-insensitive.


endpoint: fix policy map sync warning due to policymap authtype diffs

PolicyMap sync warns about diffs in mapstate entries where authentication is enabled - even though the policy map is in sync.
level=debug msg="map[dumpedPolicyMap:map[Identity=0,DestPort=0,Nexthdr=0,TrafficDirection=1:ProxyPort=0 Identity=1,DestPort=0,Nexthdr=0,TrafficDirection=0:ProxyPort=0 Identity=8689,DestPort=80,Nexthdr=6,TrafficDirection=0:ProxyPort=14197]]syncPolicyMapWithDump" containerID=662cba3891 datapathPolicyRevision=4 desiredPolicyRevision=4 endpointID=98 identity=52226 ipv4=<IP_ADDRESS> ipv6="fd00:10:244:2::b2ee" k8sPodName=mtls-test/test2-fff868488-xrb47 subsys=endpoint
level=debug msg="map[dumpedDiffs:[{true Identity=8689,DestPort=80,Nexthdr=6,TrafficDirection=0 ProxyPort=14197}]]syncPolicyMapWithDump" containerID=662cba3891 datapathPolicyRevision=4 desiredPolicyRevision=4 endpointID=98 identity=52226 ipv4=<IP_ADDRESS> ipv6="fd00:10:244:2::b2ee" k8sPodName=mtls-test/test2-fff868488-xrb47 subsys=endpoint

with
Identity=8689,DestPort=80,Nexthdr=6,TrafficDirection=0 => ProxyPort=12894,IsDeny=false,AuthType=disabled
!=
Identity=8689,DestPort=80,Nexthdr=6,TrafficDirection=0 => ProxyPort=12894,IsDeny=false,AuthType=spire

The problem is that dumping the map state doesn't map the property auth type, which results in an unwanted diff.
This PR adds the auth type property to the mapping.
In addition, the fields IsDeny & AuthType have been added to MapStateEntry.String
@meyskens: thanks for reporting the issue!

/test


errors.full_messages does not serialize correctly

When I print errors.full_messages on an instance of ShopifyApi::Checkout, I get an unusable response that looks like the following:
Line items ["1", {"quantity"=>[{"code"=>"greater_than_or_equal_to", "message"=>"must be greater than or equal to 1", "options"=>{"count"=>1}}]}]
Shipping address ["province_code", [{"code"=>"invalid_region_in_country", "message"=>"is not a valid region in Egypt", "options"=>{"country"=>"Egypt"}}]]

I'd imagine that it supposed to output something like, as this is similar to what ActiveRecord would output if there is a validation error:
Line item #2 quantity must be greater than or equal to 1
Shipping address province code is not a valid region in Egypt

I would need an invalid checkouts fixture error in order to fix this issue.
https://github.com/Shopify/shopify_api/blob/3228e5d3a5fa5d2825eec0d5ff17a634cea7a093/test/fixtures/checkouts.json
cc @tanema


spec: there are 4 "value type" of map type uses in spec

it would be better to change them to to "element type".

/cc @griesemer


Add color palette to editor

Dockable color palette with red, green, blue
Clicking on any map cell pops up message containing both x/y coordinate and the color selected
Added Windows > Color Palette to show the Color Palette (if you close the dock)

Fixes #4


Grammar and typo fixes in logic notebook

I'm sorry, this has too many commits. Break it down into smaller ones so that we can properly review them, thanks.


Failed Invite Partner

Current Behavior
2024-07-22 11:05:46.581 GMT [94] LOG:  checkpoint starting: time
2024-07-22 11:05:51.298 GMT [94] LOG:  checkpoint complete: wrote 46 buffers (0.3%); 0 WAL file(s) added, 0 removed, 0 recycled; write=4.635 s, sync=0.010 s, total=4.717 s; sync files=38, longest=0.006 s, average=0.001 s; distance=184 kB, estimate=184 kB
2024-07-22 11:06:21.241 GMT [750339] ERROR:  duplicate key value violates unique constraint "uk_b71cjlbenv9xxxxxxxxxxxxxxx"
2024-07-22 11:06:21.241 GMT [750339] DETAIL:  Key (realm_id, client_id)=(master, saidp1) already exists.
2024-07-22 11:06:21.241 GMT [750339] STATEMENT:  insert into CLIENT
Expected Behavior

It should create a new realm and send email to the user with invitation
Steps To Reproduce

Hi @anjuchaurasiya please have a look at the following issue: https://github.com/eclipse-tractusx/portal-backend/issues/787
and for https://github.com/eclipse-tractusx/portal/pull/341 the commit https://github.com/eclipse-tractusx/portal/pull/341/commits/c54b23e8464eff192f7ff885f152026ec8a8c612


Minimum number of deletion to make it a palindrome in C++

Have you read the Contributing Guidelines on Pull Requests?
(Write your answer here.)
yes
Description
(Write your answer here.)
This problem will be solved using dp.
We will be given one strings and we have to print the
Minimum number of deletion in a string to make it a palindrome.
Input -
Enter string X
bbbab
Output -
Minimum number of deletion in a string to make it a palindrome
4
Checklist

[x] I've read the contribution guidelines.
[x] I've checked the issue list before deciding what to submit.
[x] I've edited the README.md and link to my code.

Related Issues or Pull Requests
(Write your answer here.)
#5757

@HarshCasper updated pls check

Done all the changes required

Done @ankitaggarwal23

Really sorry @ankitaggarwal23
done


[Issue] Users Do not Have Project Permissions, But Have System Privileges, Can not Set The Project User

In GitLab by @wknet123 on Sep 13, 2017, 18:01

In GitLab by @wknet123 on Nov 8, 2019, 07:36
Fixed with PR #303

In GitLab by @yhua123 on Nov 8, 2019, 07:36
LGTM

In GitLab by @sokril on Nov 8, 2019, 08:10
closed

In GitLab by @sokril on Nov 8, 2019, 08:10
assigned to @wknet123

In GitLab by @wknet123 on Nov 13, 2019, 03:54
mentioned in merge request !127

In GitLab by @wknet123 on Nov 13, 2019, 09:58
mentioned in merge request !202


Updated unit tests within the square kernel folder

Addresses #GitHubissuenum
Description:
Updated unit tests within the square kernel folder for neighbourhood processing.
Testing:

[X] Ran tests and they passed OK
[ ] Added new tests for the new feature(s)

CLA

[ ] If a new developer, signed up to CLA

 Here is an overview of what got changed by this pull request:

Clones added
============
- improver_tests/nbhood/square_kernel/test_SquareNeighbourhood.py  1

See the complete overview on Codacy

 Here is an overview of what got changed by this pull request:

Clones added
============
- improver_tests/nbhood/square_kernel/test_SquareNeighbourhood.py  1

See the complete overview on Codacy

 Here is an overview of what got changed by this pull request:

Clones added
============
- improver_tests/nbhood/square_kernel/test_SquareNeighbourhood.py  1

See the complete overview on Codacy

 Here is an overview of what got changed by this pull request:

Clones removed
==============
+ improver_tests/nbhood/square_kernel/test_SquareNeighbourhood.py  -9

See the complete overview on Codacy


TopologyException: side location conflict

Some files give "GEOS exception: TopologyException: side location conflict at x,y" e.g. 38900

38900x8
GEOS exception: TopologyException: side location conflict at<PHONE_NUMBER>2229496 3149916.4266476226
38023xM
GEOS exception: TopologyException: side location conflict at<PHONE_NUMBER>011746 3150446.0778199118

Occurs when a inner ring of a polygon touches the outer ring. It's detected by JOSM validator.


Cache only certain response codes

fastcgi cache should only cache pages with certain http response codes instead of "any" which can sometimes cache transient 5XX error pages. this patch changes the caching behavior so that it only caches 200, 301, 302, and 404.
see http://community.rtcamp.com/t/fascgi-cache-caching-error-pages/3847

@gau1991 merge this in current branch as well as update EE 3 release with similar changes.
Please share EE3 changes commit link here, so I can review it.

@rahul286
Added same commit to EE 3.0: https://github.com/rtCamp/easyengine/commit/debee26


Not working in private repos (404)

Even though I generated the token and added to the extension I get this in the console:
Failed to load resource: the server responded with a status of 404 (Not Found)
inject.js:109 Error: GitHub returned a bad status: 404
    at checkStatus (inject.js:79)

When I try that 404 fetch myself I see this:

Strange! It is working for me on private repos. Do you have permission to view that private repo?

Yes, as you can tell from the URL and my username, it is my private repo 😂

Haha. Ya, missed it the first time.
I am unable to reproduce the results. It is working correctly on my private repos.
Did you try the latest version of this extension? It's 0.5.0.

I'm sorry, I'm way over my head in work. Otherwise, I'd dig a bit and find the bug. Could you link me the new version?


x/tools/cmd/gorename

gorename: file /home/go/src/task/api/Callbacks.go was not part of the loaded program

Please fill the complete issue template. It is not possible for us to debug the issue without further info and clear repro steps.


Expand crosses and ticks with word

🚨 Looks like you arrived from the internal review site
🚨 Do not enter Microsoft confidential information here
It is confusing to have a green tick and cross in place of the words that are used in the public column.
The example would be if something is GA in public and we have green tick against it, what does that mean for a feature that is preview and has a green tick against it.
Maybe an explanation over the column that explains that the tick means the intent to deploy, but GA/Preview in 21V might have a different release cycle?

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

ID: 742534f6-8eb0-bbf2-6184-3806242ab3a7
Version Independent ID: c25fae03-0efc-3729-46cc-848e30906673
Content: Cloud feature availability in Microsoft Sentinel
Content Source: articles/sentinel/feature-availability.md
Service: microsoft-sentinel
GitHub Login: @limwainstein
Microsoft Alias: lwainstein

@phduf
Thanks for your feedback! We will investigate and update as appropriate.

@phduf
I'm going to assign this to the document author so they can take a look at it accordingly.
@limwainstein
Can you please check and add your comments on this doc update request as applicable.

Hi @phduf, thanks for the suggestion! The feature stage is the same for both Azure and China, unless of course China doesn't support a feature. I've adjusted to tables to show the feature stage and support separately, in this pull request: https://github.com/MicrosoftDocs/azure-docs-pr/pull/239795
This will be published on https://learn.microsoft.com/en-us/azure/sentinel/feature-availability later today or tomorrow.
I'm closing the issue, but of course let us know if you have any additional feedback or questions.

#please-close


Prepare Attestation patch release for June 2022

API change check
API changes are not detected in this pull request.


read api token from environment

Rather than hardcode the GitHub/Gitlab/Jira token in comply.yaml can we instead read it from an environmental variable? This would help as we are trying to host our comply project in the public, but can't include the token in the repository.

Nevermind, an env variable of GITHUB_TOKEN would work in this case. See https://github.com/strongdm/comply/pull/62
I can provide a PR updating documentation about this.


Mute flaky test testMultiGetWithNetworkDisruption_FailOpenEnabled

Description
This PR mutes flaky test testMultiGetWithNetworkDisruption_FailOpenEnabled until fixed.
Related Issues
https://github.com/opensearch-project/OpenSearch/issues/10755
Check List

[x] New functionality includes testing.

[x] All tests pass

[ ] ~New functionality has been documented.~

[ ] ~New functionality has javadoc added~

[ ] ~Failing checks are inspected and point to the corresponding known issue(s) (See: Troubleshooting Failing Builds)~
[x] Commits are signed per the DCO using --signoff
[ ] ~Commit changes are listed out in CHANGELOG.md file (See: Changelog)~
[ ] ~Public documentation issue/PR created~

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.
For more information on following Developer Certificate of Origin and signing off your commits, please check here.

      1 org.opensearch.cluster.coordination.AwarenessAttributeDecommissionIT.testConcurrentDecommissionAction

Flaky test - https://github.com/opensearch-project/OpenSearch/issues/12197


GitHub Issue "Documentation issue" button does not link to laravel/docs

Pint Version
N/A
PHP Version
N/A
Description
When creating a new GitHub issue in this repo, I noticed I could click on "documentation issue" to be sent to the documentation repo, which I later found out to be laravel/docs. However, at this moment, the button actually sent me back to this repo, and then this repo understandably did not contain any docs, and then I was confused.
Please update the link to point to laravel/docs, thanks!
Steps To Reproduce
See description.

Thanks for reporting. I fixed this now.


Mods stopped updating

Last night I updated a mod on steam and went to update it on my servers.   I issued the command arkmanager update --update-mods --saveworld --warn @island and on every mod I received an error that the mod wasn't downloaded.  I've tried using validate as well as all the different commands for mod install and reinstall.  No matter what I did I get the same result.  I then created a new instance and tried to install a mod and I got the same message there.   Here's what I'm getting:
Checking for update; PID: 20437
Downloading mod 520879363 ... Mod 520879363 was not successfully downloaded
Downloading mod 523235486 ... Mod 523235486 was not successfully downloaded
Downloading mod 538827119 ... Mod 538827119 was not successfully downloaded
Downloading mod 566885854 ... Mod 566885854 was not successfully downloaded
Downloading mod 566887000 ... Mod 566887000 was not successfully downloaded
Downloading mod 609425335 ... Mod 609425335 was not successfully downloaded
Downloading mod 632091170 ... Mod 632091170 was not successfully downloaded
Downloading mod 814776376 ... Mod 814776376 was not successfully downloaded
Your server is already up to date! The most recent version is 1666625.
I also then went and tried updating my ark server tools and it shows that it's on version 1.6, commit aa6291c, release tag v1.6.21.

I just found this.  I think this maybe the issue that I am having.    This is a post from another server manager:
"At this point in time, the reason that this problem is occurring is because of the volume of calls to the Steam WEB API. Steam implements a 100000 daily call limit and the feature should start working again when the daily count is reset.
I am working on a fix that will handle the exceed limit, so you can see your mods (partial information only). As for mod updating, I will have to implement a force update of ALL mods, as I am unable to determine the version of the mod without the steam WEB API information.
In future, I will implement a entry field in the settings that will allow the admin to specify their own WEB API key, to avoid this situation and default to use the ASM key"
I'll keep you guys up-2-date!

Someone had sent me that texture above.  I just found it by searching web and it appears that isn't current.  I am still unable to update mods.  Any ideas?

What is the output when you try adding the --verbose option - i.e.:
arkmanager update --update-mods --saveworld --warn --verbose @island

Here's what I get from that.  It had been working fine for months and all of a sudden stopped.
arkmanager update --update-mods --saveworld --warn --verbose @i                                                                                sland
Running command 'update' for instance 'island'
Checking for update; PID: 30962
Downloading mod 520879363Executing /home/steam/steamcmd/steamcmd.sh +@NoPromptFo                                                                                rPassword 1 +login anonymous +workshop_download_item<PHONE_NUMBER>79363 +quit
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner SteamController_Shared_                                                                                mem
OK.
"@NoPromptForPassword" = "1"
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Downloading item 520879363 ...
ERROR! Download item 520879363 failed (I/O Operation Failed).Mod 520879363 was n                                                                                ot successfully downloaded
Downloading mod 523235486Executing /home/steam/steamcmd/steamcmd.sh +@NoPromptFo                                                                                rPassword 1 +login anonymous +workshop_download_item<PHONE_NUMBER>35486 +quit
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner SteamController_Shared_                                                                                mem
OK.
"@NoPromptForPassword" = "1"
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Downloading item 523235486 ...
ERROR! Download item 523235486 failed (I/O Operation Failed).Mod 523235486 was n                                                                                ot successfully downloaded
Downloading mod 538827119Executing /home/steam/steamcmd/steamcmd.sh +@NoPromptFo                                                                                rPassword 1 +login anonymous +workshop_download_item<PHONE_NUMBER>27119 +quit
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner SteamController_Shared_                                                                                mem
OK.
"@NoPromptForPassword" = "1"
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Downloading item 538827119 ...
ERROR! Download item 538827119 failed (I/O Operation Failed).Mod 538827119 was not successfully downloaded
Downloading mod 566885854Executing /home/steam/steamcmd/steamcmd.sh +@NoPromptForPassword 1 +login anonymous +workshop_download_item<PHONE_NUMBER>85854 +quit
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner SteamController_Shared_mem
OK.
"@NoPromptForPassword" = "1"
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Downloading item 566885854 ...
ERROR! Download item 566885854 failed (I/O Operation Failed).Mod 566885854 was not successfully downloaded
Downloading mod 566887000Executing /home/steam/steamcmd/steamcmd.sh +@NoPromptForPassword 1 +login anonymous +workshop_download_item<PHONE_NUMBER>87000 +quit
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner SteamController_Shared_mem
OK.
"@NoPromptForPassword" = "1"
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Downloading item 566887000 ...
ERROR! Download item 566887000 failed (I/O Operation Failed).Mod 566887000 was not successfully downloaded
Downloading mod 609425335Executing /home/steam/steamcmd/steamcmd.sh +@NoPromptForPassword 1 +login anonymous +workshop_download_item<PHONE_NUMBER>25335 +quit
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner SteamController_Shared_mem
OK.
"@NoPromptForPassword" = "1"
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Downloading item 609425335 ...
ERROR! Download item 609425335 failed (I/O Operation Failed).Mod 609425335 was not successfully downloaded
Downloading mod 632091170Executing /home/steam/steamcmd/steamcmd.sh +@NoPromptForPassword 1 +login anonymous +workshop_download_item<PHONE_NUMBER>91170 +quit
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner SteamController_Shared_mem
OK.
"@NoPromptForPassword" = "1"
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Downloading item 632091170 ...
ERROR! Download item 632091170 failed (I/O Operation Failed).Mod 632091170 was not successfully downloaded
Downloading mod 814776376Executing /home/steam/steamcmd/steamcmd.sh +@NoPromptForPassword 1 +login anonymous +workshop_download_item<PHONE_NUMBER>76376 +quit
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner SteamController_Shared_mem
OK.
"@NoPromptForPassword" = "1"
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Downloading item 814776376 ...
ERROR! Download item 814776376 failed (I/O Operation Failed).Mod 814776376 was not successfully downloaded
Copying to staging directory
cp: cannot create hard link '/home/steam/ARK-Staging/island/ShooterGame/Saved/SavedArk-island/GameUserSettings.ini' to '/home/steam/island/ShooterGame/./Saved/SavedArk-island/GameUserSettings.ini': Operation not permitted
cp: cannot create hard link '/home/steam/ARK-Staging/island/ShooterGame/Saved/SavedArk-island/Game.ini' to '/home/steam/island/ShooterGame/./Saved/SavedArk-island/Game.ini': Operation not permitted
rm: cannot remove '/home/steam/ARK-Staging/island/Binaries/Linux/*.txt': No such file or directory
Downloading ARK updateExecuting /home/steam/steamcmd/steamcmd.sh +@NoPromptForPassword 1 +login anonymous +force_install_dir /home/steam/ARK-Staging/island +app_update 376030 +quit
Redirecting stderr to '/home/steam/.steam/logs/stderr.txt'
[  0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...Created shared memory when not owner SteamController_Shared_mem
OK.
"@NoPromptForPassword" = "1"
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Update state (0x61) downloading, progress: 0.00 (0 / 315578472)
Update state (0x61) downloading, progress: 91.71 (289421476 / 315578472)
Success! App '376030' fully installed.
Saving world
Error connecting to server: Connection refused at -e line 33.
The server is already stopped
\033[0;39m Saved arks directory is /home/steam/island/ShooterGame/Saved/SavedArk-island
Copying ARK world file (TheIsland)                                [   OK   ]
Copying ARK profile files
76561197963128506.arkprofile                                    [   OK   ]
76561197965622407.arkprofile                                    [   OK   ]
76561197969632665.arkprofile                                    [   OK   ]
76561197980883255.arkprofile                                    [   OK   ]
76561197987850330.arkprofile                                    [   OK   ]
76561197999457407.arkprofile                                    [   OK   ]
76561198000225554.arkprofile                                    [   OK   ]
76561198002565522.arkprofile                                    [   OK   ]
76561198006260101.arkprofile                                    [   OK   ]
76561198006814996.arkprofile                                    [   OK   ]
76561198007949965.arkprofile                                    [   OK   ]
76561198008289565.arkprofile                                    [   OK   ]
76561198013483897.arkprofile                                    [   OK   ]
76561198014500563.arkprofile                                    [   OK   ]
76561198015741074.arkprofile                                    [   OK   ]
76561198016065305.arkprofile                                    [   OK   ]
76561198019021344.arkprofile                                    [   OK   ]
76561198019960266.arkprofile                                    [   OK   ]
76561198037777218.arkprofile                                    [   OK   ]
76561198038295042.arkprofile                                    [   OK   ]
76561198041934049.arkprofile                                    [   OK   ]
76561198042124872.arkprofile                                    [   OK   ]
76561198045228495.arkprofile                                    [   OK   ]
76561198050309018.arkprofile                                    [   OK   ]
76561198055758597.arkprofile                                    [   OK   ]
76561198055794698.arkprofile                                    [   OK   ]
76561198061045144.arkprofile                                    [   OK   ]
76561198069777168.arkprofile                                    [   OK   ]
76561198076911920.arkprofile                                    [   OK   ]
76561198077416095.arkprofile                                    [   OK   ]
76561198077428353.arkprofile                                    [   OK   ]
76561198082632047.arkprofile                                    [   OK   ]
76561198091395419.arkprofile                                    [   OK   ]
76561198093690746.arkprofile                                    [   OK   ]
76561198105226192.arkprofile                                    [   OK   ]
76561198109625903.arkprofile                                    [   OK   ]
76561198118669605.arkprofile                                    [   OK   ]
76561198125231837.arkprofile                                    [   OK   ]
76561198136464899.arkprofile                                    [   OK   ]
76561198149369231.arkprofile                                    [   OK   ]
76561198212726385.arkprofile                                    [   OK   ]
76561198225986832.arkprofile                                    [   OK   ]
76561198280722941.arkprofile                                    [   OK   ]
76561198300272517.arkprofile                                    [   OK   ]
76561198357261887.arkprofile                                    [   OK   ]
Copying ARK tribe files
1041523738.arktribe                                             [   OK   ]
1068946323.arktribe                                             [   OK   ]
1097595635.arktribe                                             [   OK   ]
1161976192.arktribe                                             [   OK   ]
1220248099.arktribe                                             [   OK   ]
1235855621.arktribe                                             [   OK   ]
1266323423.arktribe                                             [   OK   ]
1487260522.arktribe                                             [   OK   ]
1493546278.arktribe                                             [   OK   ]
1745191879.arktribe                                             [   OK   ]
1778264346.arktribe                                             [   OK   ]
1868540308.arktribe                                             [   OK   ]
Copying ARK tribute tribe files
Copying GameUserSettings.ini                                      [   OK   ]
Copying Game.ini                                                  [   OK   ]
Compressing Backup                                                [   OK   ]
Created Backup:  2017-03-04_01.56.40.tar.bz2
Applying update from staging directory
Update to 1669754 complete

Check the permissions on your steamcmd directory - make sure your steam user can read and write to those directories.
chown -R steam:steam /home/steam/steamcmd

With the Operation not permitted errors, it looks like the cp command has been aliased to have -a as one of its default arguments, which breaks an assumption that cp without the -a option will not copy directories.

What is the output of df /home/steam and df -i /home/steam
What are the last 10 or 20 lines of /home/steam/Steam/logs/workshop_log.txt

df /home/steam
Filesystem     1K-blocks      Used Available Use% Mounted on
/dev/md2       209941904 110657160  88597208  56% /home
df -i /home/steam
Filesystem       Inodes  IUsed    IFree IUse% Mounted on
/dev/md2       13344768<PHONE_NUMBER>4682    5% /home
[2017-03-03 22:38:22] [AppID 346110] Loaded workshop items in "/home/steam/steamcmd/steamapps/workshop" (25 installed, 25 needed)
[2017-03-03 22:38:22] [AppID 346110] Starting Workshop download job
[2017-03-03 22:38:24] [AppID 346110] Update canceled: File commit failed: failed to move unchanged file "/home/steam/steamcmd/steamapps/workshop/content/346110/632091170/LinuxNoEditor/GlassMetal/Structures/GlassMetal/Wall2/PrimalItemStructure_GlassMetalWall_2.uasset.z.uncompressed_size" (Disk write failure) "/home/steam/steamcmd/steamapps/workshop/content/346110/632091170/LinuxNoEditor/GlassMetal/Structures/GlassMetal/Wall2/PrimalItemStructure_GlassMetalWall_2.uasset.z.uncompressed_size"
[2017-03-03 22:38:24] [AppID 346110] Download item 523235486 result : I/O Operation Failed
[2017-03-03 22:38:24] [AppID 346110] Finished Workshop download job : Disk write failure
[2017-03-03 22:38:24] [AppID 346110] Updating workshop item details failed with Failure
[2017-03-03 22:38:32] [AppID 346110] Loaded workshop items in "/home/steam/steamcmd/steamapps/workshop" (25 installed, 25 needed)
[2017-03-03 22:38:32] [AppID 346110] Starting Workshop download job
[2017-03-03 22:38:35] [AppID 346110] Update canceled: File commit failed: failed to move unchanged file "/home/steam/steamcmd/steamapps/workshop/content/346110/632091170/LinuxNoEditor/GlassMetal/Structures/GlassMetal/Wall2/PrimalItemStructure_GlassMetalWall_2.uasset.z.uncompressed_size" (Disk write failure) "/home/steam/steamcmd/steamapps/workshop/content/346110/632091170/LinuxNoEditor/GlassMetal/Structures/GlassMetal/Wall2/PrimalItemStructure_GlassMetalWall_2.uasset.z.uncompressed_size"
[2017-03-03 22:38:35] [AppID 346110] Download item 510590313 result : I/O Operation Failed
[2017-03-03 22:38:35] [AppID 346110] Finished Workshop download job : Disk write failure
[2017-03-03 22:38:35] [AppID 346110] Updating workshop item details failed with Failure
[2017-03-03 22:38:37] [AppID 346110] Loaded workshop items in "/home/steam/steamcmd/steamapps/workshop" (25 installed, 25 needed)
[2017-03-03 22:38:37] [AppID 346110] Starting Workshop download job

Try removing the file referenced in the above log, or try running arkmanager remove-mods 632091170

I ran the arkmanager remove-mods 632091170 and then tried to update again and it worked.  Thank you very much for your help!   I really appreciate it.

I'm running into this issue again.  I've gone over what's above with no luck.   Here's output of the df commands you listed above:
df /home/steam
Filesystem     1K-blocks      Used Available Use% Mounted on
/dev/md3       411324608 169229956 221177460  44% /home
root@ns544969:~# df -i /home/steam
Filesystem       Inodes  IUsed    IFree IUse% Mounted on
/dev/md3       26132480<PHONE_NUMBER>7475    4% /home
Here's some of the recent entries in workshop_log.txt
[2017-07-11 01:00:47] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:00:47] [AppID 346110] Starting Workshop download job
[2017-07-11 01:00:51] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Hors[2017-07-11 01:00:52] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Hors[2017-07-11 01:00:54] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:00:54] [AppID 346110] Download item 566885854 result : Failure
[2017-07-11 01:00:54] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:00:54] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:00:54] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:00:54] [AppID 346110] Starting Workshop download job
[2017-07-11 01:00:58] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:00:58] [AppID 346110] Download item 679529026 result : Failure
[2017-07-11 01:00:58] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:00:58] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:00:58] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:00:58] [AppID 346110] Starting Workshop download job
[2017-07-11 01:01:02] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Hors[2017-07-11 01:01:04] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:01:04] [AppID 346110] Download item 702828089 result : Failure
[2017-07-11 01:01:04] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:01:05] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:01:05] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:01:05] [AppID 346110] Starting Workshop download job
[2017-07-11 01:01:09] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Hors[2017-07-11 01:01:11] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:01:11] [AppID 346110] Download item 708807240 result : Failure
[2017-07-11 01:01:11] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:01:11] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:01:12] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:01:12] [AppID 346110] Starting Workshop download job
[2017-07-11 01:01:16] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Hors[2017-07-11 01:01:19] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:01:19] [AppID 346110] Download item 719928795 result : Failure
[2017-07-11 01:01:19] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:01:19] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:01:19] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:01:19] [AppID 346110] Starting Workshop download job
[2017-07-11 01:01:23] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Hors[2017-07-11 01:01:26] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:01:26] [AppID 346110] Download item 731604991 result : Failure
[2017-07-11 01:01:26] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:01:26] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:01:29] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:01:29] [AppID 346110] Starting Workshop download job
[2017-07-11 01:01:33] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:01:33] [AppID 346110] Download item 741203089 result : Failure
[2017-07-11 01:01:33] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:01:33] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:01:36] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:01:36] [AppID 346110] Starting Workshop download job
[2017-07-11 01:01:40] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:01:40] [AppID 346110] Download item 764241499 result : Failure
[2017-07-11 01:01:40] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:01:40] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:01:42] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:01:43] [AppID 346110] Starting Workshop download job
[2017-07-11 01:01:47] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:01:47] [AppID 346110] Download item 793605978 result : Failure
[2017-07-11 01:01:47] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:01:47] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:01:49] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:01:49] [AppID 346110] Starting Workshop download job
[2017-07-11 01:01:54] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:01:54] [AppID 346110] Download item 816908578 result : Failure
[2017-07-11 01:01:54] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:01:54] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:01:57] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:01:57] [AppID 346110] Starting Workshop download job
[2017-07-11 01:02:01] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:02:01] [AppID 346110] Download item 866719397 result : Failure
[2017-07-11 01:02:01] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:02:01] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:02:04] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:02:04] [AppID 346110] Starting Workshop download job
[2017-07-11 01:02:08] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:02:08] [AppID 346110] Download item 880871931 result : Failure
[2017-07-11 01:02:08] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:02:08] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:02:11] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:02:11] [AppID 346110] Starting Workshop download job
[2017-07-11 01:02:15] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:02:15] [AppID 346110] Download item 880887081 result : Failure
[2017-07-11 01:02:15] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:02:15] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:02:18] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:02:18] [AppID 346110] Starting Workshop download job
[2017-07-11 01:02:22] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:02:22] [AppID 346110] Download item 893904615 result : Failure
[2017-07-11 01:02:22] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:02:22] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:02:25] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:02:25] [AppID 346110] Starting Workshop download job
[2017-07-11 01:02:29] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:02:29] [AppID 346110] Download item 926567353 result : Failure
[2017-07-11 01:02:29] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:02:29] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:02:32] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:02:32] [AppID 346110] Starting Workshop download job
[2017-07-11 01:02:36] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:02:36] [AppID 346110] Download item 927199201 result : Failure
[2017-07-11 01:02:36] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:02:36] [AppID 346110] Updating workshop item details failed with Failure
[2017-07-11 01:02:42] [AppID 346110] Loaded workshop items in "/home/steam/Steam/steamapps/workshop" (29 installed, 30 needed)
[2017-07-11 01:02:42] [AppID 346110] Starting Workshop download job
[2017-07-11 01:02:46] [AppID 346110] Update canceled: File commit failed: missing unchanged file "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size" (Corrupt game files) "/home/steam/Steam/steamapps/workshop/content/346110/710880648/LinuxNoEditor/DinoBP/Hell-Horse/Hell_Horse_MESH1.uasset.z.uncompressed_size"
[2017-07-11 01:02:46] [AppID 346110] Download item 710880648 result : Failure
[2017-07-11 01:02:46] [AppID 346110] Finished Workshop download job : Corrupt game files
[2017-07-11 01:02:46] [AppID 346110] Updating workshop item details failed with Failure
I've also made sure that the steam user can write to the directories.   Any help is appreciated.

And I've tried using the remove-mods command as well as uninstallmod command.
Thanks

Please set steamdataroot=/home/steam/Steam, then try running arkmanager remove-mods 710880648

That fixed it.  Thank you!


OneStep: Interactive prompt during partitioning

Thanks for the merge!
Just tested and looking good except for a minor change I'll be pushing to the image to default to your master branch. If using the conf sample file you'd probably be fine, but in mine I had fully commented out the repo/branch which made the initial script download fail.
But this prompt happened during a manual run where partitioning which will stop the interactive setup:
Warning: You requested a partition from<PHONE_NUMBER>6B to<PHONE_NUMBER>4B (sectors 124527343..124735487).
The closest location we can manage is<PHONE_NUMBER>0B to<PHONE_NUMBER>4B (sectors 124528640..124735487).
Is this still acceptable to you?
Yes/No?

First time I've seen this, I'm guessing it's not going to be hit for everyone, or maybe a recent change?
I added the -s flag  ("script"/non-interactive) to parted in a new branch more_logging but parted doesn't consider this a passable error.
Starting to create backing files partition...
Checking existing partitions...
Modifying partition table for backing files partition...
Modifying partition table for mutable (writable) partition for script usage...
Error: You requested a partition from<PHONE_NUMBER>6B to<PHONE_NUMBER>4B (sectors 124527343..124735487).
The closest location we can manage is<PHONE_NUMBER>0B to<PHONE_NUMBER>4B (sectors 124528640..124735487).

That's from this morning's codebase... do we need a slightly more conservative set of partition boundaries, or maybe it's a calculation bug?

Internet Lore suggested that decorating the partition boundaries with M would allow parted to round the address to an aligned value.
I wonder what would happen if we used BACKINGFILES_PARTITION_END_SPEC as the start address for the mutable partition.

New image release (9b2) up: https://github.com/rtgoodwin/teslausb/releases/

I wonder what would happen if we used BACKINGFILES_PARTITION_END_SPEC as the start address for the mutable partition.

I tried this and it seems to work, at least doesn't complain. Haven't inspected too much yet:
MUTABLE_PARTITION_START_SPEC="$BACKINGFILES_PARTITION_END_SPEC"

Results on a 64GB card:
pi@teslausb:~ $ df -h
Filesystem                    Size  Used Avail Use% Mounted on
/dev/root                     1.6G  1.1G  485M  69% /
devtmpfs                      213M     0  213M   0% /dev
tmpfs                         217M     0  217M   0% /dev/shm
tmpfs                         217M  5.8M  211M   3% /run
tmpfs                         5.0M  4.0K  5.0M   1% /run/lock
tmpfs                         217M     0  217M   0% /sys/fs/cgroup
tmpfs                         217M   12K  217M   1% /var/log
tmpfs                         217M   12K  217M   1% /tmp
tmpfs                         217M     0  217M   0% /var/tmp
/dev/mmcblk0p1                 44M   22M   22M  51% /boot
/dev/mmcblk0p3                 57G   54G     0 100% /backingfiles
/dev/mmcblk0p4                 94M  1.6M   86M   2% /mutable
//MY/SECRETSHARE  7.3T  5.4T  2.0T  74% /mnt/archive
tmpfs                          44M     0   44M   0% /run/user/1000

Looks good. Want to create a PR for a bugfix?

😎 #82

Merged.


PostLogoutRedirectUri  is null

Hi,
first of all thanks for the work you're doing. I'm really appreciating these examples cause they're giving me a way to start my implementation. I started from your IdentityServerWithIdentitySQLite project and used SQLServer instead of SQLite. Everything is working, I have many clients and I would say everything is ok except for one issue: PostLogoutRedictUris are always null, so there's no redirection once the user accept to logout.
From the OpenId Connect protocol I know that logout should do a get request to the IdentityServer4:
/connect/endsession?id_token_hint=...&post_logout_redirect_uri=https://myapp.com
as written here in the documentation https://identityserver.github.io/Documentation/docsv2/endpoints/endSession.html.
By debugging I saw that the IdentityServer automatically redirect this request (302 http code) to
/account/logout?logoutId=0cf0260b9525018e49bb0e9398691865 and then your AccountController.cs take the request and should get info about the LogoutId using the IIdentityServerInteractionService _interaction variable. Here is my issue:
var logout = await _interaction.GetLogoutContextAsync(model.LogoutId);
var vm = new LoggedOutViewModel
            {
                PostLogoutRedirectUri = logout?.PostLogoutRedirectUri,
                ClientName = logout?.ClientId,
                SignOutIframeUrl = logout?.SignOutIFrameUrl
            };

logout has all fields sets to null, except for the SignOutIframeUrl which is set to the url of the http://identityserverurlandport//connect/endsession/callback?sid=e9dd3bdacab365f7fd1872f3ddfb2852&logoutId=0cf0260b9525018e49bb0e9398691865
Do you have an idea why _interaction is not giving me any information from my LogoutId? LogoutId as you can see is not empty. I really do not catch why GetLogoutContextAsync is giving me back null values except SignOutIframeUrl.
Alessandro

@elciopa thanks, I'l have  a look,
Greetings Damien

Hi @elciopa Just checked this and it's working, can I close?
Greetings Damien

yes at the end I'm able to do the postlogout redirect correctly. You can close it!
Thanks


Add a BBE for quoted identifiers

Purpose
$title.
Fixes https://github.com/ballerina-platform/ballerina-lang/issues/10839

Codecov Report

Merging #19152 into ballerina-1.0.x will not change coverage.
The diff coverage is n/a.

@@               Coverage Diff                @@
##           ballerina-1.0.x   #19152   +/-   ##
================================================
  Coverage            15.73%   15.73%
================================================
  Files                   47       47
  Lines                 1265     1265
  Branches               197      197
================================================
  Hits                   199      199
  Misses                1053     1053
  Partials                13       13

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
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Best platform to learn ROS for beginners??

Hi @tanmayj2020,
I started learning ROS by watching Youtube videos and also reading their official documentation.
I've tried ROS Ignite Academy free trial by the Construct Sim and it's really good, if you have some money to spare I highly recommend it. https://www.theconstructsim.com/

Thanx for the response .
I just want to ask is Udacity Nanodegree Robotics beginner friendly course ?? I have read your medium article about it

@tanmayj2020 I don't recommend it. It's expensive and not worth the price. If you have some money to spare, I recommend https://www.theconstructsim.com/

Thanx @mithi for replying😁
I’m a college student  working in the field of autonomous mobility. For the past few days, I’ve been following your work and was inspired by your passion in robotics
I’d be highly obliged if we could discuss more about your ongoing research !

Actually TheConstruct is too expensive for our team . We are working for developing a complete state of art self driving car and i am a member of software architecture department.
Are there any other alternatives?

This is a very interesting discussion.  May I ask a clarifying question - when you mention the best "platform" are you referring to

The hardware/software foundation such as installing on a host, using docker, using a virtual machine or using the cloud (the Construct framework or Udacity's virtual desktop or
The actual lessons, tutorials, assignments, etc. to help you learn ROS?

I see these as two separate issues.  I am an instructor and very interested in 1. above.   Ideally three would be an open-source recipe for a virtual environment (Ubuntu + ROS + Gazebo) that folks could use to learn ROS.
Would anyone be interested in doing some work on 1?  In particular, I'd be interested in seeing if we can reproduce  Udacity's virtual desktop.  Removing the cost barrier of Udacity or the Construct would be a great educational contribution.

Yes I am interested..


dotnet-deps-cataloger cannot handler aspnet:6.0

What happened:
Error: WARN cataloger failed cataloger=dotnet-deps-cataloger for a generic .Net6 image.
error=unable to determine root package from deps.json file: /usr/share/dotnet/shared/Microsoft.AspNetCore.App/6.0.33/Microsoft.AspNetCore.App.deps.json
error=unable to determine root package from deps.json file: /usr/share/dotnet/shared/Microsoft.NETCore.App/6.0.33/Microsoft.NETCore.App.deps.json

What you expected to happen:
I expected a cyclonedx SBOM to be generated.
Steps to reproduce the issue:

Pulling

docker pull mcr.microsoft.com/dotnet/aspnet:6.0

Scanning

syft scan mcr.microsoft.com/dotnet/aspnet:6.0 --override-default-catalogers "dotnet-deps-cataloger"

Anything else we need to know?:
Similar to

https://github.com/anchore/syft/issues/2264
https://github.com/anchore/syft/issues/2555

Environment:

Output of syft version:

 syft --version
syft 1.11.1

OS (e.g: cat /etc/os-release or similar):

cat /etc/os-release
PRETTY_NAME="Debian GNU/Linux 11 (bullseye)"
NAME="Debian GNU/Linux"
VERSION_ID="11"
VERSION="11 (bullseye)"
VERSION_CODENAME=bullseye
ID=debian
HOME_URL="https://www.debian.org/"
SUPPORT_URL="https://www.debian.org/support"
BUG_REPORT_URL="https://bugs.debian.org/"

Hi @kaiorafael, thanks for the report.
I think the reason you are seeing no output is that you are telling Syft to use a cataloger that's not best suited to the image.
For example, scanning the image above, a package called Microsoft.AspNetCore is found:
Running:
syft mcr.microsoft.com/dotnet/aspnet:6.0 -o json | jq '.artifacts[] | select(.name == "Microsoft.AspNetCore")'

{
  "id": "891bb1b2ee10abf3",
  "name": "Microsoft.AspNetCore",
  "version": "6.0.3324.37905",
  "type": "dotnet",
  "foundBy": "dotnet-portable-executable-cataloger",
  "locations": [
    {
      "path": "/usr/share/dotnet/shared/Microsoft.AspNetCore.App/6.0.33/Microsoft.AspNetCore.dll",
      "layerID": "sha256:bd5333e4bf0936741b9f114e92eab6cdd48a34f356b2f05e27fb7595b2a4b9bb",
      "accessPath": "/usr/share/dotnet/shared/Microsoft.AspNetCore.App/6.0.33/Microsoft.AspNetCore.dll",
      "annotations": {
        "evidence": "primary"
      }
    }
  ],
  "licenses": [],
  "language": "dotnet",
  "cpes": [
    {
      "cpe": "cpe:2.3:a:Microsoft.AspNetCore:Microsoft.AspNetCore:6.0.3324.37905:*:*:*:*:*:*:*",
      "source": "syft-generated"
    }
  ],
  "purl"<EMAIL_ADDRESS>  "metadataType": "dotnet-portable-executable-entry",
  "metadata": {
    "assemblyVersion": "<IP_ADDRESS>",
    "legalCopyright": "© Microsoft Corporation. All rights reserved.",
    "comments": "Microsoft.AspNetCore",
    "internalName": "Microsoft.AspNetCore.dll",
    "companyName": "Microsoft Corporation",
    "productName": "Microsoft ASP.NET Core",
    "productVersion": "6.0.33+f0f9de5692adf1c0576de062f93c6ab7b176433f"
  }
}

This is found by the  dotnet-portable-executable-cataloger, which looks at compiled binaries, not the dotnet-deps-cataloger, which only parses *.deps.json files. Is there a reason you only wanted to see output from the dotnet-deps-cataloger?

Thank you for the feedback.
I was wondering since the path /usr/share/dotnet/shared/Microsoft.NETCore.App/6.0.33/Microsoft.NETCore.App.deps.json or /usr/share/dotnet/shared/Microsoft.AspNetCore.App/6.0.33/Microsoft.AspNetCore.App.deps.json contains the dependencies  from an application and it is a JSON file as well, I was thinking the dotnet-deps-cataloger would be enough without adding too much cost for reading each binary.
Also, since I have better control on which cataloger I can enable or not, I am interesting in reading only JSON files.
Thanks

@willmurphyscode - additionally, the portable executable cataloger is nearly useless for vulnerability scanning and really needs the additional information from the deps.json file to be useful.  See https://github.com/anchore/syft/issues/2637 for the details on that.

@willmurphyscode - additionally, the portable executable cataloger in the past was nearly useless for vulnerability scanning and really needed the additional information from the deps.json file to be useful. See #2637 for the details on that. Although maybe that has been addressed some since I do see that there is at least a package url being raised up by the dotnet-portable-executable-cataloger now? Perhaps some of the relationship work that @wagoodman was doing actually addressed that?

Eh, nevermind, it still doesn't identify the expected vulns for the false negative reported in grype, so I think it is still the case that the dotnet-portable-executable-cataloger alone is going to be less reliable for vulnerability reporting.


mavlink_receiver: ignore BATTERY_STATUS of other system

In multi-vehicle system, BATTERY_STATUS message from any system is interpreted as the actual battery status, and gets republished to uORB.
The  necessary check is added.

@mhkabir, agreed.


Fix visual block gap on scroll with scrolloff

After scrolling down using CTRL+D, one win_update() is called and the
following steps will happen in order:

Propagate the line informations that is not above the wp->w_topline
entries upwards.

Calculate the range of lines affected by the scroll.

Updates wl_lnum of affected lines.

In some cases, win_update() starts with buf->b_mod_set set to true. One
example where this can happen is when two scroll happens, the first
scroll results in the cursor pointing to a parentheses/bracket and the
second scroll results in the matched parentheses/bracket positioned
right at w->w_topline.
The first scroll generates a CursorMoved event that gets applied by
matchparen autocommand, which will result in a call to match_add() and
set buf->b_mod_set to true. The second scroll generates the same event,
in this calling match_delete() and set buf->b_mod_set to true.
When buf->b_mod_set is set to true and the modified line is positioned
right at w->w_topline, the step 1) of win_update() does not happen
because the first conditional will be be chosen instead. This results in
stale wl_lnum for lines above wp->w_topline.
The calculation done on the second step requires the wp->w_topline to be
found. However, if the propagation step does not happen, the line that
correponds to wp->w_topline will be situated are the line with higher
index than the reality, hence the resulting rendering gap. This doesn
not happen when scrolloff is not set because the lines are drawn until
the end anyway.
This commit fixes this by making sure we propagate the line if the
window has definitely scrolled.
Fixes: #6053

I don't know how write the test function for this. The current test function that I wrote is able reproduce the bug, but I don't know how to do the assertion. feedkeys() seems to not wait until the command is completed and screenattr() is not updated, while using :normal does not trigger the bug (it seems the visual selection is drawn once for both CTRL+D).

For feedkeys() add "x" to execute right away.
In a test redrawing might work differently.  An alternative is to use a screendump test.  It's slower, but good to reproduce screen updating problems.  And it's easy to see what is wrong.

Okay, I managed to use screendump test for this.

Thanks!  Now I can easily see what you are fixing.


Adding description for new root_parent_hash column in casts.md

lol was just trying to open a PR, wasn't trying to deploy 😅


Fatal Exception thrown on Scheduler.Worker thread

Hello! Please report this issue to the Azure Toolkit for IntelliJ plugin repository. This is another plugin (with a similar name though).


Add support for Utf8View to array_to_string function

Is your feature request related to a problem or challenge?
Currently array_to_string does not directly support Utf8View type but rather casts it to Utf8. It would be good to support Utf8View directly
Describe the solution you'd like
array_to_string function supports Utf8View directly without casts.
Describe alternatives you've considered
Leave as is.
Additional context
No response

take


solid names converted to lowercase

At lines 59 and 152 of stl.py there's a lowercase conversion, to further match a substring to my understanding.
This causes in turn all the solid names to be converted to lowercase, that's an issue when rewriting the stl after manipulation.
Can we just fix this by temp lowercasing only for the sake of string comparison, without changing the object in place?

Looks like except for the solid check it's all case insensitive anyhow so I see no reason why this can't be fixed :)
I'll create a new release


Data does not follow convention

Based on the "Docs/Input_Output File Format.txt" document, the input file line should have 8 members for Lidar and 9 members for Radar.
However, in "obj_pose-laser-radar-synthetic-input.txt", there are two extra members in each line.

What am I missing here?

Nothing is missed,because the radar have the three state variables,but the  lidar have two variables


chore: bdd-nh-1585687516 to 0.0.1

chore: Promote bdd-nh-1585687516 to version 0.0.1

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feat(derive):  implement the FromEvent trait and derive macro

Implement a trait to convert an AstarteDataEvent into a rust struct. Since the implementation is repetitive and has to pass some standard checks, a derive macro is also implemented for named structs. It will parse the fields of the struct and extract the appropriate endpoints values from the event.

This pull request depends on #236

Add an entry to the changelog about this new feature.

Added


Added Overloads for the EmbedBuilder Ctor

Changes:
Made it so that EmbedFieldBuilders can be passed to an EmbedBuilder.
Made is so that EmbedAuthorBuilder, EmbedFooterBuilder, and EmbedFieldBuilders can be passed to an EmbedBuilder.
Should have no breaking changes

What's the motive for this?

Somone asked why it wasn't already a thing in the Discord


Overriding Mal.

Select your issue type: (check at least one)

[x] Bug
[ ] Question
[ ] Suggestion
[ ] Other (please describe):

Describe your issue:
Just now when I was going to watch One piece the 9anime player went directly to the first episode like usual(as it forgets that I watched OP before since I'm using a different device) but your system set it that I watched just ep 1 when in actuality I watched up to 806.
In other words, your thingy is overriding my "eps seen" on Mal then setting it like I haven't watched any episodes at all.

@lokijul thanks for reporting. Please keep an eye on this thread to check the progress.

Fixed in fbf289e. Shipped in version 1.2.0..


make millisecond behaviour in timestamps configurable

option to always consider timestamps as seconds.

Hi @samuelcolvin I added a fix for this
https://github.com/pydantic/speedate/pull/66


Windows: Remove hard coded /dev/null path from test configs

Commit Message: Windows: Remove hard coded /dev/null path from test configs
Additional Description:

Replace with platform specific null device and add helper method to get
it in TestEnvironment
Undo previous change that accepted /dev/null on Windows in the access logger, that was originally only to fix test failures but this is a better change
This is an incremental change that should allow us to get //test/server tests passing
/dev/null is only removed where it is actually used as an access log output path etc. if it is used harmlessly in a unit test it remains to minimize the set of changes

Risk Level: Low
Testing: N/A
Docs Changes: N/A
Release Notes: N/A

cc @wrowe

FYI @davinci26

Coverage has dropped from 97.0% to 96.7% master commit c8f330c - this PR has no coverage regression.


realistic fee calculation

Issue Number

#92
Overview

[x] I have generated 115 diverse test cases using cardano-wallet-legacy to compare with
[x] I have added the first cardano fee estimation that works ok for one output
[x] I have added the test to check fee estimation with legacy dataset

Comments

The idea behind adding fee estimation is the following:

generate valid diverse test dataset using old cardano-wallet
estimation is based on the following very straightforward recepie :
(a) Inputs are always of the same size because they're a hash
(b) Outputs have variable sizes, but that can be easily determined regarding their value (<24 one byte, <256 2 bytes, <65536 3 bytes etc ... )
(c) tx witnesses, one per input, also fixed sized
(d) adding cbor bits (signature to tx witnesses, tx attributes)
So the idea is realized in tests:
construct Tx and TxWitness using fake, but valid when it comes to size inputId, adress, publicKey,
encode it using CBOR, and convert to bytestring and measure length
add constant sizes
use TxSizeLinear to estimate fee

The implementation works for one output cases except (see test/data/Cardano/Wallet/fees):
53 [200000]|[99]|171993
54 [200000]|[101]|171993

The current implementation does NOT work for two- and three- output test cases

Reimplemented estimation (based on extensive private talk with @KtorZ). Now, we try not to to be exactly like in cardano-sl, but estimate fee based on current CBOR byte size of (Tx, [TxWitness]) . Added numerous unit tests that exemplify boundary transition cases. And also one property


Checking expressions should support arbitrary expressions

according to spec checking expression can be used with any expression. But currently it expect expression to be a call expression.
Both of the fallowing should produce the same output
public function main() {
    error? a = test();
    checkpanic a;
}

function test() returns error? {
    return error("test");
}

and
public function main() {
    checkpanic test();
}

function test() returns error? {
    return error("test");
}

but 1st produce error
ERROR [main.bal:(3:16,3:17)] invalid expression, expected a call expression
error: compilation contains errors

while only 2 produce the expected result
error: test
	at main:test(main.bal:6)
	   main:main(main.bal:2)

Under the statements in spec expression ; is not a valid statement. Only action ;(action-stmt) is valid.
But with call-stmt only function-call-expr and method-call-expr allowed with checking-keyword.
Hence 1st sample is not syntactically valid.


RuntimeError: Don't know how to build task 'db:schema' (see --tasks)

View details in Rollbar: https://rollbar.com/trystant/BOW/items/642/

RuntimeError: Don't know how to build task 'db:schema' (see --tasks)
  File<EMAIL_ADDRESS>line 71, in []
  File<EMAIL_ADDRESS>line 151, in invoke_task
  File<EMAIL_ADDRESS>line 108, in block (2 levels) in top_level
  File<EMAIL_ADDRESS>line 108, in each
  File<EMAIL_ADDRESS>line 108, in block in top_level
  File<EMAIL_ADDRESS>line 117, in run_with_threads
  File<EMAIL_ADDRESS>line 102, in top_level
  File<EMAIL_ADDRESS>line 80, in block in run
  File<EMAIL_ADDRESS>line 178, in standard_exception_handling
  File<EMAIL_ADDRESS>line 77, in run
  File "/Users/marnyon/code/EBWiki/bin/rake", line 8, in <top (required)>
  File<EMAIL_ADDRESS>line 268, in load
  File<EMAIL_ADDRESS>line 268, in block in load
  File<EMAIL_ADDRESS>line 240, in load_dependency
  File<EMAIL_ADDRESS>line 268, in load
  File<EMAIL_ADDRESS>line 40, in call
  File<EMAIL_ADDRESS>line 191, in block in serve
  File<EMAIL_ADDRESS>line 161, in fork
  File<EMAIL_ADDRESS>line 161, in serve
  File<EMAIL_ADDRESS>line 131, in block in run
  File<EMAIL_ADDRESS>line 125, in loop
  File<EMAIL_ADDRESS>line 125, in run
  File<EMAIL_ADDRESS>line 19, in <top (required)>
  File "/Users/marnyon/.rvm/rubies/ruby-2.3.0/lib/ruby/site_ruby/2.3.0/rubygems/core_ext/kernel_require.rb", line 55, in require
  File "/Users/marnyon/.rvm/rubies/ruby-2.3.0/lib/ruby/site_ruby/2.3.0/rubygems/core_ext/kernel_require.rb", line 55, in require
  File "-e", line 1, in <main>

This was a development bug, can be closed.


Update shipment GraphQL API part 3

This PR changes two things:

Shipment.details returns all (non-deleted and deleted) details of the shipment. @HaGuesto @vahidbazzaz not sure if you want to update the FE queries here or in a separate PR.
Box now has a shipmentDetail field, so one can query shipment information for a box through box(labelIdentifier: XY) { shipmentDetail { shipment { id } } }

@pylipp I would update the FE in this branch

@pylipp I added my bit for the shipmentOverview
@vahidbazzaz could you adapt the ShipmentView?

I ran a couple of final tests by removing a box from a Preparing shipment:

the history shows that the box had been added at some point. That's correct
the counter in the shipments overview is correctly reset
the counter in the ViewShipment card was not reset. I added a fix for that


Default CFG

Why was 4.5 selected as the default CFG? I tested 7.5 and it's much better quality. Probably there's a better value but haven't had time to test yet.

I don't know, that's what they had as default so I didn't change that. You're right that higher values seem to work well too, no idea what's the optimal choice.

I don't know, that's what they had as default so I didn't change that. You're right that higher values seem to work well too, no idea what's the optimal choice.

I will try to test as many as I can in 0.5 increments, and let you know. 3 of each to average out. It will take a while.

am also eager to see your results ! great recommendation for trying 7 CFG. Big Thanks

https://github.com/user-attachments/assets/0fc
https://github.com/user-attachments/assets/60de1446-a08e-4770-a4d4-c1c7fe546102
27f54-33d3-4d14-acd4-0ca4bab40c8d
I don't know if these videos will upload, but the lower quality one is 4.5, the higher quality one is 7.  same seed and step count. the difference is huge.

https://github.com/user-attachments/assets/c2f1daab-09de-4ad0-a9bf-c2c988cdcf10
this one is cfg 7

If you want to really get into it, I added option to use custom sigma schedules, by default it's same cfg for each step, but you can give it a list of cfg values as well, for example with my SplineEditor:


MdSideNav closes when soft keyboard appears on Android

Bug, feature request, or proposal:
When MdSideNav is open and it contains a input field. When the input field get's focus the soft keyboard appears. When the keyboard appears the MdSideNav closes automatically.
What is the expected behavior?
The MdSideNav should stay open even when keyboard appears.
What is the current behavior?
The MdSideNav closes when keyboard appears.
Which versions of Angular, Material, OS, browsers are affected?
Latest angular and material, android, chrome

@doorman02 can you provide some code to repro this? It seems to work fine for me

Hi, you are right this was a bug on my site. I assumed it was android related because it worked fine on iPhone. Thanks for your help!


featdisable join reorder if column stats is invalid #41790 (branch-2.0)

Proposed changes
pick  #41790
Issue Number: close #xxx

run buildall


feat(dh): settlement reports graphql

Codecov Report

Merging #1498 (110db0f) into main (b181297) will increase coverage by 15.94%.
The diff coverage is 0.00%.

@@             Coverage Diff             @@
##             main    #1498       +/-   ##
===========================================
+ Coverage   29.95%   45.89%   +15.94%
===========================================
  Files          58       74       +16
  Lines         878     1353      +475
  Branches       47        0       -47
===========================================
+ Hits          263      621      +358
- Misses        605      717      +112
- Partials       10       15        +5

Impacted Files
Coverage Δ

...i-dh/source/DataHub.WebApi/GraphQL/GraphQLQuery.cs
0.00% <0.00%> (ø)

...-dh/source/DataHub.WebApi/GraphQL/GraphQLSchema.cs
0.00% <0.00%> (ø)

...h/source/DataHub.WebApi/GraphQL/Types/BatchType.cs
0.00% <0.00%> (ø)

...urce/DataHub.WebApi/GraphQL/Types/DateRangeType.cs
0.00% <0.00%> (ø)

...e/DataHub.WebApi/GraphQL/Types/SettlementReport.cs
0.00% <0.00%> (ø)

...taHub.WebApi/GraphQL/Types/SettlementReportType.cs
0.00% <0.00%> (ø)

...taHub.WebApi/Controllers/Wholesale/Dto/BatchDto.cs
0.00% <0.00%> (-100.00%)
:arrow_down:

...trollers/MarketParticipant/Dto/FilteredActorDto.cs
16.66% <0.00%> (-83.34%)
:arrow_down:

...gistration/HealthEndpointRegistrationExtensions.cs
45.45% <0.00%> (-36.37%)
:arrow_down:

...WebApi/RequireNonNullablePropertiesSchemaFilter.cs
80.00% <0.00%> (-8.00%)
:arrow_down:

... and 17 more

:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more


enhance e2e slack notification

try list
try list
try list
try list
try list
try list

Description

How can this be tested?

:warning: Please install the  to ensure uploads and comments are reliably processed by Codecov.
Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 64.84%. Comparing base (2958844) to head (f797b15).
Report is 4 commits behind head on main.

:exclamation: Your organization needs to install the Codecov GitHub app to enable full functionality.
Additional details and impacted files
@@            Coverage Diff             @@
##             main    #3682      +/-   ##
==========================================
+ Coverage   64.79%   64.84%   +0.05%
==========================================
  Files         383      385       +2
  Lines       21002    21078      +76
==========================================
+ Hits        13608    13669      +61
- Misses       6085     6095      +10
- Partials     1309     1314       +5

Flag
Coverage Δ

unittests
64.84% <ø> (+0.05%)
:arrow_up:

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Update "Code scaffolding" section in README.md generated automatically

Command
new
Description
Current "Code scaffolding" section in README.md generated automatically when executing ng new don't include all schematic.
This is current "Code scaffolding" section.
Code scaffolding
Run ng generate component component-name to generate a new component. You can also use ng generate directive|pipe|service|class|guard|interface|enum|module.
I'm a developer using Angular. I finished Tour of Heroes, but a year later I discovered the existence of interceptors and resolvers. By including these in the readme, I think more developers will be aware of their existence.
Describe the solution you'd like
include all schematic like this.
Code scaffolding
Run ng generate component component-name to generate a new component. You can also use ng generate directive|pipe|service|class|guard|interface|enum|module|app-shell|application|config|environments|interceptor|library|resolver|service-worker|web-worker.
Describe alternatives you've considered
No response

I agree that we should improve this section. Instead of adding more schematics, we should include a link instead.

@aparzi feel free to open a PR.

Thanks

Since no further movements in this ticket, I have raised a PR with the proposed changes.
Thank you @aparzi and @alan-agius4


Missed localization for "You have no recent folders, open a folder to start." in the getting started window

Does this issue occur when all extensions are disabled?: N/A (Language extension needs to be enabled.)

VS Code Version: 1.64.2
OS Version: macOS 12.2.1 (Darwin arm64 21.3.0)

Steps to Reproduce:

Open the getting started tab with a non English localization extension.
You should see the string "You have no recent folders, open a folder to start." is not localized.

Seems like the issue may be related to this line. https://github.com/microsoft/vscode/blob/07601513c73783f8ae2c2e802d9042b0feca4ed8/src/vs/workbench/contrib/welcomeGettingStarted/browser/gettingStarted.ts#L1098
Thank you!

Doesn't seem translated for me yet, even using the pseudolanguage extension.

This is what I see in spanish:

TIL there's the "clear recently opened" command. I had to reload the workbench after that to get that message, though.


Program is Non-Functional on Firefox Floorp Browser

Program does not do anything while installed on Floorp
Tried restarting, resetting browser to default, removing all other addons, and the program options work, but nothing shows up on Youtube while active.
Screenshot

OS: Windows 11
Browser Floorp

@ShogoMechanics are you 100% sure you have the right extension? If you are I'll have to look into the issue.

Also if you are actually using my extension what version are you using.

Also if you are actually using my extension what version are you using.

I'm currently running the 1.20 version

Also if you are actually using my extension what version are you using.

I'm currently running the 1.20.1 version

Okay let me look into the issue.

@ShogoMechanics can you export your settings? I just did a fresh install of Floorp and the feature appear to be working fine

Sorry for the delayed reply, I'm not entirely sure what I just did, but things seem to be working over here now!


test: update runtime test descriptions after removal of DNS poller

Follow-up for #13229

test-runtime