Null check operator used on a null value

Unhandled Exception: Null check operator used on a null value
I am encountering an error when trying to compress videos. I am testing the app on an Iphone 12 pro.
I have tried using the following versions of the package:

3.1.1
3.1.0
3.0.0

My system:

Computer: Macbook pro m1 13 (Monterey 12.4)
Phone for testing: Iphone 12 pro (15.5)
IDE: Visual Studio Code
Flutter version: 3.0.3

My code:
print("before compression");

final info = await VideoCompress.compressVideo(
  widget.filePath,
  quality: VideoQuality.MediumQuality,
  deleteOrigin: false,
  includeAudio: false,
);

print("after compression");

setState(() {
  compressedInfo = info!.path!; // Dart complains if I don't run a null-check here
  print("info set");
});

Error:
The selected imageFormatGroup is not supported by iOS. Defaulting to brga8888
flutter: before compression
flutter: VideoCompress: You can try to subscribe to the
flutter:       compressProgress$ stream to know the compressing state.
[VERBOSE-2:ui_dart_state.cc(198)] Unhandled Exception: Null check operator used on a null value
#0      new MediaInfo.fromJson (package:video_compress/src/media/media_info.dart:43:21)
#1      Compress.compressVideo (package:video_compress/src/video_compress/video_compressor.dart:154:24)
<asynchronous suspension>
#2      _VideoPageState.build.<anonymous closure> (package:apiir_bikefit/pages/record/video_page.dart:65:28)
<asynchronous suspension>

I first assumed that there was something wrong with the way I was handling the result of the compression (info) or that I had implemented the async await wrong. However, after trying different methods and researching online I can't seem to find the problem.
Additionally, it seems that print("after compression"); is never reached, indicating that there is something wrong with the compression function (though I'm not 100% sure).
Could this be a bug in the package?

@HenrikVL @jonataslaw i also have same issue

I also have the same issue

Also having this issue. Can confirm what @SomeoneAndNoone said as well.

video_compress Verison:

video_compress: ^3.1.1

My System:

MacBook Pro (13-inch, 2020, Four Thunderbolt 3 ports)

Flutter code:
...
  if (Platform.isMacOS) {

      print("MacOs");

      final info = await VideoCompress.getMediaInfo("/Users/wangkai/Downloads/shijiannihao.mkv");
      final thumbnail = await VideoCompress.getFileThumbnail("/Users/wangkai/Downloads/shijiannihao.mkv");  //getFileThumbnail no working
      print("Print: info:$info");
      print("thumbnail: $thumbnail");
    }
...

Log Print:
flutter: MacOs
[ERROR:flutter/runtime/dart_vm_initializer.cc(41)] Unhandled Exception: Null check operator used on a null value
#0      new MediaInfo.fromJson (package:video_compress/src/media/media_info.dart:43:21)
#1      Compress.getMediaInfo (package:video_compress/src/video_compress/video_compressor.dart:104:22)
<asynchronous suspension>
#2      _MyAppState.getVideoInfo (package:happy_sing/main.dart:51:20)
<asynchronous suspension>

I have two questions

1: There is no callback after the VideoCompress.getFileThumbnail() method is executed
2: VideoCompress.getMediaInfo() returned Null check operator used on a null value error

However, the above two methods can return normally and get the value when executed on an Android phone

Also having this issue. Can confirm what @SomeoneAndNoone said as well.

Thanks bro

I also have the same issue. I found out that it is happening when I set include_audio to false.

Thanks man..it worked for me

Same here, is there a solution besides setting include_audio to false?

Probable related to #203

I have the same exception
using ^3.1.2
 static Future<MediaInfo?> compressVideo(File file) async {     MediaInfo? mediainfo;     try {       await VideoCompress.setLogLevel(0);       mediainfo = await VideoCompress.compressVideo(file.path,           quality: VideoQuality.MediumQuality,           includeAudio: false,           deleteOrigin: false       );       return mediainfo;     } catch (e) {       VideoCompress.cancelCompression(); //If any error occurs during compression, the process is stopped.     }     return null;   }

I also have the same issue. I found out that it is happening when I set include_audio to false.

Thanks man..it worked for me

Not Worked with includeAudio true and false. Version - 3.1.3, device POCCO F1, Android Version - 10


prs-atm withdraw: User has submited request, wait till the current request finished

Describe the bug
When I withdraw use prs-atm, the error shows:

Error: PRS API > Error: assertion failure with message: User has submited request, wait till the current request finished

To Reproduce
Steps to reproduce the behavior:

prs-atm withdraw --amount=100000.0000 --account=xxx --mx-num=xxx<EMAIL_ADDRESS>--json --keystore=keystore.json
See error

Expected behavior
The PRS withdrawn is shown in the Mixin wallet.
Screenshots
NULL.
Desktop (please complete the following information):

OS: macOS Big Sur 11.0 Beta (20A5364e)
prs-atm version: v2.0.31
node version: v12.18.2

Additional context
NULL.

You can use the cancel  command to cancel an on-going transaction request.


KeyError: 'content_html'

On trying to populate video urls from a playlist with more than 100 videos,
this pops up
Traceback (most recent call last):   File "test.py", line 21, in <module>     urlPopulation()   File "test.py", line 10, in urlPopulation     playlist.populate_video_urls()   File "E:\ProgramData\Anaconda3\lib\site-packages\pytube\contrib\playlist.py", line 95, in populate_video_urls     link_list = self.parse_links()   File "E:\ProgramData\Anaconda3\lib\site-packages\pytube\contrib\playlist.py", line 77, in parse_links     load_more['content_html'], KeyError: 'content_html'
I saw that along with this, downloading videos with pytube has also become a thing of the past.

Same here . URL : https://www.youtube.com/playlist?list=UUa-vioGhe2btBcZneaPonKA

@ddhegde fixed in https://github.com/hbmartin/pytube3/issues/34


Added [Column] and [Table] annotations

So my table names have spaces in them so I need to be able to specify the column name via an annotation and also to remove the spaces when generating the c# field.

hmmm needs some more work... for when columns have other invalid values for c# fields - symbols for example.


Add Atlassian Statuspage

Hello! I've tested this in my browser via a temporary extension so I think I've done everything correctly, but this is my first PR here so let me know if I've missed anything :)
I've added Atlassian's Statuspage service as a PaaS and an Issue Tracker. Users include:

https://www.githubstatus.com/
https://status.dropbox.com/
https://status.digitalocean.com/
https://status.linode.com/
https://www.netlifystatus.com/
https://status.newrelic.com/
https://status.duo.com/
https://www.intercomstatus.com/
https://bitbucket.status.atlassian.com/
....etc.

Thanks!

Thanks!


Add option to split out some columns into separate user table

For example the I get/use column in Networks or the Last watched IMDB ect columns in Shows in the Watchlist app.

Added property to map columns
Columns to be placed in separate table linked to source table (Sheet1 in example below) and a user in the account table.
Sheet1.user=E
Column list in Sheet2DB.strToCols() format.


Fix "NOAUTH Authentication required" error with sentinel

Resolves #92

I think this problem still exists in version 1.3.1, redis version I use is 6.0.4, sentinel mode

@monkeymq, could you please provide steps to reproduce the issue.

@monkeymq, could you please provide steps to reproduce the issue.

@mikhailredis hello, this is my configuration, could you help me out?


Godot 3.0 is not exporting/loading png files that are not hardcoded.

Operating system or device, Godot version, GPU Model and driver (if graphics related):
Debian 9 / Godot 3.0-beta
Issue description:
So I have this path "res://object/block/sprites/" which contains serveral .png files which I use as textures for my object.
At runtime I do this:
func load_block_texture_list():
	var texture_dir = "res://object/block/sprites/"
	var file_list = Util.get_files_in_dir(texture_dir)

	for file in file_list:
		if not file.ends_with(".import"):
			block_texture_list.append(load(texture_dir + file))

	block_texture_list_size = block_texture_list.size()

So I'm ignoring .import files because load() throws an error when you try to load them. So then in my object, I just select a random texture from that list, and assign it to the sprite. It works just fine on the Editor.
However, when exporting the game, it doesnt work. The texture list is empty, because all that godot exported to that path are the .import files, and my png files are not there.
How can I solve this?

Since you only reference them at runtime, Godot does not know that those are resources you are using, so it doesn't export them.
You need to set a filter in the export options to include them manually.

@akien-mga Hey, thanks for the answer, but right now it is set to "Export all resources in the project".
I also tried adding "*.png" to "Filters to export non-resources files" and didn't work either.

So adding "object/block/sprites/*.png" to the "Filters to export non-resources files" did not work either :S

I would do the opposite: list all the .import files the use load() with the extension changed to .png.
If you add *.png to the filter they don't get exported in the same place because they're already imported as resources (not sure if it's intended, but it's what happens currently).

Hi @vnen. So I've changed the loop for this:
for file in file_list:
	if file.ends_with(".import"):
		var file_name = file.replace(".import", "") // this will give something like "sprite_1.png"

		block_texture_list.append(load(texture_dir + file_name))

And it now works for a linux export, I have yet to try it on Android... Seems a bit odd.

Worked on Android. Thanks.

This doesn't work anymore because in 3.0 the imported files also get appended their hash, but how to know that hash if there are no files anymore?

@Phoenix1747 that is not true I am using 3.0.6 and it is working just fine. On Linux and Android Exports.

Yeah it does, I discovered this soon after posting my comment. So no worries.

I've also run into this problem, PNG files are missing when loaded from GDScript.  But I don't understand the workaround.  When/where do we run this code snippet?

@naturally-intelligent This is my more advanced work around. Hopefully the comments help explain what is going on.
func list_files_in_directory(path):
    var files = []
    var dir = Directory.new()
    dir.open(path)
    dir.list_dir_begin()
    while true:
        var file = dir.get_next()
        if file == "":
            break
        elif not file.begins_with("."):
            files.append(file)
    dir.list_dir_end()
    return files

func get_files_in_dir_after_import(path):
    var temp_array = list_files_in_directory(path)
    var file_array = []
    for file in temp_array:
        if file.ends_with('.import'):  # Handles the final exported version of the game.
            var file_name = file.replace('.import', '') # this will give something like "sprite_1.png"
            file_array.append(file_name)
        elif file.ends_with('.png'):  # Handles the testing in editor version of the game.
            file_array.append(file)
    return file_array

You can also see this has been an issue for several. I plan to make a documentation fix, but deciding where to put that fix?  Also some discussion on Reddit.

I feel kinda stupid, but I don't understand: Godot 3.1.1, there is a place in Godot Export Settings to list "resources TO BE included" and those "resources to be included" are not included in any .pck or .apk package, both Windows and Android exports.
So, why this issue has been marked as "CLOSED"  ?

I'm still having this issue as well

@James-Pickett what version of Godot and which OS are you exporting from and to? It may still be an issue, I just have not been doing the same thing that I was previously, so that may be why I am not seeing it, but I am currently using Godot 3.2-beta5 on Linux exporting to Android and Linux.

@FeralBytes @burstina
I found a solution or just an understanding of the exporting. Like the script you posted, when looking for an asset to dynamically load, I look for the path to the .import file instead of the actual file.
For my use case I just want to get the paths of all files in a folder and will load them dynamically. So I just search for files ending with .import, then removed the .import from the path and the you can load like you normally would. So you can just call load items in the array returned by the function below via load(file_paths[i])
func get_file_paths_in_folder(folder_path: String) -> Array:

	var file_paths := []

	var dir := Directory.new()
	dir.open(folder_path)
	dir.list_dir_begin(true, true) # true, true params to skip hidden and navigational

	while true:
		var file := dir.get_next()
		if file == "":
			break
		if !file.ends_with(".import"):
			continue
		file_paths.append(folder_path + file.replace(".import", ""))

	dir.list_dir_end()

	return file_paths

Not sure why this is closed. I have the same issue in Godot 3.2.1 stable, had to use the workaround.

This is not a bug: resources are imported into the .import folder. It doesn't make sense to also keep the original file, so those are not included in the export. So if you list the directory, you'll only find the *.import files since the original PNG is not included (only the imported version is).
The solution is to look for the *.import files instead, since those are present in the exported project.

This is not a bug: resources are imported into the .import folder. It doesn't make sense to also keep the original file, so those are not included in the export. So if you list the directory, you'll only find the *.import files since the original PNG is not included (only the imported version is).
The solution is to look for the *.import files instead, since those are present in the exported project.

Sorry to say, but it seems that to make it easy for the IDE (programmers), the solution makes it hard for the programmer...
If we decide to keep resource files in ordered folders, and to load those resources as we need, in real time, we end up with a huge issue, having to use workarounds and code that has nothing to do with the game, per se.
I would like to vote for this 'NOT A BUG' feature to be addressed in a way that if the IDE needs things imported, for it to work, it's OK, but the '.import' folder would never be used in the project exporting process, since the files the final project really needs, in order to work, are not the ones the IDE needs.
So, what about creating the '.import' folder if the IDE needs it, but respecting the folder hierarchy the games creators used...
Just saying...

If this isn't a bug then it should be a lot more user friendly.  And sure I can write a script to pick them out, but why the heck is this intended feature so obtuse?!

You don't have to go in the import folder, use load("res://original_path.png").

Regarding this issue...
Recently, I decided to export my 1st Godot game and went through a similar situation...
Man... was I pissed...
Although the game was working well, in the IDE, the exported packages (both Windows and OSX) were not able to find a dozen different resources (.oog, .wav and .png).
After getting to this page (without figuring the issue out) I finally did a thorough check and this is what I get:
There is an issue in the IDE - and it has to do with the way it is too much forgiving, when it comes to finding files and paths, opposite to the final loader that demands files and paths references to be precise (as expected from the beginning and, if enforced by the IDE would avoid these post- export 'surprises').
In my case, since I used some double slashes where they weren't supposed and some capital letters (when they didn't exist, in the real files names) I got game resources that the IDE was able to find but the post-export loader was not.
In a nutshell: try and remove (or replace with '_') spaces from your files names, check the expelling for capital letters (making sure they are exactly the same both in your driver and in your load commands, for instance) and make sure the double slash is just present after the 'res:' (Windows and OSX - not sure about Linuxes).
Another good idea is, from time to time (if you change a lot), to clean the .import folder, since the IDE will not remove unnecessary files from there and you'll end up with 'doubles' (you know, different hashes) that are not necessary.
Cheers.

Just chiming in with a solution I found to work.
Create dummy nodes for all your resources. Then use/duplicate those nodes.
I know it's a pain in the butt, and more effort than it should be, but it's the most reliable way I've found.

I am currently working on a face generator, where a face is put together from different eyes, mouths, hair, etc.
All PNG files depicting eyes are in a folder face/eyes, all hair is in face/hair, etc.
I thought I am clever and could dynamically iterate through the eyes directory and load all contained eyes, then do the same for the other directories. Works like a charm in the editor, however, it turns out that when the project is exported, the PNG files cannot be found anymore. Using the .import files is no option for me, since the file location holds information about the type of the face part. Is there an easy solution to this problem (besides loading every image with typing out preload...) that I have overlooked? Otherwise, I don't think this problem should be closed.

I am currently working on a face generator, where a face is put together from different eyes, mouths, hair, etc.
All PNG files depicting eyes are in a folder face/eyes, all hair is in face/hair, etc.
I thought I am clever and could dynamically iterate through the eyes directory and load all contained eyes, then do the same for the other directories. Works like a charm in the editor, however, it turns out that when the project is exported, the PNG files cannot be found anymore. Using the .import files is no option for me, since the file location holds information about the type of the face part. Is there an easy solution to this problem (besides loading every image with typing out preload...) that I have overlooked? Otherwise, I don't think this problem should be closed.

Hello, there...
I had a similar issue, and found the answer...
In a nutshell: try and remove (or replace with '_') spaces from your files names, check the expelling for capital letters (making sure they are exactly the same both in your driver and in your load commands, for instance) and make sure the double slash is just present after the 'res:' (Windows and OSX - not sure about Linuxes).
This shall fix your problem.
Cheers.

I have the same exact problem when i export my project the .pck file size is just 15mb but in my project folder the .import file is 350 mb and the textures won't show up I couldn't understand where to use that script.

You don't have to go in the import folder, use load("res://original_path.png").

Not really sure how this would work when the node/resources/references + assets are dynamically loaded on runtime. Asking because I dont know any better: Why isnt there a "Export everything (literally)" option besides the currently available "Export everything (that Godot thinks you're using"?

@Tols-Toy There is not an export everything option, because in a way the images are being exported. They are there, but they are being optimized by Godot for use by the engine. They are packed into a file that is faster to access and possibly being converted to a better format for the GPU based on choices that you made on import and or the defaults for the engine. That handles the images part of the question. But the other part is you can import everything by adding . to the import filter.

Still an issue. There should be a more user friendly solution for this.

Still an issue. There should be a more user friendly solution for this.

This is already being tracked in https://github.com/godotengine/godot-proposals/issues/1632.

for some reason this workarround is only working in debug exports for me in 3.4.2. Any other tips?

For a serious game, it is practically guaranteed that you are doing some kind of dynamic loading. Having this be a gatcha that every dev wanting to make a commercial game with Godot runs into, has to spend hours even looking for this obscure relevant issue, and hack together a workaround, is a really terrible first impression of Godot as an engine for commercial projects.
When I'm running the game fine from the editor, I expect the same thing to happen with the exported executable. I would suggest adapting one to match the other, whichever the way is, developers should have to deal this problem once, if at all, and not be surprised when they want to share their game with other people and instead get bogged down by this...

Please continue the discussion in https://github.com/godotengine/godot-proposals/issues/1632.


favicon visible in the homepage and tour page.

Related Issue

Issue No. #338

Changes you made :

Added favicon in tour and homepage.

Describe the changes :
 Earlier the favicon was not visible in title, now it is visible.
Favicon is visible.
Check list :

[x] I have followed code style of this project.
[x] I have read the CONTRIBUTING document.
[x] All the aspects mentioned in the issue are covered.
[x] The website is properly working after my changes.
[x] 🌟 ed the repo

Type of change :

[x] Bug fix (non-breaking change which fixes an issue)
[x] New feature (non-breaking change which adds functionality)

Output Screenshots :

@petwal-tanishka Good
LGTM 🌟


python312Packages.velbus-aio: 2024.11.1 -> 2024.12.2

Diff: https://github.com/Cereal2nd/velbus-aio/compare/refs/tags/2024.11.1...2024.12.2
Changelog: https://github.com/Cereal2nd/velbus-aio/releases/tag/2024.12.2

Things done

Built on platform(s)

[ ] x86_64-linux
[ ] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

For non-Linux: Is sandboxing enabled in nix.conf? (See Nix manual)

[ ] sandbox = relaxed
[ ] sandbox = true

[ ] Tested, as applicable:

NixOS test(s) (look inside nixos/tests)
and/or package tests
or, for functions and "core" functionality, tests in lib/tests or pkgs/test
made sure NixOS tests are linked to the relevant packages

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[ ] Tested basic functionality of all binary files (usually in ./result/bin/)
25.05 Release Notes (or backporting 24.11 and 25.05 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module

[ ] Fits CONTRIBUTING.md.

Add a :+1: reaction to pull requests you find important.

nixpkgs-review result
Generated using nixpkgs-review.
Command: nixpkgs-review pr 364898

x86_64-linux

:x: 1 package failed to build:

home-assistant-component-tests.velbus

:white_check_mark: 4 packages built:

python311Packages.velbus-aio
python311Packages.velbus-aio.dist
python312Packages.velbus-aio
python312Packages.velbus-aio.dist

nixpkgs-review result
Generated using nixpkgs-review.
Command: nixpkgs-review pr 364898

x86_64-linux

:x: 1 package failed to build:

home-assistant-component-tests.velbus

:white_check_mark: 4 packages built:

python312Packages.velbus-aio
python312Packages.velbus-aio.dist
python313Packages.velbus-aio
python313Packages.velbus-aio.dist

The test is still failing.


Fixed push of unqualified image for rhel7-1.7

This fixes a case where there is fully qualified and unqualified
repository with the same name in Docker's local storage e.g:
user/repo
default.registry.io/user/repo

Fully qualified repository was always preferred over the unqualified.
Resolves: bz#1241950

Merged


Low Precision Support for Inference and Training

Opening issue to track low precision (int8, fp16) training and inference progress as well as support for CUDA8 int8,fp16 acceleration support.

@piiswrong Can we move this to the "feature request" project in the "in progress" column given @ZihengJiang is working on this and there have been may user requests to track progress on this feature?
Thanks!

This issue is closed due to lack of activity in the last 90 days. Feel free to ping me to reopen if this is still an active issue. Thanks!


As you swipe back on a cell, its layout gets corrupted.

As you swipe back on a cell, its content layout gets corrupted. Please see the attached screenshot which demonstrates the issue.

Thanks for your report, it has beed fixed in 43db771;


Nested string interpolation triggers no_unecessary_double_quotes rule

When there is parentheses wrapping nested string interpolation.
# coffeelint: enable=no_unnecessary_double_quotes
string = "(#{a("#{b}")})"

Removing either the nested string interpolation or either of the two surrounding parentheses does not trigger the rule.

I'm not really sure what you're trying to do here, but if you really think you want to use nested interpolation, you'll need to shut off the rule. Just because the syntax compiles doesn't mean it should be accepted by CoffeeLint.
innerValue = a(b)
string = "(#{innerValue})"

The only thing the inner interpolation is doing is implicitly casting b to a string.
string = "(#{a("#{b}")})"
# string = "(" + (a("" + b)) + ")";

string = "(#{a(b)})"
# string = "(" + (a(b)) + ")";

I was providing a minimal test example to show the incorrect linting.Nested interpolation works fine, it's just the parantheses wrapped around it.
A more 'real-world' example would be
config = eval("(#{grunt.file.read("#{basePath}/config.js")})")

Yes this can be achieved via
filePath = "#{basePath}/config.js"
config = eval("(#{grunt.file.read(filePath)})")

but I'd prefer to do it in one line.
Does coffeelint have an explicit stance on nested string interpolation?
It seems to be linted correctly with this rule except for the bug stated in this post.

I have made all the internals of CoffeeLint available so you can create your own rules. If you really think this is worth having you're welcome to create and use a custom rule.
My stance is that if it makes the code awkward to follow I'm not going to support it. At some point someone is going to need to read that code and there's no reason to force them through the mental hurdles of figuring out your nested interpolation.

This no longer triggers no_unecessary_double_quotes but by default coffeelint will warn against nested string interpolation (no_nested_string_interpolation)


Set-PSModulePath Fix Unit Test

Details of the scenario you tried and the problem that is occurring
Steps to reproduce the problem
Expected behavior
Current behavior
Suggested solution to the issue
The operating system the target node is running
Version and build of PowerShell the target node is running

Version of the module that was used

This command is part of DscResource.Common. Maybe we can remove the command entirely?

Sounds ideal!


Update UG & DG to reflect the command structures

Currently there is some inconsistency between the implementation and the UG, for example, in the UG, it says that to switch to pilot, use
/pilot

but in our current implementation, it says
mode pilot

we can do it after completing the first version

i agree


minhash_spark.py [UNABLE_TO_INFER_SCHEMA]

When I use the Spark cluster to execute minhash_spark.py, I occasionally encounter [UNABLE-TO-INFER-SCHEMA] errors, as shown in the following figure. I don't know if it's a problem with the data. Because workers need to copy data to different machines. For files with errors, they can run normally after retransmission, but errors may also occur after a period of time. I don't know if the file movement or reading has an impact on Spark? Now I have set up an NFS server, which can ensure that the files read by each worker are consistent, but this problem still occurs. Can you help me analyze where the problem lies?

I have found a solution in the following issue, which seems to be an error in spark reading checkpoint.
https://github.com/graphframes/graphframes/issues/201
Modify the parameter of connectedComponents to algorithm="graphx" and it worked.

However, it takes longer than the default algorithm.

Thanks for sharing all the details. Could you verify that your checkpoint location is writable to Spark?
Based on the conversations in the issue linked, it does not seem there is something I can do to "solve" it other than checking the checkpoint write access. The default distributed and iterative algorithm was the whole reason why I chose it in the first place to speed it up.
I will add this issue to a QA section in case anyone encounter the same issue in the future.


Load recent videos/streams from YouTube

This is branched from https://github.com/sandiegopython/pythonsd-django/pull/113. Either merge this first or switch the base branch after merging it.
Fixes https://github.com/sandiegopython/pythonsd-django/issues/50.
Screenshot

I see that @jlgimeno approved the last PR. This one should be good then, unless you wanted to make that minor change.

Also interesting choice on using requests + defusedxml...

Defusedxml is the main only way to parse xml safely in python.


Specify expand: true for single file tree example

In order for the Copy a single file tree example to work as expected, I added expand: true to it. Otherwise it won't add the directory.
Would it also be better to use ** so the file b gets included in the copy?

Added this change in the corresponding /docs file, rebuilt, and rebased.

Thanks!


fix(tokens): adding index as pkg.json export

Description
adding index.css as export path for tokens to allow importing for tokens through  commonJS system with node_modules
example
import<EMAIL_ADDRESS>

:tada: This PR is included in version 8.18.1 :tada:
The release is available on:

v8.18.1
GitHub release

Your semantic-release bot :package::rocket:


Cookie Support for SonyLIV

Checklist

[X] I'm reporting a site feature request
[X] I've verified that I'm running yt-dlp version 2021.12.01. (update instructions)
[X] I've checked that all provided URLs are alive and playable in a browser
[X] I've searched the bugtracker for similar issues including closed ones. DO NOT post duplicates
[X] I've read the guidelines for opening an issue
[X] I've read about sharing account credentials and I'm willing to share it if required

Region
No response
Example URLs
https://www.sonyliv.com/shows/kaun-banega-crorepati-1700000195/fighting-all-odds-on-the-hot-seat-1000148334?watch=true
Description
Requesting cookie support for SonyLIV to download latest episodes

@Ashish0804

Cookie support is already there.
Don't act cheeky and open a proper broken site issue.

Hello @Ashish0804 sir,
Getting this error on passing cookies with member-only/premium content links.
ERROR: [SonyLIV]<PHONE_NUMBER>: Unable to download JSON metadata: HTTP Error 406: Not Acceptable (caused by <HTTPError 406: 'Not Acceptable'>); please report this issue on  https://github.com/yt-dlp/yt-dlp . Make sure you are using the latest version; type  yt-dlp -U  to update. Be sure to call yt-dlp with the --verbose flag and include its complete output. (caused by <HTTPError 406: 'Not Acceptable'>); please report this issue on  https://github.com/yt-dlp/yt-dlp . Make sure you are using the latest version; type  yt-dlp -U  to update. Be sure to call yt-dlp with the --verbose flag and include its complete output.

Make sure you are using the latest version; type yt-dlp -U to update. Be sure to call yt-dlp with the --verbose flag and include its complete output.

Make sure you are using the latest version; type yt-dlp -U to update. Be sure to call yt-dlp with the --verbose flag and include its complete output.

Hello Sir,
on running yt-dlp 'https://www.sonyliv.com/shows/kaun-banega-crorepati-1700000195/fighting-all-odds-on-the-hot-seat-1000148334?watch=true' --cookies sony-cookie.txt  --verbose
this is the error I am getting.
 [debug] Command-line config: ['https://www.sonyliv.com/shows/kaun-banega-crorepati-1700000195/fighting-all-odds-on-the-hot-seat-1000148334?watch=true', '--cookies', 'sony-cookie.txt', '--verbose'] [debug] Encodings: locale UTF-8, fs utf-8, out utf-8, err utf-8, pref UTF-8 [debug] yt-dlp version 2021.12.01 [91f071af6] (zip) [debug] Python version 3.9.7 (CPython 64bit) - macOS-11.5.2-x86_64-i386-64bit [debug] exe versions: ffmpeg 4.4 (setts), ffprobe 4.4, rtmpdump 2.4 [debug] Optional libraries: Cryptodome, mutagen, sqlite, websockets [debug] Proxy map: {} [debug] Using fake IP <IP_ADDRESS> (IN) as X-Forwarded-For [SonyLIV] Downloading JSON metadata [debug] [SonyLIV] Extracting URL: https://www.sonyliv.com/shows/kaun-banega-crorepati-1700000195/fighting-all-odds-on-the-hot-seat-1000148334?watch=true [SonyLIV]<PHONE_NUMBER>: Downloading JSON metadata ERROR: [SonyLIV]<PHONE_NUMBER>: Unable to download JSON metadata: HTTP Error 406: Not Acceptable (caused by <HTTPError 406: 'Not Acceptable'>); please report this issue on  https://github.com/yt-dlp/yt-dlp . Make sure you are using the latest version; type  yt-dlp -U  to update. Be sure to call yt-dlp with the --verbose flag and include its complete output. (caused by <HTTPError 406: 'Not Acceptable'>); please report this issue on  https://github.com/yt-dlp/yt-dlp . Make sure you are using the latest version; type  yt-dlp -U  to update. Be sure to call yt-dlp with the --verbose flag and include its complete output.   File "/usr/local/bin/yt-dlp/yt_dlp/extractor/common.py", line 715, in _request_webpage     return self._downloader.urlopen(url_or_request)   File "/usr/local/bin/yt-dlp/yt_dlp/YoutubeDL.py", line 3385, in urlopen     return self._opener.open(req, timeout=self._socket_timeout)   File<EMAIL_ADDRESS>line 523, in open     response = meth(req, response)   File<EMAIL_ADDRESS>line 632, in http_response     response = self.parent.error(   File<EMAIL_ADDRESS>line 561, in error     return self._call_chain(*args)   File<EMAIL_ADDRESS>line 494, in _call_chain     result = func(*args)   File<EMAIL_ADDRESS>line 641, in http_error_default     raise HTTPError(req.full_url, code, msg, hdrs, fp)


Feature/obj 438 update objecting entity name page based on objector selected

Added logic that dynamically and based on the feature flag updates the object entity name page.
Added dynamic back link from entity name page based on feature flag on/off to point to start now page or the new page
Added logic to save objector selected when we go back from objector-organisation page on session ExtraData object
Added Unit tests

Resolves OBJ-438

Tested all scenarios for the feature flag, back links and dynamic text populated, all works great. Just 2 minor comments 👍


iOS - Chat - Suggestion list in edit composer is easily dismissed when scrolling down the list

If you haven’t already, check out our contributing guidelines for onboarding and email<EMAIL_ADDRESS>to request to join our Slack channel!

Version Number: 1.4.65-0
Reproducible in staging?: Y
Reproducible in production?: N
**Found when validating PR ** https://github.com/Expensify/App/pull/35226
Logs: https://stackoverflow.com/c/expensify/questions/4856
Issue reported by: Applause-Internal team
Action Performed:

Launch New Expensify app.
Go to chat.
Send a message.
Right click on the message > Reply in thread.
Right click on the parent message in thread > Edit comment.
Type @.
Scroll down the suggestion list slowly, while keeping the finger within the list.

Expected Result:
The list will not dismiss when scrolling down the list.
Actual Result:
Suggestion list is easily dismissed when scrolling down the list.
Workaround:
Unknown
Platforms:

Which of our officially supported platforms is this issue occurring on?

[ ] Android: Native
[ ] Android: mWeb Chrome
[x] iOS: Native
[ ] iOS: mWeb Safari
[ ] MacOS: Chrome / Safari
[ ] MacOS: Desktop

Screenshots/Videos
https://github.com/Expensify/App/assets/115492554/f597764c-d6fc-4069-a007-76df2ee4089a

View all open jobs on GitHub

@garrettmknight I haven't added the External label as I wasn't 100% sure about this issue. Please take a look and add the label if you agree it's a bug and can be handled by external contributors.

We think this issue might be related to the #vip-vsb.

Seems like expected behaviour


Update to SharpDX 3.0.2 and cleanup references.

Update to SharpDX 3.0.2 and cleanup references for Win32 and Direct2D1.

Thanks! Merged manually.


Added support for ranked search with StartsWith filter

Hi @weiran,
Firstly, thank you so much for submitting this PR.  You are the first person to go beyond submitting an issue and try and make a change which is a massive step.
I would like to ask a quick question as I had previously thought of adding a similar feature but deemed it not to be useful.
Currently the ToRanked method ranks results based on how many times a result contains the searched terms.  The reason I didn't originally have ToRanked work on the StartsWith data is because I thought that it would not be useful because ranking a 'starts with' search will always result in 1 hit since we are checking the start of the record.
After seeing this PR I can see that ranking could indeed look at the rest of the property and rank as it does for a contains search.

With regards to your implementation, could I ask that you first create a failing test that demonstrates the missing functionality (ranking to take starts with into consideration).  There are already tests around ToRanked so that should be a good place to start.  The is my fault since I currently do not have any contributing guidelines so you couldn't have been expected to know to do this.
I will also comment on some of the code where I believe it could benefit from slight ammendments

Hi @ninjanye,
Thanks for the comments, I'll get around to working on this again soon and hopefully resolve all your issues.

If you prefer, I'd happily take on this feature and complete it.

I added a test and did the changes you suggested, sorry it took so long!
Are there any more tests I should add?

No problem at all, I'm really pleased you had the inclination to see this PR through.  Changes look great.

Quick question: Should the hit count count each occurrence of "t" in the given properties or only the count the properties that start with "t"???

The main reason why I chose to use StartsWith is that it's much quicker than doing a Contains (StartsWith can still use an index on the column, whereas Contains has to do a full table scan). And even with a StartsWith search, I think the ranking algorithm should be the same to produce meaningful results.
I can understand where you're coming from though, so maybe there should be a third case where the ranking adapts to the type of search?

Yeah, I'll stick with the implementation the way we have it and see if anything comes back


Extract the OpenSlides 3 client

Extracts the client for OpenSlides 4
Add a docker config for both
production build and developing toolchain
Set and adjust the readme

Maybe also add .travis.yml. After that we can enable status checks for further pull requests.

Added .travis.yml
Adjusted the readme even more
Extended the "which ..." clause

Ok.


[backend] update task api

[x] refactor clickhouse
[x] create task result beforehand

有文件Conflict

有文件Conflict

resolved


Support fieldsets in ui schema

Is your feature request related to a problem? Please describe.
As a developer of a custom sdk component, I would like to be able to have better control over the organization of the form UI by being able to group fields together in fieldsets.
Describe the solution you'd like
{
  "fieldsets": [
    {
      "title": "Advanced Settings",
      "fields": ["autoEndDialog", "disabled", "..."],
      "defaultCollapsed": true
    }
  ]
}

Additional context
This could also support the tabbed view that we do with the prompts today.

@sangwoohaan @mareekuh Getting this on your radar to start a discussion. @tomlm has requested this feature in the ui schema that we currently don't support.
Since we have talked about hiding some fields behind an "Advanced" section, I think this would be a good way to achieve that. Let's use this thread to discuss.

Could you share some examples of the scenario - what is the dev trying to accomplish? And what would be common examples for which fieldsets are needed/used?

Any time you build a form UX which edits a number of fields you almost always end up wanting to organize them to make it easier to understand.  For example
Color Properties

BackgroundColor
ForegroundColor
TextColor
Border Color

Another example is cluster things so that less used fields are below the fold or only accessible for advanced users.
Field1
Field2
Field3
Advanced Options<--collapsed -->

Advanced Field1
Advanced Field2
Advanced Field3

This has been part of GUIs toolkits and design since they were invented and every GUI system since then has supported this as a design pattern.
FieldSet is the name of the way that w3 HTML defined it all the way back to HTML 1 as the way to group input fields in a form
www.w3.org
It a key way of reducing the cognitive load of someone who is presented with a number of fields, and so shows up in many design style best practices:

form design
Form design best practices

If your form has more than six fields, it’s considered good practice to group questions into logical sections or steps.


tests/kernel/timer/timer_api failed on mimxrt1050_evk board.

To Reproduce
Steps to reproduce the behavior:

west build -b mimxrt1050_evk -p auto tests/kernel/timer/timer_api/
west flash
See error

Screenshots or console output
*** Booting Zephyr OS build zephyr-v2.1.0-2157-g4eaac5c7b379 ***
Running test suite timer_api
starting test - test_time_conversions
PASS - test_time_conversions
starting test - test_timer_duration_period
Assertion failed at ZEPHYR_BASE/tests/kernel/timer/timer_api/src/main.c:64: duration_expire: interval >= 100 is false
FAIL - test_timer_duration_period
starting test - test_timer_period_0
PASS - test_timer_period_0
starting test - test_timer_expirefn_null
PASS - test_timer_expirefn_null
starting test - test_timer_periodicity
PASS - test_timer_periodicity
starting test - test_timer_status_get
PASS - test_timer_status_get
starting test - test_timer_status_get_anytime
PASS - test_timer_status_get_anytime
starting test - test_timer_status_sync
PASS - test_timer_status_sync
starting test - test_timer_k_define
PASS - test_timer_k_define
starting test - test_timer_user_data
PASS - test_timer_user_data
starting test - test_timer_remaining_get
PASS - test_timer_remaining_get
Test suite timer_api failed.
PROJECT EXECUTION FAILED
Environment (please complete the following information):

OS: fedora28
Toolchain: Zephyr-sdk-0.11.1
Commit ID: 4eaac5c7

I was able to reproduce this on 4eaac5c7b379 but not on the latest master d55c8ead03491946d0260d50c9159bb8f8de758f. Bisecting landed on 8153144de0d27fff686647c4d2b2baf08fa462ee
commit 8153144de0d27fff686647c4d2b2baf08fa462ee (refs/bisect/new)
Author: Andy Ross<EMAIL_ADDRESS>Date:   Thu Feb 6 12:58:53 2020 -0800

    kernel/fatal: Fatal errors must not be preempted

    The code underneath z_fatal_error() (which is usually run in an
    exception context, but is not required to be) was running with
    interrupts enabled, which is a little surprising.

    The only bug present currently is that the CPU ID extracted for
    logging is subject to a race (i.e. it's possible but very unlikely
    that such a handler might migrate to another CPU after the error is
    flagged and log the wrong CPU ID), but in general users with custom
    error handlers are likely to be surprised when their dying threads
    gets preempted by other code before they can abort.

    Signed-off-by: Andy Ross<EMAIL_ADDRESS>
@andyross can you have a look at this? does it make sense that this patch would fix the failure?

Not really...  Locking can change timing, but off hand I can't even think of a circumstance where a z_fatal_error() is called in a successful run of the timer_api test.    Certainly that patch is not going to have fixed anything that was a legitimate timing error.

I think this issue is similar with the problem I've ever try to sovle list below.
https://github.com/zephyrproject-rtos/zephyr/issues/21813
According to andyross previously suggestion at
https://github.com/zephyrproject-rtos/zephyr/pull/22057
Is there some bug's possibility at low layer driver only on freescale and nxp boards or on all of the boards which system clock is very high?

This test fails for nrF52 platforms as well - might not be the same error though.

This test fails for nrF52 platforms as well - might not be the same error though.

I think it's unrelated, and also not new.  Nordic fails this specific test (line 64) intermittently and has for at least several releases.  This is arguably a failure in the test, which measures in ms durations that are expressed in ticks.
In the failure case the uptime delta is measured as 99 ms when 100 ms is expected.  Since the Nordic system clock advances at 32 KiHz 100 ms cannot be exactly represented: 3276 ticks is 99.976 ms while 3277 ticks is 100.006 ms.  Depending on the tick/ms alignment when the timer was scheduled the difference of the converted values may be 99 or 100 even though the duration in ticks satisfies the interval.

This test still passes on master at e4479e2feceee854f4436816c04ee98ad981b66e


Add support for Github notifications

Github notifications are a frequent way that people use to interact with Github. We should build out some sort of UI for viewing (and potentially interacting with) those notifications into LazyGithub.

This is somewhat tricky because the API calls necessary to do this cannot be done with the API tokens that we use for LazyGithub. Might need to investigate an optional extension for using the Github CLI which can leverage these?

Support for this has started and your unread notification count is now visible in the top right corner (when enabled). This relies on the gh CLI to make the necessary API calls, which is why it requires an explicit opt-in.
The next step is to add a page where you can examine most recent notifications and interact with them.

This has since been implemented.


CI: Move IPsec CI jobs into separate pipelines

This PR moves IPsec test cases from conformance-e2e.yaml to conformance-ipsec-e2e.yaml. It would be beneficial to separate the IPsec test from normal ones as we will have more test specific for IPsec (e.g. #26350 ) and more IPsec features.
Signed-off-by: Zhichuan Liang<EMAIL_ADDRESS>

/test-ci-aks

/ci-aks

/test

I'm personally a bit against moving the IPSec tests away from the clustermesh workflow, unless there's a strong reason. I mean, I perfectly understand the rationale behind doing this change for other workflows, but the goal of the clustermesh ones is verify that cross-cluster communication works in a variety of scenarios

I'm personally against moving the IPSec tests away from the clustermesh workflow, unless there's a strong reason, as it increases the overall maintenance burden and likelihood of drifts. I mean, I perfectly understand the rationale behind doing this change for other workflows, but the goal of the clustermesh ones is to verify that cross-cluster communication works in a variety of scenarios, for different control-plane and datapath configurations. Detailed datapath tests are expected to be performed in other workflows (such as conformance E2E) as at the end of the day remote nodes are treated pretty much in the same way as the local ones.

/test

@jschwinger233 Did you test the two changed workflows? You might want to reopen this with a branch on cilium/cilium if you haven't already.

Two effected workflows (ci-ipsec-e2e and ci-e2e) has been tested from https://github.com/cilium/cilium/pull/27145, both have passed:
ci-ipsec-e2e: https://github.com/cilium/cilium/actions/runs/5715863236
ci-e2e: https://github.com/cilium/cilium/actions/runs/5711043643

Only ci-e2e and ci-ipsec-e2e matter. Since both tests are green, I labelled this PR as ready-to-merge.


Base push rule .m.rule.contains_user_name doesn't check formatted body

The base push rule .m.rule.contains_user_name only checks the plain text body when searching for the local part. This is problematic as e.g. element web will replace pills in the formatted body with the display name for the plain text body, which results in the condition not matching the event even though the full user name is in the formatted body.
I think we haven't noticed it before because either a) people also have the display name rule enabled, or b) their display name contains the user's localpart.
c.f. https://github.com/matrix-org/synapse/issues/8715

related: https://github.com/matrix-org/matrix-doc/issues/1549


Animation cleanup tests for all of the gallery apps are needed

A set of tests that simply constructed each gallery demo would confirm that no running animations are being left behind.
More about this here: https://github.com/flutter/flutter/pull/3367#issuecomment-210682303

Fixed by #3446


Component Property named "key" does not work

I am not sure exactly where the issue lies (Fresh or Preact) but using a component property named key will cause the value inside the component to always be undefined.  I spent a day trying to figure out what I was doing wrong, only to realise the root of the issue.
I have a re-production here: https://github.com/kitsonk/fresh-key-issue/blob/main/islands/Counter.tsx. I simply renamed the count property from a scaffolded application to key and now the application does not work.

The key property is special because it is reserved for keyed children reconciliation. This is necessary in any virtual-dom based framework (=Preact, React and others), because otherwise there would be no way to include information about ordering when comparing child nodes. Including that information in the reconciler is necessary for sorted/filtered list UIs to work. It's therefore a special framework specific property that is not forwarded to the component.
There is some more information here: https://preactjs.com/tutorial/08-keys/


Optimize shortcut key settings

1.filter out alt/ctrl/shift
2. filter out duplicate
3. adjust some styles.

What does this PR try to achieve?

adjust some styles.

adjust the height

1.filter out alt/ctrl/shift

filter out duplicate

Avoid these scenarios:


[Bug] Weird Behavior in integrated bash terminal in Win 10

VSCode Version: 1.12.2
OS Version: Win 10

Steps to Reproduce:

In win 10 open integrated terminal with window maximized.
Clear and see bash terminal cursor at start of line, and line characters overlapping.
Type few chars and delete 1, the line with info about the terminal is gone.
Exit maximized mode to window, resize and verify it now works as intended.

Gif proof:

Extra data:
Please note i'm in Win 10, using the new Bash terminal with login shell active (take a look at gif's config highlighted in right panel).

I believe this is already fixed, can you see if you can reproduce in the Insiders build?

Indeed fixed in Insiders, thanks.


Misspelling

In fact, since the connections to the backend happen over it's public IP, it is recommended that you configure your Front Door to use HTTPS as the forwarding protocol.

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

ID: f7be424c-f540-a753-6ecc-6ff3913368d5
Version Independent ID: dc80b25f-374d-8775-16e7-ae7d57b4b94f
Content: Azure Front Door - Frequently Asked Questions
Content Source: articles/frontdoor/front-door-faq.md
Service: frontdoor
GitHub Login: @duongau
Microsoft Alias: duau

@gamullen, Thanks for reaching out. We will investigate and update this thread.

https://github.com/MicrosoftDocs/azure-docs/pull/66708


Car demo app

car demo usecase

(Jove Github Bot) added it to the current sprint.

(Jove Github Bot) moved this ticket out of the GitHub project(up to 1200 tickets for one project).


Add missing RequireHttpsAttribue.cs file

Added the missing file for the Basic Authentication solution 10-3 to build.

oops 😄


Log and console break if process is not defined

Description
Log and console rely on process.env. This makes the components (and any which rely on log) not usable without polyfilling process.env in environments without the value set.
We have this value replaced by webpack in CRA. This is a webpack 4 specific feature it seems and is not provided by default in webpack 5. https://stackoverflow.com/questions/64475910/replacing-polyfill-for-process-in-webpack-v5-from-v4
We should gracefully fallback to defaults instead of crashing if process is not defined
Steps to reproduce

Use a component which requires log or console in a browser-based project without webpack 4 (docs is an example).

Expected results
No errors
Actual results
Errors because process is not defined
Additional details and attachments
Current workaround (for browsers) is to use the following
window.process = {
  env: {},
};

Versions

Deephaven: 0.3.1

@mattrunyon is this blocking you?

No I have a workaround and am not using packages which rely on log


[Impeller] improve efficiency of GLES command recording by shrinking command object.

Now that Metal and Vulkan have moved to directly recording to cmd buffer objects, we can shrink the command interface to be a GLES only concept. This means that we can drop fields only used by metal/vulkan, and perhaps pre-compute more data (binding offsets) while recording instead of defering it.

Closing in favor of https://github.com/flutter/flutter/issues/131787


No Internet Connection Bug

Truffle will recognise my internet connection when I open the app and then after some time it will no longer see my internet connection (even though there has been no change in my connection)

Yeah a lot of people have been reporting this. It's occurring because QUT recently started blocking ping requests to their domain, which is what Truffle was using (every 5 seconds or so) to check the internet connection. If you check out the dev branch you'll see I've written a new method that should hopefully work everywhere, just waiting on a few things before pushing out an update.


Pomodoro's recorded time should be saved in markdown format

It appears that as of now Pomodoro's recorded time is stored only in the database.
It must be stored in a markdown file too. This will allow saving data in case of app reset.
Suggestion:
For Reference, Currently, logbook data is stored in a markdown file using the format
	  :LOGBOOK:
	  CLOCK: [2022-07-21 Thu 14:47:44]--[2022-07-21 Thu 15:13:17] =>  00:25:33
	  CLOCK: [2022-07-21 Thu 15:18:29]--[2022-07-21 Thu 15:40:50] =>  00:22:21
	  :END:

Either the Pomodoro timer can be stored with the above format as reference OR the data can be inserted directly in the above LOGBOOK entry

Currently, sdk does not support controlling the logbook, and the logbook can only record time information, while Pomodoro also needs to record whether it is completed and interrupt recording. If the logbook can support comments in the future, it may be possible.

Can this information be stored someway in markdown as backup? It will be a bummer losing all of it if we lose the DB data.
A separate Pomodoro-logbook.md maybe where data is just appended. Users can be warned not to edit that file.

Currently, the Pomodoro data is stored in Markdown file, I think you don't need to worry.

I am currently using syncthing to sync between two machines. It would be helpful if you could provide documentation of how to sync the Pomodoro data.

@haydenull, This is how it is being store in Agenda3 right now. Is this the expected format or should it be store in a :LOGBOOK:?
- [ ] Test Task >[🍅 1min](#agenda-pomo://?t=p-1700559048674-11)

@AnweshGangula Agenda3 currently does not have a built-in Pomodoro, but you can use the task reminder plugin.
The time information will be recorded in the logbook, which can be recognized and edited by Agenda.

@haydenull, when I right click on any block in Logseq right now, it shows an option called "Agenda: Start Pomodoro Timer". Isnt this the built-in Pomodoro from Agenda?

Yes, this is the build-in pomodoro of Agenda2. You can install task reminder plugin to use pomodoro for Agenda3.

I have installed the task-reminder plugin. But its not clear how it works and how to use it

When you change a task status to DOING or NOW and it matches a reminding condition, a reminding timer is set.

Just click the TODO tag.

Okay, I had to enable the below option in screenshot (Whether reminding is on for all tasks by default) option for the pomodoro to work with all tasks. And this does add the :LOGBOOK: information.
But the :LOGBOOK: data doesn't show up in Review tab of the Agenda plugin.

Agenda3 currently doesn’t have review feature. But the logbook of the completed tasks can be displayed in the calendar.


trim-notification-message-length-test

Automated changes by create-pull-request GitHub action

Auto-closing pull request


services/horizon/docker: Remove NETWORK_MODE=host configuration for linux users

PR Checklist
PR Structure

[ ] This PR has reasonably narrow scope (if not, break it down into smaller PRs).
[ ] This PR avoids mixing refactoring changes with feature changes (split into two PRs
otherwise).
[ ] This PR's title starts with name of package that is most changed in the PR, ex.
services/friendbot, or all or doc if the changes are broad or impact many
packages.

Thoroughness

[ ] This PR adds tests for the most critical parts of the new functionality or fixes.
[ ] I've updated any docs (developer docs, .md
files, etc... affected by this change). Take a look in the docs folder for a given service,
like this one.

Release planning

[ ] I've updated the relevant CHANGELOG (here for Horizon) if
needed with deprecations, added features, breaking changes, and DB schema changes.
[ ] I've decided if this PR requires a new major/minor version according to
semver, or if it's mainly a patch change. The PR is targeted at the next
release branch if it's not a patch change.

What
Fixes https://github.com/stellar/go/issues/3764
Docker for linux recently implemented a fix which allows a container to access the host machine by setting the extra_hosts property https://stackoverflow.com/questions/31324981/how-to-access-host-port-from-docker-container/61424570#61424570
With that fix we can get rid of the network_mode=host configuration

TL;DR: This works, but is insufficient; we also need #3769. Thank you @tamirms!
With this fix, I can confirm that the error from #3764 goes away on Arch Linux. I can also confirm the following:

By itself, it isn't sufficient in getting all 4 containers running in standalone mode.
However, when used alongside #3769, then all 4 do run.
In testnet mode, it is sufficient for getting the 2 containers going.

Under standalone mode, we have a new issue to overcome: the Horizon ingestion state machine fails to start.
Error in ingestion state machine

current_state="buildFromCheckpoint(checkpointLedger=0)"
error="unexpected checkpointLedger value"
next_state=start pid=1 service=ingest

However, this warrants a separate issue which I'll open.


chore: Loop call stack

This PR changes the recursive calls that we had to the loop call and interpreter stack.
This fully removes the possibility of problematic OS stack overflow that we had, it allows easier sharing of the shared context (As in memory, and removes lifetime from Interpreter) and better control over the call stack.
It allows easier the introduction of the handler for that part of the code and performance stayed the same

This is so exciting! I really like the way you managed the shared memory by taking it and replacing with an empty one.
It seems all the hard work has been done, however I'd really happy to give any help in case you might need it

This is so exciting! I really like the way you managed the shared memory by taking it and replacing with an empty one. It seems all the hard work has been done, however I'd really happy to give any help in case you might need it

Yeah, that is one of benefits of loop calls! Will circle back to your PR, as we now have this new mechanism


PPE

Multiple spawn points for PPE, spawn some ppe at random when game starts.

Picking up PPE grants HP

PPE added, need to link it to health timer.


Sous version 0.1

Adds release notes and bumps version string to 0.1
Once this is merged, it must be tagged v0.1 in order to tell Travis to create the release binary.

Current coverage is 53.99% (diff: 100%)

Merging #155 into master will not change coverage

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Cant load a github project.

Is there an existing issue for this?

[X] I have searched the existing issues
[X] I have read the guide to filing a bug

Steps to reproduce
I watch this video first: https://www.youtube.com/watch?v=a-BywlH_DcM&ab_channel=6amTech
I tried but i didnt have all the greenchecks on the flutter doctor so i search for all the dependecies (asking chat gpt) and he told me everything that i need, after all, when i did flutter doctor was all good.
Download the project that i am trying to run: https://github.com/luisclsantos/barbershop-app-mobile
I used android studio, i open a project and make all steps from the video that i post here (ttps://www.youtube.com/watch?v=a-BywlH_DcM&ab_channel=6amTech)
Then after open the project with all that is showed on the video i just did: --no-color pub upgrade but for me nothing opens and i got dependencies error.
Actual results
Hello, i had some issues installing flutter, that was some time ago, i search on youtube and when i do flutter doctor it was all good, then i tried to run the app i download on github, i will let the link here:
https://github.com/luisclsantos/barbershop-app-mobile
Everytime i try to load the app on android studio i get a lot of erros of dependencies, but main, on flutter. So this is the first error i got when i trie to use "--no-color pub upgrade" to run the project but i got this error:
Because every version of flutter_localizations from sdk depends on intl 0.18.1 and syncfusion_flutter_gauges >=19.1.54 <20.4.48 depends on intl ^0.17.0, flutter_localizations from sdk is incompatible with syncfusion_flutter_gauges >=19.1.54 <20.4.48.
So, because barbershops depends on both flutter_localizations from sdk and syncfusion_flutter_gauges ^19.4.47, version solving failed.

Well, here it is the funny part, since i never used Android studio or any of this programs and libraries i ask to chat gpt, he told me to change, add and remove some dependencies, but dont mather wath he said to me to change i couldt run my project.
Here is link from the video that i mention before: https://www.youtube.com/watch?v=a-BywlH_DcM&ab_channel=6amTech
Here is flutter doctor:
C:\Users\Ext241>flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 3.10.1, on Microsoft Windows [Version 10.0.19045.2965], locale pt-PT)
[√] Windows Version (Installed version of Windows is version 10 or higher)
[√] Android toolchain - develop for Android devices (Android SDK version 33.0.2)
[√] Chrome - develop for the web
[X] Visual Studio - develop for Windows
X Visual Studio not installed; this is necessary for Windows development.
Download at https://visualstudio.microsoft.com/downloads/.
Please install the "Desktop development with C++" workload, including all of its default components
[√] Android Studio (version 2022.2)
[√] VS Code (version 1.79.2)
[√] Connected device (3 available)
[√] Network resources
Note: I know i dont have Visual Studio installed, i uninstalled everything since i wasnt able to get a solution and since the Dev of the project didnt say anything i uninstall it, ALSO I AM USING A COMPUTER FROM MY WORK (I AM ADMINISTRATOR). I just really wanted to give another try on this project since i didnt find anything that was good for what i need as this one, but at the time i had everything with the green √.
Logs

Logs

<!-- Paste your logs here -->

Flutter Doctor output

Doctor output

C:\Users\Ext241>flutter doctor -v
[√] Flutter (Channel stable, 3.10.1, on Microsoft Windows [Version 10.0.19045.2965], locale pt-PT)
    • Flutter version 3.10.1 on channel stable at C:\src\flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision d3d8effc68 (5 weeks ago), 2023-05-16 17:59:05 -0700
    • Engine revision b4fb11214d
    • Dart version 3.0.1
    • DevTools version 2.23.1

[√] Windows Version (Installed version of Windows is version 10 or higher)

[√] Android toolchain - develop for Android devices (Android SDK version 33.0.2)
    • Android SDK at C:\Users\Ext241\AppData\Local\Android\sdk
    • Platform android-33, build-tools 33.0.2
    • Java binary at: C:\Program Files\Java\jdk-20\bin\java
    • Java version Java(TM) SE Runtime Environment (build 20.0.1+9-29)
    • All Android licenses accepted.

[√] Chrome - develop for the web
    • Chrome at C:\Program Files\Google\Chrome\Application\chrome.exe

[X] Visual Studio - develop for Windows
    X Visual Studio not installed; this is necessary for Windows development.
      Download at https://visualstudio.microsoft.com/downloads/.
      Please install the "Desktop development with C++" workload, including all of its default components

[√] Android Studio (version 2022.2)
    • Android Studio at C:\IuriStuff\AndroidStudio
    • Flutter plugin can be installed from:
       https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
       https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 17.0.6+0-b2043.56-9586694)

[√] VS Code (version 1.79.2)
    • VS Code at C:\Users\Ext241\AppData\Local\Programs\Microsoft VS Code
    • Flutter extension can be installed from:
       https://marketplace.visualstudio.com/items?itemName=Dart-Code.flutter

[√] Connected device (3 available)
    • Windows (desktop) • windows • windows-x64    • Microsoft Windows [Version 10.0.19045.2965]
    • Chrome (web)      • chrome  • web-javascript • Google Chrome 114.0.5735.134
    • Edge (web)        • edge    • web-javascript • Microsoft Edge 114.0.1823.51

[√] Network resources
    • All expected network resources are available.

! Doctor found issues in 1 category.

NOTE: YES I KNOW I DONT HAVE VISUAL STUDIO, I JUST GIVE A 2 CHANCE TO THE PROJECT (since i didnt find nothing that was what i was looking for like this project), BUT THE FIRST TIME I TRIED I HAD VISUAL STUDIO AND STILL COUDN´T RUN IT!

@IuriFrancezz Make sure you are using 21.2.10 version for syncfusion_flutter_gauges and run flutter pub get to see if your problem is resolved.

Hello again,
Just to make add this comment for who wants to help, This will be like a loop, when i/you change a version i/you will need to change other, with dont make sense, since the github code is recent, the Developer dont answer (on the project issues) and the info he put on the read.me was only information that doesnt help much running his project.


Pop multiple steps

Describe the feature and the current behavior/state.
Currently, the pop function can pop 1 view from the stack. It would be useful if we can pop multiple steps.
Will this change the current API? How?
The pop function from useNavigation would receive an extra parameter.
Who will benefit from this feature?
Extensions that have an overview that could trigger a nested flow, but that flow needs to op back to the extension root.
Any Other info.
Another option would be a popToRoot alternative that pops back to the root of the extension.

Couldn't you solve this via React and just render a completely different view? Also, do you have an exact use case? We try to keep the navigation consistent across commands/extensions and so far we haven't had a need for multiple pops.

In my use case I have an overview of items. To add more items to the overview you can select an item from a new page, and after filling a form in another page, I would like to pop back to the overview page. This is currently not possible. I've not tried it by rendering a completely different view.

@cornedor Curious if this is still an issue for you, or if Thomas/Mathieu's suggestions have done the trick? Thanks!

Thanks for the reminder, calling pop multiple times seems to work. Thanks


Enabling postgres db missing some required steps.

Where is the problem?
https://docs.konghq.com/gateway/2.7.x/install-and-run/ubuntu/
What happened?
While the customer was following the instructions to install on a host, centos in my case, he found that Kong failed to start.
What did you expect to happen?
Kong should have started.
Code of Conduct and Community Expectations

[X] I agree to follow this project's Code of Conduct
[X] I agree to abide by the Community Expectations

As the postgres setup is common to all host style platform installs this issue is common to all.  The instructions for setting up   a postgres instance are missing a few required commands.
As there is no single way to do this I am listing here the extra steps and leave it to you to decide what is best. For example creating the user can all be done via SQL but I used the createuser tool from postgres... I would suggest SQL is the better option.  Also I made the kong user have the same privs as I discovered on my test instance, which is basically the same as the postgres user.
[root@ip-172-30-1-33 centos]# sudo /usr/pgsql-14/bin/postgresql-14-setup initdb
Initializing database ...
OK

As the postgres user ( I am just matching the user with my container instance setup );

-bash-4.2$ createuser --interactive
Enter name of role to add: kong
Shall the new role be a superuser? (y/n) y
-bash-4.2$

-bash-4.2$ plsql
postgres=# create database kong owner kong;
CREATE DATABASE

postgres=# alter user kong with replication bypassrls;
ALTER ROLE

postgres=# alter user kong with password 'kong';
ALTER ROLE

postgres=# \q

Then as the kong user and do the following

[root@ip-172-30-1-33 centos]# su - kong
Last login: Fri Feb 4 01:45:35 UTC 2022 on pts/0

-sh-4.2$ kong migrations bootstrap
Bootstrapping database...
migrating core on database 'kong'...
core migrated up to: 000_base (executed)
...
enterprise.response-transformer-advanced migrated up to: 001_1500_to_2100 (executed)
85 migrations processed
85 executed
Database is up-to-date

That should now have setup the postgres database ready for Kong.

The URL above has been updated with CREATE USER kong WITH PASSWORD 'super_secret'; CREATE DATABASE kong OWNER kong; since this issue was created


test: run content tests on CVM images

What type of PR is this?
/kind test
What this PR does / why we need it:
This PR runs content tests on CVM images in the build pipeline.
Which issue(s) this PR fixes:
Content tests were not being run on CVM images in the build pipeline.
Requirements:

[x ] uses conventional commit messages
[ ] includes documentation
[ ] adds unit tests
[ ] tested upgrade from previous version

Pull Request Test Coverage Report for Build<PHONE_NUMBER>7
Details

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 71.409%

Totals

Change from base Build<PHONE_NUMBER>1:
0.0%

Covered Lines:
2620

Relevant Lines:
3669

💛  - Coveralls

just to confirm, these tests would only be runnable assuming we have a compatible VM size right? in that case would we want to consider PACKER_BUILD_REGION when deciding whether to run them?

just to confirm, these tests would only be runnable assuming we have a compatible VM size right? in that case would we want to consider PACKER_BUILD_REGION when deciding whether to run them?

The tests for this are the same as all the others. The building/testing is all on Standard VMs.
The parking lot/regional capacity issues the other day was in regard to the other CVM branch I am working on that uses CVM hardware to build CVM images, but none of those changes are included in this.
I checked to see if the CVM content tests would still work when building / testing on CVM hardware though and they executed fine, so we will still be good whenever we make that change @cameronmeissner


WIP update test-prosody playbook for jammy jellyfish vm

changes so far:

add cdh-test-prosody2 to prosody_qa hosts definition
remove python-virtualenv from default ubuntu packages list (not installable); added python3 packages, and switched the one python call outside of a python virtualenv to use python3 instead of python
make stop apache2 handler conditional on the service actually being installed

remaining problems:

I had to reload nginx manually to get the new application to respond; this is not a new problem but thought I would mention (I made a change a while back to try to set it so the handler always runs but it seems like I must have missed something)
it appears that the new default shell for pulsys is zsh instead of bash; this is ok, but I would like some help updating my existing bash profile settings and alias to work with zsh. (Is it fine for conan to still be a bash user?)

question: is there a better way to manage hosts so we can run only on the new host? or is it best to run playbook on both?

Ran into an error with the stop apache 2 error - let's check if there are any apps that still use apache, and remove this if we can. We don't expect to have apache2 installed on our VMs anymore, so this is unnecessary.


Hassio API proxy not including full header info in hand-offs to webhook.py

Home Assistant release with the issue:
0.84.5

Last working Home Assistant release (if known):
n/a
Operating environment (Hass.io/Docker/Windows/etc.):
Hass.io on a Raspberry Pi 3B+

Component/platform:
webhook.py

Description of problem:
A POST to https://myserverip:port/api/webhook/<my_webhook_id> with header 'content-type': 'multipart/form-data; boundary=blahblah' works perfectly fine -- whereas a POST containing that same header to http://hassio/homeassistant/api/webhook/<my_webhook_id> fails. By fails, /aiohttp/multipart.py spits out 'Boundary missed for Content-Type: multipart/form-data'. Seemingly indicating that the Hassio API proxy didn't pass along the complete content-type, and so the boundary directive is not present. Source is a custom add-on I'm pulling camera images in with; destination is the camera.push component released with 0.74.
Problem-relevant configuration.yaml entries and (fill out even if it seems unimportant):
camera:
  - platform: push
    name: Front Door Camera
    webhook_id: front_door_camera_camera_webhook

Traceback (if applicable):
Error processing webhook front_door_camera_camera_webhook
Traceback (most recent call last):
  File "/usr/local/lib/python3.6/site-packages/homeassistant/components/webhook.py", line 78, in async_handle_webhook
    response = await webhook['handler'](hass, webhook_id, request)
  File "/usr/local/lib/python3.6/site-packages/homeassistant/components/camera/push.py", line 70, in handle_webhook
    data = dict(await request.post())
  File "/usr/local/lib/python3.6/site-packages/aiohttp/web_request.py", line 575, in post
    multipart = await self.multipart()
  File "/usr/local/lib/python3.6/site-packages/aiohttp/web_request.py", line 555, in multipart
    return MultipartReader(self._headers, self._payload)
  File "/usr/local/lib/python3.6/site-packages/aiohttp/multipart.py", line 473, in __init__
    self._boundary = ('--' + self._get_boundary()).encode()
  File "/usr/local/lib/python3.6/site-packages/aiohttp/multipart.py", line 559, in _get_boundary
    % self.headers[CONTENT_TYPE])
ValueError: boundary missed for Content-Type: multipart/form-data

Additional information:
Source (typescript):
const headersHAW = {
  headers: {
	'x-ha-access': process.env.HASSIO_TOKEN,
    'Content-Type': `multipart/form-data; boundary=${imageData._boundary};`
  }
};
const Response = await Axios.post('http://hassio/homeassistant/api/webhook/' + msg.attributes.name.toLowerCase().replace(/ /g, '_') + '_camera_webhook', imageData, headersHAW);

I gave it a shot, but even with a 4k image (originals are ~350), aiohttp still doesn't seem to be getting the full content-type header.

My thought as well, but thanks for taking a look (and for the push camera comp)

Obviously a low priority, but why close this when it hasn't been solved?


Cannot add package kadira-profiler under Windows

When adding package kadira-profiler (as described in here), I get the following error:
C:\Users\Steph\Documents\Meteor\myapp>meteor add meteorhacks:kadira-profiler
 => Errors while adding packages:
While checking for<EMAIL_ADDRESS>error: No compatible build found

I am using Meteor version<EMAIL_ADDRESS>

We can't use profiler on windows. We need to wait till meteor 1.1 launch.
But, I will try to see is there are any workarounds.
On 2015 මාර්තු 17, අඟහ at ප.ව. 7.59 steph643<EMAIL_ADDRESS>wrote:

When adding package kadira-profiler (as described in here
https://bulletproofmeteor.com/basics/cpu-profiling-basics/2), I get the
following error:
C:\Users\Steph\Documents\Meteor\myapp>meteor add meteorhacks:kadira-profiler
=> Errors while adding packages:
While checking for<EMAIL_ADDRESS>error: No compatible build found
I am using Meteor version<EMAIL_ADDRESS>—
Reply to this email directly or view it on GitHub
https://github.com/meteorhacks/kadira/issues/142.

Thanks for your answer.
No hurry on my side.

Check now.
It should work now.
On Tue, Mar 17, 2015 at 8:07 PM steph643<EMAIL_ADDRESS>wrote:

Thanks for your answer.
No hurry on my side.
—
Reply to this email directly or view it on GitHub
https://github.com/meteorhacks/kadira/issues/142#issuecomment-82387375.

I'm having the same issue. Running Meteor <IP_ADDRESS> on Windows, tried meteor update, package info from versions file<EMAIL_ADDRESS><EMAIL_ADDRESS>meteor add kadira-profiler returns:
While checking for<EMAIL_ADDRESS>error: No compatibble binary build found for this package.

Yes.
We still have issues compiling Kadira profiler on windows. I hope meteor
team is working on that.
On 2015 අප්‍රේල් 12, ඉරිදා at පෙ.ව. 4.10 Nander<EMAIL_ADDRESS>wrote:

I'm having the same issue. Running Meteor <IP_ADDRESS> on Windows, tried meteor
update, package info from versions file<EMAIL_ADDRESS><EMAIL_ADDRESS>meteor add kadira-profiler returns:
While checking for<EMAIL_ADDRESS>error: No compatibble binary build found for this package.
—
Reply to this email directly or view it on GitHub
https://github.com/meteorhacks/kadira/issues/142#issuecomment-91920609.


Add note about local notification event limitation

Based on this ticket, the Notifications widget (available in Native Mobile Resources 3.1.0) was updated to handle local notification events. However, based on the dependency used in code, "On receive" events are not supported in the local notification context.
This MR updates certain howto's to make this clear.

This is ready to merge once approved.


Modifies and upgrades ember-try configuration

Upgrades ember-try version and modifies its configuration to support user running ember versions from 1.11 to 2.0. It also modified the travis ci script that was being used.

@homu r+

:pushpin: Commit b221512 has been approved by eluciano11

:zap: Test exempted - status


Consider max_width when rewriting struct in single-line

Closes #1802.

Thanks!

wow, that was quick, thank you so much!


Add support link or email

We have an official email adress<EMAIL_ADDRESS>The Idea is that people have the possibility to report bugs and express their opinion and experience on the Roll20-sheet.
Could you place that email somewhere on the sheet with a note, that its for reports, opions and questions in the relation to the sheet (and other digital stuff)?

What kind of note do you want? I want character sheet bug reports and suggestions to come here so we’re not playing a game of telephone.

I understand your point, but i think many people who use the sheets don't even know what github is. I think, the issues that show up here are only from people who have a bit more 'advanced technical knowledge'.
My guess is, we loose all that potential feedback from the people who don't have a clue about github. But everyone knows what an email address is.
About your worries: I check the email address regularly and can easily forward any emails to you. It's some work i'm willing to make.
Are you alright with that?

I’m happy having links to both and having people pick what they want. It’s it that I’m worried about you checking email, it’s that I don’t want additional layers between users of the sheet and me.

Links to both sounds good.

Sadly we cannot actually create links, but I'll just include the URL and the email address.


Enhancement/mf merge wizard into new ux

I re-enabled some of the mocks so we can see the products marketplace with mocked data until we get the real data in there

Note: The test suite isn't passing in the new UX yet so this branch won't pass either.

@masonforest can't auto-merge, can you take a look?

:+1:

https://www.dropbox.com/s/g6sa1kx6gy09cwh/jellyfish.mov?dl=0


Remove sidebar for news/teams

Removes the navigation sidebar and table of contents for the news and team pages, so we now have lovely white margins for things like blog posts.

thanks, @cpfiffer!


EFI Roadmap

This is a more trackable version of the EaglerForge Injector roadmap.

[ ] Add makeItemStack to LCI
[ ] Fix blocklook.js
[ ] Fix setblocktest.js

Setblocktest works for me, I tested it and it works fine, there is no error, and I used his code for a mod that I have still not finished, but it works correctly

[x] explain how the hell to use the hooking API

eh i just copy pasted this from roadmap.txt

[ ]  explain how the hell to use the hooking API

wdym

Can I help im from the eaglerbrothers (FlamePvPcodes)

Can I help im from the eaglerbrothers (FlamePvPcodes)

sure, just beware that it is an entirely different codebase than eaglercraftx.

Can I help im from the eaglerbrothers (FlamePvPcodes)

you don't need to ask
just make a pull request
its that simple

Yall doing good so far...

@ZXMushroom63 would it be possible for us to load custom textures as the game is loading? this way, we don't require the AsyncSink resource pack to be constantly loaded, and you don't need to run .reload_tex

It would be possbile if you put the reload tex before u get in the game dont u think.

reload text should be automatically ran when getting into the gamr.

basically what i'm saying
load the custom textures on the fly when the game initially loads textures

reload text should be automatically ran when getting into the game.

again that's what i'm saying

It’s essentially the process of integrating your custom texture pack directly into the Eaglercraft assets, making it accessible for use in the game. This allows you to enhance the in-game experience with your unique textures while maintaining compatibility with the Eaglercraft engine, ensuring that everything functions smoothly.

why are you explaining stuff to me 😭 are you just an AI chatbot

NO IM NOT USING AN AI BOT IM JUST SAYING. I typed in my buisness voice for betetr understanding

press x to doubt

NO IM NOT USING AN AI BOT IM JUST SAYING. I typed in my buisness voice for betetr understanding

"business voice"
what the hell is that+it makes it harder to understand+it makes it look like an ai wrote it
just write normally its not that hard

ok fine,

It's basically about adding your custom texture pack into the Eaglercraft assets, so it's ready to be used in the game. This way, you can improve the in-game look with your own textures, while making sure everything works properly with Eaglercraft.

this aint discord write your whole thing before sending it don't just make more messages
also I KNOW already WHY are you explaining it to me I KNOW what I'm yapping about

Yeah i just want to be a good partner thats why.

what are you yapping about you're not even close to being a "partner" or whatever

if you want to help make a pull request. It's not that hard

@ZXMushroom63 would it be possible for us to load custom textures as the game is loading? this way, we don't require the AsyncSink resource pack to be constantly loaded, and you don't need to run .reload_tex

nope, i've tried. the problem is that eagler loads it's assets into memory before initialising the Minecraft class, and the modloader only starts AFTER minecraft has been initialised. Finally, it is really not that big of a deal, as you only have to do this once per page reload. The reason I want to keep it as a command is to make it easier to avoid issues where, due to someone's potato internet, textures don't load in time for the initial texture reload. It would probably be possible to solely reload single assets, but that kind of breaks the point of AsyncSink's current design, which is 'let eaglercraft do it's thing'. All the library does is make a second virtual filesystem for mods to put stuff in.

@ZXMushroom63 what if we added zip mod support and let you contain any assets in the zip without encoding them to base64

@ZXMushroom63 what if we added zip mod support and let you contain any assets in the zip without encoding them to base64

Adding to the to do list

Makes sense. Since Eagler loads everything before the modloader starts, it’s tricky to load custom textures during startup. Keeping .reload_tex as a command is smart—it avoids issues for people with slow internet and gives control over when textures load.
AsyncSink’s setup works well by letting Eagler handle most of the work while giving mods their own space. Trying to reload just single assets could mess with that system, so doing a full reload once per page makes the most sense for now.

Proposal: Seamless Custom Texture Loading in Eaglercraft
This proposal outlines a method to load custom textures during startup, avoiding the need to run .reload_tex after every page reload.

Problem Overview
Eaglercraft loads its assets into memory before initializing the Minecraft class, but the modloader only starts after Minecraft has been initialized. This prevents mods from loading custom textures during startup and forces users to manually run .reload_tex to apply their textures.

Proposed Solution
1. Deferred Asset Loading
Introduce a second asset loading step after the modloader initializes:

First Step: Eaglercraft completes its standard asset loading as it does now.
Second Step: Once the modloader initializes, it registers custom textures into a deferred loading queue.
Final Step: The deferred queue is processed, and the custom textures are added to the game.

2. AsyncSink Integration
Update AsyncSink to manage custom texture loading:

Mods register their textures into AsyncSink during initialization.
AsyncSink waits for the modloader to finish, then feeds these textures into the deferred queue for loading.

3. Dynamic Texture Injection
Hook into Minecraft's texture system to stitch custom textures at runtime:

Use the texture manager's stitch or reload process to dynamically add textures from the deferred queue.
This avoids a full reload and integrates mod textures seamlessly into the existing texture atlas.

4. Fallback for Slow Connections
Add a retry mechanism for textures that fail to load during the first attempt:

If a texture doesn’t load on time, AsyncSink retries the loading after the game has fully initialized.
This ensures textures load even on slower connections without user intervention.

Benefits

Eliminates the need for manual .reload_tex commands.
Ensures mod textures are loaded reliably during startup.
Keeps AsyncSink lightweight and compatible with Eaglercraft’s native systems.

By implementing this solution, Eaglercraft can handle custom textures more efficiently while maintaining its existing workflows.

Solid reasoning, right? Spent a good 30 minutes writing this out, but I think it covers everything: we keep things simple for users, don’t mess with the base system too much, and we’re not overcomplicating the modloader’s design. The deferred loading and AsyncSink integration should make texture loading much smoother without causing issues for people on slower connections. Let me know if there’s anything else that needs tweaking or any part that doesn’t make sense.

if you want to implement something and know exactly how and you think coding is easy, make a damn PR

if you want to implement something and know exactly how and you think coding is easy, make a damn PR

LMFAO, hes just feeding the comments on this issue to chatgpt 💀

Setblocktest works for me, I tested it and it works fine, there is no error, and I used its code for a mod that I have still not finished, but it works correctly

Just realised that the main use case for this is block/item textures, and resource packs already exist ;-;

closing since this is not being used


QuickMag Site is Down

Hello,
It looks like the http://quickmag.ml/ site is no longer up; is there a plan for that site to come back?
Thank you.

Unfortunately, Freenom (the domain registrar) has stopped functioning. There is nothing I can do to get the website site up and running at the moment. If Freenom stays down, I will look into getting a new domain name.

Good to hear you are still alive and looking to keep the site online. Many people have been asking about it and super appreciate Quickmag!

uhh... quickmag.ml is available for registration...

Freenom is still broken and none of the domains can be registered, but they are apparently aware of the issue and working on a fix.

sounds/looks kinda sus
i hope the website comes back up.  i installed julia on win10 and ran the bat file... it downloaded a bunch of csvs but when i run a search it says file not found.  i can open the csv files and read thru them but that's not really what i wanna do.

Sorry it isn't working for you. You can use the example HostFiles directory instead of updating the database. The directory I uploaded has a full set of the CSV files. Just start quickmag, and choose not to update the database.

Is this coming back or should the community be making plans to replace the web-based version? We miss quickmag :(

Unfortunately my work has been keeping me incredibly busy, and I just don't have the time to maintain the website. Feel free to use any/all of this code to make a new website. This code was designed to replace the backend of the old quickmag.ml site.
The CPUsurvey and GPUsurvey functions in ./src/QM_EvalFunctions generate the list of most common parts.
These model names can be put into the QuickMagCPU and QuickMagGPU functions in the same file to generate the results tables in text form.
All the website has to do is provide an easy to search directory of parts from the survey table matched with links to a URL that takes you to a page containing the results table. The  the results pages can be generated "on the fly" using cgi-bin, or you can build a system to pre-cache the results for the most common parts.

Thank you for the info.


nest-joi does not validate when dto is in another project

Hello,
I have a project that uses a local dependency via npm link. Everything works fine except when I move the dto files to the local dependency in another project. The JoiSchemaOptions and JoiSchema decorators don't seem to have any effect when I import from the local dependency
// local dependency
@JoiSchemaOptions({
  allowUnknown: false,
})
export class ExampleDto {

  @JoiSchema([CREATE], Joi.email().required())
  email!: string;
}

// main proyect
import { ExampleDto } from<EMAIL_ADDRESS>
/*... */

@Post()
async signUp(@Body() exampleDto : ExampleDto) {
  // validation doesn't work
}

Thanks

Hi,
can you please create a minimal reproduction repo? This might have nothing to do with the module itself.


Add reviewer for rekor-monitor

Signed-off-by: Hayden B<EMAIL_ADDRESS>
Summary

Release Note

Documentation

cc @znewman01, thank you!

bumping for a merge


Move form test classes into new module structure

Files left incorrectly after https://github.com/droolsjbpm/jbpm-console-ng/commit/433f6dfadec7f9fc3311d4ba0838f56183529abd


The version of the Network Watcher Agent should be updated on the page

[Enter feedback here]
The version of the NW agent should be updated. As of now, the current version is "1.4.2146.1"

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

ID: d435c401-9ed7-2cea-6e9a-9c0e242a0a47
Version Independent ID: 87850c77-26e7-bcf5-a4a9-a7702c200f4a
Content: Update the Network Watcher extension to the latest version - Azure Virtual Machines
Content Source: articles/virtual-machines/extensions/network-watcher-update.md
Service: virtual-machines
Sub-service: extensions
GitHub Login: @damendo
Microsoft Alias: damendo

@tcsougan Thank you for the feedback!  The typeHandlerVersion is updated frequently so I'm going to reach out to the document author to see how we handle this from a documentation standpoint.

Thank you very much. I understand!
I opened this issue because it has confused a couple of customers already.

@tcsougan I've reached out to the documentation team and an update is being worked on.

@tcsougan The documentation team has added this to their list of documentation to update.  We are going to close this thread as resolved but if there are any further questions regarding the documentation, please tag me in your reply and we will be happy to continue the conversation.


Adding sample code used for aurora to acryl ingestion

Checklist

[ ] The PR conforms to DataHub's Contributing Guideline (particularly Commit Message Format)
[ ] Links to related issues (if applicable)
[ ] Tests for the changes have been added/updated (if applicable)
[ ] Docs related to the changes have been added/updated (if applicable). If a new feature has been added a Usage Guide has been added for the same.
[ ] For any breaking change/potential downtime/deprecation/big changes an entry has been made in Updating DataHub

@vipul094 I'm going to close this PR for now. If you get a chance to fix up the code to create a proper datahub ingestion source, please ping us and we can reopen this PR or create a new one.


Provide a way to hide "preview" or not yet supported device types from CLI

Currently when you create an application you have the option to create an Edison (or unsupported) device type, but you can not flash it using the cli. These options should be hidden from the user.

The unsupported devices were hidden from app create, which effectively hides them in quick start until device specs are implemented.


Search bar keybaord shortcut tip indicates cmd-k but only ctrl-k works

The indicator for what shortcut to use on Mac is incorrect. Probably an automatic conversion from ctrl to cmd when Mac is detected? The modal of Keyboard Shortcuts correctly says ctrl

Oops, ignore the bad alignment in my screenshot. I think I was mucking around with Dev Tools trying to understand how the crap Tailwind works to solve the other issue I filed. (why can't it just be CSS? 😅 )

Sorry, I don't have a Mac to test with, but you're almost certainly correct! It looks like we're just registering ctrl+k: https://github.com/fantasycalendar/kobold-plus-fight-club/blob/dc931af2f13a3932832a3d4045522082500c6648/src/components/SearchBox.vue#L17
I'll look into having our hotkey library use command instead, for some reason I thought it already did.
As for the latter question, regarding Tailwind, we use Tailwind because it offers a ton of benefits over traditional semantic classes and CSS; Especially in the context of an app that has a lot of small one-off components rather than a ton of constantly reused ones. There's never any question what styles are applied to a given element - they are all right there, inline, doing very concise and consistent things. I highly recommend this talk by its creator, it'll hopefully help answer that question better than I could: https://www.youtube.com/watch?v=TNXM4bqGqek


feat: add calculator to pricing page

Adds a pricing calculator to the pricing page:
https://github.com/user-attachments/assets/47e5f087-eb3c-4926-b47d-63f59d55f1e6

Feedback:

You might want sliders to only stop at the few chosen stops (rather than continous).
In general language should show these as "at most" costs rather than "it will cost this".
If they're patching more than 4 times a month, we might want to show a line saying how costs go down as patch frequency goes up, as we only charge you for isntalled patches, and we won't install patches while users are not using the app.

As discussed on VC, landing and applying the feedback above in future PRs

Feedback after trying:

Remove "Use our pricing calculator to find out."
"How many monthly active users do you have?" -> "Approximate Monthly Active Users"
"Our Pro plan" -> "Pro" or "The Pro Plan"?
"We recommend the" -> "Use the" or "Try the"? to be shorter?
"Sign up here." should be its own separate line?
Should "*Prices are quoted in USD and sold as "patch installs per month", reflecting successful installs of a given patch. For example, 1 patch pushed to 10 devices is 10 installs. 2 patches pushed to 5 devices is also 10 installs." be above the calculator?


Bug in InStream (incorrect parse transformation)

During the code writing for PR #13 (branch compiler), I encountered difficulties in generating output images from an input file using the "render" command. By modifying the tests in the InStreamTest class, in the commit e983ddba7b8dd7eada07fad320f7a15fb2cdcd44, I narrowed down the issue to a bug in the translation reading. In fact, the tests are failing due to this line in TestParser:
assertTrue(Transformation.translation(new Vec(0.f, 0.f, 1.f)).isClose(scene.objects.get(2).transformation));
I am opening this issue to resolve this problem.

Bug resolved. As you can see from the commit 08ce534fba27427fe4b5226a2101e1ef62bd9af2, the issue was caused by a missing reassignment of the result parameter in the parseTransformation method.
The resolution of this bug has also revealed an error related to either color parsing or PFM to PNG conversion. I will use this issue to address that bug as well. I will display the generated image during the output phase, where this problem is evident.

After careful evaluation, I conclude that what was shown in the previous comment is not an error but simply the result of inappropriate gamma and brightness values. In fact, the image contains a large black region that significantly affects the average brightness value.