Math Magicians: setup

In this part of the project, I implemented the following features:

Set up a React app.
Set up React linters

The application run in the browser without errors

Thanks for your review;
I update the readme file. The project works normally, and there is no error in launching the linter and react.


Add Cookies in the Webview

Use Case

A client needs to have authenticated access to the Webview links they provided.
They want us to set cookies so that they can authenticate users going through the webview from our app.

In short if possible we should be able to set cookies from with yaml for webview so that webview is authenticated.
CC: @amin-nas @vusters @kmahmood74

@vusters this is needed for a customer and as such is a blocker. Please prioritize.
see this https://pub.dev/documentation/webview_flutter/latest/webview_flutter/WebViewCookieManager-class.html
It should be possible to do.

send this to you @fullstackctp . See EnsembleWebView.

this was closed in https://github.com/EnsembleUI/ensemble/pull/911


Some tweet are localized far from the good location

Ex:<PHONE_NUMBER>80103680 localized in Venice instead of Levallois

TODO:

[ ] Add logs to see which places are returned by open street map API.
[ ] Implement #4 should improve this


Implementation of concat gives unexpected results

function concat1<T extends readonly any[], U extends readonly any[]>(arr1: T, arr2: U): [...T, ...U] {
    return [...arr1, ...arr2];
}

function concat2<T extends readonly any[], U extends readonly any[]>(arr1: T, arr2: U) {
    return [...arr1, ...arr2];
}

const x1 = concat1([1,2,3] as const, [4,5, 6] as const);
const x2 = concat2([1,2,3] as const, [4,5, 6] as const);

Here, TypeScript is okay with concat1 returning [...T, ...U], but instead infers the type of concat2 to be T[number][].
Notice U was not in the output type!
As a result, x1 has the type [1, 2, 3, 4, 5, 6] and x2 has the type (1, 2, 3)[]).

Feels strange to contrast with tail which works as one would expect:
// returns 'T'
function tail<T extends any[]>(arg: [any, ...T]) {
    const [_, ...result] = arg;
    return result
}

@ahejlsberg any thoughts on this one?

Yeah, inferring T[number][] instead of (T[number] | U[number])[] definitely isn't good. We actually do ask for a union of those two types, but sadly subtype reduction reduces it to T[number][]. The issue is the rule we have that says a type is assignable to T[K] if it is assignable to the base constraint of T[K] for writing. And the base constraint of T[K] for both reading and writing is any. The rule is unsound (for sure), but we have it to allow assignment of non-generic types to type this['foo'] in classes. I'm thinking we should restrict it to not kick in for index signatures in T.

BTW, the fact that we infer an array type for concat2 is by design, it doesn't have a tuple contextual type nor is it as const. Not clear that we could easily change that.

Actually, there's really no reason the unsound rule should be in effect for anything but the assignable and comparable relations. So, I think the fix is to disable it for the subtype relations, which causes us to preserve the full (T[number] | U[number])[]. I will put up a PR.


You should put bicycle.splat into VFX/Assets before opening the project at the first time. Unity Editor will remove the metadata file (.meta) when the file body is missing.

          You should put `bicycle.splat` into `VFX/Assets` before opening the project at the first time. Unity Editor will remove the metadata file (`.meta`) when the file body is missing.

Originally posted by @keijiro in https://github.com/keijiro/SplatVFX/issues/5#issuecomment-1837046200
Hi Keijiro,
I'm trying to add this SplatVFX repository to an existing HDRP project but can't make it work, the bicycle scene is working but not the vfx desintegration effect.. and the fps is surprisingly low (6fps in play mode on with Nvidia RTX A6000 48Go).
The only way I can make the VFX work is when I create a new hdrp project directly from this repository.
Do you know if there's a way to add the repository of SplatVFX in an existing HDRP project with the desintegration VFX that is active ?
All the best,
Mathieu

The disintegration is controlled by the timeline. You have to recreate it in your scene.


UnwrapCL.exe has stopped working

This happens a lot when "Generate Lightmap UVs" is enabled:

Finally I found a way to consistently replicate this bug so we can research it. Simply place a 2DSE brush onto a box and UnwrapCL.exe will crash. In my game stair cases and vertex edited cubes crash it as well so it's not directly related to 2DSE.

For anyone reading these posts through E-mail I significantly edited my post with new details. Even just having two NoCSG brushes can crash UnwrapCL.exe.

I did a lot of research on the internet. First of all there's no known fix for this issue that works for us. I did notice Unity uses Blender through the command line to import .blend files (it passes a python script that creates a .fbx file that it can read).
We can use Blender to create lightmap UV2:

Export the CSGModel to a .obj file.
Execute Blender with a Python script that can execute:

"Lightmap Pack" or

"Smart UV Project"

Export the result to a .obj file.
Read the .obj file back into Unity.
Parse the UV2 coordinates.

It's a neat workaround that no longer requires UnwrapCL.exe and should still be pretty fast although you wouldn't want to do this with Auto Rebuild. It would be another good opportunity to add a "Final Rebuild" button. Users could decide between using UnwrapCL.exe or Blender.exe in the SabreCSG preferences.

Rumors say that 2017.4.1f1 fixed the problem, I couldn't reproduce it in 2018.2.x.

Fantastic news! Confirmed that 2017.4.5f1 does not have this problem. Unity fixed this entire issue.


Simplify target dependencies

fixes #982
P.S. thx, pravic

On a similar note... what do you guys think of feature-gating sdl and glfw?

@eugene2k looks great, thanks!
Feature gating SDL and GLFW is the way to go. Would you want to implement it within this PR?

Might not need to feature-gate it at all. You said before that the reason why sdl was added as a dependency to gfx_app was so that everything could be tested with a single cargo test. That doesn't work anyway (see #961). So perhaps we should just remove sdl and glfw from gfx_app altogether.

The fact that this doesn't work is a bug (or missing feature) in cargo, not by design, IIRC. But I can't really see a use case where the app launcher would choose sdl or glfw over glutin, so your point still stands. I suppose we can remove sdl and glfw from gfx_app dependencies then, as you suggest.

There's a complication with that too. If the dependency is optional or not there, cargo can't find its manifest. So if you want to test say gfx_window_sdl you can't just run cargo test -p gfx_window_sdl in gfx root and have it tested. Instead you have to specify the manifest of the package (or cd to its directory) and then cargo will build not only the package itself, but also all of its dependencies even if you had already built them before, which will slow down travis/appveyor.
So, I guess you should probably merge the PR as it is...

Yeah, I've been worrying about this too. Let's leave this for now.
@homu r+

:pushpin: Commit 5dfe598 has been approved by kvark

:zap: Test exempted - status


#0: Update README.md to include mention of TTNN_CONFIG_OVERRIDES

Update README.md to include mention of TTNN_CONFIG_OVERRIDES
I wasted some time because I didn't know about this env variable. It'd be good to have in the readme.

Update README.md to include mention of TTNN_CONFIG_OVERRIDES
I wasted some time because I didn't know about this env variable. It'd be good to have in the readme.

That looks good. Did you look at ttnn documentation?
I think we should update the README.md to just have the link to the documentation


query language endpoint

Dear Developers,
could you please check the documentation for the query language endpoints? In Section 7.2 (HTTP/JSON protocol) it is stated that the endpoint syntax
/api/v1/query/{database}/{language}/{command}

is only supported for "sql" (see URL Syntax 2). However, in Sections 7.8 (Open Cypher), 7.9 (Gremlin API), 7.10 (GraphQL), 7.11 (MongoDB API) examples use this syntax as opposed to stating the language in the payload data "language" field. Are the examples correct or the statement in Section 7.2, or did I misinterpret something?
Starting the server mongo, gremlin, cypher, graphql, and sql are listed as available query languages. So if this is correct, the listed languages in Section 7.2 for "Execute a command (POST)" and "Execute a query (GET)" would also need updating by adding mongo and graphql.
Thanks for the clarifications

The HTTP query supports any query language installed. Are you sure the respective query language are installed?
Could you please post the server logs?
Also, what's the error when you try to execute the query?
Have you also tried the PSOT /command?

I was just referring to the details in the documentation. Sorry for not being clear.

PS: Is "neo4j" in Section 7.2 for "Execute a command (POST)" and "Execute a query (GET)" supposed to be "graphql"?

@gramian sorry I misread that. Thanks for the clarification, docs are fixed. Will be online in 10 mins.

@lvca One other thing I noticed in Section 7.2, "Execute a query (GET)" is that both examples use a POST, but it should be GET, right ? And additionally, in the first example of this section the endpoint should be query instead of command.

@gramian you're right, fixed. Online in about 10 mins. Thanks!


Gathering: Pretty printing the json

Potentially even write out a pdf

@jthorton are the JSON outputs readable as-is? I know we added the indent argument, is that enough?

@IAlibay I would say yes, and the partners on the call seemed happy with the example we showed.


Logout doesn't work

Details: in logout() function, we're setting the esri_auth cookie to expire after calling portal.signOut(). But the cookie does not change. I don't understand why.

Since we are not updating this app, we will just treat this as a known issue.


Add support for ubuntu 22.x

Signed-off-by: MaxMcAdam<EMAIL_ADDRESS>

Tested with the management hub test script from this repo and against the e2edev test sets


doc common: adding the documentation for the C++ APIs

Added the missing descriptions for Sw/Gl/Canvas and Initializer.

conflicts resolved


Enable security.nesting for rockcraft pack

Reference: https://github.com/canonical/craft-providers/issues/591
We have a rock to be built which spins up a docker container as part of the build process to generate some database queries and metadata. Such functionality is not enabled by default in rockcraft. After some digging around, it seems that setting lxc --project=rockcraft profile set default security.nesting true on the lxc container before running rockcraft pack allows this to be done. Would it be possible to add this setting as a parameter to the integration tests?

Seems this is now implemented by #443 .


Validation on Router Advertisement for Firewall Rules

ISSUE TYPE

Bug Report

COMPONENT NAME
Firewall Rules for VMs

##### CLOUDSTACK VERSION
Latest

##### CONFIGURATION
N/A

##### OS / ENVIRONMENT
N/A

##### SUMMARY
https://github.com/apache/cloudstack/blob/master/server/src/main/java/com/cloud/network/vpc/NetworkACLServiceImpl.java/#LC527

The code on this page uses the function NetUtils.validateIcmpCode to validate that the code is between 0-15.
However there is a case in our system where an apparently valid code is 16.

If you look at the spec for Type 9 Router Advertisement:
https://www.iana.org/assignments/icmp-parameters/icmp-parameters.xhtml#icmp-parameters-codes-9/#table-icmp-parameters-ext-classes

The valid codes are 0 and 16.

Not sure if this is intended to eliminate this option or not.

Actual place to update appears to be here:
https://github.com/apache/cloudstack/blob/master/utils/src/main/java/com/cloud/utils/net/NetUtils.java/#LC1214

good. it is better to change valid range to 0-16

The 15 probably was introduced for type 3. i agree that we should allow 16 (for type 9) but a proper implementation would validate based on type.

Please review https://github.com/apache/cloudstack/pull/3468 @ustcweizhou @DaanHoogland


Can only split/join/toggle once

Can only split/join/toggle once.
The split/join/toggle actions works fine the first time, but when trying to do a split/join/toggle again then nothing happens.
Im on NVIM v0.9.1
Ive tested with a clean config and only treesj and treesitter.

I can't reproduce this bug. Does it still reproduce for you? If so, please share the minimum configuration that reproduces the bug.

I'm getting the same thing. Here is my config:
require('treesj').setup({
    -- Use default keymaps
    -- (<space>m - toggle, <space>j - join, <space>s - split)
    use_default_keymaps = false,

    -- Node with syntax error will not be formatted
    check_syntax_error = false,

    -- If line after join will be longer than max value,
    -- node will not be formatted
    max_join_length = 120,

    -- hold|start|end:
    -- hold - cursor follows the node/place on which it was called
    -- start - cursor jumps to the first symbol of the node being formatted
    -- end - cursor jumps to the last symbol of the node being formatted
    cursor_behavior = 'hold',

    -- Notify about possible problems or not
    notify = true,
    langs = { lua = require( 'treesj.langs.lua' ), },

    -- Use `dot` for repeat action
    dot_repeat = true,
})

I found what the problem was: it required tree reparsing after changing the buffer text.

Can confirm it's fixed and working as expected now. Thanks @Wansmer!

@Wansmer Actually, I may have spoken too soon. It looks like there is a problem with the way treesj reads the current buffer.
When I add new code to a block, then run TSJToggle, the new code disappears 😢

@Wansmer Actually, I may have spoken too soon. It looks like there is a problem with the way treesj reads the current buffer.
When I add new code to a block, then run TSJToggle, the new code disappears 😢

Really unexpected... I will fix it.

@alextricity25 It should be working now. (#121)

@Wansmer It works! Just tried it with typescript too and it works like a charm. Thank you!

One other potential issue, but it might be more of an issue with your other plugin sibling-swap.nvim:
After using toggle, I am then unable to swap arguments using sibling-swap.
Was just thinking this might be a buffer related issue.

Was just thinking this might also be a similar buffer related issue.

Yes, it looks like something has changed in the way the treesitter works.

Both plugins are working now!! Thank you!


Serious Sam TFE Crashes

Game
Serious Sam Classic: The First Encounter
Engine
Serious Engine
Linux Distribution
Arch Linux
Luxtorpeda Version
53
Bug description
When launching Serious Sam TFE, the game crashes with the error code "Illegal Instruction" being outputted in Terminal.
Steps To Reproduce

Launch Serious Sam TFE
It crashes

Expected Behavior
The game launches
Additional Context
No response
Relevant log output
Illegal instruction (core dumped)

@daemonspudguy
I just tried it on Arch (Endeavor) Linux and it worked ok.
Could you provide a larger log from the starting point of starting the game? That'll show what the luxtorpeda client was attempting to do at the time.
Also, do you see a popup message about reporting issues? mainly curious if it gets to that point (that's from the engine, not the luxtorpeda client).

No, it doesn't get to that point. And that is legitimately the log output when running the binary.

Can you try running steam in terminal and then launching the game? The sending a file with the terminal output

`steam.sh[233376]: Running Steam on arch rolling 64-bit
steam.sh[233376]: STEAM_RUNTIME is enabled automatically
setup.sh[233450]: Steam runtime environment up-to-date!
steam.sh[233376]: Steam client's requirements are satisfied
[2022-05-16 15:10:08] Startup - updater built May 14 2022 00:02:57
Installing breakpad exception handler for appid(steam)/version(1652488014)
Looks like steam didn't shutdown cleanly, scheduling immediate update check
[2022-05-16 15:10:09] Loading cached metrics from disk (/home/daemonspudguy/.local/share/Steam/package/steam_client_metrics.bin)
[2022-05-16 15:10:09] Using the following download hosts for Public, Realm steamglobal
[2022-05-16 15:10:09] 1. https://cdn.cloudflare.steamstatic.com, /client/, Realm 'steamglobal', weight was 100, source = 'update_hosts_cached.vdf'
[2022-05-16 15:10:09] 2. https://cdn.akamai.steamstatic.com, /client/, Realm 'steamglobal', weight was 100, source = 'update_hosts_cached.vdf'
[2022-05-16 15:10:09] 3. http://media.steampowered.com, /client/, Realm 'steamglobal', weight was 1, source = 'baked in'
Installing breakpad exception handler for appid(steam)/version(1652488014)
[2022-05-16 15:10:09] Checking for update on startup
[2022-05-16 15:10:09] Checking for available updates...
[2022-05-16 15:10:09] Downloading manifest: https://cdn.cloudflare.steamstatic.com/client/steam_client_ubuntu12
[2022-05-16 15:10:09] Manifest download: send request
Installing breakpad exception handler for appid(steam)/version(1652488014)
[2022-05-16 15:10:09] Manifest download: waiting for download to finish
[2022-05-16 15:10:09] Manifest download: finished
[2022-05-16 15:10:09] Download skipped: /client/steam_client_ubuntu12 version<PHONE_NUMBER>, installed version<PHONE_NUMBER>, existing pending version 0
[2022-05-16 15:10:09] Nothing to do
[2022-05-16 15:10:09] Verifying installation...
[2022-05-16 15:10:09] Performing checksum verification of executable files
[2022-05-16 15:10:14] Verification complete
Loaded SDL version 2.0.22-7215337
Gtk-Message: Failed to load module "topmenu-gtk-module"
Gtk-Message: Failed to load module "appmenu-gtk-module"
ComputeStartupMode: found registry default startup mode: 0steamwebhelper.sh[233527]: Runtime for steamwebhelper: defaulting to /home/daemonspudguy/.local/share/Steam/ubuntu12_64/steam-runtime-heavy
steamwebhelper.sh[233527]: glibc >= 2.34, partially disabling sandbox until CEF supports clone3()
Installing breakpad exception handler for appid(steam)/version(1652488014)
Fontconfig warning: line 5: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/10-hinting-slight.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 4: unknown element "description"
Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 72: non-double matrix element
Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 72: non-double matrix element
Fontconfig warning: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 80: saw unknown, expected number
Fontconfig warning: "/etc/fonts/conf.d/11-lcdfilter-default.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/20-unhint-small-vera.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/30-metric-aliases.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/40-nonlatin.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/45-generic.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/45-latin.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/48-spacing.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/49-sansserif.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/50-user.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/51-local.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/60-generic.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/60-latin.conf", line 4: unknown element "description"
Fontconfig warning: "/etc/fonts/conf.d/65-nonlatin.conf", line 4: unknown element "description"
Could not connect to X session manager: None of the authentication protocols specified are supported
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
CAppInfoCacheReadFromDiskThread took 78 milliseconds to initialize
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Warning: failed to set thread priority: set failed for 8: -1: setpriority() failed
Warning: failed to set thread priority: set failed for priority 8
Warning: support for elevated priorities is most likely unavailable, suppressing future warnings
Installing breakpad exception handler for appid(steam)/version(1652488014)
Warning: failed to set thread priority: set failed for 8: -1: setpriority() failed
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Warning: failed to set thread priority: set failed for 8: -1: setpriority() failed
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Could not connect to X session manager: None of the authentication protocols specified are supported
Installing breakpad exception handler for appid(steam)/version(1652488014)
Could not connect to X session manager: None of the authentication protocols specified are supported
Installing breakpad exception handler for appid(steam)/version(1652488014)
(steam:233502): Gtk-WARNING **: gtk_disable_setlocale() must be called before gtk_init()
Installing breakpad exception handler for appid(steam)/version(1652488014)
WARNING: radv is not a conformant Vulkan implementation, testing use only.
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
WARNING: radv is not a conformant Vulkan implementation, testing use only.
roaming config store loaded successfully - 379 bytes.
migrating temporary roaming config store
BRefreshApplicationsInLibrary 1: 10ms
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Installing breakpad exception handler for appid(steam)/version(1652488014)
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Installing breakpad exception handler for appid(steam)/version(1652488014)
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Failed to init SteamVR because it isn't installed
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Installing breakpad exception handler for appid(steam)/version(1652488014)
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
ExecCommandLine: "'/home/daemonspudguy/.local/share/Steam/ubuntu12_32/steam'"
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
System startup time: 20.47 seconds
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
BuildCompleteAppOverviewChange: 222
RegisterForAppOverview 1: 50ms
RegisterForAppOverview 2: 50ms
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
CAPIJobRequestUserStats - Server response failed 2
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
Installing breakpad exception handler for appid(steam)/version(1652488014)
GameAction [AppID 41050, ActionID 1] : LaunchApp changed task to ShowLaunchOption with ""
GameAction [AppID 41050, ActionID 1] : LaunchApp waiting for user response to ShowLaunchOption ""
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
GameAction [AppID 41050, ActionID 1] : LaunchApp continues with user response "0"
GameAction [AppID 41050, ActionID 1] : LaunchApp changed task to ProcessingInstallScript with ""
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Error: Custom { kind: Other, error: "iscriptevaluator ignoring" }
GameAction [AppID 41050, ActionID 1] : LaunchApp changed task to SiteLicenseSeatCheckout with ""
GameAction [AppID 41050, ActionID 1] : LaunchApp changed task to CreatingProcess with ""
GameAction [AppID 41050, ActionID 1] : LaunchApp waiting for user response to CreatingProcess ""
GameAction [AppID 41050, ActionID 1] : LaunchApp continues with user response "CreatingProcess"
/bin/sh\0-c\0/home/daemonspudguy/.local/share/Steam/ubuntu12_32/reaper SteamLaunch AppId=41050 -- '/home/daemonspudguy/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier'/_v2-entry-point --verb=waitforexitandrun -- '/home/daemonspudguy/.local/share/Steam/compatibilitytools.d/luxtorpeda'/luxtorpeda.sh waitforexitandrun  '/home/daemonspudguy/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter/Bin/SeriousSam.exe'\0
Game process added : AppID 41050 "/home/daemonspudguy/.local/share/Steam/ubuntu12_32/reaper SteamLaunch AppId=41050 -- '/home/daemonspudguy/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier'/_v2-entry-point --verb=waitforexitandrun -- '/home/daemonspudguy/.local/share/Steam/compatibilitytools.d/luxtorpeda'/luxtorpeda.sh waitforexitandrun  '/home/daemonspudguy/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter/Bin/SeriousSam.exe'", ProcID 234178, IP <IP_ADDRESS>:0
chdir /home/daemonspudguy/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter
ERROR: ld.so: object '/home/daemonspudguy/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/daemonspudguy/.local/share/Steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored.
ERROR: ld.so: object '/home/daemonspudguy/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/daemonspudguy/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/daemonspudguy/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
pid 234182 != 234179, skipping destruction (fork without exec?)
GameAction [AppID 41050, ActionID 1] : LaunchApp changed task to WaitingGameWindow with ""
GameAction [AppID 41050, ActionID 1] : LaunchApp changed task to Completed with ""
LD_PRELOAD found with /tmp/pressure-vessel-libs-2Z0RM1/${PLATFORM}/gameoverlayrenderer.so
pid 234333 != 234332, skipping destruction (fork without exec?)
turning virtual gamepad off
SDL_IGNORE_DEVICES not found: environment variable not found
update_packages_json. found hash: f13bd17edd089131592c39090150b17c224a7c96
update_packages_json. found hash and remote hash: f13bd17edd089131592c39090150b17c224a7c96 ad079dc301bdfe3e98faa2101ebde650761b67ef
update_packages_json. hash does not match. downloading
update_packages_json. downloading new packagesruntime.json
update_packages_json. new downloaded hash matches
creating: "/run/user/1000/luxtorpeda/41050.pid"
luxtorpeda version: 53.0.0
steam_app_id: "41050"
original command: ["/home/daemonspudguy/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter/Bin/SeriousSam.exe"]
working dir: Ok("/home/daemonspudguy/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter")
tool dir: "/home/daemonspudguy/.local/share/Steam/compatibilitytools.d/luxtorpeda"
user_packages_file not found
user_packages_file not found
serious-engine-41050-2.tar.xz found in cache (skip)
json:
{
"game_name": "Serious Sam Classic: The First Encounter",
"download": [
{
"name": "serious-engine",
"url": "https://github.com/luxtorpeda-dev/packages/releases/download/serious-engine-2/",
"file": "serious-engine-41050-2.tar.xz"
}
],
"command": "./Bin/ssam-tfe",
"engine_name": "Serious-Engine",
"cloudNotAvailable": true
}
installing: serious-engine-41050-2
install: "SE1_10.gro"
install: "license"
install: "license/LICENSE.serious-engine"
install: "Bin"
install: "Bin/ssam-tfe"
install: "Bin/libShaders.so"
install: "Bin/libGame.so"
install: "Bin/libEntities.so"
dropping: "/run/user/1000/luxtorpeda/41050.pid"
sending close to run context thread
run: "./Bin/ssam-tfe" with args: [] []
run returned with signal: 4 (core dumped)
Game process removed: AppID 41050 "/home/daemonspudguy/.local/share/Steam/ubuntu12_32/reaper SteamLaunch AppId=41050 -- '/home/daemonspudguy/.local/share/Steam/steamapps/common/SteamLinuxRuntime_soldier'/_v2-entry-point --verb=waitforexitandrun -- '/home/daemonspudguy/.local/share/Steam/compatibilitytools.d/luxtorpeda'/luxtorpeda.sh waitforexitandrun  '/home/daemonspudguy/.local/share/Steam/steamapps/common/Serious Sam Classic The First Encounter/Bin/SeriousSam.exe'", ProcID 234178
ThreadGetProcessExitCode: no such process 234428
ThreadGetProcessExitCode: no such process 234332
ThreadGetProcessExitCode: no such process 234180
ThreadGetProcessExitCode: no such process 234179
Uploaded AppInterfaceStats to Steam
Installing breakpad exception handler for appid(steam)/version(1652488014)
Installing breakpad exception handler for appid(steam)/version(1652488014)
Could not connect to X session manager: None of the authentication protocols specified are supported
Could not connect to X session manager: None of the authentication protocols specified are supported
`

steam log.txt

@daemonspudguy Can you also send over what steam outputs for the system information? Are you able to play other opengl games and other luxtorpeda games?

How do I get system info from steam?

steam system log.txt

I'm able to play Doom 3 with the dhewm3 engine.

The vram seems a bit low, but other than that seems pretty normal.
You may want to create a ticket on the Serious-Engine repo (https://github.com/ptitSeb/Serious-Engine), as it looks to be some sort of issue with the engine itself.
You may also want to try building it yourself as well, for reference this is what I'm using to build it: https://github.com/luxtorpeda-dev/packages/blob/master/engines/serious-engine/build.sh
You should be able to run it with gdb and get a backtrace, which may help debug where it's crashing. The luxtorpeda downloaded one should be doable there as well.
If you find anything on any of those paths, please let me know. For now, I'll close this but let me know if there's anything else I can do.

Running the binary with GDB outputs this:
Using host libthread_db library "/usr/lib/libthread_db.so.1".
Program received signal SIGILL, Illegal instruction.
_GLOBAL__sub_I_DepthCheck.cpp(void) () at /__w/packages/packages/engines/serious-engine/source/Sources/Engine/Graphics/DepthCheck.cpp:293
293	in /__w/packages/packages/engines/serious-engine/source/Sources/Engine/Graphics/DepthCheck.cpp

@d10sfan just an update, I tried a compiled version with your script and it segfaults. Seems to be a known issue upstream. Shame the developer seems to have fallen of the face of the planet.

@daemonspudguy Ah ok, if anyone fixes it or if you find a fork that works better, feel free to ping me here.

I did at least get the game running with Proton.


Remove EmoteCraft from currently working section

It doesn't work and isn't maintained based on the repository activity

Made a pull request with changes #3


IRGen: address a TODO in the autolinking

What's in this pull request?

Resolved bug number: (SR-)

Before merging this pull request to apple/swift repository:

[ ] Test pull request on Swift continuous integration.

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Use the target specific directive generation.  This addresses a TODO to use the
same logic as clang.  Unfortunately, the logic in clang is not accessible
outside of it, so replicate the behaviour.

@jrose-apple looking back at the implementation, it seemed overkill.  I simplified it and adjusted the twine usage.  Mind having a look?  Im not at my normal machine right now, so I will test it as soon as I can.  I just want to make sure the overall flow looks reasonable enough to you.

I'm still not comfortable with this use of Twine. From the doc comment:

A Twine is not intended for use directly and should not be stored, its implementation relies on the ability to store pointers to temporary stack objects which may be deallocated at the end of a statement. Twines should only be used accepted as const references in arguments, when an API wishes to accept possibly-concatenated strings.

I'd like to keep the rules simple so that we don't have people getting the wrong impression about what Twine can and can't do.

@jrose-apple as you wish.  Updated to not use twines with references to constant data.

Thanks, Saleem!
@swift-ci Please test

@jrose-apple okay to merge?

Merging this since Id like to get the PS4 changes in as well.  I believe all of @jrose-apple's comments have been addressed.

Yep, sorry to leave you hanging. (And welcome to being a commiter. :-) )


click is not defined

Expected behavior
Open Browser
Go To Webpage
Enter the value 1234 into text box
Click Button
Clear Form postback
Actual behavior
Open Browser
Go To Webpage
Enter the value 1234 into text box
Click Button
Error Returned
Failed Step: Enter Public Key "1234"
Specification: ...\WebPageGenericTests.spec:6
Error Message: {}
Stacktrace:
ReferenceError: click is not defined
Same result from cmd and VSCode
Steps to reproduce
1.GoTo https://static.demo.ezidebit.com.au/EnterPublickey.aspx
2.Enter 1234 into public key field
3. Click Continue
Versions
Gauge version: 1.0.4
node
v10.16.3
taiko
Version: 1.0.0 (Chromium: 76.0.3803.0) RELEASE
WebPageGenericTests.zip

the click method is missing in your require statement.
Please modify it to
const { openBrowser, click, write, closeBrowser, goto, press, text, focus, textBox, toRightOf } = require('taiko');


Use npm's cafile config re #848

Do a google search for "UNABLE_TO_GET_ISSUER_CERT_LOCALLY" or "can't install behind corporate firewall" or "can't install behind proxy".
tl;dr I need to install a module, which requires something to be rebuilt, and it fails because node-gyp doesn't honor my npm configurations for cafiles (for corporate self-signed certificate).
Specifically, this addresses needing to download node's headers when an install/update requires a rebuild.

Did you check if HEAD of master works?  --cafile was recently added - it's the most recent commit in fact - and is inherited implicitly through the environment.  See commit 8c4b0ff for details.

I intend to double-check tomorrow.  The use-case was npm install ${somePackageRequiringARebuild}, with ca configured via npm config set cafile="/path/to/cert.pem", and invasive debugging of gyp.opts (e.g. console.log) showed that if (caFile)... was a false condition.
If this is the case, and the intention is that it should be inherited implicitly or explicitly into gyp.opts, then my 'fix' is in the wrong place.  I will look into how gyp.opts is populated.

Here is the code that is responsible for populating the gyp.opts object with npm_config_* environment variables.

@mschnee @bnoordhuis guys, any progress here? Is there any chance to bypass the issue without the PR?

Closing, --cafile has been out for some time now and seems to be working okay.  Please holler if you have reason to believe otherwise.


pack view page and pack edit/inventory pages are not consistent

While the inventory and pack edit pages got a max-width and are centralized, the pack view page does not. I'm using an ultrawide screen and the pack view page is very hard to work with when it's using the entire screen.
I think that the pack view page should have max-width and be centered as well if only for cross-site consistency

Agreed. I'll set a reasonable max-width for pack view pages and will keep this in mind when updating the layout for editing packs too.


Add FlutterSaveLocation to exported classes of redux_persist_flutter.…

As discussed in issue #8 (Undefined name 'FlutterSaveLocation')

Will publish update soon (when I'm home)! Thank you


Post method redirect does not send cookies further

When you use POST method with node-fetch it does not send cookies to the next url.
Suppose it's not what most users expect.
Maybe it have to be reflected in documentation ?

Yes it doesn't at this time (because lack of built-in cookie support) and the current workaround is to extract POST headers and manage cookies separately (which you can only do on server-side).

And what about making some notes in README.md ?

I have added it onto KNOWN LIMIT document.


Pre-calculate advertisment and add file monitoring for recalculate

File monitoring would require adv and rec methods to be mutable - so skipping this for now


No data is written in case a path changes type

This is coming from someone usng the VHFinfo plugin.
In the plugin I changed a type at some point. Not he gets:
Jun 02 22:59:27 ERROR: Write to InfluxDB failed. m [HttpError]: failure writing points to database: partial write: field type conflict: input field "value" on measurement "vhfdata.nearest.vts.channel" is type string, already exists as type float dropped=10 at IncomingMessage.<anonymous> (/home/pi/.signalk/node_modules/@influxdata/influxdb-client/dist/index.js:5:5671) at IncomingMessage.emit (node:events:525:35) at endReadableNT (node:internal/streams/readable:1358:12) at processTicksAndRejections (node:internal/process/task_queues:83:21) { statusCode: 422, statusMessage: 'Unprocessable Entity', body: '{"code":"unprocessable entity","message":"failure writing points to database: partial write: field type conflict: input field \\"value\\" on measurement \\"vhfdata.nearest.vts.channel\\" is type string, already exists as type float dropped=10"}', contentType: 'application/json; charset=utf-8', json: { code: 'unprocessable entity', message: 'failure writing points to database: partial write: field type conflict: input field "value" on measurement "vhfdata.nearest.vts.channel" is type string, already exists as type float dropped=10' }, code: 'unprocessable entity', _retryAfter: 0 }

He'd be happy to ignore this path, but the plugin doesn't support that.
Another option could be to drop the previously stored data?

I have yet to address this issue. Haven't bumped into it myself, but people have reported it.
I see a few options:

use metadata to derive the data type
implement ignored paths, which would be useful anyway
implement data type override within the plugin, so that you could force the data type for a path (least interesting option, as this overlaps with metadata, but would be plugin-only)

As i haven't dug into this deeper I can't offer advice on how to get rid of the offending data already in the db.

implement ignored paths, which would be useful anyway

That would be the simplest and serves as a workaround for now.


Deckswiper not re rendering straight away when datasource changes

react-native, react and native-base version
0.50.3, 16.0.0, 2.3.3
Expected behaviour
When the dataSource passed to the DeckSwiper changes the DeckSwiper should re render straight away.
Actual behaviour
When the dataSource changes the cards don't re-render straight away, it only re renders once a card has been swiped from the deck.
Steps to reproduce (code snippet or screenshot)
import React from "react";
import { Platform, Image } from "react-native";
import {
  Container,
  Header,
  Title,
  Content,
  Button,
  Icon,
  Text,
  Right,
  Body,
  Left,
  Picker,
  Form,
  View,
  DeckSwiper,
  Card,
  CardItem,
  Item as FormItem
} from "native-base";

const Item = Picker.Item;

const topics = [
  { label: "topic 1", value: "1" },
  { label: "topic 2", value: "2" },
  { label: "topic 3", value: "3" }
];

const cards = [
  { text: "Card A", topicId: "1", name: "One" },
  { text: "Card B", topicId: "2", name: "Two" },
  { text: "Card C", topicId: "3", name: "Three" },
  { text: "Card D", topicId: "1", name: "Four" },
  { text: "Card E", topicId: "2", name: "Five" },
  { text: "Card F", topicId: "3", name: "Six" }
];

export default class App extends React.Component {
  constructor(props) {
    super(props);
    this.state = {
      selected: "1",
      topics: topics,
      cards: cards
    };
  }
  onValueChange(value: string) {
    this.setState({
      selected: value,
      cards: cards.filter(item => item.topicId === value)
    });
  }
  render() {
    console.log(this.state.cards)
    return (
      <Container>
        <Header />
        <Content>
          <Form>
            <Picker
              iosHeader="Select one"
              mode="dropdown"
              selectedValue={this.state.selected}
              onValueChange={this.onValueChange.bind(this)}
            >
              {this.state.topics.map((topic, i) => {
                return <Item label={topic.label} value={topic.value} key={i} />;
              })}
            </Picker>
          </Form>
          <View>
            <DeckSwiper
              ref={c => (this._deckSwiper = c)}
              dataSource={this.state.cards}
              renderItem={item => (
                <Card style={{ elevation: 3 }}>
                  <CardItem>
                    <Left>
                      <Body>
                        <Text>{item.text}</Text>
                        <Text>Topic{item.topicId}</Text>
                      </Body>
                    </Left>
                  </CardItem>
                  <CardItem cardBody>
                    <Image
                      style={{ height: 300, flex: 1 }}
                      source={{
                        uri:
                          "http://www.pixedelic.com/themes/geode/demo/wp-content/uploads/sites/4/2014/04/placeholder4.png"
                      }}
                    />
                  </CardItem>
                </Card>
              )}
            />
          </View>
        </Content>
        <View style={{ flexDirection: "row", flex: 1, position: "absolute", bottom: 50, left: 0, right: 0, justifyContent: 'space-between', padding: 15 }}>
        <Button iconLeft onPress={() => this._deckSwiper._root.swipeLeft()}>
          <Text>Swipe Left</Text>
        </Button>
        <Button iconRight onPress={() => this._deckSwiper._root.swipeRight()}>
          <Text>Swipe Right</Text>
        </Button>
      </View>
      </Container>
    );
  }
}

Screenshot of emulator/device
Link to GIF demonstrating issue http://gph.is/2iqA9o4
Is the bug present in both ios and android or in any one of them?
Only checking on ios so don't know if it's also happening in android.
Any other additional info which would help us debug the issue quicker.
I have looked at other issues on here that discuss a similar problem but have not found any solutions in any of the comments.

Hi @akhil-geekyants, any update on when this will be fixed?  or a suggestion on how I can work around it?  Thanks!

I'm also having a basic issue using this component. Before the data is fetched, the component is initialized with an empty array and therefore renders the empty template. When the populated array is passed to props for re-render, the deck continues to display the empty state... so I cannot even swipe a card to re-render. Any suggestion on how we should explicitly update the datasource?

We also have the same issue, when we fetch details from API its not loading the cards. But when we hardcode the values it works. I think when the state is changing the deck swiper is not getting the latest one. Any update will help us

@akhil-geekyants  Seeing the same issue in "native-base": "2.1.3" with undefined this.__deckSwiper.
My gist is linked here but this._deckSwiper._root is undefined. Is there a different way of accessing the swipe props in this verison of native-base perhaps?
https://gist.github.com/BrianJVarley/6066e4a29d234c2de40e14bf7d69f601

This is closed but it does not solve the problem and having to change your node modules is a really a bad idea for working on a team and just, in general, this is not an answer. Can we re-open this and actually solve the issue?

Add a key to the DeckSwiper in your component tree and change it when the data source changes. https://reactjs.org/docs/reconciliation.html#keys

Adding a key does not seem to be the solution either... It appears that it is a Native base issue that is to be addressed in an upcoming release. In the meantime, however, if anyone has a working solution I would be grateful for your help.

I found that if you conditionally render the Deck swiper and toggle from visible to hidden to visible then it re-renders Deckswiper with the new data.

This problem has two years and there is no solution yet?, great job.

Did some one find the solution?

I am having the same problem and currently working around this by adding a hook which will manually set the selectedItem in the DeckSwiper and therefor trigger the update. While this is working I am not entirely sure if this is a smart solution :-)
useEffect(() => {
    if (this._deckSwiper !== undefined) {
      this._deckSwiper._root.state.selectedItem = cards[index]
    }
  }, [cards])

Following @isaiahols 's advice, here's the workaround that I used:
function MySwiper({data}) {
  return (
    {data ? (
      <DeckSwiper
        dataSource={data}
        renderItem={(item) => (...)}
      />
    ) : null}
  );
}

To be clear though, this is still a bug and the issue should be left open until it's resolved.

Same for me. I can't use it.

Still the same issue with "native-base": "2.13.8" and "react-native": "0.61.4". Just using a temporary hack for now. On top of @ajenkins code, I am resetting the datasource to null every time there is a change and then changing the datasource to the new data using a timeout function. I noticed that the components doesn't refresh without a small (2000ms in my case) timeout.

This is torture TBH

HOw to stop SwipeLeft or SwipeRight having reach start or end of the array ? Looping=false is also not working... Any workarounds ?

A workaround would be to change the key of the DeckSwiper component, in my case I set it to the number of cards inside, so that when the number of cards changes the component is recreated. However that doesn't eliminate the need for a fix because this approach may cause problems if we need to preserve the state of the existing cards.
<DeckSwiper
    key={images.length}
    ref={deckSwiper}
    onSwipeLeft={() => setIndex((index - 1) % images.length)}
    onSwipeRight={() => setIndex((index + 1) % images.length)}
    dataSource={images} renderItem={(item) => (
    <Image source={{uri: item}} style={{
        width: '100%',
        height: styles.imageContainer.height,
        flex: 1,
        backgroundColor: 'blue'
    }}/>
)}/>

A workaround would be to change the key of the DeckSwiper component, in my case I set it to the number of cards inside, so that when the number of cards changes the component is recreated. However that doesn't eliminate the need for a fix because this approach may cause problems if we need to preserve the state of the existing cards.
<DeckSwiper
    key={images.length}
    ref={deckSwiper}
    onSwipeLeft={() => setIndex((index - 1) % images.length)}
    onSwipeRight={() => setIndex((index + 1) % images.length)}
    dataSource={images} renderItem={(item) => (
    <Image source={{uri: item}} style={{
        width: '100%',
        height: styles.imageContainer.height,
        flex: 1,
        backgroundColor: 'blue'
    }}/>
)}/>


translations for v0.2.0

closes #244

Coverage remained the same at 80.096% when pulling d4678b0990e1de8f89e15cf3416df4c9533988e5 on translations/release-0.2.0 into 0094f7970b1a546c0fbd8d8681dcfc68de7fa816 on main.

Coverage remained the same at 80.096% when pulling d4678b0990e1de8f89e15cf3416df4c9533988e5 on translations/release-0.2.0 into 0094f7970b1a546c0fbd8d8681dcfc68de7fa816 on main.


Removed call to with_metaclass as it is no longer needed

Subfieldbase is deprecated and scheduled to be removed with Django
1.10

@jamaalscarlett Landed with a fixed commit message in 6988afd - please mind the commit message style please :)


feat: Move virtualized lists to @react-native/virtualized-lists

Summary
This PR moves VirtualizedList, VirtualizedSectionList, and its files to a separate package called @react-native/virtualized-lists located under packages/virtualized-lists as proposed on https://github.com/facebook/react-native/issues/35263
Changelog
[General] [Changed] - Move virtualized lists to @react-native/virtualized-lists package
Test Plan

Open the RNTester app and navigate to FlatList or SectionList page
Test virtualized lists through the many sections

https://user-images.githubusercontent.com/11707729/202878843-2b1322f5-cfee-484e-aaf3-d8d4dc0b96cc.mov

@cortinico and @necolas, any thoughts on how to set up @react-native/virtualized-lists so react-native can locate this package when running CI tests using the template before we actually publish this to npm?

Hey @gabrieldonadel, could you please try specifying new package for Verdaccio, as described here?
This should fix failed template tests

Okay, so from what I see now, template tests are failing when trying to create a package for react-native
Because we specfiy @react-native/virtualized-lists as a dependency of react-native here, it tries to load it from remote registry
This is due to improper monorepo setup, where our root package, which specifies all workspaces, actually depends on something from these workspaces
Looks like we should also setup Verdaccio before creating a package for react-native via node cli.js init $PROJECT_NAME --directory "/tmp/$PROJECT_NAME" --template $REPO_ROOT --verbose --skip-install
Also, this probably will be required in near future, when we will bump package versions without publishing it (while waiting for a successful release)
cc @cortinico

Hi @hoxyq unfortunately tests are still falling after rebasing this to include the new verdaccio setup. All seems to be failing due to
const packageManifest = readPackageJSON(packageAbsolutePath);

ReferenceError: Cannot access 'packageAbsolutePath' before initialization

https://app.circleci.com/pipelines/github/facebook/react-native/17939/workflows/d11e2f79-3117-47ef-bbaf-fab590cad238/jobs/370074

Hi @hoxyq unfortunately tests are still falling after rebasing this to include the new verdaccio setup. All seems to be failing due to
const packageManifest = readPackageJSON(packageAbsolutePath);

ReferenceError: Cannot access 'packageAbsolutePath' before initialization

https://app.circleci.com/pipelines/github/facebook/react-native/17939/workflows/d11e2f79-3117-47ef-bbaf-fab590cad238/jobs/370074

Yeah, a silly one,  fix is ready and waiting, should be available early tomorrow
Sorry about that 🥲

@hoxyq thanks for your updates, tests are now green!

When we import this, we should make sure hg registers the VirtualizedList.js change as a move instead of a deletion and addition. There's a lot of blame history we ought to preserve.

@cortinico @necolas this should be ready for another review round

/rebase

I think we should be using ES exports not CommonJS. I know RN files mix both module formats in the same file but that's going to be a problem for Web consumption.

Should we address that in a follow-up PR or should we do everything in this one? I'm mostly worried about all these conflicts as we've moved so many files 😅

I think we should be using ES exports not CommonJS. I know RN files mix both module formats in the same file but that's going to be a problem for Web consumption.

I tried this locally on other branch from #35423 and I got similar errors like this https://github.com/facebook/react-native/pull/35406#discussion_r1030002902 and as mentioned there using module.exports fixes it but, again it will be mix of ES and CommonJs.
PS: I explicitly added the package type as module in package.json there..

@necolas
Do we explicitly want these extracted (new) packages to be strictly ES modules or Mix is fine for initial move..?

@NickGerleman could you import this PR?

@NickGerleman could you import this PR?

Sure, let me take another scan through everything (haven't followed the recent edits) and import if all looks good 👍

Left a nit, but this looks great to me! Thanks for all of the hard work here.

Speaking of reaching into package internals, it looks like ~550 files for app/library code inside of Meta reference old VirtualizedList paths inside of react-native (with some targeting multiple RN versions). This might take a little bit of extra work to untangle 🫤.

Speaking of reaching into package internals, it looks like ~550 files for app/library code inside of Meta reference old VirtualizedList paths inside of react-native (with some targeting multiple RN versions). This might take a little bit of extra work to untangle 🫤.

No worries Nick

@NickGerleman any updates on this? I know that this impacts a bunch of internal Meta code that references old VirtualizedList paths, but I was wondering, is there something I can help with?

I haven't been able to dedicate much time to pushing this internally.
I spent a day a while back trying to find everywhere the previous structure was relied on, and I don't think we could safely ship the refactoring without staging it a bit more. Like, leaving old files around which forward to the new ones, so we can change product code more piecemeal.
It looked like a weekish of work dedicated to internal cleanup. Because it's all Meta code, we will need someone on our side to do the work, and figure out how to stage.
@hoxyq has worked through some similar headaches with lean core modules, and also has been looking at monorepo work. Might have a take on if there is a way we could stage this, where we could move to this structure in OSS without ripping up too much code out there.

I haven't been able to dedicate much time to pushing this internally.
I spent a day a while back trying to find everywhere the previous structure was relied on, and I don't think we could safely ship the refactoring without staging it a bit more. Like, leaving old files around which forward to the new ones, so we can change product code more piecemeal.
It looked like a weekish of work dedicated to internal cleanup. Because it's all Meta code, we will need someone on our side to do the work, and figure out how to stage.
@hoxyq has worked through some similar headaches with lean core modules, and also has been looking at monorepo work. Might have a take on if there is a way we could stage this, where we could move to this structure in OSS without ripping up too much code out there.

Will try to take a look at it next week

Like, leaving old files around which forward to the new ones, so we can change product code more piecemeal.

Isn't this what the PR does now? Maybe I missed something?

I think the problem is that there are internal projects importing from specific internal paths like react-native/packages/virtualized-lists/Lists/CellRenderMask.js.

Yeah, amazingly enough, there were even multiple cases of product code including the VirtualizedList utils helper to get a clamp() function for their own code lol.
I remember @lunaleaps was looking at what it would take to enforce the public boundaries more.

@gabrieldonadel
So I've made some changes both internally and in frames of this PR (exported in https://github.com/facebook/react-native/pull/36035), this is now accepted by @NickGerleman
Planning to merge this PR early next week 🤞
Meanwhile you can grep the difference between this PR and https://github.com/facebook/react-native/pull/36035 to check if everything is expected
There should be not that much, mostly re-exporting something, most of the work was made on the internal side

Thanks for awesome work @hoxyq!

Thanks for awesome work @hoxyq!

No, this will be automatically resolved when I will merge internal changes, your commit will be merged in main branch together with mine and this PR will be closed and marked as merged


Deploying dotnet 7 container with provided dockerfile and resource group not working because of path issue

So I'm trying to automate the deployment of a dotnet 7 web app and I'm having some troubles.
I have the following snippet in my workflow file:
 deploy:
    if: github.event_name == 'push'
    runs-on: ubuntu-latest
    needs: [build]

    steps:
    - name: Log in to Azure
      uses: azure/login@v1
      with:
        creds: '{"clientId":"${{ secrets.CLIENT_ID }}","clientSecret":"${{ secrets.CLIENT_SECRET }}","subscriptionId":"xxxxx","tenantId":"${{ secrets.AZURE_TENANT_ID }}"}'

    - name: Build and deploy Container App
      uses: azure/container-apps-deploy-action@v1
      with:
        appSourcePath: ${{ github.workspace }}/be/AMP-Program
        dockerfilePath: AMP.API
        acrName: xxxx
        containerAppName: xxxxx
        resourceGroup: xxxxxxx
        runtimeStack: 'dotnetcore:7.0'

So  ${{ github.workspace }}/be/AMP-Program is gonna be the path to the solution and  AMP.API is the path to the project (where the docker file is).
No matter what i try, there is always some problem with the paths.
This is the docker build logs:
Run docker build \
  docker build \
    --tag xxxx.azurecr.io/github-action/container-app:4630765253.1 \
    --file /home/runner/work/internal-chocolatehorse-monorepo/internal-chocolatehorse-monorepo/be/AMP-Program/AMP.API \
    /home/runner/work/internal-chocolatehorse-monorepo/internal-chocolatehorse-monorepo/be/AMP-Program
  shell: /usr/bin/bash --noprofile --norc -e -o pipefail {0}
  env:
    AZURE_HTTP_USER_AGENT:
    AZUREPS_HOST_ENVIRONMENT:
    CA_GH_ACTION_START_MILLISECONDS: [168](https://github.com/valtech-b2b-commerce/internal-chocolatehorse-monorepo/actions/runs/4630765253/jobs/8192830345#step:3:180)0796956801
    CA_GH_ACTION_RESULT_ARG: --property 'result=failed'
    CA_GH_ACTION_ACR_ACCESS_TOKEN: ***
    CA_GH_ACTION_DOCKERFILE_PATH: /home/runner/work/internal-chocolatehorse-monorepo/internal-chocolatehorse-monorepo/be/AMP-Program/AMP.API
    CA_GH_ACTION_IMAGE_TO_BUILD: xxxx.azurecr.io/github-action/container-app:4630765253.1
    CA_GH_ACTION_IMAGE_TO_DEPLOY: xxxxx.azurecr.io/github-action/container-app:4630765253.1
    CA_GH_ACTION_RESOURCE_GROUP: xxxxx
    CA_GH_ACTION_RESOURCE_EXISTS: true
    CA_GH_ACTION_CONTAINER_APP_ENVIRONMENT: xxxxxxx
    CA_GH_ACTION_RUNTIME_STACK: dotnetcore:7.0
    CA_GH_ACTION_INGRESS_ENABLED: true
    CA_GH_ACTION_INGRESS_ARG: --ingress external

After this i have this error:
unable to prepare context: path "/home/runner/work/internal-chocolatehorse-monorepo/internal-chocolatehorse-monorepo/be/AMP-Program" not found
And after that:
Error: Process completed with exit code 1.
First of all, the internal-chocolatehorse-monorepo/internal-chocolatehorse-monorepo part makes no sense, but that's coming from the github variables so I would say it is ok (My repo doesn't have any duplicate directories). But then, how is the rest of the path not found ? It's literally the path to the solution inside the repo. It's also worth mentioning that I can build the dockerfile locally.
Anyone had this issue ?

@PedroCosta93 Hey there, apologies for the delayed response and that you're running into this issue.

First of all, the internal-chocolatehorse-monorepo/internal-chocolatehorse-monorepo part makes no sense, but that's coming from the github variables so I would say it is ok (My repo doesn't have any duplicate directories).

This seems to be the expected behavior from GitHub when using the GITHUB_WORKSPACE environment via ${{ github.workspace }}. From their documentation:
The default working directory on the runner for steps, and the default location of your repository when using the checkout action. For example, /home/runner/work/my-repo-name/my-repo-name.
This would explain the duplicate repository name you're seeing with internal-chocolatehorse-monorepo.

But then, how is the rest of the path not found ? It's literally the path to the solution inside the repo. It's also worth mentioning that I can build the dockerfile locally.

Just to confirm: does your workflow have a step that clones down your repository using the actions/checkout GitHub Action? This would be the only reason that the context you provided for appSourcePath wouldn't exist on the runner.
One other thing that I would note: the dockerfilePath argument is going to be the relative path to the Dockerfile within the appSourcePath argument, and includes the name of the Dockerfile too, so you may need to update that value to be AMP.API/Dockerfile if Dockerfile is the name of the file and it exists in the /be/AMP-Program/AMP.API folder.
Please feel free to let me know if you have any additional questions!

@PedroCosta93 Hey there, I'm going to close this issue as there doesn't seem to be any additional action necessary from our side, but please feel free to let me know otherwise and I'd be happy to continue a discussion in the comments and/or re-open the issue if necessary. Thanks!


Potential Crash: HTTPBody.collect(upTo:) is not thread safe

Description
The shared resource (locked_iteratorCreated) is protected by a lock in line 386 (try checkIfCanCreateIterator()) but not protected after that – until it is protect again in line 395 (via makeAsyncIterator()).
This can lead to incosistent state where the flow continues past 386 (locked_iteratorCreated == false) and the intentional crash in makeAsyncIterator() is triggered when another thread sets locked_iteratorCreated to true in the meantime.
With enough threads calling e.g. HTTPBody.ByteChunk(collecting:, upTo:) on the same HTTPBody object, it is pretty easy to produce a crash.
In collect(upTo:) locked_iteratorCreated needs to be protected until after the async sequence was created to ensure consistency (avoiding deadlocks, of course).
My I also suggest instead of the intentional crash in HTTPBody.makeAsyncIterator() (line 346) to return an async throwing sequence which (re-)throws the error thrown from tryToMarkIteratorCreated()?
I think that would honor both the intention that a HTTPBody with IterationBehavior.single may be iterated only once and at the same time the fact that HTTPBody conforms to AsyncSequence.
The same applies to MultipartBody.makeAsyncIterator()
Reproduction
My test case in Test_HTTPBody.swift crashes reliably on my M1 Pro:
    func testThreadSafety() async throws {
        for testIteration in 0..<100 {
            print("Starting test iteration \(testIteration)")

            let sut = HTTPBody([HTTPBody.ByteChunk("")], length: .unknown, iterationBehavior: .single)
            let collectSuccess = expectation(description: "collectSuccess")
            let collectFailure = expectation(description: "collectFailure")
            let taskCount = 100

            collectFailure.expectedFulfillmentCount = taskCount - 1

            for _ in 0..<taskCount {
                Task(priority: .high) {
                    try? await Task.sleep(nanoseconds: 10_000_000) // makes collision a bit more likely from experience

                    do {
                        _ = try await HTTPBody.ByteChunk(collecting: sut, upTo: 99)

                        collectSuccess.fulfill()
                    } catch {
                        collectFailure.fulfill()
                    }
                }
            }

            await fulfillment(of: [collectSuccess, collectFailure], timeout: 10, enforceOrder: false)
        }
    }

Package version(s)
main branch of swift-openapi-runtime:
.
├──<EMAIL_ADDRESS>└──<EMAIL_ADDRESS>    └──<EMAIL_ADDRESS>
Expected behavior
No crash.
Environment
swift-driver version: 1.87.3 Apple Swift version 5.9.2 (swiftlang-<IP_ADDRESS>.56 clang-15<IP_ADDRESS>.5)
Target: arm64-apple-macosx14.0

Additional information
I could provide a pull request with a fix (have to find a bit of time for that).

Hi @LarsPetersHH,

Expected behavior

No crash.

This part is unclear to me - if you create an HTTPBody with single iteration behavior, it's expected that it crashes if you try to iterate it more than once.
You're right that we're not holding the lock between the proactive check in checkIfCanCreateIterator and actually creating the async iterator, but that shouldn't matter. The proactive check is just to throw a more user-friendly error, but if you iterate the HTTPBody a second time (and the iteration behavior is single), you'll always crash. So the worst thing that could happen here is that you get a crash at the site of the first, not second iteration. Do you consider that the issue here?

Hi @czechboy0
I guess there are really two parts to this report for me:
a) Intentional Crash

it's expected that it crashes if you try to iterate it more than once.

Why crash? Why not throw an error? What is the thing that is worse than a crash that the crash protects the user from in this case?
The code comment says // The crash on error is intentional here. but does not state why.
b) Thread safety
The way I read collect(upTo:), it is supposed to throw an error at iteration count >1. And that's indeed what it does when I run the same test on a single thread.
Same test, but on a single thread passes:
    func testMultipleIterations() async throws {
        for testIteration in 0..<100 {
            print("Starting test iteration \(testIteration)")

            let sut = HTTPBody([HTTPBody.ByteChunk("")], length: .unknown, iterationBehavior: .single)
            let collectSuccess = expectation(description: "collectSuccess")
            let collectFailure = expectation(description: "collectFailure")
            let taskCount = 100

            collectFailure.expectedFulfillmentCount = taskCount - 1

            for _ in 0..<taskCount {
                do {
                    _ = try await HTTPBody.ByteChunk(collecting: sut, upTo: 99)

                    collectSuccess.fulfill()
                } catch {
                    collectFailure.fulfill()
                }
            }

            await fulfillment(of: [collectSuccess, collectFailure], timeout: 10, enforceOrder: false)
        }
    }

So when the past passes on a single thread but doesn't in a concurrent situation, doesn't that mean that there is a thread safety issue?

You're right - this needs a fix to avoid crashes when only an error should be thrown.
Would you be interested in opening a PR for it, @LarsPetersHH?

@czechboy0 Sure, I'll be happy to do that. Give me a few days to find the time. Maybe over the weekend.

No rush, thanks for reporting, @LarsPetersHH! 🙏

@czechboy0 Here you go: https://github.com/apple/swift-openapi-runtime/pull/95


MD information is not loading in Microsoft Edge.

https://gyazo.com/5ab69aa2607b591187706e1d3eb66ca2

Enquired here: https://github.com/zerodevx/zero-md/issues/30


All Ruby files should contain the "frozen_string_literal: true" magic comment

Around 74% of our code base's individual Ruby files (*.rb, Rakefile, Gemfile, etc.) are missing the frozen_string_literal: true magic comment string that tells Ruby to freeze strings by default.
The comment section at the top of each of our Ruby files should declare UTF-8 encoding, provide our license info, and then enable frozen strings. The comment section should look like this for every file:
# encoding: utf-8
# This file is distributed under New Relic's license terms.
# See https://github.com/newrelic/newrelic-ruby-agent/blob/main/LICENSE for complete details.
# frozen_string_literal: true

With ugrep, the files that are missing the frozen_string_literal: true comment are easily located:
ug --file-type=ruby -L frozen_string_literal

All of the files currently missing the comment should be updated to include it.
NOTE: This issue has been labeled with good first issue because the list of actions required is simply:

Find the files missing the comment
Add the comment to each file found

Once the files have been updated, it is possible that the newly enabled frozen string behavior may cause our CI checks to fail. Modifications to the agent code and/or the tests to get the CI checks to pass would certainly be welcome, but are not at all required as part of submitting a PR for this issue. Only the steps listed above are needed. New Relic's dev team can take things from there.

@fallwith Can you assign this to me? I'd like to work on this.

Hi @radar07! 👋
@fallwith is out right now, so I went ahead and assigned you to this ticket! Let us know if you need any help. Thanks for your interest in contributing!

@kaylareopelle Thanks!!

Hi @kaylareopelle, I have a couple of questions.

When I tried adding the frozen string literal comment in the file and executed bundle exec rake, database_test.rb this line   INVALID_UTF8_STRING = (''.respond_to?(:force_encoding) ? "select \x80".force_encoding('UTF-8') : "select \x80")
is throwing the error can't modify frozen String: "select \x80" (FrozenError).

Do all other rake files should be added with the encoding, license, and frozen string literal comment?

Thanks for your work on this, @radar07! This code will be included in our 8.10.0 release 😄

hey just curious, did ya'll notice a performance improvement from this? I read an article that stated that this might actually cause a performance hit.  Trying to decide whether or not we want to do this with our codebase..

Hi @jarblz,
Yep, the performance tests for this project available at test/performance did show us an improvement. I definitely don't want to claim those tests as the best in the world and don't consider this project's code base to be the most typical for a Ruby project, but we did see improvements.
For us, we want the New Relic Ruby agent to provide the most value to an application while requiring the fewest possible resources and object allocation is something that we look at. Here's some example code:
# frozen_string_literal: true

def test
  a = 'example'
  a.object_id
end

5.times { puts test }

Without the magic comment, the a variable will have a new object allocated every time the method is called.
This is of course only needed if a string itself is needed. If a symbol can used instead, it will deliver the same allocation benefits.
This reuse (not newly allocating) is one of the benefits of using the magic comment. Another is developer facing. A string marked as frozen will cause Ruby to complain about attempts to modify it. This can help developers ensure that unexpected modifications are not taking place. This is similar to making methods as public or private. Yes, Ruby still lets you get at private methods but there is still value to marking them as private.
My take on Ruby 3 not including the magic comment's functionality by default is entirely about backwards compatibility with Ruby 2.x code bases. Matz changed his mind on having strings be frozen by default with Ruby 3 in order to retain completely compatibility with Ruby 2 code; not because frozen strings are a bad idea. Everyone in the dynamic language community is very sensitive to what happened with the Python 2/3 schism and backwards compatibility is highly prized.
(As mentioned by your second article) the RuboCop linter currently enforces the inclusion of the magic comment. Popular standards enforcing project Standard currently disables the enforcing of the comment. If you're using one of those projects, then I encourage you to engage with their communities and/or Git history to see why they currently enforce / do not enforce the comment.


Prefix all xiaomi_aqara events

Description:

It was wrong from the beginning. This integration now behaves badly by firing events not specifically identifiable.

All events are prefixed now by "xiaomi_aqara". Please update your automations:
motion -> xiaomi_aqara.motion
click -> xiaomi_aqara.click
cube_action -> xiaomi_aqara.cube_action

Pull request in home-assistant.io with documentation (if applicable): home-assistant/home-assistant.io# TBD.

Since you're doing breaking changes, you should fix the device types being entities but firing custom events instead of keeping states.
Entities only being exposed using custom events should be handled in the hub and not in a platform.

@Kane610 is right, move these events to the component.

I thought I'll write also my thoughts here, too. I'm wondering what are the pros of prefixing the events like this? The events being fired will deliver the entity id and are thus identifiable already, and I'm afraid that having a variety of naming schemes for similar events leads to more confusion among users. On top of that it makes it harder to share automations and upgrade/swap hardware (e.g. instead of simply updating the entity-id, you have to change also the events). Do the pros really outweigh those cons?

The reason we want unique events because we haven't standardized events yet. If we want to do that, we can open an architecture issue. This hasn't been done and so platform prefixed it is.

We should standardize the events first. Closing this.

I disagree. We should rename these events first to make sure they follow our existing policy of event naming. Then we can try to standardize things.

I fear the breaking change.

Imagine that we standardize it, that the format or maybe even the intention of the events change, and we end up triggering a lot more false positive events?

so let's merge? 👍

@syssi Docs?!

@frenck https://github.com/home-assistant/home-assistant.io/pull/7587

Thanks, @syssi! 👍


Allow SamplerResource-typed parameters

Before this change, trying to use ShaderResource as a parameter type resulted in invalid HLSL (it generated a unique type name instead of recognising it as a SamplerState).

Looks good. Thanks for the fix!

Hey @tgjones , it seems that I didn't look at this change carefully enough. It works for HLSL, but it doesn't work for GLSL (I haven't checked Metal yet). It can probably be fixed for Vulkan GLSL, but there's a bigger problem for OpenGL GLSL -- namely that passing texture and sampler state separately is not possible. There's only a combined "sampler" type in OpenGL-GLSL which covers the image data and sampler state. I'm not sure how we can support this functionality given that limitation. The obvious solution is to ignore the sampler parameter (as is done for fields).
Hopefully we can come up with a solution, but we may need to roll this back for the time being because it's causing some test failures.

@tgjones Thinking about it more, I think the most consistent thing to do for OpenGL is just ignore the sampler parameter. That's already how it behaves everywhere else. I have a patch that fixes it, just testing it some more now.

The semi-hacky fix is in https://github.com/mellinoe/ShaderGen/commit/7ee1db2fb4cb886e3ec0181eb84834bed6e12995. To avoid having to change a bigger amount of method declaration and parameter passing code for GLSL, I am just treating samplers as "dummy" structs which are ignored. Each sampler resource gets its own dummy const, and that is passed around in its place.

Thank you for fixing it for GLSL! That solution does look simpler than what I was thinking, which was to redact both sampler parameters and arguments from function definitions and invocations in the output GLSL code.

Yeah, I figured that would be a rabbit hole of problems, so I went with this, even if its a bit hackier.


CombinedChart issue with two individual bars per Xvals

Currently i'm using CombinedChart to generate lines and bars together.
With multi set of lines, it work fine. But multi set of bars, it doesn't.
For example:

I have Xvals array with 6 items, and i want to show two datasets of bar type. So it must render two individual bars for each Xvals value.
Unfortunately it only render 3 couples of them ( the first three items in XVals)

Can someone have same problems? How i can solve this?
Thanks.

This is a known bug: https://github.com/PhilJay/MPAndroidChart/issues/449
It will hopefully be solved soon

Solved in Charts 3.0 (v3 branch), as you tell the data to calculate the groups, and they render as standard bars - so they can go well with other data types.


BB-20 - [FEATURE REQUEST] bluebanquise user UID/GID should be a variable

Dear,
the bluebanquise user needs adjustable values for the UID/GID. Per default it uses the UID "1000" as first user after the deployment, but if the customer has an ldap configuration and starts the UID with 1000 as well, then we have duplicates. So it would be better to have at least the option to set a different UID/GID for the bluebanquise user.
Thanks and regards,
Michael

Dear @michaelhoehl
Thank you for opening this request :blush:
Its a fair request, and it should be quick to implement. I will work on that.

PR #873 is merged into master, this feature should be added. Please wait few days, I need to validate it in my infra now that its in master.

It works on RHEL, but not on Ubuntu. Curtin does not allow to set a user uid/gid, and late commands happen BEFORE the user defined in curtin is created, so you cannot usermod/groupmod it. This is stupid, I will fix it by creating the user manually in late commands part instead of using curtin for that.
So for RHEL users, master branch is ok, you can now set UID/GID of the bluebanquise user at PXE.


How to change slider color?

Currently what ever color I set for popUpView, it will take by slider. As title say, is this possible?

Setting the popUpView color automatically sets the track color, but you can change it by using minimumTrackTintColor and maximumTrackTintColor after you've set the popUpColor.


Add macOS and tvOS support to EpoxyCore

Opening this PR as a discussion starter. Consider this a proof-of-concept.
Starting in https://github.com/airbnb/lottie-ios/pull/2092 we're using EpoxyCore's SwiftUI UIViewConfiguringSwiftUIView to provide a SwiftUI wrapper for Lottie's LottieAnimationView UIView.
EpoxyCore currently only officially supports iOS, but Lottie also supports tvOS and macOS.

tvOS uses UIKit, so EpoxyCore already supports tvOS with basically no code changes.
macOS uses AppKit, so there are a decent number of differences

If EpoxyCore supported macOS, we could provide Lottie SwiftUI support on all Apple platforms. This lets you, for example, create a single SwiftUI app which uses Lottie and can be ran on all Apple platforms.
There are two types of changes that have to be made to support macOS / AppKit:

Replace references of UIView with NSView (etc). This PR implements that with a typealias UIViewOrNSView which resolves to either UIView or NSView depending on the platform. Most of EpoxyCore compiles successfully with just these changes.
Add #if os(macOS) as necessary where UIView and NSView have different APIs or behaviors. The most important example of this is in SwiftUIMeasurementContainer, where the behavior has to be slightly different on macOS.

To me these changes feel relatively noninvasive. It's especially reassuring that there are only a few places where we have to implement different runtime behavior depending on the platform.
What do folks think?
If we're ok with this direction I'll work on further productionizing these changes, e.g. by adding more code comments and by adding CI jobs that test the tvOS and macOS support.

Example screenshots from a multiplatform SwiftUI app using Lottie, running on macOS and tvOS with a single codebase using the changes in this PR:
macOS / AppKit

tvOS / UIKit

Source code of example:

struct ContentView: View {
  var body: some View {
    HStack {
      VStack {
        LottieView(animation: LottieAnimation.named("Samples/LottieLogo1")!)
          .looping()
          .frame(maxWidth: 100)

        Text("maxWidth: 100")
      }

      VStack {
        LottieView(animation: LottieAnimation.named("Samples/LottieLogo1")!)
          .looping()
          .frame(maxHeight: 100)

        Text("maxHeight: 100")
      }

      VStack {
        LottieView(animation: LottieAnimation.named("Samples/LottieLogo1")!)
          .looping()
          .resizable()

        Text("resizable")
      }

      VStack {
        LottieView(animation: LottieAnimation.named("Samples/LottieLogo1")!)
          .looping()

        Text("intrinsic content size")
      }
    }
    .ignoresSafeArea()
    .frame(maxWidth: .infinity, maxHeight: .infinity)
  }
}

Overall approach LGTM

This PR is ready for review now @airbnb/epoxy-ios-maintainers


Update ChanUpgradeTry function

Description

closes: #5218
closes: #5299

Before we can merge this PR, please make sure that all the following items have been
checked off. If any of the checklist items are not applicable, please leave them but
write a little note why.

[ ] Targeted PR against correct branch (see CONTRIBUTING.md).
[ ] Linked to Github issue with discussion and accepted design OR link to spec that describes this work.
[ ] Code follows the module structure standards and Go style guide.
[ ] Wrote unit and integration tests.
[ ] Updated relevant documentation (docs/) or specification (x/<module>/spec/).
[ ] Added relevant godoc comments.
[ ] Provide a commit message to be used for the changelog entry in the PR description for review.
[ ] Re-reviewed Files changed in the Github PR explorer.
[ ] Review Codecov Report in the comment section below once CI passes.

Codecov Report

Merging #5231 (e67d8da) into 04-channel-upgrades (d6ca63e) will not change coverage.
Report is 11 commits behind head on 04-channel-upgrades.
The diff coverage is 100.00%.

Additional details and impacted files

@@                 Coverage Diff                  @@
##           04-channel-upgrades    #5231   +/-   ##
====================================================
  Coverage                80.47%   80.47%
====================================================
  Files                      197      197
  Lines                    14880    14880
====================================================
  Hits                     11975    11975
  Misses                    2450     2450
  Partials                   455      455

Files
Coverage Δ

modules/core/04-channel/keeper/upgrade.go
91.42% <100.00%> (ø)


Add a sample test to examples

We need to add a real test based on this change: https://github.com/ike18t/ng-mocks/commit/d07b78de0985e6496d6725f8087aeb3d4ea06e7c

Already exists in lib/mock-component/mock-component.spec.ts


Pretrained model on Kinetics with input of Optical Flow

Hi Dr Lin,
Did you train TSM on Kinetics dataset using optical flow as the input modality?
If so, could you please release the pre-trainded model on Kinetics with the input of optical flow?
Thank you!

Hi, currently I have not prepared the flow model. But it seems that this is a common request, I will try to provide it ASAP. Thanks for waiting!

Hi, you can find a beta/informal pre-trained model on Kinetics flow here: https://hanlab.mit.edu/projects/tsm/models/TSM_kinetics_Flow_resnet50_shift8_blockres_avg_segment8_e50.pth. It should be OK for fine-tuning, but not for evaluation on Kinetics. I will try to provide a formal one in the future.

Hi Dr Lin, how did you train the model using flow as the input modality？Is there any off-the-shelf codebase？


python310Packages.pytest-qt: 4.1.0 -> 4.2.0

Automatic update generated by nixpkgs-update tools. This update was made based on information from passthru.updateScript.
meta.description for python310Packages.pytest-qt is: "pytest support for PyQt and PySide applications"
meta.homepage for python310Packages.pytest-qt is: "https://github.com/pytest-dev/pytest-qt"
meta.changelog for python310Packages.pytest-qt is: ""
Updates performed

Ran passthru.UpdateScript

To inspect upstream changes
Impact

Checks done (click to expand)

built on NixOS
The tests defined in passthru.tests, if any, passed
found 4.2.0 with grep in /nix/store/b76i5sljl8dww0app0ywf1wc7qhh74i4-python3.10-pytest-qt-4.2.0
found 4.2.0 in filename of file in /nix/store/b76i5sljl8dww0app0ywf1wc7qhh74i4-python3.10-pytest-qt-4.2.0

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

3 total rebuild path(s)

3 package rebuild(s)

First fifty rebuilds by attrpath
python310Packages.pytest-qt
python39Packages.pytest-qt
vorta

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/b76i5sljl8dww0app0ywf1wc7qhh74i4-python3.10-pytest-qt-4.2.0 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A python310Packages.pytest-qt https://github.com/r-ryantm/nixpkgs/archive/ff3cb04f66fc9931cd4fea6892edaffc3cb5c376.tar.gz

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/b76i5sljl8dww0app0ywf1wc7qhh74i4-python3.10-pytest-qt-4.2.0
ls -la /nix/store/b76i5sljl8dww0app0ywf1wc7qhh74i4-python3.10-pytest-qt-4.2.0/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
Result of nixpkgs-review run on x86_64-linux 1

3 packages built:

python310Packages.pytest-qt
python39Packages.pytest-qt
vorta

Maintainer pings
cc @costrouc for testing.

Result of nixpkgs-review pr 197763 run on x86_64-linux 1

3 packages built:

python310Packages.pytest-qt
python39Packages.pytest-qt
vorta


remove space in docs to resize bash views in git

Description
I removed a space in the command display which allows to run chain-bench with docker.
Before :
    ``` bash
      docker run --rm aquasec/chain-bench:latest scan --repository-url <REPOSITORY_URL> --access-token <TOKEN>
    ```

After:
  ```bash
    docker run --rm aquasec/chain-bench:latest scan --repository-url <REPOSITORY_URL> --access-token <TOKEN>
  ```

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

Hey @Opeyemi19,
Thank you for the contirbution.
Can you please sign the Contributor License Agreement and let's merge it

Hello @naortalmor1,
Contributor License Agreement is ok.


[Main Tracking] - Fabric Bugs

Problem: SWM has been working on upgrading Fabric in this branch to which Applause did a full regression suite and found several bugs which SWM has been working on, but we're wanting a bit more structure behind tracking the progress.
Solution: Create this tracking issue listing out the bugs that Applause found to track their progress.

Main PR noting the various bugs - here
Fabric Bugs:

[ ] https://github.com/Expensify/App/issues/14365
[ ] https://github.com/Expensify/App/issues/14366
[ ] https://github.com/Expensify/App/issues/14367
[ ] https://github.com/Expensify/App/issues/14368
[ ] https://github.com/Expensify/App/issues/14369
[ ] https://github.com/Expensify/App/issues/14370
[ ] https://github.com/Expensify/App/issues/14371
[ ] https://github.com/Expensify/App/issues/14372

Once all are completed successfully, we can review and ensure no further Fabric bugs have been identified. If there have, we will update the list to track those as well, if not, we'll close the issue out.

@dylanexpensify I wonder if we should actually close this and just fold it into the existing tracking issue https://github.com/Expensify/App/issues/8503

Oh wow, yeah that's a winner winner - doing now