Add Windows support to MBTiles file source

MBTiles file source requires absolute URIs using the scheme mbtiles://. In Linux it works with something like mbtiles:///home/user/map/tiles.mbtiles, but in Windows it would be something like mbtiles:///C:/Users/user/map/tiles.mbtiles (local files) or mbtiles:////computer/share/map/tiles.mbtiles (UNC paths), but it does not work, because the path does not start with a slash. This PR aims to correct this situation allowing validation of Windows absolute paths.

Okay, I can make a mbtiles_file_source.cpp for Windows. It's a little overkill, since my only change is the validation of the URL, the rest of the code will remain untouched. But like you said, doing this will allow it to be platform-agnostic.

I think yes, the code can be reworked to extract this as a function. Something like is_absolute_uri(const std::string&).
It checks against the resource URL to guarantee the path to the .mbtiles file is absolute. For example, in the URI mbtiles:///home/user/tiles.mbtiles, the part of the path is /home/user/tiles.mbtiles. This is an absolute path. In other hand, the URI mbtiles://user/tiles.mbtiles have the path user/tiles.mbtiles, that is, a relative path. Checking against :/// ensures the path starts with /, so it's an absolute path.
In Windows, absolute paths must have a drive letter (C:, D:, X:, etc), or be UNC paths (starting with \\ or //). So we cannot check against :///, because we must accept something like mbtiles://C:/Users/user/tiles.mbtiles.

That sounds good!

The only problem is: even if we extract a function to check if the URI contains an absolute path, where can I override it in Windows platform? This class doesn't have a Impl internal class, unfortunately. But for sure extracting this as a method is the best way, I will commit this change.

Okay, forget what I said. It has a Impl class, so I can customize it.

So I moved this piece of code to an external function. But how to implement it in Windows? Should I keep it as a prototype, then I implement it in every platform? I need guidance in this refactor.

Nice. This is already a platform-indepent way to do things, so it will be a nice approach.

Neat. Let's use it then.

Done, hope the tests will pass. I think it's even nicer than before.

Oh no, apparently C++17 is not fully supported in MacOS builds, unless you put a -std=c++17 switch when configuring. I will investigate further and do a separate PR to test the workflows with this option.

Oh no, apparently C++17 is not fully supported in MacOS builds, unless you put a -std=c++17 switch when configuring. I will investigate further and do a separate PR to test the workflows with this option.

Let me fix that.

Thanks! I'm really trying where to change that, but I don't have the knowledge to do that yet.

Thanks! I'm really trying where to change that, but I don't have the knowledge to do that yet.

We are already compiling with the C++17 flag, but this particular function has only been implemented on macOS 10.15 and iOS 13.0.
Since we want to support iOS 12.0 for the time being, I suggest the following mitigation:
// remove the following #ifdef once iOS 13.0+ is set as deployment target
// https://github.com/maplibre/maplibre-gl-native/pull/905
#ifdef __APPLE__
old if statement
#elif
new if statement
#endif

This is acceptable in my eyes because it is temporary.

Okay, I can do that.

I think the header is available even though the functions aren't.

Nice, it will make the code cleaner.

Is it OK if we await the result of the following discussion?
https://github.com/maplibre/maplibre-gl-native/discussions/915

Yes, I think is good to wait for the #915 discussion. If it doesn't last too much, of course hahaha.

It's a reasonable time, but I just remembered I can skip QT as well, so I will keep it out of this change (using the __QT__ define check).

Yay, everything passed. I also tested skip just Qt 5 and allow this change on Qt 6, but a lot of errors succeeded, so I will keep it only in other platforms (except, of course, Apple).

Yay, everything passed. I also tested skip just Qt 5 and allow this change on Qt 6, but a lot of errors succeeded, so I will keep it only in other platforms (except, of course, Apple).

OK, but I assume an MBTiles file source on Qt + Windows will not work then?

Yay, everything passed. I also tested skip just Qt 5 and allow this change on Qt 6, but a lot of errors succeeded, so I will keep it only in other platforms (except, of course, Apple).

OK, but I assume an MBTiles file source on Qt + Windows will not work then? Do you know which Qt build was giving errors?
One more annoying question: can we add a test?

At most, it will work as always have been since it was implemented, I don't know how it was working before. You can see the failed workflow here. The most strange part is: it has the -std=c++17 switch, but apparently this is not enough. Maybe it is using an outdated compiler, something like that. But it needs further investigation, I can try to reproduce it in my computer, if I know how to download Qt without installing it. I think I can do that, just need to try it.
Regarding the test: if it doesn't exist yet, we can add one, I just need to understand where these test types are.

Okay, so I studied the Qt buildsystem a little more, and managed to enable #include <filesystem> in Qt >= 6.2.2 (which is the first version you can use MinGW >= 9.1.0, versions below that doesn't support filesystem well).
But this doesn't mean you cannot use absolute paths in Windows in versions below 6.2.2. You can use DOS device paths to achieve that. They work ok, you just need to use forward slashes (//) instead backslashes (\\). I tested with Qt 5.15.2 and Qt 6.4.2, and both worked (6.4.2 allows using standard Windows absolute paths, in addition to DOS device paths)

Added a use to std::filesystem::temp_directory_path() in Qt test app, since it defines the temporary database path as a hardcoded path. This will be future-proof, since it leaves to the platform implementation to decide where the temporary directory is.

@louwers, I think it's better now. I dropped the changes for the Qt test app, since I'm not touching Qt anymore.

I think we can think how to rework MBTilesFileSource class. Maybe I can contact you in Slack? I think it's better to communicate with.

@louwers, please check if doing this way makes it better. I can, of course, move the entire #if defined(USE_STD_FILESYSTEM) to the Windows section, if you think it's better. std::filesystem::path will become more available in other systems when upgrading the minimum platform versions.

Which platform is missing std::filesystem? This should be part of C++17.

@ntadej, unfortunately even with C++17, some build systems fail: MacOS, old buid but same error, iOS and MinGW 8.1.0 (Qt 5).

Thanks for clarification. Your implementation makes sense.

When in the future minimum supported versions increase, we can use std::filesystem::path::is_absolute() for everyone. Maybe in 1 year or 2.

Is the syntax suppose to be:
mbtiles:///C:/Users/user/map/tiles.mbtiles
or
mbtiles://C:/Users/user/map/tiles.mbtiles
The original comment here suggests the former, however the merged code change suggests the latter  because it looks for :// then passes the resulting path to essentially std::filesystem::path(path).is_absolute();. which won't return true if there is a / at the start of the path as it will expect it to start with a drive letter not a slash. A UNC style path with \ or // will be considered absolute.
Perhaps the correct form could be added to the README.md for Windows.

The original comment suggests a way that not touches the original check, hence the first syntax. But the idea evolved since then, so the check was changed and now it accepts non-slash absolute paths (mandatory in Windows). A more recent comment about this is the one below:

I think yes, the code can be reworked to extract this as a function. Something like is_absolute_uri(const std::string&).
It checks against the resource URL to guarantee the path to the .mbtiles file is absolute. For example, in the URI mbtiles:///home/user/tiles.mbtiles, the part of the path is /home/user/tiles.mbtiles. This is an absolute path. In other hand, the URI mbtiles://user/tiles.mbtiles have the path user/tiles.mbtiles, that is, a relative path, so it does not accept this URI. Checking against :/// ensures the path starts with /, so it's an absolute path.
In Windows, absolute paths must have a drive letter (C:, D:, X:, etc), or be UNC paths (starting with \\ or //). So we cannot check against :///, because we must accept something like mbtiles://C:/Users/user/tiles.mbtiles.

You are right, a tip on mbtiles:// URL syntax can be added in README.md for Windows.


Recent getFallbackProxy changes breaks semver versioning

Describe the bug
The change introduced in https://github.com/ivanhofer/typesafe-i18n/commit/5b83c0170aa4d05b637c0a60c260577138424d31 breaks backwards compability for users that expects the name to be returned.
Not saying this is behavior wanted; but for some reason we had tests that leaned on it (which we will change).
Reproduction
Invoke getFallbackProxy and expect the translation key to be returned.
Logs
No response
Config
No response
Additional information
typesafe-i18n 2.60.1 (commit introduced with said version).

@jbergstroem can you please tell what your tests currently look like and how you plan to change them?
This would help me understand the problem better and I will know if I need to just revert the changes from the fallback proxy or also add some logic to the actual Proxy object.

@jbergstroem can you please tell what your tests currently look like and how you plan to change them?
This would help me understand the problem better and I will know if I need to just revert the changes from the fallback proxy or also add some logic to the actual Proxy object.

The test essentially relied on getting the key back as a way of validating that an error message was received when a form was posted in a certain way. The author later changed it to lean on another mechanism provided by the validation instead.

So you don't actually initialize typesafe-i18n with valid translations inside your tests right?

I have reverted the changes made to the fallbackProxy in version 2.60.2


⚠ Bofrost.at has degraded performance

In 5c2209d, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1568 ms

Resolved: Bofrost.at performance has improved in 14a7146.


enable ssh in case it is not enabled yet

In our setup apps are not ssh-enabled by default. Whenever mtx-tool tries to ssh into our app, it will fail, because ssh is not enabled. We have to manually enable it and reexecute the original command.
This feature will recognize if ssh is disabled and enable it, when executing an ssh command.
To be discussed:

I implemented the detection if ssh is disabled only after the actual ssh command failed. Could also be moved before actually executing the original ssh command.
It will only enable-ssh if an option enableSsh is set. Currently this is not used in the code. Do you have an idea of how to set this option best? Configuring it globally with mtx set? Or adding it as an option to every command which uses ssh?

I'm curious about your feedback.

Hi @Kkoile, I'll be back from vacation next week and will have a closer look at the code changes...
Let me think about this one for a little bit and maybe we could have a call as well. I get the intention to make the tool useful for the ssh-disabled case, but I also feel that it should not be on by default. Enabling ssh is a very security sensitive step and it should not happen implicitly but only explicitly.
If the error message that mtx gives you for this case is clear, then users could always pre-enable ssh before running the tool. Now this is a little like saying you don't need the tool at all, because you could run everything yourself without the tool, but I feel the security sensitive nature of the ssh-enablement makes it different from other problems where the tool should be resilient and fix common setup problems automatically.

I get your point regarding security. And that's why I didn't enable ssh by default, but only if a certain option is set.
If it's "too risky" in your view it's fine by me. We can work around that in our project.
Please feel free to close this pull request in that case.

I'm re-working the settings currently for another feature (to support service-keys alongside app bindings in some cases). It's still early stages, but a major part of the roadmap to 1.0
https://github.com/cap-js-community/mtx-tool/tree/fb/service-keys
On the other hand, this change feels more like an optionalFlagArg to me. You could add --enable-ssh to the 3 relevant commands and always enable ssh, if that is set.

I could live with the optionalFlagArg solution, but overall my gut feeling is that it would be better to leave the handling of ssh enablement to the users and not take it into the tool.

I get your point regarding security. And that's why I didn't enable ssh by default, but only if a certain option is set.
If it's "too risky" in your view it's fine by me. We can work around that in our project. Please feel free to close this pull request in that case.

I think I talked myself out of this idea for now. If it becomes more urgent somehow, we can re-examine this, but as a convenience, I will currently block it.


Can't install react-native-card-flip gives error

While I try to install package, it gives this error:
`

npm ERR! code ERESOLVE
npm ERR! ERESOLVE unable to resolve dependency tree
npm ERR!
npm ERR! While resolving: undefined@undefined
npm ERR! Found<EMAIL_ADDRESS>npm ERR! node_modules/react-native
npm ERR<EMAIL_ADDRESS>from the root project
npm ERR!
npm ERR! Could not resolve dependency:
npm ERR! peer<EMAIL_ADDRESS>from<EMAIL_ADDRESS>npm ERR! node_modules/react-native-card-flip
npm ERR!   react-native-card-flip@"*" from the root project
npm ERR!
npm ERR! Fix the upstream dependency conflict, or retry
npm ERR! this command with --force, or --legacy-peer-deps
npm ERR! to accept an incorrect (and potentially broken) dependency resolution
.`

This happens because npm v7 gives error when peer dependencies don't match the version.
A workaround while the version is fixed in the package is to pass the option legacy-peer-deps: npm install --legacy-peer-deps
That should at least complete the installation and let you use the library.
Some more info in next links:

https://stackoverflow.com/a/66035709/10309857
https://github.blog/2021-02-02-npm-7-is-now-generally-available/


Check slug instead of full name for repo status

fixes https://github.com/microsoft/pxt-arcade/issues/3077, will address https://github.com/microsoft/pxt-arcade/issues/3078 but leaving that one open as we don't actually check trusted/untrusted for individual tutorials and we should consider that

I think the proper fix is to add each individual subfolder to the targetconfig.json.


Website Contains Broken Links

Website Contains Broken Links
Broken Link Checker found :coffin: links on https://uptane.org
View Results

Closes #201


Dynamic validatiobn

Sorry for this edit, I hit submit before I were done !
I have a model that require specific validation upon field value.
IE, I have a contest Participant Model that would require Parent name attribute filled when age <18.
Since validation function is memoized (only run once), could it be alter after it run the first time?
IE, participant set is age to 19 and validate, but the model didn't succeed for other reasons and than he change is age to 17, I would like to add Parent name attribute required.
Thank you


[Feature request]: Replace unmaintained v4l crate with some better alternative

Please describe your feature request
Crate v4l from raymanfx/libv4l-rs is buggy (#43, #16) and seems to be unmaintained (see opened pull requests).
It fails to build on Alpine Linux (musl libc) due to wrong types, I had to patch it (which is a bit tricky for rust dependencies). I managed to build it on 64-bit architectures (and published Alpine package), but there are more problems on 32-bit architectures (armv7).

Hi, libv4l-rs author here. I'd be happy to review patches to improve the armv7 and musl support - would you mind opening PRs so we can go through the changes together? Other issues can be sorted out as well I'm sure.

On that note it does not seem like there are any alternatives to libv4l-rs at all, not to mention a "better" one: https://crates.io/search?q=v4l
Glad you're back by the way, @raymanfx!

I'd be happy to review patches to improve the armv7

There are many problems with types on 32-bit arches (not just armv7). I’m sorry, but I don’t care enough about 32-bit architectures to invest my time in it. Maybe @PureTryOut from postmartketOS will be interested.

Quick heads-up: I am actively working on armv7 support in my crate as we speak and expect to fix these issues myself before long. The next branch [1] compiles fine for 32 bit triplets like armv7-unknown-linux-musleabihf right now and I expect to publish an update to crates.io soon.

Sounds like the issue is resolved, the library is proven to be maintained, issues are being worked on, and we don't know of any better alternative 😉 Thanks to everyone involved, closing!


Add a new mapProps helper function

Mad Props you say?

Was really in need of a function that worked similarly to Ramda's evolve function. So I added one, but with a twist. I have found that were where more times than not that I wanted the ability to nest evolve instead of evolving inside of other evolves.
Other than nesting, another difference is this version with throw a TypeError, if you do not provide a function in the mapping Object. Boy oh boy the hours spent trying to find where a function was not available.
Bonus
Cleaned up the README, to make diffs a let easier to follow. Also fixed up the type siggys to be a bit more Haskell-y.

Coverage remained the same at 100.0% when pulling ccfbd03d98ab8600fd4a15f0136bb7feb162990c on map-props into 8fdf460b8c33da5be0fb2944cc0d8976c8e71297 on master.

Coverage remained the same at 100.0% when pulling 9c1d2211062a1d8e8fca5ecd0503dba2527db5db on map-props into 8fdf460b8c33da5be0fb2944cc0d8976c8e71297 on master.


Add counters in reporting

Coverage increased (+0.05%) to 91.206% when pulling f24cd9c8c48ff933afcbcf6204dc70a0089b2c37 on SAP:counter into 1648da09fb4bf322ce363ddfa490b82f8dafe21e on cloudfoundry-incubator:master.

Coverage increased (+0.2%) to 91.307% when pulling 9ea94ff9d821c259ef6273dff9d6070ab4b3500e on SAP:counter into 1648da09fb4bf322ce363ddfa490b82f8dafe21e on cloudfoundry-incubator:master.

Coverage increased (+0.1%) to 91.26% when pulling 9ea94ff9d821c259ef6273dff9d6070ab4b3500e on SAP:counter into 1648da09fb4bf322ce363ddfa490b82f8dafe21e on cloudfoundry-incubator:master.

Coverage increased (+0.1%) to 91.275% when pulling 0868b5eb141f35709e309563f903e5d86b7bc7d6 on SAP:counter into 91c00b8bc2b8da141ecf0dbe1584f0859b7ca328 on cloudfoundry-incubator:master.

Coverage increased (+0.1%) to 91.275% when pulling 0868b5eb141f35709e309563f903e5d86b7bc7d6 on SAP:counter into 91c00b8bc2b8da141ecf0dbe1584f0859b7ca328 on cloudfoundry-incubator:master.


CLI on Termux (Android) fails to connect

I compiled the cli under Termux (the precompiled binaries didn't work). Compilation worked, but pub/sub doesn't work.
Here's compilation output:
$ make cli-client
mkdir -p server/docs server/site
touch server/docs/index.html server/site/app.html
# This is a target to build the CLI (excluding the server) manually. This should work on Linux/macOS/Windows.
 Adding -d and --trace didn't add any extra output.
curl works fine, however.

I just compiled ntfy-client on my phone inside Termux, and it worked just fine. This is what I did:
pkg install git
pkg install golang
pkg install make
git clone https://github.com/binwiederhier/ntfy
cd ntfy
make cli-client
./dist/ntfy_client/ntfy pub dan000-tests

What version of golang are you using? I have go1.18.3

Looks like this is somehow a limitation of my device, although I'm not really sure how.
I updated go to 1.18.3, and tried everything again. I even deleted all the packages from ~/go/pkg first, and did it all again. Same result.
This was on my tablet: an Amazon Fire.
I switched to my phone, a Samsung Galaxy, and tried there. Worked first time, no problem.
I then tried copying the binary from my phone to my tablet. That binary that worked fine on my phone failed in the same way on my tablet.
It seems weird, since other programs, like curl, work fine.

Hmm, that does seem strange. Unfortunately, I don't have an Amazon Fire I could test with myself

The same for me. I compiled ntfy in Termux on a OnePlus 7 (Android 11). On the device itself I get the same error message as described above.
However, if I copy the binary into Termux on my Galaxy Tab S3 (Android 8), it works flawlessly there.

Dumb question: Why are so many people using the ntfy CLI on a phone? What use case am I missing?

Because you can ;-)
Actually, I tested it only out of curiosity. Normally I get along with Tasker http requests to publish something.

Why are so many people using the ntfy CLI on a phone?

@binwiederhier I had an idea to automate some stuff on my home computer, by subscribing to a specific topic. I send commands to my computer from my phone. I send them via Tasker, no problem, but I want to be able to get feedback back from my computer to my phone.
So, before I send the notification, I subscribe to a custom channel that I wait for feedback on within Termux. A custom script that runs on my computer will read the command sent through ntfy via Tasker, do something on my computer, and then send a new notification with output from the command. Having subscribed to this notification in Termux, a script is run that writes the output to a file on my phone, and/or creates a new notification.
It looks like this
graph TD;
    phone(Phone)-- send command via Tasker -->ntfy
    ntfy-->comp(Computer)
    comp-- ntfy sub -->com(command)
    com-- send output -->ntfy
    ntfy-- ntfy sub - in Termux -->phone
    phone-- send notification to self -->phone

I haven't actually implemented all of this. I'm not sure I have a definite use case for it yet. It's just an idea I had.

I feeel like I understand what you are doing there (you want to execute commands on your computer and get output/feedback), and I believe you can do that without the ntfy CLI on the phone.

You subscribe to ntfy.sh/result on your phone and MUTE the subscription
You subscribe to ntfy.sh/command on your computer (via ntfy CLI, executing somescript.sh when commands come in)
You now publish a command to ntfy.sh/command
Your computer's ntfy CLI executes somescript.sh and publishes the response to ntfy.sh/result
Your phone receives the notification on ntfy.sh/result and broadcasts it as Android intent
Tasker/MacroDroid receives the intent and does whatever with it

(Side note: super cool diagram. Didn't know GitHub can do that!)

(Side note: super cool diagram. Didn't know GitHub can do that!)

I believe this is Mermaid. I didn't know GitHub supported it, but it's really powerful.

It is Mermaid. GitHub has supported it since February.
Although, I really should've used a Sequence Diagram instead of a flowchart.

Closed due to inactivity. Happy to reopen if people still have issues.


Is Kimball Still Relevant? / Joe Reis Blog

URL: https://joereis.substack.com/p/is-kimball-still-relevant
Review (1-2 sentences): Quite a vital question :D Also, some links inside this post also have vital questions. If you're thinking of dropping a detailed layer on DWH, you can read it.

Published in Digest #34.


Externalisation sr6 rebuild

@yagrima I hope the commits are atomic enough and the content is clear enough for you to review. Please try it on your own using the Custom Sandbox or the regular custom character sheet and let me know if you run into any trouble.
As far as my tests have shown, the CS should be in french when using french or in german, but I can have easily overlooked something.
If it works for you, then I'll provide the english translations for the CS and maybe we can propose to Roll20 to rename this character sheet Shadowrun6th?

Hey,
I noticed your translations are using a mixture of dashes and underscores (- vs _). I will go for underscores everywhere and try to change the language files accordingly.

Sounds okay, doesn't it?

Regards
René

Gesendet: Donnerstag, 13. August 2020 um 14:37 Uhr
Von: "Pelisse Romain"<EMAIL_ADDRESS>An: "yagrima/roll20-character-sheets"<EMAIL_ADDRESS>Cc: "yagrima"<EMAIL_ADDRESS>"Mention"<EMAIL_ADDRESS>Betreff: [yagrima/roll20-character-sheets] Externalisation sr6 rebuild (#1)
@yagrima I hope the commits are atomic enough and the content is clear enough for you to review. Please try it on your own using the Custom Sandbox or the regular custom character sheet and let me know if you run into any trouble.
As far as my tests have shown, the CS should be in french when using french or in german, but I can have easily overlooked something.
If it works for you, then I'll provide the english translations for the CS and maybe we can propose to Roll20 to rename this character sheet Shadowrun6th?
You can view, comment on, or merge this pull request online at:
https://github.com/yagrima/roll20-character-sheets/pull/1
Commit Summary
[Shadowrun6] Externalising strings
[Shadowrun6] Updates translations/fr.json
[Shadowrun6] Externalising & document unsupported tabs
[Shadowrun6] Externalising-Magic-tab
[Shadowrun6] Externalising dice rolls strings
[Shadowrun6] Update translataions/de.json
[Shadowrun6] Update translataions/fr.json
[Shadowrun6] Update translations/en.json with german strings for now

File Changes
M Shadowrun6th-German/sheet.html (433)
M Shadowrun6th-German/translations/de.json (84)
M Shadowrun6th-German/translations/en.json (168)
M Shadowrun6th-German/translations/fr.json (66)

Patch Links:
https://github.com/yagrima/roll20-character-sheets/pull/1.patch
https://github.com/yagrima/roll20-character-sheets/pull/1.diff

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Oh nice catch! I meant to use only underscore, but in the heat of the action. If there is a lot of occurrences and it's become a lot of work, let me know, I might be able to whip up a small scripts to take care of that.


Set pending condition on QueuedWorkload with message

A queued workload can be pending for several reasons:

The Queue doesn't exist
The ClusterQueue doesn't exist
The QW's namespace is not allowed by the ClusterQueue
The workload was attempted for scheduling but it didn't fit.

We need to find a way to set this information.
Probably the first 2 can happen in the queuedworkload_controller, after every update.
The other 2 should probably during scheduling.
/kind feature

I think this can help with #88 as well

/help

/assign

is this still in progress?

yes, will take back on this. I have been busy and #101 distracted me for a bit

sg, thanks, I will remove the help tag then.
/remove-help

Question:
Why  https://github.com/kubernetes-sigs/kueue/blob/main/api/v1alpha1/queuedworkload_types.go#L96 is a map and not an array?

// QueuedWorkloadStatus defines the observed state of QueuedWorkload
type QueuedWorkloadStatus struct {
	// conditions hold the latest available observations of the QueuedWorkload
	// current state.
	// +optional
	// +listType=map
	// +listMapKey=type
	Conditions []QueuedWorkloadCondition `json:"conditions,omitempty"`
}

Why is a map, if we want to keep the conditions as an array in the order they occur

And we have been treating that var like an array in places where the conditions are set.

The order shouldn't matter. Each condition has a timestamp.

https://github.com/kubernetes-sigs/kueue/pull/150 should be enough to close this one
/close


build fails: "Could not determine ref type of version: fatal: could not read Username for 'https://github.com': No such device or address"

export DOCKER_BASEIMG=ros:noetic-perception-focal
export REPOS_FILE=/home/foo/src/130s/reporepo/2022.repos
./docker_builder_vcs.py  --debug --rm_intermediate   \
  --docker_base_img $DOCKER_BASEIMG \
  --docker_out_tag "130s:docker_vcs_baaaa" \
  --path_repos $REPOS_FILE \
  --tmp_context_path ./docker_vcs_tools

:

INFO:root:Line#2499: Step 27/33 : RUN mkdir -p $WS_IN_CONTAINER/src && cd $WS_IN_CONTAINER && ls -lth $WS_IN_CONTAINER/src && vcs import --debug --skip-existing $WS_IN_CONTAINER/src < $WS_IN_CONTAINER/src/cws.repos
INFO:root:Line#2500:  ---> Running in 00c2919de29e

INFO:root:Line#2501: total 4.0K
-rw-rw-r-- 1 root root 226 Mar 17 03:29 cws.repos

INFO:root:Line#2502: DEBUG:vcstool.executor:started '/cws/src/org-b/BAAAA'
DEBUG:vcstool.executor:started '/cws/src/130s/reporepo'
DEBUG:vcstool.executor:ongoing ['/cws/src/org-b/BAAAA', '/cws/src/130s/reporepo']
INFO:root:Line#2503: DEBUG:vcstool.executor:finished '/cws/src/130s/reporepo'
INFO:root:Line#2504: DEBUG:vcstool.executor:ongoing ['/cws/src/org-b/BAAAA']
INFO:root:Line#2505: E
INFO:root:Line#2506: .
INFO:root:Line#2507: DEBUG:vcstool.executor:finished '/cws/src/org-b/BAAAA'

INFO:root:Line#2508: === /cws/src/130s/reporepo (git) ===
Could not determine ref type of version: fatal: could not read Username for 'https://github.com': No such device or address
=== /cws/src/org-b/BAAAA (git) ===
Cloning into '.'...
Updating files: 100% (817/817), done.

INFO:root:Line#2509: {'code': 1, 'message': "The command '/bin/bash -c mkdir -p $WS_IN_CONTAINER/src && cd $WS_IN_CONTAINER && ls -lth $WS_IN_CONTAINER/src && vcs import --debug --skip-existing $WS_IN_CONTAINER/src < $WS_IN_CONTAINER/src/cws.repos' returned a non-zero code: 1"}
INFO:root:Line#2510: The command '/bin/bash -c mkdir -p $WS_IN_CONTAINER/src && cd $WS_IN_CONTAINER && ls -lth $WS_IN_CONTAINER/src && vcs import --debug --skip-existing $WS_IN_CONTAINER/src < $WS_IN_CONTAINER/src/cws.repos' returned a non-zero code: 1
DEBUG:root:'docker build' is complete. Log: None

Not sure if related but 130s/reporepo is a non-public repo.

I'd say duplicate of https://github.com/kinu-garage/docker_vcstool/issues/3


Dynamic Tag name and attributes aren't renderer or rendered incorrectly

Quick Example

const checked = true;
const comp = html`
   <input type="checkbox" ${()=>checked?"checked":""} />
` //=> should render <input type="checkbox" checked>

Instead it adds an addition > to the rendered default HTML
Might also be an issue with upstream https://github.com/justin-schroeder/arrow-js

Tests for the same seem to be passing, might need to find better reproduction snippet


Details on error

Hi everyone,
I'm actually wondering if there is any way with go-ozzo to have some details on errors but in a more structured way ?
Let me explain:
Let say I have the following code and an input like this with some validation
type MyInput struct {
	Email string
}

func (i MyInput) Validate() error {
	return validation.ValidateStruct(&i,
		validation.Field(&i.Email, is.Email, validation.Length(30, 100)),
	)
}

If for instance the Length rule failed, I will have an object of type validation.Errors which is basically a map[string]error.
Of course it is fine, but is there any way to have something more structured ?
For instance could we have / imagine something map[string]ValidationError with the definition of ValidationError like this ?
type ValidationError struct {
	Code       string
	Message    string
	Parameters map[string]interface{}
}

Which can be easier to use / analyse that a simple string ?
As an example:
What we have now (json way)
{
    "Email":"the length must be between 30 and 100. "
}

What I would like :)  (json way)
{
    "Email": {
        "Message":"the length must be between 30 and 100. ",
        "Code": "LenghtError",
        "Parameters": {
            "min": 30,
            "max": 100,
            "current": 4,
        }
    }
}

This is a total opened topic of course, all advices are really welcomed :+1:

I closed this one since there is a duplicate unfortunetely ... sorry for this
https://github.com/go-ozzo/ozzo-validation/issues/141

I closed this one since there is a duplicate unfortunetely ... sorry for this
https://github.com/go-ozzo/ozzo-validation/issues/141


VSCode emmet SASS snippets

VSCode Version: 1.5.3
OS Version: Debian 10.7

Steps to Reproduce:

EMMET snippets in SASS files end of line - ' ; '
tac --> text-align: center; (!!)

Does this issue occur when all extensions are disabled?: Yes/No

Same comportement here, a way to revert to the old Emmet functionality would be nice. Am having other bugs with SASS files and the recent emmet updated also.

Duplicate? #115854

Try this workaround:

Press F1 to open the Command Palette
Search for and run the command 'Preferences: Open Settings (JSON)'
Paste the following into the settings file that shows up and save it:

"emmet.preferences": {
    "sass.propertyEnd": "",
    "stylus.valueSeparator": " ",
    "stylus.propertyEnd": ""
}

The issue:
I forgot to set some defaults in vscode-emmet-helper while refactoring the code 😓

\closedWith 339d6dd

Edit: The fix should be in VS Code Insider's tomorrow.
(Previous message below)
Try this workaround:
1. Press F1 to open the Command Palette

2. Search for and run the command 'Preferences: Open Settings (JSON)'

3. Paste the following into the settings file that shows up and save it:

"emmet.preferences": {
    "sass.propertyEnd": "",
    "stylus.valueSeparator": " ",
    "stylus.propertyEnd": ""
}

The issue:
I forgot to set some defaults in vscode-emmet-helper while refactoring the code 😓

Thank You!

"emmet.preferences": {
    "sass.propertyEnd": "",
    "stylus.valueSeparator": " ",
    "stylus.propertyEnd": ""
}

Verifier:
Set up a .sass document with the following content:
body {

}

Within the braces, type tac. Confirm that text-align: center shows up with no trailing semicolon.


A couple of suggestions

First item - for performance improvement, change line 958 from
Write-Progress -Activity $activity -Status "$processedCount of $itemCount item(s) read" -PercentComplete (($processedCount/$itemCount)*100)
To
if ($processedCount % 100 -eq 0)  {  Write-Progress -Activity $activity -Status "$processedCount of $itemCount item(s) read" -PercentComplete (($processedCount/$itemCount)*100) }
Reading in a lot of records and echoing that progress slowed down the discovery step quite a bit.  This way, you get a bit better performance and a frequent-enough update on progress.
Second item - add a $MaximumToProcess parameter.
I cheated and just threw in a line 969:
If ($processedCount -gt 100000) { $moreItems = $false }
But ideally, you could do that as a parameter, have it default to 250k or some number like that, then work that into the discovery process and throw a message "found more items but capped to 250000" and change my suggested 969 line to use the variable feed.
Doing smaller chunks like that improved some performance aspects (didn't seem quite linear in the scaling for how long things took - did 50k chunks while could, then kicked off a bigger batch when just wanted it to run for a long stretch).
Thanks.

Which script is this referring to?

Sorry - guess the page covers a few.
Remove-DuplicateItems.ps1
Thanks.

v1.1.2 is published, and it supports a debugMaxItems variable (defined at the beginning of the script).  I have added the logging optimisation too, but that will only appear in the next version of the script (I missed it for this release).


[#111758188] Bosh cli helpers

What
A set of helper scripts to:

set up tunnel to bosh via deployer concourse, log in and configure bosh deployment
enable easy bosh ssh to deployed VMs

Testing
Run init script and then test bosh cli locally, e.g. try running an errand (bosh run errand smoketests).
Source ssh helper script and try doing bosh ssh into one of the CF VMs.
Who
not @mtekel or @combor

It's probably worth adding some details of how to use these to the README.

The idea is good, but I summarise my suggestions here:

Probably there will be more scripts. I propose put these scripts in a folder called ./scripts. There are other scripts we can move there (e.g. vagrant ones)
Can we store the state in $HOME/.paas-cf/<envname> or in .session/<envname> or something like that?
Can we make the script init.sh automatically pull the concourse IP from the concourse.tfstate outputs?

Fixed some of the issues, but closing as this is just a for-now helper script.

I think the idea is good, but we start to have a lot of random scripts doing small things around the project (e.g. ./vagrant/environment.sh, deploy-pipeline.sh)... we should revisit all of them.


styled format for keys

Would it be possible to configure how the string for keys is rendered?
For example, it would help the readability of the docs if the keys where strong, or colored. Like parameters are in function docstrings.

For now it's not possible, but to my knowledge Sphinx allows it so I'm tagging it as enhancement proposal for future.


Run 'python utils/visualize_env.py --env_name hammer-v0'  Cause - File "cymj.pyx", line 175, in mujoco_py.cymj.load_model_from_path

LOGS:
Exception: Failed to load XML file: /home/pi/workspace/tanwenxuan/Project/mj_envs/mj_envs/envs/hand_manipulation_suite/assets/DAPG_hammer.xml. mj_loadXML error: b
"Error: could not open STL file '/home/pi/workspace/tanwenxuan/Project/mj_envs/mj_envs/envs/hand_manipulation_suite/assets/../../../sims/Adroit/resources/meshes/../../../robohive.stl'\nObject name = robohive, id = 11, line = 69, column = 9"

@OOXXXXOO

Can you confirm which branch you are using?
Can you also confirm that you have followed the installation instructions. This seems like an error one would get if they skipped the submodule instantiations. Please follow the installation instructions closely if you haven't.


Monthly Stats by area - populate No region counts and reorder results

Context
This PR makes a couple of minor changes to the monthly statistics by area table that came up in product review. See comments on Trello card for context.
Changes proposed in this pull request

The 'No region' region (for applications in which the region is not specified or not derivable from the address) is now counted. Applications without regions were previously ignored.
EEA and Rest of the World should appear at the bottom of the list of regions.

Guidance to review

Can be manually tested by re-running UpdateMonthlyStatisticsReport.new.perform in Rails console.
Do the tests cover this new behaviour?

Link to Trello card
https://trello.com/c/57VZEAIc/3965-generate-monthly-stats-derive-the-area-from-candidates-contact-address
Things to check

[x] This code does not rely on migrations in the same Pull Request
[x] If this code includes a migration adding or changing columns, it also backfills existing records for consistency
[x] API release notes have been updated if necessary
[x] Required environment variables have been updated added to the Azure KeyVault

Code looks good. Just one questions. Should there ever be a candidate that doesn't have a region assigned to them?

Code looks good. Just one questions. Should there ever be a candidate that doesn't have a region assigned to them?

It can happen if they enter a non-existent postcode. (We validate for format but don't verify that the postcode actually exists which is why nearly all of the faker generated postcodes in our test data end up being mapping to a null region).


Error running composer install

I am getting this error in my pipelines when running composer install. Last week it worked without errors. I found that if I remove the artifacts and the cache, it works. Please, help.

GitlabCI
stages:
  - build
  - test
  - deploy

image: lorisleiva/laravel-docker:8.0

services:
  - postgres:13.4-alpine
  - redis:6.2.5-alpine

build:
  stage: build
  script:
    - cp .env.testing.example .env
    - cp .env.testing.example .env.testing
    - composer install
    - php artisan l5-swagger:generate
    - php artisan config:cache
    - php artisan route:cache
    - php artisan view:cache
  artifacts:
    expire_in: 1 month
    paths:
      - vendor/
  cache:
    key: ${CI_COMMIT_REF_SLUG}
    paths:
      - vendor/

phpunit:
  stage: test
  dependencies:
    - build
  script:
    - php artisan migrate --seed
    - phpunit --coverage-text --colors=never

codestyle:
  stage: test
  dependencies: []
  script:
    - phpcs

Hi there 👋
Thanks for raising this, I think this is due to the fact that the global composer folder has changed recently on this image. Once you clear your cache on the pipeline, it should work properly.

Thank you very much for your advice. it works now 👍.


bazel: fix bug in transitive deps, support non-PGV cc_proto_library d…

…eps.
This was needed to support building the protos in Envoy's
data-plane-api. It would be ideal to switch to Bazel aspects for
pgv_cc_proto_library and native proto_library, but there are some
limitations I hit while doing so, will defer that for now.
Signed-off-by: Harvey Tuch<EMAIL_ADDRESS>

@akonradi


freeradius 1.9.16 - freeradius service on secondary gateway does not reload after HA sync

During a maintenance period today, we failed over to our secondary gateway to make some changes to the primary gateway. We began having users failing to authenticate against radius, which had now failed over to secondary. This was fixed by restarting the freeradius server on the secondary gateway. It appears that whenever a high availability sync is performed, freeradius is not included in the list of services that get restarted. The written configuration for the two gateways match, but the running configuration does not appear to be consistent.
To Reproduce
A) Adding User

Add a user to the primary gateway under Services > FreeRADIUS > Users
Select "Apply"
Attempt to authenticate against RADIUS server as new user, succeeds.
Sync config to secondary gateway
Fail over via Interfaces > Virtual IPs > Status > Enter Persistent CARP Maintenance Mode
Attempt to authenticate against RADIUS server as new user (which does appear in the GUI), fails.

B) Changing Password

Change a user password on the primary gateway under Services > FreeRADIUS > Users
Perform steps 2-6 from section A.
Authenticating with old password succeeds.

Environment
OPNsense 21.7.3_1-amd64
FreeBSD 12.1-RELEASE-p20-HBSD
OpenSSL 1.1.1l  24 Aug 2021
Motherboard SuperMicro SCLX11IF
CPU Intel(R) Core(TM) i9-9900KF CPU @ 3.60GHz (16 cores)
Network Intel® X710DA2

Screenshot of the button you click in step 4 please

Screenshot of the button you click in step 4 please

Err .. this is only to sync, you need to push the button at the bottom to also restart.

I believe its only for templates, config, filter and aliases, but since I always use the bottom button I never compared it


Removing carthage copy frameworks phase

The framework shouldn't have it; the final app should. If not we get nested frameworks error when uploading final app to testflight.

CodeStats metrics details:
:white_check_mark: Code Coverage (Slather): 30.69
Click here for more details.

CodeStats metrics details:
:white_check_mark: Code Coverage (Slather): 30.69
:white_check_mark: Code Quality (Swiftlint): 88.0
Click here for more details.


Activity Bonuses/Bobux pet

Activity Bonuses
If you post 100 messages in general you will be marked as active for that day and you’ll get the days reward. The more days you are in active in a row, the better your rewards get.
The final reward is the ability to buy the bobux pet in the !shop. After you claim it, the calendar resets, except the bobux pet is no longer the final reward but rather 250 bobux.
Here is the reward calender:

At the end of the calendar you get ability to buy the bobux pet from the shop, it costs 2500 bobux. Here are it’s stats:
Bobux Pet
Bobuxier
Gain 100% more passive bobux from talking in general (20 bobux)
No Life
Click here to activate this ability for 2 minutes. When activated, you’ll be given a role that gives you access to No Life tab. This chat has a 5 second slow mode. Everytime you post here, you will be given 5 bobux.
5 hour cooldown
A Man of Bobux
Upgradable Ability - Upgrades every 1000 messages you have with this pet equipped, caps at level 5.
Level 1:
Click here to gain 1% of the bobux of the last person to speak in chat (they don’t lose any).
Level 2:
Click here to gain 2% of the bobux of the last person to speak in chat (they don’t lose any).
Level 3:
Click here to gain 3% of the bobux of the last person to speak in chat (they don’t lose any).
Level 4:
Click here to gain 4% of the bobux of the last person to speak in chat (they don’t lose any).
Level 5:
Click here to gain 5% of the bobux of the last person to speak in chat (they don’t lose any).
30 Second Cooldown
I’ll make it more clear later gotta board my plane

If you post 100 messages in general you will be marked as active for that day and you’ll get the days reward. The more days you are in active in a row, the better your rewards get.

bad idea because it will make people realize they have no life

The final reward is the ability to buy the bobux pet in the !shop. After you claim it, the calendar resets, except the bobux pet is no longer the final reward but rather 250 bobux.

It should be like 10 days instead of 27, and people should only ever be able to get a reward from it once (no 250 bobux)

Bobuxier
Gain 100% more passive bobux from talking in general (20 bobux)

It should be like only 50% more

No Life
Click here to activate this ability for 2 minutes. When activated, you’ll be given a role that gives you access to No Life tab. This chat has a 5 second slow mode. Everytime you post here, you will be given 5 bobux.
5 hour cooldown

People would just be spamming cringe things in that channel

A Man of Bobux
Upgradable Ability - Upgrades every 1000 messages you have with this pet equipped, caps at level 5.

Too op, especially if the last person to speak in chat is mega rich

If you post 100 messages in general you will be marked as active for that day and you’ll get the days reward. The more days you are in active in a row, the better your rewards get.

bad idea because it will make people realize they have no life

The final reward is the ability to buy the bobux pet in the !shop. After you claim it, the calendar resets, except the bobux pet is no longer the final reward but rather 250 bobux.

It should be like 10 days instead of 27, and people should only ever be able to get a reward from it once (no 250 bobux)

Bobuxier
Gain 100% more passive bobux from talking in general (20 bobux)

It should be like only 50% more

No Life
Click here to activate this ability for 2 minutes. When activated, you’ll be given a role that gives you access to No Life tab. This chat has a 5 second slow mode. Everytime you post here, you will be given 5 bobux.
5 hour cooldown

People would just be spamming cringe things in that channel

A Man of Bobux
Upgradable Ability - Upgrades every 1000 messages you have with this pet equipped, caps at level 5.

Too op, especially if the last person to speak in chat is mega rich

This one takes too much brain power to fix so I’ll do it later

This one takes too much brain power to fix so I’ll do it later

Fixed

Fixed


Reuse HTTP2 Session

This looks nice and simple 👍
In our tests, we don't wait for servers to shut down because it takes too long, and I suspect that this is because of open http2 sessions. Can you try removing the following lines and see if that noticeably slows down the tests?

https://github.com/bufbuild/connect-web/blob/fbb089ed2de52412f4ae76126fe7fcdd8f6dc525/packages/connect-node-test/src/helpers/testserver.ts#L164
https://github.com/bufbuild/connect-web/blob/fbb089ed2de52412f4ae76126fe7fcdd8f6dc525/packages/connect-node-test/src/helpers/testserver.ts#L194
https://github.com/bufbuild/connect-web/blob/fbb089ed2de52412f4ae76126fe7fcdd8f6dc525/packages/connect-node-test/src/helpers/testserver.ts#L255

hey @timostamm I gave it a shot and unfortunately it does significantly slow down our test a lot. Should I investigate why this is the case or its ok for now?

hey @timostamm I gave it a shot and unfortunately it does significantly slow down our test a lot. Should I investigate why this is the case or its ok for now?

Ah, well. Please just update the comments on those lines:
resolve(); // the server.close() callback above slows down our tests


Update build_gif.yml

Hi I think you can fork and just run the workflow.
It provides the text option.


unplugin-auto-import generate two directories with autoimported types

Describe the bug
I have this setup
repo
When I starting VS Code after dependencies installed, it create directory with autoimported types right in the root of the project

but when i run the project
i got another autoimported types in the directory src/types

And for some reason autoimport for createRouter from vue-router happened in the types/auto-import.d.ts, not in the src/type
s/autoimport.d.ts, so I should import createRouter manually  from 'vue-router'.
My setup is intended auto imported types to be in src/types, not in types in the root of the project.
Is it a bug or I have something wrong with my setup/ VS Code settings/extensions?
Reproduction
get the repo provided, open it in VS Code, install deps with pnpm i, then restart VS Code - you will see types dir in the root of the project, then run pnpm dev  and you will see autoimported types in src/types folder too
System Info
System:
    OS: Windows 10 10.0.19045
    CPU: (20) x64 Intel(R) Xeon(R) CPU E5-2670 v2 @ 2.50GHz
    Memory: 46.30 GB / 63.93 GB
  Binaries:
    Node: 20.8.0 - ~\AppData\Local\pnpm\node.EXE
    npm: 10.1.0 - ~\AppData\Local\pnpm\npm.CMD
    pnpm: 8.9.2 - ~\AppData\Local\pnpm\pnpm.EXE

Used Package Manager
pnpm
Validations

[X] Follow our Code of Conduct
[X] Read the Contributing Guide.
[X] Check that there isn't already an issue that reports the same bug to avoid creating a duplicate.
[X] Check that this is a concrete bug. For Q&A, please open a GitHub Discussion instead.
[X] The provided reproduction is a minimal reproducible of the bug.

its works for me, try delete root/types and restart your project


[WIP] Fix #98. Convert all Interpreter errors to RuntimeErrors.

This PR converts all errors raised by the interpreter into rescue-able RuntimeErrors. To accomplish this, the utility method __raise_runtime_error has been added, reducing boilerplate throughout the interpreter source.
When #103 is addressed, most of the errors raised here will change to proper error structures (rather than strings), but that is a future effort.
This PR also moves the NativeLibrary specs into Myst. This is something I've wanted to do for a while, but it's now a requirement to effectively test that RuntimeErrors are being raised.

IO specs cannot be ported into the language because there is currently no way to capture/redirect IO operations. These should be the only specs left in the spec/native_lib folder now.

From the last commit:
Everything in the interpreter should now be using __raise_runtime_error instead of raising native errors or doing raise RuntimeError.new.
There are currently only two exceptions to this:

Myst::Scope#[] raises a native IndexError when a value cannot be found. I don't know how to get this to be a runtime error other than capturing the error at each call site and re-raising appropriately. That might be the best plan.

Myst::Value.from_literal raises a native string when the given type is not a value type. This could be solved by passing in the interpreter to the method, or, again, capturing at the call site and re-raising. I don't know which I would prefer.


renderStream acting like renderAsync after build

Hello,
maybe I'm missing something here, but in my use case, renderStream only works in dev mode.
Assume the following page ( of course with renderStream in entry-server.tsx) :
import { Suspense } from "solid-js";
import { useRouteData } from "solid-start";
import { createServerData$ } from "solid-start/server";

const wait = (ms: number) => new Promise((resolve) => setTimeout(resolve, ms));

export function routeData() {
  const letters = createServerData$(async () => {
    await wait(1000);
    return "a-b-c";
  });
  const numbers = createServerData$(async () => {
    await wait(2000);
    return "1-2-3";
  });

  return { letters, numbers };
}

export default function Home() {
  const { letters, numbers } = useRouteData<typeof routeData>();
  return (
    <>

        <Suspense fallback="Loading Letters">{letters}</Suspense>

        <Suspense fallback="Loading Numbers">{numbers}</Suspense>

    </>
  );
}

Running this in dev mode shows the Suspense Boundary "Loading Letters" for 1s until the Letters are loaded and the outher boundary shows "Loading Numbers" for 2s. Everything as expected.
Running pnpm build && pnpm start, the result is quite different:
The whole page keeps loading for 2s and then renders the full content. No Loading States / Error Boundaries gets rendered.
So this acts like renderAsync.
What am I missing?

Seems like a bug, I have experienced the same.

My best guess is that deferStream is getting set to true at some point in the build step, but I'm sure the true answer is a little more nuanced than that.
Although it's not ideal, I've been using renderSync to force an immediate server response. From my understanding, this results in an extra call to the server once the client is loaded as opposed to the server asynchronously sending over the data from the initial request as in renderStream, but it results in the desired client suspense behavior. This method results in some particularly bad FOUC in development, but this issue goes away after build.
Hopefully someone more knowledgeable than me can chime in and shed some more light as to what's going on, but hopefully this workaround will suffice for now!

When running in dev, the webserver is from vite and when running in production on node, it's using Polka as the server, so it could be it's just not hooked up correctly there.

In setting up for SolidStarts next Beta Phase built on Nitro and Vinxi we are closing all PRs/Issues that will not be merged due to the system changing. If you feel your issue was closed by mistake. Feel free to re-open it after updating/testing against 0.4.x release. Thank you for your patience.

See https://github.com/solidjs/solid-start/pull/1139 for more details.


The return of a crypto.Signer.Public() must be a pointer to a key

Otherwise various libraries can't use it.
I don't know if this library supports DSA keys or something, but I could not find any evidence of that, so right now it just deals with RSA

Hey Ben,
Thanks for your PR! Apologies for not responding sooner, but for some reason I never got a notification that you opened this PR.
You're absolutely correct that the Public() function should return a pointer. However, I'm not sure doing a type conversion in that function is the right way to go. Have you considered making it a pointer where the RSA public key gets defined in decodeRSAPublicKey() in sexpr.go? This would save you from having to do any type check.

@prep Thanks! Sorry I forgot to push a fix for this, but thanks for fixing the issue without me :)
Happy Holidays :)


Build system for writing integration tests

@TheRealPiotrP : I'm adding this issue per our conversations last week. Feel free to adjust it as needed.

Fixed in #1834


histogram

Very interesting work. I am confused about the purpose of making histogram. Can you explain the specific relationship with the threshold? In addition, can you provide the histogram visualization code about the histogram.pt file?

I don't understand what the function of grab_acts is. Thank you for your explanation

Hi! See this for code to visualize the histograms. Histograms are needed to set thresholds to their correct values -- if you want to threshold 50% of a hidden state's activations to 0, based on absolute value, you need some knowledge of the underlying distribution of activations, which histograms provide.


Refreshing the results page should not relog results

Ensure that the results are only logged once.

Assuming that duplicate results could be covered in post-processing.


chore: have Renovate set PR labels for base branch

Not sure about the cherry-picking, though.

Bors merge bot cheat sheet
We are using bors-ng to automate merging of our pull requests. The following table provides a summary of commands that are available to reviewers (members of this repository with push access) and delegates (in case of bors delegate+ or bors delegate=[list]).

Syntax
Description

bors merge
Run the test suite and push to master if it passes. Short for "reviewed: looks good."

bors merge-
Cancel an r+, r=, merge, or merge=

bors try
Run the test suite without pushing to master.

bors try-
Cancel a try

bors delegate+
Allow the pull request author to merge their changes.

bors delegate=[list]
Allow the listed users to r+ this pull request's changes.

bors retry
Run the previous command a second time.

This is a short collection of opinionated commands. For a full list of the commands read the bors reference.

bors merge


Marshmallow permissions not asked when swipe enabled

[ ] What you've tried (include code snippets, or whole files as necessary):
In marshmallow (api 23) permissions are not requested at all when swiping is enabled.
[ ] What you thought should happen:
I thought it would ask for permissions on clicking finish.

Please show code - also, swiping is disabled when asking for permissions.
Think about what the flow of an application would look like if you could revisit the permission slide over and over.

This has already been addressed in #222. Please ensure you check the closed issues section before making a new issue :)


Bump safer-golangci-lint.yml to 1.14.1

Description
Bump safer-golangci-lint.yml to 1.14.1

[x] By marking this item as completed, I certify
the Developer Certificate of Origin 1.1.

Developer Certificate of Origin
Version 1.1

Copyright (C) 2004, 2006 The Linux Foundation and its contributors.
660 York Street, Suite 102,
San Francisco, CA 94110 USA

Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.

Developer's Certificate of Origin 1.1

By making a contribution to this project, I certify that:

(a) The contribution was created in whole or in part by me and I
    have the right to submit it under the open source license
    indicated in the file; or

(b) The contribution is based upon previous work that, to the best
    of my knowledge, is covered under an appropriate open source
    license and I have the right under that license to submit that
    work with modifications, whether created in whole or in part
    by me, under the same open source license (unless I am
    permitted to submit under a different license), as indicated
    in the file; or

(c) The contribution was provided directly to me by some other
    person who certified (a), (b) or (c) and I have not modified
    it.

(d) I understand and agree that this project and the contribution
    are public and that a record of the contribution (including all
    personal information I submit with it, including my sign-off) is
    maintained indefinitely and may be redistributed consistent with
    this project or the open source license(s) involved.

I'll make test ignore SA4026 in separate PR.
decode_test.go:541:11: SA4026: in Go, the floating-point literal '-0.0' is the same as '0.0', it does not produce a negative zero (staticcheck)


node debugging seems not to be working.   ever attaches

When running in the shell, with either auto accath or with an attach "task", never seems to connect.

Can you please fill out the template so we can have more information?

Hey, @polymerchm can you send us the output of the error message you are getting or the error in the browser developer console?

This is the output in the "output" window with "trace" enabled in the attach options:
Error: Cannot find module 'vscode-chrome-debug-core'
at Module.r.require (/usr/local/bin/code-server:468:26539)
at /home/travis/build/codercom/code-server/packages/server/build/extensions/ms-vscode.node-debug2/out/src/nodeDebug.js/home/travis/build/codercom/code-server/packages/server/build/extensions/ms-vscode.node-debug2/out/src/nodeDebug.js:6:36
at requireFilesystemModule (/usr/local/bin/code-server:468:26288)
at Object.exports.requireFork (/usr/local/bin/code-server:468:26641)
at v.run (/usr/local/bin/code-server:549:49569)
at

Hey @polymerchm node debugging should be fixed in an upcoming update very soon.

This will probably be fixed by https://github.com/codercom/code-server/pull/299

I believe that fixes something else.

I'm having the same issue. I dont have any extensions installed except themes. The output is
[2019-03-22 18:42:57.484] [exthost] [info] ExtensionService#_doActivateExtension vscode.debug-server-ready {"startup":false,"activationEvent":"onDebugResolve"}
[2019-03-22 18:42:57.485] [exthost] [info] ExtensionService#loadCommonJSModule /home/travis/build/codercom/code-server/packages/server/build/extensions/debug-server-ready/dist/extension
[2019-03-22 18:42:57.488] [exthost] [info] ExtensionService#_doActivateExtension ms-vscode.node-debug2 {"startup":false,"activationEvent":"onDebugResolve:node"}
[2019-03-22 18:42:57.488] [exthost] [info] ExtensionService#loadCommonJSModule /home/travis/build/codercom/code-server/packages/server/build/extensions/ms-vscode.node-debug2/out/src/extension
[2019-03-22 18:42:57.524] [exthost] [info] ExtensionService#_doActivateExtension ms-vscode.node-debug {"startup":false,"activationEvent":"onDebugResolve:node"}
[2019-03-22 18:42:57.524] [exthost] [info] ExtensionService#loadCommonJSModule /home/travis/build/codercom/code-server/packages/server/build/extensions/ms-vscode.node-debug/dist/extension.js```

I'm trying to attach to existing node with inspector running. The node process never prints `Debugger attached`.

I basically get one shot of starting the debugger, it kinda hangs then goes away, then if I try debugging again I get "There is already a debug configuration "Attach" running."

What version of code-server are you running?

-310.Worked when I removed the chrome debugger module.Then tried to add a folder.Now just get black screen after the password screen.
Sent from Xfinity Connect App
------ Original Message ------
From: NGTmeaty
To: codercom/code-server
Cc:StevenPollack, Mention
Sent: March 22, 2019 at 5:10 PM
Subject: Re: [codercom/code-server] node debugging seems not to be working.
ever attaches (#312)
What version of code-server are you running?
—
You are receiving this because you were mentioned.
Reply to this email directly,view it on GitHub(https://github.com/codercom/code-server/issues/312#issuecomment-475820983), ormute the thread(https://github.com/notifications/unsubscribe-auth/AGHfku-kmuEiTgghm12jycly3ZNvOc6Mks5vZXD7gaJpZM4cB8zX).

@polymerchm The blank screen after attempting to add a folder will be fixed by #317 in the next release.

@NGTmeaty 1.32.0-310

Fixed with the latest release.

Thanks Kyle!


Wrong sample code in WidgetsBindingObserver documentation

Here https://api.flutter.dev/flutter/widgets/WidgetsBindingObserver-class.html we have late AppLifecycleState _notification;
But at first time rendering it's null in the Text('Last notification: $_notification');
I have a question too, How we have get the current state of AppLifecycleState and set initial value of _notification in the initState ?

Hi @sm2017
Thank you for filing this issue, I tested on the latest stable and master channel
and the issue is reproducible. You cannot access the current AppLifecycleState in initState, you can however make _notification nullable instead of late.

flutter doctor -v
[✓] Flutter (Channel stable, 2.5.3, on macOS 11.6.1 20G224 darwin-x64, locale en-US)
    • Flutter version 2.5.3 at /Users/flo/development/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 18116933e7 (2 weeks ago), 2021-10-15 10:46:35 -0700
    • Engine revision d3ea636dc5
    • Dart version 2.14.4

[!] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
    • Android SDK at /Users/flo/Library/Android/sdk
    • Platform android-31, build-tools 31.0.0
    • Java binary at: /Applications/Android Studio.app/Contents/jre/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7281165)
    ! Some Android licenses not accepted.  To resolve this, run: flutter doctor --android-licenses

[✓] Xcode - develop for iOS and macOS
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 13.0, Build version 13A5212g
    • CocoaPods version 1.11.0

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2020.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7281165)

[✓] VS Code (version 1.60.0)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.27.0

[✓] Connected device (4 available)
    • sdk gphone x86 (mobile)    • emulator-5554                        • android-x86    • Android 11 (API 30) (emulator)
    • iPhone 12 Pro Max (mobile) • 98CBBFB1-4069-4A28-B7F7-138911ACBE72 • ios            • com.apple.CoreSimulator.SimRuntime.iOS-15-0
      (simulator)
    • macOS (desktop)            • macos                                • darwin-x64     • macOS 11.6.1 20G224 darwin-x64
    • Chrome (web)               • chrome                               • web-javascript • Google Chrome 93.0.4577.63

! Doctor found issues in 1 category.

✓] Flutter (Channel master, 2.6.0-12.0.pre.553, on macOS 11.6.1 20G224 darwin-x64, locale en-US)
    • Flutter version 2.6.0-12.0.pre.553 at /Users/flo/fvm/versions/master
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 04155ad567 (2 hours ago), 2021-11-02 00:58:01 -0400
    • Engine revision a4e700eb0c
    • Dart version 2.15.0 (build 2.15.0-268.0.dev)

[!] Android toolchain - develop for Android devices (Android SDK version 31.0.0)
    • Android SDK at /Users/flo/Library/Android/sdk
    • Platform android-31, build-tools 31.0.0
    • Java binary at: /Applications/Android Studio.app/Contents/jre/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7281165)
    ! Some Android licenses not accepted.  To resolve this, run: flutter doctor --android-licenses

[✓] Xcode - develop for iOS and macOS (Xcode 13.0)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • CocoaPods version 1.11.0

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[✓] Android Studio (version 2020.3)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 11.0.10+0-b96-7281165)

[✓] VS Code (version 1.60.0)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.27.0

[✓] Connected device (4 available)
    • sdk gphone x86 (mobile)    • emulator-5554                        • android-x86    • Android 11 (API 30) (emulator)
    • iPhone 12 Pro Max (mobile) • 98CBBFB1-4069-4A28-B7F7-138911ACBE72 • ios            • com.apple.CoreSimulator.SimRuntime.iOS-15-0 (simulator)
    • macOS (desktop)            • macos                                • darwin-x64     • macOS 11.6.1 20G224 darwin-x64
    • Chrome (web)               • chrome                               • web-javascript • Google Chrome 93.0.4577.63

! Doctor found issues in 1 category.

Thank you

You cannot access the current AppLifecycleState in initState

How we can detect the AppLifecycleState when _notification is null?! there is no way to get the current app state!

@sm2017 AppLifecycleState can be detected in the didChangeAppLifecycleState method.
  @override
  void didChangeAppLifecycleState(AppLifecycleState state) {
    setState(() { _notification = state; });
  }

And this method is called when the system puts the app in the background or returns the app to the foreground.
You can read about didChangeAppLifecycleState here https://api.flutter.dev/flutter/widgets/WidgetsBindingObserver/didChangeAppLifecycleState.html

@mamuseferha  didChangeAppLifecycleState is not called until you change the app state (puts the app in the background or returns the app to the foreground.) , So as long as the app state not changed didChangeAppLifecycleState is not called and there is no way to find app state

Hi @sm2017, if you need access to the lifecycle state, you can call WidetsBinding.instance?.lifecycleState. It will allow you get the state in initState but watching for changes should be done in didChangeAppLifecycleState


Update .gitignore, Remove .pylintrc

Looks like the autogenerated documentation is coming out in different directories now, so ignore those.
Pylintrc is not really use since we use the flake8 linting and black

I will adapt #1133 to this PR.


[Showcase Feature] Overlay view to show timber logs for debugging

Overview (Required)

I am going to talk about "drawing views on overlay" and this is an example implementation of it.
I added "Debug Overlay View" setting and if you enable it and Timber logs emitted, log messages are displayed on top of any apps.
The setting is default off. A service responsible to drawing views on overlay will be running during the process is alive and the setting is enabled.
If you remove DroidKaigi app from a recent task list, the overlay also goes away. This means the service is also stopped.
Handles configuration changes in the service and update views on overlay.

Screenshots
 |

:eyes:

Interesting 🆒

How about adding Developer menu title here?

Commented! Generally I agree to add this cool show case 👍

Some commented.
It's a super cool feature:heart_eyes:

Thanks for feedback 🙇 and fixed issues!
And let me explain about module separation.
Currently this app doesn't have so many services and views in the overlay so OverlayViewModule can be merged into ServiceModule.
If the app has more views and building some back stack like Fragment then it's time to separate the module. Or having more services as well.
If it's okay to leave it as it is then I will put Javadoc on related classes, otherwise I will merge modules into ServiceModule.
What do you thing? @konifar @k-kagurazaka

Thanks! I'll check your comments tonight!

@KeithYokoma
OK, I just understand your plan.
As you said, OverlayViewScope has the different and shorter life time than ServiceScope, so separating component is good pattern 👍
I also agree with OverlayViewModule.
Currently it provides no dependencies, however I know the existence of OverlayViewModule class indicates the place where do we add providers for OverlayViewScope.

@KeithYokoma Understood. Thanks! Please go ahead as it is 🏃

LGTM! 👍


Added terminationGracePeriodSeconds and pod/container lifecycle hook to driver pods

This pull request adds the ability to set a predefined terminationGracePeriod seconds. (by default a 30 seconds in any pod).

Currently spark operator deletes the driver immediately without giving a chance for a spark application(especially spark streaming checkpoints) to die gracefully.

Have changed that in the controller. With this change, the driver just initiates a delete driver pod, letting the driver settings(terminationGracePeriodSeconds) decide on application graceful shutdown time.

Relating to this, I have added the pod lifecycle spec to support postStart and preStop commands for containers. https://kubernetes.io/docs/tasks/configure-pod-container/attach-handler-lifecycle-event/

@puneetloya thank you it sounds awesome, I'm going to try it later

@puneetloya please sign the CLA, and I will review it.

@liyinan926 done with the CLA.

Looks like the Travis build failed with a test failure. Please fix the unit tests.

Forgot to mention that we will need to get the user guide updated.

done


Parsed JSON object/hash requires a target configuration option?

Version: logstash - 7.3.0
Operating System: centos - docker
Config File :

    filter {
      json{
        source => "message"
        skip_on_invalid_json => true
        remove_field => [ "message" ]
      }
    }

Sample Data:
json - Parsed JSON object/hash requires a target configuration option {:source=>"message", :raw=>"[{"slot":"login","elapsedTime":6.964,"result":0,"interval":17}]"}

Could someone figure out the reason of this warning?

Hi Richzw,
Have you tried adding a target setting?
Try something like the below:
filter {
json{
source => "message"
target => "value"
skip_on_invalid_json => true
remove_field => [ "message" ]
}
}

target is simply required in this case for the filter to decide where to put the parsed (JSON) structure
for your case its an array [...] so the plugin can not decide where to put it - simply does nothing.
since you intend to remove the "message" field try putting (overwriting) it there e.g. :
filter { json { source => "message" skip_on_invalid_json => true target => "message" } }
for your input: [{"slot":"login","elapsedTime":6.964,"result":0,"interval":17}]
you will than get the parsed array structure under the message field like so :
{
   "message" => [
        [0] {
                 "result" => 0,
               "interval" => 17,
                   "slot" => "login",
            "elapsedTime" => 6.964
        }
    ],
}


Rgbw fixes

1. Tell us something about your changes.
Fix #525 compile error
Fix #526 rgbw config parsing bug
Add warm white white_algorithm for RGBWW leds
2. If this changes affect the .conf file. Please provide the changed section
    "device": {
        "whiteAlgorithm": "sub_min_warm_adjust"

3. Reference an issue (optional)
Fix #525 compile error
Fix #526 rgbw config parsing bug
Note: For further discussions use our forum: forum.hyperion-project.org

Hi @penfold42 ,
Any chance you can rebase this on current master branch?

Done - I think.
Travis is happy

This does create a fairly large commit changelog as it also contains the whole rework, could you create a new PR from a fresh pull with these changes add after perhaps?

Where are you seeing this ?
The commits tab on my phone looks clean

yep, mine too...

On desktop it lists this one as a change:
https://github.com/hyperion-project/hyperion.ng/commit/d2628c39f9faf0323640c29764a60df5138997cf

@RickDB - as a single merge commit i’d be ok with it if it were my repo
It’s a true reflection of the history - the actual files changes and the diff still Shows just what was changed.
Having said that, the rebase on master was quick so there’s another pull request in now.
Untested in real life as that was all done on the phone but should be fine if Travis is happy

Ah I see now in the overview (was thrown off by the diff message), will close this one and check the other.


Name a sprite to find it into a container.

Hi everyone, i have a game that have the principe of agario, to draw a cell (player circle), i call function to draw it into a prototype and place sprites into a container. The problem starts now, because i can't predict what color, size and name the cell will have, i can't pre-render everything. So for avoiding a memory heap, i need to count the container length to clear every sprites of the same type when its value is exceeded. It would be cool to save used sprites and only clear the ones that are not used anymore. This will in certain cases save a lot of performance loss like mine. @djmisterjon has been asking for this this feature but it got refused.

There no really reason implement children map into core.

@LituOffi if your problem is avoiding a memory heap, are you pooling and reusing your sprites?

@bigtimebuddy I made that for my textures. But how am i supposed to do this with sprites? If i i can't identify something in my container how i am supposed to do it?

Sounds like you might need to create your own Sprite to do it. If you want to attach some data.
class MyIDSprite extends PIXI.Sprite {
  constructor(texture, identifier) {
    super(texture);
    this.identifier = identifier;
  }
}

I'm still not 100% about what you want to do. If you could provide some code or examples, we might be able to help.

Hi ! Sorry for the long anwser... I made it ! i am now able to sync the circle id with the sprite with spritename.identifier. But when i'm trying to do container.spritename.identifier it's not working and i don't know how i am supposed to destroy them with destroy() function.


Slowdown after changing scenes

Repro:

Load one scene
Load another scene (non-additive)

Result:
Over the course of a few seconds the frame rate slowly drops to a grind. Cursory examination it appears there is an exception in WorldLockingManager.UpdateProxy.

Dealing with the same problem here. Additionally, WLT seems to stop working at all because

Coordinate System on the second load is head based
Anchor visualisation shows the red circle (instead of blue), and only one Anchor is visual on the ground.

Reproduction:

(initial) load Scene 1 (no WLT, only one Button to toggle Scene change). Scene 1 runs fine
Click Button to load Scene 2 (contains WLT and some other UX, including button to toggle Scene change)
Scene 2 is loaded and runs fine
Click Button to load Scene 1
Scene 1 loaded and runs fine
Click Button to load Scene 2
Scene 2 is loaded and a mess, with WLT not working and 1- 10 fps

Is there a solution available by now?

@Hattexmc would you be able to share your repro scene?

And/or, your UnityPlayer.log would be very helpful. Thanks!

I'm afraid i can not. But it is built up upon the WLT- QRSpacePins sample and i have not changed the WLT part, so it should cause the same problem. To switch the scenes, i wrote this script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LoadSceneButton : MonoBehaviour
{
public string sceneNameLoading = "";
public void ChangeScene()
{
    Debug.Log($"Loading Scene: '{sceneNameLoading}' : requested");
    SceneManager.LoadSceneAsync(sceneNameLoading);

}

}
I can't find the log file?

I recreated the problem by using the sample template, added the script, buttons  and a menu scene to it. Behaviour is exactly the same. I can share this sample project, but I need some guidance on how to simplify the project and in what form you want the project as i am not a github native (yet).

Try these steps:

Give me your Unity version, WLT version, MRTK version (if used in sample).
Zip up the assets you added to the sample project (e.g. Assets/MySampleAssets/*)
Drag the zip file into the github comment field to upload the file.

The UnityPlayer.log location depends on what hardware you're using. What hardware are you using?

Let me see if I can build a simple repro from the info you've given, before you spend too much time trying to send me a project. I'm afraid I won't be able to get to it today anyway. I'll let you know if I make any progress or get stuck. Thanks!

Copied from the ReadMe of the Sample Project (QRSpacePins), which should fit because i haven't changed anything:

Built on WLT v1.3.4.
Built with MRTK v2.6.1.
QR code from NuGet package 0.5.2112.
VCRTForwarders.140 (QR code dependency) from NuGet package 1.0.7.
Built with Unity 2019.4.2f1.

I double checked those with my project. Additionally, in the NuGet Manager:

FrozenWorld.Engine v1.1.0

In the Custom Assets i added the Following:

Script "LoadSceneButton.cs" that changes the scene to the scene with the name corresponding to its input
NearMenu3x1ChangeScene Prefab with script and event already configured
Screenshot highlighting button configuration
Scene "MenuScene", where a Button exists already to change back to the "QRSpacePins" Scene

FYI i used the NearMenu3x1 instead of single Buttons because of the follow me function, which is very comfort when the Coordinate Systems change
CustomAssets.zip
I use a HP ZBook with Windows 10 Enterprise Version 2004 for Development and the HoloLens 2 with the latest updates.
Quite Interesting: On the HoloLens (master configuration), it works everytime exact one time
In Unity play mode, it works as it should. Only one issue here: When loading the project or when major changes occured, it fails to start play mode on the first try, but then works everytime.

Excellent, thank you!
I'll post what I find.

Thank you for your effort!
Additionally, i usually use the "DefaultHoloLens2ConfigurationProfile".

It looks like there are multiple problems involved here. Specifically, when the current active scene is unloaded (to load the new scene), that unloads game objects which WLT has created and is managing, without WLT getting notified. The slowdown is from null reference exceptions.
Even if those deleted objects were detected and discarded, which would avoid the exceptions and slowdown, it would probably not function as you want. I think what you want is a seamless worldlocked experience spanning multiple scenes.
The current preferred pattern to achieve that is to use MRTK's Scene System, and put the WLT resources into a "Manager Scene". This will have the added benefit of smooth operation of MRTK across scene changes.
I would recommend putting WorldLocking node and children (from QRSpacePins scene) into the manager scene, along with the Adjustment node and children (which includes the main camera), and the MixedRealityToolkit object.
Have a look through that documentation (it's actually pretty good) and let me know if you have any questions.

Thank you very much for your effort!
TBH, i spent some time reading documentation on MRTK/MR/WLT but i overlooked the MRTK Scene System, which is a great hint!
I want to create an app to showcase some possible applications of AR in my company, where at least in one scene there would be WLT neccessary (but not in all). Sounds like a typical application for the MRTK Scene System.

Hi! Since the issue is still open, I'll give it a try. I have the same exact problem as @Hattexmc.
I tried to follow what @fast-slow-still said in the second to last comment but I can't figure it out.
I'm trying to create an app with a start scene featuring a menu where users can choose between different games.
The start scene is a basic MRTK scene and the scenes with the different games have WLT, to better blend in the holograms with the room. Every game scene has also a small menu that lets you restart the game or return to the initial scene.
To achieve this, I started from the sample project QRSpacePins. I created a new basic MRTK scene for the initial one and, for the others, I duplicated QRSpacePins scene and adjusted it according to my needs.
I tried to copy WorldLocking node and children, the Adjustment node and children and the MixedRealityToolkit object into the manager scene, but it still didn't work.
From what I read in Manager Scene, it should be a simple MRTK scene.
I think there might be something I'm conceptually missing from the Manager Scene and its functionalities.
This is what I'm using:
- Built on WLT v1.5.8
- Built with MRTK v<IP_ADDRESS>
- QR code from NuGet package 0.5.2112
- VCRTForwarders.140 (QR code dependency) from NuGet package 1.0.7
- Built with Unity 2020.3.46f1
- FrozenWorld.Engine v1.1.1
I hope I explained the issue clearly. Thank you in advance to anyone who can help me!

UPDATE
I managed to solve my issue! My mistake was that in the script for handling scene changes, I kept mixing the UnityEngine.SceneManager APIs and the IMixedRealitySceneSystem APIs. This resulted in my manager scene being discarded every time I Single loaded a new scene.
I ended up using only the IMixedRealitySceneSystem APIs because they take care of a lot of details about loading/unloading a scene.


[Question] If SSO bots in group chat possible?

[Enter feedback here]
Hi, I try SSO bots recently. Now I want to add a SSO bot into a group chat or a team, which can send OAuthCards to every person in the group chat to get their tokens. I wonder if it is possible?

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

ID: 9549caa9-99a2-2568-19a5-f21a79292e2f
Version Independent ID: f2100d03-b88a-34b2-44a2-935231e89db0
Content: Single sign-on support for bots - Teams
Content Source: msteams-platform/bots/how-to/authentication/auth-aad-sso-bots.md
Service: msteams
GitHub Login: @surbhigupta
Microsoft Alias: lajanuar

@qianwenyuan - We are looking into this I will get back to you soon.

@qianwenyuan -As per document "The app must be installed in personal scope for SSO support."
It is not support to group chat.
Ref Doc-https://docs.microsoft.com/en-us/microsoftteams/platform/bots/how-to/authentication/auth-aad-sso-bots#bot-sso-at-runtime

@qianwenyuan - Can you please check and confirm?


Added MIME-type "image/pjpeg" to acceptable content types in AFURLRespon...

Added MIME-type "image/pjpeg" to acceptable content types in AFURLResponseSerialization

AFNetworking only uses the official MIME types for particular content types, as specified by the IANA. The correct change would be to specify it in acceptableContentTypes, as per this Stack Overflow question