build firmware error

I try builded for firmware, output this error：
make px4fmu-v2_default
-- nuttx-px4fmu-v2-default
-- could not find gdbtui
CMake Error at cmake/toolchains/Toolchain-arm-none-eabi.cmake:62 (message):
could not find genromfs
Call Stack (most recent call first):
/usr/local/share/cmake-3.5/Modules/CMakeDetermineSystem.cmake:98 (include)
CMakeLists.txt:204 (project)
CMake Error: CMAKE_ASM_COMPILER not set, after EnableLanguage
-- Configuring incomplete, errors occurred!
ninja -C /root/src/Firmware/build_px4fmu-v2_default
ninja: Entering directory `/root/src/Firmware/build_px4fmu-v2_default'
ninja: fatal: chdir to '/root/src/Firmware/build_px4fmu-v2_default' - No such file or directory
make: *** [px4fmu-v2_default] Error 1

this building on centos7

Please install the required packages. Your build system is not setup properly.
Follow the Devguide. You might need the boutique installation instructions.

yum install epel-release-7-5.noarch.rpm
yum install python-setuptools
easy_install pexpect
easy_install pyserial
yum groupinstall "Development Tools"
yum install glibc.i686 ncurses-libs.i686
yum install openocd libftdi-devel libftdi-python python-argparse flex bison-devel ncurses-devel ncurses-libs autoconf texinfo libtool zlib-devel cmake
I do not known which lost lib?

I realy believe this，any boy help me for build error
so I try again
this error need install python-empy and make this project genromfs-0.5.2
build  again
ntrol_main.cpp.obj
[ 96%] Linking CXX static library libuavcan_stm32_driver.a
[ 96%] Built target uavcan_stm32_driver
[ 97%] Building C object src/modules/uavcan/CMakeFiles/modules__uavcan.dir/uavcan_params.c.obj
[ 97%] Building CXX object src/modules/uavcan/CMakeFiles/modules__uavcan.dir/actuators/esc.cpp.obj
[ 98%] Linking CXX static library libmodules__fw_att_control.a
[ 98%] Built target modules__fw_att_control
[ 98%] Building CXX object src/modules/uavcan/CMakeFiles/modules__uavcan.dir/actuators/hardpoint.cpp.obj
[ 98%] Building CXX object src/modules/uavcan/CMakeFiles/modules__uavcan.dir/sensors/sensor_bridge.cpp.obj
[100%] Building CXX object src/modules/uavcan/CMakeFiles/modules__uavcan.dir/sensors/gnss.cpp.obj
[100%] Building CXX object src/modules/uavcan/CMakeFiles/modules__uavcan.dir/sensors/mag.cpp.obj
[100%] Building CXX object src/modules/uavcan/CMakeFiles/modules__uavcan.dir/sensors/baro.cpp.obj
[100%] Linking CXX static library libmodules__uavcan.a
[100%] Built target modules__uavcan
Scanning dependencies of target firmware_nuttx
[100%] Building C object src/firmware/nuttx/CMakeFiles/firmware_nuttx.dir/builtin_commands.c.obj
[100%] Linking CXX executable firmware_nuttx
[100%] Built target firmware_nuttx
Scanning dependencies of target build_firmware_px4fmu-v2
[100%] Generating nuttx-px4fmu-v2-default.px4
[100%] Built target build_firmware_px4fmu-v2

Today i encountered this error also. found this past issue checked that i had python-empy already installed. Hope to get some pointers to my issue.
CMake Error at cmake/toolchains/Toolchain-arm-none-eabi.cmake:62 (message):
could not find genromfs
[root@localhost ]# yum info python-empy
Loaded plugins: fastestmirror, langpacks
Loading mirror speeds from cached hostfile

base: mirror.vodien.com
epel: ftp.kddilabs.jp
extras: mirror.vodien.com
updates: mirror.vodien.com
Installed Packages
Name        : python-empy
Arch        : noarch
Version     : 3.3.2
Release     : 2.el7
Size        : 497 k
Repo        : installed
From repo   : epel
Summary     : A powerful and robust template system for Python
URL         : http://www.alcyone.com/software/empy/
License     : LGPLv2+
Description : EmPy is a system for embedding Python expressions and statements
: in template text; it takes an EmPy source file, processes it, and
: produces output.


On iOS PIODeviceProfiler.m is causing app hang crashes

Stack trace:
Role:               Foreground
OS Version:         iOS 14.6

App Hang: The app was terminated while unresponsive

0  libsystem_kernel.dylib _mach_msg_trap
1  libsystem_kernel.dylib _mach_msg
2  libdispatch.dylib      __dispatch_mach_send_and_wait_for_reply
3  libdispatch.dylib      _dispatch_mach_send_with_result_and_wait_for_reply
4  libxpc.dylib           _xpc_connection_send_message_with_reply_sync
5  Foundation             ___NSXPCCONNECTION_IS_WAITING_FOR_A_SYNCHRONOUS_REPLY__
6  Foundation             -[NSXPCConnection _sendInvocation:orArguments:count:methodSignature:selector:withProxy:]
7  Foundation             -[NSXPCConnection _sendSelector:withProxy:arg1:arg2:arg3:]
8  Foundation             __NSXPCDistantObjectSimpleMessageSend3
9  CoreLocation           _CLClientCreateIso6709Notation
10 CoreLocation           _CLSetClientTransientAuthorizationInfo
11 CoreLocation           _CLClientStopVehicleHeadingUpdates
12 Shipt                  -[PIODeviceProfiler getLocationPermission] (PIODeviceProfiler.m:394:44)
13 Shipt                  -[PIODeviceProfiler getAppPermissions:] (PIODeviceProfiler.m:382:32)
14 Shipt                  -[PIORegistrationManager createRegisterEvent:] (PIORegistrationManager.m:230:5)
15 Shipt                  -[PIORegistrationManager registerApp:completionHandler:] (PIORegistrationManager.m:94:9)
16 Shipt                  -[PIOAppLifecycleManager applicationWillEnterForeground] (PIOAppLifecycleManager.m:200:5)
17 CoreFoundation         ___CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__
18 CoreFoundation         ____CFXRegistrationPost_block_invoke
19 CoreFoundation         __CFXRegistrationPost
20 CoreFoundation         __CFXNotificationPost
21 Foundation             -[NSNotificationCenter postNotificationName:object:userInfo:]
22 UIKitCore              -[UIApplication _sendWillEnterForegroundCallbacks]
23 UIKitCore              ___101-[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:]_block_invoke_2
24 UIKitCore              __UIScenePerformActionsWithLifecycleActionMask
25 UIKitCore              ___101-[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:]_block_invoke
26 UIKitCore              -[_UISceneLifecycleMultiplexer _performBlock:withApplicationOfDeactivationReasons:fromReasons:]
27 UIKitCore              -[_UISceneLifecycleMultiplexer _evalTransitionToSettings:fromSettings:forceExit:withTransitionStore:]
28 UIKitCore              -[_UISceneLifecycleMultiplexer uiScene:transitionedFromState:withTransitionContext:]
29 UIKitCore              ___186-[_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction _performActionsForUIScene:withUpdatedFBSScene:settingsDiff:fromSettings:transitionContext:lifecycleActionType:]_block_invoke
30 UIKitCore              +[BSAnimationSettings(UIKit) tryAnimatingWithSettings:actions:completion:]
31 UIKitCore              __UISceneSettingsDiffActionPerformChangesWithTransitionContext
32 UIKitCore              -[_UIWindowSceneFBSSceneTransitionContextDrivenLifecycleSettingsDiffAction _performActionsForUIScene:withUpdatedFBSScene:settingsDiff:fromSettings:transitionContext:lifecycleActionType:]
33 UIKitCore              ___64-[UIScene scene:didUpdateWithDiff:transitionContext:completion:]_block_invoke
34 UIKitCore              -[UIScene _emitSceneSettingsUpdateResponseForCompletion:afterSceneUpdateWork:]
35 UIKitCore              -[UIScene scene:didUpdateWithDiff:transitionContext:completion:]
36 UIKitCore              -[UIApplicationSceneClientAgent scene:handleEvent:withCompletion:]
37 FrontBoardServices     -[FBSScene updater:didUpdateSettings:withDiff:transitionContext:completion:]
38 FrontBoardServices     ___94-[FBSWorkspaceScenesClient _queue_updateScene:withSettings:diff:transitionContext:completion:]_block_invoke_2
39 FrontBoardServices     -[FBSWorkspace _calloutQueue_executeCalloutFromSource:withBlock:]
40 FrontBoardServices     ___94-[FBSWorkspaceScenesClient _queue_updateScene:withSettings:diff:transitionContext:completion:]_block_invoke
41 libdispatch.dylib      __dispatch_client_callout
42 libdispatch.dylib      __dispatch_block_invoke_direct
43 FrontBoardServices     __FBSSERIALQUEUE_IS_CALLING_OUT_TO_A_BLOCK__
44 FrontBoardServices     -[FBSSerialQueue _targetQueue_performNextIfPossible]
45 FrontBoardServices     -[FBSSerialQueue _performNextFromRunLoopSource]
46 CoreFoundation         ___CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__
47 CoreFoundation         ___CFRunLoopDoSource0
48 CoreFoundation         ___CFRunLoopDoSources0
49 CoreFoundation         ___CFRunLoopRun
50 CoreFoundation         _CFRunLoopRunSpecific
51 GraphicsServices       _GSEventRunModal
52 UIKitCore              -[UIApplication _run]
53 UIKitCore              _UIApplicationMain
54 Shipt                  main (main.m:15:12)
55 libdyld.dylib          _start

@shamilovtim
We could not able to reproduce this issue. We need more information to debug this.

Is it consistent crash? Are you able to reproduce this?
Please let us know steps to reproduce this?
Please share with us full crash log. (In which thread it crashed.)
Are you using location services in iOS APP?
Could you please try to add purpose strings just to verify.

Is it consistent crash? Are you able to reproduce this?
No, cannot reproduce but our users do receive it fairly consistently (error logging shows us this)

Regarding the rest, we have disabled location based push (using registerApp(false)) in this release and will update this ticket with feedback for you

More stack traces of crashes in PIODeviceProfiler
EXC_BAD_ACCESSPIODeviceProfiler.m:57
Attempted to dereference garbage pointer 0xd772ba20c.

0  libobjc.A.dylib         _objc_opt_respondsToSelector
1  Foundation              __NSDescriptionWithStringProxyFunc
2  CoreFoundation          ___CFStringAppendFormatCore
3  CoreFoundation          __CFStringCreateWithFormatAndArgumentsReturningMetadata
4  Foundation              +[NSString stringWithFormat:]
5  Shipt                   -[PIODeviceProfiler deviceToken] (PIODeviceProfiler.m:57:5)
6  Shipt                   -[PIORegistrationManager readyForRegistration] (PIORegistrationManager.m:244:29)
7  Shipt                   -[PIORegistrationManager registerApp:completionHandler:] (PIORegistrationManager.m:92:8)
8  Shipt                   -[PushIOManager registerApp:completionHandler:] (PushIOManager.m:270:26)
9  Shipt                   -[RCTPushIOManager registerApp:] (RCTPushIOManager.m:54:5)
10 CoreFoundation          ___invoking___
11 CoreFoundation          -[NSInvocation invoke]
12 CoreFoundation          -[NSInvocation invokeWithTarget:]
13 Shipt                   -[RCTModuleMethod invokeWithBridge:module:arguments:] (RCTModuleMethod.mm:584:3)
14 Shipt                   facebook::react::invokeInner(RCTBridge*, RCTModuleData*, unsigned int, folly::dynamic const&) (RCTNativeModule.mm:114:17)
15 Shipt                   facebook::react::RCTNativeModule::invoke(unsigned int, folly::dynamic&&, int)::$_0::operator()() const (RCTNativeModule.mm:75:5)
16 libdispatch.dylib       __dispatch_call_block_and_release
17 libdispatch.dylib       __dispatch_client_callout
18 libdispatch.dylib       __dispatch_lane_serial_drain$VARIANT$mp
19 libdispatch.dylib       __dispatch_lane_invoke$VARIANT$mp
20 libdispatch.dylib       __dispatch_workloop_worker_thread
21 libsystem_pthread.dylib __pthread_wqthread

We could not able to reproduce this issue.
We observed this issue is due to logging. Please disable the logging in production.
//Objc Code to disable in the production
#ifdef DEBUG
[[PushIOManager sharedInstance] setLoggingEnabled:YES];
[[PushIOManager sharedInstance] setLogLevel:PIOLogLevelInfo]; //PIOLogLevelWarn or PIOLogLevelError
#else
[[PushIOManager sharedInstance] setLoggingEnabled:NO];
#endif
React API to disable logging
setLoggingEnabled(false)
Could you please let us know the frequency of the location crash. How many users got that crash.

We don't have logged enabled in production, so this isn't from logging.
We see thousands of crashes in PIODeviceProfiler.m.

The app hangs above which occurs at PIODeviceProfiler.m:394
EXC_BAD_ACCESS at PIODeviceProfiler.m:57  with Attempted to dereference garbage pointer 0xf75a817ec.

Stack trace for 2 is:

0  libobjc.A.dylib         _objc_opt_respondsToSelector
1  Foundation              __NSDescriptionWithLocaleFunc
2  CoreFoundation          ___CFStringAppendFormatCore
3  CoreFoundation          __CFStringCreateWithFormatAndArgumentsReturningMetadata
4  Foundation              +[NSString stringWithFormat:]
5  Shipt                   -[PIODeviceProfiler deviceToken] (PIODeviceProfiler.m:57:5)
6  Shipt                   -[PIORegistrationManager readyForRegistration] (PIORegistrationManager.m:244:29)
7  Shipt                   -[PIORegistrationManager registerApp:completionHandler:] (PIORegistrationManager.m:92:8)
8  Shipt                   -[PushIOManager registerApp:completionHandler:] (PushIOManager.m:270:26)
9  Shipt                   -[RCTPushIOManager registerApp:] (RCTPushIOManager.m:54:5)
10 CoreFoundation          ___invoking___
11 CoreFoundation          -[NSInvocation invoke]
12 CoreFoundation          -[NSInvocation invokeWithTarget:]
13 Shipt                   -[RCTModuleMethod invokeWithBridge:module:arguments:] (RCTModuleMethod.mm:584:3)
14 Shipt                   facebook::react::invokeInner(RCTBridge*, RCTModuleData*, unsigned int, folly::dynamic const&) (RCTNativeModule.mm:114:17)
15 Shipt                   facebook::react::RCTNativeModule::invoke(unsigned int, folly::dynamic&&, int)::$_0::operator()() const (RCTNativeModule.mm:75:5)
16 libdispatch.dylib       __dispatch_call_block_and_release
17 libdispatch.dylib       __dispatch_client_callout
18 libdispatch.dylib       __dispatch_lane_serial_drain
19 libdispatch.dylib       __dispatch_lane_invoke
20 libdispatch.dylib       __dispatch_workloop_worker_thread
21 libsystem_pthread.dylib __pthread_wqthread

The trace on thread 0 is:
Thread 0
0  CoreFoundation    __CFPreferencesSetAppValueWithContainerAndConfiguration
1  CoreFoundation    __CFPreferencesSetAppValueWithContainerAndConfiguration
2  Foundation        -[NSUserDefaults(NSUserDefaults) setObject:forKey:]
3  Shipt             -[PIOPersistenceManager setObject:forKey:] (PIOPersistenceManager.m:119:9)
4  Shipt             -[PIODeviceProfiler setDeviceToken:] (PIODeviceProfiler.m:48:5)
5  Shipt             -[PushIOManager assignDeviceToken:] (PushIOManager.m:1149:9)
6  Shipt             -[PushIOManager didRegisterForRemoteNotificationsWithDeviceToken:] (PushIOManager.m:1136:9)
7  Shipt             -[AppDelegate application:didRegisterForRemoteNotificationsWithDeviceToken:] (AppDelegate.m:148:3)
8  libdispatch.dylib __dispatch_call_block_and_release
9  libdispatch.dylib __dispatch_client_callout
10 libdispatch.dylib __dispatch_main_queue_callback_4CF
11 CoreFoundation    ___CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__
12 CoreFoundation    ___CFRunLoopRun
13 CoreFoundation    _CFRunLoopRunSpecific
14 GraphicsServices  _GSEventRunModal
15 UIKitCore         -[UIApplication _run]
16 UIKitCore         _UIApplicationMain
17 Shipt             main (main.m:15:12)
18 libdyld.dylib     _start

Is there a reason your SDK is doing so much work constantly in the background / foreground of our applications? And how do we opt out of this behavior?

@shamilovtim
We have updated the plugin to fix this issue and added following API.
// Implement before `registerForAllRemoteNotificationTypes` calls.
PushIOManager.setDelayRegistration(true);

Please use this API before config or registration. This API will add delay to registrations while launching. It should resolve the issue.
Please use PushIOManager v6.48.1 to call this API.


Move away from proc-macro-error

Since proc-macro-error is unmaintained/abandoned, and depends on the legacy syn 1, it's probably a good idea to move away from it.
It seems like the likely successor is manyhow, though the API differs significantly.

c.f. https://github.com/rustsec/advisory-db/pull/2057


The  sub sections in the Server sections shows empty content

Describe the issue:

In the console,   the below subsections in the Server sections show empty content  when clicked
1.Admin Advisory Banner
2.Remote Log Publishing
https://github.com/user-attachments/assets/84a51e72-aa79-4c60-bc11-32ca36cd6c5e
How to reproduce:

Login to the console
Go to the server section
Click on any of the below sub-sections

Admin Advisory Banner
Remote Log Publishing

Expected behavior:

Must show the relevant content when clicked
Environment information (Please complete the following information; remove  any unnecessary fields) :

Product Version: [IS 7.1 M4]
OS: [ Mac]
Database: [H2]

Optional Fields
Related issues:

Suggested labels:

Duplicate of https://github.com/wso2/product-is/issues/22000


Feature/volunteer - Volunteer Component

Issue: https://github.com/kdv24/Jr-Developer-Site/projects/1#card-22640271
Built a Volunteer form as requested from the issue above. I built the form using formspree for now, since we have yet to deploy our website using netlify. With formspree, the email placed in the action attribute of the form will be receiving form submission from users. i.e., see example below.
<form<EMAIL_ADDRESS>method="POST">
I used css modules to style the volunteer component. The styling is simple for now and can be updated later once we get more advice from designers.
Please check if the coding for this component looks good. Please review the volunteer.module.css file as well and see if my naming conventions and styling looks good for now.

@kevy7 this looks good! Your PR itself is really well written, and made it easy for me (and anyone else who's jumping in to see the work) to understand what's been done and why.  Since I've never used formspree before, I especially appreciated your description of the form action with formspree.
Styling looks good for now- we can adjust once we have wireframes back from Keith.
As for naming conventions, what I've seen in the React documentation is that files are named with capital letters.  Here's an example from a page on file structure.

I've worked on codebases before where the components that are classes are capitalized and others are not. I've also seen some that are all lowercase.  My preference is that we use capitals, but I'm open to discussion.  Currently the 'aboutUs' section is not capitals, but I thought we'd changed that in the last PR to 'AboutUs.'  Thoughts?

It looks like you may need to rebase to our current master to resolve the conflict in index.  Let me know if you have questions on that.
Great work! 🎉

Thanks for the review @kdv24. For the aboutUs component, I capitalized it later on with the previous pull request that I made but we're no longer using that component. Molly and I decided to use the expandable-section component instead because it can be re-used for the about us and code of conduct section. I agree that we should be capitalizing our components and will do so moving forward. As for the naming convention for files, I'm okay with capitalizing files as well since it's suggested in the React Documentation. Let me know what you think! FYI, sorry for all of the commits. I had issues with my rebase but it finally worked!

Don't worry about all the commits, but if you'd like, I'm also happy to work with you to go through it and squash some of them.   Some people prefer not to- either is fine.
Sounds good on the naming conventions.
I'm happy to go ahead and merge this now so we can get the code in there, or we can do the rebasing/squashing if you want.  Either way is totally good with me.  If you want, feel free to merge it yourself or let me know, and I'll do it.
Thanks @kevy7 !

@kdv24 Sorry didn't realized you commented on this. I'm going to merge it for now but yes, I would love to go through rebasing with you!


Not able to enchant chestplates or leggings with Rebounding enchantment

Rebounding can only be added onto chestplates or leggings via enchanted book on an anvil in creative mode, unable to do this in survival mode. Rebounding cannot be found in the enchanting table for chestplates or leggings. Cannot use /enchant command to apply rebounding enchantment to chestplates or leggings, attempting to do so will return the message [armor name] cannot support that enchantment. Hovering over the rebounding enchanted book will not display correct icons (chestplates and leggings) as other apotheosis books do.
Rebounding book does not display correct icons:

Rebounding book can only be combined with compatible armor via anvil in creative mode, but not in survival mode:

Fixed in 5.7.0


Creating a new real time order book fails

Creating a new real time order book fails with this error:
File "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/gdax/order_book.py", line 20, in init
self._client = PublicClient(product_id=product_id)
TypeError: init() got an unexpected keyword argument 'product_id'

@wbendick  I had the same error with pip version, which contains this bug. Using the latest repo code works for me.
Related Issue is #134

@wbendick try installing the latest git repo with pip
pip install git+https://github.com/danpaquin/gdax-python.git


Main as finder

FYI @MihaiSurdeanu @zupon
This is a PR that converts the main causal extraction to a finder, so we can enable/disable it (though if we disable IDK what we're doing...).  More importantly, it simplifies some code and allows for more modularity in the order of extraction if nothing else.
Since this is a pretty "major" change (less in terms of code than in terms of the config), I though we could go ahead and remove the MitreExporter that's been deprecated for a while... eh eh?
@Keith -- on the weakIdentity method -- I left a longish note in the commit message, but if you want that to be removed just let me know, it's not being used anywhere but I have a line commented out suggesting where it could be used to maybe improve/speed up things

As Becky points out, correctness comes before speed, so I think it's fine to leave that method.  I'm surprised that all the tests are passing.  I thought that this needed some careful experimentation before use, or was that just after it is used for something in particular, for the actors?  If that's the case, I will merge this branch first into lum's master before into this one.

Sorry for how complicated that EidosComponents is.  There are some intricate dependencies there.
I'll backport after it is working.


Prompt for consent when interaction is required

This pr should fix #10314
Unfortunately since I'm unable to repro this environment I won't be able to test it personally but I have a few partners I can validate this by.

Coverage decreased (-0.02%) to 33.826% when pulling f4bae66b910b8bc13987a40c6cefea8b38dfabde on amir/azureAuth/promptForConsent into dee02796c9f3bac13d1226c75904bb859183fb91 on master.

So I'm waiting for a partner to confirm this fixes their issue. Once that's done I'll add some more code that just tries to make the UX better with guidance from PM.


Fix GetAwarenessFromDpiAwarenessContext is not supported on win server

Possible fix for the problem mentioned here.

This way you are attributed as contributor. Thank you for your help!

Thank you for the merge~


⚠ Bofrost.be has degraded performance

In e69a78b, Bofrost.be (https://www.bofrost.be) experienced degraded performance:

HTTP code: 200
Response time: 1912 ms

Resolved: Bofrost.be performance has improved in c043491.


separate the static variables by test cases

This PR includes:

separate the static variables by test cases,
add callback for test case timer_start_twice

The static variables were used by multi test cases, it was OK since other languages use fork and count separately. But in iOS test, we have to run all tests in the same process, so we need separate variables to count separately.
https://github.com/grpc/grpc/pull/28570

This seems like it might be a widespread issue, and I am not certain we will want to solve all of them, but I don't mind these. I made a minor style fix to match the other copy of the code and let the other style nits slide since they are already present in the prior code.


Reusable PBR shader types/bindings/functions

Description

As of 0.6, the approach to importing the core PBR shader functionality is unclear but we want them to be reusable, whether due to people having PBR data that they need to obtain from different bindings, or if they want to customise the shading code. The story around how to do these kinds of things should be clear to enable flexible reuse and extension.

Solution

https://github.com/bevyengine/bevy/pull/3969
Split mesh view, mesh, and pbr shaders into types, bindings, and functions. The purpose of this is to allow reuse of types and functions without bindings, or types and bindings without functions, or all three, or whatever you like.
Move all normal and view vector calculation into separate functions to make them callable
Add mesh coordinate space transformation functions to support consistent calculation of world/clip positions and normals. Particularly clip positions are important due to using the equal depth comparison function for geometry with opaque or alpha mask materials in the main 3D passes.
Add PbrMaterial and PbrInput pbr types that contain all the material and fragment stage input information needed by the core pbr shaders
Add a pbr() shader function and pass all variables and bindings as arguments. Functions within the pbr() code path have to reference 'global' bindings directly due to the way shader programs / WGSL work.
Add back the array_texture example and leverage the imports, mesh position coordinate space transform functions. This could/should be extended to call into the pbr() function to demonstrate using the core pbr functionality with custom inputs.

I investigated this some more and discovered that it was 'just' really slow. You cannot pass uniform buffers as function arguments without it generating a ton of instructions to copy everything from the uniform buffer. That's maybe fine for small buffers but it doesn't work well at all for the clustered forward bindings.
Apparently WGSL is designed for a WGSL compiler to not have an 'inliner' which would otherwise, to my poor understanding, instead of copying data being passed into a function, lift the function code body out to refer to the data directly. Something like that, but I recognise I'm being hand-wavy.
So, tl;dr - in WGSL we will have to refer to the binding variables directly from deep within code paths. I'll revert that last commit and move on.

Closing as the foundation has now been laid for reusing the PBR shader types/bindings/functions.


Added a position comparison operator for dpp::role

Used so that if someone wants to sort a vector of roles they can include the < > operators

Wait mb this was supposed to be done into the dev branch.


VIDEO-6368 | wait to load image before removing processor

Contributing to Twilio

All third party contributors acknowledge that any contributions they provide will be made under the same open source license that the open source project is provided under.

[x] I acknowledge that all my contributions will be made under the project's license.

Pull Request Details
JIRA link(s):

VIDEO-6368

Description
Wait to load images for virtual background before removing the processor
Burndown
Before review

[ ] Updated CHANGELOG.md if necessary
[ ] Added unit tests if necessary
[ ] Updated affected documentation
[x] Verified locally with npm test
[x] Manually sanity tested running locally
[ ] Included screenshot as PR comment (if needed)
[ ] Ready for review

Before merge

[ ] Got one or more +1s
[ ] Re-tested if necessary

Your changes works! However, it's not immediately obvious what the code is trying to do. What do you think of my suggestion below? Basically, I created addProcessor and removeProcessor helper functions and just use those. It reduces the nested if statements, and also prevents removing and adding processors if the processor hasn't changed.
Helper functions outside of your useEffect hook
const removeProcessor = () => {
  if (videoTrack && videoTrack.processor) {
    videoTrack.removeProcessor(videoTrack.processor);
  }
};

const addProcessor = (processor: GaussianBlurBackgroundProcessor | VirtualBackgroundProcessor) => {
  if (!videoTrack || videoTrack.processor === processor) {
    return;
  }
  removeProcessor();
  videoTrack.addProcessor(processor);
};

Handler now looks like this
const handleProcessorChange = async () => {
  if (!blurProcessor) {
    blurProcessor = new GaussianBlurBackgroundProcessor({
      assetsPath: virtualBackgroundAssets,
    });
    await blurProcessor.loadModel();
  }
  if (!virtualBackgroundProcessor) {
    virtualBackgroundProcessor = new VirtualBackgroundProcessor({
      assetsPath: virtualBackgroundAssets,
      backgroundImage: await getImage(0),
      fitType: ImageFit.Cover,
    });
    await virtualBackgroundProcessor.loadModel();
  }

  if (!room?.localParticipant) {
    return;
  }

  if (backgroundSettings.type === 'blur') {
    addProcessor(blurProcessor);
  } else if (backgroundSettings.type === 'image' && typeof backgroundSettings.index === 'number') {
    virtualBackgroundProcessor.backgroundImage = await getImage(backgroundSettings.index);
    addProcessor(virtualBackgroundProcessor);
  } else {
    removeProcessor();
  }
};

Thanks for the suggestions Charlie! I wrapped the helper functions inside a useCallback hook to prevent warnings about missing dependencies in the useEffect hook


Remove ability to update planning application created_at date

Description of change
Remove ability to update planning application created_at date

Add received_at column and allow users to update this . We should never permit a created_at timestamp to be updated

Story Link
https://trello.com/c/agAgh2He/1079-high-priority-remove-ability-to-update-createdat-timestamp-on-planning-applications

Looks good!
Just wondering if there's any value to retrospectively updating received_at for existing records?

My understanding was that it's just an override if the next business day code isn't quite correct.
I'm not sure what an accurate update would look like 🤔


ARROW-15705: [JavaScript] Allowing appending null on children in a StructBuilder

When trying to add a null value to a StructBuilder, the code previously only modified the null-bitmap.
I believe this breaks the spec as it results in the child arrays being a different length to the Struct array (and the child arrays should have the null value appended to their values).

@Alfred-Mountfield I think we have the same issue in the UnionBuilder (but only when the type is SparseUnion). We can either add an override to that builder in this PR, or we can do it in a follow up PR.

With regards to changing it in the UnionBuilder I think it'd be best to do it in another PR to avoid polluting this one and the associated Jira issue. Also, I had code locally that exposed this problem so I was able to test these changes fixed those cases. I don't have the same for the UnionBuilder.
It's probably worth making another Jira issue for that and maybe removing the ambiguity in the specification as well.

Since you have a local test case, please add a unit test so we can ensure not to repeat this issue.

@domoritz
The local code that exposes the issue is a system that uses both the Rust Arrow implementation and the JavaScript implementation. I actually am not 100% sure how to write a unit-test for this within this repository.
The problem goes a bit deeper, as I've raised in a different Jira ticket, and I'm afraid I'm nowhere near familiar enough with the implementation within this repository to be able to contribute effectively at this point. I have found it difficult to understand the correct way of doing things with this package, as the docs are less beginner-friendly than the other language implementations, and the lack of examples exacerbates this.
I'm open to trying to contribute further, but I do not know how much time I can allocate to learning the specifics of this implementation (hence me missing the purposes of the setValid method). I did have a look around the testing for the builders and such but there seems to be a rather complex technique to generating test cases which would take a while to understand how to expand it to cover these quite specific edge-cases.

I totally understand. Thank you for sending the pull request and explaining your background.
I can help with adding the test code if you can send a code snippet and describe the expectation before and after the fix. Would that work?

That'd be great, thank you :)
I believe the code snippet in that last Jira I sent should probably be about right.
I believe the problem is that when a struct vector is made (either through the Builder or through the makeVector methods), the underlying metadata is incorrect when you have a null struct within that vector. In the simplest case, a vector of a single null struct, with one field, e.g.
let vec = makeVector({
    data: [null],
    type: struct_field.type,
    nullable: true,
});

or
let builder = new Builder({
    type: struct_field.type,
    nullValues: [null, undefined],
});
builder.append(null);
let vec = builder.toVector();

Then the children, nullCount, and lengths are not what I'd expect them to be. I believe (although I'm still not 100% sure I'm reading the spec correctly), that all three of those should be equal to 1.
Where the underlying memory layout will have a null-bitmap buffer of 00000001, and one child array (which in also has a null value, as shown in the specification)
As the code-snippet (and StackBlitz) shows, all three of those methods seem to have differing values and I'm not really sure why.
It's possible that those three values are not adequate for testing that it is correct though, we might need to check that the underlying buffers are initialised for more complex field types on the struct, etc.

I'm having a hard time finding the time right now. If someone else can write the test case, that would be great. Otherwise I'll do it eventually.

I agree that the behavior right now is odd. My replication is at https://stackblitz.com/edit/node-sep8dg?file=index.js.

Can you show me a code snippet that produces different results @Alfred-Mountfield?

I apologise, I seem to have conflated two issues and accidentally implied that this fixes both. That's what I meant by:

The problem goes a bit deeper, as I've raised in a different Jira ticket

The fix I've pushed in this branch stops an error when reading the Array back in Rust. I believe there's an assert within the rust-rs code that checks the children's lengths are equal to the Struct node itself. I hadn't checked to see if it actually changed the values of the latter snippet, but I'm sad to hear it doesn't :( Seems like there's another underlying issue.
I happened to notice the discrepancies with the Builder and makeVector methods when trying to debug and check if we were building things incorrectly in the JavaScript side of our app.

Okay. We can't use the rust code in the unit tests so we need an example that changes behaves differently in this branch. Can you write one for this pull request so we can make it into a unit test?

Apologies for the late response. Thank you for pushing for more concrete proof that this PR achieves its intention.
While trying to create a better test-case for you I realise we have a large quantity of errors within our uses of the library that have only been exposed to me while trying to create a test-case within the arrow project itself in an IDE with proper intellisense.
I think the code examples I have given (i.e. the StackBlitz links) aren't valid due to errors such as these:

Unfortunately, using the JS Arrow packages don't really give any indication that doing things like that are incorrect. Not trying to restate the obvious benefits of using TypeScript, but I do worry a bit that the arrow package lends itself to so many errors that fail somewhat silently in plain JS because of things like abstract classes. I think having better documentation showing more use-cases and trying to convey convention would help a lot with this. Is there somewhere I can raise this properly (as this PR doesn't feel like the right place to start that discussion), should I just open a Jira ticket or will that likely languish?
Going back to this PR, I'm going to investigate the methods a bit more deeply, and try and understand the library's implementation a bit better when it comes to things like setValid etc. I worry that the spec is a little too vague when it comes to the specifics of the lengths of buffers in things like fixedSizeLists and Structs with null elements, and it's possible the different language impls have conflicting interpretations. I'll do my investigation in TS (rather than JS as I was before) and post again afterwards :)

I think having better documentation showing more use-cases and trying to convey convention would help a lot with this. Is there somewhere I can raise this properly (as this PR doesn't feel like the right place to start that discussion), should I just open a Jira ticket or will that likely languish?

Jira is a good place. Maybe https://issues.apache.org/jira/browse/ARROW-16039 already covers what you describe. And yes, we need more examples and would love help on that.
Can you make some time to wrap up this pull request so we can merge it before the next release?

I added a test in https://github.com/apache/arrow/pull/12859. Feel free to merge it into this pull request so we can merge this instead of mine.

Apologies for yet another late reply, have been away from my computer for a week on holiday. I've merged your branch in @domoritz.


CX Reflected_XSS_All_Clients @ website/pictures/conflict.php [master]

Reflected_XSS_All_Clients issue exists @ website/pictures/conflict.php in branch master
The application's <?php embeds untrusted data in the generated output with echo, at line 1 of website\pictures\conflict.php. This untrusted data is embedded straight into the output without proper sanitization or encoding, enabling an attacker to inject malicious code into the output.
The attacker would be able to alter the returned web page by simply providing modified data in the user input _SERVER, which is read by the <?php method at line 1 of website\pictures\conflict.php. This input then flows through the code straight to the output web page, without sanitization.
This can enable a Reflected Cross-Site Scripting (XSS) attack.
Severity: High
CWE:79
Vulnerability details and guidance
Checkmarx
Lines: 35

Code (Line #35):
<form action="<?=h( $_SERVER['PHP_SELF'] )?>?conflictid=<?= $conflict['id'] ?>" method="POST">

Issue still exists.

Issue still exists.


Version incompatibility

I need to update the components of my application but the error below is occurring. Do you have any predictions on when it will be compatible?
Resolving dependencies...
Because geoflutterfire_plus >=0.0.21 depends on cloud_firestore ^4.17.0 and dochealth_core depends on cloud_firestore ^5.0.1, geoflutterfire_plus >=0.0.21 is forbidden.
So, because dochealth_core depends on geoflutterfire_plus ^0.0.21, version solving failed.

I'm having this issue too, for now just added a dependency_override to I could update other packages
dependency_overrides:
cloud_firestore: ^5.0.1

@SinapseVB @eridiumeng
Thank you for your comments! I created a PR to update dependencies and confirm both iOS and Android example app is successfully build:
https://github.com/kosukesaigusa/geoflutterfire_plus/pull/200
I will release new version with this change soon!

v0.0.22 is released now!
@SinapseVB @eridiumeng
Please try to upgrade your app's dependencies! Sorry for the inconvenience!


Data Construction and Inserting to DB

We currently have data that needs to be constructed and inserted into the Database. Need to write a program to achieve this. The program should be able to insert the data in bulk.

Currently the program is made to insert records sequentially.
import random
from random import randint

import psycopg2
import csv

FULL_NAMES_FILE_PATH = '''C:\\Users\\wwwsh\\Downloads\\fbnames\\fullNames\\fullnames.txt'''
ADDRESS_FILE_PATH = '''C:\\Users\\wwwsh\\Downloads\\fbnames\\fullNames\\fulladdress.csv'''

def get_db_connection():
    connection = psycopg2.connect(user="dbuser",
                                  password="root",
                                  host="localhost",
                                  port="7432",
                                  database="benchmarking")
    return connection

def insert_data(connection, first_name=None, middle_name=None, last_name=None, phone=None, address=None):
    cursor = connection.cursor()
    postgres_insert_query = """INSERT INTO individual (first_name, middle_name, last_name, phone, address) VALUES (
    %s,%s,%s, %s, %s) """
    record_to_insert = (first_name, middle_name, last_name, phone, address)
    cursor.execute(postgres_insert_query, record_to_insert)
    connection.commit()
    count = cursor.rowcount
    print(count, "Record inserted successfully into individual table")

def random_with_N_digits(n):
    range_start = 10**(n-1)
    range_end = (10**n)-1
    return randint(range_start, range_end)

db_connection = get_db_connection()
address_data = []
with open(ADDRESS_FILE_PATH, newline='') as f:
    reader = csv.reader(f)
    address_data = list(reader)
address_data.pop()

fullnames_data = []
with open(FULL_NAMES_FILE_PATH, "r") as f:
    data = f.read()
    fullnames_data = data.split('\n')

fullnames_data = fullnames_data[:-1]
random.shuffle(fullnames_data)
for i in range(0, len(fullnames_data)):
    fullnames = fullnames_data[i]
    fullnames = fullnames.strip().split(' ')
    address = address_data[i]
    random.shuffle(address)
    address = ','.join(address)
    insert_data(connection=db_connection, first_name=fullnames[-1], middle_name=None, last_name=fullnames[-2], phone=random_with_N_digits(12), address=address)

print(len(address_data))
print(len(fullnames_data))


az_log race condition

From https://github.com/Azure/azure-sdk-for-c/pull/670#discussion_r419028461 for details @JeffreyRichter pointed out:

if another thread calls into the SDK, there is a race condition where the callback could get called before the classifications are set.

My proposal is to unify
az_log_set_callback(_log_listener);
az_log_set_classifications(classifications);

Into a single function that has the race condition solved:
az_log_set_callback(log_listener, classifications);

Yes, we thought about this. It's a matter of perspective.
We wanted to enable the scenario where the classifications being logged can change while the app is in flight and so we are able to atomically replace the classifications.
But, we don't expect the callback to be changed while the app is in flight.
Based on what I said above, your old order is fine: set the callback 1st and then the classification. But, since it is your intent in the test to NOT change classifications after initialization, it is more logical to set the classifications first and then the callback.
You could also easily say that you're single threaded and you do not dynamically change classifications so no race condition is possible and either order is just fine. I just wanted to make you aware of things to think about and order would have more impact on a sample (where customers may copy the code into their own and add threading or add dynamic classification swapping) than on a test.

@JeffreyRichter the way I read your initial comment I understood there is a race condition if an app chooses to do this from multiple threads.
Thanks for explaining: I completely agree with the scenario of apps setting the listener then enabling/disabling classification - I think that is very useful if we need to activate logging temporarily on a deployed device.
Changing the title to clarify this is a documentation-only issue and that apps should always configure the callback first then switch classifications on/off as required.

There is an argument to be made that it isn't necessary for the caller to always call these methods in one order or another.


Render tag attributes depending on runtime variable value

Resolve #34
@doomspork  I am thinking of some thing like this to resolve issue with attribute value. I is not possible to evaluate all values at compile time, because we can call template with different variables in runtime.

We can use (fun -> ... end).() wrapping to not create any variables in template context

@Rakoth this looks good to me, thanks for knocking this one out.  I'm good to merge this if you are.

@doomspork go ahead :ship:


Is this still working in 2020?

I have entered the cookie, but it still doesnt do anything.

I believe so yes, I no longer have a skillshare account of my own so I'm not able to actually test it but as far as I'm aware this is used by other people still.
Did you also update the example.py file and added the URLs for classes you wish to download?
That is the only way as I can remember that it wouldn't do anything at all, everything else should print some kind of error to your screen

Hi I have tried the program but it doesn't return me anything. I seem to follow the cookie process but when I run the program doesnt run as it should be.

We're gonna need more info than that to be able to help you out.
Can you copy-paste some output from the script to here?
It normally prints a bunch of text when anything goes wrong

Yep, It's working fine


feat(transform): implement columns pivot map function

Closes https://github.com/dlt-hub/dlt/issues/1002

@rudolfix, okay, done. One thing that concerns me is $. In most of the databases it has special meaning. We'll not get any problems by returning keys with it?


Telegram web?

Hello I use https://web.telegram.org/k
Would it be possible for you to do it?

This theme is designed only for platform clients of Telegram. No web version in plans currently. I simply don't have that much time to support everything 😢.
Web version however has a built-in customizable dark theme, and it looks nice as for me. You can also try using the Dark Reader extension for your web browser, more info here: https://github.com/maximilionus/telegram-dark-shell/issues/8#issuecomment-1236374131

Re-opening this issue, will stay as feature request


Set bounding boxes

Add an interface to Verovio in order to set the bounding boxes needed for scaling

look into attrCoordinated() function

@JRegimbal can this be closed?


Create Stilts PID Position Setpoint for Climb

This would help us stay level even if we don't have gyro feedback. If this gets integrated into a command group that doesn't start climbing until we reach a threshold for "level", all the better
Done Includes

[ ] Implementing Command to set stilts down so that the robot is roughly level
[ ] Mapping aforementioned command to a button for the drivers, after discussing with them and Ashwin/Roshan
[ ] Integrating Level Command into Command Group for Both Stilts/Elevator Down
[ ] Regression Testing

How do we find the threshold level for the climber?  We don't seem to have any setpoints for it.

Are there any specific values for the level for the climber setpoint?


thought i buit the plugins but i can only find "gain.vst3" and "gain.clap"

I used the cargo command for rust that was written in the description. didn't see any errors. Am I supposed to find the built plugin suite somewhere else other than the cloned directory that i executed the rust command in?
never built a single plugin before so it was fun to at least build "gain.vst3"
but I'm sure I'm doing something wrong. if there were pre-made plugins I'd just download them. I understand the only way is to build 'em myself.
excited to try out some of these plugins.

Are you looking for nih plugins? You can download them at here: https://github.com/robbert-vdh/nih-plug/actions/workflows/build.yml?query=branch:master
just find the Artifacts in build page, and download it.
if you want to build them, just cd to nih_plug/plugins/<the_plugin_u_want_to_build>, run cargo xtask bundle <PLUGIN_NAME> --release. Then you can find vst3 and clap plugins in target folder.

Yes, building any plug-in in this repository only builds it in the target folder.
For your DAW to pick them up, you'd need to copy gain.vst3 (or whichever plug-in or format you want) to the correct folder which your DAW looks in. For my set-up (macOS + Bitwig Studio), the target parent folder to copy to would be /Library/Audio/Plug-ins/VST3.
You can even combine everything in a single command if you wish (assuming you're in the plug-in folder itself, as @sout233 mentioned, and you're on the same set-up as me):
# Bundle for release
cargo xtask bundle gain --release && \

# Copy to the default VST3 plug-ins folder
sudo rm -rf /Library/Audio/Plug-ins/VST3/gain.vst3 && \
sudo cp -r target/bundled/gain.vst3 /Library/Audio/Plug-ins/VST3


cannot paste into text fields from mobile safari

Using the demo on an iphone you cannot paste into text fields.
First observed in tpscube but appears to be an egui issue since it reproduces in the demo.
I realize this is potentially hard to work-around given the canvas backing, but one potential work-around is to optionally render a browser native text-field (and getting the exact style correct 😬)

Mobile IME was added in #253 - it manipulates the visibility and position of an HTML input element to make the IME keyboard show up on mobile devices. I'm not sure how feasible it is to get the hidden input element to notice long-presses for copy-paste, but it's a starting point.


node-sass fails to build when using this theme

When using this theme via yarn create slate-theme or npx create-slate-theme node-sass fails to build. The default starter theme works fine.
Node version: 11.6.0

npm rebuild node-sass


opentelemetrytracer: Log (debug) the number of exported spans

Commit Message: Log (debug) the number of exported spans
Additional Description:
Adds a debug log message containing the number of (about to be) exported spans. This is helpful in troubleshooting for cases where the configuration looks "correct" but no spans are seen in the tracing back-end. The stats sink could be used, but that only exports via OTLP/gRPC which is not always possible.
Risk Level: Low
Testing: Manual and Unit tests
Docs Changes:
Release Notes:
Platform Specific Features:
[Optional Runtime guard:]
[Optional Fixes #Issue]
[Optional Fixes commit #PR or SHA]
[Optional Deprecated:]
[Optional API Considerations:]

CC @wbpcode I thought about adding this, as I have been experiencing some users having problems with Istio where the config "looks OK" but no spans are received by the back-end. Having such log can help in troubleshooting.
I saw there's a OTel stat sink, but that can only be exported via gRPC which is not always helpful, specially for those who use a back-end that does not support OTLP/gRPC. I opened a separated issue for it: #37826


node bot.js stops midway

Hi, I have a problem with node bot.js
When I execute it in powershell it starts doing something and then just stops at {"message":"mettBOT –<PHONE_NUMBER>27260163)","level":"info"}. I can't enter anything else anymore and need to close powershell. The bot also does not react to the '!' command. Anyone know what would fix this for me?
Thanks for the help.

Do don’t use power shell. Use cmd prompt.

Don’t, not do

Same thing happens when I use cmd.

Please send code.

Just kidding I figured my problem out. So its not actually getting stuck, that is supposed to happen and it means your bot is running. The reason my command wasnt working in my Discord server was because my bot didnt have the permission to send messages in the channel it was in. Make sure your bot has the permission to send messages in its role and in the channel.


[CLOSED] Index CMA cases in Rummager

 Issue by evilstreak
Friday 27 June 2014 at 15:59 GMT
Originally opened as https://github.com/alphagov/specialist-publisher/pull/148

Ready for merge.
Outstanding tasks

[x] Rebase against master after #146 and #147 have been merged.
[x] Assert that the Rummager API has been called in the cukes that test publication and withdrawal.

evilstreak included the following code: https://github.com/alphagov/specialist-publisher/pull/148/commits

 Comment by evilstreak
Monday 30 June 2014 at 09:50 GMT

I removed the example group for subclasses.

 Comment by bestie
Wednesday 02 July 2014 at 11:28 GMT

The source of rummager_api in the cucumber helpers terrifies me, so let's add a ticket to remove the injection of all the things into helpers.
Apart from that :+1:


Added search by columns.

@drewbanin I've added the ability to search by columns.
Changes:

project_service.js: refactored fuzzySearchObj function to allow search by string or object (json tree). On a later PR I can add search by array which will allow to search for model tags as well.
search.html: changed html to reflect layout shown in screenshot (see below). The layout has a Show More...  to expand the results of more than 3 columns, just like at the end of the model search results.
search.js: added columnFilter and limitColumns functions to execute the search logic.

Screenshot: link

@rmgpinto this is amazing!! Thanks for opening this PR! I think you're the first external contributor to the docs website :)
I'd love to get this merged - let me play around with this today and get back to you early next week!=

Hey @rmgpinto - I just merged this PR to add CI to the dbt-docs repo: https://github.com/fishtown-analytics/dbt-docs/pull/24
Can you pull master and merge it into your branch then re-push? We'll be able to see a sample build with your changes!

@drewbanin all done.

Thanks for the suggestion @drewbanin, I've reflected that on the layout and it looks better now :)
I had to add $event.stopPropagation() to prevent the click on Show more... columns to navigate to the model page.

Thanks @drewbanin!


Occasionally, after republishing a SNAPSHOT C++ library locally, Gradle fails to fully extract the dependency's headers

Sometimes I will rapidly re-publish a SNAPSHOT version of a C++ library dependency to my local Maven repository (via "publishToMavenLocal") to use new, unmerged changes in a dependent library. Once in a while, Gradle fails to extract all the headers into its native cache directory during the dependent's build.
Expected Behavior
A published local snapshot version of a dependency library is fully extracted in the native cache directory, and included in the dependent's build.
Current Behavior
The .gradle cache directory will either be missing or only have partially extracted headers for the dependency. The headers zip in the .m2 always looks complete, at least as far as I've observed.
If the .gradle cache directory does have a partially extracted directory, the options.txt will have an appropriate include. Otherwise, the include will be missing, but Gradle will not report an error about a missing dependency.
Either way, the compiler will report missing headers and the build will fail.
Workaround

Stop all running Gradle daemons ("./gradlew --stop")
Delete the entire .gradle directory in both the home and project directories. So far I haven't figured out which files need to be deleted to "reset" Gradle's view of its native cache.
Re-publish the dependency.
Re-run the dependent's build.

Context
This has been an issue since 4.10.1, though possibly earlier. The issue remains through 5.0.
Steps to Reproduce (for bugs)
Unfortunately, the issue is not easy to reproduce. It only happens when I least expect it.

Dependency: make a change to a .h file, and "./gradlew publishToMavenLocal"
Dependent: Run "./gradlew assemble"
If it worked, rinse and repeat until it doesn't.

Your Environment
Windows 10 64-bit.
Gradle 4.10.1 via wrapper.
Gradle C++ build using the modern DSL.
Since the project is closed source I am not able to immediately release example snippets. If I develop something on my own that can reproduce the issue I will publish that here.

Sometimes I will rapidly re-publish a SNAPSHOT version of a C++ library dependency to my local Maven repository (via "publishToMavenLocal") to use new, unmerged changes in a dependent library. Once in a while, Gradle fails to extract all the headers into its native cache directory during the dependent's build.

You don't need to do this.  Use composite builds to glue together independent builds.  You don't necessarily have to add the build in your settings.gradle, you can do it sort of "ad hoc" by using --include-build path/to/other/build.
This avoids the publishing and extracting steps.

The .gradle cache directory will either be missing or only have partially extracted headers for the dependency. The headers zip in the .m2 always looks complete, at least as far as I've observed.

I suspect there was something dodgy in the way we extracted these headers.  We replaced the way we did this in 5.3, could you give that a try?

I'll retest with 5.3.
As for the composite build concept, I swear I looked at this before, but I will try again if I have the opportunity.

These optimizations would be best done directly inside our dependency engine. If you can provide a sample using the latest Gradle version to show this unnecessary decompression, we can work on optimization. Open the issue directly on https://github.com/gradle/gradle.


Ask CFPB Wagtail editor changes

This PR makes a variety of changes to the Wagtail user experience for Answer pages, simplifying the editing process for Ask CFPB as a whole.

Removals

"Statement" field
"Related resource" block (and the entire snippet, as this was its only use-case)
"Featured?" checkbox
Various Sidebar block options

Changes

Many field labels and helper texts across the Answer page type

How to test this PR

localhost
Attempt to edit any "Answer page" type

Screenshots
Not including only because they'd have to be so long as to be unreadable; better to pull up a side-by-side of the current environment and your local when reviewing this PR.
Notes and todos

The content for the Ask CFPB landing page is converted to static HTML to support the immediate removal of the "Featured?" checkbox on the Answer page type. Future work will rebuild this element as a block on the Answer landing page instead.

Checklist

[ ] PR has an informative and human-readable title

PR titles are used to generate the change log in releases; good ones make that easier to scan.
Consider prefixing, e.g., "Mega Menu: fix layout bug", or "Docs: Update Docker installation instructions".

[ ] Changes are limited to a single goal (no scope creep)
[ ] Code follows the standards laid out in the CFPB development guidelines
[ ] Future todos are captured in comments and/or tickets
[ ] Project documentation has been updated, potentially one or more of:

This repo’s docs (edit the files in the /docs folder) – for basic, close-to-the-code docs on working with this repo
CFGOV/platform wiki on GHE – for internal CFPB developer guidance
CFPB/hubcap wiki on GHE – for internal CFPB design and content guidance

Do these changes let us fully retire the RelatedResource snippet type? Is that content getting migrated somewhere else in the answer?

Andy's Python hard-coding approach had the benefit of making it very easy to see all the discrepancies between the English and Spanish landing pages -- since I know for a fact the Spanish is out of sync, I've updated that segment so that they match.


Support for OME-TIFF format

ok, the ome-tiff output works well, and the input part needs to be tested once the new fiji macro gets pushed into the container


nxp: Fix address mismatches

This fixes the following kind of warnings:

devicetree error: unit address and first address in 'reg' (0x70000)
don't match for
/soc/flash-controller@40020000/flash@0/partitions/partition@700000

Thanks for this cleanup, can you fix the title of the PR to read "NXP"?

done

@JiafeiPan , please revisit this PR


Need to change doc 'Using Yearn' under subtitle 'Yearn is multichain' to also say we are on arbitrum, and image change

Currently says we are on Ethereum and Fantom, the image also only shows these 2 networks

https://github.com/yearn/yearn-devdocs/pull/181


booting webcontainer

Describe the bug

Don't say "booting webcontainer" if it's not booting.
Link to the blitz that caused the error
https://stackblitz.com/edit/vitejs-vite-edsy16?file=src%2FApp.vue&terminal=dev
Steps to reproduce
a page
Expected behavior
it works
Parity with Local

[X] I have run the project in my local machine and I could not reproduce the issue.

Screenshots

Platform
Browser name  = Chrome
Full version  = <IP_ADDRESS>
Major version = 123
navigator.appName = Netscape
navigator.userAgent = Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/<IP_ADDRESS> Safari/537.36
performance.memory = {
  "totalJSHeapSize": 147723301,
  "usedJSHeapSize": 129613777,
  "jsHeapSizeLimit":<PHONE_NUMBER>
}
Hash = 7dbe22a9

Additional context
No response

Hey @or9 👋 . Thanks for reaching out. Do you have any errors in the Chrome DevTools? That would definitely help for us to see what's going on.

I have the same issue when starting a blitz project from this repo https://github.com/mrizkiaiman/turborepo-withtailwind. I used the option to enter the repo name mrizkiaiman/turborepo-withtailwind and stuck at the "booting WebContainer" step.


Johnfreeman/issue29 local markdown files

This PR means that Markdown files outside of a package's docs/ subdirectory get added to a package's table of contents in the official documentation (and of course can be linked to from the main README.md page). If you look at https://dune-daq-sw.readthedocs.io/en/johnfreeman-issue29_local_markdown_files/ you can see, e.g., how the schema instructions inside of appfwk's schema/ subdirectory get added.

@dingp based on your suggestion, I've switched to a model whereby the local path of Markdown files outside of docs/ gets recreated within docs/. You can see how this works in https://dune-daq-sw.readthedocs.io/en/johnfreeman-issue29_local_markdown_files/ ; particularly helpful might be looking at the daq-systemtest documentation on the page.

That looks good to me. Only thing remaining is to create the symbolic links to other subdirectories under daq-systemtest/docs, so the link like this one renders correctly on GitHub.


Jammy

PR brings a new version of a membraneframeworklabs/docker_membrane image, based on Ubuntu 22.04 jammy.
On this occasion, fixes to Makefile were done and some updates to README.
One significant change that happens between focal->jammy is the lack of libavresample-dev which seems to be a FFmpeg dependency, not required anymore in 22.04.

Any updates on this?

@mickel8 Everything is ready for quite some time, but the ultimate problem is implementing this across all the repositories, checking for CI fails, etc. That's why this partially manual work was assigned to @blazpie to queue this at some convenient time that apparently hasn't come yet...


Guix package

Are you guys up for creating a Guix package?

at the moment most deployments will probably use docker containers.
Due to the nature that Kubernetes is required to unlock some management compfort, and our tar-package works on any target distribution due to statically linked binaries we will not work on any further packaging at the moment.


New package: Homebrew.Cortexso version 0.5.0

Checklist for Pull Requests

[ ] Have you signed the Contributor License Agreement?
[ ] Is there a linked Issue?

Manifests

[ ] Have you checked that there aren't other open pull requests for the same manifest update/change?
[ ] This PR only modifies one (1) manifest
[ ] Have you validated your manifest locally with winget validate --manifest <path>?
[ ] Have you tested your manifest locally with winget install --manifest <path>?
[ ] Does your manifest conform to the 1.6 schema?

Note: <path> is the directory's name containing the manifest you're submitting.

Microsoft Reviewers: Open in CodeFlow

/azp run

Manual Validation ended with:

2024-07-31 14:47:24.867 [FAIL] Installer failed security check. Url: https://github.com/janhq/cortex/releases/download/v0.5.0/cortex-installer-0.5.0-amd64-windows.exe Result: 0x80004005

(Automated response - build 887.)

Hi @stephengillie
We're checking the issue as your comment and will back soon. Thanks.

/azp run

Hi,
We created a new PR with the fix version for the Publisher issue https://github.com/microsoft/winget-pkgs/pull/165804
We will close this PR. Thanks.


Add-UipathFolderUser command not available in <IP_ADDRESS>

Add-UipathFolderUser command not available in <IP_ADDRESS>.
How can i get it and what is the alternative. Add-UiPathFolderUserRoles does not seem to work
Add-UiPathFolderUserRoles -Id "25" -UserIds "26" -RoleIds "6" -AuthToken $Auth -Verbose
Where 25 is the folder id, 26 is my domain account id and 6 is the role assigned to the domain group in the Orchestrator

I have updated to the latest version and still not working. Now im on <IP_ADDRESS> of the module.
We are using 2020.4v of the Orchestrator.
The parameter :  -OrganizationUnit doesnt work for String or int values like "Default" or FolderID "2"
Get-UiPathOrganizationUnitUser -OrganizationUnit "2" -AuthToken $Auth
Get-UiPathOrganizationUnitUser : Cannot bind parameter 'OrganizationUnit'. Cannot convert the "2" value of type
"System.String" to type "UiPath.PowerShell.Models.OrganizationUnit".
At line:1 char:50

Get-UiPathOrganizationUnitUser -OrganizationUnit "2" -AuthToken $Auth

                                             ~~~

CategoryInfo          : InvalidArgument: (:) [Get-UiPathOrganizationUnitUser], ParameterBindingException
FullyQualifiedErrorId : CannotConvertArgumentNoMessage,UiPath.PowerShell.Cmdlets.GetOrganizationUnitUser

Add-UiPathFolderUserRoles -Id 27 -UserIds 26 -RoleIds 55
This command also doesnt work. id= folderID, UserIds = UserId in Orch, RoleIds = RolesID in Orch, the folders are classic
Edit-UiPathOrganizationUnitUser - this has the same -OrganizationUnit parameter doesnt work.
Please help!!


Is the pre-release from the main branch?

Hi,
I can control music when using the apk from the pre-release but not when I'm building the project myself from the main branch. Is the release apk from another branch?

Hi,
For spotify you need an API key, the key is currently not in the source code.
But in the built APK the key has been added.
You can generate a key from https://developer.spotify.com

Hi,
For spotify you need an API key, the key is currently not in the source code.
But in the built APK the key has been added.
You can generate a key from https://developer.spotify.com

Aha! Thanks :)

Aha! Thanks :)


Added new mesh creator

It just has basic features for now and has Todo's:

Make controls easier
Arrange a editor window gui
Make it initially create sprite polygon
Preview mode (preview triangles and how it affects the sprite when control points are moved)
Other things from the old window

Window can be opened from "Sprites And Bones / Mesh Creator "
How to use the mesh creator (right-click is used for now because handles interrupt the left click event. Didn't have time to fix yet):

Right click over a vertex to select it
[Ctrl + right-click] adds vertices / [Shift + right-click] deletes them
When a vertex is selected, [ctrl/shift + right-click] over the edge can be used to add/remove edges from the selected point to other points
[Alt + right-click] adds and removes holes (May be needed for complex meshes)

Tried it but doesn't seem to triangulate right, also when I tried to use the mesh in the Skin2D component, it literally corrupted all the text in the Unity Editor GUI.  I'll wait till the kinks are worked out :)

I didn't try it in Skin2D yet. But triangulation worked for me. Are you adding polygon edges? Note that for each edge in the polygon, you should explicitly add them (added edges are rendered green and non-added edges are blue)

Hello,
I improved it alot and it works wonders for me. Just there is a bug which causes uv mappings to mess up if sprite is rotated. Another problem is controls. If there are so many points, edges may be hard to select but zooming in and selecting or dragging the handle size down works for now.
Also I found the problem about Skin2D. If there is no skeleton or bone in the parent hierarchy of the sprite, It fails to create a skinned mesh and gives errors constantly. Needs a warning that states there should be a skeleton.

Well, I can sorta get it to work, but undo doesn't work and I have no way to reset the points.  Still not quite getting the flow of how it should work.

I'll see if I can get an error message in there somewhere.

I have thought of a new control mechanism for drawing edges and will implement it this evening. I also plan to add Undo support (I haven't worked with Unity Editor much before, I hope I can).
As to how it works:
The green edges are the defined edges in your mesh. If you add a defined edge, it means this edge will surely be included in the resulting mesh. Now if you want to create a polygon, you should add its outer edges as defined edges, this way when mesh is triangulated, it will take the shape of the polygon. If you want to add a hole, define inner polygon (again you must define inner edges) and optionally you can add hole by alt+click to remove that part in mesh.
I will change how edges are defined though. As it is right now, if you want to define an edge between two points, you must first select the first point, then you must ctrl+click the edge you want to add. I will change it to drawing with mouse between two points with snap support.

Also, what do you mean by resetting points? Reset to what? Clicking the create polygon from sprite button will return vertices to how they should be. Also in preview mode, even if you change vertex position, when you exit preview mode everything will return to normal.

I will try to add a tutorial showing practical uses when I think it is stable and usable. I suggest this merge request to stay open and we can discuss here.
If there is some particular feature you want tell me.

The workflow you described sounds better for sure.  As for Undo support you can see how I did it in the SkinMesh script.  As for resetting the points, I meant more of a reset button where it clears everything out to start over.  Yeah I will give it a whirl again after I see how you do it when it is more stable.  I'm a bit swamped right now, so I probably won't get to play with it until later this weekend.  Good work though man, it is better than I can do for sure!

Tried it again but still don't have the hang of it, I'll have to see an animated gif or vid of how you use it.

Hello. I uploaded a basic video. It shows how to create a mesh in mesh creator. I used auto generation of points but the idea is, the outline of the mesh must be defined (green lines show defined edges). Also other defined edges will be present in resulting mesh triangulation. Controls are as before. To add a defined edge use Ctrl + drag (no click, just drag).
https://www.youtube.com/watch?v=1lSQPwJaFnM&feature=youtu.be

A video is worth a million words!  Thanks that was a tremendous help!  One thing I felt was pretty awkward was the way you make edges, the Ctrl + drag is a bit iffy at times.  Maybe right click to select a point, then just drag it to another without having to press Ctrl.  Also Shift + Click does not remove the edge or point but Shift + Right Click does.  Maybe you can add the subdivision code I have from SkinMesh to create some points from subdivisions.  I had no idea that adding a hole was just marking the inside of a polygon with the Alt + click, I thought I had to draw it separately.  That is nice, but maybe need to alter the description.  Otherwise this is shaping up nicely!

Yeah, you almost observed all the wrong things :)
Ctrl + drag seems wrong. But once the user understands, it becomes obvious. The reason we can't use left click is, left click is interrupted by handles. We can use right click but I think it makes it harder. Shift + left click should remove an edge as long as it is not near a handle.
About adding holes, that is how Triangle.NET works. When I first started working with Triangle.NET, I thought it was counter-intuitive but it seems like the most efficient thing to do. I will try to visualize holes like areas instead of points later.
As now it operates well and efficient. The only problem is ease of use. To overcome the interruption of left-mouse click, I thought of writing a custom preview window which draws scene and handles events as I want. But I don't think it is worth the work.
Instead, I am now working on projecting of mecanim animations to 2d and 2d object avatars. I am having progress but seems like it will be harder than I thought initially.

I'll see if I can dig into the code sometime next week, this time is really, really busy for me as I have a baby girl ready to arrive any time now!  So I'll see if I can work on it when I can.  I think right click to start and end an edge is a bit more intuitive than the Ctrl drag, I'll experiment with it a bit later.  Yeah custom preview is not necessary, just have to work around with what we have.  Mecanim 2D to 3D sounds tricky, can't wait to see what kind of solutions you come up with!

Congrats on baby. You don't have to force yourself working on this. I am doing this because it is fun for me, and I am using it as well. But it feels good to have someone to discuss with.

Not feeling forced at all!  I just feel bad I don't have much time to work on it as much as I'd like right now, don't want you to feel like you are going at it completely solo :)  Soon as I have a good chunk of time to sit down with it, I'll be seeing what I can do to improve it!  Again this is a really neat tool!

I didn't think it was possible to make adding edges with right click drag because right click moves the scene camera. But with a trick, I disable the scene camera drag when defining segment and it worked.
I tried to add mesh subdividing as you suggested. Seems like another approach will be needed because as it is, it doesn't seem efficient and fails to triangulate time to time.
Also I noticed, with high number of vertices, performance crawls. Since it has to draw each handle for every frame, it was kinda expected. But maybe something can be done.
Still has no undo support and my attempts at implementing undo are fail.
I think this version is stable and usable enough (except for subdividing and undo).

Right clicking and dragging is much more intuitive :)  Unfortunately it broke when I tried to preview the mesh:
"Mesh.vertices is too small. The supplied vertex array has less vertices than are referenced by the triangles array.
UnityEngine.Mesh:set_vertices(Vector3[])
MeshCreator:PreviewMode() (at Assets/SpritesAndBones/Scripts/Editor/MeshCreator.cs:312)
MeshCreator:OnSceneGUI(SceneView) (at Assets/SpritesAndBones/Scripts/Editor/MeshCreator.cs:170)
UnityEditor.DockArea:OnGUI()"
As for subdividing levels you should also have a level 0 to reset the subdivisions back to its initial state.  Without undo support, it can be a pain to try things out with it.  I'll see if I can get some time this week to look into it, been awfully swamped recently though.  To add undo support you mainly need this:
Undo.RecordObject(this, "Undo last action");
EditorUtility.SetDirty(this);
The "Undo last action" string can be any description you want.  There are times you may want to undo the SpriteRenderer object as well.

I never encountered that error. I will look into it. But it may be ultimately because initial mesh topology is wrong. For example, there shouldn't be any intersecting edges. Triangle.NET usually catches errors like this but sometimes it doesn't. I will add a mechanism which will not add an edge if it is intersecting with any other edge.
This weekend, I started making my game using Sprites and Bones and started noticing things that are hard for a fast workflow. I wrote a new skin creator, which is just like the new mesh creator which you can preview but also with bones and painting mode. I am trying to make it so that it cannot be broken and is easy to use. Because the old skin creator breaks for me usually and I have to recreate the skin. I will commit the new skin creator when I am done with it.

That sounds really interesting, I'll have to see how it works out.  Basically I just created a bunch of points around an image then added the edges around them like in the image above.  Went to preview and got a purple texture and the error.

If you defined edges exactly as in the image, note that you have intersecting edges. I would add a constraint which prevents adding intersecting edges but this would have to be checked every time a point is moved and an edge is added. And it has a time complexity of N^2 in the number of edges. Something must be sacrificed here.

No I did the edges around the image.

Hi SirKurt, finally got around to working on this, I added undo support, and fixed the error generated from saving the asset.  It doesn't seem to save correctly with the AssetUtility you created so I used the ScriptableObjectUtility instead and it works fine now.  The only thing that is broken with the undo support is segments.  For some reason it is not registering their first and second vertex positions and they remain static.  You have to manually delete and redefine them with the existing vertices, so if you do an undo after creating edges, they just sit there and do not move with the existing vertices.  If you have any ways of fixing the undo support for segments I'm all ears, but this is now a neat little tool for creating custom meshes with full control over edges and holes.  Closing this pull request now since the other changes are not necessary.  You can create a new one with the existing code I put up recently for any new changes.  Thanks for your contribution!


support xingh.light.fsd2

#1117

Thanks

https://github.com/AlexxIT/XiaomiGateway3/releases/tag/v4.0.0


Intellisense support is disabled when using the .code-workspace file

In order for intellisense to be fully activated, the workspace folder needs to be the top level katas folder. Maybe this can be configured in the file?

Could you please provide more details on which parts of IntelliSense are not activated with the current setup? I don't use VS Code a lot, but I noticed that in Visual Studio the katas which have a dependency on utilities/Common (for CounterSimulator) can't recognize the namespace or the operations from that project. Is this the same issue or a different one?

I see that some of the information IntelliSense shows on mouse hover differs in VS Code depending on where the file was opened from - if opened from root it shows full help for, say, X gate, but if opened from one of the kata folders it shows just "Variable X". Is this the behavior you're referring to?
Unfortunately, I'm not familiar with the management of workspace folders in VS Code. A quick search through the settings docs doesn't show anything similar to setting workspace folder. @cgranade You know VS Code a lot better than I do - any suggestions?

I suspect this has to do with multifolder workspace support in the VS Code extension. Ideally, each folder in a workspace would get its own instance of the language server.
One thing that might be helpful is to look at the output log for the extension, as that might mention if there's a project it can't load or something of that form that's easier to knock out. Press Ctrl+Shift+U and then select the Q# extension from the dropdown list on the output panel.

When filing this I was basically hoping there might be a handle in the .code-workspace file to define a working directory that we could leverage. From what I gather there unfortunatly isn't. I would hence suggest to actually remove this file from the repo, since the benefit of having it seems a bit limited.

For Visual Studio Code, a .code-workspace file lets you suggest a multifolder workspace and provide settings for the new workspace, much in the same way that the .vscode folder lets you provide settings for a single-folder workspace. We've used that in the case of the katas to provide a separate set of test/build tasks for each individual kata, and to provide settings that simplify the presentation of the katas (e.g.: by suppressing false positive error messages from the C# extension).
The other advantage we get from providing a .code-workspace file is that it gives GUI-oriented participants something to double-click on. The quintessential workflow for VS Code is centered around opening folders. While this is very similar to Sublime Text, Atom, and many other modern text editors and IDEs, we've run into that some users find it to be counter-intuitive to first open a folder in VS Code and then use the built-in explorer to navigate files within that folder. Since the language server is only really functional in open-folder mode (similar to most other language support in VS Code), giving users a double-click target avoids confusion over missing language support.
All that said, I definitely agree that until we get multifolder workspace support in the VS Code extension, we run into limitations with the .code-workspace approach as well. One path forward might then be to start extracting the language server lifecycle from the extension lifecycle so that we can launch new instances of the language server as folders are added to a workspace. I'll go on and create feature requests over at qsharp-compiler to track the planning for that feature.

Looks like the consensus is that there is no action possible in the QuantumKatas repo to mitigate this issue. Closing this issue as "won't fix".


Include Workspace Block

The previous import block accepted an URL. We should refactor that and allow the user to import any other visible workspace on the same server, by name. Importing from an external URL can be re-implemented later.

I'm going to move this out of the explainable interview generator milestone, because we can generate interviews from tests, which implicitly import code from their rule in the background. Allowing for explicit imports from other documents is not required in order to demonstrate interview generation.


Feature: HTTP Headers Overrides

Add http_headers options to the sentry_sdk.init() method to allow passing extra options to the HTTPTransport. This is for adding Authorization headers to be used when authenticating with a Single Sign-On service that lives in front of a self-hosted Sentry server.
Example:
import sentry_sdk
sentry_sdk.init(
<EMAIL_ADDRESS>    debug=True,
    http_headers={
        'Authorization': f'Bearer xyz'
    }
)

hey @harmon, can you elaborate on your usecase for this? thanks

Sure! We have a BeyondCorp setup that requires an extra "Authorization" header on each request to the Sentry server we are hosting.
I first looked into subclassing the HTTPTransport and replacing the _send_request() method with one that accomplishes what's in the PR, but that seemed quite brittle to deploy to our projects, as the implementation might change if we upgraded the sentry-sdk. For example, just two months ago large swaths of the HTTPTransport class were re-arranged internally: https://github.com/getsentry/sentry-python/pull/627/files
I figured this would be a feature improvement that could help others in the future.
Let me know if there's any other questions/concerns you have. This might be a feature I might submit to (at least) the NodeJS SDK as well. I'm not up to speed on your patch submission process in terms of the approach you take to modifying your top level APIs, so let me know if I've overstepped my bounds by not getting in touch with your team first to vet the idea. It was a small PR, so I figured this would be a good discussion forum for it.
I'd be happy to update the documentation repo as well if this get's approved.
I'm loving the latest Sentry!  It's come a long way since I last used the paid service back in 2015.

I think your way of implementing this feature is good and I don't really know of alternative ways. I initially thought that maybe we can make this a ctor argument on the transport class but that actually clashes with how transports receive the client options such as DSN, so I don't really know how to make this any better.
This decision will take a while... in the meantime, if you have concerns wrt the stability of the internals of HTTPTransport I suggest for the time being to vendor the entirety of that Transport implementation. The Transport "abstract" class is stable and we commit to that.

FYI we have a recurring meeting tomorrow to go over these kinds of decisions... I have not forgotten about this!

hey @harmon I just got word back. What do you think about:

adding a new option called transport_options to the SDK, a dict of kwargs that will be forwarded to the transport constructor
making this option a part of the transport's constructor?

@untitaker I think that's a great idea. I'll see if I can refactor this PR towards that goal. Hopefully by early next week I can have this updated.

Hi @antonpirker , yes, sorry, I never got around to doing a proper PR for this! Here's how I wrote an adapter for our code:
custom_sentry_sdk.py

"""
Example usage:
    import custom_sentry_sdk

    custome_sentry_sdk.init_sentry_error_logging(
        dsn="",
        debug=True,
        custom_auth_token="ABC123"
    )
"""

class CustomHttpTransport(sentry_sdk.transport.HttpTransport):
    custom_auth_token = None

    def _send_request(self, body, headers, endpoint_type="store"):
        headers.update(
            {
                "Authorization": f"Bearer {self.custom_auth_token}",
            }
        )
        super()._send_request(body, headers)

def init_sentry_error_logging(**kwargs):
    """
    Loads Sentry and sets up logging hooks for errors and exceptions to be sent to
    the host defined by the env var SENTRY_DSN.
    """
    try:
        LOG = logging.getLogger(__name__)

        if os.getenv("SENTRY_DSN", None):
            kwargs.update(
                {
                    "dsn": os.getenv("SENTRY_DSN"),
                    "environment": os.getenv("SENTRY_ENVIRONMENT", None),
                    "server_name": os.getenv("SENTRY_SERVER_NAME", None),
                }
            )

            if "SENTRY_DEBUG_LEVEL" in os.environ:
                import http.client

                http.client.HTTPConnection.debuglevel = int(os.getenv("SENTRY_DEBUG_LEVEL", "5").strip())

            if "SENTRY_AUTH_TOKEN" in os.environ:
                CustomHttpTransport.custom_auth_token = os.getenv("SENTRY_AUTH_TOKEN")
                kwargs.update({"transport": CustomHttpTransport})

            LOG.info(f"Sentry error logging setting up... {kwargs}")

            return sentry_sdk.init(**kwargs)
        else:
            LOG.info("Sentry error logging not loaded, no SENTRY_DSN env var found")
    except Exception:
        LOG.warning("Sentry error logging package could not be loaded")

closing this since custom transports solve this and there haven't been more requests to mainline this


arkosupdate03262023

Update SDL2 to v<IP_ADDRESS>
Update RetroArch to v1.15.0
Add Swanstation core for PSX
Update Mupen64Plus
Fix/Update GZDoom to reflect new SDL2-<IP_ADDRESS>
Update filebrowser CLI executable
Update Drastic and ScummVM launch scripts

Would you like to review this before merging?

if you are happy all is working happy for you to merge. Thankyou for your work on this

You're welcome, kind sir.  Thank you as well for your excellent contributions!
On Tuesday, March 28, 2023 at 05:56:18 AM CDT, wummle @.***> wrote:
if you are happy all is working happy for you to merge. Thankyou for your work on this
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you authored the thread.Message ID: @.***>

Looks like the filebrowser is broken i dont use it so didnt spot it, getting This location can't be reached when trying to connect file a web browser any ideas? Paths looks right in settings

I'll check it out.  I checked the binary from the terminal and all seemed okay, but perhaps it wasn't all sunshine and glory after all.  Could you share how you got to that screen?  That way I can check against it.  Worst comes to worst, we'll just put the original launcher back.

Connect to wifi then enable remote access from options then put the ip address into your web browser on your PC. could it be a permissions thing with the binary?

Yep.  Turns out the binary had some change that prevented access to the shares from the web browser.  Like you, I hadn't noticed since I always use MobaXterm to SSH into mine.  Replacing it with the original 'filebrowser' executable gets it working again.  How would you like for me to proceed, boss?

i am not the boss lol but if the new binary doesnt give us anything new maybe revert.

Alright.  Should be working again.

yep saw the git go live and tested working again thankyou for your help


Handle localization file missing

I'm submitting a ...  (check one with "x")
[ x ] bug report => check the FAQ and search github for a similar issue or PR before submitting
[ ] support request => check the FAQ and search github for a similar issue before submitting
[ ] feature request

Current behavior
When localization json file missed in console write http error 404, but i can't catch this error in my code
Expected/desired behavior
Catch this error in code.
Reproduction of the problem
http://plnkr.co/edit/ls8XiZIt4UqEwyQAD8an?p=preview
What is the expected behavior?
go into observable catch function.
What is the motivation / use case for changing the behavior?
I need it for resolving my route. For example: domain.com/en/welcome.
Please tell us about your environment:

ng2-translate version: 3.1.2
Angular version: 2.1.0
Browser: all
Language: TypeScript 2.0.3

It took a while to debug a case where the json file was invalid.  It would be great if we have a way to catch that scenario as well.

An workaround approach would be:
    // Set the default language for translation strings.
    let defaultLanguage = 'en';
    this.translate.setDefaultLang(defaultLanguage);

    // Detect user language.
    let browserLang = this.translate.getBrowserLang();

    // Try first to load the I18N JSON file for the detected language
    return new Promise((resolve, reject) => {
      this.http.get(`../assets/i18n/${browserLang}.json`)
        .catch((error: any) => {
          // I18N File failed to load, fall back to English
          this.translate.use(defaultLanguage);
          resolve(true);

          return Observable.throw(error);
        })
        .subscribe((data) => {
          // I18N File loaded successfully, we can proceed
          this.translate.use(browserLang);
          resolve(true);
        });
    });

@abennouna, but in this case json file should be loaded manually, just for checking exists.

It depends what starts the loading of the translations, if it's a pipe then you won't be able to catch that error...
If it's "use" then it returns an observable and you can use catch on it. Same thing for get.

@ocombe, but you can see in plunkr above, that i not go to catch after use. and not show in console output log.
So

If it's use then it returns an observable and you can use catch on it.

Seems wrong. Or possibly i use catch in wrong way?

The problem is that you aren't subscribing to the observable. But even with subscribing this doesn't work. Don't have time to dive deeper now though.
translate.use('en').subscribe({
  error: err => {
    console.log('error', err)
  }
});

@SamVerschueren, but loading started without subscribing, so why we need indeed sbuscribe instead catch?

it's a shared observable, internally there's a subscribe to make the request, but if you subscribe as well you should get the returned value.
Maybe it's because of the share operator that the exceptions aren't propagated? I need to make some tests

@urffin What @ocombe said. Also, you're making a new subscription so you have to call subscribe again.

@ocombe Might be because we aren't catching the error at this point. Not sure though.


[Feature] We need a component to generate contributing guide template

We may need a component to auto generate contributing guide template to help new projects to setup their contributing guide.
This feature will involve new API for hosting platform client, we may add updateFile(path: string, content: string, branch: string) to commit the file content to a new branch on the project, so other developers can edit the file on the new branch and merge it to main branch later.

/self-assign

/self-assign

I can't find new branch api in Octokit.
Is it reasonable If I create a new pull request to auto generate contributing guide template?

Or I use github ref api ?

There should be API for new branch and then start a pull request from that branch to the main branch, the API above looks like good.

What is the development process of this issue now? @liwen-tj

Please help review the code.


Update meeting updates wrong meeting

I tried to update meeting 4 but meeting 2 was updated:
https://user-images.githubusercontent.com/68203159/161695743-2e141aa4-517d-41a5-a7fc-30957805d354.mov
Will try to find out what the issue is and post it here.

Right now meetings with the same time are being updated in the order they were added.
If I add a,b,c and update 2 then b gets updated and the list becomes b,a,c. Then again if I update 2, b gets updated instead of a.
Steps to reproduce error in case I'm missing something:
https://user-images.githubusercontent.com/68203159/161700119-c2cf3bbe-988d-439c-8d89-03df098a7f6c.mov

Fixed by #227


Docker + Docker-compose fixes and improvements

Thank you! Why choose Alpine? It's not recommended if I remember correctly. And why remove env variables?

Why choose Alpine?
It's much smaller than ubuntu-based containers

It's not recommended

It's tricky! Memory footprint is still will be much smaller, when compared to ubuntu-based container.
As for "slower" and "bigger" - article is only telling half-truth. Yes, if you're using Python packages that requires to compile C code in Alpine case you'll have to build it from the source which will slow down build process and bloat the container. Ubuntu, on the other hand, comes up with pre-build packages  which results in faster builds and small or no difference in the end package size.
But in your bot case - it doesn't use any C based packages, so switch to Alpine makes sense.

And why remove env variables?

PYTHONFAULTHANDLER - Doesn't really makes sense for container-running payload
PYTHONHASHSEED - You usually don't want it to be static
And returned others that do make sense in such case. Sorry for removing them!

Okay, I see. Thanks a lot!


Short term fix for the other page

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netlify dev: default 404 page handling, file/url shadowing not functioning

- Do you want to request a feature or report a bug?
bug
- What is the current behavior?
When using netlify dev the documented default 404 and file shadowing behavior does not work.

https://docs.netlify.com/routing/redirects/redirect-options/#custom-404-page-handling

https://docs.netlify.com/routing/redirects/rewrites-proxies/#shadowing

- If the current behavior is a bug, please provide the steps to reproduce.

Create a simple static site folder with a 404.html at the root and \index.html, \foo.html, \foo\bar.html or \not-foo\index.html or similar file patterns.
create a _redirects files with:
/foo /not-foo 200
Test 404, go to any non-existent url (http://localhost:8888/nothinghere) and you will receive a  default 404 status, but not the \404.html
Test file/url shadowing, go to http://localhost:8888/foo and you will receive the page from \not-foo\index.html
Add /foo.html /not-foo 200 to the _redirects file
Test file/url shadowing, go to http://localhost:8888/foo.html and you will still receive the page from \not-foo\index.html

- What is the expected behavior?

the \404.html page should be used for 404 status as per documentation
when a request matches an existing static file, that should be returned and the proxying rule ignored as per documentation

- Local Environment Information

────────────┐
Environment Info
────────────┘
System:
OS: Windows 10 10.0.17763
CPU: (12) x64 Intel(R) Core(TM) i7-9850H CPU @ 2.60GHz
Binaries:
Node: 12.16.2 - C:\Program Files\nodejs\node.EXE
Yarn: 1.22.4 - C:\Program Files (x86)\Yarn\bin\yarn.CMD
npm: 6.14.4 - C:\Program Files\nodejs\npm.CMD
Browsers:
Edge: 44.17763.831.0
netlify-cli/2.47.0 win32-x64 node-v12.16.2
────────────┐
netlify.toml
────────────┘
[dev]
  functions = "functions"
  publish = "public"
  framework= "#static"

Thank you for reporting this @moop-moop and providing references. There's a PR to fix this behavior https://github.com/netlify/cli/pull/885. If you can, please try it out and let us know there's anything missing or wrong!