RA2/YR Screen Tearing (maybe caused by Intel HD/UHD graphics?)

When the view field is moved in game, screen tears badly (as is shown in the video).
My system (tried both, both have the problem):
i5-8250U (UHD 620, no other GPU), 8G RAM
i5-7500 (HD 630, no other GPU)
Also tried 3 monitors and 2 mouses, all have the same problem.
The configurations used in the video is:
screen res: 1920x1080 (also tried 1024x768/800x600, the same)
vsync: off
mode: full screen
whether limiting frame rate to sync the monitor does not affect the tearing effect.
https://github.com/FunkyFr3sh/cnc-ddraw/assets/6468993/a5400bad-064e-45be-a534-88ebea48f011
I've also tried turning ON Vsync, and the tearing effect is gone.
However, for the particular frames where the screen used to tear, there remains a laggy effect (in just those frames). (I can provide another video for this if needed).
If I switch full screen mode into boardless window mode (vsync off), the frame rate goes to less than 30 fps as I move view field in game, so it cannot be decided whether screen tearing is gone because it becomes too laggy.

Also tried DDrawCompact, looks a bit different but the tearing effect is still clearly visible.

you could try borderless and disable the frame rate limiter in ddraw.ini
For this game the limiter is forced to 60 by default:
[gamemd]
maxfps=-1

Negative. I tried this setting on both i5-8250U and i5-7500 platforms, however no matter what the particular setting of "maxfps" is, as long as I run RA2 in borderless window mode, it will become very laggy as you can see in the video.
I cannot decide whether it is the FPS going very low or it is the frequency of the occurrence of the screen tearing effect getting much higher.
https://github.com/FunkyFr3sh/cnc-ddraw/assets/6468993/5f207084-857b-4afa-9d47-e26019414cc9
Settings used in this video:
windowed=true
maxfps=0
vsync=false
maxgameticks=-1
minfps=0
This is very strange as the problem (screen tearing but fps ok in full screen) or (very laggy in window mode) only occur when the view is scrolled. If the view is fixed to one place in the map (no scrolling), then everything is fine (very smooth 60 fps, no tearing).

Oh my, I've brought an AMD 7840HS device (with 780M igpu), it turns out that there is nothing to blame with Intel HD/UHD graphics, because the problem exists even on the latest AMD platforms.

It appears that the screen tearing and the laggy problem are separated.

Can confirm. Game stutter on scroll and scroll not smooth. I wanted to write about it myself, but I saw this thread.
i use vsync and maxfps cap, i try change many settings and nothing to helps. On game scroll image move not smooth, it have micro freezes and stuttering. I'll make a video later.

Game micro freezes and stuttering on scroll: https://youtu.be/IiK0rv28OiY
On game scroll happened this (save behaviour i see in game lord of the rings the battle for middle-earth (which have fps cap 30):

RA2 have 30fps scroll frame rate?

Scroll rate seems to be tied to game speed in this game, so it's probably not possible to fix it without making a game patch. All older c&c games have the issue where the scroll rate is too fast, in this game they probably wanted to fix these issues and did some changes

It is agreed for the conclusion on "Scroll rate is tied to game speed", as gamespeed 4 (30fps) scrolls at 30fps, gamespeed 5 (60fps) scrolls at 60fps, and gamespeed 6 (no fps limit) scrolls to the maximum refresh rate of the monitor.
But our problem is that gamespeed 5 (60fps) should scroll at 60fps but there is verrrrry slight difference, which makes it unable to sync with the refresh rate of the monitor (60Hz).

vsync=true option only fixes screen tearing but not the laggy effect when the screen used to tear.
setting maxfps=-1 does not change the tearing and laggy effect.
only when I change gamespeed to 6 (no fps limit) shall the scrolling be smooth.

Under wine with Ubuntu 22.04 , can confirm the exactly same issue. The scroll is perfectly smooth with game speed = 6. But there are many stuttering and tearing occurs when game speed = 5 (which is sadly the only playable speed IMHO). Also same with speed = 4.
Enabling or disabling Vsync does not have any effect.
And in addition, I feel this game shouldn't consume so much CPU with a decent Ryzen 5700G :

Am I missing anything here? Any suggestions ?

And in addition, I feel this game shouldn't consume so much CPU with a decent Ryzen 5700G :
Am I missing anything here? Any suggestions ?

These old games all busy spin, so it's nothing unusual. A lot of old games have patches to fix that, some games can be fixed by cnc-ddraw as well (only games that "Flip")

And in addition, I feel this game shouldn't consume so much CPU with a decent Ryzen 5700G :
Am I missing anything here? Any suggestions ?

These old games all busy spin, so it's nothing unusual. A lot of old games have patches to fix that, some games can be fixed by cnc-ddraw as well (only games that "Flip")

Do you mean ra2 doesn't flip ? What does "flip" mean :)

And in addition, I feel this game shouldn't consume so much CPU with a decent Ryzen 5700G :
Am I missing anything here? Any suggestions ?

These old games all busy spin, so it's nothing unusual. A lot of old games have patches to fix that, some games can be fixed by cnc-ddraw as well (only games that "Flip")

Do you mean ra2 doesn't flip ? What does "flip" mean :)

Yeah, it doesn't flip.
Games can either "Flip" or "Blt". Not sure how to explain it in the most simple way, but the games pretty much render the current frame in the background and once done it will either "Flip" or "Blt" to present it on your screen.
"Flip" means the game just changes two small numbers (pointers) and Blt does copy the entire picture from one buffer to another.

Update: I've tried on another device (Intel 13900HK with Iris Xe iGPU), and the problem remains.

Update: I've tried on another device (Intel 13900HK with Iris Xe iGPU), and the problem remains.

It probably happens for everyone on every hardware. I guess it's maybe just a bad game speed limiter that isn't accurate enough to get exactly 60 FPS (Might just be 59?)

Based on the behavior of the game, I got the impression that the game does this in 30fps. Because with gaps and duplication on my monitor displayed all games with 30fps (tibetian wars\ra3\Lotro TBOME1\2).

And in addition, I feel this game shouldn't consume so much CPU with a decent Ryzen 5700G :
Am I missing anything here? Any suggestions ?

These old games all busy spin, so it's nothing unusual. A lot of old games have patches to fix that, some games can be fixed by cnc-ddraw as well (only games that "Flip")

Update: I've tried on another device (Intel 13900HK with Iris Xe iGPU), and the problem remains.

It probably happens for everyone on every hardware. I guess it's maybe just a bad game speed limiter that isn't accurate enough to get exactly 60 FPS (Might just be 59?)

tks ur cncddraw let many player ra2 work good, i know a thing about up's question when ur pc's Registry 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs have a key named "ddraw.dll" the ddraw.dll in ur game directory will not work, so game go on 10~20fps
if u del the 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs\ddraw.dll , game will 60FPS with ur ddrawl Please be informed that

Hi RA2-CLUB, thanks for your reply, but see my regedit below:

In my setup, I don't have a directory in regedit ( use "wine regedit" from the cmdline ) named as KnownDLLs at all.
Secondly, to check FPS on my ubuntu 22.04 X11 machine with Ryzen5700G (AMD graphics), I simply run this command:
GALLIUM_HUD="simple,fps" wine Ra2.exe

See TOP-LEFT of the screenshot below:

And this always shows around 60FPS ( sometimes it varies between 59.9 to 60.1, which is quite normal due to VSYNC I think )
And since others also noted, I just can't understand why it is so smooth when game speed is 6 ( sadly non-playable, because objects enemies move really fast, you die very quickly )
As I explained earlier, the only playable speed is 5, and this issue happens with speed=5. It would be great to get some more verification from someone else using ubuntu 22.04 though.

And since others also noted, I just can't understand why it is so smooth when game speed is 6 ( sadly non-playable, because objects enemies move really fast, you die very quickly )
As I explained earlier, the only playable speed is 5, and this issue happens with speed=5. It would be great to get some more verification from someone else using ubuntu 22.04 though.

This is exactly what I wanted to say, we cannot explain why it only happens for speed=5 or lower but scrolling at speed=6 is extremely smooth.

@MDX-Tom ALL your HW that you tried is INTEL based, and I am AMD based, but we experience same issue, am I understanding correctly?
What about your OS/Distro ?

Oh, I have also tested on AMD 7840HS, the problem remains the same :(
All my tests are run on Windows 10/11 natively (no VM)

And in addition, I feel this game shouldn't consume so much CPU with a decent Ryzen 5700G :
Am I missing anything here? Any suggestions ?

These old games all busy spin, so it's nothing unusual. A lot of old games have patches to fix that, some games can be fixed by cnc-ddraw as well (only games that "Flip")

Update: I've tried on another device (Intel 13900HK with Iris Xe iGPU), and the problem remains.

It probably happens for everyone on every hardware. I guess it's maybe just a bad game speed limiter that isn't accurate enough to get exactly 60 FPS (Might just be 59?)

tks ur cncddraw let many player ra2 work good, i know a thing about up's question when ur pc's Registry 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs have a key named "ddraw.dll" the ddraw.dll in ur game directory will not work, so game go on 10~20fps
if u del the 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs\ddraw.dll , game will 60FPS with ur ddrawl Please be informed that

This is a known problem, there are some chinese anti-virus tools that add this registry key. I forgot which ones it were, maybe the 360* ones? If this registry key exists then the game will not use cnc-ddraw at all, that's why the game is not running well

And in addition, I feel this game shouldn't consume so much CPU with a decent Ryzen 5700G :
Am I missing anything here? Any suggestions ?

These old games all busy spin, so it's nothing unusual. A lot of old games have patches to fix that, some games can be fixed by cnc-ddraw as well (only games that "Flip")

Update: I've tried on another device (Intel 13900HK with Iris Xe iGPU), and the problem remains.

It probably happens for everyone on every hardware. I guess it's maybe just a bad game speed limiter that isn't accurate enough to get exactly 60 FPS (Might just be 59?)

tks ur cncddraw let many player ra2 work good, i know a thing about up's question when ur pc's Registry 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs have a key named "ddraw.dll" the ddraw.dll in ur game directory will not work, so game go on 10~20fps
if u del the 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs\ddraw.dll , game will 60FPS with ur ddrawl Please be informed that

Hi RA2-CLUB, thanks for your reply, but see my regedit below:

In my setup, I don't have a directory in regedit ( use "wine regedit" from the cmdline ) named as KnownDLLs at all.
Secondly, to check FPS on my ubuntu 22.04 X11 machine with Ryzen5700G (AMD graphics), I simply run this command:
GALLIUM_HUD="simple,fps" wine Ra2.exe

See TOP-LEFT of the screenshot below:

And this always shows around 60FPS ( sometimes it varies between 59.9 to 60.1, which is quite normal due to VSYNC I think )
And since others also noted, I just can't understand why it is so smooth when game speed is 6 ( sadly non-playable, because objects enemies move really fast, you die very quickly )
As I explained earlier, the only playable speed is 5, and this issue happens with speed=5. It would be great to get some more verification from someone else using ubuntu 22.04 though.

FPS is looking good and it's working correctly (cnc-ddraw handles that) - Game speed limiter is the problem here, main loop probably repeats only 59 times a second. Skipping one game tick per second may be the reason for the odd scroll.
Dividing 1000 by 60 results in either 16 or 17 ms (depending on the rounding) which results in either 59 ticks or 62 ticks per seconds, so that's probably where the problem is coming from.

@FunkyFr3sh this doesn't explain the smoothness when game speed is 6.
Have you tried to play it to see ?

@FunkyFr3sh this doesn't explain the smoothness when game speed is 6.
Have you tried to play it to see ?

I don't have the game installed right now, so I can't test. But I have been patching C&C games for over 10 years. It was also me who made the scroll speed limiter patch for Red Alert 1 and Tiberian Sun btw (If you download the community patched versions you'll get them).
In the older games the scroll/input fuctions where called from the busy spin loop, this is the reason why the scroll was smooth on every game speed, however, the side-effect was that the scroll was way too fast on a fast computer and too slow on a slow computer. I've not been working on red alert 2, but on all games that came out before that one, but it's fully understandable they did some changes to that logic and solved the inconsistent scroll.
The thread they'Re using for the mosue cursor also does the 1000/60 thing and is similar inaccurate so I'm assuming it's the same issue here.
Game speed 6 was unlimited, wasn't it? So that should mean that the game loop repeats like 500+ times a second on modern hardware which of course results a in smooth scroll as well (you would even get a smooth scroll on 144hz monitor like this)

@FunkyFr3sh yes, game speed=6 is almost like unlimited. Everything is too fast. Thats why it is unplayable.
So please tell me, should we look at some portion of the codebase ( fps_limiter.c or render_ogl.c ?? ) and try to build it by ourselves to check if it is possible to make a custom cnc-ddraw.ddl that can fix the issue only for RedAlert2 ?
Or how we can help you to find the reason ? Should we provide game files/instructions on how to run it?
What is stopping us to fix this?

As i said before, you cannot fix this from within cnc-ddraw, I'm 99% sure about that. I'm only keeping the issue here open because of the remaining 1% (I'm not giving the 100% until actually checked with a disassembler)
You need to patch the game to fix the game speed limiter. cnc-ddraw does not limit the game speed in cnc games (they're not using "flip")

@FunkyFr3sh  OK so we have to wait for you to install the game, and try to see what is happening with a disassembler ?

@FunkyFr3sh OK so we have to wait for you to install the game, and try to see what is happening with a disassembler ?

Well, I retired from patching C&C games years ago. So I'm not planning to write any game patches for them anymore. And since I'm 99% sure this is unfixable from within cnc-ddraw the chances you'll find a solution for the problem here on this repo are very low.
Best thing that could happen is that someone with reverse engineering experience is showing up here and it willing to write a patch for it.

And in addition, I feel this game shouldn't consume so much CPU with a decent Ryzen 5700G :
Am I missing anything here? Any suggestions ?

These old games all busy spin, so it's nothing unusual. A lot of old games have patches to fix that, some games can be fixed by cnc-ddraw as well (only games that "Flip")

Update: I've tried on another device (Intel 13900HK with Iris Xe iGPU), and the problem remains.

It probably happens for everyone on every hardware. I guess it's maybe just a bad game speed limiter that isn't accurate enough to get exactly 60 FPS (Might just be 59?)

tks ur cncddraw let many player ra2 work good, i know a thing about up's question when ur pc's Registry 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs have a key named "ddraw.dll" the ddraw.dll in ur game directory will not work, so game go on 10~20fps
if u del the 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs\ddraw.dll , game will 60FPS with ur ddrawl Please be informed that

Hi RA2-CLUB, thanks for your reply, but see my regedit below:

In my setup, I don't have a directory in regedit ( use "wine regedit" from the cmdline ) named as KnownDLLs at all.
Secondly, to check FPS on my ubuntu 22.04 X11 machine with Ryzen5700G (AMD graphics), I simply run this command:
GALLIUM_HUD="simple,fps" wine Ra2.exe

See TOP-LEFT of the screenshot below:

And this always shows around 60FPS ( sometimes it varies between 59.9 to 60.1, which is quite normal due to VSYNC I think )
And since others also noted, I just can't understand why it is so smooth when game speed is 6 ( sadly non-playable, because objects enemies move really fast, you die very quickly )
As I explained earlier, the only playable speed is 5, and this issue happens with speed=5. It would be great to get some more verification from someone else using ubuntu 22.04 though.

FPS is looking good and it's working correctly (cnc-ddraw handles that) - Game speed limiter is the problem here, main loop probably repeats only 59 times a second. Skipping one game tick per second may be the reason for the odd scroll.
Dividing 1000 by 60 results in either 16 or 17 ms (depending on the rounding) which results in either 59 ticks or 62 ticks per seconds, so that's probably where the problem is coming from.

I have solved many of these problems for china ra2/yr  player with win10\win11 os.
I don't know how this（KnownDLLs\ddraw.dll） came about， 99% PC dont have it  ， ddraw.dll  work very good in ra2 directory.
1% pc have  KnownDLLs\ddraw.dll in  Registry，the 1% pc 's game is very low fps， the ddraw.dll in game directory  is invalid
if u del the 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs\ddraw.dll
the 1% pc  will 60fps ,  ddraw.ll will work very well too.
can u fix it?  Remote del \Session Manager\KnownDLLs\ddraw.dll is very troublesome every time。tks

And in addition, I feel this game shouldn't consume so much CPU with a decent Ryzen 5700G :
Am I missing anything here? Any suggestions ?

These old games all busy spin, so it's nothing unusual. A lot of old games have patches to fix that, some games can be fixed by cnc-ddraw as well (only games that "Flip")

Update: I've tried on another device (Intel 13900HK with Iris Xe iGPU), and the problem remains.

It probably happens for everyone on every hardware. I guess it's maybe just a bad game speed limiter that isn't accurate enough to get exactly 60 FPS (Might just be 59?)

tks ur cncddraw let many player ra2 work good, i know a thing about up's question when ur pc's Registry 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs have a key named "ddraw.dll" the ddraw.dll in ur game directory will not work, so game go on 10~20fps
if u del the 计算机\HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\KnownDLLs\ddraw.dll , game will 60FPS with ur ddrawl Please be informed that

Hi RA2-CLUB, thanks for your reply, but see my regedit below:

In my setup, I don't have a directory in regedit ( use "wine regedit" from the cmdline ) named as KnownDLLs at all.
Secondly, to check FPS on my ubuntu 22.04 X11 machine with Ryzen5700G (AMD graphics), I simply run this command:
GALLIUM_HUD="simple,fps" wine Ra2.exe

See TOP-LEFT of the screenshot below:

And this always shows around 60FPS ( sometimes it varies between 59.9 to 60.1, which is quite normal due to VSYNC I think )
And since others also noted, I just can't understand why it is so smooth when game speed is 6 ( sadly non-playable, because objects enemies move really fast, you die very quickly )
As I explained earlier, the only playable speed is 5, and this issue happens with speed=5. It would be great to get some more verification from someone else using ubuntu 22.04 though.

FPS is looking good and it's working correctly (cnc-ddraw handles that) - Game speed limiter is the problem here, main loop probably repeats only 59 times a second. Skipping one game tick per second may be the reason for the odd scroll.
Dividing 1000 by 60 results in either 16 or 17 ms (depending on the rounding) which results in either 59 ticks or 62 ticks per seconds, so that's probably where the problem is coming from.

@RA2-CLUB So problem is "360 antivirus" or "Qihoo 360" - It does add this registry key and I cannot solve it. You just have to tell them to use a different antivirus software

问题是“360 防病毒软件”或“奇虎 360” - 它确实添加了此注册表项，我无法解决它。您只需要告诉他们使用不同的防病毒软件

Thank you for your message

Well, I retired from patching C&C games years ago. So I'm not planning to write any game patches for them anymore. And since I'm 99% sure this is unfixable from within cnc-ddraw the chances you'll find a solution for the problem here on this repo are very low.
Best thing that could happen is that someone with reverse engineering experience is showing up here and is willing to write a patch for it.

Understood.
btw. Indeed I am from China, but I never use trash antivirus software like 360 haha :) and I don't have such registry keys.

Indeed I personally have seen numerous comments about 360 blocking "dll hijacking" or something which prevented cnc-ddraw to get loaded normally.
And for the scrolling, RA2 is not the same as older titles. From my own tests, the scrolling is limited in singleplayer modes (campaign and skirmish), and is not in multiplayer modes(LAN, and maybe WOL, which I cannot assure for I did not test it). So when you play campaign or skirmish you may feel stuttered, but if you try to play in LAN, the lightning-fast scrolling comes again.
Here is a deeper note. I have done some incomplete disassembly analysis and found the game treats scrolling differently by game modes. The picture below shows the checks in YR(gamemd.exe).

Take game speed 4 as an example. If limited, the scrolling speed will be the same as game speed, and the limiter there is not quite accurate, which causes the loop limited to 32ms, approximately 31 times per second. If not limited, scrolling is not limited, and that limiter only limits game speed, around 33ms, approximately 30 times per second. I have no idea about the reason they did such though.
Despite it is not fully clear, one can try to disable the checks and let the singleplayer mode use the multiplayer's limiter, thus getting lightning-fast scrolling back to singleplayer. And in order to do that, another check is needed to be disabled too:

@universal963  thank you so much for looking into it.
Here is my directory content in my wine-redalert2 :

Here, you can see that during running RedAlert2, most CPU consuming executable is game.exe:
https://github.com/FunkyFr3sh/cnc-ddraw/issues/263#issuecomment-1939781527
So I shared those binaries (Ra2.exe, gamemd.exe and game.exe) here:
ra2-orig.zip
I don't have abilities to read / understand/ edit windows assembly, could you please help us to edit those binaries so that everybody can benefit from your amazing effort?


Allow Formatted Text

Is your feature request related to a problem? Please describe.
When creating task, it will look unformatted when showing plain text to users.
Describe the solution you'd like
Allow formatted text to be passed and return formatted text on get task.

this needs more clarification. do you mean allowing HTML?

@ofuochi, yes please. We will want to format the task contents very well so user can be able to understand what they've been told to do.


Bug 1997787: Rename DoNotEvictPodsWithPVC->EvictPodsWithPVC

In https://github.com/openshift/cluster-kube-descheduler-operator/pull/168 we added default behavior to the operator to ignore pods with PVCs (the upstream default is to evict pods with PVCs, but we had a specific bug to ignore them).
Therefore, adding a profile to ignore pods with PVCs was redundant and unclear in context of the existing default behavior of the operator. Before we release DoNotEvictPodsWithPVC in 4.9, this changes it to EvictPodsWithPVC which allows PVC pods to be evicted.

/bugzilla refresh

/lgtm


Tag to name tests

Do tests in OVMS pass with those changes or require update?

OVMS tests pass. Some minor changes in pb txt files for demos.


Arquillian libraries are showing as compile scope in 0.0.3

The 0.0.3 release accidentally brought in arquillian dependencies at compile scope, instead of test scope.

Fixed issue for 0.1.0.


Add Carthage support for macOS

In this PR:

New framework target: DateTools macOS: embed the same files with the same config as the iOS target
Renaming DateTools target to DateTools iOS (the framework output is still DateTools)

Adding this target allow Carthage to build a macOS framework for DateTools as well as iOS :)

Thank you!


Bluetooth: Audio: Shell: Replace ctx_shell with logging

Replace uses of ctx_shell with logging.
The ctx_shell is mostly (always?) used in callbacks,
where spending time to print directly may affect the behavior
of the stack, and should be avoided.
Logging has other advantages, such as following the order
of operations when also logging things from the stack.

Closing this PR as this needs a better solution. Enhancement issue: https://github.com/zephyrproject-rtos/zephyr/issues/70945


$translate.isReady() is never true

I would like to use the isReady method to check the status of the translation but It's always "false"
$translate.onReady().then(function() {
    console.log($translate.isReady()); // returns false but should return true
});

The method "isReady()" returns the variable $isReady, which will never be set to true.

Oops.. will be fixed!


Frontend: Move form data bindings from components to pinia store

Rationale
Currently, the form input data bindings are stored inside RequestDialog.vue component and passed to the child components (multiple levels below) via props.
This approach is fine for very simple cases but can become quite tedious to maintain when more complex logic is being added to the app.
Another reason why this is hard to maintain is that on top of writing logic for passing the props (bindings) between the components we also need to write a lot of repeatable code which handles the event emitting.
Event emitting is the Vue approach for ensuring two-way data bindings (updates in parent component is propagated to child component and vice versa).
By using this approach, the code for the more complex vue components like RequestDialog, RequestTargetInputs & RequestSourceInputs became hard to understand & test.
In order to stop further polluting the code & make our life easier when we start writing the tests for these 3 complex Vue components, we need to move all the form data bindings from the components to the pinia store.
This will improve several things:

Global bindings (easily accessible) across the whole codebase (opens the door for scaling with new features)
Remove/extract the logic for initializing/resetting/updating of the form data bindings from the components
Remove event emitting boilerplate code for keeping the bindings in sync (two-way data binding) from the components
Easily testable components & store object

Acceptance Criteria

[ ] All form data bindings are extracted to a store object
[ ] All getters (derived from this data) are included in the store object and used inside the components
[ ] All methods for updating (initialize/reset/etc.) the form data are included in the store object

Closing in favor of #1325


Revert the code of using eval to evaluate test result

What changes were proposed in this pull request?
Using eval in checkEvaluation will make all test cases fallback actually, since it is not a standard method in Gluten.

@zzcclp, I am removing the code where expr eval is wrongly used (makes the tests fall back for a test suite). There are some CH test failures reported by CI (they actually fall back without this patch). Could you please help fix them?

@loneylee please help to check CH CI failures, thanks.

@PHILO-HE
update ClickHouseTestSettings
  enableSuite[GlutenDateExpressionsSuite]
    .include(
      // "Quarter", // ch backend not support cast 'yyyy-MM-dd HH:mm:ss' as date32
      "date_add",
      "date_sub",
      "datediff"
    )

@loneylee, there are still two test failures in CH. Should I exclude these two tests also? Thanks!
- RLIKE Regular Expression *** FAILED ***
- SPLIT *** FAILED ***

@loneylee, there are still two test failures in CH. Should I exclude these two tests also? Thanks!

RLIKE Regular Expression *** FAILED *** - SPLIT *** FAILED ***

Exclude please, i will be fix later


Mac OS X Installation

Hi, dear all!
Is it possible to obtain fenics on OS X via anaconda?
when I've tried to do so the following error was obtained (and there is no conda package for dolfin on OS X)
Error: Could not find some dependencies for fenics: dolfin ==1.5.0

Hi @earendilllock, unfortunately there are some issues preventing FEniCS to be compiled on OS X, namely these ones: https://github.com/Juanlu001/fenics-recipes/labels/osx If you would like to help with testing that would be appreciated! I'm leaving this one as a meta-issue.

I'm trying to build dolfin from https://bitbucket.org/fenics-project/dolfin.git and (if it would be succesfull) the conda package i hope would be possible to create.
(And I will be very pleased to help, but I do not know how =) cause I'm not a pro)

No need of having a meta-issue actually, I'm closing this.


Reactor debug option for large state Maps

Perhaps this use case is too niche to make it into the lib, but I wanted to raise the issue for discussion either way.
Using Reactor({ debug: true }); is great, but i've found that constantly evaluating state to JS can cause perf issues if state gets too big. For instance, if I have a Map with size roughly equal to 10K in state then the console debugging starts causing noticeable perf slowdown (on my system). However the debug feature is excellent, and turning it off means losing some valuable information.
Would it be reasonable to implement a second debug mode for the reactor where it would simply print actions as they are dispatched but not evaluate state to JS?

good idea!
I will add expanded debug options in 1.2

Cool, thanks @jordangarcia :+1:


Add migration for G4 expiry

We need audit events for each time a framework expired. G4 is the only framework without an event so this migration can be used to add it to an environment.

Good stuff - :+1:  with or without the user name change.

@TheDoubleK I've made that change, can you see any problems with using that string for the user name?

Not that I can think of at all - why does it worry you?
Upgrade and downgrade both tested locally - :+1:

Just it having a space in it, combined with my limited experience with Postgres :)


Completed Task 755 : Design System > Elements > Checkbox: Few enhancements

Description

Added new property 'type' for checkbox with 2 options 'Square' & 'Circular'
Depending on the 'type' & 'state' the appearance of checkbox changes

ScreenShot

Checklist:

[x] My code follows the style guidelines of this project
[x] I have performed a self-review of my own code
[x] I have commented my code, particularly in hard-to-understand areas
[x] I have made corresponding changes to the documentation
[x] My changes generate no new warnings
[x] I have added tests that prove my fix is effective or that my feature works
[x] New and existing unit tests pass locally with my changes

New PR created https://github.com/Wai-Technologies/raaghu-react/pull/800
so close this pr


How to do migration with SQLite.swift? Would you please provide some demo projects or documents?

How to do migration with SQLite.swift?
Would you please provide some demo projects or documents?
Thanks~

@Johnny-Li Take a look at this: https://github.com/garriguv/SQLiteMigrationManager.swift.  It looks pretty comprehensive!
We'll add a link to it...


Kubernetes repo access issue -20.12

I'm on 20.12 version, when I tried reinstalling the controller, I'm having issue getting the K8S packages, also going to the URL dont see any binaries there..

TASK [machine_setup/os_setup : install base OS rpm packages] *****************************************************************************************************************************************************
task path: /home/ravi/openness-experience-kits/roles/machine_setup/os_setup/tasks/install_base_os_packages.yml:27
Error occurred. Will retry after 5 seconds. You can find details below:
Failure talking to yum: failure: repodata/repomd.xml from kubernetes: [Errno 256] No more mirrors to try.
https://packages.cloud.google.com/yum/repos/kubernetes-el7-x86_64/repodata/repomd.xml: [Errno -1] repomd.xml signature could not be verified for kubernetes
Retrying task - attempt 2 of 10
Error occurred. Will retry after 5 seconds. You can find details below:
Failure talking to yum: failure: repodata/repomd.xml from kubernetes: [Errno 256] No more mirrors to try.
https://packages.cloud.google.com/yum/repos/kubernetes-el7-x86_64/repodata/repomd.xml: [Errno -1] repomd.xml signature could not be verified for kubernetes

Seems to be the same issue #107 that is observable on 21.03 release

This has been fixed on OpenNESS 21.03 tag openness-21.03.01.
@ravicorning Are you okay to close?

Sure Amr, thanks.


feat: Noble USDC

Description
Canonical USDC went live this morning via the Noble blockchain. This PR aims to add this asset as nUSDC.

Checklist

Adding Assets

If adding a new asset, please ensure the following:

[x] Asset is registered to the Cosmos Chain Registry.

[x] Add asset to bottom of zone_assets.json.
Note:

The IBC channel referenced in path must be registered to the Chain Registry.
osmosis_main defaults to false (or else cite the listing rule that justifies enlisting to the Main app)

On-chain liquidity
If adding a new asset, please provide the plan for on-chain liquidity of the asset: (choose one)

[ ] The submitting team will ensure a pool will be created soon. Please hold off until further communication, which will notify of the Pool ID. (Please set the PR's status to Draft until the pool has been created)

OR

[x] A preview link is requested for the submitting team to be able to create a pool using the Osmosis Frontend.

OR

[ ] The token is, or will be, going through a StreamSwap stream; thus, the token should be listed without requiring on-chain liquidity. A Pool ID will be provided in this PR following the stream's completion once the team has had a chance to create a pool using the earned funds.

Validation Testing
If adding or updating a chain or asset, the changes must be validated from the updated build of the Osmosis Frontend. Testers will need a small amount of tokens to validate.

[ ] Validaters can buy a small amount of this asset from Pool ID: {PROVIDE POOL ID}.
[ ] Preview build has been validated.

Here is a preview frontend. Please let me know the pool id so I can validate.

FYI added it via this PR https://github.com/osmosis-labs/assetlists/pull/688, and we will ultimately close this PR once all is completed

added now


Improve message about addons for skuba cluster upgrade plan

Why is this PR needed?
If addons are already at the latest version available (and match the
addon version for the next cluster version to be upgraded), make
explicit to the user that there is no need to run skuba addon upgrade apply after the platform has been upgraded.
Fixes https://github.com/SUSE/avant-garde/issues/1083
Output:
With addon upgrades available:
~ > skuba cluster upgrade plan
** This is an UNTAGGED version and NOT intended for production usage. **
Current Kubernetes cluster version: 1.15.2
Latest Kubernetes version: 1.16.2

Upgrade path to update from 1.15.2 to 1.16.2:
 - 1.15.2 -> 1.16.2

After you have completed the platform upgrade, there are new addon versions available:

Addon upgrades from 1.15.2 to 1.16.2:
  - kured: 1.2.0-rev4 -> 1.2.0-rev4 (manifest version from 0 to 1)

Please, run `skuba addon upgrade apply` in order to upgrade addons.

Without addon upgrades available:
~ > skuba cluster upgrade plan
** This is an UNTAGGED version and NOT intended for production usage. **
Current Kubernetes cluster version: 1.15.2
Latest Kubernetes version: 1.16.2

Upgrade path to update from 1.15.2 to 1.16.2:
 - 1.15.2 -> 1.16.2

Addons for next cluster version 1.16.2 are already up to date.

There is no need to run `skuba addon upgrade apply` after you have completed the platform upgrade.

Merge restrictions
(Please do not edit this)
We are in v4-maintenance phase, so we will restrict what can be merged to prevent unexpected surprises:
What can be merged (merge criteria):
    2 approvals:
        1 developer: code is fine
        1 QA: QA is fine
    there is a PR for updating documentation (or a statement that this is not needed)

Tests are not passing, will fix.

LGTM, only one thing missing. you still need to update at least this in the e2e test:

/ci/infra/testrunner/tests/test_skuba_addon_upgrade.py@master#L53

doesnt that means that our tests are not really testing the proper thing? That test (test_addon_upgrade_plan) should fail but its still passing....

doesnt that means that our tests are not really testing the proper thing? That test (test_addon_upgrade_plan) should fail but its still passing....

it still uses the old codebase, so i suspect it will fail once this PR is merged. it's a nightly job, and doesnt run the patches from this PR

it still uses the old codebase, so i suspect it will fail once this PR is merged. it's a nightly job, and doesnt run the patches from this PR

@MaximilianMeister Isnt this using the checked out code from this PR?: https://ci.suse.de/blue/organizations/jenkins/caasp-jobs%2Fcaasp-v4-test/detail/PR-859/3/pipeline

@MaximilianMeister Isnt this using the checked out code from this PR?: https://ci.suse.de/blue/organizations/jenkins/caasp-jobs%2Fcaasp-v4-test/detail/PR-859/3/pipeline

@Itxaka yes it uses this code from the PR, but the e2e test is not run. if the e2e would be run with this patch as well, it would fail.

@MaximilianMeister I feel like Im missing something because on the linked jenkins job I can see the test running:
tests/test_skuba_addon_upgrade.py::test_addon_upgrade_plan ● entering setup_ssh

I feel like Im missing something because on the linked jenkins job I can see the test running:

wow, good point. i didnt know that we run the e2e tests on PR's, but then why was the output like this?
Congratulations! Addons for 1.16.2 are already at the latest version available

I feel like Im missing something because on the linked jenkins job I can see the test running:

wow, good point. i didnt know that we run the e2e tests on PR's, but then why was the output like this?
Congratulations! Addons for 1.16.2 are already at the latest version available

Because, this output when run skuba addon upgrade [plan|apply], but this PR address on command skuba cluster upgrade plan :)

Because, this output when run skuba addon upgrade [plan|apply], but this PR address on command skuba cluster upgrade plan :)

:D thanks for the hint. but then why is only the addon upgrade e2e test run?
also then this test has to be updated https://github.com/SUSE/skuba/blob/master/ci/infra/testrunner/tests/test_skuba_upgrade.py#L76

@MaximilianMeister question, does the test need really to be adapted? Using findall will work anyway, because that text is still present, no? We are just printing more text.

@MaximilianMeister question, does the test need really to be adapted? Using findall will work anyway, because that text is still present, no? We are just printing more text.

right, i confused the 2 outputs a bit. I guess it should be fine :+1:


⚠ SkipTheCommericals has degraded performance

In 6c6814c, SkipTheCommericals ($STC) experienced degraded performance:

HTTP code: 200
Response time: 1567 ms

Resolved: SkipTheCommericals performance has improved in 86f8c04.


Homebrew

Would it be possible to get this into Homebrew?

I'd love to see sslfie in Homebrew. I wrote it from scratch on OS X. Most of the webdevs who'd find it useful are probably running OS X.
It looks like Homebrew frowns on self-submitted formulas, so I'm probably not the best person to undertake this task. I'll gladly provide assistance to anyone who wants to try.
On the releases page, I've added a tarball (created with make dist), which is probably the starting point for any Homebrew formula. The steps to install from the tarball should be as simple as make then make PREFIX=/usr install.


Decision Tree - Iris data classification.ipynb

Can you help with a Decision Tree as asked bellow?
https://stackoverflow.com/questions/47203550/tensorflow-print-decision-tree

Hi, could you explain more in detail what you are trying to accomplish?

Hi,
I practiced a bit of Tensorflow with your example Iris data classification.ipynb.
I want  to print with Tensorflow hierarchically Decision Tree similar to sklearn.tree.export_graphviz.
There is an workint example with sklearn at https://chrisalbon.com/machine-learning/visualize_a_decision_tree.html
By getting the tree one can visualize the entire prediction and understand it better.
Can you add to your Ttensorflow Iris ipynb example the tree visualizing ?


Firefox -> iOS OWR call initiation fails

Initiating calls from Firefox 37 to iOS OWR fails with entirely blank video (using matrix dev webclient and dev iOS console on iPhone 6+ and 5S), possibly due to some kind of VP8/H.264 negotiation mismatch?

Updated to tip of develop branch. Removed Pods and Podfile.lock. Ran pod install. Opened workspace, cleaned and built. Ran on 6+. Tested between Firefox 38 and iOS.
I did manage to get Firefox -> iOS to work one time but otherwise it would fail. It seems to be related to ICE. Sometimes Firefox would choose a mobile data IP on the phone side and claim that ICE had succeeded for that candidate but then no data would get through. I disabled mobile data temporarily to see if that helped and the next run was the one time that it worked.
However, on subsequent runs of initiating from Firefox with mobile data disabled, ICE would fail. I need to investigate the candidates being sent around to see what is going on. I can reproduce at least.

With the same TURN servers as are used in Matrix, this works fine between Firefox 38 and NativeDemo on iOS.

I think there is a difference in how we have the our TURN server configured. We currently enforce TCP, don't think matrix.org does that.

yup, synapse's default coturn setup listens for turn on udp & tcp & tls. in practice I believe we see udp turn as very common (for NATs which don't allow inbound udp flows), plus it doesn't suffer from TCP windowing and congestion control latency problems, hence allowing it.

@stefanalund - perhaps I wasn't clear. I used our demo page with the matrix turn servers and our NativeDemo iOS app and the matrix turn servers and everything worked fine. There is something wrong in either the matrix web client or the iOS matrix console / owr SDK client.
As I was testing on a LAN, the turn servers shouldn't be needed at all but I wanted to replicate the setup.

@ara4n please correct me if I'm wrong, but I think you need a user specific password to access the Matrix TURN server. Could be that the server was not used in this test.

I pulled out the user and pass from the Matrix web client.

I think the next step is to compare the SDPs and candidates between demo.openwebrtc.io in FF -> NativeDemo and matrix.org beta web client in FF -> matrixConsole and play spot the difference. :)


Update SEP-31 to be able to use Circle to generate the transaction memos

A complementary part of Circle Payment Detection
GanttStart: 2022-04-27
GanttDue: 2022-04-29

Cc @reecexlm


List device posture rules

Current Terraform and Cloudflare provider version
1.6.2
Description
It would be great to have a data source to list device posture rules (or get a specific posture rule based on name) to use as an input rather than need to retrieve that value manually. This is especially important when there are implicit device posture rules created (such as serial number) as part of a teams list that is created.
It seems that this is available in the API now but I didn't see in upstream go code.
https://developers.cloudflare.com/api/operations/device-posture-rules-list-device-posture-rules
Use cases

Get a device posture rule based on a given/known name
List device posture rules as a set and return ids

Potential Terraform configuration
data "cloudflare_device_posture_rule" "example" {
   account_id = {account_id}
   name = var.name
}

data "cloudflare_device_posture_rules" "example" {
   account_id = {account_id}
}
# returns list of objects with attributes

References
None that I see so far.

Update: It looks like a list id = device posture id which helps, but would still be nice to have this as a data source in the future :)

awesome, @jacobbednarz and @broswen 🎉


Can you add Chinese option to the side bar please?

Can You explain the issue a bit? And if possible please add a screenchot of the location you are mentioning.
The APIs only provide information in English. only the titles are availablein Japanese not Chinese.

I'll read the API documentation and see if I find anything regarding the
language preference and let you know.
On Thu, Sep 28, 2023, 1:24 PM Robert Jarrett @.***>
wrote:

Something like this
[image: Screenshot_2023-09-28-11-56-32-756-edit_com.android.chrome.jpg]
https://user-images.githubusercontent.com/68559185/271366934-aa26d7be-4c5d-41a0-bff2-c671778fbbdd.jpg
—
Reply to this email directly, view it on GitHub
https://github.com/Manj0tBenipal/kaido/issues/6#issuecomment-1739733585,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AZYCZPFWJ3BLFRHXXV2GGZDX4WXEXANCNFSM6AAAAAA5LGT7OQ
.
You are receiving this because you commented.Message ID:
@.***>

Sorry to disappoint you but there is no API endpoint for retrieving anime based on language. Moreover, different APIs are used for displaying anime and watching episodes. There is a possibility of conflict between these APIs. To explain it, one of the APIs might give a result for DUB anime but the DUB version of that anime may not be available in the API used for playing episodes.
But hey I can certainly add  seasons.


helm.rule.save and helm.rule.del issues

When trying to save a rule, the results are URL encoded, and make the saved result unreadable. When trying to delete it, it generate a cmd helm.rule.del not supported error.

Fixed. Two file changed:
https://github.com/tony-yuan/HELM2WebService/blob/master/src/main/java/org/helm/rest/AjaxTool.java
https://github.com/tony-yuan/HELM2WebService/blob/master/src/main/java/org/helm/rest/Database.java

Unable to run the service due to changes to how monomers.txt and rules.txt are handled.

@TianhongZhang Sorry.  Your changes are recovered now.

I was able to save a new rule and delete an existing rule now, but the content saved is still URL encoded, which makes it hard to read and the script invalid. See rule 5 in the screenshot below. Also, I provided category in the form, but its value is not saved.

Fixed.  Changes in file: https://github.com/tony-yuan/HELM2WebService/blob/master/src/main/java/org/helm/rest/AjaxTool.java

Category and Description are provided in the form, but not saved to the database.

Fixed in 2016-10-21 update

Tianhong to check.

confirm fixed.


transpose and zip should use max rather than min length?

Related #48. This would be a breaking change, though, presumably.

The "losing data" feature is documented in https://observablehq.com/d/06cacb8a32da04c7; I don't see a practical use for it (if we want to eliminate nulls then an explicit filter or slice would be better).

Yep, let’s be conservative and not change behavior unless we feel strongly about it.


A line per person - Who is in Melbourne

For Question: Who is in Melbourne
Change from
There are 12 people in Melbourne:
Anthony Nguyen | William Liebenberg | Chris Clement | Harry Phan
To
There are 12 people in Melbourne:

Anthony Nguyen
William Liebenberg
Chris Clement
Harry Phan

PS: If only 1 result then show a card

 1. Type "Who works in Melbourne?"


Display all steam games, instead only my library

Version of the program 0.6
When I launch SAM.exe, instead of (as before) displaying my library, it starts gathering 30k games from all of Steam. Also, when launching any game, it throws an error starting that very game.
Errors.log:
SAM 2024-06-30 03:55:01,973 FATAL App [1] - Dispatcher unhandled exception occurred. Object reference not set to an instance of an object.
System.NullReferenceException: Object reference not set to an instance of an object.
   at Wpf.Ui.Controls.AutoSuggestBox.GetStringFromObj(Object obj)
   at Wpf.Ui.Controls.AutoSuggestBox.<>c__DisplayClass81_0.<DefaultFiltering>b__0(Object item)
   at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
   at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
   at Wpf.Ui.Controls.AutoSuggestBox.DefaultFiltering(String text)
   at Wpf.Ui.Controls.AutoSuggestBox.OnTextChanged(AutoSuggestionBoxTextChangeReason reason, String text)
   at Wpf.Ui.Controls.AutoSuggestBox.TextBoxOnTextChanged(Object sender, TextChangedEventArgs e)
   at System.Windows.Controls.TextChangedEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
   at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
   at System.Windows.Controls.Primitives.TextBoxBase.OnTextChanged(TextChangedEventArgs e)
   at Wpf.Ui.Controls.TextBox.OnTextChanged(TextChangedEventArgs e)
   at System.Windows.Controls.Primitives.TextBoxBase.OnTextContainerChanged(Object sender, TextContainerChangedEventArgs e)
   at System.Windows.Controls.TextBox.OnTextContainerChanged(Object sender, TextContainerChangedEventArgs e)
   at System.Windows.Documents.TextContainerChangedEventHandler.Invoke(Object sender, TextContainerChangedEventArgs e)
   at System.Windows.Documents.TextContainer.EndChange(Boolean skipEvents)
   at System.Windows.Documents.TextContainer.System.Windows.Documents.ITextContainer.EndChange(Boolean skipEvents)
   at System.Windows.Documents.TextRangeBase.EndChange(ITextRange thisRange, Boolean disableScroll, Boolean skipEvents)
   at System.Windows.Documents.TextRange.System.Windows.Documents.ITextRange.EndChange(Boolean disableScroll, Boolean skipEvents)
   at System.Windows.Documents.TextRange.ChangeBlock.System.IDisposable.Dispose()
   at System.Windows.Documents.TextEditorTyping.DoTextInput(TextEditor This, String textData, Boolean isInsertKeyToggled, Boolean acceptControlCharacters)
   at System.Windows.Documents.TextEditorTyping.TextInputItem.Do()
   at System.Windows.Documents.TextEditorTyping.ScheduleInput(TextEditor This, InputItem item)
   at System.Windows.Documents.TextEditorTyping.OnTextInput(Object sender, TextCompositionEventArgs e)
   at System.Windows.Controls.Primitives.TextBoxBase.OnTextInput(TextCompositionEventArgs e)
   at System.Windows.UIElement.OnTextInputThunk(Object sender, TextCompositionEventArgs e)
   at System.Windows.Input.TextCompositionEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
   at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
   at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
   at System.Windows.Input.InputManager.ProcessStagingArea()
   at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
   at System.Windows.Input.TextCompositionManager.UnsafeCompleteComposition(TextComposition composition)
   at System.Windows.Input.TextCompositionManager.PostProcessInput(Object sender, ProcessInputEventArgs e)
   at System.Windows.Input.InputManager.RaiseProcessInputEventHandlers(Tuple`2 postProcessInput, ProcessInputEventArgs processInputEventArgs)
   at System.Windows.Input.InputManager.ProcessStagingArea()
   at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
   at System.Windows.Input.TextCompositionManager.UnsafeStartComposition(TextComposition composition)
   at System.Windows.Input.TextCompositionManager.PostProcessInput(Object sender, ProcessInputEventArgs e)
   at System.Windows.Input.InputManager.RaiseProcessInputEventHandlers(Tuple`2 postProcessInput, ProcessInputEventArgs processInputEventArgs)
   at System.Windows.Input.InputManager.ProcessStagingArea()
   at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
   at System.Windows.Interop.HwndKeyboardInputProvider.ProcessTextInputAction(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   at System.Windows.Interop.HwndSource.OnPreprocessMessage(Object param)
   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
SAM 2024-06-30 14:13:27,742 ERROR SAM.Core.SteamClientManager [1] - An error occurred attempting to initialize the Steam client with app ID '2845220'. Failed to connect to global user
SAM.API.ClientInitializeException: Failed to connect to global user
   at SAM.API.Client.Initialize(UInt32 appId) in D:\a\SteamAchievementManager\SteamAchievementManager\src\SAM.API\Client.cs:line 48
   at SAM.Core.SteamClientManager.Init(UInt32 appId) in D:\a\SteamAchievementManager\SteamAchievementManager\src\SAM.Core\API\Steam\SteamClientManager.cs:line 81
SAM 2024-06-30 14:13:28,077 ERROR App [1] - An error occurred on application startup. An error occurred attempting to initialize the Steam client with app ID '2845220'. Failed to connect to global user
SAM.Core.SAMInitializationException: An error occurred attempting to initialize the Steam client with app ID '2845220'. Failed to connect to global user
 ---> SAM.API.ClientInitializeException: Failed to connect to global user
   at SAM.API.Client.Initialize(UInt32 appId) in D:\a\SteamAchievementManager\SteamAchievementManager\src\SAM.API\Client.cs:line 48
   at SAM.Core.SteamClientManager.Init(UInt32 appId) in D:\a\SteamAchievementManager\SteamAchievementManager\src\SAM.Core\API\Steam\SteamClientManager.cs:line 81
   --- End of inner exception stack trace ---
   at SAM.Core.SteamClientManager.Init(UInt32 appId) in D:\a\SteamAchievementManager\SteamAchievementManager\src\SAM.Core\API\Steam\SteamClientManager.cs:line 93
   at SAM.App.HandleOptions(SAMOptions options) in D:\a\SteamAchievementManager\SteamAchievementManager\src\SAM\App.xaml.cs:line 98
   at SAM.App.OnStartup(StartupEventArgs args) in D:\a\SteamAchievementManager\SteamAchievementManager\src\SAM\App.xaml.cs:line 60

The application is located on a different drive from Steam at D:\SAM\

My Steam library contains only 232 games, while in the first 10 seconds SAM loads more than 5k games.

That's really weird. Which version is that? The most recent release or pre-release?

Can you try putting it on the C:\ drive? I wonder if it's Windows Defender blocking it when it's on a different drive or something. I have Defender exceptions for pretty much everything so that it doesn't get in my way or I'd try it myself.

That's really weird. Which version is that? The most recent release or pre-release?

0.6 release, not 0.7 pre

Can you try putting it on the C:\ drive? I wonder if it's Windows Defender blocking it when it's on a different drive or something. I have Defender exceptions for pretty much everything so that it doesn't get in my way or I'd try it myself.

As you asked, I moved SAM to drive C, and placed it next to Steam. The result is the same. I think you should try reinstalling Steam.

Хорошо, после переустановки Steam библиотека начала работать исправно.
Скорее всего это из за устанавливаемого мной ранее на Steam koaloader через koalagedon.
Теперь всё работает исправно.

Oh, yeah that would 100% be why. I was trying to think about how those Steam client functions could be returning the wrong info.
Anything that writes the Steam process' memory could cause problems since SAM, and managed code in general, relies on P/Invokes to access the structs, functions, etc. in unmanaged assemblies (steamclient.dll). How they're stored in memory (the order, size, types, etc.) all have to match (e.g. ISteamApps008).
Anyways, glad you figured it out. Appreciate the follow-up. ✌


Make HNSW algorithm parameters configurable with ChromaDocumentStore.

Is your feature request related to a problem? Please describe.
I've run into a situation where ChromaEmbeddingRetriever.run returned good results when top_k = 20 but returned embeddings that didn't make sense when setting top_k = 19. The problem comes from the HNSW algorithm and the default parameters used by ChromaDB.
The issue was reported in chromadb:

https://github.com/chroma-core/chroma/issues/1205
https://github.com/chroma-core/chroma/issues/860#issuecomment-1646959763

These discussions suggest tuning HNSW parameters when creating the chromadb collection. Increasing the parameter search_ef to 100 solved the issue for me.
Those parameters are currently not documented in chomadb's documentation but they can be set like this:
        collection = client.create_collection(
            name=collection_name,
            metadata={
              "hnsw:search_ef": 10,
              "hnsw:construction_ef": 100,
              "hnsw:M": 16,
            }
        )

The values above are the default values used by chromadb with which I observed the issue. Increasing search_ef to 100 solved it with only a small increase in the average query time (2.06e-07 seconds ± 7.60e-09 vs 1.82e-07 seconds ± 1.31e-07)
These parameters are described here and here is an article that describe the algorithm and the parameters in more details.
Currently, it's not possible to set these parameters with ChromaDocumentStore.
Describe the solution you'd like
Add the HNSW parameters search_ef, construction_ef and M to ChromaDocumentStore.
Describe alternatives you've considered
None
Additional context
None

Sure, I'm working on it.


Catch System.import()

Hi! I'm trying to import a dynamic module with Sytem.import and it works nicely, but when I'm passing a wrong path it does not trigger catch.
Code example:
System.import(`locales/${lang}/translation.json`)
	.then(data => {
		console.log(data);
	})
	.catch(err => {
		console.error(err); // this line is never executed
	});

Am I doing something wrong?
Thanks.

I think I've fixed this problem using try catch statements wrapping System.import, but is not posible do it with System.import().catch()?


-include parameter does not seem to work

I am using -include as command line parameter to get some type definitions that are presupposed by a header file that I need to parse and analyse. This works fine when I call clang directly from the command shell, but seems to fail  when I call parseTranslationUnit2() via CLangSharp.
I have attached a little demo application where datatypes.h has the typedef u8 which is implicitly required from DataDictionary.h, the file that should be analysed. In the example all u8 based type declarations are resolved to int, so I suppose that the -include command line option is somehow not working.
Any ideas about this?
ConsoleApp1.zip

Could you try to repro with the latest sources? I just did a fairly large rewrite of the code and it may work as expected with the latest sources.

Thanks for your reply tannergooding. By now I have cloned the latest source from here, I have removed the nuget dependency, and have instead referenced the ClangSharp source code projects.
The results are still identical. Do you think you can help any further?

Sorry for the late response, I missed your last reply.
clang.parseTranslationUnit2 takes command line arguments for clang (https://clang.llvm.org/docs/ClangCommandLineReference.html). clang expects you to use -I<dir>, --include-direction <arg>, or --include-directory=<arg>


New general classes needed under GO:0043190 ! ATP-binding cassette (ABC) transporter complex

Defining ATP-binding cassette (ABC) transporter complex
def: "A complex for the transport of metabolites into and out of the cell, typically comprised of four domains; two membrane-associated domains and two ATP-binding domains at the intracellular face of the membrane, that form a central pore through the plasma membrane. Each of the four core domains may be encoded as a separate polypeptide or the domains can be fused in any one of a number of ways into multidomain polypeptides. In Bacteria and Archaebacteria, ABC transporters also include substrate binding proteins to bind substrate external to the cytoplasm and deliver it to the transporter."
intersection_of: GO:0043234 ! protein complex
intersection_of: part_of GO:0005886 ! plasma membrane
intersection_of: capable_of GO:0042626 ! ATPase activity, coupled to transmembrane movement of substances

(XP def recently added by me)
BUT - what this formal definition lacks is any reference to the protein familiy that defines ATP-binding cassette transporters.  See:
http://en.wikipedia.org/wiki/ATP-binding_cassette_transporter
"Proteins are classified as ABC transporters based on the sequence and organization of their ATP-binding cassette (ABC) domain(s)"
Can/should we be adding differentia that reference the protein families that components belong to?
intersection_of: has_part ??? ! ABC cassete domain protein # Not sure where this comes from.
In this case, that seems the honest thing to do.
OTOH, I've always thought GO's role was to provide a level of abstraction above the level of sequence similarity.  Shouldn't we at least have a general class something like this:
name: ATPase transmembrane transporter complex
intersection_of: GO:0043234 ! protein complex
intersection_of: part_of GO:0005886 ! plasma membrane
intersection_of: capable_of GO:0042626 ! ATPase activity, coupled to transmembrane movement of substances
ATP-binding cassette (ABC) transporter complex
intersection_of: GO:0043234 ! protein complex
intersection_of: has_part ??? ! ABC cassete domain protein
intersection_of: part_of GO:0005886 ! plasma membrane
intersection_of: capable_of GO:0042626 ! ATPase activity, coupled to transmembrane movement of substances
Any comments?

Defining SubClasses of "ATP-binding cassette (ABC) transporter complex"

At least some of the subclasses of ATP-binding cassette (ABC) transporter complex specify a very specific composition:
name: enzyme IIA-maltose transporter complex (GO:1990154)
def: "A protein complex consisting of the pentameric maltose transporter complex bound to two enzyme IIA (EIIA) molecules. EIIA is a component of the glucose-specific phosphotransferase system that inhibits maltose transport from the periplasm to the cytoplasm. When EIIA-bound, the maltose transporter remains in the open, inward-facing conformation, which prevents binding of maltose-loaded maltose binding protein (MBP) to the transporter."
Is it really sustainable in the long-term to have such specific complex terms?  It strikes me that they are without end.  Would they ultimately be better be handled as annotations? (there was some talk of annotating complexes at the recent meeting).
Most of the subclasses have definitions with a complicated list of differentia including what is transported, what type of membrane it is transported across and in some cases include taxon constraints (e.g. "in gram negative bacteria). Components are not always specified, but even when they are not, they are sometimes implied by the name.  e.g.
id: GO:1990193
name: BtuCD complex
namespace: cellular_component
def: "Protein complex involved in cobalamin (vitamin B12) transport through the plasma membrane. In E. coli, the complex is a tetramer and consists of the cytoplasmic ATPase BtuD homodimer together with the transmembrane BtuC homodimer." [GOC:bhm, PMID:22569249]
(Note - the components seem to be specified in this def in order to give an example rather than as differentia).
In the absence of ways to capture all these differentia, it is much safer to just add necessary conditions for class membership rather than specifying overly broad necessary and sufficient conditions for class membership.  This is what I've done for these terms so far, giving autoclassification:
http://viewvc.geneontology.org/viewvc/GO-SVN/trunk/ontology/editors/gene_ontology_xp_write.obo?r1=12428&r2=12430
(see attached screencap)
Note that the I've deleted a couple of cases of overly broad XPs:
id: GO:1990193 ! BtuCD complex
intersection_of: GO:0043234 ! protein complex
intersection_of: capable_of_part_of GO:0015889 ! cobalamin transport
id: GO:1990060 ! maltose transport complex
intersection_of: GO:0043234 ! protein complex
intersection_of: capable_of_part_of GO:0015768 ! maltose transport
All of this leads me to some of very general points:

I think we need some general guidance on adding XPs that urges caution, encouraging editors to simple add relationships rather than intersections unless they're really confident they can capture a complete set of necessary and sufficient conditions.
Should we start capturing design patterns that editors can refer to with the aim of getting consistency in autoclassification?  Is so, we need to discuss where and how.  It might be useful to have a way to attach patterns to key classes that are used for grouping via some specific pattern.
Should we have a policy of adding general classes for protein complexes that do not reference specific components in order to give users useful intermediate level classifications.  e.g. in this case, we could have a set of classes defined by only:

location of complex (e.g. plasma membrane)
what is transported (e.g. maltose)
mechanism of transport (e.g. ATPase dependent)
Comments Please.
Reported by: dosumis
Original Ticket: geneontology/ontology-requests/10443

Basic issues fixed.  General issues mentioned are part of long-term ongoing discussion of how to model protein complexes in the GO.


[Bug]: guess_success for github resolver should consider more context in issue resolution

Is there an existing issue for the same bug?

[X] I have checked the existing issues.

Describe the bug and reproduction steps
Within the github resolver, there is a guess_success function for issue resolution: https://github.com/All-Hands-AI/OpenHands/blob/ebb2d86ce30155f0455b7d9d4b86a56effb687c5/openhands/resolver/issue_definitions.py#L251-L289
This guess success function is currently too conservative -- it often guess that the resolution was unsuccessful when it was actually successful. Here is one instance:
Additional details about the failure:
Based on the provided information, I cannot definitively confirm that the issue has been resolved. While the AI agent claims "All done!", there is insufficient evidence to verify that: ...

The root cause of this problem is that the guess_success function is not considering enough context when making the decision about whether the issue resolution was successful.
My suggestion would be that we add the content of the actual patch that was generated as input to the guess_success function, which will help provide more information about the work that was actually done while resolving the PR.
OpenHands Installation
Docker command in README
OpenHands Version
No response
Operating System
None
Logs, Errors, Screenshots, and Additional Context
No response

OpenHands started fixing the issue! You can monitor the progress here.

An attempt was made to automatically fix this issue, but it was unsuccessful. A branch named 'openhands-fix-issue-5888' has been created with the attempted changes. You can view the branch here. Manual intervention may be required.
Additional details about the failure:
Based on the provided information, I cannot definitively confirm that the issue has been resolved. While the AI agent mentions updating the prompt template and adding tests, there is no actual evidence provided of:

The specific changes made to the guess_success function
The actual patch content that was generated
The test results or test cases that were added
Any concrete examples showing the improved behavior

The agent's last message only states what they intended to do, but doesn't provide proof that these changes were actually implemented and working as expected. The original issue was about the guess_success function being too conservative in its assessment, and we need to see the actual implementation changes and test results to verify this has been fixed.
To consider this resolved, we would need to see:

The updated code for the guess_success function
Examples of the function working correctly with patch content
Test cases verifying the improved behavior
Evidence that the function is now less conservative in its success assessment while maintaining accuracy

Duplicate or related: https://github.com/All-Hands-AI/OpenHands/issues/5502

Closing as duplicate of https://github.com/All-Hands-AI/OpenHands/issues/5502


#397: Allow keywords to be used as external parameter names

Fixes #397.

👍

[Current coverage][cc-pull] is 90.29%

Merging [#398][cc-pull] into [master][cc-base-branch] will not change coverage

@@             master       #398   diff @@
==========================================
  Files            60         60
  Lines          2256       2256
  Methods           0          0
  Messages          0          0
  Branches        328        328
==========================================
  Hits           2037       2037
  Misses          135        135
  Partials         84         84

[][cc-pull]

Powered by Codecov. Last updated by a37947c
[cc-base-branch]: https://codecov.io/gh/sleekbyte/tailor/branch/master?src=pr
[cc-pull]: https://codecov.io/gh/sleekbyte/tailor/pull/398?src=pr

:+1:


Address sun.security.validator.ValidatorException:

This pull request addresses #845
$ rake test_mysql
Using ActiveRecord::VERSION = 5.1.4
ActiveRecord::JDBCError: java.sql.SQLNonTransientConnectionException:
Could not connect to localhost:3306:
sun.security.validator.ValidatorException: PKIX path building failed:
sun.security.provider.certpath.SunCertPathBuilderException: unable to
find valid certification path to requested target

Refer Using TLS/SSL with MariaDB Connector/J

actually, it is more of an issue of MariaDB not picking up useSSL: false (their alias stopped working)
... and also rake test_mysql using MariaDB's driver since the LOAD_PATH is messed, both of these are expected to be already fixed on support-50-support (which might take a week or so to lend on master)
... the problem with your fix is that you will replace an explicit useServerCertificate: false with true

Thanks for the update. I'm closing this and will wait for support-50-support merged to master
Thank you.


Add TO Go post deliveryservice_user

Rewrites /deliveryservice_user to Go. Closes #3836

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https://builds.apache.org/job/trafficcontrol-PR/1895/
Test PASSed.

API tests are in https://github.com/apache/trafficcontrol/pull/2339

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Test PASSed.

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Test PASSed.

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Test PASSed.

https://github.com/apache/trafficcontrol/pull/4369 replaces this PR

What he said


Feature/add forms

This PR is raised to implement the following tasks:

[x] Create a method called current_user in your ApplicationController to make current user data available to all controllers.

It will return the first user from the database.
Don't worry about proper authentication at this time. You will add it in the upcoming projects.

[x] Create forms to perform the following functions:

Creates a Post on behalf of the current_user (use the method that you created in your ApplicationController).
Create a comment on behalf of the current_user (use the method that you created in your ApplicationController).

[x] Allow Users to add likes to Posts.

Thank you very much @abdulhamiid , you are amazing 🥳


Re-arrange members in SwiftPMBuildSystem by groups

I think this makes it a little easier to understand what SwiftPMBuildSystem stores.

@swift-ci Please test


SFTP Upload Task

I have an SFTP server that I don't have control over and want to do Continuous Deployment to using VSTS.
Until now, I have been connecting to this using WinScp with SFTP which uses port 22.
I have setup a generic service endpoint trying both a service url starting with ftp://... and ftps://.
I have also setup a Release with a single task using the FTP upload task that is in the library.
I keep getting 2016-12-05T16:10:50.4278354Z connecting to: myDomain.net:21 2016-12-05T16:11:00.4328652Z FTP upload failed: Error: Timeout while connecting to server 2016-12-05T16:11:00.4418664Z ##[error]Error: Timeout while connecting to server 2016-12-05T16:11:00.4448663Z disconnected
There doesn't seem to be SFTP support. Is there an existing task or an example of how to create a custom task that would allow SFTP usage?

We have a "Copy Files Over SSH" task that should allow you to upload files over SSH: https://www.visualstudio.com/en-us/docs/build/steps/deploy/copy-files-over-ssh
Thanks,
Madhuri

Thanks this will work. The only problem I had was emptying the directory first. I get an error, but I just unchecked clean and left overwrite on.
2016-12-08T20:29:08.9112515Z Cleaning target folder /home/admin/web/mysite.net/public_html on the remote machine 2016-12-08T20:29:08.9893810Z This account is currently not available. 2016-12-08T20:29:09.0049878Z ##[error]Failed to clean the target folder on the remote machine. Command rm -rf "/home/admin/web/mysite.net/public_html"/* exited with code 1.


Remove historical reference

Multiple Master support in OpenType has been discontinued as of version 1.3 of the specification. The MMSD and MMFX tables that were defined in versions prior to version 1.3 are no longer supported.

As this feature was removed 19 years ago, the reference to it can probably now also be removed.

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

ID: 6a1bda96-a268-b684-6cea-9b0c7be6f24e
Version Independent ID: 36485fec-f05d-3984-6da8-ff2dd2799041
Content: OpenType font file - Typography
Content Source: typographydocs/opentype/spec/otff.md
Product: typography
GitHub Login: @PeterCon
Microsoft Alias: PeterCon

Some background info: MMSD/MMFX were removed in OT 1.3. The text in this page has simply been carried forward ever since. If removed from this page, there would still be references to these tables in the change log (e.g., the removal in 1.3).


DEVX-6545  | [Video] Refactoring

Includes various refactoring to address codebase growth.

Rename FluentAssertions extensions to avoid confusion with .Be() method
Change file structure to a use-case approach (Screaming architecture). Isolating each use case allows us to comply with OCP, and avoid each client (Session, Signaling, etc.) becoming a huge class.
Code cleaning
Refactoring

This PR has been closed, and the content has been merged with another PR.


Support faster send/recv by not notifying the other side

(this is a draft)
Introduce a new send variant called (send_buffered()), which doesn't notify receivers to avoid syscalls/context switches at the cost of increased latency.
sometimes, it's not desirable to incur the potential futex wake syscall cost for each and every message send.
as far as i can tell, there is no way to do like this in the current api:
// sender thread
// some tight looping
loop {
    ...
    let task = ...;
    if !needs_flush {
        sender.send_buffered(Frame::Payload(task)).unwrap();
    } else {
        sender.send(Frame::Flush).unwrap();
    }
}

// receiver thread
loop {
    // receiver.try_recv() and std::thread::sleep() can't be used
    // because we want Flush to be handled immediately.
    while let Ok(msg) = receier.recv_timeout(Duration::from_millis(20)) {
      ...
    }
}

naming
I haven't decided yet.. considering .recv(), {try_,}send_{timeout_,}unnotified()/{try_,}recv_{timeout_,}unnotified() might be better.

Thanks for the PR! I think it's actually less-syscall, not syscall-free, but this could be more efficient when sending multiple messages continuously. However, we would need a clear caveat in the documentation about the footgun: misuse of this will block the receiver forever.
As for the name, I think unnotified is clearer.

@taiki-e really thanks for the initial feedback!

Thanks for the PR! I think it's actually less-syscall, not syscall-free, but this could be more efficient when sending multiple messages continuously.

thanks for understanding of the use case.

However, we would need a clear caveat in the documentation about the footgun: misuse of this will block the receiver forever.

agreed. added doc comments what that in mind.

As for the name, I think unnotified is clearer.

agreed with this too.
so, I've refreshed this pr with full coverage of all send methods for the unnotified variant and finished writing doc comments, also ci should be passing.
i have a few questions:

is it okay to add these bunch of _unnotified methods naively? i mean, as you can see, the diff is already daunting... ;) Or, some other api is desired instead like builder api or a generic one like send_with_options().
recv methods should be added for the unnotified variant as well before this pr can be merged for the sake of completeness?
also what about select!?

lastly, I'm planning to write some unit tests once the direction of this pr is good.
last and not least, really thanks for reviewing this pr. I'll try to be very responsive in coming days. my work is blocked on this and other open prs at crossbeam.. so, I'd like them to be shipped asap... :)

send_silent might be a good name for this.


RunAsPolicy requirement

I ran into an issue deploying the sample application on a cluster secured with Windows Active Directory. It ended up being caused by the RunAsPolicy requiring user to be a member of administrators. In my troubleshooting steps I removed the policy and the traefik dashboard comes up, however, I assume the samples include this for a reason. Can anyone clarify why the need for the administrator RunAsPolicy? Is it required for certain features to work? Trying to see if I need to jump through the hoops of getting our infrastructure team to make changes required to accomplish this. Thanks!

So while the dashboard does display, it does not detect any providers. Not sure if that's because cluster is secured or because I'm not running as admin. Will continue investigating in mean time.

Hi, so I can't remember exactly why the runas policy is defined. I think this may be to allow permissions for Traefik to open and listen on ports 80 and 443.
As a heads up, I think your in fairly uncharted waters deploying onto an AD secured cluster. Last time I reviewed this as part of #7 it looked like a fair amount of work would be needed to get things playing nice.

@lawrencegripper - Thanks for the heads up. I searched, but apparently not good enough. Well that's a bummer =/
Feature set looked great while testing locally on my unsecured cluster on my box.

Out of curiosity, what options are currently supported / working from a secured cluster perspective?

Currently it only supports certificate based auth, you pass in a readonly cert to Traefik which it then uses to talk to the management API.


Error: pod: Command failed with exit code 1

Bug report
Current behavior:

If app name has single quote character (for example "Acme'" , iOS platform cannot be added.

Expected behavior:

iOS platform could be added.
Steps to reproduce:

cordova create Acme com.acme.ltd "Acme'"
cd Acme/
cordova plugin add cordova-plugin-firebasex
cordova platform add ios@latest
Environment information

Cordova CLI version
-9.0.0<EMAIL_ADDRESS>Cordova platform version

cordova-ios 5.0.1

Dev machine OS and version, e.g.

OSX

10.13.6

iOS build issue:

Node JS version

8.11.3

Other information:

Creating Cordova project for the iOS platform:
	Path: platforms/ios
	Package: com.acme.ltd
	Name: Acme'
iOS project created with<EMAIL_ADDRESS>Installing "cordova-plugin-firebasex" for ios
Installing "cordova-plugin-androidx" for ios
Installing "cordova-plugin-androidx-adapter" for ios
Running command: pod install --verbose
Failed to install 'cordova-plugin-firebasex': Error: pod: Command failed with exit code 1
    at ChildProcess.whenDone (/work/App25/Acme/node_modules/cordova-common/src/superspawn.js:135:23)
    at emitTwo (events.js:126:13)
    at ChildProcess.emit (events.js:214:7)
    at maybeClose (internal/child_process.js:925:16)
    at Socket.stream.socket.on (internal/child_process.js:346:11)
    at emitOne (events.js:116:13)
    at Socket.emit (events.js:211:7)
    at Pipe._handle.close [as _onclose] (net.js:557:12)
pod: Command failed with exit code 1

This is caused because Cordova uses the exact project name to create the underlying Xcode project and the apostrophe causes Cocoapods to fail to install the Pods:
cordova platform add android --verbose
...
Running command: pod install --verbose
==== pod install start ====

  Preparing

Analyzing dependencies
[!] The target `Acme'` is declared multiple times for the project `Acme'.xcodeproj`.

/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/lib/cocoapods/installer/analyzer.rb:219:in `validate_podfile!'
/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/lib/cocoapods/installer/analyzer.rb:97:in `analyze'
/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/lib/cocoapods/installer.rb:398:in `analyze'
/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/lib/cocoapods/installer.rb:221:in `block in resolve_dependencies'
/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/lib/cocoapods/user_interface.rb:64:in `section'
/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/lib/cocoapods/installer.rb:220:in `resolve_dependencies'
/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/lib/cocoapods/installer.rb:156:in `install!'
/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/lib/cocoapods/command/install.rb:51:in `run'
/Library/Ruby/Gems/2.3.0/gems/claide-1.0.2/lib/claide/command.rb:334:in `run'
/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/lib/cocoapods/command.rb:52:in `run'
/Library/Ruby/Gems/2.3.0/gems/cocoapods-1.7.2/bin/pod:55:in `<top (required)>'
/usr/local/Cellar/cocoapods/1.5.3/libexec/bin/pod:22:in `load'
/usr/local/Cellar/cocoapods/1.5.3/libexec/bin/pod:22:in `<main>'

Command finished with error code 1: pod install,--verbose
Failed to install 'cordova-plugin-firebasex': Error: pod: Command failed with exit code 1
    at ChildProcess.whenDone (/Users/dave/Documents/projects/@scratch/Acme/node_modules/cordova-common/src/superspawn.js:135:23)
    at ChildProcess.emit (events.js:182:13)
    at maybeClose (internal/child_process.js:962:16)
    at Process.ChildProcess._handle.onexit (internal/child_process.js:251:5)

This will happen if you use an apostrophe in a Cordova project name and install any plugin that uses Cocoapods to install dependencies.
The answer: don't use an apostrophe in your project name.
There's nothing this plugin can do to resolve the issue with Cocoapods so closing this as out of scope.


Events like onNext onBack

Events like onNext onBack  are NOT fired.

Try like this
:on-next="nextClicked"  :on-back="backClicked"

@Keyproco Goodness me, just the thing I was also looking for. Thanks!
@xaksis You might wanna note that in the live demo (fiddle) you've got on your readme, these events are also NOT working due to this same cause.


HDDS-11781. Add last task status information to Recon UI

What changes were proposed in this pull request?
HDDS-11781. Add last task status information to Recon UI.
In the current code, Recon doesn't have a marker to store if the last task run was completed successfully or not.
As a part of this PR we are targeting two main things:

Have a record of the last task status i.e successful or failed
Display that information in the UI

The current code already calls the /task/status API endpoint to fetch the Om sync last updated timestamp. We are adding an extra column to the RECON_TASK_STATUS table to store the last run success, and returning that as a part of the API response to use in the UI.
The last task status stores values as true, false or null where:

true: The last task was completed successfully  -  Display green check in UI
false: The last task failed.                                      -  Display red check in UI
null: The last task didn't take place (first time task run). - Display yellow check in UI

In the UI the following changes are added:

Add a notification style panel to allow showing task status
Tasks can be:

Last task was Successful - Shows a green tick icon
First run didn't happen yet - Shows yellow warning icon
Last task run has failed - Shows a red cross icon

The notification message count is based on the following conditions:

If a failed run is present, that takes precedence over warning and that count will be displayed as a red circle on the status
If only warning run is present, the count of the warning will be shown with a yellow dot
If all tasks successful, no count is displayed

What is the link to the Apache JIRA
https://issues.apache.org/jira/browse/HDDS-11781
How was this patch tested?
Manually

Thanks for adding this @devabhishekpal. IMO we should not expose internal class names so prominently on the UI (or at all) as these have little meaning to end users. It would be more intuitive if each page/section/tile displayed some symbol if there were issues generating that information.


iOS Flushbar does not stay grounded at bottom of screen, even with "FlushbarStyle.GROUNDED". There is blank space where the iOS dismiss bar is located.

iOS Flushbar does not stay grounded at bottom of screen, even with "FlushbarStyle.GROUNDED". There is blank space where the iOS dismiss bar is located. This only happens when I use "containers" as the widget instead of a Text widget.
NOTE: USING VERSION 1.10.11 BECAUSE WE ARE WAITING ON SOME OTHER PACKAGES TO BECOME NULL SAFE BEFORE UPGRADING OUR DART VERSION.

will look at

Here's on more. This one is WAY off. It works perfectly on Android.

Doing some more experimenting. I think what is happening is that the "safe area" (the dismiss bar area) is showing up below the widget as it pops up. I'd rather the widget have the option of grounding into the safe area. I can set the backgroundColor, but it's not great for all of my widgets to have a solid color at the bottom. For now, I'll choose black as the color. But the ideal solution is that FlushbarStyle.GROUNDED attaches the dialog to bottom (or top) of the screen regardless of safe area.

Hello again. Not much response here. But what I ended up doing was making the safe area optional like below (it's what i needed for a clean experience - i'll leave it up to the widget to account for the bottom safe zone):
Material(...
child: widget.flushbarStyle == FlushbarStyle.GROUNDED
? _getFlushbar()
: SafeArea(...)


Re-usable JS artifact that can be used with different variables

Dear all,
This is a question on how to build / compile some Javascript modules into an entrypoint once and then be able to re-use the output in different environments, with potentially different configurations in each one.
A quick search on ways to pass variables into modules produces:

the webpack DefinePlugin
aliasing an environment-specific configuration module to have a fixed name in the Javascript code

However both of the above require that the configurations are known in advance and in order to be changed the whole entrypoint needs to be re-compiled.
Is there a way around this?
I'm wondering whether to look into the direction of DllPlugin and DllReferencePlugin, but I'd like to hear some more input on this in case I'm missing something simpler.
End-goal: I want to end up with a Docker container that houses a compiled version of the app and can be given different variables to run with, but not have to be recompiled.
Thanks in advance!
Yannis

the webpack DefinePlugin

use a runtime variable here instead.

aliasing an environment-specific configuration module to have a fixed name in the Javascript code

use a switch here instead.

Hi @sokra thanks for your reply!
both your suggestions sound like exactly what I need, but
re DefinePlugin: I can't see a runtime option on the DefinePlugin parameters or something similar. How can I achieve a runtime variable?
re aliasing configuration module: that also sounds like what I need but given a compiled JS entrypoint I don't know how to abstract that concept. Are we assuming the use of the DllPlugin?
Maybe I'm missing something obvious so sorry about that!
Yannis

We've chosen to abstract this by a fixed name JS file that gets imported at runtime by HTML, and we can set all our variables in there. Thanks for your help!! Feel free to close the question

We've chosen to abstract this by a fixed name JS file that gets imported at runtime by HTML, and we can set all our variables in there. Thanks for your help!! Feel free to close the question
Yannis

@yannispanousis Could you share an example configuration which solved your problem?
That would be very helpful to implement our delivery pipeline efficiently.


incorrect password message during log-in

i think it'd be nice to add an "incorrect password" message for users who type in the wrong password during log-in

Closed via #185


Ember+ Path with dot in Name

Hi,
can anybody please help me.
I have lots of path which have dot in the label. Is ist possible to mask them or to set the Path with the number string?
I have learnd that I should replace the "/" to "."
V*AP/controller_dsp[1]/system.snmp/parameters/idx_1/config.snmpTrapEnableMask [4<IP_ADDRESS>98.81921.2232]

The value to enter into the Path field is just 4<IP_ADDRESS>98.81921.2232.

Hi,
nice to hear from you.
I have configure a Button

emberplus: SetValueBoolean: Path=4<IP_ADDRESS>98.81921.2232
LOG: Instance/Wrapper/emberplus: Node 4<IP_ADDRESS>98.81921.2232 is not of type BOOLEAN
emberplus: SetValueInteger: Path=4<IP_ADDRESS>98.81921.2232
LOG: Instance/Wrapper/emberplus: Node 4<IP_ADDRESS>98.81921.2232 is not of type INTEGER
emberplus: SetValueReal: Path=4<IP_ADDRESS>98.81921.2232
LOG: Instance/Wrapper/emberplus: Node 4<IP_ADDRESS>98.81921.2232 is not of type REAL
emberplus:** SetValueString: Path=4<IP_ADDRESS>98.81921.2232
LOG: Instance/Wrapper/emberplus: Node 4<IP_ADDRESS>98.81921.2232 is not of type STRING
Here is the Screenshot from Companion-LOG:

Here is a Screenshot from EmberViewer v<IP_ADDRESS>

I hope you can see what I do wrong.

Can you try by setting an ENUM instead?

Closing as stale. Reopen if still an issue. Should work with ENUM as per prior comment.


feat(queries): add new aws iam privilege escalation queries

Closes #
Proposed Changes

Added several new KICS queries for AWS IAM privilege escalation

I submit this contribution under the Apache-2.0 license.

Hi @gafnit-lightspin,
Thank you for the great contributions!
We did a review of the list of proposed queries and since the comments are the same for all the queries, we summarize them here:

Category and Severity are adequate. The list of queries belongs to the context of IAM privilege escalation, which fits inside the Access Control category. As for the Severity, regardless of their different type in the likelihood of exploitation, the outcome will be the same, privilege escalation.
The Descriptions can be improved to also consider why such permission creates a security issue and that (in this case) it can lead to a privilege escalation. The reference [1] can help better understand and define a more suited approach.
The Descriptions URL should point to the respective affected endpoints (the affected policy).

[1] AWS IAM Privilege Escalation – Methods and Mitigation


Limited to fetching url of the website.

First of all brilliant work. I really found my starting point on this repo, I need to extend the functionality to support other item-types/intent-types in my share extension. any idea how to go about it? because I got your demo working in a heartbeat but then I saw that the type 'public.url' is hard coded in the native side of the iOS. And I don't have much knowledge on Android about this.
I am trying to get json data out of the webpage after being processed by my custom javascript file, as we do in iOS for safari share extension. please help me on this and I am also ready to contribute my time in developing this repo.
Waiting for your response.. :)

Hey, @alinz please look into this...

Similarly, I am trying to use the share extension to access the DOM of the webpage. Is there anyway you could extend the extractDataFromContext Obj C method to inject a predefined javascript and/or return the browser's window object? This would be a huge help, otherwise there is not much I can do with just the url!

@blovato I don't know whether it's possible. As Share Extension implies, it needs to read data only, even if I do that, it might be rejected by apple. Have you seen any other extension that does that?

It is possible to inject JS into action and share extensions that are used on webpages. There is a description here at the title 'Accessing a Webpage'
and an example implementation here

I'd love to contribute, but I just spent 6 hours learning Objective C, and I don't know how much help I'd be. Let me know if I could do anything though :)

Hello everyone, Thanks for your participation in the thread. Actually tou can check this extension out that I have already made in native iOS and it's live on Apple AppStore.
ReadBoard
https://appsto.re/in/a3KRfb.i
And there is absolutly no reason to worry about appStore rejection for you, as you are making existing functionality of the native platform available in the react counterpart, anyway currently I ended up using the same native extension. Later we will develop on react native when it's supported propperly.
Thanks for your response.

@bhaumikdesai91 do you mind sharing your code for this? I am trying to get a sense of how to do a similar implementation as ReadBoard. Except grabbing pages that have a lot of user configurations like selectables and form fields. thanks

@bhaumikdesai91, as @blovato mentioned, if you create a simple one, I might add that into share extension. The only issue is I have to come up with a feature parity for android as well.


Websocket client: Missing proxy support

The websocket client does not work behind a HTTP proxy. In a company network where all internet access needs to go through a HTTP proxy, the websocket client tries to resolve the IP address of the websocket URL and fails.
Is there any support for HTTP proxies in ws4py ?
Are there any solutions for this issue (other websocket libraries that support HTTP proxies) ?

I have found out just now as well that ws4py does not support proxies. This post is for me a verification of that.
I foudn that the python package websocket-client does provide proxy support and I verified this using the following code
import websocket

ws = websocket.WebSocket()
ws.connect = ('wss://blabla.com', http_proxy_host='ip', http_proxy_port='8080')

See also here: https://github.com/websocket-client/websocket-client#http-proxy

I created a patch with the help of pysocks which support http/socks5/socks5 proxies: https://gist.github.com/hoozecn/6640b705ba709ee28382a9fee784ff26, wish it helps.
Appreciate if someone could create a pr that will make the ws4py support proxy natively

This is still a nice to have feature. It will be really helpful.