Fixing Several Links

https://github.com/MicrosoftDocs/office-docs-powershell/issues/5609

Docs Build status updates of commit 7b459be:
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sharepoint/sharepoint-ps/sharepoint-online/Remove-SPODataConnectionSetting.md
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For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
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One thing to note about this one
The cmdlets Get -SPODataConnectionSetting, Set -SPODataConnectionSetting, New -SPODataConnectionSetting and Remove -SPODataConnectionSetting belong to SP Server but all but one, are in the sharepoint-online folder in the repo
And also they have this notice inside of them:

This cmdlet applies to an on-premises environment only.
You cannot use this command in the SharePoint Online Management Shell.”

The related links fix should be considered a temporary fix until the root issue (cmdlets moved to correct folder) is fixed. Already reported to @kenwith
Thanks

Docs Build status updates of commit 873a07a:
:clock10: Full build: the average full build time is 18 min(s) 8 sec(s), this is based on the last 1000 build(s) for this repository.

Docs Build status updates of commit 873a07a:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

sharepoint/sharepoint-ps/sharepoint-online/Remove-SPODataConnectionSetting.md
:white_check_mark:Succeeded
View (sharepoint-ps)

For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching in the Docs contributor and Admin GuideSee the frequently asked questionsPost your question in the Docs support channel

One thing to note about this one
The cmdlets Get -SPODataConnectionSetting, Set -SPODataConnectionSetting, New -SPODataConnectionSetting and Remove -SPODataConnectionSetting belong to SP Server but all but one, are in the sharepoint-online folder in the repo
And also they have this notice inside of them:

This cmdlet applies to an on-premises environment only.
You cannot use this command in the SharePoint Online Management Shell.”

The related links fix should be considered a temporary fix until the root issue (cmdlets moved to correct folder) is fixed. Already reported to @kenwith
Thanks

Nice, hope it´s fixed soon. All of them are in SPO with the exception of Get... Awesome!


Lowercase bug fixed

getseckeys and getsecnkeys were buggy, did not work properly for
non-lowercase section names. Bug fixed.

Thanks for the fix,
Can you add an unit test to underline the bug ?

I modified a test case: 5fd018bfcbc88e3038c4db023f37eeb3cb27b9d9
If you have an ini with non-lowercase section names, e.g. Sec, it will appear as sec in the dictionary. getsecnkeys should work fine if we call it as it is given in the ini, but it does not return correct value without my fix.

Great :+1:


Documentation - why is street not output as one of the properties

In your first example in the Readme.md file, the GeoJSON output has two properties: name, and category.  Why is Street' not also a property?
love your work.

Thanks for the report. Obviously I'm very late in getting around to fixing this, but it was just a typo in the README. It's fixed now. Thanks again.


Create graphql decorator

Example:
@enroute.graphql("/graphql")
async def graphql_handler(self, request: Request) -> Response:
    ...

Closing this issue as it is closely related to #149


IHUB-541: Random library impl

There are some structural issues, such as how we'll have a variety of UUID mechanisms, and not all of them involve randomization, so we'd probably want a separate UUID library, but the bigger issue you can check out by writing a datasonnet program to generate two random things using the same function call one after another--say, two UUIDs--and then checking to see if they're different


Remove and replace QueryableOrderedSet

Our current implementation of the ComponentSet is built upon the class QueryableOrderedSet, which in turn extends OrderedSet, which is built on top of a SplayTreeSet.
The choice of the container structure used throughout the game engine is obviously a very important one. Such choice should first and foremost be based on the efficiency consideration, as well the set of features that various implementations support. Thus, I'd like to compare the current implementation versus a more simple one based on a plain list of Components.

The most common pattern of access to the components is iteration: we iterate through all of the components at least twice every tick: once for the update()s, and then once again for render()ing. It is dead simple to iterate through a plain list. Though one can argue that SplayTreeSet also provides a suitable iterator, so this is simple too. Still, in terms of the number of CPU instructions, iterating over a list is ought to be simpler than iterating over a tree, so it's probably a small win for the List approach.

The second most common pattern of access is an iteration in reverse order, which we perform for every pointer event. Many games rely on drag events to control the main character (for example via joystick), and these events fire every game tick. Thus, on every game tick, we need to iterate through the game components in reverse order. Once again, iterating in reverse over a list is very simple. For the current QueryableOrderedSet, it's not: in order to iterate over the tree backwards, we convert it to a list and then reverse that list. Needless to say, serializing the entire game tree into a list on every game tick is rather expensive and should be avoided. Thus, a clear win for the List approach.

Extendability. If QueryableOrderedSet was implemented in-house, it would be easy to extend it with new functionality. For example, it would be possible to add functionality to modify the set while iterating over it; or to replace an existing element with a new one. It is very challenging to do the same with the existing implementation since many of its internal functions are private and thus cannot be overridden. Again, this is a win for the List approach.

But what about ordering components by their priority? Well, first I'd like to point out that the majority of games do not bother with setting priorities for the components. At most, they are interested in adding new elements on top of existing ones or move one of the existing elements on top of the others. Both of these operations are trivial to implement with a simple List. If a game needs to add new components at runtime somewhere in the middle of the other components, then the sanest approach would be to manually introduce several distinct layers within the game and then add new components to the appropriate layer. If, for whatever reason, this approach cannot be followed, and the user wants to add a component with a non-zero priority inside a list of other components -- then yes, the SplayTree approach would be more efficient here. When adding multiple such components at once, the List approach would simply add these components at the end and then sort the list. The SplayTree approach in this case serializes everything into a list and then re-creates the tree from the list. Thus, in this case, both approaches are roughly equivalent. Overall, SplayTree probably wins this round, albeit with a very minor advantage.

What about the "Queryable" part? Clearly, we can implement the equivalent functionality for the List approach -- we just need to keep a map of sublists corresponding to each query. In fact, we could improve upon at least one aspect of the current mechanism: there should be no need to "register" the types of queries beforehand. Making the same improvement within the QueryableOrderedSet is hard because it's a third-party code and we cannot override private methods there. So, again a small win for the List approach.

By the same argument, fixing bugs within third-party QueryableOrderedSet is difficult. For example, currently the query<T> subsets are not ordered: i.e. their order does not correspond to the order of the elements in the overall ordered set. This is not documented anywhere, and may not be expected, so a potential bug. Another problem is that rebalanceWhere() will create duplicate elements within the queries. It's unclear how severe this problem is since the method is probably rarely used -- but still, we'd have a much better chance to fix issues like this if we had an in-house implementation of the QueryableOrderedSet. Thus, once again, a modest win for the List approach.

Overall, I feel like this is a clear win for the List approach here.

And more
slowly:
for (var item in list) {
...
}

quickly:
final length = list.length;
for (var i = 0; i < length; i++) {
...
}

Ordering and priority is a big deal in my opinion, this is a feature that has been requested and improved throughout Flame history. So losing this is a no go for me.
I feel that the major argument here is that it is hard to improve this because ordered set is a third party package. Which isn't entirely true, we maintain that package ourselves, it is just in a separated package because organizational wise, it makes sense.
Ordered set provides many features that helps the flame code base, specially the query ones, so I don't think we should stop using it, but rather improve it if there are any bug or improvements to be made there.

Yeah, it's defitenily not a third-party! we wrote it :) I agree with erick, seems most concerns are related to that which is not true.
For the missing things on ordered set, we can def improve it!

reverse iterator
we should add support for that, it should be fairly simple to impl

there should be no need to "register" the types of queries beforehand
I don't see how that could be accomplished w/o paying a performance hit on the first usage

query subsets are not ordered
that was never a concern for me, but we can implement that if desired. I wonder if it would add any extra cost though, if most cases we don't care when we do might be cheaper to just sort the sublist

@QiXi I didn't understand your comment

Closing this as we want to keep the ordered set, please any issues of improvements that can be done on ordered set, open issues or even PRs on its repository.
Thanks!

@QiXi I didn't understand your comment

If you want to switch to List and want to measure performance, keep in mind that using Iterable is slower than index access.
or for example using .forEach () is not good either. Game engines are not a place where performance issues can be neglected.

IMHO: the final word for the choice of the architectural approach to be behind the performance tests

Ordering and priority is a big deal, in my opinion, this is a feature that has been requested and improved throughout Flame history. So losing this is a no-go for me.

I'm not suggesting losing these properties. After all, a List is perfectly ordered. And we will keep the priorities as well: inserting an element into a sorted list is a fairly quick operation. The question here is the relative frequency of various operations. How often do we need to add new components to the game? Well, maybe there are many enemies that constantly appear, plus some special effects going on -- still, even if we add things 6 times per second, that operation will occur only once every 10 ticks.
Ok, but when we do add new components: which approach will be faster? This will depend on where you add those components. If they are added at the end, using the default priority level, then using a list will be faster than using a SplayTree. After all, a SplayTree is highly volatile and rebalances itself on every operation (in fact, SplayTree is the worst implementation of a BST for our use case: a RedBlackTree, or an AvlTree would have been much better). The advantage of the tree approach only appears when you add a component in the middle of the existing component list, and when that list is fairly large.
I would argue that such use cases are very rare, and perhaps even indicative of bad design. We have moved away from the general paradigm of "add all your components as children of the BaseGame object". Now we prefer for the components to be organized into a component tree by their logic: a background layer, a foreground layer, a layer for enemies, etc. With this design, each component's children list is fairly small, and the priorities within that list are fairly uniform.
Basically, what we have right now is a tree of components, but every component carries a mini-tree inside to organize its children, and this tree-of-trees structure seems overly complicated and unnecessary to me.
Of course, these considerations are somewhat theoretical. It would be more helpful to talk about a specific game example -- @erickzanardo could you suggest an example of a game where you believe it would be beneficial to have the component set as a tree?

Yeah, it's defitenily not a third-party! we wrote it :)

Did not know that! My Android Studio shows it as third-party, so I assumed it was.

Of course, these considerations are somewhat theoretical. It would be more helpful to talk about a specific game example -- @erickzanardo could you suggest an example of a game where you believe it would be beneficial to have the component set as a tree?

I must confess that I don't enough knowledge of tree algorithms to think on an example. But I think this isn't the point.
The point here is that we want to keep using the ordered set, which by my understanding can have different algorithm providing its features under the hood, be it a tree or not. Ideally ordered set could maybe provide some options of implements so the user could choose the one that fits better?
Anyhow, if there is a different set algorithm that will bring significant perfomance to flame, I am totally on boarding on adding it to ordered_set and use it on flame!
But this discussion should probably be on a different place than this issue

@erickzanardo If I understand you correctly, you're not opposed to the idea per se, as long as the set of features doesn't diminish, and performance doesn't degrade, and there are at least some clear wins with the new approach?
Also, what do you think would be a better venue for having this discussion?

@st-pasha the only think I was against, was to stop using ordered_set and placing a simple list instead 😉
We probably could use github discussions for discussing this other ideas.


Simple Chinese, thank you very much.

Excuse me, Master duel supports simplified Chinese. When will ygo master be available, thank you very much.

It should work. Change the language to chinese in game on both steam and YgoMaster. If it still doesn't work then do the following https://github.com/pixeltris/YgoMaster/blob/master/Docs/FileLoadError.md#2-language-setting-missmatch

After using your two methods, I found that they did not solve the problem.
Firstly, the problem still occurs when selecting Simplified Chinese; When I use English, it will open smoothly. There is no Simplified Chinese（简体中文） option in Ygo master. After experiments, I guess Ygo master has not updated its support for simplified Chinese.
Secondly, I found that there will be file updates when changing the language, which may be helpful to solve the problem. Whenever I change the language and return to the game, Master Duel will download the updated 1.60Mb files. From the file time, I can see that these files are located in "LocalData/xxxxxxxx (related to the user's id)/0000".
Last but not least, if you need, I am willing to help you solve this problem.
I would appreciate it if you could solve it in the follow-up update. Thank you for bringing us happiness.

Fully read that link I gave you. You probably have multiple folders inside of LocalData and some aren't updated. Delete the ones which aren't updated or update them.

I used your method again, but it still doesn't help. Today, I purposely deleted and re-downloaded only one account, and "Localdata" only has one folder. 1.41 has just updated Simplified Chinese, which is not available in previous versions.

I see. It probably needs to be added here. In the short term if you copy the SaveData folder as mention in the previous link it should work even without the language being in the list.
https://github.com/pixeltris/YgoMaster/blob/2fbbd3a70074d65ccb570be7989ef709944c4196/YgoMasterServer/Acts/Act_SystemAccount.cs#L98-L107

Thank you for taking the time to solve my problem. It would be better if I could describe it more easily.

It is already described in the original link I posted. It seems as though copying the LocalSave steam ID folder is now required as you can no longer get to the settings menu to change the language manually via YgoMaster.
So to change language you must:

Set the desired language via steam and go to the home screen in-game
Copy LocalSave/XXXXXXX where XXXXXXX is your steam ID to LocalSave/00000000
Open YgoMaster

The Master Duel downloaded from steam only has two languages, English or Japanese, and there is no way to download the simplified Chinese, Korean, French and other languages directly.
After repeated tests, the "LocalSave" method in Simplified Chinese still doesn't work, but I tested the Korean method (supported by Ygo Master).
For example, to change Korean: ① I need to open the Master Duel (English) just downloaded, and then open the Ygo master. ② At this time, Master Duel and Ygo Master are both in English. I first change the Korean language of Master Duel, and then manually select the Korean language of Yog Master. ③ When you re-enter Master Duel, there will be a small update of about 1.6mb. ④ After this small update of Master Duel, you can re-enter Yog and run normally.
So at present, only Yog can manually change simplified Chinese, can it be used normally.

Set the language to chinese in the master duel settings menu while running the game from steam
Go to the home screen in-game to download the chinese files
Copy LocalSave/XXXXXXX where XXXXXXX is your steam ID to LocalSave/00000000
Open YgoMaster

That is all you need to do. You might also need to grab the latest code and run build.bat https://github.com/pixeltris/YgoMaster/commit/281242bce1a0c74c6a4c722d40b24613586e46c5


Bug 1885856: Creating prometheus record rule for v1 imports

Creating a record rule keeping track of the number of repository imports
using registry v1 protocol.

/cherrypick 4.6

/assign @dmage

/lgtm

/hold
Let's get someone from monitoring to LGTM this one as well.

/assign @lilic @simonpasquier

/unhold

/retest

/cherrypick release-4.6


[issue][elasticsearch] - Remove cluster.initial_master_nodes after bootstraping cluster

The parameter cluster.initial_master_nodes must be remove from setting after the cluster is bootstraping successfully.
Moreover, if we maintain this parameter over time, It can force rolling restart all nodes each time we add or remove master nodes because of the setting change ...
The controller need to control when rolling restart statefullset base on configmap change ...

New design:
Use a configmap to store the properties needed to bootstrapping cluster:

cluster.initial_master_nodes
discovery.seed_hosts

Mount configmap on statefullset as envFrom to avoid rolling upgrade when new master added or when clean cluster.initial_master_nodes after successfully boostrapping cluster.


TagBot trigger issue

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Pull complete but can't fetch course contents?

as per screenshot - any idea why?

Hello. Are the videos hosted on wistia?

that's right.q
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No multiple local calendars?

I didn't find any command to create a new local calendar, and adding a newline at calendarList didn't work (displays nothing, and would ask for the name of new calendar and overwrites the file).

Nevermind, I didn't edit the file correctly.
But I'd appreciate a command for this! :)


ValueError: The filepath provided must end in .keras (Keras model format). Received: filepath=Models/02_captcha_to_text/202403291006/model.h5

Hello,
Can you help me to fix this?
ValueError: The filepath provided must end in .keras (Keras model format). Received: filepath=Models/02_captcha_to_text/202403291006/model.h5

my code:
Define callbacks
earlystopper = EarlyStopping(monitor="val_CER", patience=50, verbose=1, mode="min")
checkpoint = ModelCheckpoint(f"{configs.model_path}/model.h5", monitor="val_CER", verbose=1, save_best_only=True, mode="min")
trainLogger = TrainLogger(configs.model_path)
tb_callback = TensorBoard(f"{configs.model_path}/logs", update_freq=1)
reduceLROnPlat = ReduceLROnPlateau(monitor="val_CER", factor=0.9, min_delta=1e-10, patience=20, verbose=1, mode="min")
model2onnx = Model2onnx(f"{configs.model_path}/model.h5")
Train the model
model.fit(
train_data_provider,
validation_data=val_data_provider,
epochs=configs.train_epochs,
callbacks=[earlystopper, checkpoint, trainLogger, reduceLROnPlat, tb_callback, model2onnx],
workers=configs.train_workers
)
Save training and validation datasets as csv files
train_data_provider.to_csv(os.path.join(configs.model_path, "train.csv"))
val_data_provider.to_csv(os.path.join(configs.model_path, "val.csv"))

did you find any solutions on that?
I'am still working on that

It seems you try to use newest tensorflow version (different from tutorial). Recommend to downgrade tensorflow for compatibility. Otherwise you need to do changes manualy. For example change model.h5 to model.keras in all places. But you may face more serious incompatibilities further

In Keras 3, for checkpoint filepath, you need to provide in .keras format only, if you're saving only weights file name should end with .weights.h5, so if you want to save your model in .h5 file in any case, set "save_weights_only=True", and change your flie name to "xxx.weights.h5".
https://keras.io/guides/migrating_to_keras_3/#saving-a-model-in-the-tf-savedmodel-format
https://github.com/keras-team/keras-io/issues/1844
Here's changes for your code:
earlystopper = EarlyStopping(monitor="val_CER", patience=50, verbose=1, mode="min")
checkpoint = ModelCheckpoint(f"{configs.model_path}/model.h5", monitor="val_CER", verbose=1, save_best_only=True,, save_weights_only=True, mode="min")
trainLogger = TrainLogger(configs.model_path)
tb_callback = TensorBoard(f"{configs.model_path}/logs", update_freq=1)
reduceLROnPlat = ReduceLROnPlateau(monitor="val_CER", factor=0.9, min_delta=1e-10, patience=20, verbose=1, mode="min")
model2onnx = Model2onnx(f"{configs.model_path}/model.h5")

model.fit(
train_data_provider,
validation_data=val_data_provider,
epochs=configs.train_epochs,
callbacks=[earlystopper, checkpoint, trainLogger, reduceLROnPlat, tb_callback, model2onnx]
)

train_data_provider.to_csv(os.path.join(configs.model_path, "train.csv"))
val_data_provider.to_csv(os.path.join(configs.model_path, "val.csv"))


Tabs cannot be hidden after use this

I am using https://github.com/Drive4ik/simple-tab-groups to manage my tabs, this plugin will make some tabs hidden to work, but it doesn't after use WaveFox.
Then I track the source code and found this make tabs cannot be hidden, but why?
https://github.com/QNetITQ/WaveFox/blob/9e70b7a7233295492162f5863e412ba5c8ebf80d/chrome/userChrome.css#L303-L318

Mozilla removed the code that allowed working with hidden tabs. I can replace this code with the web standard, but its support has not yet been added to the browser. Therefore, I have to work with hidden tabs as normal, otherwise there may be problems with separators and tab indents. I'll fix it as soon as possible.
Support added in Firefox 112. You have to wait a month.

OK, I am not using separators and tab indents, I will temporary comment those lines and wait to next month

Mozilla moved all major changes to v113. So we'll have to wait until May.

Fixed issues with hidden tabs. There are still minor bugs, but they will be fixed a little later. The fixes are not yet stable, since Mozilla has not yet fully added support for the desired functionality. You can try with Nightly 113.

I am using Firefox Dev version now, I can wait

The fix is ready. Mozilla has not yet fully implemented the features I need, but this will change in the near future, I hope.


DMN Decision components filtering stops to work after element dragged to canvas

DMN Users can filter their decision components in the right side panel as shown in the picture below. There user filtered just 'Input data' nodes.

The problem is if user interacts with these nodes, it means he/she drags such node from 'Decision Components' to the canvas. The filtering stops to work and all nodes are back in the list.

@jomarko See https://github.com/kiegroup/kie-issues/issues/218#issuecomment-1724417372... Maybe we can close this issue :)

I agree to close this.
We would consider adding a filter in the new panel you introduced and described here  https://github.com/kiegroup/kie-issues/issues/218#issuecomment-1724417372, in a similar way we do in the type selector of BEE

Closing as requested


$ref: keywords ignored in schema at path "#"

Hi,
just requiring the sdk with a simple
const Cloudevent = require('cloudevents-sdk');
causes the following error to be shown in the console:
$ref: keywords ignored in schema at path "#"
Any suggestion or comment?

@micheleangioni any other detail? Are you using in frontend running in the browser?

@fabiojose I am pretty sure it's related to the ajv library. I think something is wrong in the json schema definition.
However, I use it in Node.js.

Hi @micheleangioni, according with this this is a warn message.
What do you think? In my option this is not big problem.
Should we close this?

Hey @fabiojose , no, it's not a big problem. It's just that if all libraries emitted a warning line, an application would be flooded by warnings at startup.
What I mean it's that, even if it does not cause problems, it would be nice to remove the warning somehow. I would leave it open honestly, at least for now.

Solve with PR #10


(maint) Add ability for files to check to continue a space

Description Of Changes
This change adds the ability to still run files that include a space in
their filename through language server.
Motivation and Context
Without this change, any file that contains a space in their name makes
the action fail.
Testing

Tested in my own personal repositories.
Not found a way to test this locally.

Operating Systems Testing
N/A
Change Types Made

[x] Bug fix (non-breaking change).
[ ] Feature / Enhancement (non-breaking change).
[ ] Breaking change (fix or feature that could cause existing functionality to change).
[ ] Documentation changes.
[ ] PowerShell code changes.

Change Checklist

[ ] Requires a change to the documentation.
[ ] Documentation has been updated.
[ ] Tests to cover my changes, have been added.
[ ] All new and existing tests passed?
[ ] PowerShell code changes: PowerShell v2 compatibility checked?

Related Issue
N/A

@AdmiringWorm
awesome work! Thanks for your contribution!


Remote connection doesn't always work?

Sometimes server app won't open

I think it's actually just a long delay. Be patient!


go get install v1.4.1 and not v2.0.2

go version

go version go1.13 windows/amd64

>go get github.com/360EntSecGroup-Skylar/excelize

>type go.mod
module pokus

go 1.13

require github.com/360EntSecGroup-Skylar/excelize v1.4.1 // indirect

same issue. I just checked today. trying to use  excelize.ColumnNumberToName but not found

You need to specify v2 at the end of go get to obtain version 2.x.x
e.g.
mkdir -p ~/projects/my-project-using-excelize
cd ~/projects/my-project-using-excelize
go mod init mytestproject
go get github.com/360EntSecGroup-Skylar/excelize/v2

Have a look at:
https://github.com/360EntSecGroup-Skylar/excelize/blob/master/go.mod
There's a v2 at the end of the module name, past version 2.x.x

yes. I was found the issue yesterday. thanks

Perhaps README should be updated to indicate the current version, too?
https://github.com/360EntSecGroup-Skylar/excelize#installation

I use github.com/360EntSecGroup-Skylar/excelize v1.4.1 => github.com/360EntSecGroup-Skylar/excelize/v2 v0.0.2  to replace 2.0.2 version but command return :
replace github.com/360EntSecGroup-Skylar/excelize/v2: version "v0.0.2" invalid: unknown revision v0.0.2

you should use import github.com/360EntSecGroup-Skylar/excelize/v2

<EMAIL_ADDRESS>unrecognized import path "golang.org/x/image" (https fetch: Get https://golang.org/x/image?go-get=1:
dial tcp <IP_ADDRESS>:443: connectex: A connection attempt failed because the connected party did not properly respond after a period of time, or established conne
ction failed because connected host has failed to respond.)
the v2 version  import golang.org/x/image but I can't download it in china.

go version

go version go1.13 windows/amd64

>go get github.com/360EntSecGroup-Skylar/excelize

>type go.mod
module pokus

go 1.13

require github.com/360EntSecGroup-Skylar/excelize v1.4.1 // indirect

in go.mod file you should use
require github.com/360EntSecGroup-Skylar/excelize/v2  v2.0.2

go get github.com/360EntSecGroup-Skylar/excelize/v2


Re-ading all the fixes that were reverted, except the one that bugged

The rest looks good! I assume you did build. (no need to rebuild after implementing the change I requested)

Built and tested fully this time, yes. Also ended up documenting what uses each portrait.

Okay, so remember how I said you don't need to rebuild after making that change? Well, I pushed an update, so you'll have to pull dev, rebuild and commit that again, just like last time.

Haha, yeah, just realised that too. No worries, I'll do the whole song and dance, then.


Fix bug when change chart type with contract presence in TradeChart

Coverage decreased (-0.01%) to 28.417% when pulling efb9924f85509910db4c75d1511922952393591d on qingweibinary:qingwei/fix_trading_ohlc into a624342f6e28006aca0b2fedc194b92cb6cb9a43 on binary-com:master.

Coverage decreased (-0.01%) to 28.417% when pulling 6ee114073e6a50ee633a21edbb902e7d5e07c41e on qingweibinary:qingwei/fix_trading_ohlc into a624342f6e28006aca0b2fedc194b92cb6cb9a43 on binary-com:master.


Magma API Update

Describe the problem
The current magma deploy script pulls from the old API version and as such does not work.
The new API (v2) is present;
https://api.magmafoundation.org/api-docs/#/
Container definition
rpguilds-magma:
    restart: always
    image: itzg/minecraft-server:java17
    ports:
      - 25525:25577
    volumes:
      - /docker/minecraft/rpguilds/magma:/data
    networks:
      - rpguilds-dev
      - rpguilds-proxy
    environment:
      USE_AIKAR_FLAGS: "TRUE"
      EULA: "TRUE"
      TYPE: "MAGMA"
      SERVER_NAME: "magma"
      VERSION: "1.18.2"
      MEMORY: "4G"
    stdin_open: true
    tty: true

Container logs
[init] Running as uid=1000 gid=1000 with /data as 'drwxrwxr-x 2 1000 1000 4096 Jun 27 11:07 /data'
[init] Resolved version given 1.18.2 into 1.18.2
[init] Resolving type given MAGMA
curl: (22) The requested URL returned error: 404
[init] ERROR failed to locate latest Magma info for 1.18.2 in channel stable (error=0)

Thanks for the info. I'll get this queued up, but a PR is welcome too.

Working on a PR for this, in the testing stage.


IoT Solution Package 1.0.13 - support Sentinel Entities

Required items, please complete
Change(s):

Added support for Sentinel Mappings

Reason for Change(s):

Customer Request

Version Updated:
Testing Completed:

Yes

Checked that the validations are passing and have addressed any issues that are present:

Yes

Guidance <- remove section before submitting

Before submitting this PR please ensure that you have read the following sections and filled out the changes, reason for change and testing complete sections:
Thank you for your contribution to the Microsoft Sentinel Github repo.

Details of the code changes in your submitted PR.  Providing descriptions for pull requests ensures there is context to changes being made and greatly enhances the code review process.  Providing associated Issues that this resolves also easily connects the reason.

Change(s):

Updated syntax for XYZ.yaml

Reason for Change(s):

New schema used for XYZ.yaml
Resolves ISSUE #1234

Version updated:

Yes
Detections/Analytic Rule templates are required to have the version updated

The code should have been tested in a Microsoft Sentinel environment that does not have any custom parsers, functions or tables, so that you validate no incorrect syntax and execution functions properly.  If your submission requires a custom parser or function, it must be submitted with the PR.

Testing Completed:

Yes/No/Need Help

Note: If updating a detection, you must update the version field.

Before the submission has been made, please look at running the KQL and Yaml Validation Checks locally.
https://github.com/Azure/Azure-Sentinel#run-kql-validation-locally

Checked that the validations are passing and have addressed any issues that are present:

Yes/No/Need Help

Note: Let us know if you have tried fixing the validation error and need help.

References:

Guidance for Detection checks
General contribution guidance
PR validation troubleshooting

This is not the correct fix.

@amitcohen25 As pr discussion with you. Closing this PR.
Thanks


⚠ Samsung has degraded performance

In 335c471, Samsung (https://samsung.com) experienced degraded performance:

HTTP code: 200
Response time: 2579 ms

Resolved: Samsung performance has improved in 4eb695d.


Debugging Improvements on Setup

Hello guys :)
First of all, this is my first ever pull request so please let me know if I did something wrong.
So, yesterday I cloned and installed this nice project. I get stuck for a while with setup and some problems of missing packages. Of course to find out what was the problem I had to configure the setup script.
I'm using some echos to find out what command not working and code blocks with >/dev/null/ to get only the errors of them. Also, i made some improvements on paths and downloaded files.
To reproduce a clean install I'm using this script:
echo 'Remove PostgreSQL User & Databases'
service postgresql start
su -c "psql -c \"drop table computers;\"" postgres
su -c "psql -c \"drop database network;\"" postgres
su -c "psql -c \"drop user aces;\"" postgres

echo 'Remove downloaded folders'
rm -rf python-netfilterqueue
rm -rf python-wifi-0.6.1

That's for now :) Ι'll be happy to help out more with this project and see it growing!
Mike

This is really awesome! The team is very excited to have other people collaborating on the project.
I was actually thinking of upgrading the setup script a little, so thanks for helping out :) The five of us are taking a little break for a couple weeks (final exams) but we think it's really awesome other people can help out!

I'm very happy you merged my changes :)
It's a very cool project and I'm enjoying to contribute on this. I'll give a try to produce a capability and help with some issues. So, good luck with your exams and see you here! :+1:


Handle no init liquidity on pool page

Changes proposed in this pull request:

Display warning message in pool page title
Don't render invest/withdraw card

Testing:

Check for warning and hidden invest card on relevant pool: https://staging-app-git-gareth-ui-512-handle-no-init-liquidit-950be4.vercel.app/#/pool/0xd57b0ee9e080e3f6aa0c30bae98234359e97ea98000100000000000000000032
Check that everything is normal on pool page with liquidity.

Since the invest/withdraw widget still does the "fade loading" it feels like something is supposed to eventually load there. Can we remove that entirely? I'd also update the text to something like This pool has no initial liquidity. Until the pool creation UI is ready a INIT join type is required at the smart contract before invests are supported

@mikemcdonald done.


layout.num_columns and layout.num_rows not camel case

Set to layout.numColumns and layout.numRows

Closing with https://github.com/mit-cave/cave_static/commit/787f1fbc2dcdd7e7aeb62ed75ac9190ef0e04031


[SPARK-14127][SQL] Makes 'DESC [EXTENDED|FORMATTED] ' support data source tables

What changes were proposed in this pull request?
This is a follow-up of PR #12844. It makes the newly updated DescribeTableCommand to support data sources tables.
How was this patch tested?
A test case is added to check DESC [EXTENDED | FORMATTED] <table> output.

cc @yhuai

Test build #57889 has started for PR 12934 at commit 22dd699.

Test build #57889 has finished for PR 12934 at commit 22dd699.

This patch fails Spark unit tests.
This patch merges cleanly.
This patch adds no public classes.

Merged build finished. Test FAILed.

Test FAILed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/SparkPullRequestBuilder/57889/
Test FAILed.

LGTM. Can we also convert the schema/partitionColumn/bucketingColumn/sortingColumn strings to the ColumnColumn to display them nicely?

Test build #57984 has started for PR 12934 at commit 7982d82.

Test build #57984 has finished for PR 12934 at commit 7982d82.

This patch fails Spark unit tests.
This patch merges cleanly.
This patch adds no public classes.

Merged build finished. Test FAILed.

Test FAILed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/SparkPullRequestBuilder/57984/
Test FAILed.

The test failures was because of temporary tables: SessionCatalog.getTableMetadata() only supports persisted tables. The last commit added back support for temporary tables.

Test build #58140 has started for PR 12934 at commit f1830f0.

@yhuai I'm going to add better support for data source tables in a follow-up PR.

Test build #58140 has finished for PR 12934 at commit f1830f0.

This patch passes all tests.
This patch merges cleanly.
This patch adds no public classes.

Merged build finished. Test PASSed.

Test PASSed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/SparkPullRequestBuilder/58140/
Test PASSed.

LGTM. Merging to master and branch 2.0.


Invalid scheme component: https

SyncProxyTransport.from_url('https://xxxxx', ...)

is https proxy server supported?

Just use http scheme


update link preview cards to use the new computer material ratings.

I ma lost there :)

We can use the review scores and announce them in the ld-json of the materials, which some sites may choose to render, e.g.

the description was not good, but it's also not a newcomer issue (feedback.py probably needs to be rewritten to rewrite output feedback csv into a more structured data format that's easier to access in the metadata.)


Postgres error with docker run -d --name ut_postgres -p 6432:5432 postgres:11

Noting that with docker run the -e POSTGRES_PASSWORD=... is not passed this is no longer working with the most recent postgres images.
docker logs ut_postgres
Error: Database is uninitialized and superuser password is not specified.
       You must specify POSTGRES_PASSWORD to a non-empty value for the
       superuser. For example, "-e POSTGRES_PASSWORD=password" on "docker run".

       You may also use "POSTGRES_HOST_AUTH_METHOD=trust" to allow all
       connections without a password. This is *not* recommended.

       See PostgreSQL documentation about "trust":
       https://www.postgresql.org/docs/current/auth-trust.html

via:
docker run -d --name ut_postgres -p 6432:5432 postgres:11

With the fix the command line used becomes:
docker run -d --name junk_postgres11 -p 9823:5432 -e POSTGRES_PASSWORD=admin postgres:11

Pretty sure this was caused by the relatively recent change to the postgres image:
https://github.com/docker-library/postgres/commits/master/docker-entrypoint.sh
Error when POSTGRES_PASSWORD is unset like mysql
https://github.com/docker-library/postgres/commit/42ce7437ee68150ee29f5272428aa4fc657dc6dc#diff-60713fb19f6c50a2473835df63ff17f9


[Bug]: when i try to turn on the game melon loader tells me ''could not load file or assembly 'system.runtime, version=<IP_ADDRESS>

All of the following criteria must be met

[X] All Requirements must be installed.
[X] Changed the title so that it doesn't just says "[Bug]: "
[x] I have searched the GitHub issues for my bug, even in the closed issues.

All of the following are optional to answer

[x] Tried reinstalling the Game.
[X] Tried reinstalling MelonLoader.
[x] Tried restarting PC.
[ ] Was able to see the Start Screen.

Describe the issue.
when i press play i have to click yes on do you want to have changes on your computer and then it starts and just wait like 1 second and it does the red thing then just closes
:LOG:
[15:25:55.532] ------------------------------
[15:25:55.532] MelonLoader v0.5.7 Open-Beta
[15:25:55.532] OS: Windows 11
[15:25:55.532] Hash Code:<PHONE_NUMBER>1024954985654485098975250521005157544948501005510199495356
[15:25:55.533] ------------------------------
[15:25:55.533] Game Type: Il2Cpp
[15:25:55.533] Game Arch: x64
[15:25:55.533] ------------------------------
[15:25:55.533] Core::BasePath = C:\Program Files (x86)\Steam\steamapps\common\BONELAB
[15:25:55.533] Game::BasePath = C:\Program Files (x86)\Steam\steamapps\common\BONELAB
[15:25:55.534] Game::DataPath = C:\Program Files (x86)\Steam\steamapps\common\BONELAB\BONELAB_Steam_Windows64_Data
[15:25:55.534] Game::ApplicationPath = C:\Program Files (x86)\Steam\steamapps\common\BONELAB\BONELAB_Steam_Windows64.exe
[15:25:55.691] ------------------------------
[15:25:55.691] Game Name: BONELAB
[15:25:55.691] Game Developer: Stress Level Zero
[15:25:55.692] Unity Version: 2021.3.5f1
[15:25:55.693] Game Version: 1.270.34555
[15:25:55.693] ------------------------------
[15:25:55.845] Preferences Loaded!
[15:25:55.848] [Il2CppUnityTls] Patching mono_unity_get_unitytls_interface...
[15:25:55.849] [Il2CppUnityTls] Patching il2cpp_unity_install_unitytls_interface...
[15:25:55.974] [Il2CppUnityTls] Calling Il2CppInstallUnityTlsInterface...
[15:25:55.987] Loading Plugins from 'C:\Program Files (x86)\Steam\steamapps\common\BONELAB\Plugins'...
[15:25:55.987] ------------------------------
[15:25:55.990] Melon Assembly loaded: '.\Plugins\BoneLibUpdater.dll'
[15:25:55.990] SHA256 Hash: '325e9455cb6b586f3f9f58e68b5650bd650f7728d2dd04ee616f2fd3499d0e13'
[15:25:55.991] Melon Assembly loaded: '.\Plugins\LabFusionUpdater.dll'
[15:25:55.991] SHA256 Hash: '4b09dc8d9b94906c398289a484aad624f2fac711c191d51df7cc49060886f8a8'
Can't find custom attr constructor image: C:\Program Files (x86)\Steam\steamapps\common\BONELAB\Plugins\BoneLibUpdater.dll mtoken: 0x0a000010 due to: Could not load file or assembly 'System.Runtime, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. assembly:System.Runtime, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a type: member:(null) signature:

[15:23:04.253] [ERROR] System.IO.FileNotFoundException: Could not load file or assembly 'System.Runtime, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
File name: 'System.Runtime, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
at (wrapper managed-to-native) System.MonoCustomAttrs.GetCustomAttributesInternal(System.Reflection.ICustomAttributeProvider,System.Type,bool)
at System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) [0x00013] in :0
at System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) [0x00037] in :0
at System.Reflection.Assembly.GetCustomAttributes (System.Type attributeType, System.Boolean inherit) [0x00000] in :0
at System.Attribute.GetCustomAttributes (System.Reflection.Assembly element, System.Boolean inherit) [0x00014] in :0
at MelonLoader.MelonUtils.PullAttributesFromAssembly[T] (System.Reflection.Assembly asm, System.Boolean inherit) [0x00000] in <6425afb6ac6a429aaf770255d2f7de57>:0
at MelonLoader.MelonUtils.PullAttributeFromAssembly[T] (System.Reflection.Assembly asm, System.Boolean inherit) [0x00000] in <6425afb6ac6a429aaf770255d2f7de57>:0
at MelonLoader.MelonAssembly.LoadMelons () [0x0008c] in <6425afb6ac6a429aaf770255d2f7de57>:0
at MelonLoader.MelonHandler.LoadMelonsFromDirectory[T] (System.String path) [0x000aa] in <6425afb6ac6a429aaf770255d2f7de57>:0
at MelonLoader.Core.Initialize () [0x0006e] in <6425afb6ac6a429aaf770255d2f7de57>:0
Did you attach your log file?
Yes, I attached my log file to the text box above.

You are using Patch 6 mods on Patch 3. You should ideally be using Patch 6 with MelonLoader 0.6.6.

You are using Patch 6 mods on Patch 3. You should ideally be using Patch 6 with MelonLoader 0.6.6.

how do i change to patch 6 bc when i changed it the game stopped working even more and i cant grab things idk if im in patch 5 or 6 pls help


Does the cleanup impl make sense?

I see two main issues:

Constant refetching of the time (implicit inside of is_expired)
Does collecting into a Vec even make sense compared to a single retain call?

Hey, thank you for the feedback. :)
For the first point: Yeah, actually this is pretty bad practice to fetch the current time for every value in the map, I've fixed that real quick in 822882b.
To the second point:
The retain method would require the map to be white-locked on every call to cleanup, which can cause a lot of unnecessary locks when using the cleanup cycle. Therefore it is first checked using a read lock if there are any keys to be removed at all and after that, if this is the case, the map gets write-locked and the keys are removed. I think this should be more efficient when the map grows larger, but I could do some benchmarks to check that. But feel free to let me know your thoughts on this. :)

Yeah it's definitely a compromise because it all depends on the ratio of expired entries to total entries. Now I see it's a lot more nuanced.
That said, I don't know how, but I would like to have a way exposed to either have that method built-in or to be able to do it myself

Sorry, fatfingered the close botton


Add initial new IRC administration cheat sheet of sorts

cc @shykes
(as requested :heart:)

i recon it'd be good to list all the channels we recognise

Those are on dockerproject.com, easier to maintain... But we could add here
too
On Sunday, January 4, 2015, Sven Dowideit<EMAIL_ADDRESS>wrote:

i recon it'd be good to list all the channels we recognise
—
Reply to this email directly or view it on GitHub
https://github.com/docker/docker/pull/9883#issuecomment-68658831.

LGTM

Oh! There's a homepage on dockerproject.com as well, was only aware of the master build downloads lolz

thats a WIP :) but so far has some good details

we are building out some tools and information pertaining to just the project, more to come...

@jfrazelle while working on that, I think forums.docker.com should be included there too.
Perhaps you could bring this up as well; https://github.com/docker/docker/issues/9300 :smile:


Allow to search in built-in scripts

So there's this new Find in files option (probably introduced in 3.1, didn't see it before).

However, it's missing one thing. It doesn't allow to search in built-in scripts. I know they are embedded in scene files, so it should be enough to just add .tscn extension to the list of filters. Or if the list would be somehow configurable, it could work as general purpose grep e.g. for .txt and .json files.
But at least simply adding .tscn filter would be enough and appreciated.

CC @Zylann

I thought of that already, and the problem is, even if I added .tscn in filters, it would be very difficult to find out if the matched text actually is in a script, and then open the script properly without slowing the search down. There can be multiple ones in the scene and to find it out it requires parsing the .tscn partially to go back up to the resource ID declaration, load the scene and figure out somehow where it is.
A variant of this would be: if an occurence happens in a .tscn, load it, then parse it entirely by looking only at built-in scripts and then open them.

Any update on this? It hasn't been assigned to a milestone, which makes me wonder if it is ever gonna be implemented.

This could be doable like I specified above, but I think it would need to be optional because searching all text resources (.tscn and .tres) in addition to all scripts will make it a lot slower.
And if you use .scn and .res (which are not text-based), the search will be even more slower because it will have to LOAD all scenes and resources of the project to perform the search.

How about only searching in the files opened in the script editor sidebar? Sure, it wouldn't be as usefull (for example, if I have a stray print somewhere and can't find it), but it would be a step forward,

For me, adding a .tscn extension as possible filter would be enough (I actually said that in OP...). Yeah, it's a bit inconvenient that you search inside whole scene file not just the script, but if you know what you are looking for, it's not really a problem and still helps.
Oh and as for

As for extending it for txt or json, it's doable, but we need the script editor to be able to open them to be a complete feature.

it's already possible since then, AFAIK.

@KoBeWi so you are suggesting the search feature to consider .tscn as regular text files? That could work to show them in the results, but that would be it. Clicking on those results would either give you that file as raw text in the script editor which is a bit ugly (if supported?), or won't do anything at all. And it would not recognize which match was actually part of a script, as it could contain a lot of other things (or even multiple scripts).

Well, my motivation is that when I'm searching in multiple built-in scripts, I'm using an external editor just for that purpose and then open related scene when I find it. Having this option inside Godot, so I don't need to open external editor, would be better than nothing.
Actually @Jummit's option doesn't sound that bad too. With my proposal, you could just find related scene and when you know which scene it is, it's easy to open contained scripts manually. And with opened scripts you have more options to work with them.

#25440 seems to be a duplicate of this, which has been closed by #25647

Yeah, seems like it could close it, but it would be nice if clicking a .tscn file opened the scene >_>

Right now it produces an error.


[Question] EACCESS When using sudo to run build scripts, Atom can't create files in the folder

Description
I have to use sudo to run build scripts such as npx create-nuxt-app <my-project> (https://github.com/nuxt-community/create-nuxt-app). When adding the project folder into Atom, I can't create any files inside of this folder because it was created by "root". I get the EACCESS: Permission Denied. Since I have to use sudo to build the project, is there anyway to get around this?
Aside from running atom as root everytime I open it?

I don't think so unfortunately, see Lee's comment here for more context:
https://github.com/atom/atom/issues/10566#issuecomment-281449503
The referenced feature request (https://github.com/atom/atom/issues/4115) might help though so you can subscribe there for updates if you'd like.
As a side note, as mentioned in the issue template the official message board (https://discuss.atom.io/) is the best place to ask questions in addition to the Atom Slack (http://atom-slack.herokuapp.com/).

You need to take ownership of the folder and its subfolders.
Google Search: "linux recursively take ownership of folder"

heh sorry - yes if the process you described is a one time thing where you end up with files and directories owned by root, then you can change the ownership as mentioned above and you're done.  If you have to run the build scripts multiple times, then you'll need to change ownership of the files and directories each time which is better than running as root each time.

Yeah, i actually just copy/pasted the folder contents into another folder. That changed the owner to my user and I was able to create/delete with atom. Thanks


Allow setting max QPS

I am working on a distributed Reddit Crawler. I need to set lower QPS limits on each machine. At least in the current stable version this is not possible. Can you please add this feature at least in v2?

If I'm understanding this right, you want to be able to adjust the total requests per second you make for the web agent?
Off the top of my head I think you can extend the RateLimitProvider (?) and provide your own implementation there. But that probably wouldn't be a bad thing to roll into the default one.

Yes, need to adjust total max requests per second. I can look into the RateLimitProvider, thanks.

I looked into the code a bit. In the latest NuGet package (version 2.0.0-CI00028) I can set webAgent.RateLimiter to new RateLimitManager(rateLimitMode). By RateLimitProvider did you actually mean RateLimitManager, or is there some newer code that I cannot access?
Going back to the current package, I cannot seem to replace RateLimitManager with my own implementation. BotWebAgent is expecting that particular RateLimitManager class.

Ah yeah was thinking that did actually implement an interface so you could just write your own. I've tagged this as an enhancement.

I am looking into implementing this now.

See PR. Is this reasonable?

I've merged in the PR. Marking this as 2.0 release and closing. Thanks!


Slice: fast SequenceEqual & StructuralEqual

I have implemented fast SequenceEqual & StructuralEqual methods for Span and changed the behaviour of Equals and GetHashCode.
SequenceEqual compares all elements of Slice, it has generic constraint of IEqutable to make fast comparison possible. Reason: benchmarks and results It does not call the memcmp to avoid any custom IEqutable implementations problems.
There are also new dedicated SequenceEqual methods for most common primitive types (byte, char, long etc). When such Span is small, simple for loop iteration is being done. If it is huge, then memcmp is called. Reason: pinning is expensive, as you can see in previous benchmark.
StructuralEqual simply casts two Spans of different types  to Span of same type and calls SequenceEqual. If size in bytes is multiplication of 8, then it casts to Span< long >, if % 4 then to Span< int >, if % 2 then Span< short >. Otherwise to Span< byte >. The reason is that comparing N long elements is faster than comparing N*8 byte elements (in a loop, optimization for small, but common slices)
The changed behaviour of Equals and GetHashCode is now the same as of any other .NET collection: simple ReferenceEquals.
Moreover there is no ReferenceEquals check in SequenceEqual/StructuralEqual. I believe that Spans of bytes are going to be the most common ones, and if they are small, then the cost of such a check is relatively expensive. I also think that comparison of Spans referencing same memory is going to be very uncommon so I chose the certain gain in most common scenario with possible huge loss in most pessimistic case.
Gain: the bigger the slice, the bigger the gain.
For Spans of bytes:
1 - 8 elements = no gain
16 elements = 1.11 times faster
64 elements = 1.42 times faster
512 elements = 2.7 times faster
4096 elements = 11 times faster
1048576 elements = 45 times faster

@krwq, could you review?

@VSadov I have updated the code. Do you think it is ok now?

Overall looks good to me :+1: Thank you!

Thank you! This is really good PR :+1:

@krwq Dzięki!

The hash code is being built using * 33 but this is probably a mistake because 33 is not prime. Did you mean 31? This is in Span.cs.

Regarding expensiveness of pinning: Pinning through a GCHandle is indeed slow, but pinning through fixed is fast (nearly zero cost). What could be done here to improve performance is to code-gen one fixed comparison loop for each supported primitive type. Call those functions based on switch (typeof(T).GetTypeCode()).

@GSPP thanks for the info, I have just created a PR with bug fix
The hint with reducing the pinning price is really good! I am going to take a look at this later on.


fix(#84): atom and empty base only

Ref: #84
Blocks: https://github.com/objectionary/eo/issues/3529

@yegor256 please merge and release a new version

@rultor release, tag is 0.0.18

@rultor release, tag is 0.0.18

@yegor256 OK, I will release it now. Please check the progress here.


pls update to RN-0.40, otherwise build is failed

Fixed https://github.com/xxsnakerxx/react-native-social-auth/commit/11780084dc0e11bd50a60dde542ff8f5c32027f9


Fix markdown formatting error

An underscore wasn't escaped correctly and caused the paragraph to be formatted incorrectly.

This seems like a small (but important) contribution, so no Contribution License Agreement is required at this point. We will now review your pull request.
Thanks,
.NET Foundation Pull Request Bot


Update sbt to 1.5.7

Updates org.scala-sbt:sbt from 1.5.5 to 1.5.7.
GitHub Release Notes - Version Diff
I'll automatically update this PR to resolve conflicts as long as you don't change it yourself.
If you'd like to skip this version, you can just close this PR. If you have any feedback, just mention me in the comments below.
Configure Scala Steward for your repository with a .scala-steward.conf file.
Have a fantastic day writing Scala!

Ignore future updates
Add this to your .scala-steward.conf file to ignore future updates of this dependency:
updates.ignore = [ { groupId = "org.scala-sbt", artifactId = "sbt" } ]

labels: library-update, early-semver-patch, semver-spec-patch, commit-count:1

Coverage remained the same at 33.898% when pulling 2f4629f7b36a287d38381840fe681600a817c263 on scala-steward:update/sbt-1.5.7 into d082b04ae38161e522ab7991a62ceff130832f4e on evolution-gaming:master.

Superseded by #79.


Adding usecases and requirements to Rucio

Summary
This PR brings some requirements that users should consider when choosing Rucio as their data management solution
as well as a couple of usecases that users may use Rucio for.

the check says there is a dead link, but when following the link I get to the page
can someone else check the 'dead' link please?


ERROR: 'key_file'

We found a weird bug that even the config file is properly loaded as volume, OKIT cannot read the 'key_file' property
INFO: Reading Json File : /github/oci-designer-toolkit/okitweb/static/okit/palette/palette.json
INFO: Config Sections ['DEFAULT']
INFO: Config Sections ['DEFAULT']
INFO: Config Sections {'sections': ['DEFAULT']}
ERROR: 'key_file'
Traceback (most recent call last):
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 1950, in full_dispatch_request
    rv = self.dispatch_request()
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 1936, in dispatch_request
    return self.view_functions[rule.endpoint](**req.view_args)
  File "/github/oci-designer-toolkit/okitweb/okitWebDesigner.py", line 586, in configValidate
    response = {"results": validateConfigFile()}
  File "/github/oci-designer-toolkit/okitweb/okitWebDesigner.py", line 116, in validateConfigFile
    key_file = config[section]['key_file']
  File "/usr/lib64/python3.6/configparser.py", line 1233, in __getitem__
    raise KeyError(key)
KeyError: 'key_file'
INFO: []
INFO: Config Settings {'gitsections': []}
INFO: []
INFO: Reading Json File : /okit/instance/templates/reference_architecture/database/sql_server.json
INFO: Reading Json File : /okit/instance/templates/reference_architecture/database/cockroachdb_cluster.json
INFO: Reading Json File : /okit/instance/templates/reference_architecture/database/mysql_ha_cluster.json
[2021-09-10 07:51:38 +0000] [41] [ERROR] Error handling request /okit/oci/regions/DEFAULT
Traceback (most recent call last):
  File "/usr/local/lib/python3.6/site-packages/gunicorn/workers/sync.py", line 134, in handle
    self.handle_request(listener, req, client, addr)
  File "/usr/local/lib/python3.6/site-packages/gunicorn/workers/sync.py", line 175, in handle_request
    respiter = self.wsgi(environ, resp.start_response)
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 2464, in __call__
    return self.wsgi_app(environ, start_response)
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 2450, in wsgi_app
    response = self.handle_exception(e)
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 1867, in handle_exception
    reraise(exc_type, exc_value, tb)
  File "/usr/local/lib/python3.6/site-packages/flask/_compat.py", line 39, in reraise
    raise value
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 2447, in wsgi_app
    response = self.full_dispatch_request()
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 1952, in full_dispatch_request
    rv = self.handle_user_exception(e)
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 1821, in handle_user_exception
    reraise(exc_type, exc_value, tb)
  File "/usr/local/lib/python3.6/site-packages/flask/_compat.py", line 39, in reraise
    raise value
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 1950, in full_dispatch_request
    rv = self.dispatch_request()
  File "/usr/local/lib/python3.6/site-packages/flask/app.py", line 1936, in dispatch_request
    return self.view_functions[rule.endpoint](**req.view_args)
  File "/github/oci-designer-toolkit/okitweb/okitOci.py", line 227, in ociRegions
    oci_region_query = OCIRegionQuery(profile=profile)
  File "/okit/visualiser/query/ociRegionQuery.py", line 33, in __init__
    super(OCIRegionQuery, self).__init__(config=config, configfile=configfile, profile=profile)
  File "/okit/visualiser/facades/ociConnection.py", line 41, in __init__
    self.signerFromConfig()
  File "/okit/visualiser/facades/ociConnection.py", line 64, in signerFromConfig
    self.loadConfig()
  File "/okit/visualiser/facades/ociConnection.py", line 87, in loadConfig
    self.config = oci.config.from_file(profile_name=self.profile)
  File "/usr/local/lib/python3.6/site-packages/oci/config.py", line 106, in from_file
    raise ConfigFileNotFound("Could not find config file at {}, please follow the instructions in the link to setup the config file https://docs.cloud.oracle.com/en-us/iaas/Content/API/Concepts/sdkconfig.htm".format(expanded_file_location))
oci.exceptions.ConfigFileNotFound: Could not find config file at /root/.oci/config, please follow the instructions in the link to setup the config file https://docs.cloud.oracle.com/en-us/iaas/Content/API/Concepts/sdkconfig.htm
INFO: Reading Json File : /okit/instance/templates/reference_architecture/database/postgresql_cluster.json
INFO: Reading Json File : /okit/instance/templates/reference_architecture/infrastructure/ha_web_application.json
INFO: Reading Json File : /okit/instance/templates/reference_architecture/infrastructure/hub_and_spoke_network_topology.json

A hints here, we are using podman as docker alias.

self-resolved. Tips for people seeing similar issue: recent podman release enhance on permission security so we need to add flag --privileged to command docker run ..., such as
docker run -d --privileged -p 80:80 --volume ~/.oci:/root/.oci --volume ~/.ssh:/root/.ssh --name okit davidkhala/okit


[bug]: HMR is not working for frontend dev

Is there an existing issue for this?

[X] I have searched the existing issues

OS
Linux
GPU
cpu
VRAM
No response
What happened?
I'm trying to set up a dev environment for the frontend. I've got it all working with yarn dev, it compiles, loads the web ui on <IP_ADDRESS>:5173 and generating images :sunglasses:
However when I want to use hot-module-reloading and make a valid change to a .tsx file, after first loading the page, it's not reloading and endlessly repeating this error in the browser console:
ReferenceError: can't access lexical declaration 'App' before initialization

I tried in Firefox and Chrome, with profiles loaded that don't have any extensions installed. Is HMR supposed to be working?
Edit: Have tried editing with Neovim and VS Code with the same result.

Putting @psychedelicious and/or @blessedcoolant on the case to share his hot tips and tricks on the frontend dev environment, and looking forward to seeing your contributions 🖖

Every once in a while I get this, especially when I try to do something related to poly filling nodejs modules for the browser. I think it's a vite thing.
I wonder if upgrading to vite 4 will fix it? Our vite config is pretty straightforward so I expect upgrading will be simple.

Every once in a while I get this, especially when I try to do something related to poly filling nodejs modules for the browser. I think it's a vite thing.
I wonder if upgrading to vite 4 will fix it? Our vite config is pretty straightforward so I expect upgrading will be simple.

I get it a lot really. And not just on this project but any Vite project I have. Been looking for a solution to fix it but haven't found any that actually work so far.

Thanks for your input everyone. I tried updating to Vite 4 but it didn't fix it. (Didn't seem to introduce any new issues though so likely a painless update)

The issue has been long reported and still there.

Could you link the issue @blessedcoolant? Closest thing I found is vitejs/vite#4587 but that's been closed. I had a go at finding circular dependencies with eslint-plugin-import but ran into a lot of other issues there.
When I updated Vite I noticed I could actually read what it's looping on and it was outputing a lot of:
13:20:51 [vite] hmr update /src/app/App.tsx (x2)
13:20:51 [vite] hmr update /src/features/system/components/SettingsModal/SettingsModal.tsx
13:20:51 [vite] hmr update /src/features/system/components/SettingsModal/SettingsModal.tsx
13:20:51 [vite] hmr update /src/features/system/components/SiteHeader.tsx
13:20:51 [vite] hmr update /src/features/system/components/SiteHeader.tsx (x2)

So I removed a SettingsModal import and it started working! When I added it back HMR is still working. 🤷♀ Would still be good to try and fix this since it seems like it will come back.

I actually noticed this issue with SettingsModal too. I'll have a look in there and see if something is breaking HMR.

By the way, while it's not happening in the initial folder anymore I can still reproduce this issue by doing a fresh clone.


up

@conda-forge-admin,please rerender

conda smithy recipe-lint .

@conda-forge-admin,please rerender

@conda-forge/help-python
Hello!
I am having some problems importing PyQt in the docker. Can anyone help? :)
I do my best, please be nice to me :)

Hello, is someone around to help out ?
@conda-forge/help-python

It seems like I fixed Linux, but not for windows.
@conda-forge/help-python


Don't deploy Microsoft.EFCore.Design on net451

In a design meeting we decided to package the net45 version of EntityFramework.Commands.dll Microsoft.EntityFrameworkCore.Design.dll under the tools directory so that it would not be deployed.
This, however, is not trivial using KoreBuild since it requires modifying the nuspec file in order to remove dependencies and framework assemblies for the net451 framework.
When this is easier to do, we should implement the intended design.

Does this apply anymore?

I think, in the current world, this would mean not deploying Microsoft.EntityFrameworkCore.Design in packages.config-based projects. It can stay on the backlog.

One way to do this is to include a copy of it in Microsoft.EntityFrameworkCore.Tools.VisualStudio (and copy its dependencies there too) then copy it to the project's directory (like we do ef.exe) when we execute a command.

The other way is to get NuGet to support "type": "build" dependencies in packages.config :wink:

Closing. NuGet MSBuild work includes support for PrivateAssets="All". As support moves to more platforms, this will just work.


Storm-Breaker

how to solve this problem ( zsh: permission denied: ./install.sh ) please help me

First post output of stat install.sh, it might just be that the executable flag isn't set for some reason, then try:
$ chmod +x ./install.sh
$ ./install.sh


withAuthenticationRequired's claimsCheck causing infinite loop in Next.js SPA

Describe the problem
Hi, I think I'm misunderstanding how the authorization paradigm in auth0-react works. I have two pages on my Next.js site, both of which use withAuthenticationRequired:
Homepage (accessible with /):
// ...
export default withAuthenticationRequired(Index);

ExtraSecurePage (accessible with /ExtraSecurePage):
// ...
export default withAuthenticationRequired(ExtraSecurePage, {
    claimCheck: myClaimCheckFunction,
});

My _app.tsx is wrapped with the <Auth0Provider />:
// https://github.com/auth0/auth0-react/blob/master/EXAMPLES.md#3-protecting-a-route-in-a-nextjs-app-in-spa-mode
const onRedirectCallback = (appState: AppState) => {
    // Use Next.js's Router.replace method to replace the url
    Router.replace(appState?.returnTo || "/");
};

// ...

return (
    <Auth0Provider {...AUTH0_CONFIG} onRedirectCallback={onRedirectCallback}>
        {/* ... */}
    <Auth0Provider>
);

If I have all the right claims on my account, both pages load fine.
If I don't have all the right claims, the home page works fine but ExtraSecurePage gets stuck in an infinite redirect loop of failing the claims check -> redirecting to / -> redirecting to /ExtraSecurePage -> failing the claims check -> ... (presumably because of the onRedirectCallback handler).
If I add the returnTo: '/' option to withAuthenticationRequired, that fixes the infinite redirect, but it now always redirects to / when you directly visit that page (not via a link) - even when your account has all the correct claims to pass the claim check.
Can you help me understand what I'm doing wrong?
What was the expected behavior?

I expect someone with an account which passes the claims check to be able to type in the URL of the ExtraSecurePage to be able to load the page (and not be redirected home).
I expect someone with an account that does not pass the claims check to not be able to view the page, be redirected elsewhere, and/or be shown an error
I expect to be able to specify where to redirect the user if the claims check fails, but not have that affect the returnTo for someone who is simply not yet logged in.

Reproduction
See above.
Environment

Version of auth0-react used: 1.8.0
Which browsers have you tested in? Chrome
Which framework are you using, if applicable (Angular, React, etc): Next.js 12, React 17
Other modules/plugins/libraries that might be involved:

Hi @LucasLemanowicz - thanks for raising this.
You can achieve this by nesting withAuthenticationRequired, so that you can make sure only authenticated visitors are hitting your claimCheck routes, for example:
<Router>
  <AnonymousPage/>
  <SecureSection>
    <SecurePage/>
    <ExtraSecurePage/>
  </SecureSection>
</Router>

const SecureSection = withAuthenticationRequired(Component);
const ExtraSecurePage = withAuthenticationRequired(Component, { claimCheck: myClaimCheckFunction });

// Or if you have a flat route structure

const ExtraSecurePage = withAuthenticationRequired(
  withAuthenticationRequired(Component, { claimCheck: myClaimCheckFunction, returnTo: '/somewhere-else' })
);

I'm wondering if there's a way to do this without redirecting to login again, I guess we could pass user to the returnTo option when it's supplied as a function, so you could make better decisions about returnTo based on the user:
const returnTo = (user) => {
  if (user) {
    // logged in, so you've failed a claim check
    return '/'
  }
  return window.location.pathname;
}

Let me know if that would be better and I'll look into adding it.

Thanks, that seems to fix the core issue. Having the returnTo be a function would be very helpful IMO.
One additional small nit with withAuthenticationRequired: if a user fails the claims check it triggers a hard redirect / re-login instead of just a clean route-based redirect to "/":
https://user-images.githubusercontent.com/361348/149399946-fc0ce488-2b18-4046-a8b5-5663ea9591ac.mov
I presume this is because auth0-react's returnTo uses auth0-spa-js's loginWithRedirect method, which uses window.location, which is incompatible with Next.js's (or other JS) Route libraries.
Do you have any suggestions for how to fix that? Ideally I'd be able to control how the redirect happens on the claim check fail, ex: returnToFn: (_user: User | undefined) => () => Router.push("/"), but maybe this is already a solved problem with a cleaner solution.

One additional small nit with withAuthenticationRequired: if a user fails the claims check it triggers a hard redirect / re-login instead of just a clean route-based redirect to "/":

Yeah, I can see how this is undesired in your case. claimCheck should probably be it's own method, rather than including it in withAuthenticationRequired - since this is designed to log you in if any of the checks fail, and you just want a route guard for already logged in users.

Do you have any suggestions for how to fix that?

I would personally just create another HOC that did the claim check for you and nest it in withAuthenticationRequired, eg (untested)
const withClaimCheck = (Component, myClaimCheckFunction, returnTo) => {
  const { user } =  useAuth0();
  if (myClaimCheckFunction(user)) {
    return <Component />
  }
  Router.push(returnTo);
}

// Usage
const ExtraSecurePage = withAuthenticationRequired(
  withClaimCheck(Component, myClaimCheckFunction, '/somewhere-else' )
);

Closing - feel free to ping me if you want to discuss further


Only update IOU total when network is online

Details

This PR prevents any updates to be made to the IOU total when the user requests money while offline and the IOU request currency is different from the IOU report currency. Once connection is restored the IOU gets updated correctly.
Fixed Issues

$ https://github.com/Expensify/App/issues/12433
Tests

While being online, request money in USD from another user.
Turn off your connection, request money using a different currency.
Make sure the amount total in USD remains the same.
Turn on your connection, make sure the amount is updated properly (e.g. the amount you requested offline was converted to USD and added to the total.)

QA Steps

While being online, request money in USD from another user.
Turn off your connection, request money using a different currency.
Make sure the amount total in USD remains the same.
Turn on your connection, make sure the amount is updated properly (e.g. the amount you requested offline was converted to USD and added to the total.)

PR Author Checklist

[x] I linked the correct issue in the ### Fixed Issues section above
[x] I wrote clear testing steps that cover the changes made in this PR

[x] I added steps for local testing in the Tests section
[x] I added steps for Staging and/or Production testing in the QA steps section
[x] I added steps to cover failure scenarios (i.e. verify an input displays the correct error message if the entered data is not correct)
[x] I turned off my network connection and tested it while offline to ensure it matches the expected behavior (i.e. verify the default avatar icon is displayed if app is offline)

[x] I included screenshots or videos for tests on all platforms
[ ] I ran the tests on all platforms & verified they passed on:

[ ] iOS / native
[ ] Android / native
[ ] iOS / Safari
[ ] Android / Chrome
[x] MacOS / Chrome
[ ] MacOS / Desktop

[x] I verified there are no console errors (if there's a console error not related to the PR, report it or open an issue for it to be fixed)
[x] I followed proper code patterns (see Reviewing the code)

[x] I verified that any callback methods that were added or modified are named for what the method does and never what callback they handle (i.e. toggleReport and not onIconClick)
[x] I verified that comments were added to code that is not self explanatory
[x] I verified that any new or modified comments were clear, correct English, and explained "why" the code was doing something instead of only explaining "what" the code was doing.
[x] I verified any copy / text shown in the product was added in all src/languages/* files
[x] I verified any copy / text that was added to the app is correct English and approved by marketing by tagging the marketing team on the original GH to get the correct copy.
[x] I verified proper file naming conventions were followed for any new files or renamed files. All non-platform specific files are named after what they export and are not named "index.js". All platform-specific files are named for the platform the code supports as outlined in the README.
[x] I verified the JSDocs style guidelines (in STYLE.md) were followed

[x] If a new code pattern is added I verified it was agreed to be used by multiple Expensify engineers
[x] I followed the guidelines as stated in the Review Guidelines
[x] I tested other components that can be impacted by my changes (i.e. if the PR modifies a shared library or component like Avatar, I verified the components using Avatar are working as expected)
[x] I verified all code is DRY (the PR doesn't include any logic written more than once, with the exception of tests)
[x] I verified any variables that can be defined as constants (ie. in CONST.js or at the top of the file that uses the constant) are defined as such
[x] If a new component is created I verified that:

[x] A similar component doesn't exist in the codebase
[x] All props are defined accurately and each prop has a /** comment above it */
[x] The file is named correctly
[x] The component has a clear name that is non-ambiguous and the purpose of the component can be inferred from the name alone
[x] The only data being stored in the state is data necessary for rendering and nothing else
[x] For Class Components, any internal methods passed to components event handlers are bound to this properly so there are no scoping issues (i.e. for onClick={this.submit} the method this.submit should be bound to this in the constructor)
[x] Any internal methods bound to this are necessary to be bound (i.e. avoid this.submit = this.submit.bind(this); if this.submit is never passed to a component event handler like onClick)
[x] All JSX used for rendering exists in the render method
[x] The component has the minimum amount of code necessary for its purpose, and it is broken down into smaller components in order to separate concerns and functions

[x] If a new CSS style is added I verified that:

[x] A similar style doesn't already exist
[x] The style can't be created with an existing StyleUtils function (i.e. StyleUtils.getBackgroundAndBorderStyle(themeColors.componentBG)

[x] If the PR modifies a generic component, I tested and verified that those changes do not break usages of that component in the rest of the App (i.e. if a shared library or component like Avatar is modified, I verified that Avatar is working as expected in all cases)
[x] If the PR modifies a component related to any of the existing Storybook stories, I tested and verified all stories for that component are still working as expected.
[x] I have checked off every checkbox in the PR author checklist, including those that don't apply to this PR.

PR Reviewer Checklist
The reviewer will copy/paste it into a new comment and complete it after the author checklist is completed

[ ] I have verified the author checklist is complete (all boxes are checked off).
[ ] I verified the correct issue is linked in the ### Fixed Issues section above
[ ] I verified testing steps are clear and they cover the changes made in this PR

[ ] I verified the steps for local testing are in the Tests section
[ ] I verified the steps for Staging and/or Production testing are in the QA steps section
[ ] I verified the steps cover any possible failure scenarios (i.e. verify an input displays the correct error message if the entered data is not correct)
[ ] I turned off my network connection and tested it while offline to ensure it matches the expected behavior (i.e. verify the default avatar icon is displayed if app is offline)

[ ] I checked that screenshots or videos are included for tests on all platforms
[ ] I included screenshots or videos for tests on all platforms
[ ] I verified tests pass on all platforms & I tested again on:

[ ] iOS / native
[ ] Android / native
[ ] iOS / Safari
[ ] Android / Chrome
[ ] MacOS / Chrome
[ ] MacOS / Desktop

[ ] If there are any errors in the console that are unrelated to this PR, I either fixed them (preferred) or linked to where I reported them in Slack
[ ] I verified proper code patterns were followed (see Reviewing the code)

[ ] I verified that any callback methods that were added or modified are named for what the method does and never what callback they handle (i.e. toggleReport and not onIconClick).
[ ] I verified that comments were added to code that is not self explanatory
[ ] I verified that any new or modified comments were clear, correct English, and explained "why" the code was doing something instead of only explaining "what" the code was doing.
[ ] I verified any copy / text shown in the product was added in all src/languages/* files
[ ] I verified any copy / text that was added to the app is correct English and approved by marketing by adding the Waiting for Copy label for a copy review on the original GH to get the correct copy.
[ ] I verified proper file naming conventions were followed for any new files or renamed files. All non-platform specific files are named after what they export and are not named "index.js". All platform-specific files are named for the platform the code supports as outlined in the README.
[ ] I verified the JSDocs style guidelines (in STYLE.md) were followed

[ ] If a new code pattern is added I verified it was agreed to be used by multiple Expensify engineers
[ ] I verified that this PR follows the guidelines as stated in the Review Guidelines
[ ] I verified other components that can be impacted by these changes have been tested, and I retested again (i.e. if the PR modifies a shared library or component like Avatar, I verified the components using Avatar have been tested & I retested again)
[ ] I verified all code is DRY (the PR doesn't include any logic written more than once, with the exception of tests)
[ ] I verified any variables that can be defined as constants (ie. in CONST.js or at the top of the file that uses the constant) are defined as such
[ ] If a new component is created I verified that:

[ ] A similar component doesn't exist in the codebase
[ ] All props are defined accurately and each prop has a /** comment above it */
[ ] The file is named correctly
[ ] The component has a clear name that is non-ambiguous and the purpose of the component can be inferred from the name alone
[ ] The only data being stored in the state is data necessary for rendering and nothing else
[ ] For Class Components, any internal methods passed to components event handlers are bound to this properly so there are no scoping issues (i.e. for onClick={this.submit} the method this.submit should be bound to this in the constructor)
[ ] Any internal methods bound to this are necessary to be bound (i.e. avoid this.submit = this.submit.bind(this); if this.submit is never passed to a component event handler like onClick)
[ ] All JSX used for rendering exists in the render method
[ ] The component has the minimum amount of code necessary for its purpose, and it is broken down into smaller components in order to separate concerns and functions

[ ] If a new CSS style is added I verified that:

[ ] A similar style doesn't already exist
[ ] The style can't be created with an existing StyleUtils function (i.e. StyleUtils.getBackgroundAndBorderStyle(themeColors.componentBG)

[ ] If the PR modifies a generic component, I tested and verified that those changes do not break usages of that component in the rest of the App (i.e. if a shared library or component like Avatar is modified, I verified that Avatar is working as expected in all cases)
[ ] If the PR modifies a component related to any of the existing Storybook stories, I tested and verified all stories for that component are still working as expected.
[ ] I have checked off every checkbox in the PR reviewer checklist, including those that don't apply to this PR.

Screenshots

Web
https://user-images.githubusercontent.com/9680864/200087353-454a6835-b0b1-42ae-93f9-742586833132.mov
Mobile Web - Chrome

Mobile Web - Safari

Desktop

iOS

Android

@rushatgabhane I will implement it in this PR.

Reviewer Checklist

[x] I have verified the author checklist is complete (all boxes are checked off).
[x] I verified the correct issue is linked in the ### Fixed Issues section above
[x] I verified testing steps are clear and they cover the changes made in this PR

[x] I verified the steps for local testing are in the Tests section
[x] I verified the steps for Staging and/or Production testing are in the QA steps section
[x] I verified the steps cover any possible failure scenarios (i.e. verify an input displays the correct error message if the entered data is not correct)
[x] I turned off my network connection and tested it while offline to ensure it matches the expected behavior (i.e. verify the default avatar icon is displayed if app is offline)

[x] I checked that screenshots or videos are included for tests on all platforms
[x] I included screenshots or videos for tests on all platforms
[x] I verified tests pass on all platforms & I tested again on:

[x] iOS / native
[x] Android / native
[x] iOS / Safari
[x] Android / Chrome
[x] MacOS / Chrome
[x] MacOS / Desktop

[x] If there are any errors in the console that are unrelated to this PR, I either fixed them (preferred) or linked to where I reported them in Slack
[x] I verified proper code patterns were followed (see Reviewing the code)

[x] I verified that any callback methods that were added or modified are named for what the method does and never what callback they handle (i.e. toggleReport and not onIconClick).
[x] I verified that comments were added to code that is not self explanatory
[x] I verified that any new or modified comments were clear, correct English, and explained "why" the code was doing something instead of only explaining "what" the code was doing.
[x] I verified any copy / text shown in the product was added in all src/languages/* files
[x] I verified any copy / text that was added to the app is correct English and approved by marketing by adding the Waiting for Copy label for a copy review on the original GH to get the correct copy.
[x] I verified proper file naming conventions were followed for any new files or renamed files. All non-platform specific files are named after what they export and are not named "index.js". All platform-specific files are named for the platform the code supports as outlined in the README.
[x] I verified the JSDocs style guidelines (in STYLE.md) were followed

[x] If a new code pattern is added I verified it was agreed to be used by multiple Expensify engineers
[x] I verified that this PR follows the guidelines as stated in the Review Guidelines
[x] I verified other components that can be impacted by these changes have been tested, and I retested again (i.e. if the PR modifies a shared library or component like Avatar, I verified the components using Avatar have been tested & I retested again)
[x] I verified all code is DRY (the PR doesn't include any logic written more than once, with the exception of tests)
[x] I verified any variables that can be defined as constants (ie. in CONST.js or at the top of the file that uses the constant) are defined as such
[x] If a new component is created I verified that:

[x] A similar component doesn't exist in the codebase
[x] All props are defined accurately and each prop has a /** comment above it */
[x] The file is named correctly
[x] The component has a clear name that is non-ambiguous and the purpose of the component can be inferred from the name alone
[x] The only data being stored in the state is data necessary for rendering and nothing else
[x] For Class Components, any internal methods passed to components event handlers are bound to this properly so there are no scoping issues (i.e. for onClick={this.submit} the method this.submit should be bound to this in the constructor)
[x] Any internal methods bound to this are necessary to be bound (i.e. avoid this.submit = this.submit.bind(this); if this.submit is never passed to a component event handler like onClick)
[x] All JSX used for rendering exists in the render method
[x] The component has the minimum amount of code necessary for its purpose, and it is broken down into smaller components in order to separate concerns and functions

[x] If a new CSS style is added I verified that:

[x] A similar style doesn't already exist
[x] The style can't be created with an existing StyleUtils function (i.e. StyleUtils.getBackgroundAndBorderStyle(themeColors.componentBG)

[x] If the PR modifies a generic component, I tested and verified that those changes do not break usages of that component in the rest of the App (i.e. if a shared library or component like Avatar is modified, I verified that Avatar is working as expected in all cases)
[x] If the PR modifies a component related to any of the existing Storybook stories, I tested and verified all stories for that component are still working as expected.
[x] I have checked off every checkbox in the PR reviewer checklist, including those that don't apply to this PR.

Screenshots/Videos

Web
https://user-images.githubusercontent.com/26106822/200290439-da21c075-8c30-491e-a10e-0a0c320d3496.mp4

Mobile Web - Chrome

Mobile Web - Safari

Desktop

iOS

Android

@rushatgabhane disabling the Pay button will be implemented in an upcoming refactor I'm working on, so it won't be included in this PR.

Updated! Working on screen recordings and updating test steps.

@rushatgabhane updated! Sorry for the delay I had some issues in my dev environment.

I noticed that on iOS and after coming back online the total takes quite a lot of time to be updated. I'm not yet sure why. Investigating.
https://user-images.githubusercontent.com/9680864/201534521-47558113-e5bc-4bc3-b05c-080a751271f3.MP4

Thanks @rushatgabhane!

PR Author checklist is complete Melvin.

:hand: This PR was not deployed to staging yet because QA is ongoing. It will be automatically deployed to staging after the next production release.

🚀 Deployed to staging by @youssef-lr in version: 1.2.28-0 🚀

platform
result

🤖 android 🤖
success ✅

🖥 desktop 🖥
success ✅

🍎 iOS 🍎
failure ❌

🕸 web 🕸
success ✅

🚀 Deployed to staging by @youssef-lr in version: 1.2.28-0 🚀

platform
result

🤖 android 🤖
success ✅

🖥 desktop 🖥
success ✅

🍎 iOS 🍎
success ✅

🕸 web 🕸
success ✅

🚀 Deployed to production by @roryabraham in version: 1.2.28-2 🚀

platform
result

🤖 android 🤖
success ✅

🖥 desktop 🖥
success ✅

🍎 iOS 🍎
success ✅

🕸 web 🕸
success ✅


Find Epic Store games when installed through Proton (Linux)

If you follow one of the popular guides to install Epic Luancher through proton, BoilR does not pick up the games.
The problem is that it does not find the manifest files, and even if they are manually pointed to the manifest files themselves refer to a path that is relative to C: which should be relative to the compatdata folder.
Another problem is that the Epic launcher does not seem to launch a game when given a launch url in the same way it does on windows. Even if a shortcut is created that sets the compat folder and gives to url to the exe, the Epic launcher will just start but it will not launch the game.
Here is an example of a shortcut that only opens the launcher and does not load the game:
Target:
"/home/philip/.steam/steam/steamapps/compatdata/3532403833/pfx/drive_c/Program Files (x86)/Epic Games/Launcher/Engine/Binaries/Win32/EpicGamesLauncher.exe"
Start in:
"/home/philip/.steam/steam/steamapps/compatdata/3532403833/pfx/drive_c/Program Files (x86)/Epic Games/Launcher/Engine/Binaries/Win32/EpicGamesLauncher.exe"
Launch options:
STEAM_COMPAT_DATA_PATH="/home/philip/.steam/steam/steamapps/compatdata/3532403833" %command% "com.epicgames.launcher://apps/tulip%3A6a398fcd7a464ea1a69fea1f0b0281cc%3Afe6c485736bc4ed48c835290ce48099b?action=launch&silent=true"
If anyone knows how to get Epic to actually launch the game through a commands, BoilR can create it, but I cannot figure out how it should be done.

I am assuming this works for steam deck now, so will close this until someone says otherwise :-)

It is not working yet. Still same issue. Launcher starts but the game not.


Deepcopy all Config attributes

Deepcopy all Config attributes when merging Configs.
Also deepcopy:

arrays
Functions? (or just assign)
what to do about wrapped primitives??

However, Config stuff won't really be modified (or shouldn't be)


Cannot run the bindgen tool in js-hello-world example

It compiles well, but once I try to run the bindgen tool with:
$ wasm-bindgen target/wasm32-unknown-unknown/debug/js_hello_world.wasm
--out-dir .
It appears this error:
thread 'main' panicked at 'failed to generate bindings: Error("HeapOther("I/O Error: The system cannot find the path specified. (os error 3)")")', libcore\result.rs:945:5
note: Run with RUST_BACKTRACE=1 for a backtrace.
And if I try with RUST_BACKTRACE=1 it says:
$ wasm-bindgen target/wasm32-unknown-unknown/debug/js
_hello_world.wasm --out-dir . RUSTBACKTRACE=1
Invalid arguments.
Usage:
wasm-bindgen [options]
wasm-bindgen -h | --help
wasm-bindgen -V | --version

Thanks for the report! Does target/wasm32-unknown-unknown/debug/js_hello_world.wasm exist as a file? It may have a slightly different name depending on your project

yes! it exists, that's why I'm a little bit confused. What can the problem be?

$ RUST_BACKTRACE=1 wasm-bindgen target/wasm32-unknown-unknown/debug/js_he
llo_world.wasm   --out-dir .
thread 'main' panicked at 'failed to generate bindings: Error("HeapOther("I/O Error: The system cannot find the path specified. (os error 3)")")', libcore\result.rs:945:5
stack backtrace:
0:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
15:
16: BaseThreadInitThunk
17: RtlUserThreadStart

It looks like is working now, so I'm going to continue with the readme steps. I don't really know why is working because I just have done the same steps 3 times in the same directory with no result and now it works. Thanks anyway, you can close the issue!

Ok great! I'll work on improving error messages soon as well


Update terms-of-use.md

Adding back the report versus audit logs FAQ section

Learn Build status updates of commit 3c47adf:
:white_check_mark: Validation status: passed

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articles/active-directory/conditional-access/terms-of-use.md
:white_check_mark:Succeeded

For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching the learn.microsoft.com contributor guidesPost your question in the Learn support channel

Learn Build status updates of commit 855e0db:
:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

articles/active-directory/conditional-access/terms-of-use.md
:white_check_mark:Succeeded

For more details, please refer to the build report.
Note: Broken links written as relative paths are included in the above build report. For broken links written as absolute paths or external URLs, see the broken link report.
For any questions, please:Try searching the learn.microsoft.com contributor guidesPost your question in the Learn support channel

@natgreen can you provide some more details? The section exists and was recently updated by the Product Group.

#hold-off

@natgreen can you provide some more details? The section exists and was recently updated by the Product Group.

I'm the engineering manager for the Terms of Use product group.  Our PM has reviewed the change.  The last update accidentally removed this Q/A entry.  We've refined it based on the new Q/A entry and updated information from the lead engineer.

@MicrosoftGuyJFlo - The changes were reviewed and approved from the PM side


Remove restrictive shell history control.

I wouldn't do the deletion, I would just comment it out.
Perhaps this feature will be needed someday, or we can use it to do something else.

The code is in still in the git tree. It can be recovered from the commit, of needed.