Live Edit and dockable game window

since we have a live edit, would be a nice ideia that we can dock the game window in the editor window, so we don't need to do alt+tab or two screens...
Also, since i am on the docking topic i would like to be able to undock the script and debug window, it would be useful to the ones with two screens (not my case, but still would be good)

I'd like to try that, but honestly I don't have the slightest clue about
how to do it
On Wed, Aug 5, 2015 at 2:58 PM, David Paiva<EMAIL_ADDRESS>wrote:

since we have a live edit, would be a nice ideia that we can dock the game
window in the editor window, so we don't need to do alt+tab or two
screens...
Also, since i am on the docking topic i would like to be able to undock
the script and debug window, it would be useful to the ones with two
screens (not my case, but still would be good)
—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/2338.

--
OkamStudio

please do consult other developers... maybe from other applications...  they may have been in the UI OSS business for years...
The thing I noticed about godot is that it's like it came out of the cave without knowing the latest/modern/advance trends with the UI... please update... if starting over is the key, please do... :)

Dude I'm not stupid, If you know other applications that can dock a
separate process be my guest, as neither Unreal or Unity do this.
On Wed, Aug 5, 2015 at 10:28 PM, Manson Mamaril<EMAIL_ADDRESS>wrote:

please do consult other developers... maybe from other applications...
they may have been in the UI OSS business for years...
The thing I noticed about godot is that it's like it came out of the cave
without knowing the latest/modern/advance trends with the UI... please
update... if starting over is the key, please do... :)
—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/2338#issuecomment-128200931.

why limit to Unreal and Unity?

also he might mean this one...

or this one...
https://docs.unrealengine.com/latest/INT/GettingStarted/HowTo/PIE/index.html

As I said, Godot runs the game in a separate process, while Unity and
Unreal do not.  If you can find for me information on how to dock a
separate process in another OpenGL APP, that works in all platforms, I
promise that I will implement it.
On Wed, Aug 5, 2015 at 11:14 PM, Manson Mamaril<EMAIL_ADDRESS>wrote:

or this one...
https://docs.unrealengine.com/latest/INT/GettingStarted/HowTo/PIE/index.html
[image: pie2b]
https://cloud.githubusercontent.com/assets/3820189/9102371/e0694d2c-3c23-11e5-9f48-8ee4b9c77068.jpg
—
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"Godot runs the game in a separate process, while Unity and Unreal do not." That would be a better explanation. It's easier for me (and maybe for them) to accept that it's hard to implement...

I wouldn't mind implementing it, but i seriously doubt this is possible.
Maybe it is though through the compositing API in the different OS
versions, but it's definitely not that easy
On Wed, Aug 5, 2015 at 11:21 PM, Manson Mamaril<EMAIL_ADDRESS>wrote:

"Godot runs the game in a separate process, while Unity and Unreal do
not." That would be a better explanation. It's easier for me (and maybe for
them) to accept that it's hard to implement...
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does MAC have some similarities with linux under the hood? because If I am correct also does this on mac...

not for the graphics part
On Wed, Aug 5, 2015 at 11:30 PM, Manson Mamaril<EMAIL_ADDRESS>wrote:

does MAC have some similarities with linux under the hood? because If I am
correct also does this on mac...
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--
OkamStudio

I mean the thing where they do the editor and game in the "same" process...
but still about undocking tabs would be great... like now... :)

I just wonder why ui was implemented this way (this is a different app btw, just to illustrate similarity), only inside the application:

and not like the image of unity above where the tab is floating...

It's simpler to do the way Godot does it, and also has some advantages such
as better remote debugging and live editing
On Wed, Aug 5, 2015 at 11:37 PM, Manson Mamaril<EMAIL_ADDRESS>wrote:

I just wonder why ui was implemented this way (this is a different app
btw, just to illustrate similarity), only inside the application:
[image: lmms]
https://cloud.githubusercontent.com/assets/3820189/9102614/ffb0a592-3c26-11e5-8ec3-02cf4c68dbce.png
and not like the image of unity above where the tab is floating...
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Technically it's good... as the original post says it's better to be able to undock... and add minimize button and close... like unity and adobe... to cater to 2-monitor and easy customization...
Floating window from adobe:

Workspace presets from adobe:

Oh yeah... how's the tinkering with Overlap2D?

Well you can definitely intercept OpenGL calls, it's how debuggers work. Here's an open source project that does it: https://github.com/dtrebilco/glintercept
I guess you would have to two-way this by throwing input events down to the child process too.
Although I do not appreciate @mamarilmanson tone at all and think he is being frankly rude, this is not an impossible task. Though it is obviously equally non-trivial.

I've just come across this, though I don't even know if the extension even really exists anymore.
https://www.opengl.org/registry/specs/EXT/import_context.txt
http://www-f9.ijs.si/~matevz/docs/007-2392-003/sgi_html/ch06.html#LE13528-PARENT

I apologize for the impression I made...

@Fiona ~ I was curious about this one: https://github.com/dtrebilco/glintercept
it says "GLIntercept is a OpenGL function call interceptor for Windows"
would it be possible for the devs to make it cross platform?

Gimp don't have a version that have all windows in one window and another
that have all floating windows?
2015-08-06 8:37 GMT-03:00 Manson Mamaril<EMAIL_ADDRESS>
@Fiona https://github.com/Fiona ~ I was curious about this one:
https://github.com/dtrebilco/glintercept
it says "GLIntercept is a OpenGL function call interceptor for Windows"
would it be possible for the devs to make it cross platform?
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--
David Aguiar de Aquino Paiva
Dive sistemas

@draxdeveloper ~ wait? what??? O_O
I mean... I don't get it... -_-

People please don't ask for nearly impossible tasks,  please. There is only two main devs of godot who are burning their free time to bring this wonderful engine to us. Godot games are running in different process and that means they are practically different programs than editor from the Operating System point of view. The thing what you are asking for would be more suitable for some kind of scientific research then just implementation, don't be greedy, live editing is working really well the way it's. Also @mamarilmanson I don't think it's good idea to start writing Godot right from the beginning because you don't like the ui or it's core architecture. There are other engines around I would recommend to try them if you don't like Godot. Also it's OSS project and this mean you guys can contribute, so you can always try to implement feature you want.

2015-08-07 6:49 GMT-03:00 kubecz3k<EMAIL_ADDRESS>
s than editor from the Operating System point of view. The thing what you
are asking for would be more suitable for some kind of scientific research
then just implementation, don't be greedy, live editing is working really
well the way

Sorry, i dind't know the complexty
--
David Aguiar de Aquino Paiva
Dive sistemas

@mamarilmanson commented 2 days ago

The thing I noticed about godot is that it's like it came out of the cave without knowing
the latest/modern/advance trends with the UI...

Really, it's about trends now?
I don't think so.
I would rather prefer Godot's devs to work on some new functions or got few more bugs squashed out or let them take time and rewrite audio engine - if they really had no other things to do ;) - than to resolve not existent "fashion" UI problem, that is suppose to make Godot look "modern".
Lets face it. Running the game in separate window is completely fine, especially if you can now run your game on android and edit it real-time.

@freemanfromgodotengine no, UI is important as well. Best example was Blender < 2.5. It was horrible to use so it was hard for CGI Artists to switch to Blender. And a big community report more bugs, create more plugins or documentation.

^ What I was saying...

Dude I'm not stupid, If you know other applications that can dock a separate process be my guest, as neither Unreal or Unity do this.

It is actually quite doable, XReparentWindow does just that. SMPlayer, for instance, has been doing that for a long time.
But the problem is godot's windows aren't "real" windows that the window manager is aware of.

indeed. I think it might be possible to do with compositing, but i'm not
sure
On Sun, Aug 9, 2015 at 2:39 PM, seadra<EMAIL_ADDRESS>wrote:

Dude I'm not stupid, If you know other applications that can dock a
separate process be my guest, as neither Unreal or Unity do this.
It is actually quite doable, XReparentWindow does just that. SMPlayer, for
instance, has been doing that for a long time.
But the problem is godot's windows aren't "real" windows that the window
manager is aware of.
—
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--
OkamStudio

@mamarilmanson : I honestly don't give two fucks about modern trends, and usability wise I don't really see any advantage of having your game in a docked window.  It's one of those features that I would add if it was easy to do, but not worth the effort otherwise.
In the case of Unity, if you have a single monitor, it's unusable when they are split in two and in the case of Unreal, the editor window is replaced by the game. So in the end, it's the same thing.  It just works fine.
As I said before, I worry the most about actual usability issues of people working on projects and using Godot, not so much about  those who said they would use if it worked this way or another, or if it supported C#, drag & drop, etc.
I need good examples of how usability is a problem in the current way and how the new way makes it better, arguments such as "Unity does it this way and I like it" don't work in my book even if valid. You need to get more technical and refer to real, actual use cases.

I think make game window dockable is wasting time.
On Aug 10, 2015 12:40 AM, "Juan Linietsky"<EMAIL_ADDRESS>wrote:

@mamarilmanson https://github.com/mamarilmanson : I honestly don't give
two fucks about modern trends, and usability wise I don't really see any
advantage of having your game in a docked window. It's one of those
features that I would add if it was easy to do, but not worth the effort
otherwise.
In the case of Unity, if you have a single monitor, it's unusable when
they are split in two and in the case of Unreal, the editor window is
replaced by the game. So in the end, it's the same thing.  It
just works fine.
As I said before, I worry the most about actual usability issues of people
working on projects and using Godot, not so much about those who said they
would use if it worked this way or another, or if it supported C#, drag &
drop, etc.
I need good examples of how usability is a problem in the current way and
how the new way makes it better, arguments such as "Unity does it this way
and I like it" don't work in my book even if valid. You need to get more
technical and refer to real, actual use cases.
—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/2338#issuecomment-129233651.

better is dual monitors but, come on, do you really want to change tabs all the time? or see the game squashed while editing? no, makes more sense to invest in a monitor or just press alt+tab, maybe it's worth to pause the game while editor window is active, so you wont lose a physic reaction or something, but personally, i dont see why limit the game window position to a space inside of the editor is better...

Okay here's a real suggestion:
Get the client to remember which screen they were last on, where they were previously and what size window they were because currently they seem to open as default every time (at least for me on Arch Linux using Awesome VM, though it could be Awesome messing with me, please correct me if this is the case.)

I'm getting a second monitor to be able to add this feature :P
On Mon, Aug 10, 2015 at 8:25 AM, Fiona Burrows<EMAIL_ADDRESS>wrote:

Okay here's a real suggestion:
Get the client to remember which screen they were last on, where they were
previously and what size window they were because currently they seem to
open as default every time (at least for me on Arch Linux using Awesome VM,
though it could be Awesome messing with me, please correct me if this is
the case.)

—
Reply to this email directly or view it on GitHub
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<3

@reduz you can borrow one of my monitors at the office, I'm not using them atm :p

If this feature alone will take so much time and resources, then leave it.
This is not better than easier exporter for ios or enhanced networking.

Plus one for enhanced Networking
On 11 August 2015 at 02:06, 0azizi0<EMAIL_ADDRESS>wrote:

If this feature alone will take so much time and resources, then leave it.
This is not better than easier exporter for ios or enhanced networking.
—
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wow, a lot of discussion here o0
Like i said before it was just a suggestion, i don't had idea of the complexity of the said suggestion.

@draxdeveloper Unfortunately, some wars are started by totally innocent person without any bad intentions :disappointed:  (Gamergate?)

Adding some context as there are some newer issues on the subject, but this remains one of the top google results:
https://github.com/godotengine/godot-proposals/issues/1864
Which was then closed in favour of:
https://github.com/godotengine/godot-proposals/issues/7213

7 years ago... XD


added some missing unit tests

@mpetrunic I removed that check, its not required since we have travis - Pull Request enabled


Implement style's default draw rules

Style's default draw rules are applied for any style property which is not set/active during draw
rule merging step.

Adds scene parsing for style's default draw rule
Update default demo scene file to include a use case of default draw rules (refer transit-lines
style)

Closes #1338

Thanks @matteblair
Addressed comments. Merging when CI is done.

@karimnaaji that is a good question. I can see if this is quick to add.

@karimnaaji style's default draw rules should now work with markers. Merging when CI is all good.


[BUG]: Sign up Issue

After pressing the sign up button,shows registration failed due to some mongo error .
I would like to work on it and any issues i find later also.

Please assign this issue to me and also add the hacktober tag.


mavlink: 2023.9.9-1 in 'iron/distribution.yaml' [bloom]

Increasing version of package(s) in repository mavlink to 2023.9.9-1:

upstream repository: https://github.com/mavlink/mavlink.git
release repository: https://github.com/ros2-gbp/mavlink-gbp-release.git
distro file: iron/distribution.yaml
bloom version: 0.11.2
previous version for package: 2023.6.6-1

Holding for Iron sync


Feature: Open Accordion Tab by default

Great extension.
Maybe a good feature to open some tabs or accordion content by default.
See FlexForms f.e.

I've switched from my own Flux-Accordion to your extension, because I don' want to use Flux anymore.
Thanks.

Info: Will be processed, could still take a par days


HDDS-4806. Fix misc acceptance test: List pipelines on unknown host

What changes were proposed in this pull request?
For now, SCMContainerLocationFailoverProxyProvider first use ozone.scm.names to create rpcProxy, if ozone.scm.names is not set, it falls back to use ozone.scm.client.address. However, it breaks the master's behavior, which directly use ozone.scm.client.address to build the rpcProxy.
In ozone admin --verbose pipeline list --scm unknown-host, unknown-host will be set to ozone.scm.client.address, the created rpcProxy will trigger "java.net.UnknownHostException: Invalid host name: "
This Jira https://issues.apache.org/jira/browse/HDDS-4556 and PR https://github.com/apache/ozone/pull/1671  adds a smoketest for ozonescripts environment, helps to find this bug.
What is the link to the Apache JIRA
https://issues.apache.org/jira/browse/HDDS-4806
How was this patch tested?
CI

After last two merge of master, we have four failures:
The first merge cause the failure unit test (TestContainerEndpoint, TestReconContainerManager) and misc docker test.
The second merge cause the failure of find bugs.
The fix is aims to fix misc acceptance test
@nandakumar131 @bshashikant @amaliujia Please take a look!

The change looks good. I am committing this one as this fixes the acceptance test. Other failures are unrelated.

Thanks @GlenGeng for the contribution.

+1 thanks @GlenGeng!


cannot connect to Mysql Database when DATABASE NAME contains @

cannot connect to Mysql Database when DATABASE NAME contains @ (at sign)
When you create a new database:
databaseview => + Database
Expected results
Connect successfully to the databse
Actual results
I got his error Unknown MySQL server host "prod". on the field HOST
If I remove the @ just to check the behavior, the error is now legit on the field DATABASE NAME as this database name doesn't exist.
The database is called nacho@prod
Screenshots

Environment
(please complete the following information):

browser type and version: Chrome
superset version: 0.5.8

Checklist
Make sure to follow these steps before submitting your issue - thank you!

[X ] I have checked the superset logs for python stacktraces and included it here as text if there are any.
[ X] I have reproduced the issue with at least the latest released version of superset.
[ X] I have checked the issue tracker for the same issue and I haven't found one similar.

Can I ask what is the version of the MySQL server? I am trying to reproduce it, but during the creation of the database with a name containing '@' I get the error:
ERROR 1064 (42000) at line 1: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '@name' at line 1

Hi @alan345 @minho95, I have validated on the master branch and MySQL 5.7.

login MySQL
create database from MySQL cli

mysql> create database `foo@bar`;
Query OK, 1 row affected (0.00 sec)

mysql> show databases;
+--------------------+
| Database           |
+--------------------+
| information_schema |
| foo@bar            |
| infodumps          |
| mysql              |
| performance_schema |
| sample_data        |
| sampling           |
| sys                |
+--------------------+
8 rows in set (0.00 sec)

mysql>

can't sent testing query for foo@bar

While in general I would not encourage using these types of characters in a database name, I believe this should be fairly easy to fix by making sure we urlencode the database name when constructing the SQLAlchemy URI.

I'm assuming this is still an issue in Superset 2.x.x, but can anyone confirm or deny that?

Closing this as stale since it's been silent for so long, and we're trying to steer toward a more actionable Issues backlog. If people are still encountering this in current versions (currently 3.x) please re-open this issue, open a new Issue with updated context, or raise a PR to address the problem. Thanks!


ENOENT when creating an attachment for an Issue

Hello!
Awemose library, just found it one hour ago and it's amazing! Congratulations for the good job.
I'm having a problem when adding an attachment for an Issue, and I don't know why. I get something like:
{ Error: form-data: ENOENT: no such file or directory, open 'C:\Users\Marcos\projects\mycurrentproject\__1496158180441.json'
  errno: -4058,
  code: 'ENOENT',
  syscall: 'open',
  path: 'C:\\Users\\Marcos\\projects\\mycurrentproject\\__1496158180441.json' }

But the path is correct and the file exists, any ideas?

Solved, it was nothing related to that


Wallet helper function always points to local db - and proposed fix

I had a problem where I was redeeming ecash tokens from another mint successfully, but the balance was not being updated in my postgres wallet.
After some debugging, I found that the wallet helper function for redeeming tokens was always pointing to the local wallet.  You can see my fix in this commit. It was a simple case of extracting the wallet.db.db_location from the passed in wallet instead of using settings.cashu_dir. There are two changes in the wallet/helper.py file
https://github.com/trbouma/cashu/commit/781a6b326f41bb3c3b7e2fbd68a684d4eae4a7a8
I'd do a pull request, but I think it is easier for you to look at the changes in the file and make the change as you see fit.

Message not appropriate to post in issues, closing!

Huh?


python312Packages.cle: 9.2.119 -> 9.2.122

Things done

Built on platform(s)

[ ] x86_64-linux
[ ] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

For non-Linux: Is sandboxing enabled in nix.conf? (See Nix manual)

[ ] sandbox = relaxed
[ ] sandbox = true

[ ] Tested, as applicable:

NixOS test(s) (look inside nixos/tests)
and/or package tests
or, for functions and "core" functionality, tests in lib/tests or pkgs/test
made sure NixOS tests are linked to the relevant packages

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[ ] Tested basic functionality of all binary files (usually in ./result/bin/)
24.11 Release Notes (or backporting 23.11 and 24.05 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module

[ ] Fits CONTRIBUTING.md.

Add a :+1: reaction to pull requests you find important.

Result of nixpkgs-review pr 347358 run on x86_64-linux 1

12 packages marked as broken and skipped:

python311Packages.angr
python311Packages.angr.dist
python311Packages.angrcli
python311Packages.angrcli.dist
python311Packages.angrop
python311Packages.angrop.dist
python312Packages.angr
python312Packages.angr.dist
python312Packages.angrcli
python312Packages.angrcli.dist
python312Packages.angrop
python312Packages.angrop.dist

20 packages built:

python311Packages.ailment
python311Packages.ailment.dist
python311Packages.archinfo
python311Packages.archinfo.dist
python311Packages.claripy
python311Packages.claripy.dist
python311Packages.cle
python311Packages.cle.dist
python311Packages.pyvex
python311Packages.pyvex.dist
python312Packages.ailment
python312Packages.ailment.dist
python312Packages.archinfo
python312Packages.archinfo.dist
python312Packages.claripy
python312Packages.claripy.dist
python312Packages.cle
python312Packages.cle.dist
python312Packages.pyvex
python312Packages.pyvex.dist


Permission problems with macOS Catalina

Description
What steps will reproduce the problem?

I had an Anaconda installation
I updated mac OS to Catalina
Problems
I reinstalled Anaconda from command line
Jupyter notebooks wroked well, but not Spyder

Traceback
  File "/Users/jose/anaconda3/lib/python3.7/site-packages/spyder/plugins/editor.py", line 1942, in load
    finfo = self.editorstacks[0].load(filename, set_current=False)
  File "/Users/jose/anaconda3/lib/python3.7/site-packages/spyder/widgets/editor.py", line 2251, in load
    text, enc = encoding.read(filename)
  File "/Users/jose/anaconda3/lib/python3.7/site-packages/spyder/utils/encoding.py", line 249, in read
    text, encoding = decode( open(filename, 'rb').read() )
PermissionError: [Errno 1] Operation not permitted: '/Users/jose/Documents/Udacity/deep-learning-v2-pytorch-master/extracurricular/keras/conv-dims.py'
WARNING:spyder.widgets.github.backend:Failed to send bug report on Github. response={'code': 401, 'json': {'message': 'Bad credentials', 'documentation_url': 'https://developer.github.com/v3'}}

Versions

Spyder version: 3.3.6
Python version: 3.7.0
Qt version: 5.9.6
PyQt5 version: 5.9.2
Operating System: Darwin 19.0.0

Dependencies
pyflakes >=0.6.0  :  2.1.1 (OK)
pycodestyle >=2.3 :  2.5.0 (OK)
pygments >=2.0    :  2.4.2 (OK)
sphinx >=0.6.6    :  2.1.2 (OK)
rope >=0.9.4      :  0.14.0 (OK)
jedi >=0.9.0      :  0.13.3 (OK)
psutil >=0.3      :  5.6.3 (OK)
nbconvert >=4.0   :  5.5.0 (OK)
pandas >=0.13.1   :  0.24.2 (OK)
numpy >=1.7       :  1.16.4 (OK)
sympy >=0.7.3     :  1.4 (OK)
cython >=0.21     :  0.29.12 (OK)
qtconsole >=4.2.0 :  4.5.1 (OK)
IPython >=4.0     :  7.6.1 (OK)
matplotlib >=2.0.0:  3.1.0 (OK)
pylint >=0.25     :  2.3.1 (OK)

I updated mac OS to Catalina

This is a problem with Catalina and not with Spyder. Unfortunately we don't know how to help users with it, sorry.

The solution seems to be explained here:
https://www.anaconda.com/how-to-restore-anaconda-after-macos-catalina-update/

Hi Carlos,
I tried a workaround. I just launch Spyder from a terminal using sudo spyder, instead of calling it from Anaconda Navigator. It worked!
It seems like it has to do with having installed Anaconda in a user folder.
Thank you

De: Carlos Cordoba<EMAIL_ADDRESS>Enviado: lunes, 14 de octubre de 2019 06:46 p. m.
Para: spyder-ide/spyder<EMAIL_ADDRESS>CC: josequinonez<EMAIL_ADDRESS>Author<EMAIL_ADDRESS>Asunto: Re: [spyder-ide/spyder] Permission prpoblems after a fresh installation of Anaconda from command (#10406)
I updated mac OS to Catalina
This is a problem with Catalina and not with Spyder. Unfortunately we don't know how to help users with it, sorry.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHubhttps://github.com/spyder-ide/spyder/issues/10406?email_source=notifications&email_token=AEU6T4JHOD2AWJVYFE7V2LTQOUAEFA5CNFSM4JAVGT72YY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOEBG6N7A#issuecomment-541976316, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AEU6T4OBAUNAKRF5BB5BIO3QOUAEFANCNFSM4JAVGT7Q.

I just launch Spyder from a terminal using sudo spyder

This is really bad because you'll be executing arbitrary code as root, which can cause irreparable damages to your system.
Please follow the Anaconda guide and stop using sudo.

I had the same problem. I could run my code when calling spyder from a terminal, rather than from the anaconda app, WITHOUT having to use sudo.

I can no longer use Conda commands on a Mac OS Catalina. Think it may be something to do with the shell changing to bin/zsh. Having the same problem with anaconda and Spyder wonder if they are connected?


Sync published with master

Sync published with master.

@DawnWood-Docker - Could you PTAL?

Deploy preview for docsdocker ready!
Built with commit 261d32f21faecf50d5d553a227ff55cfd6b9cdfa
https://deploy-preview-9452--docsdocker.netlify.com


GUACAMOLE-1906: Bump guac-manifest versions and add 1.5.5 to the extension loader.

Got all the pom.xml files in the last pull request, but forgot the extension loader and the guac-manifest files.

You know, while we're at it, it looks like the guacamole-display-statistics package still needs to have its version bumped as well. I notice that your branch is so old that the entire extension is missing, but it exists on master and should be bumped.

I notice that your branch is so old that the entire extension is missing, but it exists on master and should be bumped.

I think this is because the guacamole-display-statistics package isn't in the 1.5.x series, but is only in the master branch. I actually have a separate Jira issue and branch for bumping the versions on those after this one is wrapped up.

Oops, yeah, you're totally right.

I think this is because the guacamole-display-statistics package isn't in the 1.5.x series, but is only in the master branch. I actually have a separate Jira issue and branch for bumping the versions on those after this one is wrapped up.


announce deprecation of this PHP SDK public repo which is no longer maintained

It's a shame. RIP :(


implement machine create implementation and rendering start up scripts

What this PR does / why we need it:
Which issue(s) this PR fixes (optional, in fixes #<issue number>(, fixes #<issue_number>, ...) format, will close the issue(s) when PR gets merged):
Fixes #
Special notes for your reviewer:

Please confirm that if this PR changes any image versions, then that's the sole change this PR makes.

Release note:

need fix CI issue first.. code looks good

part of #16

@jichenjc @gyliu513

part of #19


mask attribute ignored on related models

If a resource has a defined relation with another resource, then setting a mask attribute doesn't work. For example:
 angular.module('mapping')
  .factory('UserResource', function (restmod) {
    return restmod.model('/api/users').mix({
      'Profile':{
        belongsTo: 'ProfileResource',
        mask: 'CU'
      },
      'Posts':{
        belongsToMany: 'PostResource',
        mask: 'CU'
      }
    });
  })
  .factory('ProfileResource', function (restmod) {
    return restmod.model('/api/profile');
  })
  .factory('PostResource', function (restmod) {
    return restmod.model('/api/users');
  });

Using the above code, if you get a user using var user = UserResource.$find(1), and then save it using user.$save(), the actual request has profile_id, and post_ids attributes sent, ignoring the U flags.

I ran into this same problem. Turns out, https://github.com/platanus/angular-restmod/commit/764b562e3a90617e11ab0558b49aa2e7ef562005 broke this functionality because the relation attribute mapping will now happen after your mask mapping. Since the relationship mapping explicitly sets the mask on your relation, it overwrites your mask. For now version 1.9 still functions correctly with the old behavior

You can separate it out in 2 mixins one with the masks and other with the relations as a work around?


Remove load_model

We should not have: sframe.load_model

Its ok to leave this in for now I think. load_model has the ability to load classes saved via the SDK methods. We could rename it to like load_sdk_object or something perhaps.


fix: cannot use casdoor as idp because casdoor idp use domain field as its host

fix: #3449

Replaced by: https://github.com/casdoor/casdoor/commit/4d0f73c84e2ec282a01f41f1962cd7f6eb53d1be


Maybe Style/StringConcatenation should be conservative by default

as per https://docs.rubocop.org/rubocop/cops_style.html#stylestringconcatenation, aggressive mode is currently the default.
this is not ideal because it triggers false positives and people have to research it and change the mode.

we hit a case with URI#+, which returns a URI and prevents double slashes

e.g. uri + '/some_path' always returns a valid URI

Pathname#+ behaves similarly and thus yields similar false positives
custom implementations of #+ are also affected

This configuration was introduced at https://github.com/rubocop/rubocop/pull/9153 with aggressive as the default. There are #9144 arguments, but I think I can accept this proposal to default to conservative. This is because I prefer to be as safe as possible, but others may think differently, like some of #9144.
@rubocop/rubocop-core What do you think about it?

I still stand by my original opinion. That cop is next to useless with the conservative config. Likely we'll just have it disabled by default in RuboCop 2.0, as one of the main goals is to streamline the default configuration (profile) and have be more conservative in general.

See also #10726

rubocop -A broke my code when it's supposed to be safe.
A minimal example of how this breaks filepath:
# frozen_string_literal: true

require 'pathname'

FILENAME = 'mime.types'

pn = Pathname.new('/etc')
fp = pn + 'nginx' + FILENAME

puts fp # /etc/nginx/mime.types

➜ rubocop -A pathname.rb
Inspecting 1 file
C

Offenses:

pathname.rb:8:6: C: [Corrected] Style/StringConcatenation: Prefer string interpolation to string concatenation.
fp = pn + 'nginx' + FILENAME
     ^^^^^^^^^^^^^^^^^^^^^^^

1 file inspected, 1 offense detected, 1 offense corrected

# frozen_string_literal: true

require 'pathname'

FILENAME = 'mime.types'

pn = Pathname.new('/etc')
fp = "#{pn}nginx#{FILENAME}"

puts fp # /etcnginxmime.types

rubocop -A broke my code when it's supposed to be safe.

-A isn’t safe:
❯ rubocop --help | grep \\-A
    -A, --autocorrect-all            Autocorrect offenses (safe and unsafe).

Right, I should have used -a


Problem building on linux. FileSaver.min.js

Hello,
There is a problem building the package on linux.
Error: Cannot find module '../lib/filesaver.min.js' I've got this when when trying to build it.
The solution is to change the filename of src/js/lib/FileSaver.min.js to src/js/lib/filesaver.min.js

Doh! Stupid HFS+ case insensitivity.
Fixed. Thanks for reporting.


Reverse proxy Swagger redirects

When running the boring proxy and setting up a reverse proxy for a website hosting Swagger navigating to the URL will cause a redirect to <IP_ADDRESS>:{port}.
If i use Ngrok it does not exibit the same behavior.
This seems to be a common issue when running swagger behind reverse proxys
(perhaps these seperate issues might provide some insight)
https://github.com/noirbizarre/flask-restplus/issues/223
https://github.com/zalando/connexion/issues/887
I suspect there are some forwarding headers (X-Forwarded-For, X-Scheme & X-Forwarded-Path) that are not being passed through which causes the Swagger to generate a redirect.

Hi @darrynhoskingluna, your diagnoses is probably correct. See also #13. If you can determine a complete list of the headers missing, that will help improve the quality of the fix when I finally have time to implement it. As it is, I don't know when I'll get to it though.

Closing in favor of #13.


training time

Hi, thanks for sharing your good work! Could you please provide the training times for these two datasets on your hardware platform?

Hi, thanks for sharing your good work! Could you please provide the training times for these two datasets on your hardware platform?

Sorry for our late rely, in a single RTX 4090, we train a split about 12 hours (including base training and fine-tuning)


Add close() method to io.opentracing.Tracer

The Tracer interface does not define a close() method. Implementors of the Tracer interface, however, most often implement their own close() method to finalize traces, and to release resources. Since io.opentracing.Tracer.close() is not defined, application code that utilizes Tracer(s) must import the vendor-specific implementation in order for the close() method to be available. This effectively makes the application code coupled to the vendor, since the vendor-specific import is required.
By declaring a close() method in the io.opentracing.Tracer interface, vendor coupling can be avoided.
The close() method can be declared with a noop default, thus allowing for backward compatibility with all implementors of io.opentracing.Tracer that do not implement a close() method.

The close() method can be declared with a noop default

IIRC, this library is still on Java 6, so, no default implementation for interfaces are available :/

I just checked the io.opentracing:parent:pom, and it has compiler source and target set to 1.7.

There seems to be an override here: https://github.com/opentracing/opentracing-java/blob/master/opentracing-api/pom.xml#L32

That override had eluded me. The override is itself a bad practice. So how should this move forward?

Declare the close() method without a default: This would force some vendors to have to implement the close() method if their Tracer(s) don't already have it implemented.
Remove the override: The class bytecode versions across the submodules are not consistent, which has the potential to lead to frustrating situations for vendors and app developers (this being one of them). I cannot comment on the reason for the override, as there is no comment in the pom where the override is set. Is this a path worth following? It's out of the scope of this issue, so a new issue would have to be created.
Do nothing: Keep the jdk1.6 override, and do not declare a Tracer.close(). This would force application code to be coupled to vendor implementations of the Tracer interface.

Yes, this is an Option 4. However, this option is a hack that would further bury the primary issues (not having a close() on Tracer, and the jdk1.6 override). I beliebe Option 4 would be to incur a mindful technical debt.

I am going to close this as a dup of #250, please continue discussion on close() there. Regarding dropping 1.6 - a separate issue altogether. We had a similar 1.6 discussion https://github.com/jaegertracing/jaeger-client-java/issues/511 and did not arrive at an agreement, and that's just a single implementation of the API.


How to use cli to post to remote server

Hi Sorry for opening another issue. This is more of a general query around the cli use. Is there a way to send a message to a remote server using the cli. for example maybe something like
notify -t title -m message --host=<IP_ADDRESS> --port=23053

Hello. I still cant get this to work. It seems to always send to localhost. I have installed the latest version and used the cmd below
notify --host <IP_ADDRESS> --port 23053 -m "test"

Hi! It hit's me that I've might misunderstood the requirement here. You are trying to pass host and port to a Growl implementation, yes?

Yes the way i have this setup is i have growl running on a remote server. I then want to send a notification to that server which in turns sends a notification out to all subscribers of that server. But trying the command above i do see a notification bubble on my local machine but not on the remote server

I don't have Growl on this machine so I can't test from end-to-end, but when I try running:
notify --host <IP_ADDRESS> --port 3000 -m Hello

And right before the notification is sent I print out the host and port, I get <IP_ADDRESS>:3000, which is what I expect.
Do you get any error? You are sure you are running<EMAIL_ADDRESS>(verify by using npm ls node-notifier).

Yep i have the latest version - 4.6.0. Didn't see any errors either.
I can do some debugging and get back to you.
Also its just the cli im talking about the node implementation works perfecto and have been using it for a long time now!!

Would be great if you could do some digging 👍 You could try printing out options in the Growl constructor function, inside checkGrowl in checkGrowl.js and inside notify in the Growly package


Demo: FL for IoT

Perhaps the first Federated Learning usecase that PySyft is ready for is across IoT devices. We should make this easy to do across Grid (i.e., https://blog.openmined.org/federated-learning-of-a-rnn-on-raspberry-pis/ + Grid)

Hi @marcusvlc !
We have done a previous group project with this topic called "Federated Learning with Raspberry PI (PySyft)", have a look here.
In the wiki there are articles as well about the project and guides how to get started.
Maybe something in there can help you.

Any updates?


Consume .editorconfig for configuration

https://editorconfig.org/ is a simple standard that both KTLint and Intellij can consume from. This would be a nice addition to ktfmt to allow for more configuration when needed without custom APIs/params in the tool.

What did you have in mind?
Something like that?
[*.kt]
indent_size = 4 # or 2

(ktfmt only supports one flag: --dropbox-style.)

Here's our current one at Uber. Intellij will read from this for indent_size, continuation_indent_size, and max length (I believe)
[*.{kt,kts}] indent_size=2 continuation_indent_size=4 insert_final_newline=true max_line_length=120 disabled_rules=package-name

If there is any interest I could work some more on #303 until it is usable.


Yandex.Collections share button

Hi!
First of all, big thanks to all of the contributors for making nice and easy to use social buttons.
It is half a year since Yandex.Collections has launched and now it offers some great options for content discovering, bookmarking and sharing.
I've failed trying to find any contribution docs so I'd like to know if it is ok to prepare a PR for adding the social button?

@iamakulov Hey, what do you think? Seems we need design of a new button, don't we?

Pinging @ilyabirman for the opinion on the button.
Also, I've just enabled the email notifications, so I won't miss the future issues and PRs :D @vitkarpov, thanks for pinging!

Discussed this. @jakwuh, I'm sorry, I think we won't be adding this button for now, but we may return to this in the future. Anyway, your question is important: we see that there're people that need a specific button, and we start considering it – so thank you for the interest!

I've failed trying to find any contribution docs

Yeah, it's a major problem: I don't get enough time to write the docs, and it's probably also unnecessary at the moment because I plan a major refactoring in the near future. We'll get to this sooner or later (we even have #17 for this 😅).

@iamakulov thank you for your response. Though this issue is closed, please, let me know if you open somehow in a future releases the possibility to opt-in social buttons (perhaps not such popular worldwide but still important to some audience).

Okay! Can't promise because I can forget it, but if I remember I'll surely notify you.


chore: updated the alerts for consistency between the packs

Summary
Remade some alerts so the packs are consistence with eachother.

[x] Did you check you NRQL syntax? - Does it work?
[x] Did you check your dashboard image quality? -  Do they look good?
[x] Did you check that your alerts actually work?
[x] Did you include an InstallPlan and Documentation reference?
[x] Did you check your descriptive content for voice, tone, spelling and grammar errors?
[x] Did you attach images of your dashboards to the PR so we can see them working?

@polfliet @thezackm any thoughts on the alerts here?


Internal Server Error after fresh build

Internal Server Error appears using the server for the first time after a fresh Docker build.

Fixed in 1179cd6f32f24fd78efae5a9cda92930115605ab


Create an article explaining how to test the project without VS

Not every developer is using Visual Studio, so they won't be able to build the game with the changes to test (or just the latest main version to look for bugs and improvements). Write a wiki article explaining how to use our build system to prepare packages for testing

create the article here
https://github.com/Quit975/DuckyGame/wiki/Testing-Ducky-Game-without-Visual-Studio"

nice, thanks!
I know you already marked it as done, but I have 2 requests :p

the screenshots are super large in the article, make it kinda difficult to follow through
let's add a clearly visible info, that the Debug configuration does not work if you don't have VS installed, so that people don't try to fix it :p

Oh and also a bit more about the branch selection - that you select main if you want to test the game as-is, or a branch where the change that you want to test is commited to


feat: setup origin and upstream remotes for factory url

Signed-off-by: David Kwon<EMAIL_ADDRESS>
Description

If a PR has been made from a forked branch, the resulting badge/link that appears in the PR:
will now have the upstream and origin remotes set up correctly.
Testing this PR:

Fork this repo: https://github.com/dkwon17/my-repo and create any PR. Make sure the PR branch exists in your fork.
The repo above uses the new changes in this PR. See here.

After creating a PR, there should be a comment badge:

Verify that the link address for the badge is:

https://che-dogfooding.apps.che-dev.x6e0.p1.openshiftapps.com/#https://github.com/<YOUR_USERNAME>/my-repo/tree/<PR_BRANCH_NAME>?remotes={{upstream,https://github.com/dkwon17/my-repo.git}}

Related Issue(s)
https://github.com/redhat-actions/try-in-web-ide/issues/14

Checklist

[ ] This PR includes a documentation change
[ ] This PR does not need a documentation change

[x] This PR includes test changes
[ ] This PR's changes are already tested

[ ] This change is not user-facing
[ ] This change is a patch change
[x] This change is a minor change
[ ] This change is a major (breaking) change

Changes made

Add function createTargetUrl() containing logic to determine the badge/link URL and whether or not remotes are to be configured.
Add tests

I have tested and it worked for me


Question on 2 way updates

Is there any way to have 2 way updates for lights within a lighting controller?  For example the integration will pull in the moods from a lighting controller but also the individual light circuits, dimmers, RGBW etc.  This then allows you to togle them on and off etc via ther Home app which is great but if you do that the status is then lost.  So if I switch a spot light on via the Home app it goes on, then i reopen the Home app the device will show as off and to switch it off you need to switch it on then off again.  I'm assuming this is a limitation on the miniserver rather than anything else but just thought i'd ask incase i'd missed something!

Hi,
Could you try the latest release to see if this solves your issues?

Thanks I’ll upgrade and test in the morning.
While I’ve got you…is there a way of excluding certain device types?

I’ll upgrade and tear in the morning.
Is there a way of excluding certain device types from being imported,

There is now ;-)
The latest beta has a feature to exclude items based on a setting in the config. You can add items you want to exclude in a comma separated list.

That’s great 2 way updates seem to be working 👍 for some reason it’s intermittent in my RGBW extensions…
If you need a guinea pig for testing let me know.

exclusion working great, you can ignore the RGBW thing...for what ever reason if you toggle the device on from the Home app it doesn't go on but if you select and colour and raise the brightness it does so maybe a Home app issue rather than anything else.
Don't suppose you know if there's a way to customise the Alarm modes once they are in Homebridge do you?

I am closing this issue as it was related to 2 way updates and this is now working.
If you have ideas on improvements on the Alarm modes, please create another issue and let me know on how you would like this to be handled or mapped


Fork the knative/networking Status.Prober

I've pulled in the knative/networking Prober from https://github.com/knative-extensions/net-gateway-api/pull/672 into this PR.
I've split up the commits for an easier review and better tracking of the changes
tl;dr -

Update the status prober to work with dynamic paths
Because probes on the HTTPRoute now have unique paths
we no longer use a vanilla prober from knative/networking.
The changes make the prober less coupled to Ingress and it requires
consumers to build up a list of backends URLs to probe.
The probe target lister now merges backends and URLs with their
corresponding proxy pod IPs and ports. The alternative
would be to look up HTTPRoutes in the informer cache but theres
no guarantee this is up to date.

/assign @izabelacg

cc @skonto @ReToCode

For now I didn't want to change the existing prober in knative/networking since I want to first see how this approach works for net-gateway-api.

Thanks for the multiple commits, it was easier to digest :). I added just minor comments.

Thanks for the reviews @izabelacg and @ReToCode
I've addressed the feedback please take another look

/lgtm


crash when using the --cheatsh option

Describe the bug
navi crashes when using the --cheatsh option.
To Reproduce
Run this shell command:
navi --cheatsh find

Press the Up arrow key to select the previous suggestion: navi crashes.
Expected behavior
navi doesn't crash.
Screenshots
N/A
Versions:

OS: Ubuntu 20.04
Shell Version: zsh 5.8

Additional context
Here is a backtrace:
stack backtrace:
   0:     0x558b8f241ef6 - std::backtrace_rs::backtrace::libunwind::trace::hf2f6aa11f15afae5
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/../../backtrace/src/backtrace/libunwind.rs:90:5
   1:     0x558b8f241ef6 - std::backtrace_rs::backtrace::trace_unsynchronized::hfc44a6226fb5d219
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/../../backtrace/src/backtrace/mod.rs:66:5
   2:     0x558b8f241ef6 - std::sys_common::backtrace::_print_fmt::h70bd032f952cf459
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/sys_common/backtrace.rs:67:5
   3:     0x558b8f241ef6 - <std::sys_common::backtrace::_print::DisplayBacktrace as core::fmt::Display>::fmt::h49e1a23a5054c758
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/sys_common/backtrace.rs:46:22
   4:     0x558b8f27615c - core::fmt::write::h182b3dab33fa727d
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/core/src/fmt/mod.rs:1163:17
   5:     0x558b8f22f775 - std::io::Write::write_fmt::h5ea7b9894bff0939
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/io/mod.rs:1696:15
   6:     0x558b8f2302a0 - std::sys_common::backtrace::_print::hb75c2175482624d1
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/sys_common/backtrace.rs:49:5
   7:     0x558b8f2302a0 - std::sys_common::backtrace::print::h335deda6566a1328
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/sys_common/backtrace.rs:36:9
   8:     0x558b8f2302a0 - std::panicking::default_hook::{{closure}}::h6173da6e0942ed8a
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panicking.rs:210:50
   9:     0x558b8f22fe41 - std::panicking::default_hook::h611c2dce9a02b0de
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panicking.rs:227:9
  10:     0x558b8f2308eb - std::panicking::rust_panic_with_hook::h00e530dc19739cc5
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panicking.rs:624:17
  11:     0x558b8f2423e0 - std::panicking::begin_panic_handler::{{closure}}::h0f0f2898d10c9bce
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panicking.rs:521:13
  12:     0x558b8f242044 - std::sys_common::backtrace::__rust_end_short_backtrace::hf8ad41e55ac21c53
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/sys_common/backtrace.rs:139:18
  13:     0x558b8f230392 - rust_begin_unwind
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panicking.rs:517:5
  14:     0x558b8f0d9231 - core::panicking::panic_fmt::hbfd18ed1d8ed03e1
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/core/src/panicking.rs:100:14
  15:     0x558b8f0d9724 - core::str::slice_error_fail::h1443d180f74c7362
  16:     0x558b8f112812 - navi::parser::read_lines::h00b2492a1a364236
  17:     0x558b8f10f574 - <navi::cheatsh::Fetcher as navi::structures::fetcher::Fetcher>::fetch::h6b8b8e6e7aafa5e0
  18:     0x558b8f0fa357 - <navi::finder::FinderChoice as navi::finder::Finder>::call::hcffda464883539fc
  19:     0x558b8f10be1d - navi::handler::core::main::h5c3b8e57ec243532
  20:     0x558b8f0d9bb7 - navi::main::h6bc4c6f9c7602a90
  21:     0x558b8f0d98b3 - std::sys_common::backtrace::__rust_begin_short_backtrace::h5bb5f1ae7f0dd769
  22:     0x558b8f0d9a1d - std::rt::lang_start::{{closure}}::h62e177874118561b
  23:     0x558b8f22b8d1 - core::ops::function::impls::<impl core::ops::function::FnOnce<A> for &F>::call_once::h40ff753a84ffa5fb
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/core/src/ops/function.rs:259:13
  24:     0x558b8f22b8d1 - std::panicking::try::do_call::h18ca85146b2c97eb
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panicking.rs:403:40
  25:     0x558b8f22b8d1 - std::panicking::try::he1f6b82ce0566f45
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panicking.rs:367:19
  26:     0x558b8f22b8d1 - std::panic::catch_unwind::h305fd36a040bbd45
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panic.rs:133:14
  27:     0x558b8f22b8d1 - std::rt::lang_start_internal::{{closure}}::h978c2fbb45d5a4b4
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/rt.rs:128:48
  28:     0x558b8f22b8d1 - std::panicking::try::do_call::h8123cbc0366d0ace
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panicking.rs:403:40
  29:     0x558b8f22b8d1 - std::panicking::try::h821570f729a702fd
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panicking.rs:367:19
  30:     0x558b8f22b8d1 - std::panic::catch_unwind::hc178b81e7693b509
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/panic.rs:133:14
  31:     0x558b8f22b8d1 - std::rt::lang_start_internal::h64a8327b226752c1
                               at /build/rustc-6496Ax/rustc-1.57.0+dfsg1+llvm/library/std/src/rt.rs:128:20
  32:     0x558b8f0d9cb2 - main
  33:     0x7fe6aca800b3 - __libc_start_main
  34:     0x558b8f0d97ee - _start
  35:                0x0 - <unknown>

In case you're facing a bug, please update navi to the latest version first.

I reproduced the crash in a docker container after compiling from source on commit 537e2d6ad86e27b890c451705a8d75574b079d91

I'm also on the currently latest commit for fzf:
$ fzf --version
0.29.0 (dc975e8)

navi --cheatsh ls

works fine while
navi --cheatsh find

doesn't
The output of
curl cheat.sh/find

probably has some character combination that is confusing navi

This seems to be the offending part, but I'm exactly sure why:
# The above is a useful demonstration of some pitfalls into which a user can
# fall, where the below is the above but corrected. Here is why:
#
#   * The `.` (current working directory) is assumed when no path is provided.
#   * Group syntax (parentheses) was used, but nothing was actually grouped.
#   * A lot of people have their ls(1) command aliased in many ways, -
#     potentially causing problems with the output and how xargs(1) handles it.
#     By escaping the command, we temporarily override any aliases and even
#     functions by the same name.
#   * At least in my experience, the prior xargs(1) is not as reliable.
#   * The `-print0` and `xargs -0` is great, but unnecessary (except when?).
#
# However, it might be more preferred to simply use find(1)'s own `-printf`
# flag, in order to avoid the need for xargs(1) and ls(1), which should be many
# times faster, and allows for more specificity.
find -perm -4000 -type f -print0 | xargs -I '{}' -0 \ls -l '{}'

Hello, I have a problem with both --tldr and --cheatsh they show an empty 0/0 result list (I don't get an error) but base navi works without problems.
I was wondering if this might be related with this issue? I don't know how to troubleshot it, so I'm not sure.
❯ navi --version
navi 2.20.1
❯ fzf --version
0.33.0 (brew)

Seems to be working in the master branch:


Update Blog “first-blog-post-and-how-to-create-a-blog-site”

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feat(formatters): add kdlfmt

Add kdlfmt, a formatter for kdl.
https://github.com/hougesen/kdlfmt

Looks good thanks!


docs: fix incorrect parameter name in uploadV2 (channel -> channel_id)

Summary
While implementing functionality as per the documentation, the channel parameter did not work as expected. Upon reviewing the official reference Upload a File - Slack API Documentation, I noticed that the correct parameter is channel_id. After making this change, the functionality worked as intended.
This PR proposes a fix to update the documentation to reflect the correct parameter, ensuring that other users do not encounter the same issue.
Requirements (place an x in each [ ])

[x] I've read and understood the Contributing Guidelines and have done my best effort to follow them.
[x] I've read and agree to the Code of Conduct.

Thank you!


Enable-ComputerRestore for all drivers

I think that could be an enhacement for boxtarter, a command to enable system restore to all fixed local drives.
tnks

Can you go back and complete the template that was shown when you raised the issue?

There has been no updated to this in some time so I'm going to go ahead and close it. We can always reopen it again if needed.


Fix a regression that selects popup menu items on mouse down.

Selection should be on mouse up, not down as discussed here: https://github.com/godotengine/godot/issues/88324#issuecomment-1944670206
This does not fix the mentioned issue, just addresses that specific comment.

Tested the current PR on Linux, that doesn't solve the issue for me.
Just right-clicking a folder in the FileSystem dock triggers the popup item that's immediately right of the cursor (which is on the immediate left edge of the PopupMenu).
2024-02-15 14-17-43.webm

Tested 9aba67b, but same issue on Linux/Wayland :/

I'm out of ideas then. Would need more feedback from someone with more understanding of the Inputs code or have someone with macOS/Linux help debug.
On Windows it works whether I use DisplayServer or the passed InputEvent.

Superseded by #88392.


bug: pipette won't move to the next available tip

Overview
I'm using python script to control other Instruments (connected to local computer) along with OT2 (as remote server), I have the python script in OT2 to call from the local computer via SSH.
stdin, stdout, stderr = ssh_client.exec_command('sh -lc "python3 /test.py pipette.pick_up()"')
stdin, stdout, stderr = ssh_client.exec_command('sh -lc "python3 /test.py pipette.drop()"')
stdin, stdout, stderr = ssh_client.exec_command('sh -lc "python3 /test.py pipette.pick_up()"')
stdin, stdout, stderr = ssh_client.exec_command('sh -lc "python3 /test.py pipette.drop()"')
For the first picking up, it started picking at A1 in the tip rack. But for the 2nd pick up, it still went to A1, instead of going to the next available tip.
Any suggestion would be high appreciated.

Steps to reproduce

Current behavior

Expected behavior

Hi @ffffffrank
I think this is because of the way you are structuring the calls through SSH. Each time you do this, the API creates a new protocol context object and thus resets the tip tracking logic. To take advantage of the tip tracking logic you'll have to use the same protocol ProtocolContext for all of your motion calls.
To quote the API documentation

ProtocolContext is designed to be ephemeral. The lifetime of a particular instance should be about the same as the lifetime of a protocol.

You'll find some related info here as well: https://docs.opentrons.com/v2/new_advanced_running.html
Hope this helps!

Hi @ffffffrank
I think this is because of the way you are structuring the calls through SSH. Each time you do this, the API creates a new protocol context object and thus resets the tip tracking logic. To take advantage of the tip tracking logic you'll have to use the same ProtocolContext for all of your motion calls.
To quote the API documentation

ProtocolContext is designed to be ephemeral. The lifetime of a particular instance should be about the same as the lifetime of a protocol.

You'll find some related info here as well: https://docs.opentrons.com/v2/new_advanced_running.html
Hope this helps!

Hi Nick,
Thanks for the quick reply. Do you mean that I need to process all the command in one line shell?

Yep! I think that would fix the issue you are seeing with the tip tracking.


Set up circle ci

@friedger CircleCI 2.0 is now configured:
https://github.com/blockstack/blockstack-android/commit/5d06ffd55b07617c6a9f338bbfb362dbf3053740
Please close this issue if it works for you!

The cache operations fail: https://circleci.com/gh/blockstack/blockstack-android/7
Furthermore, should the upload of test reports be blockstack-android-sdk instead of blockstack-sdk?

Issue fixed by https://github.com/blockstack/blockstack-android/pull/65/commits/d6da44af62a263e7812ecd4445cfbd94f07f1b9a


Support region merge

More test cases are needed.

ping

rest LGTM.

LGTM.

PTAL

PTAL

Rest LGTM

@overvenus @hicqu @Connor1996 PTAL

LGTM.

PTAL, /run-integration-tests

/run-integration-common-test

/run-integration-tests

/run-integration-common-test

CI failed @BusyJay

/run-integration-tests

Fail cases are not related to the changes.


Add support for Drf 3.5

This PR essentialy rename View.action into View._action because View.action is a reserved attribute of DRF.
https://github.com/tomchristie/django-rest-framework/blob/master/rest_framework/request.py#L56
This change is potentially backward incompatible, as such, a changelog entry should explain the steps and/or published with a major version bump (at the appreciation of the maintainers).
fixes #171

Coverage decreased (-0.01%) to 96.042% when pulling 8342e1d44262b3de4b817bd6e2fe40cdb8403013 on ticosax:drf-3.5 into 128812d4852af95ddff5907e0fe1002eadcf1e64 on sunscrapers:master.

Coverage decreased (-0.01%) to 96.042% when pulling 5e746bee2812ef3e98c86d2e5f1674d0f74f3515 on ticosax:drf-3.5 into 128812d4852af95ddff5907e0fe1002eadcf1e64 on sunscrapers:master.

Coverage decreased (-0.01%) to 96.042% when pulling 5e746bee2812ef3e98c86d2e5f1674d0f74f3515 on ticosax:drf-3.5 into 128812d4852af95ddff5907e0fe1002eadcf1e64 on sunscrapers:master.

Coverage decreased (-0.01%) to 96.042% when pulling 5e746bee2812ef3e98c86d2e5f1674d0f74f3515 on ticosax:drf-3.5 into 128812d4852af95ddff5907e0fe1002eadcf1e64 on sunscrapers:master.

Coverage decreased (-0.01%) to 96.042% when pulling 5e746bee2812ef3e98c86d2e5f1674d0f74f3515 on ticosax:drf-3.5 into 128812d4852af95ddff5907e0fe1002eadcf1e64 on sunscrapers:master.

Coverage decreased (-0.01%) to 96.042% when pulling 5e746bee2812ef3e98c86d2e5f1674d0f74f3515 on ticosax:drf-3.5 into 128812d4852af95ddff5907e0fe1002eadcf1e64 on sunscrapers:master.

Coverage decreased (-0.01%) to 96.042% when pulling 5e746bee2812ef3e98c86d2e5f1674d0f74f3515 on ticosax:drf-3.5 into 128812d4852af95ddff5907e0fe1002eadcf1e64 on sunscrapers:master.

nice! we really need this PR accepted! Thanks

Thank you for merging.
My commits were on purpose separated because, I believe, they served a different meaning.
I'll try to keep it in mind for next time though :smile:

@piotr-szpetkowski is it possible to you guys generate a minor version with this patch?

yep, waiting it too

When will the patch be available?

@lerrua @slav0nic @mackeyja92
We will release new Djoser version in a period of one week. I apologize for the trouble.
In the meantime there are two options to workaround the issue:

If you really need the new features from DRF 3.5 you could simply install djoser from git (and test the upcoming release for issues if there would be any :smile:) with following command in your shell:
pip install git+git://github.com/sunscrapers/djoser.git@0ae8df1
Otherwise if you do not need the new features right now you could downgrade your DRF to 3.4.7 with:
pip install djangorestframework==3.4.7

We are sorry that it took so much time but it is finally there!
https://pypi.python.org/pypi/djoser/0.5.2


Document out of date with portal UI

Sorry to be the bearer of bad tokens, but this article needs updating to match the current portal UI.
For example, the UI has Disassociate and Associate instead of Enable and Disable.  The picture is out of date also.

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

ID: f9161b95-62e6-f2ce-ad6b-8f2955eb10bc
Version Independent ID: 8eebc42b-2f47-1022-e316-32e833a30d96
Content: Associate a public IP address to a virtual machine
Content Source: articles/virtual-network/ip-services/associate-public-ip-address-vm.md
Service: virtual-network
Sub-service: ip-services
GitHub Login: @asudbring
Microsoft Alias: allensu

Thank you for your feedback! We have assigned this issue to the author to review further and take the next course of action.

Article is slated for full update in September.  Will update this during that time.
#please-close


Feature/allow referrer injection

Why
Having brought this topic up qith @blakebyrnes in discord I decided to try tackle this to allow us to inject the referer in the goto method.
Discussion

Summary of proposed solution.
Considering in the unblocked repo we have the referer available already in the navigate method:

All that is needed it simply sending it through the chain in the options.
It is essential that this PR works along with: https://github.com/ulixee/unblocked/pull/60

Thanks! Looks good, but can you please revert deleting the husky files?

Adjusted! @blakebyrnes


Package working properly on multi-platform projects

Thanks for really nice plugin for the missing Addressables feature.
I'm sending fixes for some issues that took me some time to find why this package is not working correctly:

Fixing package url in README (importing rc4 instead of rc2)
Fixing addressables path - they are builded for Android, and searching for asset packs occur in parent folder and is not searching childs when you use it from code (generating config from menu item has better search)
Using this package makes building for iOS not possible because of google specific code not available from iOS - I've marked some of the runtime classes as android only

Hi, thank you for the efford.
I've re-implemented your changes as I didn't want the README updates ;)


KON-621 Hotfix: Issue with type classes with the same names

https://lemonappdev.atlassian.net/jira/software/c/projects/KON/boards/5?quickFilter=12&selectedIssue=KON-621

PR change to simple one, not hotfix.


[core] add logging

A parameter should be able to be passed into the RPCProvider which enables the logging of the provider actions.

I have good experience with logging libraries. Please assign it to me @ponderingdemocritus

@cpp-phoenix great!

how are you going on this @cpp-phoenix ?

Hey @ponderingdemocritus, A parameter should be added in the constructor of DojoProvider.ts in packages/core/src/provider/. Which should enable or disable the logging of provider methods. Is my understanding correct?

yes this is correct - and anything else you think


feat(#329): Print Java Streams as PHI Expressions

In this PR I added the special integration test that checks how opeo-maven-plugin converts Java Streams to PHI expressions.
It is only the first attempt to convert them, so the representation might (and will) dramatically changed in the future.
Related to #329.

PR-Codex overview
This PR updates class names and refactors code for clarity.
Detailed summary

Renamed MulTest to MultiplicationTest
Updated Mul class to Multiplication
Added Typed interface to Empty and ArrayConstructor
Refactored ReturnHandler to handle different return types

The following files were skipped due to too many changes: src/it/streams/src/main/java/org/eolang/streams/Main.java, src/main/java/org/eolang/opeo/decompilation/handlers/CheckCastHandler.java, src/main/java/org/eolang/opeo/decompilation/handlers/InvokedynamicHandler.java, src/it/streams/verify.groovy, src/main/java/org/eolang/opeo/compilation/XmirParser.java, src/main/java/org/eolang/opeo/ast/LocalVariable.java, src/test/java/org/eolang/opeo/ast/CheckCastTest.java, src/main/java/org/eolang/opeo/ast/CheckCast.java, src/main/java/org/eolang/opeo/ast/Return.java, src/test/java/org/eolang/opeo/ast/ReturnTest.java, src/test/java/org/eolang/opeo/ast/DynamicInvocationTest.java, src/it/streams/pom.xml, src/main/java/org/eolang/opeo/ast/DynamicInvocation.java, src/main/java/org/eolang/opeo/ast/Handle.java, src/test/resources/xmir/disassembled/Lambda.xmir, src/test/resources/xmir/disassembled/Main.xmir

✨ Ask PR-Codex anything about this PR by commenting with /codex {your question}

@rultor merge

@rultor merge

@volodya-lombrozo OK, I'll try to merge now. You can check the progress of the merge here

@rultor merge

@volodya-lombrozo Done! FYI, the full log is here (took me 9min)

@volodya-lombrozo Thanks for the contribution! You've earned +60 points for this (+20 as a basis, +40 for 1844 hits-of-code). Please, keep them coming. Your running balance is +100.


MudComboBox breaks the page layout

Opening the MudComboBox breaks the page layout and removes any scrollbars, if present. You can see an example of this one the documentation page for the MudComboBox. Notice how opening any of the combo box components will remove the scrollbar on the right hand side.
https://codebeam-mudextensions.pages.dev/mudcombobox

MudComboBox has LockScroll parameter to choose remove scrollbar or not. The default is true.

That fixes it indeed, thanks!


lxd/device/disk: Improvements in disk limits

Removes duplicated if diskPriority != "" check.
Don't try and apply limits on stopped container during update.
Fail if limits on a device are specified but device isn't mounted yet (this avoids silently not setting limits).

Signed-off-by: Thomas Parrott<EMAIL_ADDRESS>

@stgraber although I wasn't able to write tests for limits as they cant be applied on tmpfs apparently, instead I've modified the implementation to be more strict when resolving block devices such that if a limit is specified and the block device can't be resolved, then it will fail.
However for cases where users have added a disk to a container that can't be resolved (such as tmpfs) as long as it doesn't also specify limits then it is skipped.
Do you think this will be acceptable?

@stgraber when working on this I noticed that the reason the limits were not applied before your PR last night is because the getLimits function was called earlier in the Start() function before the createDevice() function was called (which did actually mount the device before the container starts).
So it is not strictly required to do the cgroup limits in the post start hook after all (just need to generate the cgroups last after the mounts have been done in the Start() function).
However your PR has the benefit that by using the post start hooks all of the instance's disks will be mounted, which means we can then make the block device resolution function more strict and fail if a required disk is not mounted (because it iterates through all disks on an instance for every disk device rather than just doing the individual device being started).

Testsuite passed

Testsuite passed


Rebrand and Design

I need this site rebranded and designed, also need a mint page design for the NFT drop.
Can this be done in Figminat

Detailed specifications?

Greetings. I am searching the link to the website, and feel a little confused. Is it somewhere here? I am ready to work, and need some details...


updated author and manager (one file MSFT Id test)

Docs Build status updates of commit f430cfb:
:clock10: Full build: the average full build time is 7 min(s) 8 sec(s), this is based on the last 352 build(s) for this repository.

Docs Build status updates of commit f430cfb:
:warning: Validation status: warnings

File
Status
Preview URL
Details

docs-ref-conceptual/authenticate-azure-cli.md
:warning:Warning
View (azure-cli-latest) View (azure-cli-2017-03-09-profile) View (azure-cli-2018-03-01-hybrid)
Details

docs-ref-conceptual/authenticate-azure-cli.md

[Warning] Missing attribute: either ms.prod or ms.service is required. Use ms.prod for on-premise products, or ms.service for cloud services.
[Warning] Missing attribute: ms.prod. If you specify ms.technology, you must also specify ms.prod.
[Warning] Deprecated attribute: ms.component. Use ms.subservice instead.
[Warning] Missing attribute: either ms.prod or ms.service is required. Use ms.prod for on-premise products, or ms.service for cloud services.
[Warning] Missing attribute: ms.prod. If you specify ms.technology, you must also specify ms.prod.
[Warning] Deprecated attribute: ms.component. Use ms.subservice instead.
[Warning] Missing attribute: either ms.prod or ms.service is required. Use ms.prod for on-premise products, or ms.service for cloud services.
[Warning] Missing attribute: ms.prod. If you specify ms.technology, you must also specify ms.prod.
[Warning] Deprecated attribute: ms.component. Use ms.subservice instead.

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.

Docs Build status updates of commit cd150cc:
:clock10: Full build: the average full build time is 7 min(s) 8 sec(s), this is based on the last 354 build(s) for this repository.

Docs Build status updates of commit cd150cc:
:warning: Validation status: warnings

File
Status
Preview URL
Details

docs-ref-conceptual/authenticate-azure-cli.md
:warning:Warning
View (azure-cli-latest) View (azure-cli-2017-03-09-profile) View (azure-cli-2018-03-01-hybrid)
Details

docs-ref-conceptual/authenticate-azure-cli.md

[Warning] Invalid value for ms.subservice: 'authentication' is not valid with ms.service value 'azure-cli'.
[Warning] Invalid value for ms.subservice: 'authentication' is not valid with ms.service value 'azure-cli'.
[Warning] Invalid value for ms.subservice: 'authentication' is not valid with ms.service value 'azure-cli'.

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.

Docs Build status updates of commit 4250ad9:
:x: Validation status: errors
Please follow instructions here which may help to resolve issue.

File
Status
Preview URL
Details

:x:Error

Details

[Error] Cannot sync git repo to specified state. Please make sure the pull request is mergeable. Details: Git merge results in conflict, repository remote url: https://github.com/MicrosoftDocs/azure-docs-cli, working directory: W:\du04-s, target branch: master, target branch commit: 85c23a48741775eea537c6dce30f3aa047fce9b1, source commit: 4250ad9c3fac9b7a5414bc961447a5812507b902.

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.


cmd/go: "mod tidy" remove necessary "require" statement

What version of Go are you using (go version)?

$ go version
go version go1.13.4 darwin/amd64

Does this issue reproduce with the latest release?
It can be reproduced in go version devel +0377f06168 Tue Dec 17 20:57:06 2019 +0000 darwin/amd64
The issue cannot be reproduced in Go 1.12.13.
What operating system and processor architecture are you using (go env)?
go env Output
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/Users/zplin/Library/Caches/go-build"
GOENV="/Users/zplin/Library/Application Support/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="darwin"
GONOPROXY=""
GONOSUMDB=""
GOOS="darwin"
GOPATH="/Users/zplin/gocode"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/Cellar/go/1.13.4/libexec"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/Cellar/go/1.13.4/libexec/pkg/tool/darwin_amd64"
GCCGO="gccgo"
AR="ar"
CC="clang"
CXX="clang++"
CGO_ENABLED="1"
GOMOD="/Users/zplin/gocode/src/github.com/linzhp/go_examples/hyphen/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fno-caret-diagnostics -Qunused-arguments -fmessage-length=0 -fdebug-prefix-map=/var/folders/bf/3ympgpy92txgknkb4z30dldh0000gn/T/go-build350719411=/tmp/go-build -gno-record-gcc-switches -fno-common"

What did you do?

git clone git@github.com:linzhp/go_examples.git
cd go_examples/hyphen
go mod tidy

What did you expect to see?
"go mod tidy" finishes successfully.
What did you see instead?
The line "github.com/hexonet/go-sdk v1.2.1 // indirect" in go_examples/hyphen/go.mod is removed. "go mod" tried to use<EMAIL_ADDRESS>instead, resulting an error:

github.com/linzhp/go_examples/hyphen imports
	github.com/StackExchange/dnscontrol/providers/hexonet imports
	github.com/hexonet/go-sdk/client: module github.com/hexonet/go-sdk@latest found (v2.2.3+incompatible), but does not contain package github.com/hexonet/go-sdk/client
github.com/linzhp/go_examples/hyphen imports
	github.com/StackExchange/dnscontrol/providers/hexonet imports
	github.com/hexonet/go-sdk/response/listresponse: module github.com/hexonet/go-sdk@latest found (v2.2.3+incompatible), but does not contain package github.com/hexonet/go-sdk/response/listresponse

@bcmills @jayconrod

I checked out the repo. It looks like any command will remove the requirement on github.com/hexonet/go-sdk v1.2.1. go mod graph shows that github.com/linzhp/go_examples/modEnabled requires<EMAIL_ADDRESS>Since a higher version of go-sdk is required by a dependency, the minimum version v1.2.1 is removed, since it has no effect.
You could try go get -d<EMAIL_ADDRESS>This will downgrade or remove modules that require higher versions. If you still need those versions, then I'm afraid you may have a diamond dependency problem.

Duplicate of #33284

@jayconrod

github.com/linzhp/go_examples/modEnabled requires<EMAIL_ADDRESS>
This is not true... The mod file of modEnabled requires<EMAIL_ADDRESS>It is ignored by Go mod, so both "go mod tidy" and "go mod graph" only sees v2.2.3+incompatible, which is exactly what issue is about.
@bcmills Why do you think this issues is a duplicate of a logging issue?

@linzhp, the fact that the version is changed is due to the existing requirement on github.com/linzhp/go_examples/modEnabled v0.0.0-20191218021247-9c176d4a652d, which does indeed require v2.2.3+incompatible.

So this is a logging problem, because we are not logging the most important piece of information that would help you debug the situation: specifically, the fact that github.com/hexonet/go-sdk was upgraded from v1.2.1 to v2.2.3+incompatible during version selection due to the existing requirement on github.com/linzhp/go_examples/modEnabled v0.0.0-20191218021247-9c176d4a652d.

the fact that the version is changed is due to the existing requirement on github.com/linzhp/go_examples/modEnabled v0.0.0-20191218021247-9c176d4a652d, which does indeed require v2.2.3+incompatible

Sorry, I don't understand. I have both go.mod files of linzhp/go_examples/hyphen and linzhp/go_examples/modEnabled say they require<EMAIL_ADDRESS>but both @bcmills and @jayconrod think modEnabled requires v2.2.3. Where does that come from?

Modules are versioned. The version that hyphen requires in its go.mod file is from an older commit, not the same commit in the repository.

But my point is linzhp/go_examples/modEnabled requires<EMAIL_ADDRESS>in its go.mod file. Why Go mod does honor this requirement?

Oh, I see. Thanks for the explanation.


Remove #UI

This is more of an enhancement request. Is it possible to do a #UI for the remove function? Something like for monsters and board components?

#boardcomponents should work for this also.

Yes, but wouldn't that also pull Tiles and Tokens too?

Yes.  If you want to be selective you can remove the specific elements.  Is the request to have #boardcomponents not remove UI?  I am not sure how useful changes are in this area at this point.

Gotcha, overall it's not a big problem.
On Wed, Jun 7, 2017, 9:48 PM NPBruce<EMAIL_ADDRESS>wrote:

Yes. If you want to be selective you can remove the specific elements. Is
the request to have #boardcomponents not remove UI? I am not sure how
useful changes are in this area at this point.
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[Feature] Passing props to partials

As far as I understand partials, the scope of variables inside a partial is that of its surrounding component:
Vue.partial('my-partial', '
This is a partial! {{msg}}
')

<my-component>
    <partial name="my-partial"></partial>
</my-component>

In this case, {{ msg }} would be part of the data of my-component, right?
Passing props to partials
I would find it really useful to be able to pass props directly to a partial:
Vue.partial('my-partial', '
This is a partial! {{msg}}
')

<my-component>
    <partial name="my-partial" msg="My Message"></partial>
</my-component>

Reasoning
We often use partials for functionless snippets such as svg icons, but we need to be able to pass in different values. And using components in this case seems like too much. Example:
Vue.partial('my-partial', '<svg class="icon"><use v-bind="{ 'xlink:href': '#' + svgName }"></use></svg>')

<my-component>
    <partial name="my-partial" svgName="okay"></partial>
    <partial name="my-partial" svgName="cancel"></partial>
</my-component>

I'm sure that there are plenty of use-cases. What do you think?

The while point of partials is that they are scope-less (i.e. evaluated in surrounding scope). If you want prop passing, use dynamic components.


Tweaking the template and deleting some files that were in the wrong directory

Summary | Résumé
More yakshaving since not sure what the problem is here. It might be that backstage does not handle hidden files properly...

I am just going to merge this since it is not a live product plus there might be a lot more tweaks which unfortunately can't be tested locally.


Run and Debug panel shows-up when stepping out multi-thread program.

VS Code Version: Version: 1.56.0 (user setup)
Commit: cfa2e218100323074ac1948c885448fdf4de2a7f
Date: 2021-05-04T22:09:06.405Z
Electron: 12.0.4
Chrome: 89.0.4389.114
Node.js: 14.16.0
V8: <IP_ADDRESS>-electron.0
OS: Windows_NT x64 10.0.19041

OS Version: Windows 10

Steps to Reproduce:
I have been happily debugging lately c applications using vscode + cpp extension. I have noticed that when attaching to a non multi-threaded process, the 'Run and Debug' panel stays close if I say so; but it does not when program is multi-threaded. Steps to reproduce below:

Attach to multi-threaded program
Put a break point
Do something that triggers break point
Close the 'Run and Debug' panel
Do an step-out in the program
The 'Run and Panel' reappears automatically ... I do not like that, I want to decide when it should show up.
Thanks.

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

Use the following setting please
"debug.openDebug": "neverOpen",

oh yeah, that made the trick ... not sure why it switched to that option, i guess i had it before to never open.
thanks a ton!
guaf.


Maw of the ice dragon on exit not working

Had a report from streamer Yoszarian that this split did not work on exit - need to verify the zoneID
https://github.com/Eein/octopath-autosplitter/blob/cf2d05691b76af0dd4941c9e29680f12c32fe3b2/octopath.asl#L403

Figured this out, it's not Maw that's the issue, it's the area exit code in general. What happens is that entering an area and exiting an area happen at the same time, and entering the area takes priority. It worked on warps out because Enter Area made sure that gameState == 2, so if it was from a menu it wouldn't check and then the exit area code would run.
Yoszarian probably ran into this running Therion Single Story, where you exit Maw on foot, which is uncommon for areas we loot.


os/kola/oci: move kola inside cork

Move the kola execution inside of cork to remove the need to place files
outside of the workspace.

Tested in https://jenkins-os.prod.coreos.systems/job/oci-in-sdk/18/console

Pushed changes and got well into kola on a test run before limits on our test account were hit because of other runs. I'll re-run the test job after the other runs finish.


Implement the empty event state with std::monostate

Description
The idiomatic way of representing a default empty state of a std::variant is to use std::monostate also from the <variant> header. This is a change that users should not notice since users already should not be using sf::Event::Empty. This saves us a bit of code that we don't need to write.

Pull Request Test Coverage Report for Build<PHONE_NUMBER>
Details

1 of 1 (100.0%)  changed or added relevant line in 1 file are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 51.897%

Totals

Change from base Build<PHONE_NUMBER>:
0.0%

Covered Lines:
10474

Relevant Lines:
19002

💛  - Coveralls

users already should not be using sf::Event::Empty

It is public though -- why do we have an empty state in the variant? Maybe some APIs should return a std::optional<Event> instead of relying on Event::Empty?

It is public though

It has public visibility but it's never something users were expected to use or know about. It only existed as an implementation detail.

Maybe some APIs should return a std::optional instead of relying on Event::Empty?

I considered this and wrote the patch to see what it would look like but decided it was too annoying to use pointer semantics and scrapped the idea.

It is public though

It has public visibility but it's never something users were expected to use or know about. It only existed as an implementation detail.

This suggests an area for improvement to me. It is an encapsulation violation that it's public, part of the API, but it shouldn't be used at all.

Maybe some APIs should return a std::optional instead of relying on Event::Empty?

I considered this and wrote the patch to see what it would look like but decided it was too annoying to use pointer semantics and scrapped the idea.

As far as I can see, the only reason why Empty even exists is popEvent. Can't we just change that function to return an optional event? I don't think we need pointer semantics at all, but I am likely missing something. I am not home right now so my browsing/editing capabilities are a bit limited.

Created #2992 as a possible alternative design, I think it is superior.

I don't think this is the correct move.
We talk about "empty state" in the documentation, yet don't define what that means exactly and if someone takes a look at the code, will see that they could use std::monostate, as such exposing the implementation detail of std::variant on the public API.
The fact that "users should not notice" or "never something users were expected to use or know about" doesn't really matter, since we are exposing it publicly, regardless of shoulds and shouldn'ts. And who's to say, that they shouldn't be "allowed" to use the empty state instead of the bool operator?

We talk about "empty state" in the documentation, yet don't define what that means exactly

We do define that. We define it as operator bool evaluating to false.

if someone takes a look at the code, will see that they could use std::monostate, as such exposing the implementation detail of std::variant on the public API.

Nothing more about the underlying std::variant is exposed by this change. std::monostate is an empty type just like sf::Event::Empty is an empty type.

And who's to say, that they shouldn't be "allowed" to use the empty state instead of the bool operator?

We make the rules. I'm not sure why we have to pretend we're powerless to dictate correct usage.
Anyways, it's not worth fighting for this PR so I'll give you this one.


XS✔ ◾ bg update

❌ Add a description.

@AsfaMumtaz Image is available for testing. docker pull stakater/workshop-exercise:SNAPSHOT-PR-117-cc8c45b6


cabal builder fails with recent snapshots of ghc 7.9.x

Creating package registration file:
/nix/store/d0wccnkgjgxikh1l4hs9c3s4jnyqfzgq-haskell-hscolour-ghc7.9.20141106-1.20.3-shared/lib/ghc-7.9.20141106/package.conf.d/hscolour-1.20.3.conf
ghc-pkg: ghc no longer supports single-file style package databases (/nix/store/d0wccnkgjgxikh1l4hs9c3s4jnyqfzgq-haskell-hscolour-ghc7.9.20141106-1.20.3-shared/lib/ghc-7.9.20141106/package.conf.d/hscolour-1.20.3.installedconf) use 'ghc-pkg init' to create the database with the correct format.

This is fixed in the current master branch. Use the haskell-ng.packages.ghcHEAD package set.


GraphQL Support

Shopify is doubling down on GraphQL, and we'd love to keep recommending shopify-php-sdk.
We're suggesting that libraries add the ability to make GraphQL queries, and since shopify-php-sdk is one of the more popular libraries for PHP, we were hoping you'd be able to add it to your roadmap.
If anyone in the community wants to work on this with me, email me at<EMAIL_ADDRESS>and I'd love to talk.

@ShayneP Thanks for reaching out!
I'm currently planning a new major version of this project. Admittedly, my skills are quite a bit better now than when I first started this.
Let me poke around the GraphQL documentation a bit. But in shot, I would love to get it added to the plan ASAP!
Thanks again!

I took a crack at adding GraphQL calls here: https://github.com/robwittman/shopify-php-sdk/pull/27
It's pretty basic, but can be used as a starting point. 👌
I omitted any reference to a version in the url, as it looks like versioning isn't supported yet. I created an issue to have versioned calls implemented here: https://github.com/robwittman/shopify-php-sdk/issues/28

@Busfox Sorry for the delay, hard to find time lately. The master branch now supports URLs using Shopify's API Versioning
If you want to pull that in, you can update your GraphQL URL to just use graphql.json, and it should work with versioning. I'd be excited to get it merged in, there may be a few projects that can utilize it


@svgr/rollup Unresolved dependencies + Incorrect exports

💬 Questions and Help
SVGR project is young, but please before asking your question:

[x]  Read carefully the README of the project
[x] Search if your answer has already been answered in old issues

I've extensively been searching for an answer for the past couple of days or similar circumstances.
My TSConfig file
My TSConfig Build file
My Rollup Config file

I've also been testing with the order of plugins and various settings within Rollup, specifically svgr and node-resolve.
Also within the project is the declaration file for *.svg files:
declare module '*.svg' {
  import React = require('react')
  export const ReactComponent: React.FC<React.SVGProps<SVGSVGElement>>
  const src: string
  export default src
}

As you can see, I have paths set up in my tsconfig, the main one being @app/* which points to the src folder.

For some reason when I try to run as intended, @app/assets/*.svg doesn't resolve and Rollup throws a warning that it's treated as external.
When I remove the path, and set it as ../../assets/*.svg it resolves the local file, but then errors out stating:
Error: 'ReactComponent' is not exported by src/assets/bx-x.svg,

I've also tried svgr({typescript: true}) but that results in syntax error
[!] (plugin svgr) SyntaxError: unknown: Unexpected token, expected "," (3:21)

  1 | import * as React from "react";
  2 |
> 3 | function SvgBxX(props: React.SVGProps<SVGSVGElement>) {
    |                      ^

Adding a custom .svgrrc.js does nothing to resolve the original Unresolved Dependencies issue either:
module.exports = {
  jsx: {
    babelConfig: {
      plugins: [
        [
          'module-resolver',
          {
            alias: {
              '@app': './src/',
              '@test': './test',
              '@stories': './stories',
            },
          },
        ],
      ],
    },
  },
}

Apologies if this is a lengthy issue - I'm trying to supply as much information as possible for the different configurations that I've already tried and failed with.
The rest of the environment is fine, my tests pass, my storybook runs and loads
After you can submit your question and we will be happy to help you!

Hi @lexedwards, were you able to fix this issue? If so, would you please shed some light on what worked? I've run into the same issue :neutral_face:

@tanmayrajani Sorry for the delay, been somewhat busy. Hopefully you've resolved this issue. My solution was to also include the url rollup plugin and adjust the typing to reflect it. Its been a minute since I implemented the fix, but I can upload a gist if you're still having issues.

@lexedwards - would love to see your gist - i'm also hitting this issue.


verify only works for ed25519 keys

With all other key types, it fails with the less than helpful thread 'main' panicked at 'verification failed: signature::Error { source: None }', examples/verify.rs:31:10

Actually, it turned out that it was only the dsa keys that didn't work. My upstream fix has been released and version 0.9.0 contains the fix. Closing


Hyperterm doesn't remember window position between restarts

I use divvy to position windows on my mac. Usually, windows will remember their position after you quit and re-open the application. Hyperterm does not, however. It usually restarts at a smaller size, and centered on my secondary monitor. No settings are retained when the application quits (either manually or due to restart).
I suspect this may be an issue on all platforms, but have only seen it on my macOS system.

Duplicate of #27


Upgrade typescript to 2.5.3

Overview
Upgrades Typescript to 2.5.3. Closes https://github.com/TypeStrong/typedoc/issues/624, https://github.com/TypeStrong/typedoc/pull/586, and https://github.com/TypeStrong/typedoc/pull/573 (as it's gone stale).

@dustinblackman Do you know when this PR will land? This is currently affecting our ability to generate documentation since<EMAIL_ADDRESS>throws compiler errors for some of our code that's valid in<EMAIL_ADDRESS>

@kjdelisle It's not waiting on me. Waiting for a maintainer to look at it.

@aciccarello Using ts.BindingElement[] causes the following error with 2.5.3. The only way I found to have it pass and react the same way was with either ReadonlyArray<ts.BindingElement> or ts.NodeArray<ts.BindingElement>. I'll gladly update the PR if you have something else in the mind, but this was as far as I was able to go.
src/lib/converter/nodes/variable-statement.ts|45 col 10 error| TS2352: Type 'NodeArray<BindingElement> | NodeArray<ArrayBindingElement>' cannot be converted to type 'BindingElement[]'. Type 'NodeArray<ArrayBindingElement>' is not comparable to type 'BindingElement[]'. Property 'push' is missing in type 'NodeArray<ArrayBindingElement>'.

Oops, I believe you are right. I think I didn't install the updated version of TypeScript after checking out the code. If it needs to be changed I think I'll go ahead and change the type to the NodeArray since that is a more accurate type.

@aciccarello The mistake of being on Github/coding late at night resulted in my linter not working as expected, NodeArray doesn't seem to pass at the moment. I'll see if I can figure out before the week ends.

@aciccarello Done, looks like were all green! :)

@dustinblackman Thanks for your help!

@aciccarello thank you for landing this patch. Is there any estimate on when the next version will be published to npmjs.org?

@bajtos I don't have access/know how to release so I can give you an answer to that. However you should be able to install the got repo to npm if you need this immediately.
There are quite a few PRs that need to be reviewed too so help looking at those is appreciated to get features out quickly.

What is the ETA for pushing this to NPM?


redefining a function should be allowed

when I use guppy in a notebook and I re-evaluate a cell containing a @guppy function definition I get an error:
guppylang.error.GuppyError: ('Module `main` already contains a definition named `rus`', None)

I suggest that instead, the existing function definition should be replaced

Should this behaviour be specific to notebooks or apply to all Guppy modules?


Selective Updates

Once the main project is restructured it may be possible to update just changed files. This should be done on library level (updating the single JAR-files).
Could contain a seperate download option for additional music/assets?

Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

For the launcher itself we have #260 to track the progress for this feature. In order to support full incremental updates of the main game (including engine and modules) we would need more support from the engine and module builds.
Updating stable game version once in a while seems good enough to me, and I would not bother about selective module management in the launcher right now (feel free to reopen if this becomes actionable 😉 )


error when add new costumer

I found error when I try to add (create) new costumer
this the error message

IntegrityError at /lte/testapp/customer/create
(1048, "Column 'time' cannot be null")

Hi Jen-Presley.
Well, compare the crud view fields with the models fields. To use all your models fields on the createview.
You need to set on the view of "Customer"
fields = '__all__'
or   comment  it  #fields = '__all__'  to cruds-adminlte  set the default __all__

class CustomerCRUD(CRUDView):
#fields = [ #list of fields]  # default all with '__all__'


Update to Camunda 7.20 (so that Spring Boot 3 can be used)

This blocks our migration to Spring Boot 3

Updated with https://github.com/camunda-community-hub/camunda-platform-7-rest-client-java/commit/b3544a1dda259f9297dd5dd4ea7a2b5799a1a85d

But why was this blocking he usage of Spring Boot 3? As this lib "just" communicates via REST it should also be able to use SB3 with 7.19?

I will also bump the SB version in the pom to the latest version.

It come up in another discussion, that we needed to adjust the way AutoConfiguration works for SB3 compatibility, which we just released with the latest version: https://github.com/camunda-community-hub/camunda-platform-7-rest-client-java/pull/88 - so this should be also solved now


Run in background (daemon mode)

It is possible to run script and launch servers as daemon ?
If I close my terminal, it will kill my script and my servers, right ? Or will it keep servers running?

Using screen should enough