Feature Request: Add @ operator to SUB and FUNCTION  arguments

Example:
SUB SomeTimeCriticalRoutine(Value AS BYTE @30) STATIC
  'Some fine code
END SUB

This would allow reuse of ZP addresses in multiple time critical subroutines.

This would be quite useful even with normal addresses, so that one would be able to reuse memory among different subs and functions while keeping the speed of STATIC procedures

Even fancier way would be to allow renaming e.g.
DIM zp AS BYTE FAST
SUB SomeTimeCriticalRoutine(Value AS BYTE @zp) STATIC
  'Some fine code
END SUB

...but that might be too far from Basic's traditions?

I fear that, most of all, it would allow for too messy code.
Since parameter (argument) memory locations are bound to be rewritten with each sub/function call, I guess it would be fine to re-use memory, but I wouldn't mess up global (if not shared!) variables.

I think there are multiple possible improvements here:

Allow allocating STATIC SUB/FUNCTION parameters on ZP, e.g. SUB example (param AS BYTE FAST) STATIC - note this won't reuse an existing address but assign a new one
Allow declaring an entire SUB/FUNCTION as FAST, meaning that everything (parameters, local vars and the return value) is allocated on ZP, e.g. SUB example (param AS BYTE) STATIC FAST
Allow explicit memory address for SUB/FUNCTION parameters, e.g. SUB example (param AS BYTE @$FF) STATIC - note that the address can be a 16-bit value as well

Note that all the above could work together with STATIC only as dynamic SUBS/FUNCTIONS always pass parameters and the return value using the Stack.

Even fancier way would be to allow renaming e.g.

Or you can simply use global variables to share values:
DIM zp AS BYTE FAST
SUB SomeTimeCriticalRoutine() STATIC
  'You can use zp here as it is global
END SUB
zp = 1 ' Assign value instead of passing parameter value
CALL SomeTimeCriticalRoutine ()

Basically, argument/parameter variables would be at the same level of variables declared with DIM, which you can declare as FAST OR at a specific address. That I would like :)
Yes, the compiler could give a warning and ignore the FAST or specific-address directives, or stop with an error if the sub/function is not declared STATIC.


My new post is not shown in recents nor rss.xml

Hi there! Thanks for this amazing Astro template.
I just made a blog with it but I have an issue, maybe It's a configuration issue.
This is the link to my blog https://mariuti.com/
In the HomePage and in the rss.xml I don't see my new article which is https://mariuti.com/posts/flutter-web-disable-browser-context-menu-for-specific-widget/
It is newer than the Vim one shown on the home page.
Could you help me? Thank you very much

I don't know why, but after some time the post appeared in both the recents and rss.xml.
I already cleared any cache from Cloudflare before. No idea what was caching it.
Will wait a longer time the next time


add maximum points problem in array

array problem for printing maximum points in O(n) time complexity.

Hello @alkatrivedi , we feel sad to inform that due to some acceptance issue from HacktoberFest we aren't accepting PRs of DSA.
I guess you missed the notices in READMEs of root and DSA folder.
Thanks and looking for your more PRs in other tech stacks.
All the best.
Wishes & Regards,
Team Technocrats


testnet network support - e6p5niq7om18xyr - validator,rpc,api

@pi0bin , Your Moniker and validator addresses are required, please update the PR with those details

@pi0bin , Your Moniker and validator addresses are required, please update the PR with those details

@pi0bin , Your Moniker and validator addresses are required, please update the PR with those details

Moniker pi0bin
validator address akashvaloper1pv9mvccyk0gldzp3djw6h8gjkjash3t8lnldhw

@pi0bin , Your Moniker and validator addresses are required, please update the PR with those details

Moniker pi0bin
validator address akashvaloper1pv9mvccyk0gldzp3djw6h8gjkjash3t8lnldhw


Fix logic for deeply nested nodes

Story
As  a user/developer I want the IF to execute as defined in the specification.
Rationale
There is a bug where certain combinations of config/pipeline definitoons are not correctly processed for nodes > 2 levels deep in the graph. We need to diagnose and fix this issue.
Implementation details
Test current code and diagnose root cause of incorrect behaviour
Propose and discuss fix with core team
Apply fix
Update unit tests to ensure correct execution
Priority
5/5
Scope
Affects core graph processing code
Size
2 days
What does "done" look like?
Bug fixed, reviewed, merged and tested
Does this require updaes to documentation or other materials??
No
What testing is required?
Unit tests with 100% coverage, all passing
Is this a known/expected update?
Unexpected, discussed with core team when bug was exposed.

closed by https://github.com/Green-Software-Foundation/if/issues/397


Sort Selected Items Alphabetically

Hi
Is is possible to sort the selected items alphabetically?  So if one selects from a drop down list London, Brussels, Amsterdam the select items appear as  Amsterdam, Brussels, London?
And how about having the selected items not in order of the list of selectable items?
suppose my ul li has  Amsterdam ,Brussels, London,  But the items are selected in London, Amsterdam, Brussels?
How do i set the selected items back in the order they where selected but keep the list of selectable items still alphabetically?

Sure!
See here for information about the sortFilter config option.
Thanks


[DNM] Preview docs

For rendering docs

Docs for 93334b3b329b8e3ad2f17c95350f20eff7df3a33 are browesable at: https://ci.foundries.io/projects/fio-docs/builds/567/docs/artifacts/html/index.html

Docs for b7993c593226c6ca47290e3680367a3e20f00479 are browesable at: https://ci.foundries.io/projects/fio-docs/builds/568/docs/artifacts/html/index.html


attach failures

closes #349
closes #362

The attach integration test is failing. Getting a SEGV in the sleep 1000 background process when attaching  to it. Repeated it manually in the test's container and again locally on my laptop.

Just setting this to draft while the attach issue is investigated.

Bugathon Testing
Confirm that we can attach to python3 without crashing (originally observed in #349)

start a container; docker run --privileged --rm -it cribl/scope:0.7.1-rc1
install python3 and curl apt-get update && apt-get install -y python3 curl
start a python process python3 -m http.server
create another shell into the same container docker ps, docker exec -it <container id> bash
observe with scope ps that there are no currently scoped processes
attach to python3; scope attach python3
observe with scope ps that we're attached to python3
observe that there are no any events yet with scope events
interact with the python3 process; curl http://localhost:8000
observe that there are events from python3 now with scope events

Confirm that we can attach to musl libc processes

Refer to fn.c and Attach.md for details on symbol resolution. The summary; RTLD_DEFAULT is not your friend and a handle is a starting point.

Verified issue #349(python process) against 0.7.1-rc1.
issue #362 - I'm still getting a segfault when attempting to attach to top using the steps above.
CC: @jrcheli  @iapaddler

I think our latest bugathon for 0.7.1-rc1 has demonstrated that we don't yet want to advertise musl support.
My commit above restores the"error: use of --attach in musl libc isn't currently supported" message, and adds something that allows users to forge ahead if they really want to: "error: set SCOPE_ALLOW_MUSL_ATTACH=true to attempt anyway".

In addition to #403 mentioned above, we've also seen a number of attach-related issues that I'll mention here to make them more trackable:
#405 (scope attach to gdb seems to break gdb)
#401 (attached bash children not scoped)
#397 (attach to java processes doesn't fully work)


Add enable-local-node-route option

Controls adding the route which points to the allocation prefix of the
local node. The option can be used to avoid adding the route when an
external process is managing the routes.
This basically plumbs nodediscovery.enableLocalNodeRoute() out to the CLI options.
It is a first step in being able to use cilium in generic-veth mode with the bridge cni plugin (and kube-router in CNI mode), since the cni0 interface created by bridge already holds the route for the node's podCIDR (allocation prefix), in this case cilium shouldn't go about overriding that route.
Fixes: #9503

This change is

Coverage decreased (-0.0008%) to 45.308% when pulling fc787a2f31d4199f3ae174e88a4236d794a35c02 on jraby:enable-local-node-route-opt into 3c14f3dcf02e727e41c15be44ea3d832cb3dfa8b on cilium:master.

test-me-please

test-me-please

test-me-please


How to transfer out domains purchased through now

Can't seem to find and docs online and in CLI. Is there a way?

Agree with @hongymagic. Not having easy way to move domains is one reason we don't purchase domains from zeit.

Any movement on this? I have a few domains I need to transfer out of zeit. I can't find any docs on the matter.

Please, send an email to<EMAIL_ADDRESS>and we will take care of it.

Thank you for creating this issue!
Please note that – in order for us to be able to handle each feature request with care – we have to consume all of them through a unified pipeline that makes it easier for us to prioritize, track and progress on the features our user base is interested in.
In turn, the Issues tab on this repository is best only be used for reporting bugs, which we can immediately act on.
For well-explained feature requests (like the one you just posted), please contact us at<EMAIL_ADDRESS>so that we can consider adding it to our roadmap.


[Feature] Add wx.Button support for image states (normal, disabled, pressed, focus, current) [sf#44]

Reported by brendansimon on 2017-10-08 11:24 UTC
Add wx.Button support for image states (normal, disabled, pressed, focus, current).
Note: Since v2.9.1 wx.Button() and wx.BitmapButton() are the same, except for the convenience of being able to specify the normal image in the constrcutor of the latter class.
It's a pity there are no default constructors for the other image states, so the widget methods need to be called to set them.

A button may have either a single image for all states or different images for the following states (different images are not currently supported under OS X where the normal image is used for all states):

normal: the default state
disabled: bitmap shown when the button is disabled.
pressed: bitmap shown when the button is pushed (e.g. while the user keeps the mouse button pressed on it)
focus: bitmap shown when the button has keyboard focus (but is not pressed as in this case the button is in the pressed state)
current: bitmap shown when the mouse is over the button (but it is not pressed although it may have focus). Notice that if current bitmap is not specified but the current platform UI uses hover images for the buttons (such as Windows XP or GTK+), then the focus bitmap is used for hover state as well. This makes it possible to set focus bitmap only to get reasonably good behaviour on all platforms.

https://wxpython.org/Phoenix/docs/html/wx.Button.html
https://wxpython.org/Phoenix/docs/html/wx.BitmapButton.html

Commented by dschwertberger on 2017-10-08 11:54 UTC
Ticket moved from /p/wxglade/bugs/219/
Can't be converted:

_version:

Updated by dschwertberger on 2017-10-08 11:55 UTC

status: open --> accepted
assigned_to: Dietmar Schwertberger
Group:  --> Next Release

Commented by dschwertberger on 2017-10-08 11:55 UTC
I think that from a usability point of view it makes sense to keep BitmapButton separate. That's easier for the user than having to choose afterwards.
So these need to be called: SetBitmapDisabled, SetBitmapPressed , SetBitmapFocus, SetBitmapCurrent
Regards,
Dietmar

Updated by dschwertberger on 2017-11-02 18:34 UTC

Group: Next Release --> 0.9.0

Commented by dschwertberger on 2017-12-28 08:31 UTC
For now, you may define Properties -> Code -> Extra Properties:
Bitmap          wx.Bitmap("icons\\normal1.xpm", wx.BITMAP_TYPE_ANY)
BitmapDisabled  wx.Bitmap("icons\\off1.xpm", wx.BITMAP_TYPE_ANY)
BitmapPressed   wx.Bitmap("icons\\pressed1.xpm", wx.BITMAP_TYPE_ANY)
BitmapCurrent   wx.Bitmap("icons\\current1.xpm", wx.BITMAP_TYPE_ANY)
BitmapFocus	    wx.Bitmap("icons\\focus1.xpm", wx.BITMAP_TYPE_ANY)

Actually, Button and BitmapButton are not 100% identical: a BitmapButton has a SetLabel method, but this does not add a label while a normal Button can have a Label and a bitmap.

It's a pity there are no default constructors for the other image states, so the widget methods need to be called to set them.

Agreed.  Should we put in a feature request for wxPython and/or wxWidgets ?

I don't think so. Calling methods is OK. The difficult part is not the code generation, but the editor. E.g. the order in which images are added, what happens if the size is different and so on.
I made good progress on this beginning of January, but was distracted by work on and with Matplotlib, as I found it important that a Matplotlib canvas can easily be integrated into a wxGlade design. This is now the case with Matplotlib 2.2.

A first version is in the repository. Please have a look. I did not yet really use it myself, so expect bugs...

Hi Dietmar,
The button images seem to work ok -- I'm using latest from master
[b1a59076].
I am having trouble placing the image in the centre of button.
If I have wxExpand unchecked, and wxCenter checked, the image seems to
be left or close to left justified.
If I have wxExpand unchecked, and wxRight checked, the image seems to be
closer to the center, but not at the right.
I'm using Mac, which may or may not make a difference.
Brendan.

On 21/5/18 1:29 am, Dietmar Schwertberger wrote:

A first version is in the repository. Please have a look. I did not
yet really use it myself, so expect bugs...

It seems the button is left, centre or right justified ok.
It's the image within the button area that seems to be left justified.
In another app I've been using wx.BitmapButton (not wx.Button).  I'm not
sure if that makes any difference or not.  I tried changing the class
from "wxButton" to "wx.BitmapButton" and it didn't seem to make much
difference.
Actually, checking wxBU_EXACT_FIT seems to help, but I'm not convinced
it's necessarily doing the right thing or not ???
On another note, I had two buttons in a flex grid sizer.  I decided to
add extra characters to one button (normal button) and it expanded in
the design and preview windows (as I expected), however when I removed
the extra characters only the preview window reduced the button/sizer
size -- the design window updated the text but the button/sizer width
remained at the expanded width.  The deisgn window doesn't seem to
resize the sizers.
Brendan.

On 25/5/18 11:15 pm, Brendan Simon (eTRIX) wrote:

Hi Dietmar,
The button images seem to work ok -- I'm using latest from master
[b1a59076].
I am having trouble placing the image in the centre of button.
If I have wxExpand unchecked, and wxCenter checked, the image seems to
be left or close to left justified.
If I have wxExpand unchecked, and wxRight checked, the image seems to
be closer to the center, but not at the right.
I'm using Mac, which may or may not make a difference.
Brendan.

On 21/5/18 1:29 am, Dietmar Schwertberger wrote:

A first version is in the repository. Please have a look. I did not
yet really use it myself, so expect bugs...

Hi Brendan,
I'm not sure whether buttons are well prepared to have a size that is different from the bitmap.
The alignment styles seem to apply only to the label, e.g. "wx.BU_RIGHT: Right-justifies the bitmap label. Windows and GTK+ only."
If you need more control, you probably need to create a bitmap yourself or render it during runtime (e.g. there are examples for rendering a mathematical formula to a bitmap button using matplotlib).
Please tell me if you find a case where the generated code is correct and behaves correct but the Design window does not.
I will look into the resizing issue. Recently I changed the behaviour of TextCtrl to change size to "-1, -1" before calculating the best size again. Maybe the same should be done for Buttons. Maybe it would be the best to do this for all widgets, but I'm a bit afraid whether this would introduce other problems.

I have just added a workaround for the resizing issues. Please test.

I did just modify the resizing code a bit to handle things in a more generic way. I hope it did not break anything.
About the buttons: I don't have  the impression that Buttom plus images really behaves the same as a BitmapButton.

According to this url, there isn't any difference in functionality
between wxButton and wxBitmapButton these days.
http://docs.wxwidgets.org/3.1/classwx_bitmap_button.html

/"""
Notice that since wxWidgets 2.9.1 bitmap display is supported by the
base //wxButton
<http://docs.wxwidgets.org/3.1/classwx_button.html>//class itself
and the only tiny advantage of using this class is that it allows to
specify the bitmap in its constructor, unlike //wxButton
<http://docs.wxwidgets.org/3.1/classwx_button.html>//. Please see
the base class documentation for more information about images
support in //wxButton
<http://docs.wxwidgets.org/3.1/classwx_button.html>//.
"""
/

Brendan

On 27/05/2018 1:30 AM, Dietmar Schwertberger wrote:

I did just modify the resizing code a bit to handle things in a more
generic way. I hope it did not break anything.
About the buttons: I don't have the impression that Buttom plus images
really behaves the same as a BitmapButton.
—
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I know the docs, but the actual behaviour is different. It might be that for wxBitmapButton wxBU_EXACTFIT is on by default. The wxGlade design window does not correctly reflect wxBU_EXACTFIT for a wxButton. I will check this.

The different default styles of Button and BitmapButton are now handled by wxGlade.

I am afraid there is a problem with the disabled attribute. I don't know if it is related to this particular issue, though.
The problem consists of the fact, that the disabled attribute is interpreted by wxrc as the image for disabled buttons. Whereas wxGlade seems to treat it as a negated equivalent of the enabled property.
The outcome is that a disabled wxBitmapButton, when exported into XRC code, has two attributes:

enabled set to 0,
disabled set to 1.

wxrc treats the latter as an image file name and prints an error message. Reference: http://www.github.com/wxWidgets/wxWidgets/blob/master/utils/wxrc/wxrc.cpp#L483
Please note I am encountering this problem on wxg files made with previous versions of wxGlade.

@ardovm : so this is only with old files or also with new ones? Could you please attach a sample and tell which wxGlade version you are using? These changes are only in the master branch of the repository yet, but e.g. not in 0.8.3.

Just create a small sample and state which combination of version fails. I will have a look then.
E.g. created wxg created with 0.7.2, XRC created with 0.8.0.

I had to rename into ".txt" the WXG files, otherwise GitHub would refuse to attach them.

wxbitmap_problematico.wxg made with wxGlade 0.7.2.
wxbitmap_problematico_wxGlade0.8.wxg made with wxGlade 0.8.0

Both are compiled well by wxGlade 0.7.2 and wrong by wxGlade 0.8.0.
The problem is that wxGlade 0.8.0 adds the "disabled" attribute to the wxBitmapButton.
I hope this helps.

Please modify codegen\xrc_codegen.py, DefaultXrcObject.write to see whether this fixes the problem:
From:
            elif name=='disabled':
                # 'disabled' property is actually 'enabled' for XRC
                if prop.get():
                    properties['enabled'] = '0'
                else:
                    continue

To:
            elif name=='disabled':
                # 'disabled' property is actually 'enabled' for XRC
                if prop.get():
                    properties['enabled'] = '0'
                continue

Yes! This fixes the problem!

0.9.0a1 is available


How can I make him speak English instead of numbers?

Hi
How do you make it appear in multiples instead of 123456789?
Such as:
5 10 15 20 25 30 35 40 45 50
Or you can customize your data source

Hi
It's the same with issue #65.


clearer packaging error messages

Closes #2951
Please don't delete this checklist! Before submitting the PR, please make sure you do the following:

[x] It's really useful if your PR references an issue where it is discussed ahead of time. In many cases, features are absent for a reason. For large changes, please create an RFC: https://github.com/sveltejs/rfcs
[x] This message body should clearly illustrate what problems it solves.
[x] Ideally, include a test that fails without this PR but passes with it.

Tests

[x] Run the tests with pnpm test and lint the project with pnpm lint and pnpm check

Changesets

[x] If your PR makes a change that should be noted in one or more packages' changelogs, generate a changeset by running pnpx changeset and following the prompts. All changesets should be patch until SvelteKit 1.0

Thanks .. I followed the help link to packaging and read all of that, but I'm not sure how to disable typescript so I don't need svelte2tsx and typescript.


YARN-10814 3.2 backport

NOTICE
Please create an issue in ASF JIRA before opening a pull request,
and you need to set the title of the pull request which starts with
the corresponding JIRA issue number. (e.g. HADOOP-XXXXX. Fix a typo in YYY.)
For more details, please see https://cwiki.apache.org/confluence/display/HADOOP/How+To+Contribute

:confetti_ball: +1 overall

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ClientAPI=1.41 ServerAPI=1.41 base: https://ci-hadoop.apache.org/job/hadoop-multibranch/job/PR-3283/1/artifact/out/Dockerfile

GITHUB PR
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dev-support/bin/hadoop.sh

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@tomicooler thank you for backporting this, LGTM+1.


Pod install lottie-react-native causes a react warning and a build error

Installing the pods one at a time, lottie-ios installed without a problem but lottie-react-native showed a warning [!] React has been deprecated and caused a build error.  I've been noticing similar issues with other libraries that are referencing react in the pod file or when use_frameworks is set.
Seems the solution in some other libraries is to add:
pod "Yoga", :path => "../node_modules/react-native/ReactCommon/yoga"
pod 'React', :path => '../node_modules/react-native', :subspecs => [
  'BatchedBridge', # Required For React Native 0.45.0+
  'Core',
  # Add any other subspecs you want to use in your project
]

@mypark does this mean it's no longer an issue?

closing due to inactivity


remove redundant debug: use go test -v instead

What does this PR (Pull Request) do?

[x] This PR fixes #3339

Removes debug statements from api tests that only indicate tests being run and PASSED.  Both of these are already done when tests run with go test -v.
Which Traffic Control components are affected by this PR?

Traffic Ops . (tests only)

What is the best way to verify this PR?
Run traffic_ops API tests in traffic_ops/testing/api/v14.  Observe no messages saying "...PASSED...." are printed.
Only modifies tests.  No documentation, CHANGELOG, license headers needed.
The following criteria are ALL met by this PR

[x] This PR includes tests OR I have explained why tests are unnecessary
[x] This PR includes documentation OR I have explained why documentation is unnecessary
[x] This PR includes an update to CHANGELOG.md OR such an update is not necessary
[x] This PR includes any and all required license headers
[x] This PR ensures that database migration sequence is correct OR this PR does not include a database migration
[ x This PR DOES NOT FIX A SERIOUS SECURITY VULNERABILITY (see the Apache Software Foundation's security guidelines for details)

Refer to this link for build results (access rights to CI server needed):
https://builds.apache.org/job/trafficcontrol-PR/3480/
Test PASSed.


exynos9810 problem

I'm unsure this has already been integrated but for certain Exynos 9810 devices on a specific android version it will report to support certain instructions but only some of the cores actually do as discussed in this LLVM post https://reviews.llvm.org/D114523

Big.LITTLE Heterogeneous architectures, as described by ARM [1],
require that the instruction set architecture of the big and little
cores be compatible. However, the Samsung Exynos 9810 is known to
have different ISAs in its core.
According to [2], some cores are ARMv8.2 and others are ARMv8.0.
Since LSE is for ARMv8.1 and later, it should be disabled
for this broken CPU.

I think you're referring to this snippet

Ah yes, exactly! Sorry I wasn't able to find it, and figure doesn't hurt to double check 👍


Keep track of layout of input buffer spans

Builds on top of https://github.com/gwenn/rustyline/pull/2/files
When moving cursor up or down a line, it should not change columns. To be precise, it should not change columns on the screen.
Current implementation was making sure it was not changing number of graphemes from the beginning of the line. This works correctly, as long as prompt is empty. If it so not empty, the cursor moves up and down like this:
> c_mmand \
argument1

> command \
a_gument1

This PR changes this behavior to this:
> c_mmand \
argument1

> command \
arg_ment1

This change is also needed for continuation prompts.

To make this happen, I had to:

keep track of layout of input buffer spans (one for each line in the input buffer),
refactor Renderer::compute_layout into Layout::compute,
change LineBuffer::move_to_line to take Layout as a parameter,
fix State::move_cursor.

The Layout is this layout cache:

to get offset from (row, column), you lookup span by row and get the start offset of the span. Then one has to count column graphemes from that offset in the LineBuffer to get the final offset,
to get (row, column) from offset, you lookup span by offset and then run a renderer.calculate_position(&buf[span.offset..offset], span.pos) to get the final (row, column).

Is this what you are asking about?

The Layout is this layout cache:

to get offset from (row, column), you lookup span by row and get the start offset of the span. Then one has to count column graphemes from that offset in the LineBuffer to get the final offset,
to get (row, column) from offset, you lookup span by offset and then run a renderer.calculate_position(&buf[span.offset..offset], span.pos) to get the final (row, column).

Is this what you are asking about?

Without the renderer.calculate_position, yes !

So you need to recompute almost everything.
(https://github.com/kkawakam/rustyline/pull/820#issuecomment-2429942680)

Without the renderer.calculate_position, yes !

Well, this call is only needed for getting positions within a span. If one wants to know where does a line start, no calculate_position is needed.

In any case, this PR solves a part of the problem you are describing and is useful in its own.

Also, where would this offset <-> Position mapping be needed?

When you move up or down like you already know, for scrolling vertically (when screen height < number of rows) (not supported currently), to repaint only edited / impacted line(s) (not supported currently), ...
https://github.com/gwenn/rustyline-notes/blob/master/src/layout.md

See also https://github.com/daanx/isocline/blob/c9310ae58941559d761fe5d2dd2713d245f18da6/src/stringbuf.h#L88-L93
and their usages / call hierarchy.
There is no cache but these two methods are used almost everywhere (mostly the second one sbuf_get_rc_at_pos).

What's the status of this PR now? Can it be merged?
I do believe it has merit of its own, even though it does not implement layout caching or selective refresh.

If you don't mind, I would prefer this simple patch: #822
And then have a proper layout cache.

Ok, but then I must also add a prompt_continuation_size to layout, right?

Ok, but then I must also add a prompt_continuation_size to layout, right?

For continuation_prompt, we need more than that...
See #795.
And we might not need neither prompt_continuation_size nor prompt_size for movement if we have our offset <-> Position mapping...

For continuation_prompt, we need more than that...

I don't think we do.

See https://github.com/kkawakam/rustyline/pull/795.

What am I looking for?

... if we have our offset <-> Position mapping

This PR adds this mapping! It contains enough information to not make any calls to calculate_position during redrawing. If we add caching, it would also eliminate calls to calculate_position in most LineBuffer updates. My illustration of how to map offset to position and back calls calculate_position only for offsets which don't fall on the start of any line.

I don't think we do.

Ok, so you think that we can support continuation prompt without fixing highlighting.

It contains enough information to not make any calls to calculate_position during redrawing.

This line
https://github.com/aljazerzen/rustyline/blob/30e25bf3413b9bf786bdea434182efa7562349fa/src/edit.rs#L176
proves the contrary.

If we add caching

How are you going to invalidate / refresh the cache ?
(I am pretty sure that you cannot partially invalidate / refresh the cache without offset <-> Position mapping)

Another issue: soft-wrap for input text longer that screen width.
When moving up or down on such input spanning multi-rows, we expect the same behaviour as for hard-wrap...


Switch to supertest for easier testing

What? are you abandoning tape?

Ha!  Nope, though mocha is quite nice.  Supertest is a great utility for testing rest endpoints without actually spinning up a expressjs server, which is faster.


window.onerror in /country/ng

Error in ClashLeaders
window.onerror in /country/ng
Uncaught exception: TypeError: Cannot convert 'this[t]' to object
View on Bugsnag
Stacktrace
https://www.clashleaders.com/static/js/vendors.58a0381e06b761d47603.js:13 -

View full stacktrace
Created automatically via Bugsnag

An error linked to this issue has been marked as fixed in Bugsnag
window.onerror in /country/ng


feat: Enable backstage to connect to local cluster

Signed-off-by: Tomas Coufal<EMAIL_ADDRESS>
Description of the change
If user has the kubernetes plugin installed in Backstage, this allows him to easily connect it to the local cluster.
Existing or Associated Issue(s)
n/a
Additional Information
n/a
Checklist

[x] Chart version bumped in Chart.yaml according to semver.
[x] Variables are documented in the values.yaml and added to the README.md. The helm-docs utility can be used to generate the necessary content. Use helm-docs --dry-run to preview the content.
[x] JSON Schema generated.
[x] List tests pass for Chart using the Chart Testing tool and the ct lint command.

@sabre1041 PTAL

other than one naming suggestion should be good to go.

@gorkem what naming suggestion did you want to suggest? I see no comments in here... :slightly_frowning_face:

@tumido funny somehow I managed to confuse myself. Submitted the review now.

@gorkem updated adopting all your suggestions, please review again. :+1:

As it was discussed in another thread, I believe we should fully externalize the backstage configuration instead of emerging it piecemeal as helm parameters. So in general I am contrary to the approach suggested here.
In the specific, this configuration is openshift specific, when it could just be kubernetes generic and does not take into account for multi-cluster deployments.
I don't know who is governing this project at this point but if it was me, I'd reject this contribution. @tumido this is nothing personal  you are doing a good job. But this direction just does not fit the model I'd use.

Hey @raffaelespazzoli can you please point me to that another thread you mentioned?
By externalizing the configuration you refer to app-config.yaml or the helm chart as a whole?
Yes, this doesn't take into account multicluster deployment since we have no notion of external clusters. However so far our helm chart didn't allow any kubernetes configuration, so I don't see an issue with starting with the local cluster. Also app-config.yaml changes introduced in this PR allow merging with another potential externalized config file in case we want to go that route to provide a baseline + allow further customization.
The idea of this PR is to allow backstage to connect to the local cluster, therefore I think its helpful to use Helm to create appropriate ClusterRole and ClusterRoleBinding in the cluster. You can't do that from within an externalized Backstage config file.

@tumido should we close this PR?

Yup, closing


[Game Relations] add option to not darken uninstalled games

Extension name
Game Relations
Feature Description
Your new addon Game Relations is a really great addition to Playnite. There's one thing that I'm missing: I don't really like to have my uninstalled games darkened in Grid view, so I usually have that setting disabled. It would be great, if that was also possible with Game Relations - either by obeying the playnite setting or adding an own setting for that in the addon itself.
Screenshots
No response

I came here to make the exact same suggestion. It's very difficult to even see what the game covers are because they are so dark. An option to turn it on/off would be great. In addition, one could also have an option to adjust how dark the fade is.


can i delete tag by deleteing single caharacter

Can i delete tags by delete single- singe charatcer instead of delete single tags
also can i remove space between tags

@sahabe1 Sorry, currently you can't edit tags. You have to delete the invalid tag and create a new one. You can remove the space between tags by setting tagsField.spaceBetweenTags = 10.0. Hope it helps.


Data directories not included in wheel

When creating a build for a simple project layout like the following:
project_name

project_name/
---init.py
--- main.py
--- module1.py
data/
--- database.db
--- samplefile.csv
README.md
pyproject.toml

Source dist will include data directory alongside project_name dir but wheel will only include project_name dir

You have to include data inside your package directory (project_name/data). pip purposefully makes it difficult to install anything outside the package install directory for security reasons.

But data is indeed inside the package directory (outer project_name dir).
You mean data should be inside the inner project_name dir?

Yup, you need it in the inner directory alongside __init__.py - this is the importable module that will get installed. We don't want to install random .../site-packages/data directories.
Other Python packaging tools provide a way to install files to other locations - setuptools calls this data_files. It's not currently supported in Flit, because I think the situations where you actually need it are limited, and Flit is focused on the simple cases. See #358 for discussion over whether that should be added.


Tests are failing on Node >= 0.12

@sindresorhus
See the build status. Same thing is also happening upstream.
Not sure if it's related, but on Node 0.10.38 the usage example always logs /Users/ ... foo.js for me, instead of bar.js as it says in the README. Yet, the tests pass when I run them. Not sure what's going on there.

v1.0.0 fails on Node.js v4, but v0.1.0 works.

ping @sindresorhus since you made some recent tweaks and the tests are still failing, I'm just wondering if you are aware of this?

@sindresorhus yo, wtf

There's PR with a fix for this here https://github.com/sindresorhus/caller-callsite/pull/1.

Fixed by https://github.com/sindresorhus/caller-callsite/pull/1.


Beware asset_host that begin with "//" and not "http:// or https://"

This is just an FYI that if your asset_host is defined without the "http:" part, then premailer will fail to load the css file in CSSLoaders::request_and_unzip.
We define our asset_host w/o the http part so that we don't have to deal with http/https warnings. We fixed this issue like so in our env config files:
# Enable serving of images, stylesheets, and JavaScripts from an asset server
config.action_controller.asset_host = "//#{ENV['CLOUDFRONT_URL']}"

# set action_mailer asset_host for assets in emails
config.action_mailer.asset_host = "http:" + config.action_controller.asset_host

Excellent! Really useful!


discoverd CLI

Rather than doing things like:
$ curl -s http://<IP_ADDRESS>:1111/services/flynn-host/instances | jq .
[json output]

$ curl -s http://<IP_ADDRESS>:1111/services/postgres/meta | jq .data.primary.addr
"<IP_ADDRESS>:5432"

I would prefer to do:
$ discover flynn-host
ID     ADDR
host0  <IP_ADDRESS>
host1  <IP_ADDRESS>
host2  <IP_ADDRESS>

$ discover postgres meta | jq .data.primary.addr
"<IP_ADDRESS>:5432"

Might make sense to put this in flynn-host to prevent proliferating binaries.


feat: The task of modifying the style of the setting part on the left side of the editor

At present, it will be improved according to the styles of the above two pictures

currently coding...


Add license for the project

Hi,
add a license for the project, so users could know what they can do and what not.

Just added the lisence !!!! Thanks for advice !!!!


Window(options) not working from minimized window

I'm trying to use your excellent product from within microsoft workflow foundation.
I've created an activity that launches a window using a dynamic form.
In normal operation I will minimize the UI when a workflow is running, so when a dialog, message box or window is opened you will need to force it to have focus. You can do that with window.Focus() or window.BringToFront()
But for some reason, using WindowOptions.BringToFront does not work (or work as I would assume it was suppose to )
object model = Forge.Forms.FormBuilding.FormBuilder.Default.GetDefinition(xmlString);
var options = new Forge.Forms.WindowOptions();
options.TopMost = true; options.BringToFront = true;
var _result = Forge.Forms.Show.Window(options).For<object>(model);

This works perfectly if the calling window is NOT minimized.
But if the window is minimized

I need to manually click the new window in the task bar, or alt-tab too it
when i mouse over the window, the cursor shows a loading icon for 10-15 seconds
topmost is not respected.

Sub request, could we get an options.ScrollViewer , so if the form cannot fit inside the window, you get a scroll bar ?

@skadefro I tried to fix the window activation in ae56fd894f9df6c9f493735639ccdbf8f6edf0fa but it still decides to ignore the popup under some conditions. Could you please test it in your environment and let me know if you can figure anything out?
The scroller currently works only in XML. If you wrap your content in a <layout maxWidth="..."> it will display a vertical scrollbar if the content exceeds that number:

You can wrap your whole form in a layout or you can leave your buttons out of it such that they are always visible.

The update worked :-)
A little weird ux thing, the window does not have focus, but the cursor is blinking in the first textbox.
( look how the cursor is blinking inside both windows, and textpad is receiving input )

Thanks for the help. Looks like the window is getting logical focus but not keyboard focus. I'll try playing with Keyboard.Focus(...) later.

Hey @skadefro. Sorry for getting back so late. I added Keyboard.Focus(window) but I'm not sure if this will fix the issue. I tested by setting delayed dialogs but I can type right away with or without that line of code. If you can please try it and see if it works better now. Thank you.

If possible try it with an XML form and then a class form and see if the behavior is the same for both cases. If not then it's possible that the initial focus thing is not working for XML.

I think we can close this, i have a working solution, without using Forge.Forms.Show.Window.
Let me know if you make any changes to Window, then I'll gladly try it again


Get staging iso from PRV build service (SCRD-7403)

With this a specific iso can be used in an Ardana CI run. Later this can
be used to precisely release from staging what is tested and precisely
test what will be released.

CI run: https://ci.suse.de/job/cloud-ardana9-job-entry-scale-kvm-x86_64/189/

Project in the buildservice in PRV was:
prjconf:
%if "%_repository" == "images"
Type: kiwi
Repotype: staticlinks
Patterntype: none
%endif

Prefer: openstack-dashboard-branding-upstream

# have choice for libmoz.js.so()(64bit).
Prefer: mozilla-xulrunner192

Prefer: npm6

# have choice for openvswitch-switch
Prefer: openvswitch

meta:
<project name="home:jzerebecki:DC9S">
  <title/>
  <description/>
  <link project="SUSE.de:Devel:Cloud:9:Staging"/>
  <person userid="jzerebecki" role="bugowner"/>
  <person userid="jzerebecki" role="maintainer"/>
  <repository name="images" rebuild="direct" linkedbuild="all">
    <path project="SUSE.de:Devel:Cloud:9:Staging" repository="SLE_12_SP4"/>
    <arch>local</arch>
    <arch>x86_64</arch>
  </repository>
</project>


Exported macOS production app crashes on exit with a Segmentation Fault

First up: thank you for an excellent addon! It works nearly flawlessly and made it a breeze to add basic Steam integration and achievements to my very first game!
Description
My actual game (as well as the repro below) will run well on macOS, but after exiting the Operating System tells me the application has crashed with a "Segmentation Fault".
Reproducible scenario
The behavior was found in my actual game (where it was also confirmed on my friend's M2 Macbook Pro), but I've been able to create a very minimal repro:

Create a new Godot 4 (I used 4.0.3 specifically) project on an intel-based Macbook Pro

Create the most basic possible Control scene and set it as default

Add the GodotSteam addon from the AssetLibrary

Add var result: Dictionary = Steam.steamInit(false) to the func _ready() of the main scene

Add the two Entitlements needed for Steam
PS. You can skip these first steps if you clone my minimal repro on GitHub.

Export as an .app and uncheck "Export With Debug"

Start the exported app and close it

After exiting:

Actual result: crash report from the Operating System
Expected result: clean exit without errors

Abbreviated error messages, first from the Operating System (full log in the linked repo):
Process:               CrashOnExitTest001 [4721]
Path:                  /Users/USER/*/CrashOnExitTest001.app/Contents/MacOS/CrashOnExitTest001
Identifier:            org.example.godot-macos-crash-sample
Version:               1.0 (1.0)
Code Type:             X86-64 (Native)

Crashed Thread:        0  MainThrd  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000110efe640
Exception Codes:       0x0000000000000001, 0x0000000110efe640

Termination Reason:    Namespace SIGNAL, Code 11 Segmentation fault: 11
Terminating Process:   exc handler [4721]

VM Region Info: 0x110efe640 is not in any region.  Bytes after previous region: 1955393  Bytes before following region: 1403328
      REGION TYPE                    START - END         [ VSIZE] PRT/MAX SHRMOD  REGION DETAIL
      shared memory               110d20000-110d21000    [    4K] r--/r-- SM=SHM
--->  GAP OF 0x334000 BYTES
      mapped file                 111055000-117650000    [102.0M] r--/rwx SM=COW  ...t_id=71773e31

Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0   ???                           	       0x110efe640 ???
1   CrashOnExitTest001            	       0x10b1a843f 0x1080cd000 + 51229759
2   CrashOnExitTest001            	       0x10abe9f27 0x1080cd000 + 45207335
3   CrashOnExitTest001            	       0x10858d2bc 0x1080cd000 + 4981436
4   CrashOnExitTest001            	       0x1085678e0 0x1080cd000 + 4827360
5   dyld                          	    0x7ff8025d041f start + 1903

and from Godot when running with -v:
Godot Engine v4.0.3.stable.official.5222a99f5 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Text-to-Speech: AVSpeechSynthesizer initialized.
Using "default" pen tablet driver...
OpenGL debugging not supported!
OpenGL API 4.1 ATI-4.12.7 - Compatibility - Using Device: ATI Technologies Inc. - AMD Radeon Pro 560X OpenGL Engine
CoreAudio: detected 2 channels
CoreAudio: audio buffer frames: 512 calculated latency: 11ms

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CameraServer: Registered camera FaceTime HD Camera (Built-in) with ID 1 and position 0 at index 0
CORE API HASH: 0
EDITOR API HASH: 0
[S_API] SteamAPI_Init(): Loaded '/Users/jeroenheijmans/Library/Application Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/steamclient.dylib' OK.
[S_API FAIL] SteamAPI_Init() failed; no appID found.
Either launch the game from Steam, or put the file steam_appid.txt containing the correct appID in your game folder.
[S_API FAIL] Tried to access Steam interface SteamUser021 before SteamAPI_Init succeeded.
[S_API FAIL] Tried to access Steam interface SteamUtils010 before SteamAPI_Init succeeded.
{ "status": 79, "verbal": "Invalid app ID or app not installed." }
XR: Clearing primary interface
XR: Removed interfaceNative mobile
[1]    4721 segmentation fault  ./CrashOnExitTest001 -v

Additional information
Possibly important:

The crash-on-exit does not happen when running the application before I added GodotSteam from the asset library.
My repro has a few nonstandard project settings (that I thought at first would be the culprit), if needed I can try to further reduce the minimal repro by removing those
I've not yet checked if 4.1 fixes all this stuff, but I did search the recently closed issues on this repository to see if there were relevant fixes recently (and found none)
I encounter this on my Intel-based MBP, but the same symptom occurs in my actual game on M2 Macbooks when installing the game from Steam itself

Own research
I tried a few things to solve this issue myself before turning to an issue, for reference:

I've searched online with Google but found nearly no results, and any results I do get don't seem relevant
I checked for weird logs on Windows too running with --verbose but the only minor thing I found seemed totally unrelated
I searched through the recently closed issues of this repository to see if there were related closed issues, but found none
I've read through the GodotSteam docs on Mac Exporting and Mac Caveats but none of the things there seemed related to "crashing on exits". I've also read through the Common Issues docs, and checked the Initializing Steam docs to see if I actually needed to do some kind of cleanup or destructors or something.
My actual game is signed and notarized and fully accepted by macOS and Steam as such, no issues there so far
The Steam integration in my actual game (SHIFT+TAB overlay and Achievements) works fine, even though it seems to make the app crash on exit

Remarks
Let me know if there's anything else I can do to assist with tackling this problem, should you have time to look at it. (And if not: that's also fine! I appreciate that Open Source is hard work, and am already thankful for what I got to use so far! <3)

Hey there!  The first chunk of error codes don't mean anything to me; Apple and Microsoft are the kinds of useless error messages.  Haha.  The second one is very useful and seems to think you do not have a valid app ID in use? A la [S_API FAIL] SteamAPI_Init() failed; no appID found.
Are you running this test from Steam itself or just from your filesystem?  Do you have the steam_appid.txt somewhere?  I know on OSX it is different than Windows and needs to live in the .app folder inside... I think.... Content?  If you have it, is it empty or does it have your game's app ID or 480 in it?  When running from Steam you don't need that file but will if not running it from the Steam client.
And thank you for this incredibly thorough issue!  Love to see all the details!
The 4.1 GodotSteam GDExtension does not have any Mac version yet.  We're trying to get someone to create one currently.  Also I know there has been some funky things with M1 / M2 chips that I'm not sure are 100% resolved yet.

Cheers!
The error on the steam_appid.txt is a decoy. I deleted the SpaceWars default file because my wife kept seeing "Jeroen's playing Space Wars" popup in her Steam UI 😂 and I frantically tried to disable it before realizing "going offline" was the fix for that. - If I run with a proper AppID I get the same symptoms. And if I run my actual game (not the minimal repro) via Steam (it's still in beta) I get the same crash on exit.
While you wrote a reply I sat down to check all this with 4.1, glad you wrote a quick reply here because I was indeed running into other errors. I'm not knowledgeable enough to help create one myself unfortunately.
If the logs are not enough, or if you don't have bandwidth to look into it, that's perfectly fine too by the way. This issue should at least help others searching online for info on this issue find details, and we might also get lucky with another community member knowing the solution.
Myself I'm a bit stumped. As you mentioned, the OS-level error descriptions are pretty meaningless. The only guess I have left is that some thread from the Steam libraries is still trying to do stuff with chunks of memory that Godot has already cleaned up? But normally I guess in Godot everything should get garbage collected.
Anyways, for my tiny game the error-on-crash is probably no big issue - I expect no more than a dozen macOS players, all friends & family anyways 😅 - I'll chalk it up as a "known issue" for now.

Haha, OK.  That's good then.  The steam_appid.txt is a common error so I figured it was worth checking out.
Sadly, with OSX, my hands are somewhat tied as I rarely deal with them myself.  We have some community members that are primary Mac users who may know more.  There have been a handful of M1/M2 issues as I mentioned before but those too are in the hands of the community currently.
Do you have a log file from Godot that doesn't have the Steam API file issue but still shows a crash?  It may not yield much but worth a shot.  I wonder if this is purely an M1/M2 thing.

Looking through some stuff, I see another user with this issue that is currently unresolved.  Almost identical OSX crash dump.
One thing to check, can you try a copy of this test project with the pre-compiled editor?  I want to know if this is isolated to the GDExtension build.  If so, then I might have an idea why...

a log file from Godot that doesn't have the Steam API file issue but still shows a crash?

I'm happy to hunt for such a file, but I'm not sure what file you mean?
The thing is: this issue does not happen when running from the Godot editor. It only happens on an exported build and (I think) only "Without debug", so when I run the .app directly. If I run the .app from Finder there are no extra logs to be had I think? So I followed the Godot docs on running the exported app from the console with a --verbose argument, and the output (log) from that is shown verbatim in my original post above.
But more likely I'm missing something.... is there an additional log file somewhere that might have more information in this case?

Hmm.  And you're using the regular, ol', vanilla Godot templates?

Aye, just "New Project" from Godot 4. I did find what you meant though (I'm also not normally a macOS user, so was confused on using the Finder I guess). With these Godot docs I found the log file in this folder:
~/Library/Application Support/Godot/app_userdata/[project_name]

The godot.log file (as well as the rolled over (timestamped) ones were all completely empty. Zero bytes. I did also go to the "Project Settings" in my minimal repro to "Enable File Logging". I'll commit my changes and update the reproducible scenario repository in a bit too. Plus I'll spend a little extra time to see if I can find more info here, because I expected the print(...) statement in my code to actually show at the very least in those logs.

Hmm, that "invalid  app" error will close the game a lot of times.  If you prevent initialization, does it still crash at close?

I removed the Steam.steamInit(false) call (in fact I removed the entire func ready()) and ran the same experiment. The application still crashes with a segmentation fault on exiting, showing this log on the console:
Godot Engine v4.0.3.stable.official.5222a99f5 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Text-to-Speech: AVSpeechSynthesizer initialized.
Using "default" pen tablet driver...
OpenGL debugging not supported!
OpenGL API 4.1 ATI-4.12.7 - Compatibility - Using Device: ATI Technologies Inc. - AMD Radeon Pro 560X OpenGL Engine
CoreAudio: detected 2 channels
CoreAudio: audio buffer frames: 512 calculated latency: 11ms

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CameraServer: Registered camera FaceTime HD Camera (Built-in) with ID 1 and position 0 at index 0
CORE API HASH: 0
EDITOR API HASH: 0
XR: Clearing primary interface
XR: Removed interfaceNative mobile
[1]    2535 segmentation fault  ./CrashOnExitTest001.app/Contents/MacOS/CrashOnExitTest001 -v

There are zero bytes in the log in this case, or if I hit the "test" button that causes some logs (and apparently also a flush of the file log) it will be very similar:
Godot Engine v4.0.3.stable.official.5222a99f5 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Text-to-Speech: AVSpeechSynthesizer initialized.
Using "default" pen tablet driver...
OpenGL debugging not supported!
OpenGL API 4.1 ATI-4.12.7 - Compatibility - Using Device: ATI Technologies Inc. - AMD Radeon Pro 560X OpenGL Engine
CoreAudio: detected 2 channels
CoreAudio: audio buffer frames: 512 calculated latency: 11ms

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
CameraServer: Registered camera FaceTime HD Camera (Built-in) with ID 1 and position 0 at index 0
CORE API HASH: 0
EDITOR API HASH: 0
About to throw a test exception...
USER ERROR: Test Error
   at: push_error (core/variant/variant_utility.cpp:903)

All steam initialization is now gone, there's no more logs about the AppID, and things still crash the way my real app does too, with a segmentation fault.
I've pushed this simplification of the reproducible scenario to the linked repository.
With this repository now the only GodotSteam involvement is the existence of its files in the /addons folder. If I delete the addons folder, export again, and run, the app won't crash on exit anymore.
Hope this is useful info!

OK, good to check all the boxes we can!  Well, this seems to boil down to GDExtension and M1/M2 Macs so it is out of my league.  Matches up with one other user's issue.  I'm guessing it has to do with the process used to create the plug-in.  Might be missing the right stuff during creation.
I mentioned this on our staff channel to see if anyone has any ideas.  I will report back when I get more information!

In case it helps, my game released (for free) in Early Access on Steam even though it still has this crash on macOS. It's also fully open source and should exhibit the bug as well.
(I'm not sure if it helps much, because the minimal repro repository from my first post is, well... more minimal. 😅)

Yeah, I can't get Github Actions to work and don't have the time to keep messing with it.  Hoping someone from the community can either compile a working version for us or fix Github Actions.

No worries, I totally understand. I created the bug report to be a good community member, not because I'm personally in great need of a fix. My game was a sabbatical project and it runs great on Steam thanks to your hard open source work, and I'm super thankful for it! The one or two people playing my early access game on a Mac won't mind a little crash window after exiting the game, it's otherwise fully playable.
And indeed, perhaps a community member with a good Mac setup and macOS knowledge will step up to help get it fixed 🤞
PS. Also, careful, in my web development work I've been bit by the fact that build minutes on GitHub Actions for macOS are 5x - 10x more expensive than other OSes. Perhaps you already knew, but better safe than sorry.

Im going to be taking a swing at adapting my projects GDExtension workflow to GodotSteam. Working on it here https://github.com/Trey2k/GodotSteam/tree/gdextension

Haha, @Trey2k, you don't have to waste your time on all that!  Thank you so much for the attempt though.  I'm not 100% sure why the ones I had been doing were failing; especially when the exact same command locally works.    I think @polyrain does too.  Since I can't get a working GDExtension going, it is hard to test!

@jeroenheijmans  OK, @Trey2k went above and beyond with this lovely pull-request that should have fixed some stuff.  Check it out and let me know!  https://github.com/CoaguCo-Industries/GodotSteam/releases/tag/v4.2.5-gde

I could not get it to work, but I hope perhaps I made a mistake while testing. What I did was:

Open Godot 4.1 on my Intel based MBP
Create a new project
Create an empty control scene, set it as current, and run the app to test it's working
Go to the assetlib
Search for GodotSteam, install the 4.1 version (listing "Version: 4.2.5" in the dialog)

During the installation I get both error messages and a "Addon installed successfully" message. The details of the error in the Godot output window are:
Godot Engine v4.1.stable.official.970459615 - https://godotengine.org
Vulkan API 1.2.231 - Forward+ - Using Vulkan Device #0: AMD - AMD Radeon Pro 560X

--- Debugging process stopped ---
  Can't open dynamic library: /Users/jeroenheijmans/GodotSteam425MacOsTest/addons/godotsteam/osx/libgodotsteam.debug.framework, error: dlopen(/Applications/Godot4.1.app/Contents/MacOS/../Frameworks/libgodotsteam.debug.framework, 0x0002): tried: '/Applications/Godot4.1.app/Contents/MacOS/../Frameworks/libgodotsteam.debug.framework' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/Applications/Godot4.1.app/Contents/MacOS/../Frameworks/libgodotsteam.debug.framework' (no such file), '/Applications/Godot4.1.app/Contents/MacOS/../Frameworks/libgodotsteam.debug.framework' (no such file).
  core/extension/gdextension.cpp:455 - GDExtension dynamic library not found: /Users/jeroenheijmans/GodotSteam425MacOsTest/addons/godotsteam/osx/libgodotsteam.debug.framework
  Failed loading resource: res://addons/godotsteam/godotsteam.gdextension. Make sure resources have been imported by opening the project in the editor at least once.

If I compare the relevant folder structure from my game and Godot 4.0.3 tests...

With the Godot 4.1 (and addon 4.2.5) folder structure:

Then I reckon something is a little off? Apart from the changed folder structure, I think the most important difference is that two .dylib files are missing in the new version?
Adding Steam.steamInit(false) to my code then also complains that "Steam" can't be located.

Yeah, I remember them being dylibs before.  So what are these files?  Just missing the extension or are they totally different things?

Also did you modify the godotsteam.gdextension file to match the new layout?

The issue is the libsteamapi has to be in the same folder as the dylibs. They are still dylibs just formated for proper export I believe. #361 should resolve this, we just need to know if the dependencies line is needed for macos still with both bibs packed into the .framework

OK, please test this on the newest release of GDExtension.  We ironed out the layout for everything so this hopefully fixes it.

I've carefully tried to follow my own "Steps to Reproduce" from the original post above, using Godot 4.1 and GodotSteam 4.2.7 and the exported app did not crash upon exiting.
I've not yet done more extensive testing on my real app which would require a minor Godot upgrade too, but from my initial testing it seems like this issue has been resolved.
Nice work! 😊
I think the issue can be marked as resolved.

Haha, excellent.  I guess we can close it for now but if something comes up, we'll re-open and dig in more!  Thanks for testing it!


The option to click a little 'x' to clear the filter does not appear on Organisations, SASDI Themes, etc

On the staging site, when you apply a filter to your search (e.g. Organisations, SASDI themes, etc) the option to click a little 'x' to clear the filter does not aappear (see gif):

It should be present as shown in the image below:

@Fanevanjanahary the 'x' icon is still not appearing when filtering the searches.

Hi @seabilwe, please can you test this?

Hi @Fanevanjanahary, it still is not showing

Hi, @seabilwe can you please test it on testing?

@Fanevanjanahary just checked the on the testing and it works okay

Functionality working on staging site now:


CATTLE_DB_CATTLE_MYSQL_NAME containing a hyphen causes failure to connect

e.g. with CATTLE_DB_CATTLE_MYSQL_NAME=rancher-server:

liquibase.exception.DatabaseException: org.apache.commons.dbcp.SQLNestedException: Cannot create PoolableConnectionFactory (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 '-server' at line 1)

USE rancher-server

#42000You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near '-server' at line 1


Fix background thread sleep

I made a mistake and it looks like sleep function only accepts an unsigned int as the argument.
Closes https://github.com/triton-inference-server/server/issues/3779.
It might be related to https://github.com/triton-inference-server/server/issues/3386 too.

It was not sleeping at all and casted to zero which lead to the CPU consumption.

@Tabrizian How do we know as to what version of tritonserver to pick in order in which this fix is present?

@Tabrizian How do we know what version of tritonserver to pick in which this fix is present?

There is not any released version of Triton that has this fix. You need to compile the Python backend from the main branch by yourself using the instructions here

@Tabrizian Till when can we expect a new version to be released with this fix?

This fix will be included in the 22.01 release which will be released in the next few weeks.

@hegc  Please create a new github issue here: https://github.com/triton-inference-server/server/issues
with the reproduction steps.


Reconsider win_util::process::read_memory parameter constraints

The following functions are currently unsafe for some potential uses:
pub fn read_memory<T: Copy>(process_handle: HANDLE, remote_address: LPCVOID) -> Result<T>;
pub fn read_memory_array<T: Copy>(
    process_handle: HANDLE,
    remote_address: LPCVOID,
    buf: &mut [T],
) -> Result<()>;

Specifically, if one copied any type with a reference/pointer, the pointers are invalid.
We should consider either making these methods unsafe, or using a new trait (say RemotableType) that is impl'd by the usual types (u8, u16, u32, etc.). We may also need to introduce a nice way to impl the trait for types not defined in the win_util trait so, for example, one can easily use the function for types defined in winapi.
AB#35986

bytemuck’s NoUninit trait seems to cover most of this, I believe

There is also zerocopy’s FromBytes trait.

The big problem with both these crates is that you really need to transmute from MaybeUninit<T> to a write-only reference to T. Which doesn’t exist 🙂


Missing documentation of port of customRoutes

Description
The documentation for custom HTTP routes does not mention on which port the route will become available.
It will be on the installerOptions.port (which defaults to 3000), but it's easy to think it will be available on the port passed to app.start(), which is confusing.
What type of issue is this? (place an x in one of the [ ])

[ ] bug
[ ] enhancement (feature request)
[ ] question
[x] documentation related
[ ] example code related
[ ] testing related
[ ] discussion

Requirements (place an x in each of the [ ])

[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.
[x] I've searched for any related issues and avoided creating a duplicate issue.

Hi, @hidde-jan! Thanks for writing in. 😄  I have created a pull request based on the feedback you provided. You can find it here!

Fixed by https://github.com/slackapi/bolt-js/pull/1601


[FEAT] Add a plot_topics method to GapEncoder

Problem Description
One of the GapEncoder 's main features is its interpretability. The documentation shows how to plot a heatmap representing activations across topics and their content, but getting this representation right is time-consuming.
Feature Description
I suggest we bring this method directly into the GapEncoder class.
Alternative Solutions
Creating a separate function elsewhere, akin to sklearn.tree.plot_tree, but at the cost of being less practical and visible.
Additional Context
No response

I agree this would be useful; see also https://github.com/skrub-data/skrub/discussions/909#discussioncomment-9571065

Yup!
But can we have a generic methods (ie get_report()), which could be used everywhere in skrub?

But can we have a generic methods (ie get_report()), which could be used everywhere in skrub?

Can you elaborate a bit on this @GaelVaroquaux? Do you see get_report also working for TextEncoder and MinHashEncoder?

Can you elaborate a bit on this @GaelVaroquaux? Do you see get_report also working for TextEncoder and MinHashEncoder?

Maybe. But to me, it's more a question of something homogeneous in the library: we could have this on the Recipe (or whatever, I don't know).
I would love it if people would have a one-stop command to ask an object: give me a useful visualization of what you have in your belly. Something a bit more powerful than the default repr.

Very interesting! Could we list somewhere the kind of visualizations we would like to see for some objects?

Very interesting! Could we list somewhere the kind of visualizations we would like to see for some objects?

yes let's make a list and do a sprint :)


[AutoPR containerservices/resource-manager] [AKS] added PATCH endpoint for updating tags

Created to sync https://github.com/Azure/azure-rest-api-specs/pull/3443

This PR has been merged into https://github.com/Azure/azure-sdk-for-go/pull/2262


Added BlackHosts link to the "Interesting Applications" section

Hope someone gets good use of this!

Thank you Ian @Lateralus138.  Merging.


Microsoft SharePoint is not supported with version 4.0.30319.17929 of the Microsoft .Net Runtime.

Details of the scenario you try and problem that is occurring:
Microsoft SharePoint is not supported with version 4.0.30319.17929 of the Microsoft .Net Runtime.
The DSC configuration that is using the resource:
Configuration TestBuildRelease
{
param(
[Parameter(Mandatory=$true)]
[String]
$Server,
	[parameter(Mandatory = $true)]
    [String]
    $Name,

    [parameter(Mandatory = $true)]
    [String]
    $LiteralPath
)
Import-DSCResource -ModuleName SharePointDsc
Node $Server
{
	SPFarmSolution FakeProject
	{
		Name = $Name
		LiteralPath = $LiteralPath
        PsDscRunAsCredential = $cred
	}
}

}
$ConfigData = @{
AllNodes = @(
@{
NodeName = $env:COMPUTERNAME
PSDscAllowDomainUser = $true
PSDscAllowPlainTextPassword = $true
}
)
}
$cred = Get-Credential -UserName "corp\abc" -Message "password: "
TestBuildRelease -Server $env:COMPUTERNAME -Name "FakeProject.wsp" -LiteralPath "C:\Deploy\TestBuildRelease_20161212.13\FakeProject.wsp" -OutputPath "C:\Deploy\TestBuildRelease_20161212.13\Deploy" -ConfigurationData $ConfigData
Start-DscConfiguration -Path "C:\Deploy\TestBuildRelease_20161212.13\Deploy" -Wait -Force -Verbose -Credential $cred
Version of the Operating System and PowerShell the DSC Target Node is running:
Windows Server 2008 R2 and powershell 5.0
Version of the DSC module you're using:
[ClassVersion("<IP_ADDRESS>"), FriendlyName("SPFarmSolution")]
So question is how to run all of this on powershell 2.0 that is required for SharePoint 2010?

@VerdonTrigance Since PowerShell DSC requires at least PowerShell 4, there is no way we can add support for SharePoint 2010. As stated on our wiki page, we only support SharePoint 2013 and 2016.


[#3741] Allow metadata UI update after single file upload

[#3741] Extends logic to allow UI metadata update after auto extracting metadata from single file upload.

Pull Request Checklist:

[x] Positive Test Case Written by Dev

[ ] Automated Testing

[ ] Sufficient User and Developer Documentation

[ ] Passing Jenkins Build

[ ] Peer Code review and approval

Positive Test Case

Create a resource.
Upload a .nc file.
Verify that the extracted metadata is correctly rendered in the rest of the page (title, abstract, etc) upon file upload without refreshing the page.

@sblack-usu, @cuahsimarko Could one of you review this PR?


Add Categorical tunable changes

Signed-off-by: Saad Khan<EMAIL_ADDRESS>

@khansaad - Please update the second copyright year from 2021 to 2022 in the modified files


Dockerfile: apply light client PR to go-ethereum-cross

I think this is high priority (after creation of the geth cross repo!) because it lets me build Light Client executables to mess around with while they are still working on the feature set.    I'm going to need this to be to get on the main network.    Doesn't matter if it's really unstable and churny.   Need it :-)

Replaced by https://github.com/doublethinkco/go-ethereum-cross/issues/7.


Hyperclient example doesn't work with 0.7.0

require 'hyperclient'

client_id = '...'
client_secret = '...'

api = Hyperclient.new('https://api.artsy.net/api') do |api|
  api.headers['Accept'] = 'application/vnd.artsy-v2+json'
end

api.tokens.xapp_token._post(client_id: client_id, client_secret: client_secret).token

Faraday::ClientError: the server responded with status 406
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/faraday-0.9.1/lib/faraday/response/raise_error.rb:13:in `on_complete'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/faraday-0.9.1/lib/faraday/response.rb:9:in `block in call'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/faraday-0.9.1/lib/faraday/response.rb:57:in `on_complete'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/faraday-0.9.1/lib/faraday/response.rb:8:in `call'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/faraday-0.9.1/lib/faraday/rack_builder.rb:139:in `build_response'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/faraday-0.9.1/lib/faraday/connection.rb:377:in `run_request'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/faraday-0.9.1/lib/faraday/connection.rb:177:in `post'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/hyperclient-0.7.0/lib/hyperclient/link.rb:131:in `block in _post'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/futuroscope-0.1.11/lib/futuroscope/future.rb:39:in `call'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/futuroscope-0.1.11/lib/futuroscope/future.rb:39:in `run_future'
	from /Users/dblock/.rvm/gems/ruby-2.0.0-p598/gems/futuroscope-0.1.11/lib/futuroscope/worker.rb:20:in `block in run'

Workaround:
api = Hyperclient.new('https://api.artsy.net/api') do |api|
  api.headers['Accept'] = 'application/vnd.artsy-v2+json'
  api.headers['Content-type'] = 'application/json'
end


fix wrong judgement about partition column type

Proposed changes
Issue Number: close #xxx
Problem summary
The following stmt should be success, but return error: complex type cannt be partition column：ARRAY<VARCHAR(64)>
create table test_array(
task_insert_time BIGINT NOT NULL DEFAULT "0" COMMENT "" ,
task_project ARRAY<VARCHAR(64)>  DEFAULT NULL COMMENT "" ,
route_key DATEV2 NOT NULL COMMENT "range分区键"
)
DUPLICATE KEY(`task_insert_time`)
 COMMENT ""
PARTITION BY RANGE(route_key)
(PARTITION `p202209` VALUES LESS THAN ("2022-10-01"),
PARTITION `p202210` VALUES LESS THAN ("2022-11-01"),
PARTITION `p202211` VALUES LESS THAN ("2022-12-01"))
DISTRIBUTED BY HASH(`task_insert_time` ) BUCKETS 32
PROPERTIES
(
    "replication_num" = "1",
    "light_schema_change" = "true"
);

This PR fix this
Checklist(Required)

Does it affect the original behavior:

[ ] Yes
[x] No
[ ] I don't know

Has unit tests been added:

[x] Yes
[ ] No
[ ] No Need

Has document been added or modified:

[ ] Yes
[ ] No
[x] No Need

Does it need to update dependencies:

[ ] Yes
[x] No

Are there any changes that cannot be rolled back:

[ ] Yes (If Yes, please explain WHY)
[x] No

Further comments
If this is a relatively large or complex change, kick off the discussion at<EMAIL_ADDRESS>by explaining why you chose the solution you did and what alternatives you considered, etc...

TeamCity pipeline, clickbench performance test result:
the sum of best hot time: 36.85 seconds
load time: 645 seconds
storage size:<PHONE_NUMBER>1 Bytes
https://doris-community-test-1308700295.cos.ap-hongkong.myqcloud.com/tmp/20221230170359_clickbench_pr_72123.html


Added basic recorder functionality

I'm using a USB sound card which has also a line in for micro.
With following lines the phoniebox is able to record audio (currently uncomressed), which can be controlled via RFID Cards.
The Recording and the play back can be simultaneous.
The recordings (files) are be stored into "$path_to_audiofiles"/Recordings. The Filename is the start date/time of the recording.
Next planed improvements:

Controll Recorder with GPIO Button
Compress audio like https://jordilin.wordpress.com/2006/07/28/howto-recording-audio-from-the-command-line/ => but this was very poor audio quality...

Hi @toblinga
thanks for creating this pull request. A good start, regarding compression, there might be other ways of doing this later.
Question: what happens if I keep swiping the "record" RFID card?
Should the "start record" process kill any running recording processes?

The code is checking if a recording is already running, => no other record
process will be started.
The max record time is set to 10 min.
My plan is

to start the record by holding a button more the 2 sec
to start the record by push the (same) button once
to visualise the recorder status with a LED

Am Di., 4. Sep. 2018 um 09:56 Uhr schrieb Micz Flor <
<EMAIL_ADDRESS>
Hi @toblinga https://github.com/toblinga
thanks for creating this pull request. A good start, regarding
compression, there might be other ways of doing this later.
Question: what happens if I keep swiping the "record" RFID card?
Should the "start record" process kill any running recording processes?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/MiczFlor/RPi-Jukebox-RFID/pull/177#issuecomment-418275781,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AFLbaGtV4GAFznPpHVOnrFKn5vMz1i4Pks5uXjI8gaJpZM4WYCTO
.

I like your idea of pressing a button for 2 seconds to start a record! That maybe makes it possible to use the Play button to start a record.
My use-Case would be:

Swipe a “Record-RFID-Card”

The Phoniebox plays the related Record

Press the Play button to Pause/Stop the Track

Press the Play button for 2 seconds -> A new Record starts and the old Record will be overwritten

Press the Play button to stop the recording

Press again Play to start the new Record or swipe another RFID-Card

Now you can recall the Record with your “Record-RFID-Card” or play every or play every other RFID-Card

This sounds also good. But for my "end user" it would be to complicated. ;)
My idea was to have a play recordings card, to access the recordings
folder. To select the record file, can be used the back/forward buttons.
Ideally I find a solution to sort the content of the recordings folder desc
of asc (which is default). Then the newest recording would play as first.
Maybe would it be possible to add a additional property in folder.txt
Franzformator<EMAIL_ADDRESS>schrieb am Di., 4. Sep. 2018,
14:54:

I like your idea of pressing a button for 2 seconds to start a record!
That maybe makes it possible to use the Play button to start a record.
My use-Case would be:

Swipe a “Record-RFID-Card”
The Phoniebox plays the related Record
Press the Play button to Pause/Stop the Track
Press the Play button for 2 seconds -> A new Record starts and the old
Record will be overwritten
Press the Play button to stop the recording
Press again Play to start the new Record or swipe another RFID-Card
Now you can recall the Record with your “Record-RFID-Card” or play
every or play every other RFID-Card
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/MiczFlor/RPi-Jukebox-RFID/pull/177#issuecomment-418355752,
or mute the thread
https://github.com/notifications/unsubscribe-auth/AFLbaPH8Rg37QjPHmf8_wtPeE2lbTWT_ks5uXnf_gaJpZM4WYCTO
.

You are write, my suggestion could be a bit complicated to the „end user“ (-;
But I still like the idea of having several “Recording-Cards” that could be “filled” with different records. That gives the “end user” the easy possibility to play with his records (maybe easier such as toggling with the Fwd/Bwd buttons).
Maybe it is possible (I have no clue) to implement such Record-Folders that are related to specific RFID-Cards. A solution for the Record button could be, that all new records are stored to the Record-Folder that was used at last.
Another suggestion for the Record Folder:
It could be beneficial to limit the count of records per folder (e. g. 10 records per folder) and setup something like a circular buffer to drop the oldest record.
Thinking about the “end user” I can imagine that he will presses the record button several times just for fun, that would lead to a messed-up storage (-:

I am working on subfolder support now. An easy way to assign RFID to single recordings would then be: wrap each recording in a subfolder. Then the root recording „play all subfolders“ would play them all. Each subfolder can have its own card, too.
A „intelligent“ RFID behaviour (play latest file in folder only) is waaaay down the roadmap :)

@toblinga
Could you add a few lines to the docs/MANUAL.md file to explain the feature?

yes, will do.
Am Mi., 5. Sep. 2018 um 09:33 Uhr schrieb Micz Flor <
<EMAIL_ADDRESS>
@toblinga https://github.com/toblinga
Could you add a few lines to the docs/MANUAL.md file to explain the
feature?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
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or mute the thread
https://github.com/notifications/unsubscribe-auth/AFLbaLVMPQqLvRjD9ljyGmK1MXVA_YnBks5uX35IgaJpZM4WYCTO
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Hello @toblinga
do you already have a solution for the GPIO Rec-Button and the status LED?
I am preparing the Hardware for may Phoniebox. I have already installed a separate Button (with LED) to start and stop the recording.
Have you already assigned specific GPIO Ports for the Button and the LED?
Many Thanks in Advance!


UDP port exhaustion?

While testing aioquic to send a lot of requests, I noticed that it starts getting exceptions after a while, and discovered that all the ephemeral UDP ports are exhausted. The faster it sends out the requests, the faster the exhaustion occurs.
It appears that the UDP socket is not closed properly in the try-finally block at the end of asyncio/client.py connect() function. Adding transport.close() does indeed solve the exhaustion issue, but I’d like to know if that’s a proper fix. Please advise :)

Ouch that's a good catch. I'd have to re-read that block of code, as there are some intricacies involved here..


Test ColumnIterator

Also add tests and gitignore Manifest.toml.

Indeed. I changed this PR to only add the tests.


Misalignment in for variable declaration

Example source:
const somewhatLongName1: number = 2 *<PHONE_NUMBER>0000, somewhatLongName2: number = 2 *<PHONE_NUMBER>0000;

after running gts fix:
const somewhatLongName1: number = 2 *<PHONE_NUMBER>0000,
                         somewhatLongName2: number = 2 *<PHONE_NUMBER>0000;

expected result:
const somewhatLongName1: number = 2 *<PHONE_NUMBER>0000,
  somewhatLongName2: number = 2 *<PHONE_NUMBER>0000;

or:
const somewhatLongName1: number = 2 *<PHONE_NUMBER>0000,
      somewhatLongName2: number = 2 *<PHONE_NUMBER>0000;

Versions:
gts: 0.9.0
node: v9.11.2

.clang-format:
Language:        JavaScript
BasedOnStyle:    Google
ColumnLimit:     80

tslint.json:
{
  "extends": "gts/tslint.json",
  "rules": {
    "no-any": false
  }
}

Greetings!  In the upcoming 1.x (available now on master...), we're using prettier instead of clang-format for formatting changes.  Would you mind giving that a shot and seeing if it works for you?

Hi, thanks for the prompt response!
Master branch did the trick, it produced:
const somewhatLongName1: number = 2 *<PHONE_NUMBER>0000,
  somewhatLongName2: number = 2 *<PHONE_NUMBER>0000;

Now I can configure my WebStorm to format code the same way, problem solved, thanks again!

Closing as this is fixed on master.


where is ./checkpoints/epoch_124.pth

can't find it. can you update it? thanks a lot

FileNotFoundError: [Errno 2] No such file or directory: './checkpoints/epoch_124.pth'


Unable to run Bot

So I was able to to start the bot, but after I enter the contract I got an error.

First of all I got an error with lxml.
So for that I just did pip install lxml and the error was corrected. But know this is the error that I got and I don´t know why cause I just checked all the code in that part and also I tried with the ETCH contract that you use in the video and got the same error that "list out of index"

Or maybe it is that the version of lxml is not compatible. Which version are you using?

Already resolved you can check it now, Enjoy


Add %(name)s and %s and :s placeholders to execute

For users coming from PyMySQL or Psycopg Connectors we used to have this kind of placeholder for query parameters: %(name)s and %s .
I added support to this placehorders . At your disposal for any question
tests passes on mysql.

Thanks for your PR. It is not accepted in its current form since this package is not intended to interpolate query parameters into the query; that is a complex job with the possibility for mistakes that lead to injection vulnerabilities. I will be leaving that job to other systems upstream or downstream of this package. If you want this package to accept or pass through configuration for the query parameter style, that may be possible.


fix vote page

page.url was different, probably due to refactoring

@sokra tested and verified. Soon I'm going to finish the port-voting-app branch and maybe try to tackle the voting redesign in its new home. In the PR I submit I'll also include it in the top navigation since we now have room.


Split atmostpheric products by variables and time for cop_cds and ecmwf

adds the "split configuration" for the cop cds and ecmwf provider
splitting is added for the cds and ecmwf api plugin
products can be split by year or by month (currently one month configured for both providers)
one asset per selected/available parameter is created
handling of constraints with either select boxes for year, month, day or date ranges available
constraint file for ERA5_SL collection is added (only product type configured for cop_cds); currently no constraints for TIGGE_CF_SFC (only collection configured for ecmwf) available

changes in https://github.com/CS-SI/eodag/pull/889


sqlcmd.exe not run under Windows 10

I downloaded and unzipped the version "sqlcmd-v1.3.0-windows-x64.zip". But the binary sqlcmd.exe brings the following error under cmd or powershell.
C:\Tools\sqlcmd-v1.3.0-windows-x64>sqlcmd
The system cannot find the specified file.
The system cannot find the specified file.

C:\Tools\sqlcmd-v1.3.0-windows-x64>

Tried on Windows 10, Windows 10 TS, Windows Server 2022

do you have a local SQL Server running using Windows authentication?
Does sqlcmd --help print anything?

Do you get the same error if you run .\sqlcmd.exe?

No matter if I type sqmlcmd.exe or .\sqlcmd.exe, the error always comes up. Also with cmd /K sqlcmd.exe or start sqlcmd.exe.
One of the systems is running a SqlServer, the others are only clients.

Must say that the SqlServer is running in single user mode, because I need to restore the master db (is only test system).
The following command brings the following error:
C:\Tools\sqlcmd-v1.3.0-windows-x64>sqlcmd.exe -S server\TEST01 -E -d master
no named pipe instance matching 'TEST01' returned from host 'server'.
no named pipe instance matching 'TEST01' returned from host 'server'.

You have to enable the named pipes if I read correctly?

oh we have a fix for the named pipe dependency but haven't pushed a release yet.
The workaround is to use -S tcp:server\instance for now.

sqlcmd tries to connect using TCP then shared memory then named pipes, so the last error is going to be whatever the operating system returns for the named pipe failure.
I don't know if the error can be improved a whole lot. ODBC isn't giving us anything much better. I guess we could add a similar reminder like "check the firewall and protocol settings on the server"
Sqlcmd: Error: Microsoft ODBC Driver 17 for SQL Server : Named Pipes Provider: Could not open a connection to SQL Server [2]. .
Sqlcmd: Error: Microsoft ODBC Driver 17 for SQL Server : Login timeout expired.
Sqlcmd: Error: Microsoft ODBC Driver 17 for SQL Server : A network-related or instance-specific error has occurred while establishing a connection to SQL Server. Server is not found or not accessible. Check if instance name is correct and if SQL Server is configured to allow remote connections. For more information see SQL Server Books Online..


Enhanced winning UI by highlighting the slots

Closes Issue: #22
Before: Without highlight

After: With highlight

@EternoSeeker hope this enhances the UI, please review it


Update to latest version

I just wanted to pull the latest version into my repository, please revert/delete the pull request.


upstream: fix panic on grpc unknown_service status on healthchecks

Signed-off-by: Patrik Cyvoct<EMAIL_ADDRESS>Description: Fix a panic where a grpc health check would send SERVICE_UNKNOWN status
Risk Level: Low
Testing: unit
Docs Changes: non
Release Notes: done
Fixes #10825

@mattklein123 fixed :heavy_check_mark:

@mattklein123 though no issue on code format on my side :thinking:

@Sh4d1 please check CI to see what the issue is, thanks.
/wait

@mattklein123 stupid typo :sweat_smile: should be good now!


Fix mem reporting test on freebsd

Issue #, if available:
Description of changes:
https://github.com/awslabs/aws-c-common/issues/1070
By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.

We're currently processing your upload.  This comment will be updated when the results are available.


fix: avoid errors on IE 11 when upper case exists in base

In Chrome, when there is a subdomain in base that is upper-cased, it will return
an URL that is lower-cased. In IE 11 with this polyfills, we get the error
"Error: URL unable to set base  due to Error: ".
This commit will make the polyfill match the behavior in Chrome (and others)
by ensuring that base is always lower cased.

thx: v1.1.11


Type definition  reference complie error with camelcase types in linux.

Bug Report
I create a file src/typings/spine.d.ts:
/// <reference types="phaser/types/spine"/>
/// <reference types="phaser/types/SpinePlugin"/>
/// <reference types="phaser/types/SpineFile"/>
/// <reference types="phaser/types/SpineGameObject"/>

but  compile with error on linux:
[compile] src/typings/spine.d.ts(2,23): error TS2688: Cannot find type definition file for 'phaser/types/spineplugin.d.ts'.
[compile] src/typings/spine.d.ts(3,23): error TS2688: Cannot find type definition file for 'phaser/types/spinefile'.
[compile] src/typings/spine.d.ts(4,23): error TS2688: Cannot find type definition file for 'phaser/types/spinegameobject'

These files exist in node_modules/phaser/types/ , but are converted to lowercase.

https://github.com/photonstorm/phaser/tree/master/types
🕗 Version & Regression Information
Typescript version: 3.9.3 and 4.x
Linux Red Hat 6.4.0-1.
There is no such problem on Mac.
🙁 Actual behavior

🙂 Expected behavior

Looks like #45096.


Fix steps for creating image and other typos

Credit the original authors (Packet.net)
https://github.com/tinkerbell/tink/tree/first-good-workflow/workflow-samples/ubuntu
Credit additional author for fixes / changes
Document how to build an image
Fix create_images.sh which were pushing the wrong image
tag
Use bash and interpolation instead of hard-coded examples
Add license for material

Signed-off-by: Alex Ellis (OpenFaaS Ltd<EMAIL_ADDRESS>

AFAIK the original work was licensed Apache2, as a derivative work, this repo should also follow the same.
All steps have been properly documented now and tested.

Closed in favour of #4


Bug: Reads but does not write Trinity mobo with picoflasher

Describe the bug
I can read NAND, create XeLL, but writing XeLL fails every time.
To Reproduce

Solder up RGH 3 and Raspberry Pi Pico as described for Trinity motherboards as described in this guide
Install PicoFlasher 3.0 on the pico (or 2.0, neither work)
? button identifies console Flash Config: 0x00023010 Jasper, Trinity: 16MB
Read NAND 2x, succeeds, comparison succeeds, selects glitch and RGH values
Create XeLL, succeeds immediately
Write XeLL

Expected Behavior
XeLL is written and I can proceed.
Screenshots
J-Runner with Extras
Session: 07/28/2024 20:04:06
Version: 3.3.0 r3
Status: Up to date

WARNING - Working Folder!
Your working folder is not empty, click Show Working Folder to view its contents

Initializing nanddump1.bin, please wait...
Glitch2 selected
RGH3 selected
Nand Initialization Finished

XeLL image created

Checking Console...
Flash Config: 0x00023010

Writing glitch.ecc to Nand
PicoFlasher has encountered an error
Try to unplug and replug the device
System.IO.IOException

System version
Windows 10 Home
J-Runner version
3.3.0 r3
Additional context
No response

This is a problem with the Pico firmware. It's buggy. I cannot solve it. Sorry.
Kind Regards,
Josh


Migrate to pkg/errors

We should migrate to http://github.com/pkg/errors sometime. We have a lot of error message consistencies such as:

something bad happened, err: %v
something bad happened, err=%+v
something bad happened: %v

This would involve:

Standardize wrapping errors.
Format errors with %+v where appropriate to print the stack trace.

@ahmetb, I can take a look at this...

@bvwells argh too late. I couldn't resist the temptation and did it myself. PR incoming.

Too bad. Maybe next time!


toFlow() emits only single value from Query watcher

Summary
rx() does not complete observable on COMPLETED event, but toFlow() does.
Description
After changing from RxJava based extension to Flow based one I stopped getting any further updates via returned Flow. I get only single, initial value and collection job immediately completes.
AFAICS https://github.com/apollographql/apollo-android/pull/2102 fixed behavior when COMPLETED events are emitted, but toFlow() extension kinda relied on the flawed behavior.
Version
2.0.0

Could this be the root cause of #2145 ?

Huh, it could be, however the change I'm reffering to was introduced in version 1.4.3 and you menitoned you're able to reproduce it on 1.4.0 🤔
You can verify the behavior by adding your own extension and removing the onStatusEvent override

On second thought I think the issue might be unrelated 🤔


Minor: small tweak to coverage report task

enhance coverage report management command
remove calls to sb.save_component_taxonomy() from updatecomponenttaxonomy command

LGTM


formats/odata: handle bad url-encoded subpaths

Related:

https://github.com/getodk/central-backend/pull/1269
https://github.com/getodk/central-backend/pull/1268
https://github.com/getodk/central-backend/pull/1267
https://github.com/getodk/central-backend/pull/1265

Test not failing without changes to lib/.


Suggestion to add Programiz PRO HTML course

What does this PR do?
This commit introduces the Programiz PRO HTML course: A free beginner-friendly HTML course to build a strong foundation in creating and structuring web content.
For resources
A free beginner-friendly HTML course, Programiz PRO helps to build a strong foundation in creating and structuring web content.
Why is this valuable (or not)?
This is a valuable resource as it helps beginners get all the necessary information for learning HTML.
How do we know it's really free?
It is a free resource that comes up with certification.
For book lists, is it a book? For course lists, is it a course? etc.
It is a course.
Checklist:

[X] Read our contributing guidelines.
[X] Search for duplicates.
[X] Include author(s) and platform where appropriate.
[X] Put lists in alphabetical order, correct spacing.
[X] Add needed indications (PDF, access notes, under construction).
[X] Used an informative name for this pull request.

Follow-up

Check the status of GitHub Actions and resolve any reported warnings!

We have not added previously programiz pro course links because they were not actually free and expose no free content without login. The free versions have been at programiz.com. Could you report on whether that is still true.
Don't invent titles! Use the title given by the resource.

You are right - Programiz PRO does require login. However, I'd like to highlight that the HTML course within Programiz PRO is completely free and accessible without payment. The rest of the courses have restricted content and are not fully free. I have also made changes to the title.

is it different from https://www.programiz.com/html ?

Yes @eshellman, Programiz PRO is distinct from programiz.com. It offers curated learning paths and interactive courses.
Our new HTML course is perfect for beginners, featuring interactive challenges and quizzes. It's designed to build a strong foundation in web development and is completely free. It might be a great addition to your list of coding platforms.


Whether to develop a box selection screen sharing

Whether to develop a box selection screen sharing

Whether to develop a box selection screen sharing

Thank you for your feedback. Yes, the screen sharing feature has been updated, allowing users to choose specific areas to share. If you need any further assistance or have any other questions, please feel free to let me know


Should I be calling volkFinalize()?

This is interesting... you expose several functions such as volkInitialize() and volkLoadInstance() and a few other functions. The ones I explicitly mentioned have a place on the README where a brief usage example utilizes them. Usually libraries and APIs would expose functions like init_xyz() or create_xyz(), and they will have their own termination functions like deinit_xyz() and destroy_xyz(). The README has no mention such, but upon looking into the volk header file I found volkFinalize() - which thanks to the comment above it - allows me to draw the conclusion that this is the termination function of volkInitialize().
It's exposed in the header file, so I'd assume it is for users of Volk to call (and volk.c doesn't seem to call it), but sometimes this isn't always the case. The tests that reside in test/ don't call the volkFinalize() and neither do the projects that I found that use Volk. My question is: Should I be calling volkFinalize()? and when?
It would be appreciated if the comments on each function can reflect its usage. Say, the comment can add:
/**
 * <original comment here>
 *
 * if initializing volk fails, volk will internally do teardown operations,
 * but if it is successful, then the caller needs to call `volkFinalize()`
 * when the renderer is being deconstructed (or something like that).
*/
VkResult volkInitialize(void);

You know?

You don't have to call volkFinalize as the only "resource" here is the DLL loaded into the process space and it will be unloaded upon process exit. But if you want to do an early teardown for some reason, it's provided. I'll add it to readme.

Awesome. Thanks so much


Add macOS .xcscheme (fix Carthage support)

The macOS library scheme is missing from peertalk.xcodeproj/xcshareddata/xcschemes, so Carthage can't build it.

@mateoeh I don't use Carthage, can you post a link here to an repo that builds properly, so it's easy for me to test quickly please?