Trucks not spawning (on v10.18)

Two saves (same city, just different dates) available. v1 had some additional errors (now resolved) and v2 is purely the truck spawn issue.

Save v1: https://steamcommunity.com/sharedfiles/filedetails/?id=1697579452
Save v2: https://steamcommunity.com/sharedfiles/filedetails/?id=1699534254

Steam user 'Detail':
(note: this is mid-conversation after solving some other issues; we're on TMPE v10.18, and save v1 at this point)

Well this is certaintly disappointing, I restarted the game and saw the same behavior. I watched areas on both the highway and the city for several minutes, except for garbage trucks I did not see one truck. My city imports are at 5 and my exports are at 4. All this work on this map and I will probably have to leave it as something has happened obviously.

(some discussion skipped)

Hi auber, I probably had the game on for about 15 minutes. I will go back and let it run longer. On a hunch I started the same map as a new game and no issues with traffic the roads are full of trucks. So that seems to point to something in this map. I also got some index errors this morning which I need to investigate for whatever reason. I think they have to do with metro work from yesterday. I'll restart now.

Detail started a new game - same map, assets, mods, etc and the trucks were working on the new game, so issue seems save specific (maybe a common road customisation issue?)...

Update: I watched it for 20 minutes, did not spawn a single truck. Since the new load does have trucks on it with the same map, I'd agree that to at least at that level the fixes work, they just don't on my existing map. The trucks went away and they haven't returned.

Advised to check the troubleshooting guide: https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/wiki/Vehicles-not-spawning (note - it's been updated since that point)

Auber, I did some additional work over the last hour. I started a new game using the same map and same mods and assets, I took 3 screenshots which show an over abundance of traffic and trucks. Then I restarted the old game (the one that is broke) again with the same assets, map and Mods. As can be seen there is sparce traffic in the last 2 screenshots, and no trucks to be seen anywhere.
https://steamcommunity.com/sharedfiles/filedetails/?id=1699536372
https://steamcommunity.com/sharedfiles/filedetails/?id=1699537378
https://steamcommunity.com/sharedfiles/filedetails/?id=1699537904
https://steamcommunity.com/sharedfiles/filedetails/?id=1699538467
https://steamcommunity.com/sharedfiles/filedetails/?id=1699539020

Based on that exercise, I don't conclude that there is a mod issue, but rather something in the update broke the traffic and it has not comeback. I've been in this holding pattern now for days, I'd like to get back to gameplay on the map. Here is a fresh game save (see save v2)

I tried a couple more things this morning, using the lab version vs the stable version, no change. Then I dismantled outside connections, with the hope of getting back to a Vanilla traffic on the highways situation or at least finding a connection that might be an issue, no change. I also went down through the broken mods list again to see if there was a issue there, couldn't find any.

output_log.txt

Thanks for the log.
Mods subscribed:
The following mods were used when this asset was created:
UnlimitedMoney
UnlimitedOilAndOre
UnlimitedSoil
UnlockAll
922939393
515489008
412146081
588691634
409776678
895061550
420500168
793176674
552324460
724382534
774449380
1349895184
1274199764
928128676
898480258
881291183
837734529
812713438
812107110
802066100
793346248
791221322
787611845
785528371
769744928
694512541
689937287
672248733
666425898
651322972
625608461
593588108
586012417
547533304
530871278
530771650
523824395
523818382
518456166
502750307
463845891
445589127
954067599
458519223
650436109
407270433
405791507
411164732
714056356
820157360
795514116
572888650
650805785
1209581656
1388613752
816260433
1567569285
1586027591
833779378
812125426
767233815
763684437
576327847
543722850
505480567
466158459
667342976
924884948
1530376523
1597198847
417965096
639486063
1680642819
1591417160
1645781000
1619685021
556784825
583429740
  [Modding]

No idea what outputs this but glad it's there:
Enabled Plugins:
# Unlimited Money
# Unlimited Oil And Ore
# Unlimited Soil
# Unlock All
# Transparency LOD Fix + Cloud Assets Enabler
# Extra Train Station Tracks
# PostProcessFX
# Mods Listing
# Theme Decals
# One-Way Street Arrows
# Sharp Textures
# No Fires
# One-Way Train Tracks
# Catenary Replacer
# Tree LOD Fix
# Network Tiling
# Camera Positions Utility
# Ploppable Asphalt
# Find It! 1.5.4
# Dynamic Resolution
# Less Steam
# Fine Road Anarchy 1.3.5
# Decal Hover Area
# Prop Precision 1.0.1
# Prop Snapping
# Cinematic Camera Extended 0.5.1
# PollutionRemoverMod
# Prop Line Tool
# Surface Painter
# Ultimate Eyecandy 1.5.2
# Fine Road Tool 1.3.7
# Adaptive Prop Visibility Distance
# Prop & Tree Anarchy
# Ploppable RICO
# Remove Decoration Sprites
# Daylight Classic
# Prefab Hook
# Prop Remover
# Extra Landscaping Tools
# No Pillars
# Precision Engineering
# PropRotating Params
# Unlock All + Wonders & Landmarks
# Quay Anarchy
# Chirpy Exterminator
# Extended Public Transport UI
# Transport Line Rendering Fix
# Spawn Points Fix
# Train Converter
# Remove Need For Power Lines
# First Person Camera
# Relight
# Tree Movement Control
# Metro Overhaul
# Achieve It!
# Tiny Segments 2.0
# Loading Screen Mod [Test]
# Network Extensions 2
# Decal Prop Fix
# Roads United: North America PLUS
# 81 Tiles (Fixed for C:S 1.2+)
# Network Skins
# Building Themes
# Loading Screen Mod
# Plop The Growables
# Railway Replacer
# Segment Slope Smoother
# Better bulldoze Tool
# Automatic Bulldoze v2
# Ultimate Level Of Detail
# Hide It!
# Elektrix's Road Tools
# Move It 2.4.0
# Random Tree Rotation

Loaded Themes:
# I-Agriculture District Style by Luurt
# American 1900 Low Density Commercial
# Detached 3 X 3
# Barbados
# Smuglers
# shacks
# Orangeberg
# NEW YORK
# Jersey Heights
# Cranston
# Rail
# INDUSTRY
# Sutter
# Finnish
# forest
# test
# chalet
# European
# International

Exceptions / Errors:
PollutionRemoverMod: XLoad error #0: Could not find file "C:\Users\RPovi\AppData\LocalLow\Colossal Order\Cities_ Skylines\PollutionRemoverMod.xml".:    at KUDr.PollutionRemoverMod.misc.Log.Warning(System.String s, Boolean close)
   at KUDr.PollutionRemoverMod.settings.ModSettings.XLoad()
   at KUDr.PollutionRemoverMod.settings.ModSettings.LoadFromFile()
   at KUDr.PollutionRemoverMod.Mod.OnSettingsUI(UIHelperBase root)
   at System.Reflection.MonoMethod.InternalInvoke(System.Object , System.Object[] , System.Exception ByRef )
   at System.Reflection.MonoMethod.Invoke(System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)
   at System.Reflection.MethodBase.Invoke(System.Object obj, System.Object[] parameters)
   at OptionsMainPanel.AddUserMods()
   at OptionsMainPanel.CreateCategories()
   at OptionsMainPanel.Awake()
   at UnityEngine.Object.Internal_CloneSingle(UnityEngine.Object )
   at UnityEngine.Object.Instantiate(UnityEngine.GameObject original)
   at ColossalFramework.UI.UIDynamicPanels.Init(ColossalFramework.UI.UIView view)
   at ColossalFramework.UI.UIView.Awake()

x 2:
NullReferenceException: Object reference not set to an instance of an object
  at PrefabCollection`1[PropInfo].InitializePrefabs (System.String collection, .PropInfo[] prefabs, System.String[] replaces) [0x00000] in <filename unknown>:0
  at PropCollection+<InitializePrefabs>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
  at LoadingManager.Update () [0x00000] in <filename unknown>:0

Some assets missing from clus LRT networks:
[LSM] Asset missing:<PHONE_NUMBER>.LRT Traffic Light_Data
[LSM] Asset missing:<PHONE_NUMBER>.Pedestrian Traffic Light LRT_Data
[LSM] Asset missing:<PHONE_NUMBER>.Slope Light LRT_Data
[LSM] Asset missing:<PHONE_NUMBER>.Catenary Mast Single LRT_Data
[LSM] Asset missing:<PHONE_NUMBER>.Warning Signal LRT_Data
[LSM] Asset missing:<PHONE_NUMBER>.LRT Swell_Data

PollutionRemoverMod: XLoad error #0: Could not find file "C:\Users\RPovi\AppData\LocalLow\Colossal Order\Cities_ Skylines\PollutionRemoverMod.xml".:    at KUDr.PollutionRemoverMod.misc.Log.Warning(System.String s, Boolean close)
   at KUDr.PollutionRemoverMod.settings.ModSettings.XLoad()
   at KUDr.PollutionRemoverMod.settings.ModSettings.LoadFromFile()
   at KUDr.PollutionRemoverMod.Mod.OnSettingsUI(UIHelperBase root)
   at System.Reflection.MonoMethod.InternalInvoke(System.Object , System.Object[] , System.Exception ByRef )
   at System.Reflection.MonoMethod.Invoke(System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)
   at System.Reflection.MethodBase.Invoke(System.Object obj, System.Object[] parameters)
   at OptionsMainPanel.AddUserMods()
   at OptionsMainPanel.CreateCategories()
   at OptionsMainPanel.Awake()
   at UnityEngine.Object.Internal_CloneSingle(UnityEngine.Object )
   at UnityEngine.Object.Instantiate(UnityEngine.GameObject original)
   at ColossalFramework.UI.UIDynamicPanels.Init(ColossalFramework.UI.UIView view)
   at ColossalFramework.UI.UIView.Awake()

System.TypeInitializationException: An exception was thrown by the type initializer for Mono.CSharp.CSharpCodeCompiler ---> System.IO.FileNotFoundException: Windows mono path not found: C:\Program Files (x86)\Steam\steamapps\mono\mono\mini\mono.exe
  at Mono.CSharp.CSharpCodeCompiler..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Microsoft.CSharp.CSharpCodeProvider.CreateCompiler () [0x00000] in <filename unknown>:0
  at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0
  at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0

From vague memory this next error can be caused if a RICO asset contains props from a DLC that isn't installed:
NullReferenceException: Object reference not set to an instance of an object
  at ToolBase.OnEnable () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
PloppableRICO.PloppableTool:Initialize()
PloppableRICO.Loading:OnLevelLoaded(LoadMode)
LoadingWrapper:OnLevelLoaded(UpdateMode)
<LoadLevelComplete>c__Iterator9:MoveNext()
LoadingManager:Update()

System.TypeInitializationException: An exception was thrown by the type initializer for Mono.CSharp.CSharpCodeCompiler ---> System.IO.FileNotFoundException: Windows mono path not found: C:\Program Files (x86)\Steam\steamapps\mono\mono\mini\mono.exe
  at Mono.CSharp.CSharpCodeCompiler..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Microsoft.CSharp.CSharpCodeProvider.CreateCompiler () [0x00000] in <filename unknown>:0
  at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0
  at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0
GENERATEGROUPPANEL FindItPanel

Lots of "Hide It!" exceptions - normal, doesn't break anything. Not listing them here.
NullReferenceException: Object reference not set to an instance of an object
  at ToolBase.OnDisable () [0x00000] in <filename unknown>:0

PollutionRemoverMod: XLoad error #0: Could not find file "C:\Users\RPovi\AppData\LocalLow\Colossal Order\Cities_ Skylines\PollutionRemoverMod.xml".:    at KUDr.PollutionRemoverMod.misc.Log.Warning(System.String s, Boolean close)
   at KUDr.PollutionRemoverMod.settings.ModSettings.XLoad()
   at KUDr.PollutionRemoverMod.settings.ModSettings.LoadFromFile()
   at KUDr.PollutionRemoverMod.Mod.OnSettingsUI(UIHelperBase root)
   at System.Reflection.MonoMethod.InternalInvoke(System.Object , System.Object[] , System.Exception ByRef )
   at System.Reflection.MonoMethod.Invoke(System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)
   at System.Reflection.MethodBase.Invoke(System.Object obj, System.Object[] parameters)
   at OptionsMainPanel.AddUserMods()
   at OptionsMainPanel.CreateCategories()
   at OptionsMainPanel.Awake()
   at UnityEngine.Object.Internal_CloneSingle(UnityEngine.Object )
   at UnityEngine.Object.Instantiate(UnityEngine.GameObject original)
   at ColossalFramework.UI.UIDynamicPanels.Init(ColossalFramework.UI.UIView view)
   at ColossalFramework.UI.UIView.Awake()

Mod 411164732 - Extended Public Transport UI is obsolete.
If using "Hide It" mod, the "Chirpy Exterminator" mod is not required (as Hide It can hide Chirpy).

I was able to cleanup several of the issues in the output log,  might be able to fix a couple more.   Moist likely the Rico issue stems from Industries DLC being turned off.
I guess at this point were you able to see the no trucks spawn issue?   If so is there a fix?
TY for all the work on this
Ray

I was trying to get the save up and running last night but the game kept crashing to desktop, with nothing in the log file or even the usual "application crashed" dialog in Windows. Now I've had some sleep on it, I think it might be because I was running a dev build of TMPE so going to try with the normal workshop version.

Ok,  no issue loading any of those maps,   Wondering if it can be fixed will I need back to that map,  or will the map save I currently am on will automatically be fixed

Managed to get the save loading but still not operable (missing assets or something) but at least making progress.

well that is good news,   something just sounds buggy here,   my load is usually about 6 mins or less and no notifications when it opens.

I'm in the game now,  if you want to just go to watch mode let me know

@FireController1847 this is the savegame I was mentioning in dev chat

Were you able to get in and see the issue?

@RayPov Apologies for my late response. I'm currently downloading your assets and I'll be seeing if I can get the savegame to load soon.

@RayPov Ok, just for fun, let's start from the basics. If you disable TM:PE and then do your repduction steps, is the issue still apparent?

Hi Fire Controller,  on several occasions I have disabled via turning off or subscribe the TM mod.  Even given ample time for the spawn to restart it does not.   The behavior of no trucks and light traffic persists as with the Mod turned on.
I will try it again though now.

On April 6, 2019 at 12:01 AM FireController1847<EMAIL_ADDRESS>wrote:
@RayPov https://github.com/RayPov Ok, just for fun, let's start from the basics. If you disable TM:PE and then do your repduction steps, is the issue still apparent?

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I did go back and remove TM and then reinstall and saw the same behavior, no trucks and light traffic of cars
I went back to an old save on this map, perhaps something around 3/20/2019 and that save does have truck traffic and imports and exports. My recollection is this save predated the TM update.

On April 6, 2019 at 12:01 AM FireController1847<EMAIL_ADDRESS>wrote:
@RayPov https://github.com/RayPov Ok, just for fun, let's start from the basics. If you disable TM:PE and then do your repduction steps, is the issue still apparent?

—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/issues/267#issuecomment-480471967 , or mute the thread https://github.com/notifications/unsubscribe-auth/AvAriiMq84h8ejQbMcCzgmz-9WgY1BH6ks5veBwAgaJpZM4cd0rB .

@RayPov Okay, that's very odd.  I'm curious to see if this is caused by TM:PE itself, or if it's cause by a conflict with an asset or a mod. Also, if the issue persists on this map, can you please send it here? Thanks in advance.

Hi, Firecontroller, respectfully I'm going to decline Mods and asset removal as I've already done that in the past. I used to lead Platform development and Delivery at a major US corporation. My background is Mechanical Engineering, but I had to also manage Software and Firmware to deliver platform and individual products. My person opinion in trying to half split this problem is that your not looking at the facts and data in the right system orientation.
Lets start with what we know:
The Map had no issues with the set of Mods and Options pre update, that is conformed by the pre update save not showing any issue with Truck Spawn, things are working as intended.
Immediately when the update came out it broke my Map (no truck traffic) and the workarounds suggested did not correct the issue. Despite numerous this and thats it remains broke almost 2 weeks later.
Subsequent new game loads of both the current map and another map show no issues with Truck Spawn and the proper delivery of the supply chain. This has been validated 3 times.
I'm left at this point with the following conclusion that the map was corrupted in some way or changed based on the update, and this fishing expedition with Mods or Assets isn't the real root cause. The problem lies in the map itself. I'll be polite, but you could probably understand what my reaction would have been back in the workplace. The rollout doesn't meet any expectation that I would have set forth as part of our software release validation and quality process. Putting out broken upgrades and patches that aren't sufficiently validated, and tested under operating conditions negates the positive effect of adding entertainment and capability to the game. Additionally it destroys credibility. I've found in various games and game companies this happens far too much, this game has had far to many of these types of situations.
Is there a quick fix or any fix to this at all, I'm tired of waiting. This has gone on far too long?

On April 6, 2019 at 11:58 AM FireController1847<EMAIL_ADDRESS>wrote:
@RayPov https://github.com/RayPov Okay, that's very odd.  I'm curious to see if this is caused by TM:PE itself, or if it's cause by a conflict with an asset or a mod. Also, if the issue persists on this map, can you please send it here? Thanks in advance.

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Here are a couple saves:
A quick test I did this morning plopping roads and zoning to see if Truck traffic would be normal, it was
https://steamcommunity.com/sharedfiles/filedetails/?id=1705418677&searchtext=corktest
The current map, no notifications or issues, but no truck traffic
https://steamcommunity.com/sharedfiles/filedetails/?id=1705446752&searchtext=cranston6
A couple SS's of the cork test map showing truck traffic
https://steamcommunity.com/sharedfiles/filedetails/?id=1705461008
https://steamcommunity.com/sharedfiles/filedetails/?id=1705461915

On April 6, 2019 at 11:58 AM FireController1847<EMAIL_ADDRESS>wrote:
@RayPov https://github.com/RayPov Okay, that's very odd.  I'm curious to see if this is caused by TM:PE itself, or if it's cause by a conflict with an asset or a mod. Also, if the issue persists on this map, can you please send it here? Thanks in advance.

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Reply to this email directly, view it on GitHub https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/issues/267#issuecomment-480515203 , or mute the thread https://github.com/notifications/unsubscribe-auth/AvArivqScoo6j9v20vurKAeRMARNlV2Cks5veMQZgaJpZM4cd0rB .

@RayPov My apologies for your frustrations. You must understand that we must resolve issues under the impression the user knows nothing about debugging and/or the internal workings of Cities: Skylines.
I seem to be misunderstanding something, as I have not seen the conversations between you and aubergine10. What is this "update" you're talking about? A Cities: Skylines update (1.11 or something), a TM:PE update (10.18), or a different mod's update?

It was the 10.17 or 10.18 update.
There is something broken in the specific savegame.
Other users who had problems with industry traffic reported that the 10.17 or 10.18 update fixed their problems, but on this one specific save game the problems persist.
I'd directed RayPov to the standard troubleshooting guide for these sorts of issues, so assume things like vehicle restrictions, lane connections, speed limits, known problem mod, etc., were all reviewed.
Hence me asking for a fresh set of eyes to look at the save because I'm somewhat stumped.

@RayPov Respectfully, we are all volunteers, not a corporation. We are doing this in our spare time, with reverse-engineered code from a game we did not create and a mod that has been through multiple developers and contributors over 5 years. The recent updates were tested prior to release, by myself and others (usually Krzuchu and Victor aka LinuxFan) but it is near impossible to test every feature of the mod for the huge array of transport network situations that our >800k users have created in often highly modded games.
Since recently forming an ad-hoc team to work on the mod (both developers and support) we have done a lot to improve code quality, build process, CI, pull reviews, etc., and that work is still ongoing. We are actually currently refactoring the entire codebase ( see https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/pull/260/files ) to make it faster, more maintainable, more reliable and also facilitate addition of a formal unit test framework to further enhance our CI system for pull requests. This all takes staggering amounts of time. So, please be a little patient with us :)
Currently you are the only person who has reported this specific bug to us; all other users (about 80 or so via Steam, Dischord, IM, reddit, GitHub, etc) who had the earlier issues with industry traffic have reported the bug fixed for them.
I've still been chipping away at getting your save running on my PC, and now the roads are appearing properly, etc., however it's "stuck" when loaded (almost like it's paused, but no way to unpause it) so I'm still trying to work out what that problem is.
I have also been thinking of possible ways to recover the content of your save should we fail to revive it. For example, the Move It mod has a "save / load" feature - you can drag-select a bunch of stuff on the map and then save it to disk, then load it in to an earlier savegame. This way you could potentially recover any roads or detailing that took ages to do (I personally can spend days working on a highway junction or farming village or whatever so I know how bad it is to lose such work).

Please excuse my frustration and lack of a usual profession response, the volunteers that contribute so much time deserve only prase, as is anybody working to improve the base code and the release process.
Part of my frustration arises from the fact that this now the third occasion where a map has been corrupted in some way causing a substantial loss of work.
The fact that the map loads without issue on my device, and doesn't on others gives me great pause, as it indicates another level of inconsistency which is beyond the problem I have been reported with the spawn. I don't see an obvious connection between that issue, and the loading issue, and doesn't bolster any confidence that the game stability needed to undertake a major project isn't being impacted by something else. While I have checked validity of game files many times, they always pass. I'm now curious if the save game I did this morning on the cork test map will even load. Something just seems terribly amiss with the over behaviors being seen.
Ray

On April 6, 2019 at 9:03 PM Aubergine<EMAIL_ADDRESS>wrote:
It was the 10.17 or 10.18 update.

There is something broken in the specific savegame.

Other users who had problems with industry traffic reported that the 10.17 or 10.18 update fixed their problems, but on this one specific save game the problems persist.

I'd directed RayPov to the standard troubleshooting guide https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/wiki/Vehicles-not-spawning for these sorts of issues, so assume things like vehicle restrictions, lane connections, speed limits, known problem mod, etc., were all reviewed.

Hence me asking for a fresh set of eyes to look at the save because I'm somewhat stumped.

---------------------------------------------

@RayPov https://github.com/RayPov Respectfully, we are all volunteers, not a corporation. We are doing this in our spare time, with reverse-engineered code from a game we did not create and a mod that has been through multiple developers and contributors over 5 years. The recent updates were tested prior to release, by myself and others (usually Krzuchu and Victor aka LinuxFan) but it is near impossible to test every feature of the mod for the huge array of transport network situations that our >800k users have created in often highly modded games.

Since recently forming an ad-hoc team to work on the mod (both developers and support) we have done a lot to improve code quality, build process, CI, pull reviews, etc., and that work is still ongoing. We are actually currently refactoring the entire codebase ( see https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/pull/260/files ) to make it faster, more maintainable, more reliable and also facilitate addition of a formal unit test framework to further enhance our CI system for pull requests. This all takes staggering amounts of time. So, please be a little patient with us :)

Currently you are the only person who has reported this specific bug to us; all other users (about 80 or so via Steam, Dischord, IM, reddit, GitHub, etc) who had the earlier issues with industry traffic have reported the bug fixed for them.

I've still been chipping away at getting your save running on my PC, and now the roads are appearing properly, etc., however it's "stuck" when loaded (almost like it's paused, but no way to unpause it) so I'm still trying to work out what that problem is.

I have also been thinking of possible ways to recover the content of your save should we fail to revive it. For example, the Move It mod has a "save / load" feature - you can drag-select a bunch of stuff on the map and then save it to disk, then load it in to an earlier savegame. This way you could potentially recover any roads or detailing that took ages to do (I personally can spend days working on a highway junction or farming village or whatever so I know how bad it is to lose such work).

—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/issues/267#issuecomment-480549870 , or mute the thread https://github.com/notifications/unsubscribe-auth/AvArikC8i27cHMHZiufe-eWGSTRSUAXYks5veUPLgaJpZM4cd0rB .

@RayPov @krzychu124 appears to have been able to load your save -- albeit with a 50 GB swap file. I'll pass this issue over to him and when he gets the time/chance he'll respond back to you :)

Images from dev chat.

@RayPov Can you try the "Despawn all vehicles" button - see if if flushes out the broken vehicle instances. (Vehicles should gradually respawn afterwards)

I am surprised that I managed to load your save 2.5k mods which is about 5k assets. It took me around 20 minutes to load that savegame and ate 50GB of swap space + ~5GB RAM(game itself). I've seen maps with more than 100k population (even 400k) an there were no issue with trucks...
Little explanation: game itself has an unmodifiable limit of available vehicle instances to spawn, which is 16384. It's impossible to increase that limit because whole codebase of game is made around that value (all operations, loops on vehicles are using this value as max) As you can see on screenshot m_vehicleCount represents your actual number of spawned vehicles (constantly jumping from that value up to the max) I didn't tried clearing all traffic but it should help for some time.
Second screenshot shows zones you've set up. I am curious, are those blank spots are intentionally there or something didn't load properly?
Do you have any mod that favour private cars over walking/using public transport because mod tools shows only 5k active citizen instances in use of 64k max available to spawn?

GM, sorry there will be a couple of responses, thank you all for your efforts on educating and helping to resolve this issue.
I haven't really focused on Asset total,I don't really have a loading issue and performance issue (Loading MOD report shows a load time of 6.3 minutes),  I have no lag etc.   I haven't really made a big effort to reduce the total number. In the last two weeks I have spent considerable time with collections and such to be able to reduce the total number of assets, but haven't done anything given wanting to keep this current map at the state it has been at with the issue. Given the loading report do you see a big need to reduce the asset total?
I don't follow the blank spaces part, If you refer to the blank spots in the cities a couple of reasons possible. Map is work in process, and have removed as many commercial assets as possible due to spawn and supply issues. I play with abandonment allowed and auto bulldozer. So if they abandon and don't respawn they remain blank until they do.
I have nothing that influences a policy of favoring this or that,  in your case walking vs driving
I see the vehicle count of 16380,  but I think that is very high for a city of this size.   I'm not doing anything I could guess at as to why there are so many vehicle count.   As referenced I know of cities that have many times this population and don't have this issue?   What do I need to do to get that under control?

On April 7, 2019 at 1:01 AM Aubergine<EMAIL_ADDRESS>wrote:
Images from dev chat.

[limit] https://user-images.githubusercontent.com/1386719/55678951-75a00380-58fa-11e9-81b2-efeb16593a41.jpg

[industry] https://user-images.githubusercontent.com/1386719/55678959-9a947680-58fa-11e9-9ea7-d2ec0a0d66a9.jpg

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I just hit the clear traffic button, and by some magic traffic has flooded the highways, and trucks have appeared.  As can be seen by the imports they are around 1400 and the supply chain is again working.
https://steamcommunity.com/sharedfiles/filedetails/?id=1705962830
https://steamcommunity.com/sharedfiles/filedetails/?id=1705945890
https://steamcommunity.com/sharedfiles/filedetails/?id=1705965526
While I'm very happy and thankful that the traffic has reappeared I'm kind of not getting the whole thing?   It was this simple to restore traffic and I wonder if this is a just a temporary thing?

It's going to take some time, but it seems something (possibly TMPE or some other mod) has caused a load of phantom vehicles to get 'stuck' in that savegame, eating up the vehicle limit. We currently have no idea what could cause such a thing; I personally haven't seen anything like that in the 5+ years since the game was launched, even back in the Traffic++ days. There were some 'stuck traffic' issues in the past, but usually only affected like 1 or 2 vehicles. In your case it seems to have affected 16380 vehicles, which is unheard of.
In respect to why it was only affecting trucks, there's a somewhat dynamic priority in what categories of vehicles get spawned at any given time; services were higher than trucks in the pecking order, and with only 4 vehicle spots available trucks didn't get a chance to spawn.
There are a few additional despawn features in the TMPE mod options on the maintenance tab. Use those to ensure there's no other 'stuck stuff' on the map, and then see how things go for the next few weeks. With the blockage cleared it should be fine from now on.
As we've not seen this issue reported by anyone else, it's likely just a one-off - however, if you notice the problem recurring please let us know. It would be appreciated if you could keep those save games in the workshop - they will be vital for investigations should the problem arise again.
Right, I'm off to add "Try the despawn tool" to all our troubleshooting guides :)

Having done a lot of this type is stuff,  there are many issues with the overall game architecture.   To fix those would require a rewrite and it’s not clear if Paragon is of a mindset to take on that investment,  or just mine the end of life of the game.
Commend you guys for working on improvements.
Ray
Sent from my iPhone

On Apr 7, 2019, at 10:36 AM, Aubergine<EMAIL_ADDRESS>wrote:
It's going to take some time, but it seems something (possibly TMPE or some other mod) has caused a load of phantom vehicles to get 'stuck' in that savegame, eating up the vehicle limit. We currently have no idea what could cause such a thing; I personally haven't seen anything like that in the 5+ years since the game was launched, even back in the Traffic++ days. There were some 'stuck traffic' issues in the past, but usually only affected like 1 or 2 vehicles. In your case it seems to have affected 16380 vehicles, which is unheard of.
In respect to why it was only affecting trucks, there's a somewhat dynamic priority in what categories of vehicles get spawned at any given time; services were higher than trucks in the pecking order, and with only 4 vehicle spots available trucks didn't get a chance to spawn.
There are a few additional despawn features in the TMPE mod options on the maintenance tab. Use those to ensure there's no other 'stuck stuff' on the map, and then see how things go for the next few weeks. With the blockage cleared it should be fine from now on.
As we've not seen this issue reported by anyone else, it's likely just a one-off - however, if you notice the problem recurring please let us know. It would be appreciated if you could keep those save games in the workshop - they will be vital for investigations should the problem arise again.
Right, I'm off to add "Try the despawn tool" to all our troubleshooting guides :)
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Hi,
A while ago we were looking at one of your C:SL save games in a TM:PE support ticket. We noticed that there was an issue with vehicle limit and have since identified some broken vehicle assets that cause that problem.
A list of the broken vehicles can be found in TM:PE wiki here: https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/wiki/Broken-Vehicle-Assets#breaks-vehicle-spawning
If you encounter vehicle limit issues on small/medium cities, unsubscribe those vehicles if you have them, or use the TM:PE 'despawn' features to clear all vehicles as a quick fix whenever required.

Thank you for the info,   BTW I sent you a friend invite awhile back.    I think we could share conversations about aspects of the game we both are interested in.
Regarding another post you made to me regarding custom screen shots I have watched the video several times.   The situation I ma trying to do I think is different, so let me explain.
I export my screen shots to Adobe Lightroom, where I post process them and then save them back into my screen shot file.   This is the Pathway where they endup:
C: > User > RPovio > App Data > Local > Colossal Order > Screenshots
They endup in that folder, and as you can see in the attachments Screenshots 280, 275, 274,279 are examples of Photoshopped images.  From there I can upload into Artwork.
What I want to do is get them into my screenshot Library and you can see for the Folder attachment they aren't there, only the PNG files saved from the game.   I'd like to get the post proccesed files into my screen shot library.
I'm wondering if my save from Lightroom isn't going to the proper destination file, so they will mere into my game screenshot file?
Thanks for any advise
Ray

On May 16, 2019 at 11:23 PM Aubergine<EMAIL_ADDRESS>wrote:
Hi,

A while ago we were looking at one of your C:SL save games in a TM:PE support ticket. We noticed that there was an issue with vehicle limit and have since identified some broken vehicle assets that cause that problem.

A list of the broken vehicles can be found in TM:PE wiki here: https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/wiki/Broken-Vehicle-Assets#breaks-vehicle-spawning

If you encounter vehicle limit issues on small/medium cities, unsubscribe those vehicles if you have them, or use the TM:PE 'despawn' features to clear all vehicles as a quick fix whenever required.

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I'm not sure what needs to be done to get them in to screenshot library; a few years ago when I was using Mac I had to ensure that the file naming between thumbnails and images was consistent, and also from vague memory the file format and dimensions of the thumbnails and images were important (I have vague recollection of major nightmares caused by cropping images for example). You'll have to do some googling as I've not tried doing custom screenshots for ages so don't know if anything is different now.


aft-invoke-customizations step function fails at identify_targets state when the returned result size exceeds 256Kb

AFT Version:
1.10.4
Terraform Version & Provider Versions
terraform version
>= 1.4.2

terraform providers
aws = {
     source  = "hashicorp/aws"
     version = ">= 3.15"
}

Bug Description
When trying to invoke customizations using the aft-invoke-customizations step function using the below input,
Input
{
  "include": [
    {
      "type": "all"
    }
  ]
}

the identify_targets state fails with the below error.
Error
{
  "Error": "States.DataLimitExceeded",
  "Cause": "The state/task 'arn:aws:lambda:us-east-1:**************:function:aft-customizations-identify-targets' returned a result with a size exceeding the maximum number of bytes service limit."
}

The error arises due to the output of the aft-customizations-identify-targets lambda exceeding 256KB service quota for input or output size for a task, state, or execution in step functions.
We currently provision over a hundred AWS accounts using AFT and the error prevents us from effectively rolling out infrastructure updates to all or a sizeable chunk of accounts without batching the updates.
To Reproduce
Steps to reproduce the behavior:

Provision a large number of accounts using AFT (we have over 120 accounts managed by AFT)
Go to Step Functions > State Machines > aft-invoke-customizations in the console.
Start a new execution using the input from above
This will result in the lambda returning an output that exceeds the maximum size limit.

Expected behavior
The aft-invoke-customizations > identify_targets state should be designed to be resilient to the States.DataLimitExceeded error that can occur when the number of accounts managed by AFT is large.

Hi @shashanklmurthy , thanks for bringing this up. We have a backlog tracking the same issue (#298), please follow that for updates!

Closing this issue as duplicate of #298


[Input] Fix incorrect type of autoFocus prop

This was reported as a comment on a related but different issue (#6398).

@gnapse Thank you

My pleasure!


{RDBMS} Add/update tests for PG 15 and cross subscription restore

Related command

Description

Testing Guide

History Notes

[Component Name 1] BREAKING CHANGE: az command a: Make some customer-facing breaking change
[Component Name 2] az command b: Add some customer-facing feature

This checklist is used to make sure that common guidelines for a pull request are followed.

[ ] The PR title and description has followed the guideline in Submitting Pull Requests.

[ ] I adhere to the Command Guidelines.

[ ] I adhere to the Error Handling Guidelines.

RDBMS

Please resolve conflicts


Configuration and performance of DiskCache vs AzureBlobCache?

Migrated from the issue raised by @MichaelNielsenDK at https://github.com/JimBobSquarePants/UmbracoFileSystemProviders.Azure/issues/97
I've moved the media archive of a solution to blob storage, and figured it might be beneficial for image requests to not hit the webserver, as it's a high traffic solution.
So I've tested moving the image cache to blob storage with the AzureBlobCache package.
It works fine, but I noticed image requests are still hitting the webserver, but gives 302 redirects.
It seems to be slower than just using DiskCache, but I'm not entirely sure.
I can set StreamCachedImage=true, but that seemed to be even slower, and is also cautioned in the config comment here
http://imageprocessor.org/imageprocessor-web/plugins/azure-blob-cache/#config
when not using a CDN.
I wasn't planning on using a CDN, but traffic does come from multiple countries, so it could probably make sense.
So my question is, what configuration would be best for performance?
Keep using DiskCache, because that is just the fastest way to serve images?
Use AzureBlobCache without CDN and StreamCachedImage=false, because I shouldn't worry about the 302 redirects, and it's just as fast as DiskCache.
Use CDN+StreamCachedImage=true, because the benefits of the CDN and image requests not hitting the server is best.

@MichaelNielsenDK

Use CDN+StreamCachedImage=true, because the benefits of the CDN and image requests not hitting the server is best.

That's the one. The fastest, most scalable approach would be to configure a CDN directly to point to a simple web as described here https://github.com/JimBobSquarePants/ImageProcessor/issues/495#issuecomment-261299519
Failing that I would configure the DiskCache to run externally to the application so that each instance maintains an individual cache but it does so without the overheads of filesystem  watchers.
Hope that helps
Cheers
James

Hi @JimBobSquarePants , thanks for your patience and for migrating the issue, I wasn't sure where to ask it.
I have just set to use DiskCache for now so I could move on with the project, but the comment you referenced seems the way to go, and I'll look into that later on.
Thanks for the help.

No worries at all; happy to help 😄

@JarFrank I'd have a look ta this package.
https://github.com/CrumpledDog/Umbraco-AzureCDNToolkit

@JimBobSquarePants I use that package on my V7 projects and it's nice, but I don't believe that is currently compatible with V8 ?

I have tried installing this package on V8 but as @c9mbundy said it is not compatible

I don't know then. Umbraco uses ImageProcessor.Web, not the other way round.
If you don't want to have redirect to a CDN using Umbraco you should either:

Port that project to V8 (Since you've been using it, it would be nice to give back)
Set up a slave Umbraco instance that is set as the end point for the CDN (with pass through enabled)and query the CDN url directly from all other instances.

Using a CDN with Umbraco media has become trivial since version 8.1.0, as you only have to provide your own IMediaUrlProvider: https://github.com/umbraco/Umbraco-CMS/pull/5282.
If the media URL is prefixed with the CDN endpoint, no redirects are required and browsers connect directly to your CDN domain. The CDN is configured to point back to your website (e.g. cdn.example,com to www.example.com/media, with query string caching enabled), so ImageProcessor can process the images on the webserver and the response is cached by the CDN.

If you don't want to store the media files on the webserver, you can use UmbracoFileSystemProviders.Azure.Media to put them in Azure Blob Storage. Because ImageProcessor needs to know how to load the original images (as they're not stored locally anymore), you need to configure CloudImageService (or AzureImageService) with the right prefix (as per documentation).
With this in place, it makes sense to also move the ImageProcessor cache into Azure Blob Storage using ImageProcessor.Web.Plugins.AzureBlobCache. Because cached images are invalidated when the original image is updated and these aren't stored locally anymore, you can optionally configure the SourceStorageAccount/SourceBlobContainer (otherwise a basic HEAD HTTP request is done). If the CDN doesn't like the redirects, you can optionally set StreamCachedImage to true, although that will cause the webserver to proxy the cached image.
Both these packages require some configuration (which is the part that trips up most people), while it's not even required for setting up a CDN in front of your media/images.


Fix commit_lsn monotonicity.

See commit messages and https://github.com/neondatabase/neon/issues/3069

I think it's possible that we have other issues

Yeah, tests would be nice. But generally I looked and the only thing which came to mind is concurrent attempts to write to different LSNs; but wal_storage forbids non-consecutive writes (which is nice!), so this should error out quickly.


Denoise task

Hi. I saw in the task parameter, there is "denoise task". The input and target in the "denoise task" have the same size. Do you still use the same generator for denoise task. The generator for targets with 4x size bigger than input seems to have the upscale 2x layer, which is not suitable for denoise task.

If I change the the 2x layer and don't scale it, the input and output image still the same size. is it can suit for denoise task?

Yes. That's what I am thinking. But I think the PixelShuffle function to upscale 2x does not work with scale=1

how to run denoise?

Hi all,
The denoise task is just a experimental branch for my internship back in...2017? (long time ago). For denoise task, you can simply remove the pixelshuffle operation (it's just for upsampling and does not introduce any further trainable params.)
enjoy!!
Best,
brade31919


Github flow issues

[x] add a host to the groups created via github flow
[x] put default tiers at backers and sponsors (ex: apex, minimum to $2, remove website)
[x] add a form for description with example
[x] automatically add "GithubOrg:" setting (investigate the right setting)
[x] add 'open source' tag automatically
[ ] add a share button at end of github flow ( @xdamman )

https://github.com/OpenCollective/opencollective-api/pull/462
https://github.com/OpenCollective/opencollective-website/pull/313

We are probably not going to get to the last one. Closing for now.


Recent update wont run app.py

After the most recent update, when i try to run app.py I am getting an error. I have pasted the terminal output in this message.
Traceback (most recent call last):
  File "app.py", line 15, in <module>
    bot = main.bot({})
  File "/Users/stevesahayadarlin/Desktop/YeezyBot/SneakerBotTutorials-master/main.py", line 43, in __init__
    self.driver = webdriver.PhantomJS(service_args=['--proxy={}'.format(proxy), '--proxy-type=http'])
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/selenium/webdriver/phantomjs/webdriver.py", line 52, in __init__
    self.service.start()
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/selenium/webdriver/common/service.py", line 71, in start
    os.path.basename(self.path), self.start_error_message)
selenium.common.exceptions.WebDriverException: Message: 'phantomjs' executable needs to be in PATH.

Exception AttributeError: "'Service' object has no attribute 'process'" in <bound method Service.__del__ of <selenium.webdriver.phantomjs.service.Service object at 0x10364b6d0>> ignored

Yeah I'm getting that aswell

You need to find your phantomjs executable (wherever it installed to, or go downloaded selenium again) and either copy the executable into the directory you're working out of, or you can pass the path to the executable by passing it to the class on initialization like so:
driver = webdriver.PhantomJS(executable_path="your path here");
You can also add the path to your PATH environment variable, but I wouldn't recommend it.

I tried all of the solutions you mentioned. I'm still getting the same error.

Was anyone able to resolve?

Yes, I was able to get past that error. If you pull or download the most updated project, there were some changes made in the main.py and I am able to run app.py

File "app.py", line 121
print exp
^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print(exp)?

I think this is a python 2.x project


Kube-proxy IPVS mode target to beta

Feature Description

One-line feature description (can be used as a release note):
Kube-proxy IPVS mode target to beta

Primary contact (assignee):
@m1093782566

Responsible SIGs:
SIG Network

Design proposal link (community repo):

Reviewer(s) - (for LGTM) recommend having 2+ reviewers (at least one from code-area OWNERS file) agreed to review. Reviewers from multiple companies preferred:
@thockin @freehan

Approver (likely from SIG/area to which feature belongs):
@thockin

Feature target (which target equals to which milestone):

Beta release target (1.9)

/sig network

As we discussed in SIG Network mailing list, the primary scope of IPVS beta is passing all existing e2e tests for IPVS in upstream CI.

/cc @kubernetes/sig-network-feature-requests
@quinton-hoole @kevin-wangzefeng @haibinxie

adding to 1.9 milestone as it's discussed on SIG meeting.

/assign @m1093782566

@cmluciano @m1093782566 what's the difference between https://github.com/kubernetes/features/issues/265 and the current one?

@idvoretskyi we release alpha version ipvs in 1.8. this is for beta version which includes a list of improvements.  more details can be found at https://github.com/kubernetes/kubernetes/issues/51602

We should close this and keep the progress tracker in https://github.com/kubernetes/features/issues/265 and just update the status...

I like idea of less issues, but I concerned about individuals getting lost in a conversation with every release. I will post to the SIG-PM mailing list with my thoughts.

Yes I agree - makes it much easier for people interested in the feature to track its progress through the various stages.

@cmluciano This is the template we're using for all other features issues anyway, so closing this one.
If we want to change the process generally, that's an other thing.


Exception being applied to e.g. "together" or "fortune"

Fix it by detecting an empty space followed by the word that is in the exception list!

Fixed in the update V1.5


Feature/detail rouer drc issue

Hi yaguang,
I have updated Via Spacing and added Via enclosure.

@stevenmburns @parijatm
I updated some via enclose code to avoid the end to end minspace issue. Now there are 10 designs can pass the DRC and LVS check. The rest 4 design, adder, single, switch_capacitor_filter and sc_dc_dc_converter, can not pass. For those 4 designs, there is no shortage issue. But still some minspace issue.
Yaguang


Across 2 Accounts and Subscriptions

Does this work across two different user accounts (with different subscriptions)?
FYI, I have one user account from one directory that was used to create the source API Management services to be backed-up.
Then, I have another account from a different directory that will be used to restore the backup into.
Is this supported?
Thanks!
Noli

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

ID: 34eef662-c35f-230b-de28-0dcee463d8bc
Version Independent ID: 07206d86-8410-7a58-227a-6e630df50c16
Content: Implement disaster recovery using backup and restore in Azure API Management
Content Source: articles/api-management/api-management-howto-disaster-recovery-backup-restore.md
Service: api-management
GitHub Login: @mikebudzynski
Microsoft Alias: apimpm

Yes, it should work, as long as SKU of the instances is the same.

#please-close

#please-close

mike, thanks for the reply. I'm still verifying. I'm just waiting for my spending limit to be refreshed so I can try again. If it works, I'll close soon after. I'll update this thread. Thanks!

Mike, I forgot to mention that the domains of the 2 different accounts are also different. I was thinking: how can one account from a different domain have access to a backup from another domain?

The backup is stored in a storage account, so you should be able to easily retrieve it from another domain, as long as you share the storage account access.

We will now proceed to close this thread. If there are further questions regarding this matter, please comment and we will gladly continue the discussion.

To document this, the resolution was here: https://gordon.byers.me/azure/dr-environment-for-azure-api-management/.
Thanks!


Remove sniff that deviates from WordPress Coding Standards

Ticket: #1603
Issue
Taking up the discussion about coding style and personal preferences in https://github.com/timber/timber/pull/1603. I propose to remove these rules, my reasoning can be found here: https://github.com/timber/timber/pull/1603#issuecomment-354163527. Sorry for being a little pedantic about this.
Solution
Remove sniffs that deviate from the WordPress Coding Standards without a strong reason that would justify that they stay.

I agree, let's follow the rules of the road


proposal: x/sys/unix: PtraceGetRegs should allow getting non-default registers

Currently unix.PtraceGetRegs only gets default set of registers, NT_PRSTATUS. It would be great if it would be possible to also get other sets. Probably we need another function for this. Example is that on arm, one needs to use NT_ARM_SYSTEM_CALL to get the system call register.
Similarly for setting registers.
Because ptracePtr is private, one has to duplicate it if you want to create a custom ptrace call.

Changing PtraceGetRegs would break too much existing code.  In any case, it has the wrong type for receiving the register values.  As far as I can see for each processor we have to define a struct type for each register set we want to support.


Update use-your-data.md

Added a table of regions and model availability

@stefanisaacs
Can you help us to move this old PR on?
If you sign the CLA, we can review your PR. See instructions here: https://github.com/MicrosoftDocs/azure-docs/pull/122675#issuecomment-2123142559
Thanks
@MicrosoftDocs/public-repo-pr-review-team

Closing pending CLA completion.

The CLA check has passed. @aahill - Can you review the proposed changes?
IMPORTANT: When the changes are ready for publication, adding a #sign-off comment is the best way to signal that the PR is ready for the review team to merge.
#label:"aq-pr-triaged"
@MicrosoftDocs/public-repo-pr-review-team

The article has been substantially updated, and this change no longer applies. If you'd still like to update the article, please open a new PR. Or if you believe this PR was closed by mistake, email the PublicPRs alias.
#please-close
@MicrosoftDocs/public-repo-pr-review-team


NIFI-8640 Regression with NIFI-8522 NiFi can duplicate controller ser…

Fix regression with selected process group template creation
https://issues.apache.org/jira/browse/NIFI-8640
Description of PR
Fix regression with selected process group template creation
In order to streamline the review of the contribution we ask you
to ensure the following steps have been taken:
For all changes:

[x] Is there a JIRA ticket associated with this PR? Is it referenced
in the commit message?

[x] Does your PR title start with NIFI-XXXX where XXXX is the JIRA number you are trying to resolve? Pay particular attention to the hyphen "-" character.

[x] Has your PR been rebased against the latest commit within the target branch (typically main)?

[x] Is your initial contribution a single, squashed commit? Additional commits in response to PR reviewer feedback should be made on this branch and pushed to allow change tracking. Do not squash or use --force when pushing to allow for clean monitoring of changes.

For code changes:

[ ] Have you ensured that the full suite of tests is executed via mvn -Pcontrib-check clean install at the root nifi folder?
[ ] Have you written or updated unit tests to verify your changes?
[x] Have you verified that the full build is successful on JDK 8?
[ ] Have you verified that the full build is successful on JDK 11?
[ ] If adding new dependencies to the code, are these dependencies licensed in a way that is compatible for inclusion under ASF 2.0?
[ ] If applicable, have you updated the LICENSE file, including the main LICENSE file under nifi-assembly?
[ ] If applicable, have you updated the NOTICE file, including the main NOTICE file found under nifi-assembly?
[ ] If adding new Properties, have you added .displayName in addition to .name (programmatic access) for each of the new properties?

For documentation related changes:

[ ] Have you ensured that format looks appropriate for the output in which it is rendered?

Note:
Please ensure that once the PR is submitted, you check GitHub Actions CI for build issues and submit an update to your PR as soon as possible.

LGTM+1
Merged into main.


backlog

Backlog
Must Haves

these are necessary for basic usability

Home Page

As a user I can read the title of the page

[ ] there is a prominent title at the top of the web page

As a user I can read an introduction to this project

[ ] there is a section directly under the navbar describing the project's
goals

As a user I can learn about trees

[ ] there is a main text in the page with helpful info and links

As a user I can learn even more about trees

[ ] there is an aside with links for further reading

Should Haves

will complete the user experience, but are not necessary

Home Page

As a user I can navigate the web page from a navbar

[ ] there is a navbar at the top of the page with links to the different
sections

As a user I can contact us to learn more about our project

[ ] there is a footer with contact info

Could Haves

would be really cool ... if there's time

Home Page

as a user will smile (or roll their eyes) when they read our page

[ ] there are some silly animations

all done


JFXRippler setOverlayVisible(false) right behaviour?

I'm not sure if the "rippler.setOverlayVisible(false);" method is the right thing to call in my case.

If I comment out in JFXRippler class line 401 "overlayRect.inAnimation.play();" it works like I want:

So is this the right behaviour of "rippler.setOverlayVisible(false);"?

Hello, well the method setOverlayVisible doesn't have a permanent effect. it will only hide/show the overlay once called, it doesn't disable the overlay.

Ah ok I get it. So it's not possible to hide better you are right to deactivate the overlay before I click.
But it works in situation when I e.g. create the rippler manual and hide the overlay afterwards.


Minor improvements

Data.h:

Use std::make_shared to create smart pointers: fewer allocations, better exception safety and optimizations
Changed reinterpret_cast to static_cast (line 39)
Redefined const PATH p variable as a reference (line 19 and 43), this slightly increases performance

Data.cpp:

Use std::make_shared to create smart pointers: fewer allocations, better exception safety and optimizations

I'm unsure on the std::make_shared per the documentation std::enable_shared_from_this https://en.cppreference.com/w/cpp/memory/enable_shared_from_this
This use case is also the explict  reason why reinterpret cast exists. Though the specific function is going from bytes to bytes, static cast would work, in the future when going from bytes to doubles or other such things.

I'm sorry about this pull request. I made some bad changes, and I realize now that I should have been more careful. I understand that this may have caused some inconvenience, and I apologize for that. I will be more cautious in the future and take extra care when contributing to projects.

It's no problem. PATH& p was an oversight on my part, and I'll be adopting it.


Failed to create monitor diagnostic setting with StorageWrite

Seems it failed to create monitor diagnostic setting with StorageWrite using azure go sdk client and throw below error message.
According by the doc, I assume it has been supported by azure portal. So I assume it should also be supported by rest api, right?
Error message:
Error: Error creating Monitor Diagnostics Setting "storageodgxstor-logs" for Resource "/subscriptions/xx-xx-xx-xx/resourceGroups/storage-odgx/providers/Microsoft.Storage/storageAccounts/storageodgxstor": insights.DiagnosticSettingsClient#CreateOrUpdate: Failure responding to request: StatusCode=400 -- Original Error: autorest/azure: Service returned an error. Status=400 Code="BadRequest" Message="Category 'StorageWrite' is not supported."

This looks like a DiagnosticSetting API issue instead of storage API issue.
Add "DiagnosticSetting" tag.

any progress here?

any progress here?
J Kimball - Integration Platforms and Engineering

Ping

Error: Error creating Monitor Diagnostics Setting "storageodgxstor-logs" for Resource "/subscriptions/xx-xx-xx-xx/resourceGroups/storage-odgx/providers/Microsoft.Storage/storageAccounts/storageodgxstor": insights.DiagnosticSettingsClient#CreateOrUpdate: Failure responding to request: StatusCode=400 -- Original Error: autorest/azure: Service returned an error. Status=400 Code="BadRequest" Message="Category 'StorageWrite' is not supported."

Possibly you tried to attach the diagnostic setting to the storage account? Microsoft.Storage/storageAccounts resource
It seems that blob diagnostic settings are actually attached to the Microsoft.Storage/storageAccounts/blobServices/default resource. This comment helped me: https://github.com/terraform-providers/terraform-provider-azurerm/issues/8275#issuecomment-755222989

What worked for me is using .../storageAccounts/<account>/blobServices/default as resource ID.

Hi guys, to complement @andaryjo's comment, this configuration is working for me:
# Diagnostic settings for the metrics of the storage account.
resource "azurerm_monitor_diagnostic_setting" "storageaccount_diagnostic" {
  name                       = "${var.environment}-${var.storage_account.name}-diagnostic"
  target_resource_id         = azurerm_storage_account.storageaccount.id
  log_analytics_workspace_id = var.loganalytics_workspace_id

  # All metrics
  metric {
    category = "Capacity"
    enabled  = true
  }
  metric {
    category = "Transaction"
    enabled  = true
  }
}
# Diagnostic settings (metrics and logs) for the storage account's blob containers. It's configured once to cover all blobs.
resource "azurerm_monitor_diagnostic_setting" "storageaccount_diagnostic_blobs" {
  name                       = "${var.environment}-${var.storage_account.name}-diagnostic-blobs"
  target_resource_id         = "${azurerm_storage_account.storageaccount.id}/blobServices/default/"
  log_analytics_workspace_id = var.loganalytics_workspace_id

  enabled_log {
    category_group = "allLogs"
  }

  # All metrics
  metric {
    category = "Capacity"
    enabled  = true
  }
  metric {
    category = "Transaction"
    enabled  = true
  }
}

I did the same for the tables and queues, using an additional resource and changing the target_resource_id reference to:

"${azurerm_storage_account.storageaccount[0].id}/tableServices/default/"
"${azurerm_storage_account.storageaccount[0].id}/queueServices/default/"

Naturally the variables will need to be updated to reflect your environment.


web3.py installation issues

error: subprocess-exited-with-error
× Running setup.py install for lru-dict did not run successfully.
│ exit code: 1
╰─> [5 lines of output]
running install
running build
running build_ext
building 'lru' extension
error: Microsoft Visual C++ 14.0 or greater is required. Get it with "Microsoft C++ Build Tools": https://visualstudio.microsoft.com/visual-cpp-build-tools/
[end of output]
note: This error originates from a subprocess, and is likely not a problem with pip.
error: legacy-install-failure
× Encountered error while trying to install package.
╰─> lru-dict
Did anyone encounter this issue while installing web3.py in their vscode?

Install visual studio 2022 with c++ package
Reboot your computer and try command of download web3


be able to define artifacts expiration from client side

It looks like in the latest version of Zafira we can't manage artifacts_expiration time. This value is hardcoded.
We should be able to manage it from the client side.
For example in carina we have "artifacts_expiration_seconds" property.
ideally we should support "-1" for unlimited saving - it can be popular for released builds testing artifacts.

fixed by adding ZAFIRA_ARTIFACTS_USE_PROXY=true feature and enhanced S3 intergation


Objects.

The fact that the
var reddit = new Reddit();

is a var makes me unable to use it outside of the function it was declared in.
Can't it just be like a object that can be used everywhere?
If not, why?
Thanks
- Sven

You can just write:
Reddit myReddit = new Reddit();

-Aniel

This is due to your failure to understand basic C# concepts, not due to any problem within RedditSharp.

'var' in C# is a compiler-only term. 'var' is just a shorthand way to declare a variable when the compiler knows what type it's being set to. Since you are setting it equal to a 'Reddit' object type, it will be that type at runtime. So,
 var reddit = new Reddit();

is literally the same thing as writing:
 Reddit reddit = new Reddit();

'var' is just a shorthand way to declare a variable when the compiler knows what type it's being set to.

The compiler always knows what type something is. var is just the type inference keyword (same as C++'s auto), so it's more accurate to say that var instructs the compiler to figure out the variable type itself, rather than being told what type it is by the programmer.

We don't all need to give the scrub our personal version of the explanation.


Crash when parse big jsonfile

What is the issue you have?
I had gened a 5.8M json file.  when I parse it use nlohmann/json,  it crashed!.

Please describe the steps to reproduce the issue. Can you provide a small but working code example?

nlohmann::json jobj = nlohmann::json::parse(file);

Which compiler and operating system are you using? Is it a supported compiler?
MacOS 10.15.3, Use Xcode 11.3.1

Did you use a released version of the library or the version from the develop branch?
use released version 3.6.1,   I also tried latesed version 3.7.3, it crashed too.

If you experience a compilation error: can you compile and run the unit tests?

the output error message:
libc++abi.dylib: terminating with uncaught exception of type nlohmann::detail::parse_error: [json.exception.parse_error.101] parse error at line 1, column 1: syntax error while parsing value - invalid literal; last read: '/'
I had upload the json file url:  https://www.dropbox.com/s/5wsfcd6p06jeckk/out.json?dl=0

Are you sure it is exactly that file? The parser error states that there was a / read. Can you make sure the file is read from the beginning?

Are you sure it is exactly that file? The parser error states that there was a / read. Can you make sure the file is read from the beginning?

o...，maybe I made a mistake, I passed the file path to it, like this:
nlohmann::json jobj = nlohmann::json::parse("/tmp/a.json");
when I follow the example code, It works very well.
std::ifstream i("/Users/allenyang/Desktop/out.json");     nlohmann::json j;     i >> j;
so It can only pass the file content to it ?

This function expects a string to parse, not a path to some file.

You can pass an std::ifstream to the parse function to read from a file. If you pass a string, it is interpreted as JSON text, not as a filename.

@oskycar Do you need further assistance?

@oskycar Do you need further assistance?

thank you very much.  I had no more questions.

@oskycar Do you need further assistance?

we can close this  issue.  Thanks for your attention.


DataService Void method is not working Sales Receipt

I found  a bug in php SDK.
https://github.com/intuit/QuickBooks-V3-PHP-SDK/blob/master/src/DataService/DataService.php#L861
The class name is QuickBooksOnline\API\Data\IPPSalesReceipt and CoreConstants::VOID_QUERYPARAMETER_GENERAL is assigned instead of CoreConstants::VOID_QUERYPARAMETER_PAYMENT, that causes error below.
If you inspect $uri variable it will output
company/{{CompanyId}}/salesreceipt?operation=void
API Documentation said differently and I update the code to see if I can fix the error and correct uri should be
company/{{CompanyId}}/salesreceipt?operation=update&include=void
Link to documentation https://developer.intuit.com/app/developer/qbo/docs/api/accounting/all-entities/salesreceipt#void-a-salesreceipt.
To reproduce
$item = $dataService->FindById("SalesReceipt", $id);
$dataService->Void($item);

Thanks @denza for reporting. We will look into the issue. Also, opening up our SDK for hacktoberfest contributions.

@abisalehalliprasan I wanted to pick this one up for Hacktoberfest so had reached out to V3. Didn't get to it  due to the late  turn around. But here are my findings:
Void operations in V3 have 2 different endpoints, SalesReceipt void endpoint is: /salesreceipt?operation=update&include=void as in the docs. This operation will be similar  to the Payments void operation.


History of Activities

It would be great to have the activities logged for each day so I can go back and see how I did previous days.

Unfortunately, we will not implement that feature. The whole point of this app is every day is a fresh start, which is helpful for people who struggle with dieting and black and white thinking. Totally understand if not having that feature is a deal breaker for you!


fix(docs): Update vega-lite definition in README.md

Motivation

Improve onboarding experience for new users unfamiliar with vega-lite

Changes

theta is incompatible with bar, so I assumed this was meant to go with arc to create a donut chart.
The example doesn't contain enough detail for vega spec, so I figured this was a vega-lite graph.

Notes

Spotted this while adding support for datasette-dashboards to datasette-lite: https://github.com/hydrosquall/datasette-lite/pull/9

Codecov Report

Merging #107 (ee243e3) into master (75f7d29) will not change coverage.
The diff coverage is n/a.

:mega: This organization is not using Codecov’s GitHub App Integration. We recommend you install it so Codecov can continue to function properly for your repositories. Learn more
@@            Coverage Diff            @@
##            master      #107   +/-   ##
=========================================
  Coverage   100.00%   100.00%
=========================================
  Files            8         8
  Lines          361       361
  Branches        70        70
=========================================
  Hits           361       361

:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more


File Size.

The need of client side image resize/crop arise when we want to decrease size of the file to be uploaded, but here the file uploaded to the server have the .png extension and is very bigger in size comparing to the dimensions of the image.
do you know any method to decrease the size of the file sent to the server and to change its extension to .jpg or .jpeg ?

Thank You @acornejo !


Zinc API

This is a placeholder for https://github.com/sbt/zinc/issues/79 so I can put it in a milestone.

Can someone assign me to this ticket? I'll take care of this.

This is done.


[Suggestion] Adding properties 'error' when files extension does not match accepted

Hello.
Currently, when I put accept='.doc' , then when browse, I choose .pdf, the file is accepted without any error.
I found it would be better to have error properties when the browsed file extension is not matching with 'accept'.
For examples on @tim-evans other repo https://github.com/tim-evans/ember-plupload
If the browsed file does not match, the file object has this property.

Thank you

This is a little tough. I have some code trying to handle this here, but it doesn't seem to do the right thing.
If you add some tests to show the edge cases in this, I would very much appreciate that ❤


Keep user intent in current language for Azure Search query

I am working with a french imported document, using Azure Search for memory. I can see in the prompt that the document isn't used for the bot's answer. Looking at the search query, I discover that the user intent is translated in english and the queryLanguage is en-US (default value of the API).
?api-version=2021-04-30-Preview&searchMode=Any&search=User intent: According to best practices, is it always necessary to use the administrator account?&queryType=Semantic&queryLanguage=en-us&$top=100
Could it be possible to keep the intent in the current language spoken by the bot and adapt the queryLanguage parameter ? I try to find where this search query is build but don't find it in the code.

The parameter is in the file https://github.com/microsoft/semantic-kernel/blob/main/dotnet/src/Connectors/Connectors.Memory.AzureCognitiveSearch/AzureCognitiveSearchMemory.cs. I don't know how to identify the correct culture from the chat and change the value dynamicly.

Based on PR #1174, I think this package(semantic query) may be deprecated, and eventually implemented by embedding vector search.

@dluc can you comment on whether the semantic search package is going to be replaced with Azure Cognitive Search?

@dluc - can you provide some more details to help on this question.

Latest code does not hardcode en-us https://github.com/microsoft/semantic-kernel/blob/main/dotnet/src/Connectors/Connectors.Memory.AzureCognitiveSearch/AzureCognitiveSearchMemoryStore.cs


Code signing the build

Code signing the binaries before distributing

Found the link from hackernews. Would like to share my experience. I recently built an electron app for win, mac and linux. You can find it here.
For Mac: You need to register for an apple developer account, pay a fee and once registered,  generate a signing certificate from MacOS. The steps are pretty straightforward from here. Follow the guide on electron-builder docs (assuming you're using electron-builder) The fee in my case happened to be 99$, as an individual developer.
For Windows: I purchased the certificate from comodo ssl store. In part because it is cheap, I paid around 75$. And also because they are the only ones issuing certificates for individual developers. You have to submit them some legal documents and perform some verification online. The whole process took 1 month for me. (Could be done faster)
Good luck!

@Nishkalkashyap thanks for the info! will first code signing the macOS version, and then windows one.


Will you consider connecting two devices via Bluetooth instead of WiFi in the future?

Because WiFi is connected to the company's intranet at work, Bluetooth connection to mobile phone is more perfect

Try the instructions on the following link:
http://zcourts.com/2013/07/19/android-debugging-over-bluetooth-without-root/#sthash.GZs49J6m.dpbs
On Mon, Jul 13, 2020, 1:28 AM oncat<EMAIL_ADDRESS>wrote:

Because WiFi is connected to the company's intranet at work, Bluetooth
connection to mobile phone is more perfect
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.

I guess bluetooth could not support the video stream bitrate.

I will try when I get home and see what I can do

Hello,
sorry but I'm trying to use the same and don't understand how to do it.
I'm on Android Shield and it doesn't have a tethering option, still I paired it with PC already but don't know how to find its IP address.
Thanks in advance

Hello,
I managed to do it, but it's not performing well at all.
Regards

Great. Maybe the Bluetooth 5.0 is not fast enough to support video. In the future, Bluetooth will be faster

Is there any bluetooth technical limitation?
I assume just sharing the screen should not require a large bandwidth.
So, if it is possible can you implement this feature please?
Prabou


Proposed fix for GH28

🤔 What's changed?
Modified the set of character escapes conducted within the CucumberExpressionSkeletonProvider such that the default set of characters needing escaping are escaped (such as was done within the Regex skeleton provider.
⚡ What's your motivation?
This addresses the problem identified in GH28 in which empty parentheses resulted in an improper cucumber expression.
🏷 What kind of change is this?

:bug: Bug fix (non-breaking change which fixes a defect)

♻ Anything particular you want feedback on?
@gasparnagy please confirm that these character escapes won't cause other problems with Cucumber expressions and they remain compliant with Cucumber syntax and semantics.
📋 Checklist:

[X ] I've changed the behaviour of the code

[ X] I have added/updated tests to cover my changes.

[ ] My change requires a change to the documentation.

[ ] I have updated the documentation accordingly.

[ ] Users should know about my change

[X ] I have added an entry to the "[vNext]" section of the CHANGELOG, linking to this pull request & included my GitHub handle to the release contributors list.

This text was originally taken from the template of the Cucumber project, then edited by hand. You can modify the template here.

@gasparnagy please review. My regex skills are not as good as yours.


WebUI test for password A login

If users login thru the WebUI they should also use password A - because thats feels natural, like using password A on SSH. At the moment we dont store password A in the clear anywhere - it is just set for the unix users and thats it.
So that we can use also password A for WebUI login we need for v1.8 a small script that can test if a given password A is correct - that is called by the API locally. Here is an idea how to make such a test: https://stackoverflow.com/questions/18035093/given-a-linux-username-and-a-password-how-can-i-test-if-it-is-a-valid-account
Also keep in mind that the API endpoint for login and testing the password should include a brute force protection.

OnionShare stops serving a site after 20 failed passwords
something like that is good enough.
Also, password A is not using TLS scares me, but already discussed that the browser warnings about self signed certificate are difficult to deal with for new people.

The plan is to push the user to use the TorBrowser to connect with the RaspiBlitz for setup & regular login - so those password transmission would be protected. There will be offered a fallback to login/setup with simple `http´ to local IP in normal browser ... but that is than a user choice to take the risk.

The password A login is now possible with the BlitzAPI. To cut complexity and get the WebUI out of the door we will start with also with simple unsecured http webui connection for v1.8.0 - but offering secured Tor is on the list for v1.8.1: see #3105

Closing this genreal one for v1.8.0 release with this #3145 error issue still open.


Port to .NET Standard 2.x

Are there any plans to port SlimMessageBus to .NET Standard?

Yes, there are plans. Recently I have even started the work. Right now I am not sure how long will this take, but should not be as much problematic to do (watch out for a feature branch).
In terms of version, my goal is to target the lowest .NET Standard whenever possible, as this will give most coverage for users.

Thanks for the update


ModuleNotFoundError: No module named 'rpl_vision_utils'

It seems the particular module is missing from the codebase.
Any plans for adding it to the codebase?
Thanks!

Thanks for pointing this out. I think this is legacy changes I need to change it. The thing I plan to release is renamed to deoxys_vision, but it might take more time to get ready.

@zhuyifengzju
Thanks for the reply. Looking forward to the deoxys_vision package.


[BUG] Windows Hosts file lines too long, entries are ignored

General information

OS:  Windows
Hypervisor:  Hyper-V
Did you run crc setup before starting it Yes
Running CRC on: Desktop

CRC version
CodeReady Containers version: 1.33.1+3cfaa10f
OpenShift version: 4.8.12 (bundle installed at C:\Program Files\CodeReady Containers\crc_hyperv_4.8.12.crcbundle)

CRC status
CRC VM:          Running
OpenShift:       Running (v4.8.12)
Disk Usage:      19.41GB of 32.74GB (Inside the CRC VM)
Cache Usage:     162.9GB
Cache Directory: C:\Users\jduim\.crc\cache

CRC config
- consent-telemetry                     : no
- cpus                                  : 8
- memory                                : 20000

Steps to reproduce

Install CRC. It may work, it may not let you login as it cannot find oauth-openshift.apps-crc.testing depending on random --- it also seems to keep OLD namespace routes in the hosts file even if they no longer exist (this should be pruned).
Usually a clean install and delete works but as you add routes, the hosts file that is updated by CRC and as a single line which fails. Windows apparently has a limit on alias (9 per) which means as you add hosts domains fail to be found .

Manually splitting the long line in hosts into multiple lines with <IP_ADDRESS> aliases makes it all work
CRC on windows should split the aliases into multiple lines and it will work.

duplicate of #2710

Closing this one, we are tracking it to original issue.

darn, the message needs to be even Duplicate of #2710 (caps)


Allow to connect to Facebook through TOR

Hi!
Here is an humble proposal of a simple modification that allows to connect to Facebook through TOR, as if a user would use Tor Browser to facebookcorewwwi.onion. I wrote this for a personal project, so here is a PR if you think it can be useful. :)

Thanks for the PR! However, I probably won't merge it, I'm trying to take a more conservative stand on non-essential functionality, at least while I'm doing a lot of code cleanup 😊. It should be possible to provide this functionality by extending Client and ReqUrl manually, though. If you provided that as an example instead, then I'll probably redecide 😉

Well, I'm sorry for the late of my answer.
I'm not sure it's possible to provide this as an example with changing anything in the base code, because it needs to change Client attributes before the end of its __init__ method. For example, it's not possible to change the self._session attribute, but it's mandatory to set the new proxies.
Else, it's possible to create a class which inherit from Client and overrides its __init__ method, but it won't work anymore if you plan to rewrite it and change the way it works in your future code cleanup.

Yeah, I can see that. I think I'll keep this PR open until we reach v2, where we can then discuss how this can be implemented (the code in __init__ will probably be restructured in such a fasion that this change will be possible)


Missing SIMPSON export

In MagresView, which is anyway nice and intuitive (thanks!), I am missing the export option to SIMPSON spin system. This is heavily useful when one needs to simulate more complicated NMR experiment on first principle data. I am just blind or this function is not implemented yet?

Thanks for the feedback!
SIMPSON spin system output is still in development, pending verification of various conventions (e.g. Euler angles). I've disable the feature for now, until I've finished looking into Euler angle edge cases etc.
MagresView 1 has this functionality if you need it immediately, though I have not myself looked into the Euler angle conventions for that.
https://www.ccpnc.ac.uk/magresview/magresview/magres_view.html?JS

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In MagresView, which is anyway nice and intuitive (thanks!), I am missing the export option to SIMPSON spin system. This is heavily useful when one needs to simulate more complicated NMR experiment on first principle data. I am just blind or this function is not implemented yet?
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Thank you very much. So I will MW 1 for now and check 2 later. Good luck with conventions!


Adding dict support

It will be good to have __dict__ in objects/classes/modules at least in read-only for pythonic introspection for cross-platform code, without being forced to make duplicates with __pragma__('jsiter')

Providing all JS objects with a dict function enhances the possibility of clashes with JS libs using such an attribute, although I guess that would be rare. However adding an attribute to ANY object seems rather heavy.
Doesn't the dir function already largely cover you usecases, or am I missing something crucial here?
It is implemented as:
    var dir = function (obj) {
        var aList = [];
        for (var aKey in obj) {
            aList.push (aKey.startsWith ('py_') ? aKey.slice (3) : aKey);
        }
        aList.sort ();
        return aList;

Hello, Im a little confused. I see self.__dict__ being used in example 4.3 here https://www.transcrypt.org/docs/html/supported_constructs.html Does that mean support for __dict__ has been added? Because I am getting an undefined error.

it looks like that example is a test for getattr and setattr .  The __dict__ is added explicitly a couple of lines earlier by
 __pragma__ ('js', '{}', 'self ["__dict__"] = {}')

But it's just a demo, not a regular TS feature.


Build(deps-dev): Bump mochawesome from 7.1.1 to 7.1.2 (#3039)

Pull request opened by the merge tool on behalf of #3039

Merged in 156fe279c86952815c469f884e2323bbd57514f5


docker compose

Hi
have created a docker compose to us that are lacy or just want do make it even easyer to deploy in production

Replaced by #61

This PR has been forked into #61.


Set up a ProMotion Display supported iOS device in device lab

iPad pro promotion display and iPhone 13 pro support variable refresh rate. To integration test this feature flutter, we would need a device that supports this feature to be set up in the device lab and run perf testing. (iPhone 13 pro or iPad promotion display)
For details of supporting variable refresh rate on iOS, see flutter.dev/go/variable-refresh-rate

I'm wondering if instead of adding it to the devicelab we can order a few iPad and keep in the shared device library. What do you think?

I'm wondering if instead of adding it to the devicelab we can order a few iPad and keep in the shared device library. What do you think?

That sounds good. @iskakaushik and I have already ordered 2 iPhone 13 pros for this. We still need set at least one device in the device lab, right? Without devicelab, we won't be able to automate the tests.

Given that we do not have any iOS devices in the device lab that support variable refresh rate, we would definitely want at least one such device in there, so we can have automated tests for when we enable this feature.

Is this a duplicate of https://github.com/flutter/flutter/issues/31450?

Is this something that we can do on firebaselab? maintaining adhoc devices in the devicelab does not scale well and increases the current maintenance cost.

Is this a duplicate of #31450?

I think so, clsoe this one in favor of #31450 since the other one also has discussion related to iPad Pro

The #31450 is more about querying the refresh rate. This issue is about setting up the test device.

Any news on this? It is blocking one of our oldest PRs, https://github.com/flutter/flutter/pull/94509.

I would recommend to test locally or alternatively try to use firebase lab. Adding one off devices to the devicelab increments the maintenance cost exponentially.


Remaining functions from R version

The following is a list of functions missing from the PyJanitor library that are implemented in the R version. I think the aggregation and adornment can be put in their own submodules later.
To be implemented
Main Functions

[x] convert_to_NA.R
[x] clean_names.R
[X] excel_dates.R
[X] get_dupes.R
[X] remove_empties.R
[X] row_to_names.R
[x] use_first_valid_of.R

Aggregation

[ ] as_and_untabyl.R
[ ] print_tabyl.R
[ ] tabyl.R
[ ] top_levels.R

Adornment

[ ] adorn_crosstab.R
[ ] adorn_ns.R
[ ] adorn_pct_formatting.R
[ ] adorn_percentages.R
[ ] adorn_rounding.R
[ ] adorn_title.R
[ ] adorn_totals.R

Won't be implemented

[x] round_half_up.R
Probably don't need to implement this; the main reason it exists is because round(2.5) in R is 2, this makes round(2.5) == 3. For Python, round(2.5) == 3.
[x] make_clean_names.R
Helper function for clean_names.R
[x] get_level_groups.R
Helper function for top_levels.R
[x] crosstab.R
Deprecated in favor of tabyl

Thanks for taking the effort to document this, @szuckerman!
One little question: I had a bit of trouble with the "adorn" semantics (implementation is fine with me) - is there a more accessible English verb for non-AABCs (Americans/Aussies/Brits/Canadians)? Even as a Canadian whose first language is English, I didn't think the "adorn" verb was that informative. Thinking from an ESL perspective, that verb would be considered quite foreign.
That said, since pyjanitor is supposed to be the Python implementation of janitor, it would go against the spirit of the package to provide an alternative verb. I guess issues with the semantics would belong on the original R package issue tracker instead.

Perhaps “stylize” or “add_style”?

That said, since pyjanitor is supposed to be the Python implementation of janitor, it would go against the spirit of the package to provide an alternative verb.

To that, in general, I'd personally say "meh". I think we have a good thing going with carefully choosing names for functions, and I'm not sure the relative weight of keeping people migrating from R to Python comfortable vs. sticking to the vision of the project leans towards the former.
That being said, in this particular case, since there is a whole family of adorn_ functions instead of just one, it might not be a big deal to keep that term... In the docs, we can explain the concept of what this class of functions is trying to accomplish - "make it look good" is a pretty simple concept that you just have to learn once and then you know what that entire group is trying to accomplish at a glance.

In the docs, we can explain the concept of what this class of functions is trying to accomplish

Yes, yes! Docs. I really need to improve the docs, big thanks to both of you for helping so much with the documentation!

convert_to_NA.R has been deprecated in favor of dplyr::na_if() and use_first_valid_of.R has been deprecated in favor of dplyr::coalesce().
We already have a coalesce method, but do we have something that is similar to the dplyr::na_if() function? fill_empty?

fill_empty, I think, does something different from the na_if()?

I finally got some time to look at it: na_if() puts a null value in a column if a cell value is equal to some number.

And to add to this thread: https://sfirke.github.io/janitor/news/index.html
Janitor 1.2.0 was released recently! :tada: That means more functionality that we can try targeting to port over.

I don't know if the adorn_ family naming has been settled or not, but I had some ideas depending on what you all think:

top_with_* In the sense of garnishing (this word seemed to connected to adorn) a dish or drink with final touches (which may be too long, final_touch_*
coat_with_* in the sense of polishing a floor
tweak_* since these are usually little, but important, changes (probably my favorite)

Those are great ideas, @robertmitchellv! Given enough time away from the issue, and the recent improvements to the docs, I think I have less issue with the name adorn_.Back when the issue was started, we didn’t have a taxonomy/ontology for the functions on the docs page, and so I was worried about the adorn functions’ purpose being unclear. But now that it was contributed (I think at PyCon), and because the adorn functions form a family of functions on their own for “stylizing” a dataframe, I think they should totally come in!
Are you open to trying your hand at one of them via a PR?

Yeah, I think I can try!
I've been reviewing the source code a lot to get more familiar with how things are done in pyjanitor and wrote my first copy of dplyr::count() so hopefully I can figure out the best way to make one of the simpler adorn_* functions happen--I'm hoping for a good amount of back and forth the get it to the place where it's polished. Coming back to Python after maybe 5 years 😬

Welcome back!
To get started, the docs are the best place to go. They're intended to be quite beginner-friendly, so if you run into issues getting set up, don't hesitate to sneak in a few modifications to the docs too 😄! And feel free to ping around on the issue tracker if there's any issues you run into!


Mono types checking in gdscript

Godot version:
3.1 Mono
Issue description:
It may sound strange, but gdscript does not know about c# types.
Of course it does not, you would say. I can make a .call(), which works quite nice.
But, consider the following:
I have some type created in c#, for example LevelData : Resource {}
Then, from my plugin, which uses gdscript, I get this object (e.x., in editor):
extends EditorInspectorPlugin

func parse_begin(object):
   if (object is LevelData):

And it will raise an error, because LevelData is of course unknown. But object.get_class() will return Resource, so the only way for now is the following:
if (object is Resource):
   if (object.get_script().get_path().get_file() == "LevelData.cs"):

Is there any workaround? If not, it should be in order for two languages to coexist.

GDScript will likely never "really" know about C# classes, since they are completely different languages.
You're right that get_class() has limited usefulness as-is, however, improvements to this are already tracked by #21789 (specifically check out this comment https://github.com/godotengine/godot/issues/21789#issuecomment-618588900 with a very nice proposed solution).
So I'm closing this as half-duplicate and half-wontfix.


Feature Request:  Add log messages after each tile is exported

A log message indicating the status of the export process for each tile would be helpful.

We'll work on a PR for this feature.  Closing issue.


[custom-builds-rc] module paths should include ./ at the beginning

We should include ./ at the beginning of module names generated by wrangler, which will make modules meant for consumption by the Workers Runtime, also resolve their imports when executed elsewhere, if they are compatible otherwise.
alternatively, we could make this configurable, and keep our current default.

Done in 1.16


chore: delete redundance words.

/kind cleanup
Delete redundance words.

Thanks! But not necessary.


Update checkmarx-ast-cli binaries with 2.2.0

Updates checkmarx-ast-cli to 2.2.0
Auto-generated by [create-pull-request][2]

Checkmarx One – Scan Summary & Details – b540bd9c-27a8-4b57-9e34-a9e8615c4fe4
No New Or Fixed Issues Found


Click date picker in [bug report] Popover (the click time is extended appropriately) to show that the Popover has been running for hours when the height is insufficient

Element UI version
2.13.0
OS/Browsers version
macOS 10.13.6/ Chrome 78.0.3904.108
Vue version
2.6.10
Reproduction Link
https://jsfiddle.net/381510688/k4scm5u8/7/
Steps to reproduce

缩小展示区域
点击open
popover可以出现，点击日历控件（click时间适当加长一些）
popover消失了

What is Expected?
popover、date-picker 都显示正常
What is actually happening?
popover 消失了，date-picker 显示正常

问题现象


gitignore: runtime/indent/testdir/*.out

What do you do?
git clone https://github.com/vim/vim.git
cd vim/
./configure
make test

What do you see?
git status

On branch master
Your branch is up-to-date with 'origin/master'.
Untracked files:
  (use "git add <file>..." to include in what will be committed)

	runtime/indent/testdir/html.out
	runtime/indent/testdir/matlab.out
	runtime/indent/testdir/tcl.out
	runtime/indent/testdir/vim.out
	runtime/indent/testdir/xml.out

What do you want?
add in file .gitignore next line runtime/indent/testdir/*.out

Patch was included.


Naive Pattern Searching - New Algorithm File

Create a new folder (just like Searching, Sorting etc) - Pattern Matching
Add algorithm.md for Naive Pattern Searching algorithm
Structure:

Pattern Matching (dir)

Naive pattern searching (dir)

algorithm.md (file)

Expectations from the markdown file:

Should explain the algorithm in 3 - 4 lines
Should have added steps for the algorithm in proper format

Can you assign this to me?

Assigned.
We hope you enjoy contributing to open source :)

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