Where are the logs saved to?

Hello,
I am re-opening this question that I had asked previously.  To recap, I'm asking where the log files are stored when you use -LogOnly and -LogLevel.  @dariomws306  responded that -TargetFolder and -TargetMailbox parameters are mandatory when you use -LogLevel or -LogOnly, so my feedback was closed.
This may be true, however, this has nothing to do with logging.  -TargetFolder and -TargetMailbox are where you are copying mail from one mailbox to another.  The description for both commands do not mention anything about logs much less where they are saved.  For that matter, neither do the descriptions for -LogLevel or -LogOnly.
It may be that logs are saved to -TargetFolder in -TargetMailbox.  If this is true, then I feel this needs to be added to this documentation.  Also, if true, what happens to the logs if there is an issue and -TargetFolder never gets created?  As I mentioned in my previous post, I ran Search-Mailbox with no errors, but no mail was copied in the TargetMailbox and no TargetFolder was created.  Since PowerShell isn't giving me an error, I want to check the logs to see what the problem is, put I cannot find them.

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

ID: d2c6c666-7221-7984-82a5-d731fee0ac3d
Version Independent ID: 6970ac1a-0aaa-c625-24db-e3db2296b6f8
Content: Search-Mailbox (exchange)
Content Source: exchange/exchange-ps/exchange/mailboxes/Search-Mailbox.md
Service: exchange-powershell
GitHub Login: @chrisda
Microsoft Alias: chrisda

@officedocsbot assign @yogkumgit

Hi @Canis-Lupis, it's true, thank you to open a new issue about this.
I'm adding next sentence to the description of -LogLevel parameter:
"When you included this parameter, an email message is created and sent to the mailbox specified by the TargetMailbox parameter. The log file (which is a CSV-formatted file named Search Results.csv) is attached to this email message, and will be located in the folder specified by the TargetFolder parameter. The log file contains a row for each message that's included in the search results when you run the Search-Mailbox cmdlet."
Also, if the TargetFolder cannot be created you will get an error message in the PowerShell window/session.

@chrisda Please merge this PR #4445

@dariomws306, thanks I think that would be very helpful.  However, as I mentioned,  "I ran Search-Mailbox with no errors, but no mail was copied in the TargetMailbox and no TargetFolder was created. [Since] PowerShell isn't giving me an error...."
Personally, I don't think log files should be saved in the -TargetFolder.  If you are an admin copying mail from employee A's mailbox to employee B's mailbox, there are corporate privacy policies to consider, so many of us aren't allowed to go looking in mailboxes for log files. I know this has nothing to do with documentation, but perhaps you could pass on a suggestion to whomever that any generated logs should be saved locally, on the computer running the PowerShell command?

Hi @Canis-Lupis,
The best place to request new features or product updates is:
https://office365.uservoice.com/
Please check if your idea was posted before so you can vote it and to avoid create duplicates.
Thank you!

@Canis-Lupis  Thank you very much for your kind feedback. Considering your valuable feedback, as advised please log this issue as a User Voice. Concerning team will evaluate and take the appropriate action, as per their schedule. Thanks again for taking out some time and sharing your feedback.


CANNOT modify Style for SearchBar

Using ng-template to customize Searchbar just doesnt work. Also, custom CSS from .scss files are just ignored, and using ng-template only work for the navbar but nothing work for Searchbar.
Like it showed on the next pictures, i followed documentation which tell us to use ngTemplate on Header.

Is there anything i did wrong ?
Thank's a lot

You should make canSearch= false, and in headerTemplate implement your own search logic


what is  the use of the char_freq.cp in your model?

Hi,thank your for your great job.what is  the use of the char_freq.cp in your model? @ankush-me

It is used to calculate the "expected" font size -- it is not that important.
If you don't have these stats, you could just set them to 1/(number of characters) for each character.

@ankush-me Is there a way of generating this model file for new text files?
Sorry if I have not gone through the entire codebase yet.


Adding external Libraries (i.e. Alertify)

I have more a generic question then a real issue. I'm trying to add an external library in this case alertify. I would like to be able to access it's global variable.
So i'm probably looking to do something like
import 'alertify';
declare var alertify: any;
and then
alertify.error("some error");
To achive that i've added a path in the ventor file but it still doesn't seem to be picking it up. I can see the file in the dev tools in chrome.

Easy way:
const alertify = require('alertifyjs');
Greetings

If you installed it in the node_modules folder you can do an
import * as alertify from 'alertify'
and then you can access it normally in typescript.


Persistent Notification showing duplicate

Make sure you are running the latest version of Home Assistant before reporting an issue.
You should only file an issue if you found a bug. Feature and enhancement requests should go in the Feature Requests section of our community forum:
Home Assistant release (hass --version):
0.29.7
Python release (python3 --version):
3.4.2
Component/platform:
persistent notifications
Description of problem:
The persistent notification is displaying a duplicate in the front end.
Expected:
I would expect only 1 notification to display.
Problem-relevant configuration.yaml entries and steps to reproduce:
This is the relevant yaml:
default_view:
  name: Home
  view: yes
  icon: mdi:home
  entities:
    - persistent_notification.update_available
    #- group.update
    - group.people
    - group.home_climate
    - group.flood
    - group.lights
    - group.doors
    - group.garage_door
    - group.occupancy
    - group.weather

I use the dev-tools to call the persistant notification service

And then 2 notifications display on the front-end.

Traceback (if applicable):

Additional info:

Works fine for me on dev.
group:
  default_view:
    view: yes
    entities:
      - sensor.new_york
      - sensor.time
      - persistent_notification.update_available
  kitchen:
    name: Kitchen
    view: yes
    entities:
      - sensor.kitchen_humidity
      - sensor.kitchen_temperature
      - persistent_notification.1234

Seems like it is fixed on 0.30.1

I am still getting this.
I have a default_view configuration.
default_view:
        view: yes
        entities:
            - persistent_notification.1234


In which part do you implement policy decoupling

Hello, I am very interested in your work! I have learned the code, especially the class "TransformerAggregationAgent". But I have not found where you implement the policy decoupling. The only thing I find is
q_agg = torch.mean(outputs, 1)
q = self.q_linear(q_agg)
I am confused that you calculatte the mean along the action dimension and then map the result back to the actions. Can you please explain the motivation of this part. Really look forward to your reply.
Thanks!

Hi there,
Thanks for your interest.
TransformerAggregationAgent is a transformer-based agent without policy decoupling strategy.
In figure 4(a) of our paper, you could find that without policy decoupling, the transformer-based agent performs even worse than classical GRU/LSTM, which demonstrates the effectiveness of this strategy.
Any further concern is welcome.

I am not the author of this algorithm, but I carefully read through all code, I think the code of "policy decoupling" is below:
    def forward(self, inputs, hidden_state, task_enemy_num, task_ally_num):
        outputs, _ = self.transformer.forward(inputs, hidden_state, None)
        # first output for 6 action (no_op stop up down left right)
        q_basic_actions = self.q_basic(outputs[:, 0, :])

        # last dim for hidden state
        h = outputs[:, -1:, :]

        q_enemies_list = []

        # each enemy has an output Q
        for i in range(task_enemy_num):
            q_enemy = self.q_basic(outputs[:, 1 + i, :])
            q_enemy_mean = torch.mean(q_enemy, 1, True)
            q_enemies_list.append(q_enemy_mean)

        # concat enemy Q over all enemies
        q_enemies = torch.stack(q_enemies_list, dim=1).squeeze()

        # concat basic action Q with enemy attack Q
        q = torch.cat((q_basic_actions, q_enemies), 1)

        return q, h

As paper said, it used Transformer to process input(obs), so "inputs" should be obs.
outputs should be all agents' Raw Value(In-short "R"), include enemies'(Figure 7 in the paper).
The author decouple Main agent's "R" into q_basic_actions,size:[ ally_num, 6 ]
The author abandon all allies' "R"(notice that outputs vector size is [ally_num, 1 + enemy_num + (ally_num-1), embedding_dim ] but only main agent and enemies' "R" were processed. Another evidence is that input parameter "task_ally_num" was not used).
The author decouple enemies' R and simply caculate the R-mean into q_enemy_mean,size[ally_num, enemy_num]
The final q were concatenated by each enemy's R-mean and main agent's q_basic_actions, size[ally_num, 6+ enemy_num]
The author use HEATMAP to explain the relationship between self-attention matrix and final stragegy(Figure 6 in the paper)

Thanks for your detailed explanation. And I pinned this issue for people who have the same confusion.


fix(builder): call ls rather than using a wildcard

The wildcard caused an off-by-one error where if no git repositories
existed, the wildcard was then interpreted, causing all images prefixed
with the registry IP address to be removed inside builder.
As an example:
$ for repo in *.git; do echo $repo; done
*.git
$ for repo in $(ls | grep .git); do echo $repo; done
$ mkdir foo.git
$ for repo in *.git; do echo $repo; done
foo.git
$ for repo in $(ls | grep .git); do echo $repo; done
foo.git

closes #3862

this may warrant a v1.7.3 since check-repos was recently fixed in v1.7, exposing this issue.

We really need better tests to catch these issues before shipping. Anything we can do about that here?

We really need better tests to catch these issues before shipping. Anything we can do about that here?

It might be possible to add something in the functional tests. I'll see what I can do about that.

@bacongobbler @mboersma We should prepare to cut a 1.7.3, unfortunately. @bacongobbler as soon as you can add a test for this let's ship.

If v1.7.3 is top priority we can ship this without the test, then I can add it in later this release cycle. Up to you. :)

If v1.7.3 is top priority we can ship this without the test

I think that's what we'll have to do - I want to start the release first-thing tomorrow.

Code LGTM.

Code LGTM. Let's ship 1.7.3


Fixing wrong translation on sort type oldest/latest

This PR will fix #2717
It changes the translations of the "Oldest" and "Newest" sort option to the correct one.

LGTM

LGTM

Codecov Report

Merging #2720 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master    #2720   +/-   ##
=======================================
  Coverage   26.96%   26.96%
=======================================
  Files          87       87
  Lines       17297    17297
=======================================
  Hits         4664     4664
  Misses      11953    11953
  Partials      680      680

Continue to review full report at Codecov.

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#12065: Add optional tensor qid for tt::numpy::full and ttnn.full

Ticket
Link to Github Issue #12065
Problem description

need optional tensor qid for ttnn.full
All ttnn/creation ops use tt::numpy::full which creates a tensor on host and moves it to device.
Functionality added: when a preallocated_device_tensor is provided, copy the resultant data to that device buffer.

What's changed
Added optional tensor qid for tt::numpy::full and ttnn.full
Added test cases to test functionality
Checklist

[x] Post commit CI https://github.com/tenstorrent/tt-metal/actions/runs/10737865549
[ ] Blackhole Post commit (if applicable)
[ ] Model regression CI testing passes (if applicable)
[x] New/Existing tests provide coverage for changes

Hi @tt-aho ,
Would like your review here.


context.user_id

Hi starkiller,
Sorry for the long read, needed to put down a lot of thoughts and efforts I had with this issue.
 For automation (close when it is sunny etc) I use node red with home assistant (love the graphical flow building). In node red I receive home assistant change events on the roller blinds.
One of the fields in the change event is the context.user_id which holds the home assistant user_id who triggered the event. I'd like to use this to check if a roller blind was manually set so automation shouldn't change it. The problem I experience is that this field sometimes is NULL instead of my user_id even when I triggered the action via the home assistant UI. The user_id being an actual user and not null seemed very inconsistent.
I didn't really know where to look (has, NR, integration) and did some testing with the following results:

The position ack for the blinds is only send (think this is the multicast message) when the roller blind reaches the requested position
my windows are 200cm high and moving the full length takes 20 to 30 seconds (didn't really check exactly)
when using the up/down arrows in the UI and then stop the moving with the button I always get the user_id
when using the slider to set it to some position I sometimes get the user_id and sometimes not
when using the slider to move for a short time (short distance change) I get the user_id (!)
when using the slider to move for longer time (full open or close) user_id is null (!!)

Based on this I am suspecting that this has to do with the integration. Since my roller blinds can move for 20 to 30 seconds before the '"I've reached the requested position" is send, I think the integration cannot match the request with the position ack and loses the info on user_id. I guess there's a timeout involved where the integration waits for the result of a user action which, in my case, can take up to 30 seconds. Does this sound plausible? Can you reproduce this or do you want more info from me on something?
Thanks.

@wmollenvanger Yes I think you explained it very well.
Indeed when you request a blind to move through HA, only the command to move the blind is send and nothing more.
Once the blind stops moving, it sends a 433MHz message to the gateway, the gateway then sends a UDP multicast message on the ethernet network which is picked up by HomeAssistant and that updates the state (position of the blind).
I indeed assume that HomeAssistant tries to match status updates to events by homeassistant with a certain timeout. So if the update comes fast enough HomeAssistant will assume it was due to the requested move, but if it takes to long it will see it as a stondalone event (like when you use a 433MHz remote to move the blind, then from the HomeAssistant side of things the blind moved on itself so the event will not have a user associated with it).
The whole user_id stuff is in the base code of HomeAssistant and not in the motionblinds integration.

@wmollenvanger I am actually working on changing this behaviour right now.
The new behaviour will be that when a move is requested through HASS, I will start asking the blind for its position every 5-10 seconds or so untill the postion of the blind does not change anymore.
You will then get multiple postion updates, probably the first few will always have the user_id.
And you can see the blind moving in the UI.

I saw somewhere you were working on that, hope I can use it as a workaround. Any ETA?

@wmollenvanger I made the PR today and it is already merged into HomeAssistant: https://github.com/home-assistant/core/pull/68580.
So the next version of HomeAssistant will have this new behaviour.
The Beta release will be on March 30th and the official release will be on April 6th.
I already tested the code and it works.

That's great! I will test it when it comes out.
Let's close this issue.

It didn't work for me :-(
I can see the events for the updates about every 5 sec but the user is still null. Would it be possible to have an update immediately after the move command to see if that will solve this? I can change and test the code on my installation if you tell me where it is (looked for it but can't find it).
Cheers.

@wmollenvanger Thats unfortunate.
You could try changing these lines:
https://github.com/home-assistant/core/blob/eb10654e011621b4a7c3c5355f44587cf13270ca/homeassistant/components/motion_blinds/cover.py#L269-L271
Remove those lines and change them to:
await self.async_scheduled_update_request()

Where those files are in your system depends on the specific way you installed HomeAssistant. Core, OS etc.

@wmollenvanger that is probably because the permission changed once you edited the cover.py file.
reset the permission using: sudo chmod a+rwx homeassistant/components/motion_blinds/cover.py
(the path may be diffrent in your enviroment)

Think the change didn't work because at that time there's no real change in the position yet.
I experimented with some intervals and 3 seconds or lower seems to be the interval where I get the user id in, at least,  the first event.

@wmollenvanger you are probablly right.
Unfortunately, lowering the update intervall to 3 seconds is not something I would like to do (due to battery live).

How hard is it to make the interval an UI configurable value? (default 5 and some text about battery life)

@wmollenvanger well it is not so hard to make it configurable, but it is against the HomeAssistant standards, so a PR implementing that will not be accepted by the HomeAssistant core team.


Add new field in CSV

Is your feature request related to a problem? Please describe.
We need add the main DDI of site and create a Translation Pattern to Hunt Pilot
Describe the solution you'd like
N/A
Additional context
N/A

Partial Solution:
Add a new field (DIDMain) in CSV file


mobile wallet buttons

I don't think this can be merged right away but I want to get this started... basically this is simply copied from the sidebar and I left out the market prices.
Fixes #1059
Changes

Added UserWalletButtons component
Added it to UserWallet.js
Show only on small screens

Test plan

[ ] Reduce screen size to below 768px
[ ] use transfer, claim, power-up/-down buttons

Demo

I'm not really sure what ideal solution would be, but I think we should make it responsive, so everything is shown on every device.
Right now it's rendering sidebar twice, which one of them is visible and one is not.
Without well-thought responsive designs (and a desired solution for this problem) I wouldn't implement any half-solutions.

hmm... let me see if I can play around with the css to find a better solution.

I don't think it can be a general rule to put the right container on top of the center one in all cases... :/


chore(web/appeals): changed top route to /appeals

Describe your changes
Initial routing changes to test app split.
Issue ticket number and link
Type of change 🧩

[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] Documentation update
[x] Other (please explain in the description section above)

Checklist before requesting a review

[ ] I have performed a self-review of my own code
[ ] I have double checked this work does not include any hardcoded secrets or passwords
[ ] I have made corresponding changes to the documentation
[ ] I have provided details on how I have tested my code
[ ] I have referenced the ticket number above
[ ] I have provided a description of the ticket
[ ] I have included unit tests to cover any testable code changes

No longer needed...


Use newer logic to send Host SMTP test emails

Fixes #3813
For Reference: logic was added here but only administrators got the fix... so this would be in addition to the following PR https://github.com/dnnsoftware/Dnn.Platform/pull/3237
Summary

In the above referenced PR the logic was created to send emails to the user using host or portal while logged in as administrator.
A second controller is used for host accounts which also needed the same logic to allow testing different portals SMTP settings while logged in as a host similar to how you can while logged in as an administrator currently.
The same logic needs added to the host users SMTP test method that is being used for administrator SMTP tests as it is still utilizing the previous logic for the Send From and To variables that get set.
This PR puts the same administrator SMTP test logic in the host method.
Additional Context:
I will work on making sure documentation supports this over the next week if this is accepted.
I thought this worked before but again maybe it was me testing logged in as an administrator, logged in as host currently only tests Host SMTP Settings even when Site SMTP Server Settings  is set to Portal.
One issue that still remains is error handling a blank Host Email in Host SMTP Settings...
Thanks for the support hope this helps!

I wondered the same thing... figured that could be a topic down the road if you wanted to keep a note on it.


EV certs now supported

Feedback request marked as completed as-of 2019-02-25 here: https://feedback.azure.com/forums/217313-networking/suggestions/20560924-support-ev-ssl-cerrtificates-in-application-gatewa

@AndyHerb : Thanks for your contribution! The author, @vhorne, has been notified to review your proposed change.

#sign-off


fix for sorting elements within a non-homogenus list of elements

For instance, say you are sorting tbody's within a table element.  There
can also exist tfoot and thead within the table element.  The _index()
function assumes that the list of elements within the parent is
homogenus (ie: just li's below an ol/ul).  This isnt the case when
sorting tbody under table.  This is edge case until you want to group
tr's under a table and sort on those groupings.

Wrong code-style
Implementation of the _match must be the same as in closest (After that, _match to be used in it)

Believe I've fixed up both of your requests.

+1, similar problem in our table.

Implementation of the _match must be the same as in closest (After that, _match to be used in it)

So it is not implemented, I can do it myself, but while there is no time.

@RubaXa I think I'm getting what you're saying now.  Are you saying that _closest() effectively uses the concept of _matches() and implements it already and that _matches() should just be a portion of the _closest() function?  So once I pull out the relevant parts of _closest() into _matches(), _closest() can then simply call _matches()?
It appears the code in _closest() could be considered a polyfill for the new .matches() and .matchesSelector() methods on elements.  Are you interested in using the new methods within _matches() and falling back to using your method in _closest() as necessary?

I pushed a second commit with what I believe it is that you're asking for with regards to:

Implementation of the _match must be the same as in closest (After that, _match to be used in it)

@RubaXa Are there plans to have this merged?

Done.

:thumbsup: Thanks a lot!

@RubaXa Sorry again, is it possible to increase the tag version? Seems like bower doesn't seem to be able to get the latest fixes. Using hash of the latest commit works, but then again our CI is not able to access the github :)


postgis

postgis extensions aren't enabled by default (but available). But trying to load them doesn't work as it needs superuser access.
list of extensions enabled by default:
citus=> \dx
                                          List of installed extensions
        Name        | Version |   Schema   |                            Description
--------------------+---------+------------+--------------------------------------------------------------------
 btree_gin          | 1.3     | public     | support for indexing common datatypes in GIN
 btree_gist         | 1.5     | public     | support for indexing common datatypes in GiST
 citext             | 1.5     | public     | data type for case-insensitive character strings
 citus              | 8.2-2   | pg_catalog | Citus distributed database
 cube               | 1.4     | public     | data type for multidimensional cubes
 dblink             | 1.2     | public     | connect to other PostgreSQL databases from within a database
 earthdistance      | 1.1     | public     | calculate great-circle distances on the surface of the Earth
 fuzzystrmatch      | 1.1     | public     | determine similarities and distance between strings
 hll                | 2.12    | public     | type for storing hyperloglog data
 hstore             | 1.5     | public     | data type for storing sets of (key, value) pairs
 intarray           | 1.2     | public     | functions, operators, and index support for 1-D arrays of integers
 ltree              | 1.1     | public     | data type for hierarchical tree-like structures
 pg_buffercache     | 1.3     | public     | examine the shared buffer cache
 pg_cron            | 1.1     | public     | Job scheduler for PostgreSQL
 pg_freespacemap    | 1.2     | public     | examine the free space map (FSM)
 pg_partman         | 4.0.0   | partman    | Extension to manage partitioned tables by time or ID
 pg_prewarm         | 1.2     | public     | prewarm relation data
 pg_stat_statements | 1.6     | public     | track execution statistics of all SQL statements executed
 pg_trgm            | 1.4     | public     | text similarity measurement and index searching based on trigrams
 pgcrypto           | 1.3     | public     | cryptographic functions
 pgrowlocks         | 1.2     | public     | show row-level locking information
 pgstattuple        | 1.5     | public     | show tuple-level statistics
 plpgsql            | 1.0     | pg_catalog | PL/pgSQL procedural language
 session_analytics  | 1.0     | public     |
 shard_rebalancer   | 8.2     | public     |
 sslinfo            | 1.2     | public     | information about SSL certificates
 tablefunc          | 1.0     | public     | functions that manipulate whole tables, including crosstab
 topn               | 2.1.0   | public     | type for top-n JSONB
 unaccent           | 1.1     | public     | text search dictionary that removes accents
 uuid-ossp          | 1.1     | public     | generate universally unique identifiers (UUIDs)
 xml2               | 1.1     | public     | XPath querying and XSLT

try to enable postgis
citus=> CREATE EXTENSION postgis;
ERROR:  permission denied to create extension "postgis"
HINT:  Must be superuser to create this extension.

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

ID: b4ac40f9-d6d5-6d3b-f7cd-6ff5f1ba2044
Version Independent ID: 758fd627-6b6e-5719-f6dc-47734788f65d
Content: PostgreSQL extensions in Azure Database for PostgreSQL - Hyperscale (Citus) (preview)
Content Source: articles/postgresql/concepts-hyperscale-extensions.md
Service: postgresql
Sub-service: hyperscale-citus
GitHub Login: @rachel-msft
Microsoft Alias: raagyema

@oppianmatt  Thank you for your interest in Azure products and services. We are investigating and will get back to you soon.

@oppianmatt  Could you please elaborate your concern.
This is the same behavior even with PostgreSQL and not specific to Azure.
Please check the documentation here
Are you connected via the citus user account to the coordinator node or the worker?

@oppianmatt The functionality to create extensions on Hyper scale is not live yet.
The documentation page will be updated when this functionality is available.
We will close this issue now. If there are further questions regarding this matter, please comment and we will gladly continue the discussion.


added error boundary in the project

Pull Request Checklist
Before submitting a pull request, please make sure that your changes meet the following criteria:

[ ]  Ensure that your code adheres to our coding conventions and is properly formatted.
[ ] Test your changes extensively to ensure that they do not introduce any new bugs.
[ ] Confirm that you agree to the code of conduct.

Related Issues
If this pull request is related to any issues, please list them here.
Closes #13
Screenshots
If your changes include any visual elements, please provide screenshots or other visual aids to help reviewers understand your changes.
Additional Notes
If there is anything else you would like to note about your changes or the review process, please add it here.

@all-contributors please add @ShaileshParmar11  for Design


fix(sec): upgrade org.apache.hadoop:hadoop-hdfs to 3.3.2

What happened？
There are 1 security vulnerabilities found in org.apache.hadoop:hadoop-hdfs 2.8.5

MPS-2022-12474

What did I do？
Upgrade org.apache.hadoop:hadoop-hdfs from 2.8.5 to 3.3.2 for vulnerability fix
What did you expect to happen？
Ideally, no insecure libs should be used.
The specification of the pull request
PR Specification from OSCS

2.8.5 is the minimum supported Hadoop version. Users are free to use other Hadoop versions.


Responses updated

Hi,
I've actually tested for my lib a lot of APIs and write a lot of examples and documentation for it, so I've updated the official docu too.

Blocks section
Account section
Multisig section
Signature section
Delegate section

Thank you @andreafspeziale 👍

Looks Great, thanks @andreafspeziale

You are welcome @Isabello @karmacoma. Hope you don't mind if I'll add more fix in the next days (:
I don't want be annoying.
Cheers

@andreafspeziale You're welcome to do that, your work is appreciated.


[Refactor] add linting/formatting to the repo

File Name
entire project
Reason for Refactoring the Code
it will help us have consistent styling and keep errors out of the code
Record

[X] I have checked the existing issues
[X] I want to work on this issue

I would like to work on this

what do you mean? like a checker on prs?

@FrancescoXX , @xkrishguptaa is saying that, We can add lint and format hook while code commenting . This will to manage code quality and formatting.
https://www.npmjs.com/package/husky
https://www.npmjs.com/package/lint-staged

Yes, we should also add GitHub Action for this


replace 'problems' key with 'exercises' in config.json

see #27

I forgot to point out that as of exercism/x-api#137, it is safe to remove problems.


Make text display better for choose and yank depends on window width

Just of note I've been meaning to update this to add a line at the bottom that is 3 characters longer with spaces than the text that isn't selectable or does nothing if selected but not sure when I'll get to it:
https://forum.sublimetext.com/t/change-how-the-show-quick-panel-truncates-strings-or-truncate-strings-by-getting-quick-panel-width/20054/7


Merge the Tools - HackerRank

Solution to Meduim level Question of HackerRank named - Merge the Tools!
Link - https://www.hackerrank.com/challenges/merge-the-tools/problem

Great work... Thanks for contributing..


Consider migrating from create-react-app to Vite

There are a few aspects that I would like us to achieve by migrating to Vite:

upgrade React to v18
speed up build time and hot reload
fix problems related to module aliases and imports

Relevant article for how to do the migration, although we have more configurations (MonacoWebpackPlugin, module aliases) and we need to make sure they'll work with Vite


Show only ConditionalAccessPolicies that failed

User can have defined lot of policies and original query was showing only 3. New query will filter only on ConditionalAccessPoliciesName that failed during the login process.
Required items, please complete
Change(s):

Added filter that will show only ConditionalAccessPolicies that have failed

Reason for Change(s):

Results were too broad

Version Updated:

Yes

Testing Completed:

Yes

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

Yes

@microsoft-github-policy-service agree [company=""]

@microsoft-github-policy-service agree

@NikTripathi  hi there, how can I re-run failed validation? There was problem in pipline not in my change.

@Palciny : Please have a look and fix the validation errors.

@v-spadarthi done. Please review my code changes. Thanks

Hey @aprakash13, query looks good, can you please verify it and approve? thanks.

@aprakash13, can you please review it, thanks.

@NikTripathi, @aprakash13, @v-spadarthi Can you please review my changes? Thanks

Hey @aprakash13, can you just have a look on the query changes, so that we can merge this, thanks.

Hey @aprakash13, can you just have a look on the query changes.

@aprakash13, can you please have a look for this?

@v-sabiraj is there anyone else who could review this change?

@aprakash13, bumping this up for review.

@NikTripathi can you please review my changes? Thanks

@aprakash13 / @shainw, can you please check on the changes?

@aprakash13, can you please check this, thanks.

It will be resolved in #6706


fix(flutter-freezed-plugin): :ambulance: fixed plugin generated output

Description

defaultUnionConstructor has been removed and replaced with default Freezed Constructor for all types
fromJson factory now uses dynamic instead of Object?
privateEmptyConstructor now defaults to false
fixed  the part freezed.dart  import

Type of change

[x] Bug fix (non-breaking change which fixes an issue)
[x] This change requires a documentation update

Sure, thank you so much for your help
On Tue, Aug 23, 2022, 5:32 PM Charly POLY @.***> wrote:

@.**** commented on this pull request.
@Parables https://github.com/Parables, please run yarn prettier locally
and commit the result 👀
—
Reply to this email directly, view it on GitHub
https://github.com/dotansimha/graphql-code-generator/pull/8273#pullrequestreview-1082588275,
or unsubscribe
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You are receiving this because you were mentioned.Message ID:
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Something broke in my plugin with this PR that cause those style issues.
I need to backtrack a bit so I am closing this PR and reopening another one.
Sorry for any inconvenience caused


Allow ensure to be undef

We don't want puppet to always alter the state of the service - we rely on external orchestration to bring up services in a specific order in many cases.
This change allows ensure to be set to undef.

@robinbowes With managing a service you generally want to manage all aspects of it, or not at all. The preferred way to do this is generally with a boolean service_manage parameter. eg. https://github.com/puppetlabs/puppetlabs-postgresql/blob/master/manifests/server/service.pp#L15

"generally want to" - perhaps. This change adds flexibility, without changing default behaviour.

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.


[WIP]Provide Thrift plugin

Please answer these questions before submitting pull request

Why submit this pull request?

[ ] Bug fix

[x] New feature provided

[ ] Improve performance

Related issues
Closes #1534

Bug fix

Bug description.

How to fix?

New feature or improvement

Describe the details and related test reports.

I rewrite it on #5644


New releases don't use new versions of static assets

The path to the css file in my releases doesn’t change, i.e. it still points at some old css. I’ve tried the solution to #206 but it didn’t work -- I must have done something else wrong.

I'm having the same issue with the JS file

I encountered the same issue. In my case, it appears that just changing any value of config :my_app, MyApp.Endpoint will update the assets paths to the new version.
For example, if I try the solution in #206 (root: ".",) and upgrade my app, it will update the paths only for that upgrade. After that, when I upgrade it again, the urls remain the old version.
As a workaround, I added a config value my_app.Elixir.MyApp.Endpoint.version and change it every time when upgrading, and it works.

@daisuke-morita @sircharleswatson @koolhazcker Looks like this is due to the fact that Erlang's config_change callback doesn't consider the :root config value to have changed (it's "." in both versions). If no other config values change, the configuration isn't updated.
@chrismccord It seems (from the documentation) that :root is only intended for use with code reloading enabled, but I'm also struggling to find a solution whereby one can make sure the assets path is always updated during an upgrade. Do you have any suggestions? Seems like ultimately, the source of the problem is that a path to the application root has to be provided. What if instead of providing a path, one provided their application name (which could be gotten from Mix.Project as part of templating a new project), and then use Path.join("#{:code.priv_dir(:app_name_from_config)}", "..") to get the root path of the application. I know there isn't any great solution to this, but that seems more resilient to changes of environment or deployment strategy than a static path.


Apply style to child based on css class on ancestor

I have a react app and I am trying to write a css rule to style an element based on the conditional existence of a class on an ancestor. The class could be on ANY ancestor, as long as it is present. In regular css I would write the following (which does work):
.react-draggable-transparent-selection .preview-wrapper:after {
  content: '';
  position: absolute;
  top: 0;
  right: 0;
  bottom: 0;
  left: 0;
  filter: blur(4px);
}

I am struggling to reproduce this behaviour using styled components. I have opened a question on stack overflow here but after seeing this styled components github issue I am starting to think it is not possible. This is what I have tried:
const PreviewContainer = styled.div`
  position: relative;
  height: 100%;
  flex-grow: 1;

  & .react-draggable-transparent-selection {
    &:after {
      content: '';
      position: absolute;
      top: 0;
      right: 0;
      bottom: 0;
      left: 0;
      backdrop-filter: blur(5px);
    }
  }
`;

but I understand that what I have done only works if the '.react-draggable-transparent-selection' class is on a child of the styled component.
My alternative is to use props to create the style conditionally (which is in effect what is happening when the class is present) like this (which also works, but I have to keep track of a piece of state in redux):
export const PreviewContainer = styled.div`

  ${({ isDragging }) => isDragging &&
    css`
      &:after {
        content: '';
        position: absolute;
        top: 0;
        right: 0;
        bottom: 0;
        left: 0;
        backdrop-filter: blur(5px);
      }
    `
}
`;

If this is possible I would appreciate an example. If not, confirmation that it is not possible would also be helpful.
Thanks!

I think that there are no way to reference an ancestor in a styled-component. You can even reference current comp or a descendant.
Maybe if you want something more specific, you may want to use some global style and use pseudo selector like :is() / :not()

You've got & .react-draggable-transparent-selection then, which is the reverse of what you want, right? You want .react-draggable-transparent-selection &, which is the reference of the current component under the selector you've got. This is even hinted at in the docs here as a "reverse selector", since & is just a placeholder that'll be replaced by the StyledComponent's class: https://styled-components.com/docs/advanced#referring-to-other-components


Wiki Page Development

Include broad overview of pipeline functioning (batching, etc)
Info on overview on processors
How to run and create unit tests
#19

https://readthedocs.org/


update to spec 9270

Hi!
Thanks!

Added nesting support in Democracy pallet since it was requested by the community 😄


[bug] Qt: QPrintDialog: cannot be used on non-native printers

Bug Report
Current behavior:
When trying to print paper wallets on MacOS (Ventura) x86_64 or arm64 with the released Dogecoin QT binary, nothing visually happens, and an error is recorded in debug.log for every attempt to open the printer screen:
QPrintDialog: Cannot be used on non-native printers

However, when using binaries that are compiled natively with brew dependencies, the print dialog does show.
Expected behavior
When the "so print" button on the paper wallet screen gets clicked, a print dialog appears.
Steps to reproduce:

File->Print Paper Wallets
Press the "So Print" button

Printer dialog does not appear
debug.log contains a line with QPrintDialog: Cannot be used on non-native printers for each button press

Questions:

Does this also happen on other platforms?

Windows
Linux x86_64
Linux aarch64

Dogecoin Core version:
Observed with both v1.14.6 and 1.14.7-dev at 86d754c0 when cross-compiled.
Machine specs:

OS: macOS Ventura
CPU: x86_68 and arm64
Installed Printers: HP Color Laserjet MFP M477fdw

Added label help wanted: we need testers to see if this can be reproduced on:

[ ] Windows
[ ] Linux x86_64
[ ] Linux aarch64

I'm not having a problem printing a paper wallet on Windows with Core v1.14.6.  Everything works as expected.

Patrick, I can test on Linux x86_64.   Are there existing binaries for 1.14.7?  If not I can compile.

Compiled and tested 1.14.7 on Debian Sid x86_64.  Cannot reproduce issue.  Print dialogue appears as expected. Also tested 1.14.6 release binaries from github, on same linux system and could not reproduce issue.
SIDE NOTE:  Initially I could not compile 1.14.7 due to error:
support/lockedpool.cpp:99:20: error: ‘runtime_error’ is not a member of ‘std’
I edited the lockedpool.cpp file, adding #include <stdexcept> as the error suggested, and then I was able to compile successfully.

SIDE NOTE: Initially I could not compile 1.14.7 due to error: support/lockedpool.cpp:99:20: error: ‘runtime_error’ is not a member of ‘std’

There's a pull request open for this at #3335. Could you let us know in that PR what gcc and openssl versions you have installed, so that I can try to reproduce the error?

I cannot reproduce the issue on 64-bit x86 Linux. I successfully printed to a file with no error messages in the log.
Note that I have multiple printer drivers installed and configured, even though none of the printers are accessible from this network.

Nothing on Win10, will test later on 7-8 and also 11

I wasn't able to discover my printer from the print dialog, while using Linux x86_64, which I had assumed was my Chromebook denying Linux access to my USB port.

Does it work on any other app?

No errors on aarch64 Linux - Bookworm 12.2 / Ras Pi 4B - Core 1.14.6

Thanks everyone, your help is greatly appreciated. We've established that this only occurs on macOS. I expect it to be likely due to a deprecation choice Apple has made in newer versions of macOS.


Quest brightness/gamma value incorrect

So I have noticed something few days ago.
I played and still own CV1 but used to play mostly Beat Saber while Quest through PC with ALVR it's used mostly for VRChat. I didn't play VRChat much with CV1 so I didn't notice this before.
I was playing with my boyfriend and we were in a very dark world called "Submerge". There is a part where you are supossed to see a creature on the deepest dark. While he could see it fine on the CV1, it was mostly pitch black to me. It was really impossible for me to see such details. I did further tests and the difference it's HUGE! I am not sure how I didn't notice this before. CV1 image it's way way brigther than Quest one. If I take screenshots with both, the image it's the same (obviously) but it's on the headset side where the image reach differently. My guess is, since we are using Rift S as detection method, a different color profile it's being applied. Rift S uses LCD screen with less black levels which isn't weird that the image being sent to the headset may be darker to compensate for the lack of pure blacks. This on Quest makes a huge difference as the image it's extremely black and details are missing. Or maybe we should apply certain brightness/gamma value on the client side to display the image correctly. I have no idea wether the image sent it's the same that we see on PC just displayed different on CV1 or if it's sent directly with such brightness. I have attached an image of how the same map looks in Quest vs CV1. The image is not real, I just altered it in Photoshop but I made it pretty close to the real ones (despite of how it may look, I didn't exagerated at all) and was taken on a map called "The Mansion" in VRChat in case that someone want to give it a try. As you can see, the map it's so dark that you can't see the vegetation and inside of the building it's impossible to see some of the rooms.
I am not sure if this could be fixed or if could be some workaround. We are using Rift S profile but we set a custom resolution and refresh rate, right?. Could we use CV1 profile for the headset in the same manner and leave the S touch controllers? It seems that S touch controllers are compatible with CV1 after all. Maybe this could fix the issue with the image. You really don't tell the difference untill you play some games on a different headset and notice the huge amount of details that you are missing. Dark caves in Skyrim it's a good example too.
I want to add that on PC the game always looks this dark. I have noticed a similar behavior before where years ago, some games wouldn't be recorded with it's right gamma value which made the games looks brigther while playing but way darker on the recorded video/screenshots.

This would explain why some maps feel uncomfortably dark. I literally could find my way around some maps with night environment.

Should be possible using a shader

I can do this

@zarik5 awesome!
Do you guys think that there is a way of knowing the exact values? My guess is that may have to do with the gamma displayed in the headset itself even tho, some recorded videos can't be altered to get back some of the details displayed on CV1. It seems that the image it's so dark that these pixels are set as complete black so you can't recover back what were supossed to be behind those black pixels (I would need to further test this anyway). My point is, it's there any real info regarding color profiles for each headset or similar? Because Vive it's kinda more open source so maybe that kind of information it's of easier access. And since Vive also had similar screens, we could use the same if were the case.
Either way, can't wait to see some progress on this ☺.

I would also like to add control of brightness, contrast and saturation. @KitsuneShan do you know what is the best order to apply these effects, if there is one?

@zarik5 not programmer but I guess you would apply brightness first, then contrast for the washed out black and whites and then saturation to fine tune colors. But I feel the main thing should be gamma. It kinda feels like when you have to use sRGB for proper gamma values. So maybe all goes down to the gamma value that the client launch with?
As I suggested before, we should first find wether each headset uses indeed it's own color profile and wether this is decided on SteamVR side or headset directly. If we figure that, we can know for sure wether it's that or just different kind of calibration for the screens.
I'll try to create a world for VRChat to compare different shades and try to deploy for pc and Quest. Then we can compare if looks the same for both versions which would mean that Quest screen it's just differently calibrated.
Of course, to have gamma, brightness, contrast and saturation controls would still be awesome. Imagine being able to load color profile through LUT images. Then we could adjust easily just adjusting in Photoshop or similar and saving the LUT withing ALVR exe :smile_cat:.

New PR #74.
@KitsuneShan when the PR will be merged I suggest you to try a gamma value of 2.2.

I guess, the video stream is some how being degammaed. A gamma value of 2.2 may help.

Maybe some client side bug, I guess. Using a SRGB Render target, or something like sqrt(x), pow(x, 1/2.2) in shader may cause this.

@HolyCaonima I don't think that it's exactly a bug. We are just displaying the video as is, in the same way that it's displayed in desktop. So the game displays different gamma values while it really should apply the same gamma on desktop too. So I'm not sure if all games are displayed with the same gamma or each uses it's own. On Quest it's always the same app so the gamma it's fixed. We will see if then other games would get double gamma and be too bright. I may test with more games.

I tried VRChat but I didn't see any problem with gamma. Are there any other games with a wrong gamma?

@zarik5 the problem is not with VRChat only, it's with every single game, even SteamVR itself. After some tests I can confirm that we are using a 1.0 gamma while CV1 and possibly the rest of headsets are using a 2.2 value.
I have compared different VRChat maps and yes, there is a huge difference when playing the native version of Quest vs PC with ALVR. If we compare the native version, everything looks brighter just like it does in CV1 while with ALVR everything looks pretty dark.
I just can't test every single game because most of them are on Oculus store for CV1 and I only have a couple of them on Steam. My only concern it's not knowing wether the values are wrong or not because there is no doubt about it after the tests, but to know wether some games override the gamma values or not. But I really think that everything may look perfectly fine considering that the whole SteamVR runs way darker than it should.
To make it easy, you can test it by yourself. I have made a simple black levels chart that let you test and see the different levels through the SteamVR background as a 360 image. There are 4 charts, all the same, just at different distances. When using ALVR, you can see the background pretty much black, can't see any difference from the square charts and you can see only to number 007 and extremely faded 006. These colors represent the RGB value so 007 means 007 for all the RGB channels. On CV1 you can see every single number, even the first one that it's 001 and it's over a completely black background. You can even see the background with a different tone from the square charts (background is 001,001,001 while charts background is 000,000,000).
Here is a link with the SteamVR 360 panorama if you want to test it by yourself:
https://steamcommunity.com/sharedfiles/filedetails/?id=1918669376
Here is another comparison. This time it's 100% accurate as I used the exact values.
So, as it is now, ALVR should have a 2.2 gamma on the client side activated by default. But just in case, we should be able to turn it off too just in case that some games would apply their own gamma values overriding SteamVR one (which I highly doubt it would be the case but since I can't confirm this at 100% then it's better to be safe).

Hold on, do you perceive it as darker or is it actual darker? Do screenshots you make in the cv1 and on the quest look different?
The both have different panels which will look different.
There is no general gamma problem on the quest with alvr. Steamvr with gamma 2.2 is waaaay to bright

Hold on, do you perceive it as darker or is it actual darker? Do screenshots you make in the cv1 and on the quest look different?
The both have different panels which will look different.
There is no general gamma problem on the quest with alvr. Steamvr with gamma 2.2 is waaaay to bright

Well, let's take into account that depending on the kind of monitor and how you have them calibrated, the image shown may vary but yes, it's perceived exactly like that. But as side note, CV1 with 2.2 gamma may not look that bright I'd you compare with a monitor. I guess the CV1 doesn't use a so extreme "backlight" to not burn your eyes but regarding contrast it's exactly as I described and shown. Like there is literally no way that CV1 isn't using 2.2 gamma because, no matter how different the panels are, you can't get anything closer to CV1 without 2.2 gamma even if you increase brightness or contrast to the max on your monitor because the range of grays it's just completely off. With 2.2 gamma you get more range of whites and less of blacks which is what happens with CV1 and probably every single headset except Quest just because ALVR it's set at 1.0 and the games on desktop always seems to play at 1.0 too.
If you think that Steam looks too bright at 2.2 may be because you just got used at seeing it at 1.0. I didn't noticed this either till I used the default background for Steam on both headsets and returned back to CV1 for the tests after so many time playing only with ALVR. The difference it's huge. And you can see it clearly if you compare dark worlds inside of VRChat from native mobile version vs ALVR. I just didn't want to use more VRChat examples to not make it look like it could be a single game related issue so I instead made that one Steam background where you can test by yourself.
And these pics aren't taken from the headsets itself, they are manually calibrated changing gamma from 1.0 to 2.2 since it's the only way of seeing them exactly as they are displayed.
So, yeah, unless I have an issue on my computer (which I doubt as this is more related to ALVR app), the background on ALVR only shows max to 007 being 006 extremely fades but slightly visible if you look at the big one for a while but the top line it's impossible to read while on CV1 it's extremely clear just like in the example image. I'd recommend to use that Steam background and try. I could also use it on a VRChat world and deploy for android too but, as I said, I don't want to make it look like a VRChat only issue. It happens with other games too. So yep, there is a gamma problem with ALVR app being at 1.0 rather than 2.2 which seems default for all headsets. I'm not sure if this is different using different devices for ALVR besides Quest. If someone uses a smartphone or something else for ALVR, they could give it a try too.

When debugging the color correction shader I was using scrcpy and if I turned brightness up to 1 (completely white) I can see that the white looks muddy, but when I put the headset on it looked alright (the stream from the pc instead is completely white). On the Quest home and other games, on scrcpy, patches of white have the same muddy tint. I think this is either a problem with scrcpy or more likely a color profile that the Quest applies system wide. When I was debugging the FFR shaders I remember seeing true whites on scrcpy, so I think this color problem was introduced with a firmware update.

Well, I can't confirm that but I have been using ALVR since long and the gamma issue has been always there. I don't think it's a bug either, I simply think it's just wrong set at 1.0. Because, technically, who would want to see videos with 2.2 gamma after all? But when we talk about games I guess the thing changes. In the case of games like VRChat, the problem propagates since it has desktop mode too which defiintely should use a 2.2 gamma as well or desktop users will have a hard time playing some of the darkest worlds but maybe this can't be done unless they go into full screen? All this gamma stuff it's a bit weird after all lol. For example, pics taken on CV1 still shows a gamma of 1.0 as expected because the games itself has a 1.0 gamma and it's just the output video who is displayed with the correct one. In our case, we are simply displaying a video and I guess no one took into account that gamma would be wrong. If you didn't use any other headset before, this is extremely hard to guess and one may simply think that a smartphone screen is not the same as a VR headset. But both, CV1 and Quest uses pretty much the same screen, same type just different resolution and Quest one being limited to 72Hz through hardware (tho Oculus confirmed that the screen could be easily set at 90 or even higher through firmware change).
Couldn't we just set the ALVR apk to display at 2.2 gamma and make a quick test build? Or maybe it's more complicated than I think?
Btw @zarik5 , whites shouldn't get affected by this. I mean, completely white. Complete black and complete white should display fine, gamma only affects the range in between. I am not sure about the issue that you mention, but it's also hard to compare against a monitor if isn't extremely well calibrated. In my case, both of my monitors are professional for designers, one being BenQ with a VA panel wich shows higher contrasts than Quest at 1.0 gamma itself and the other a Color EIZO that it's IPS and have one of the widest color ranges among 10 bits color. And even tho the difference with something running at 2.2 gamma it's extreme. In fact, knowing that Quest uses OLED, we should see the image even way better than on a monitor even if it's at 1.0 gamma due the higher contrast yet it's still extremely far from CV1. I can also confirm that, after researching a bit, Vive uses a 2.2 gamma as well. I just guess that TPCast itself sets the Vive at 2.2 gamma when streaming games.
Another good test could be using Oculus Link but the cable isn't out yet and the update it's too recent for me to research a cable alternative here in the EU. But I guess that would be the definitive proof that we are on a wrong gamma (unless Facebook has done the same mistake lol since the image it's also streamed as a compressed video...).

I understand that whites shouldn't change if you change gamma.
By the way, displaying your test image on my smartphone (which has an OLED screen) I can easily make the ALVR side look like the the CV1 side by increasing the brightness and viceversa by lowering the brightness. Unfortunately AFAIK there is no built in brightness adjustment on Quest and with the color correction I implemented there is inevitably white clipping.
If you want to do some tests you can compare the pc version with ALVR and Quest version of VRChat and other games, then post some screenshots.

@JackD83 if the master is stable you can make a new release, let it be just because I see people online that thinks ALVR is dead...

@zarik5 yeah there is always ways of getting something close to the example shown but believe me it all goes down to the gamma value and wether we display RGB or sRGB. Being professional 3D designer I had to deal with gamma a lot between different render engines, images with gamma profiles, etc... it's a big headache but I could learn some about it.
As I said before, I already did test with VRChat maps and compared them between CV1, ALVR and the native android version for Quest and I can already state the huge difference in gamma. Basically, CV1 and mobile version looks the same (besides the map differences itself between platforms) while the one with ALVR looks extremely dark. This isn't specially noticiable if the maps arent really big. Even those with mid tones may look fine and it's something that you just get used to it. But some of the darkest maps like mazes and the one I mentioned on the OP, are maps that are pretty hard to play or unplayable all together. Yeah, probably, on a perfect world, those maps could have been designed with desktop and VR players in mind and made them not so extremely dark but we can also guess that VRChat devs itself could have added proper gamma for the desktop version. But it's a game focussed to VR after all.
I wonder if anyone tested the SteamVR background link that I shared above because it feels like no one tested theirself lol. Because I did, in two computers, CV1 and ALVR and well, I already posted how it looks on them. I am now on the work of a simple world for VRChat but I am new to this and don't know Unity much so it's a bit cumbersome ><.

Ok, I tried the background and indeed I can barely see the 9.
This is the Quest capture on scrcpy:

This is a snapshot on the debug video:

Both look exactly how I see with the headset on.

This is with gamma 2.2 (actually I hardcoded the texture format to be RGB, using my shader would probably cut away the 002):

Do not worry about too few dark numbers, it is how it has to be, it's the point of gamma at 2.2 and it's how it looks on CV1 and Vive (talking about the background image.
About the trees, I am not sure. It may not be the same to bump the image to 2.2 gamma than just letting the headset go into 2.2 mode display while playing a 1.0 image/video. If you bump the brightness changing the gamma through a shader on a 8bits video, you may be running out of colors quickly as you are clamping some values probably. But if the video remains at 1.0 and the headset changes to 2.2 while displaying it, the video should remain with a big range of colors as the video itself isn't being modified at all. It's similar to working on linear vs non-linear textures. But we are talking about video so I am not 100% sure here as is not my main area. It's there a way of storing gamma on videos just like we can with PNG files among others less common formats? Could we then display the image properly?
I may add that, despite of what some people thinks, the background test image on CV1 it's even lighter than the screenshot that you took yet not everything looks overbright. I really wish I could take some screenshot directly from the headset lol. I wonder if I can use a camera right inside of the lens so you guys can see and compare by yourself XD.

@zarik5 it's possible to set the texture mode to sRGB instead? If I set my background as sRGB on different applications, it's displayed as it should with 2.2 gamma. So maybe set it to sRGB and not add any correction to the image? Taht should, technically, work unless there is some difference between setting the texture to sRGB vs setting the Quest screen to sRGB through the apk.

it's possible to set the texture mode to sRGB instead?

Most of the time, including in the home, SteamVR wants sRGB textures. ALVR just does what SteamVR wants. I forced RGB only with the last image I posted.

I may add that, despite of what some people thinks, the background test image on CV1 it's even lighter than the screenshot that you took yet not everything looks overbright

I reiterate, maybe it's just brighness, or maybe also the different response of the screens.
@KitsuneShan for now I don't know what else I can do. Just wait for the next release and see if you can fix the color with the handles I made.

@zarik5 oh I didn't mean the textures on SteamVR, we can't change that. I am talking about the texture being displayed on ALVR client, the video itself which I guess it's displayed as a texture.
And I guess it may be impossible to convince you :stuck_out_tongue: . Despite of what you may think, I am 100% sure of the gamma values being used. And I already confirmed that CV1 as well as Vive uses a 2.2 gamma for their screens. Even Quest itself does. But this is controlled through applications so just launching ALVR on Quest wont make it 2.2 if isn't programmed for that I guess. Same reason why the gallery, for example, displays the images with 1.0 gamma. This is understandable as I pointed before. Yet games are still set at 2.2. I really wish more people with different headsets could comment here but I guess we wont find many that invests time in ALVR if they already have a different headset like I do. But only then I guess you guys would believe me. I will try to set my camera to a fixed exposure and take some pics directly inside of the headset. I am also almost done with the VRChat map which isn't much different of using the background on SteamVR but if that makes it easier to convince you guys then it's fine :stuck_out_tongue: .

You don't have to convice me, I belive you 🙂. It's just that it's a subjective matter (I like it more as it is now) and I don't see any evident bug in the code to fix. If anyone else has a similar problem is welcome to comment.

Yeah because isn't really a bug and more something like we just missed. But we should take into account that games are meant to be played with a 2.2 gamma value on every headset. Playing at 1.0, even if more plesant for some, it's not the correct way on which the game was made. That also means that you lose a lot of details on dark areas and not just on VRChat which may be the less important game regarding this (you can always skip dark worlds) but games like Skyrim leave you pretty much blind on dark caves. Minecraft with Vivecraft it's another example. Entering on a cave it's pitch black while it should not. Even on console and mobile, you can see a bit in the dark even if it's extremely difficult due the lack of light. With ALVR you can barely reach the entrance and everything it's black and when using torch you can't see too much a few meters from them as if they are extremely low in bright. And that's just to name a couple of games. Of course, some others games may suffer less if there isn't much darkness. I didn't try but I bet Elite Dangerous may be a huge pain to play too.

I will prepare the next release and everyone can fiddle with it

I had noticed that there was indeed a difference between Oculus Link and ALVR brigtness/gamma.
I've used the Apollo 11 HD Moon arrival scene to compare and by adjusting the Gamma to 1.05 i'm getting great results. The link is a lot brighter, even to bright to my liking, reminds me of my Rift S blacks and colours somehow...
Link to Youtube video: https://youtu.be/XYW0EtOKq2w

@TC-VR Awesome video and interesting results. It seems that Oculus itself it's using proper calibration when conencted with the Link cable. To be honest I wasn't expecting them to take all this into account.
Have you tried the SteamVR background that I did for the test? Could you please use it and take a couple of screenshot comparisons? I am not sure if the screnshots taken from Quest would show the difference in gamma tho but if it shows in the video then it should on screenshots too. On CV1 case, even if I take screenshots, they will be taken directly from the game so you wont see any difference at all.

@TC-VR Awesome video and interesting results. It seems that Oculus itself it's using proper calibration when conencted with the Link cable. To be honest I wasn't expecting them to take all this into account.

Indeed, when playing Vader Immortal using the Link, i get the same clarity/brightness as the native Quest portal. When using Revive to play Vader Immortal using ALVR, it's very dark... I quess you are right that the Quest 'Rift S' colour profile is allready implemented in the Oculus desktop software but not in Steam VR, which would explain the brightness issue using Revive (through Steam VR).

Have you tried the SteamVR background that I did for the test?
No, will do tonight.

BTW, how does SteamVR detects Quest? As Quest? Rift S? Generic device??
Via Link: It's detected as a Rift S
Via ALVR: It's detected as a Rift S as well

@TC-VR damn, that doesn't help much lol. Though it would be detected as Quest itself. So I guess it's the Oculus app inside of the headset itself applying proper color correction and gamma. It would be awesome if we could access to those parameters from another app running in background. Something that would dump the calibration of the screen to some log files or similar. Then we could know what's going on and get the exact calibration for ALVR. To be honest I don't see myself giving up on ALVR after getting the Link cable lol. Wireless VR it's too good.

Can I close this issue or do we need something else?

You can close this issue, since using teh gamm on 1.10, it's working near perfect clkarity and contrast wise. Thank you

Yeah feel free to close it. It would be nice if we had the right values to make it as close as the rest of headsets but we can tweak everything manually anyway. Thank you guys for your hard work, very appreciated.


Move picture_mse to webGLgraphics and expose in CURVES too

Description
Move picture_mse to webGLgraphics and expose in the CURVES library too.
Type of change

[ ] Bug fix (non-breaking change which fixes an issue)
[x] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] This change requires a documentation update
[ ] Code quality improvements

How to test
Enable the CURVES library and see that picture_mse works there too.
Checklist

[x] I have tested this code
[ ] I have updated the documentation

Pull Request Test Coverage Report for Build 7551

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 33.181%

Totals

Change from base Build 7547:
0.0%

Covered Lines:
2293

Relevant Lines:
6406

💛  - Coveralls


Suggestion to add Simplified Chinese font support

Thank you for creating such a great emoji generator!
However I noticed that the generator currently only supports Traditional Chinese fonts.
Can u add Simplified Chinese font? :)
this project have a way to add support↓
https://github.com/atnightcord/sekai-stickers

https://www.bilibili.com/video/av1805550674
This is the original video of how he add Simplified Chinese fonts
Sorry I'm not good at those things so I can't fix it by myself :(


defaultTestConfig always returns a config with chainNetworkId of 0

Describe the bug
defaultTestConfig accepts a partial config that should override the default config. However the networkConfiguration is always set to the default as seen here.
Expected behavior
defaultTestConfig should override any default properties with the partialConfig
Screenshots
If applicable, add screenshots to help explain your problem.
Logs
If applicable, add logs to help explain your problem.
Additional context
Add any other context about the problem here.

Looking into this further I think I was incorrect. We use _.merge which I would expect would merge correctly. A quick test confirms this so I'm going to close this.


Statistical Graph Creator

Enter calculator name -
Statistical Graph Creator
Describe calculator functionality -
It will create statistical graphs
Under which category you wish to place it -

[ ] Computer Science
[x] Mathematics
[ ] Physics
[ ] Chemistry
[ ] Biology
[ ] Finance
[ ] Scientific
[ ] Health
[ ] Sports
[ ] Let project owner decide
[ ] Suggest a new category - (Answer here)

Kindly Assign me this issue.

Hey @nipun221,
Assigned.
You may contribute your code under the folder path -
calc_for_everything\calculators\src\mathematical\statisticalGraphCreator
Issue completion deadline - 14th Oct 11:00:00 am IST
NOTE - In case the issue completion deadline is not met, the issue will be assigned to a new participant


Added my github details

Issue

Description

Checklist

[x] Added contributor object in ascending order in contributors.json
[x] Github action build passing
[x] No merge conflicts

There are conflicts. Reopen once fixed


Add surefire and failsafe maven plugins for running tests

Introduce the surefire and maven plugins for running our tests and rename the
single integration test to match their default naming scheme.
Include unit tests in local builds and change the CI build to run mvn verify
in order to exercise the integration tests.
Interestingly, this caused integration tests to fail because they couldn't find
a Dropwizard configuration. Copying config.yaml from src/main/resources/config
to src/test/resources/config sorted that out but I don't know if it's the
correct thing to do.

Closing as this branch has gone stale


arrays now implement VertexBufferCollection

Stumbled upon how to do this when I was implementing something similar in Basalt. Also added tests that use all variations. This does however create some dummy structs and dummy implementations. These are tucked away in a test mod though.
- `VertexBuffersCollection` now supports arrays.

Looks fine, thanks!


[MM-48926] Fetch new thread posts on websocket reconnect

Summary
When websocket reconnects, fetch the latest posts if user is in a thread screen.
Ticket Link
https://mattermost.atlassian.net/browse/MM-48926
Checklist

[ ] Added or updated unit tests (required for all new features)
[ ] Has UI changes
[ ] Includes text changes and localization file updates
[ ] Have tested against the 5 core themes to ensure consistency between them.

Device Information
This PR was tested on: iOS 16
Screenshots

Release Note
NONE

@anurag6713 can you explain this approach here and why this is not handled like any other posts?
I believe there was a todo somewhere in the code exactly about this when the WS reconnects.

@anurag6713 I rather check for the screen to be mounted in this function https://github.com/mattermost/mattermost-mobile/blob/main/app/actions/remote/entry/common.ts#L523 and call the proper actions from there.
@larkox thoughts ?
@larkox another thing I was unable to find, is when the WS reconnects and we are in a channel, we should be fetching posts for that channel and marking the channel as read.. We used to do that here https://github.com/mattermost/mattermost-mobile/blob/a4674915c19068f1f5a782c8f0c5eeea412d7039/app/actions/websocket/index.ts#L191 before you refactored it to use the entry action.

/update-branch

@larkox what I highlighted here https://github.com/mattermost/mattermost-mobile/pull/6844#issuecomment-1341433907 is definitely a bug on WS reconnect.. maybe @anurag6713 can address it on this same PR

Sure, I am currently testing the code and then I will add that fix as well.

WS reconnects and we are in a channel, we should be fetching posts for that channel and marking the channel as read

Although we are not fetching posts again for the current channel, if there are any unreads in the current channel, on reconnect, they will be fetched while fetching unread channels. As that is already handled, can I only add the code for marking the channel as read?

WS reconnects and we are in a channel, we should be fetching posts for that channel and marking the channel as read

Although we are not fetching posts again for the current channel, if there are any unreads in the current channel, on reconnect, they will be fetched while fetching unread channels. As that is already handled, can I only add the code for marking the channel as read?

This is true unless you already read the channel in a different client while the same channel was opened and the apl backgrounded.
Also your code is CRT agnostic?

Yes, my code is CRT agnostic.

This is true unless you already read the channel in a different client while the same channel was opened and the app backgrounded.

True ...

@anurag6713 please check the changes I made, specially about adding the CRT flag.


fix: Edge and IE11 do support Worker with blob

Thanks for the PR(s)!  I'm pretty sure IE 11 doesn't support Workers with blobs and I thought I recalled that early versions of Edge didn't either.
https://connect.microsoft.com/IE/feedback/details/801810/web-workers-from-blob-urls-in-ie-10-and-11
https://stackoverflow.com/questions/10343913/how-to-create-a-web-worker-from-a-string
If you could throw a demonstration together to show otherwise then I'd be happy to merge.

Yup, it definitely works. It's possible that some older versions of those browsers didn't support it but we use it on the videojs-contrib-hls project. I don't have an example using this project available yet but here's our current example page videojs.github.io/videojs-contrib-hls/ which uses browserify with webworkify under the hood.


Force rendering to a constant aspect ratio

Why did you chose the 3:4 aspect ratio?

The aspect ratio of 4:3 is chosen because it doesn't stretch the textures as much as 16:9. But I could stretch the world by the inverse (e.g. 9:16) of the aspect ratio in the shaders, that should be a more appropriate solution.


functable without TLS

Previous discussion in issue #1608.

I think powerpc has 32 bit atomics but not necessarily 64 bit.  This is just a vague recollection, though.

https://en.cppreference.com/w/c/atomic/atomic_store
Requires C11, but a possible solution.

functable is initialized by stub functions.
Stubs select platform-specific functions, write functable, and call the selected platform-specific function to avoid recursion if weak-memory CPU reorder load and store. Stubs do not read functable.
For this PR, the platform must provide single guarantee: Atomic store of pointer-size variable.

@KungFuJesus Not 64bit, only pointer size atomic write is need (4 byte on 32bit platform or 8 byte on 64bit platform).
C11 atomic require "atomic object types". For this reason I use the builtin functions of gcc and clang.

Right, it doesn't much matter on ppc32 if your pointer is 32 bit.  The C11 bits are portable, at least to C11 capable compilers, anyway.  The atomic_store macro approach here should do the job just fine, but it would involve wrapping it seven ways to sunday for other platforms. MSVC, GCC, and Clang covers a lot, but there's also Solaris Studio, ICC, XL, Open64, etc.  Admittedly obscure, but if we could rely on C11 for those, it might be multiple birds with one stone.

Admittedly obscure, but if we could rely on C11 for those, it might be multiple birds with one stone.

Quick reply: No.
C11 atomic require special type. Using an C11 atomic pointer will require rewriting all versioned function calls to atomic_load the pointer and call the function at that pointer (overhead and unnecessary atomic ops).
For this PR we need hardware guarantees, not compiler guarantees.
If ppc32 guarantees 32-bit write atomicity and ppc64 guarantees 64-bit write atomicity, then PPC support can be added.

Oh sorry I followed the link and see what you're getting at.  We'd need to decorate everything with that atomic keyword, which would implicitly leverage the atomic loads.

If ppc32 guarantees 32-bit write atomicity and ppc64 guarantees 64-bit write atomicity, then PPC support can be added.

I think that it does.

For this PR we need hardware guarantees, not compiler guarantees.

Right, but, with the compiler guarantees, the hardware atomicity would come with it.  The compiler should be doing the right thing under the hood (for most ISAs, nothing at all, for others, using whatever atomic store is available with cache aware compare and exchanges / mutexes if needed).  The GCC and MSVC paths you have in that macro do, at the cost of only supporting 3 compilers.  I agree though that we should be able to avoid the atomic load, the C11 approach might make that difficult.

I'm also wondering, however difficult, if we could write a test case that tries to induce a torn store to make sure.  I have SPARC, PowerPC, and ARM hardware I can test against for it.
Unfortunately reliably producing a race with UB is probably impossible to do deterministically.

CI errors:
[2023-12-12T19:25:57.298Z] ['error'] There was an error running the uploader: Error uploading to [https://codecov.io:](https://codecov.io/) Error: There was an error fetching the storage URL during POST: 502 -

CI errors:
[2023-12-12T19:25:57.298Z] ['error'] There was an error running the uploader: Error uploading to [https://codecov.io:](https://codecov.io/) Error: There was an error fetching the storage URL during POST: 502 -

Yep, been getting that one a lot recently.  Trying again usually resolves it.

Converted to draft.
I need to fix one inaccuracy in macros.

I did a few quick benchmarks just to make sure there are no surprises.
On x86-64 it shows a 0.3% average compression speedup, practically no change for decompression.
On Aarch64 it shows a 0.13% compression speedup, well inside margin of error. Also almost a 1% decompression speedup.
Since these speedups are marginal and the tests were not extensive, the most interesting part is that they are not slower and that they always seem to err on the side of faster. I'd say that bodes well for this PR.
I also did a couple variations to provoke different cache alignments, they too turned out to be similarly faster overall.
## Baseline 5af152a6a377b45619c8860e2a25c68fa2199ed9  x86-64
 Level   Comp   Comptime min/avg/max/stddev  Decomptime min/avg/max/stddev  Compressed size
 1     44.409%      1.722/1.741/1.753/0.011        0.435/0.451/0.459/0.008       94,127,290
 2     35.518%      2.893/2.906/2.917/0.008        0.445/0.450/0.460/0.005       75,282,961
 3     33.882%      3.430/3.471/3.499/0.024        0.414/0.424/0.433/0.007       71,816,478
 4     33.174%      3.761/3.792/3.827/0.024        0.405/0.419/0.427/0.008       70,315,668
 5     32.660%      4.119/4.177/4.255/0.045        0.402/0.409/0.417/0.006       69,225,542
 6     32.508%      4.657/4.724/4.778/0.047        0.398/0.402/0.405/0.003       68,902,222
 7     32.255%      6.033/6.122/6.195/0.064        0.389/0.405/0.411/0.007       68,366,800
 8     32.167%      8.751/8.851/8.966/0.082        0.401/0.410/0.416/0.005       68,180,776
 9     31.887%   12.260/12.364/12.423/0.050        0.393/0.401/0.409/0.007       67,586,442

 avg1  34.273%                        5.350                          0.419
 tot                                385.190                         30.175      653,804,179

   text    data     bss     dec     hex filename
 145452    1384       8  146844   23d9c libz-ng.so.2

## PR #1609
  Level   Comp   Comptime min/avg/max/stddev  Decomptime min/avg/max/stddev  Compressed size
 1     44.409%      1.695/1.706/1.716/0.007        0.439/0.448/0.454/0.005       94,127,290
 2     35.518%      2.840/2.851/2.858/0.006        0.439/0.450/0.456/0.005       75,282,961
 3     33.882%      3.392/3.432/3.462/0.023        0.415/0.425/0.430/0.005       71,816,478
 4     33.174%      3.750/3.782/3.838/0.034        0.412/0.418/0.424/0.004       70,315,668
 5     32.660%      4.092/4.131/4.163/0.022        0.402/0.408/0.418/0.007       69,225,542
 6     32.508%      4.587/4.647/4.696/0.041        0.390/0.405/0.414/0.008       68,902,222
 7     32.255%      6.104/6.161/6.226/0.039        0.399/0.408/0.415/0.005       68,366,800
 8     32.167%      8.734/8.854/8.962/0.076        0.397/0.404/0.412/0.005       68,180,776
 9     31.887%   12.329/12.444/12.666/0.115        0.393/0.405/0.412/0.006       67,586,442

 avg1  34.273%                        5.334                          0.419
 tot                                384.062                         30.163      653,804,179

   text    data     bss     dec     hex filename
 145444    1576       8  147028   23e54 libz-ng.so.2

## Baseline 5af152a6a377b45619c8860e2a25c68fa2199ed9  aarch64
 Level   Comp   Comptime min/avg/max/stddev  Decomptime min/avg/max/stddev  Compressed size
 0    100.008%      0.012/0.021/0.024/0.005        0.028/0.035/0.040/0.004       15,737,543
 1     54.165%      0.473/0.514/0.544/0.027        0.117/0.139/0.159/0.016        8,523,602
 2     43.877%      0.865/0.885/0.903/0.012        0.123/0.168/0.204/0.031        6,904,649
 3     42.389%      1.146/1.175/1.188/0.015        0.129/0.148/0.173/0.014        6,670,476
 4     41.647%      1.285/1.305/1.317/0.011        0.111/0.131/0.163/0.017        6,553,763
 5     41.217%      1.409/1.435/1.446/0.014        0.125/0.135/0.141/0.006        6,485,981
 6     41.037%      1.645/1.666/1.680/0.012        0.116/0.134/0.148/0.012        6,457,780
 7     40.778%      2.096/2.132/2.150/0.018        0.119/0.132/0.143/0.011        6,416,924
 8     40.704%      2.605/2.627/2.643/0.014        0.107/0.121/0.149/0.015        6,405,244
 9     40.409%      3.171/3.188/3.201/0.011        0.120/0.132/0.144/0.011        6,358,951

 avg1  48.623%                        1.495                          0.128
 avg2  54.026%                        1.661                          0.142
 tot                                119.582                         10.202       76,514,913

   text    data     bss     dec     hex filename
 119449    1616       8  121073   1d8f1 libz-ng.so.2

## PR #1609
 Level   Comp   Comptime min/avg/max/stddev  Decomptime min/avg/max/stddev  Compressed size
 0    100.008%      0.008/0.019/0.024/0.006        0.016/0.031/0.040/0.008       15,737,543
 1     54.165%      0.494/0.524/0.538/0.015        0.101/0.130/0.163/0.021        8,523,602
 2     43.877%      0.862/0.880/0.899/0.012        0.119/0.159/0.186/0.026        6,904,649
 3     42.389%      1.156/1.173/1.185/0.011        0.103/0.139/0.161/0.018        6,670,476
 4     41.647%      1.286/1.305/1.316/0.010        0.104/0.127/0.146/0.017        6,553,763
 5     41.217%      1.384/1.413/1.432/0.017        0.120/0.137/0.161/0.012        6,485,981
 6     41.037%      1.650/1.673/1.695/0.015        0.129/0.138/0.144/0.006        6,457,780
 7     40.778%      2.104/2.127/2.155/0.014        0.109/0.136/0.154/0.016        6,416,924
 8     40.704%      2.600/2.618/2.632/0.013        0.123/0.131/0.141/0.006        6,405,244
 9     40.409%      3.176/3.197/3.209/0.011        0.112/0.135/0.160/0.018        6,358,951

 avg1  48.623%                        1.493                          0.126
 avg2  54.026%                        1.659                          0.140
 tot                                119.428                         10.107       76,514,913

   text    data     bss     dec     hex filename
 118281    1544       8  119833   1d419 libz-ng.so.2

All modern architectures implement atomic assignment for pointer.
We can remove Z_TLS completely.

Rebased.

CI error:
[2023-12-15T18:04:14.751Z] ['verbose'] The error stack is: Error: Error uploading to [https://codecov.io:](https://codecov.io/) Error: There was an error fetching the storage URL during POST: 502

Again...

Unfortunately there is not much we can do about that, except report it to Codecov.

Re-queued the failed run, all clear now.

New version:

Atomic assignment of pointers.
After all assignment, a full memory barrier.
For unsupported compilers (not MSVC, Clang and GNU compatible), volatile assignment and warning print.

It seems ok to me. It looks like it is just trading something an implementation that compiler specific for one that is platform specific.

https://en.cppreference.com/w/c/atomic/atomic_store
Requires C11, but a possible solution.

Just a note here, zlib-ng already requires minimum C11 from version 2.1.0 and up (it was upped from C99 to C11 because of _Thread_local used in Z_TLS).
So perhaps this is all that is really needed and the selection could be simplified? It is nice to have a fallback in any case though, you never know what some compilers support. But possibly this could also be used for MSVC and M_ARM, if they really do support C11 properly.
Ref: https://github.com/zlib-ng/zlib-ng/wiki

To answer my own question; Yes MSVC supports it, but only added that support in 2022.
https://devblogs.microsoft.com/cppblog/c11-atomics-in-visual-studio-2022-version-17-5-preview-2/
It would be nice if we detected this stdatomic.h support and used that if available for all platforms, only falling back to more proprietary solutions if that support is missing. That way every platform will behave as closely to each other as possible, while using a common modern standard, reducing the testing spread and lowers the risk of corner-case problems.
Anyone have thoughts around this?

@Dead2
C11 atomic require "atomic object types" (https://en.cppreference.com/w/c/language/atomic).
We will need to mark all function pointers with the _Atomic keyword.
But, it may add overhead when calling functions by pointers.

Finally this TLS nonsense is removed. Thank you phprus!
I've tried to remove it a couple of years ago, and got push back from mtl1979 based on his believes that this code is needed while I haven't seen any lib with similar run-time cpu detection use TLS.


Light mode and Dark mode game screen color changes

The colors on the game screen when in dark mode are hard to see.

@connorescajeda, did anybody claim this issue?


Error: Expected response for class com.jetbrains.lang.dart.ide.runner.server.vmService.VmServiceWrapper$8

First reported in https://youtrack.jetbrains.com/issue/WEB-22267
When I debug a Dart command line app I get
/usr/local/bin/dart/dart-sdk/bin/dart --ignore-unrecognized-flags --checked --pause_isolates_on_start --enable-vm-service:36525 --trace_service_pause_events /home/zoechi/dart/bwu_server/server/bwu_server_shared/test/datastore/entity_key_test.dart
Observatory listening on http://<IP_ADDRESS>:36525
00:00 +0: bwu_server_shared.datastore_entity_key basic
00:00 +1: bwu_server_shared.datastore_entity_key EntityKeyStatus
00:00 +2: bwu_server_shared.datastore_entity_key fromDatastoreKey with id
00:00 +3: bwu_server_shared.datastore_entity_key fromDatastoreKey with name
00:00 +4: bwu_server_shared.datastore_entity_key _makePersistent
Instance of 'CommitRequest'
Error: Expected response for class com.jetbrains.lang.dart.ide.runner.server.vmService.VmServiceWrapper$8
  implementing interface org.dartlang.vm.service.consumer.EvaluateInFrameConsumer
  but received {"type":"Sentinel","kind":"OptimizedOut","valueAsString":"<optimized out>"}
Error: Expected response for class com.jetbrains.lang.dart.ide.runner.server.vmService.VmServiceWrapper$8
  implementing interface org.dartlang.vm.service.consumer.EvaluateInFrameConsumer
  but received {"type":"Sentinel","kind":"OptimizedOut","valueAsString":"<optimized out>"}
Error: Expected response for class com.jetbrains.lang.dart.ide.runner.server.vmService.VmServiceWrapper$8
  implementing interface org.dartlang.vm.service.consumer.EvaluateInFrameConsumer
  but received {"type":"Sentinel","kind":"OptimizedOut","valueAsString":"<optimized out>"}
Error: Expected response for class com.jetbrains.lang.dart.ide.runner.server.vmService.VmServiceWrapper$8
  implementing interface org.dartlang.vm.service.consumer.EvaluateInFrameConsumer
  but received {"type":"Sentinel","kind":"OptimizedOut","valueAsString":"<optimized out>"}
Error: Expected response for class com.jetbrains.lang.dart.ide.runner.server.vmService.VmServiceWrapper$8
  implementing interface org.dartlang.vm.service.consumer.EvaluateInFrameConsumer
  but received {"type":"Sentinel","kind":"OptimizedOut","valueAsString":"<optimized out>"}
Error: Expected response for class com.jetbrains.lang.dart.ide.runner.server.vmService.VmServiceWrapper$8
  implementing interface org.dartlang.vm.service.consumer.EvaluateInFrameConsumer
  but received {"type":"Sentinel","kind":"OptimizedOut","valueAsString":"<optimized out>"}
160703 19:34:52.656 SEVERE 0 bwu_server_shared.shared.datastore Bad state: No element
00:18 +4 -1: bwu_server_shared.datastore_entity_key _makePersistent
  Bad state: No element
  dart:collection                                                   Object&ListMixin.firstWhere
  package:bwu_server_shared/src/datastore/unit_of_work.dart 474:10  UnitOfWork.sysEntityKind
  package:bwu_server_shared/src/datastore/entity_sys.dart 242:39    Sys._uniqueConstraints.<fn>
  dart:core                                                         List.forEach
  package:bwu_server_shared/src/datastore/entity_sys.dart 188:8     Sys._uniqueConstraints
  package:bwu_server_shared/src/datastore/unit_of_work.dart 253:46  UnitOfWork.commit.<async>.<fn>.<fn>
  dart:core                                                         List.forEach
  package:bwu_server_shared/src/datastore/unit_of_work.dart 251:16  UnitOfWork.commit.<async>.<fn>
  dart:async                                                        Future.doWhile
  package:bwu_server_shared/src/datastore/unit_of_work.dart 243:19  UnitOfWork.commit.<async>
  ===== asynchronous gap ===========================
  dart:async                                                        Future.doWhile
  package:bwu_server_shared/src/datastore/unit_of_work.dart 243:19  UnitOfWork.commit.<async>
  ===== asynchronous gap ===========================
  dart:async                                                        Future.doWhile
  package:bwu_server_shared/src/datastore/unit_of_work.dart 243:19  UnitOfWork.commit.<async>
  ===== asynchronous gap ===========================
  dart:async                                                        Future.Future.microtask
  package:bwu_server_shared/src/datastore/unit_of_work.dart         UnitOfWork.commit
  package:bwu_server_shared/src/datastore/unit_of_work.dart 442:43  UnitOfWork._initSysRecords.<async>
  dart:async                                                        _SyncCompleter.complete
  package:bwu_server_shared/src/datastore/unit_of_work.dart 747:5   UnitOfWork.query.<async>
  dart:async                                                        _SyncCompleter.complete
  test/datastore/mock_datastore.dart 206:5                          MockConnection.runQuery.<async>
  ===== asynchronous gap ===========================
  dart:async                                                        _asyncThenWrapperHelper
  package:bwu_server_shared/src/datastore/unit_of_work.dart         UnitOfWork._initSysRecords
  package:bwu_server_shared/src/datastore/unit_of_work.dart 387:18  UnitOfWork._initServer.<async>
  dart:async                                                        _SyncCompleter.complete
  test/datastore/mock_datastore.dart 191:5                          MockConnection.commit.<async>
  ===== asynchronous gap ===========================
  dart:async                                                        _asyncThenWrapperHelper
  package:bwu_server_shared/src/datastore/unit_of_work.dart         UnitOfWork._initServer
  package:bwu_server_shared/src/datastore/unit_of_work.dart 376:12  UnitOfWork.init
  test/datastore/mock_datastore.dart 45:39                          createMockSession
  test/datastore/entity_key_test.dart 76:34                         main.<fn>.<fn>

  This test failed after it had already completed.

Unhandled exception:
Dummy exception to set exit code.
#0      _rootHandleUncaughtError.<anonymous closure> (dart:async/zone.dart:938)
#1      _microtaskLoop (dart:async/schedule_microtask.dart:41)
#2      _startMicrotaskLoop (dart:async/schedule_microtask.dart:50)
#3      _Timer._runTimers (dart:isolate-patch/timer_impl.dart:394)
#4      _Timer._handleMessage (dart:isolate-patch/timer_impl.dart:414)
#5      _RawReceivePortImpl._handleMessage (dart:isolate-patch/isolate_patch.dart:148)

Process finished with exit code 255

Seems to be when an exception is thrown
I get the error output since I updated to
Dart VM version: 1.18.0-edge.34d3c37233f3beb6d1dfb5b23d23c0a674419661 (Fri Jul  1 22:40:11 2016) on "linux_x64"

Reverting to
Dart VM version: 1.18.0-edge.524fbc1e0f9d61ff5da69bbed2b35745528de945 (Wed Jun 29 20:02:58 2016) on "linux_x64"

fixed it.

evaluateInFrame in spec doesn't allow Sentinel as response, but looks like it was sent by the VM.

@floitschG This looks more like VM Service issue, not the analyzer's one.

I can't reproduce. I think this can be closed.