"writeln" one parameter garbled

vi reported this on 2012-08-30T04:57:50Z
Transfered from https://issues.dlang.org/show_bug.cgi?id=8600
CC List

ag0aep6g
andrei (@andralex)
bugzilla (@WalterBright)

Description
import core.stdc.wchar_,core.stdc.locale;

example code:

extern(C) int setlocale(int, char*);
static this()
{
    fwide(core.stdc.stdio.stdout, 1);
    setlocale(0, cast(char*)"china");
}
int main(string[] argv)
{
   writeln("1个");
   return 0;
}

Temporary fix:

void writeln(T...)(T args)
{
    static if (T.length == 0)
    {
        enforce(fputc('
', .stdout.p.handle) == '
');
    }
    else static if (T.length == 1 &&
                    isSomeString!(typeof(args[0])) && is(typeof(args[0]) : const(char)[]) &&
                    !isAggregateType!(typeof(args[0])))
    {
        // error: not Transformation coding

        // Specialization for strings - a very frequent case
        //enforce(fprintf(.stdout.p.handle, "%.*s
",
        //                cast(int) args[0].length, args[0].ptr) >= 0);

		stdout.write(args, '
');
    }
    else
    {
        // Most general instance
        stdout.write(args, '
');
    }
}

bugzilla (@WalterBright) commented on 2021-02-20T14:21:23Z
I get:

test.d(6): Error: undefined identifier stdio in package core.stdc, perhaps add static import core.stdc.stdio;

making the import static, like suggested yields:

test.d(6): Error: undefined identifier fwide

A working example (or a description what fails) would be nice...

bugzilla (@WalterBright) commented on 2021-04-13T11:07:22Z
Thanks. That makes more sense. I guess the expected output should be "1个" instead of "1?,?"?

bugzilla (@WalterBright) commented on 2021-04-12T18:01:41Z
I'm closing this, because it's unclear, what the bug is and the report is old, so it might not even be there anymore. Please feel free to reopen it, if you think, the bug still persists.

ag0aep6g commented on 2021-04-13T10:49:31Z
(In reply to Berni44 from comment #2)
> I'm closing this, because it's unclear, what the bug is and the report is
> old, so it might not even be there anymore. Please feel free to reopen it,
> if you think, the bug still persists.

Reopening. The code is just missing some imports. Fixed test case:

----
import core.stdc.wchar_, core.stdc.locale;
static import core.stdc.stdio;
import std.stdio: writeln;

extern(C) int setlocale(int, char*);
static this()
{
    fwide(core.stdc.stdio.stdout, 1);
    setlocale(0, cast(char*)"china");
}
int main(string[] argv)
{
   writeln("1个");
   return 0;
}
----


TypeError: Reflect.getMetadata is not a function

Augury does not work if the polyfill core-js/es7/reflect is not imported in the polyfills.ts file. However, Angular does not need this polyfill when compiled using AOT as stated in the comment above the import in the polyfills.ts file.
/* Evergreen browsers require these. */
// Used for reflect-metadata in JIT. If you use AOT (and only Angular decorators), you can remove.
// import 'core-js/es7/reflect';

Augury version (required): 1.19.3
Angular version (required): 6.1.4
Date: 2018-08-24
OS: Windows 7
Demo test application:
https://stackblitz.com/edit/angular-augury-bug-reflect-metadata?file=src/polyfills.ts
https://angular-augury-bug-reflect-metadata.stackblitz.io/
Description of issue:
When importing the core-js/es7/reflect polyfill:

When not importing the core-js/es7/reflect polyfill:

Steps to reproduce:

create a new angular project using the CLI
comment out all the polyfills except zone.js in the polyfills.ts file
serve using AOT
open the browser and navigate to the angular app
try to use augury

@FabienDehopre - I'm not suprised your seeing this behaviour. Augury relies on reading some of the reflect metadata from Angular objects at runtime. During AOT this information is stripped out anyways and is one of the reasons that Augury won't work with AOT builds (along with the lack of ng.probe).
If you won't to exclude the polyfill and also use Augury, I'd suggest looking at a custom build configuration setup for dev vs prod. You could probably leverage the Angular CLI's build configuration fileReplacements to swap out the polyfill.ts file in dev for something like polyfill.dev.ts. Then you should be able to just override ng serve with a -c custom-dev CL switch.

It makes sense. I'll try the custom build config.
Thanks

No problem. Let me know know if you run into any issues.


Remove: insecure TLS ciphers.

Fixes: https://issues.redhat.com/browse/ACM-5458
The log msgs:
W0313 15:52:29.855515 1 secure_serving.go:69] Use of insecure cipher 'TLS_ECDHE_ECDSA_WITH_AES_128_CBC_SHA256' detected.
5W0313 15:52:29.855549 1 secure_serving.go:69] Use of insecure cipher 'TLS_ECDHE_RSA_WITH_AES_128_CBC_SHA256' detected.

Expect:  certain customers (especially in the FSI) would see the big scary warning message and be rather paranoid/panicked about it. So it's better to remove these unsafe ciphers from the default cipher set.

/assign @deads2k

/test unit

/unassign @deads2k

/assign @stlaz

/assign @deads2k
Hi, David, would you please take a look at the fix? Thanks!

Remove stable.

/remove-lifecycle stale

/assign @sttts
Would you mind take a view when you have time? Thanks!


raftstore: Improve readability

What is changed and how it works?

Issue Number: Ref #16465

What's Changed:
Improve readability

Related changes
https://github.com/tikv/tikv/pull/16467
Check List
Tests

[ ] Unit test
[ ] Integration test
[ ] Manual test (add detailed scripts or steps below)
[x] No code

Side effects
N/A
Release note

None

/merge


Only save options in PlayMode

Compiled mod for testing: TMPE.zip
TM:PE mod options should not be persisted while in editors, particularly the map editor (otherwise they'll get stored in the map which is essentially a savegame, and any user creating a city from that map will potentially get its persisted options rather than defaults).
This will hopefully solve #1423

@krzychu124 Is the Ci artifact thing still disabled?

How does that fix the issue? In asset editor that function is not used at all IIRC

@krzychu124 Is the CI artifact thing still disabled?

Enabled and rerun builds, we will see if works

Yup, working again :)

If is saving TM:PE options to map in the editor, then a better fix would be to check for PlayMode right at the outset in `TMPELifecycle':
public override void OnSaveData() => if (PlayMode) Save();

I'll check the save loop later to see what is going on

Is it ready for review? After looking how it works it seem that should fix the issue

Was it actually saving options/etc to map in Map Editor?

Map created in the map editor is like regular save game but running in special mode to limit interactions. Once created, new games created from it becomes detached from the source so any later updates to original map won't affect games that has been already created.
I've not tested it yet, but knowing that it makes sense.

Should I move the PlayMode check to the TMPELivecycle.OnSaveData() as mentioned in comment above?
I have no clue how road customisation data gets saved in map/asset editor (ie. stuff we do want storing in the map/asset file) so not sure if it will have unintentional effects.

Also... should I add something that checks NewGame or NewGameFromScenario and if true prevent loading options (and other?) data?

Should I move the PlayMode check to the TMPELivecycle.OnSaveData() as mentioned in comment above?
I have no clue how road customisation data gets saved in map/asset editor (ie. stuff we do want storing in the map/asset file) so not sure if it will have unintentional effects.

If you mean if (PlayMode) Save(); -> that will completely break saving other things in the map editor (arrows, lane connections etc.)

should I add something that checks NewGame or NewGameFromScenario

yes, that might help if the user subscribed to already published maps on workshop

(and other?)

Which other? AFAIK Timed traffic lights could be enabled in the map editor since created "map" is in 99% a regular savegame, but still disabled in asset editor because asset segments/nodes needs to be remapped after creation (asset editor segment/node ids are just the template to mirror settings) and we don't have mapper for TTL

Tweaked how it works - see OP for details.

@kvakvs Confused how last commit fully inverts the logic, but trust you on this :)

Previous commit had no sense (didn't notice it while reviewing) - mode cannot be equal to NewGame and NewGameFromScenario at the same time 😄

Options should be using defaults in following situations:

When in any of the editors

This ensures things like TTL are properly disabled based on the way defaults now work

When a new game is started (either from map or scenario)

This prevents issues arising from stuff like #1423

If the user is loading savegame of existing city, the options will be pulled from savegame as usual.

@krzychu124 any further comments on this?

@krzychu124 any further comments on this?

I'm going to test it when I clear my github notification list :)

Need some additional tweaks as per https://github.com/CitiesSkylinesMods/TMPE/issues/1452#issuecomment-1057571113
brb

Waiting for more review prior to merge.

Wiki needs an update because features listed in the table below are enabled by default 😉

As of PR, tested scenario, looks like it nicely saves and loads tmpe feature settings, options are not loaded unless I already saved wrong settings with previous version of the mod. Still need to test map save and restore of TTL, just in case if you haven't already.

Wiki needs an update

Done :)

Still need to test map save and restore of TTL, just in case if you haven't already.

I've only tested the scenario editor, I've not yet tested map editor.

it does fix the icons in new game

it does fix the icons in new game

Yeah, I already merged in atlas fix from #1451 :)
We didn't test saving/loading settings in Map editor and that's probably the last thing that needs to be tested before merging this.


JEMalloc trying to load 32 bit binary on 64-bit windows

I'm having an issue where LWJGL is trying to load 32-bit binary jemalloc32.dll on 64-bit Windows 10. This is the debug log from LWJGL.
[INFO 02/05/2016 10:53:18 PM] Initializing LWJGL library. Extracting natives.
[INFO 02/05/2016 10:53:18 PM] LWJGL version 3.0.0 build 21 is initialised
[INFO 02/05/2016 10:53:18 PM] [LWJGL] Version: 3.0.0 build 21
[INFO 02/05/2016 10:53:18 PM] [LWJGL] 	 OS: Windows 8.1 v6.3
[INFO 02/05/2016 10:53:18 PM] [LWJGL] 	JRE: 1.8.0_51 amd64
[INFO 02/05/2016 10:53:18 PM] [LWJGL] 	JVM: Java HotSpot(TM) 64-Bit Server VM v25.51-b03 by Oracle Corporation
[INFO 02/05/2016 10:53:18 PM] [LWJGL] Loaded library from org.lwjgl.librarypath: lwjgl
[INFO 02/05/2016 10:53:18 PM] [LWJGL] MemoryUtil accessor: MemoryAccessorUnsafe
[WARNING 02/05/2016 10:53:18 PM] Caused by: java.lang.RuntimeException: Failed to load library: jemalloc32.dll (error code = 126)
[WARNING 02/05/2016 10:53:18 PM] [LWJGL] [MemoryAllocator] Failed to load the jemalloc library.
[INFO 02/05/2016 10:53:18 PM] java.lang.ExceptionInInitializerError
[INFO 02/05/2016 10:53:18 PM] at java.lang.Class.forName0(Native Method)
[INFO 02/05/2016 10:53:18 PM] at java.lang.Class.forName(Class.java:264)
[INFO 02/05/2016 10:53:18 PM] at org.lwjgl.system.MemoryManage.getInstance(MemoryManage.java:36)
[INFO 02/05/2016 10:53:18 PM] at org.lwjgl.system.MemoryUtil.<clinit>(MemoryUtil.java:66)
[INFO 02/05/2016 10:53:18 PM] at org.lwjgl.system.Library.<clinit>(Library.java:63)
[INFO 02/05/2016 10:53:18 PM] at org.lwjgl.system.MemoryAccess.<clinit>(MemoryAccess.java:22)
[INFO 02/05/2016 10:53:18 PM] at org.lwjgl.system.Pointer.<clinit>(Pointer.java:24)
[INFO 02/05/2016 10:53:18 PM] at org.lwjgl.glfw.GLFW.<clinit>(GLFW.java:594)

I think this is by default, but by overriding the property via Configuration class, I'm able to make it load the 64-bit binary. Like this.
Configuration.LIBRARY_NAME_JEMALLOC.set("jemalloc");

I'm using LWJGL3 update 21.

Thanks!


Modify description of StartDocker and StopDocker

Modify RestartDocker to StartDocker and StopDocker in description.
Signed-off-by: Cheng Zhang<EMAIL_ADDRESS>

+1 LGTM thanks!


Fails to perform type narrowing on functions that return "never"

Bug Report
🔎 Search Terms
type narrowing never
🕗 Version & Regression Information

v4.5.2
v4.4.4
v4.3.5
v4.2.3
v4.1.5
v4.0.5
v3.9,7
This is the behavior in every version I tried, and I reviewed the FAQ for entries about this.

⏯ Playground Link
Playground link with relevant code
💻 Code
type ShouldNeverReturnFunction = () => never;

let shouldNeverReturn: ShouldNeverReturnFunction | null = null;

function foo(): never {
  if (shouldNeverReturn === null) {
    throw new Error('The "shouldNeverReturn" function was not initialized.');
  }

  shouldNeverReturn();
}

🙁 Actual behavior
The TypeScript compiler refuses to compile this code.
🙂 Expected behavior
I expect the TypeScript compiler to compile this code.
The error message says that the foo function has "a reachable end point", but that is clearly false, so the TypeScript compiler seems to be drunk. 🍺🥴

#32695 mentions:

the function name resolves to a function type with an asserts return type or an explicit never return type annotation.

shouldNeverReturn does not resolve to such a function, it only is later on narrowed to one. Unfortunately the PR does not mention unions, so it's not clear whether this is intentional (my guess) or not.

I think it's in principle possible to expand the checking to cover unions, but this seems like a fairly rare case. The old workaround of return shouldNeverReturn(); works well here. We can look into it more if it's commonly encountered

I just ran into this while refactoring a logging function I have to throw when passing it an error object. e.g. I had code that looked like this:
if (!obj.requiredProp) {
  const error = new Error('requiredProp is required');
  logger.error(error.message)
  throw error;
}

someFn(obj.requiredProp);

My new code adds throw function that essentially works like this
declare const logger: { throw(error: unknown): never };

if (!obj.requiredProp) {
  logger.throw(new Error('requiredProp is required'));
}

someFn(obj.requiredProp); // argument of type 'string | null' is not assignable to parameter of type 'string'

Here I expect some type narrowing but I get the error I've provided in the comment.

Today I ran into another issue along these lines. I am not 100% sure if it is the same thing, but it smells like it.
Consider the following code snippet:
function checkFoo(something: string): boolean {
  if (something === "foo") {
    return true;
  }

  if (something === "bar") {
    return false;
  }

  throw new Error("Unknown something.");
}

It works great! 👍
function error(msg: string): never {
  throw new Error(msg);
}

function checkFoo(something: string): boolean {
  if (something === "foo") {
    return true;
  }

  if (something === "bar") {
    return false;
  }

  error("Unknown something.");
}

This code fails with the "noImplicitReturns" compiler flag turned on. ❌
It says that "Not all code paths return a value", which is wrong, because all code paths do return in exactly the same way that the first code snippet does, but TypeScript isn't smart enough to realize that.
Is this also related to unions? It doesn't seem so.

Ok, Retsam helped me realize that the code can compile if all you do is make a return type annotation on the error function to be never.
And the reason why the TypeScript compiler can't do this automatically is discussed here by Ryan Cavanaugh.
So I guess disregard the "noImplicitReturns" thing.
(But the type narrowing thing is still an issue.)

@RyanCavanaugh does this strike you as something a community member can contribute? I'm particularly interested in solving for @kherock's use case above.


tests/drivers/kscan/kscan_api failed on mimxrt1050_evk board.

To Reproduce
Steps to reproduce the behavior:

west build -b mimxrt1050_evk -p auto tests/drivers/kscan/kscan_api
west flash
See error

Screenshots or console output
E: Could not enable
*** Booting Zephyr OS build zephyr-v2.2.0-1974-g4d7d3a25c127  ***
Running test suite kscan_basic_test
starting test - test_init_callback
Cannot get KBSCAN device
Assertion failed at WEST_TOPDIR/zephyr/tests/drivers/kscan/kscan_api/src/test_kscan.c:87: test_init_callback: test_kb_callback() == TC_PASS is false
FAIL - test_init_callback
starting test - test_control_callback
Cannot get KBSCAN device
Assertion failed at WEST_TOPDIR/zephyr/tests/drivers/kscan/kscan_api/src/test_kscan.c:97: test_control_callback: test_disable_enable_callback() == TC_PASS is false
FAIL - test_control_callback
Test suite kscan_basic_test failed.
PROJECT EXECUTION FAILED
Environment (please complete the following information):

OS: fedora28
Toolchain: zephyr-sdk-0.11.2
Commit ID: 4d7d3a25c1

I can't reproduce this on 4d7d3a2 or a more recent 22be0d8fd5902da11c9bf55a44012abc7c2cf1c1. Is this still an issue?

Is this still an issue?

yes, it still failed with latest commit ab3e778f47
*** Booting Zephyr OS build zephyr-v2.3.0-720-gab3e778f47d8  ***
Running test suite kscan_basic_test
START - test_init_callback
Cannot get KBSCAN device
Assertion failed at WEST_TOPDIR/zephyr/tests/drivers/kscan/kscan_api/src/test_kscan.c:87: test_init_callback: test_kb_callback() == TC_PASS is false
FAIL - test_init_callback
START - test_control_callback
Cannot get KBSCAN device
Assertion failed at WEST_TOPDIR/zephyr/tests/drivers/kscan/kscan_api/src/test_kscan.c:97: test_control_callback: test_disable_enable_callback() == TC_PASS is false
FAIL - test_control_callback
Test suite kscan_basic_test failed.
PROJECT EXECUTION FAILED

I see the problem now. There is an LCD panel for this board that I bet you don't have in your board farm. Without it, the kscan driver init will fail and device_get_binding(KSCAN_DEV_NAME) will return NULL.
@nashif can you recommend how to filter this in testcase.yaml? Add a harness? Not sure I want to blacklist the board since we may have the display attached in other board farms.
cc: @hakehuang

@nashif ping

my log shows:
    *** Booting Zephyr OS version 2.3.99  ***
    Running test suite kscan_basic_test
    ===================================================================
    START - test_init_callback
     PASS - test_init_callback
    ===================================================================
    START - test_control_callback
     PASS - test_control_callback
    ===================================================================
    Test suite kscan_basic_test succeeded
    ===================================================================
    PROJECT EXECUTION SUCCESSFUL

@hakehuang do you have the LCD attached?

@MaureenHelm  yes. I have the LCD attached.

Will be fixed in #28191


Minor traductions in portuguese

translating some part of the content

[x] I have read freeCodeCamp's contribution guidelines.
[x] My pull request has a descriptive title (not a vague title like Update index.md)
[x] My pull request targets the master branch of freeCodeCamp.
[x] None of my changes are plagiarized from another source without proper attribution.
[x] My article does not contain shortened URLs or affiliate links.

If your pull request closes a GitHub issue, replace the XXXXX below with the issue number.
Closes #XXXXX

Closed and Reopened this PR to attempt to resolve a specific Travis build failure.

@MatheusBarem Thank you for  creating this PR.  However, since it was created, the underlying document has changed.  Can you please review and resolve the current merge conflicts?  It could be the changes to the underlying document are so significant that your changes are no longer relevant.  If the latter is the case, it might be easier to just close this PR and create a new PR with any changes you still feel are important to make.
If you need any assistance or have questions about resolving the merge conflicts, please reply back or contact someone in the Contributors Room on Gitter.
Thank you.

We are restructuring a lot of the code and learning resources referenced in your pull request, so for now I am going to go ahead and close this pull request. Thanks again for opening this pull request and for contributing to the community.


Unable to select nodes created in GDscript, in a editor @tool

Tested versions

Reproducible in 4.3 beta, 4.3 commit:e2fc6d38c
Works in 4.2.2-stable

System information
Godot v4.3.beta (e2fc6d38c) - Asmi 24.04 24.04 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2070 (nvidia; 555.52.04) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)
Issue description
Unable to select nodes created from gdscript as part of a node as a tool using @tool.
godot renders the nodes in the 3d display but the only node that is select able is the parent node.
Steps to reproduce
create nodes with a gdscript that is used as a tool @tool
Minimal reproduction project (MRP)
godot-BSPTree.zip

Remember to set the owner.

This is an intentional change done in #92188, as it was unexpected to be able to select nodes which aren't part of the scene tree view. Setting the owner will add them to the scene tree and make them selectable.


Tweak "Switch Users" admin funtion to accept email address as well as login name

Tired of having to lookup users' login name in order to use this function!  The typical use case is a user writes us saying they can't remember their password.  I would like to copy and paste their email address into the Switch Users login field so that I can login as them and change their password.  Presently I need to look up their login name first, which is painfully difficult on my slow internet.
No review necessary.  Just celebrating finally having a working dev VM again after several months. :)

Coverage remained the same at 92.984% when pulling 19e34ebec716ff95c830f32e624112d4c05754df on switch-by-email into 9e1f8092635ac8ec51cc3477e57debf758d56ece on master.


bug: After Creation a Public IP "Audit-PublicIpAddresses-UnusedResourcesCostOptimization" cannot be updated. Policy definition is missing

Is there an existing issue for this?

[X] I have searched the existing issues

Bootstrap or Starter Module Deployment? (Required)
starter_module
ALZ-PowerShell-Module Version (Required)
2.0.3
alz-terraform-accelerator Version (Required)
2.0.3
Starter Module (Required)
complete
Input arguments of the ALZ-PowerShell-Module (Required)
bootstrap-cache.json
{
  "allow_storage_access_from_my_ip": "false",
  "apply_approvers": "***",
  "azure_devops_agents_personal_access_token": "***",
  "azure_devops_authentication_scheme": "WorkloadIdentityFederation",
  "azure_devops_create_project": "true",
  "azure_devops_organization_name": "***",
  "azure_devops_personal_access_token": "***",
  "azure_devops_project_name": "***-alz",
  "azure_devops_use_organisation_legacy_url": "false",
  "bootstrap_location": "westus2",
  "bootstrap_subscription_id": "***",
  "environment_name": "mgmt",
  "postfix_number": "1",
  "service_name": "***",
  "use_private_networking": "false",
  "use_self_hosted_agents": "false",
  "use_separate_repository_for_pipeline_templates": "false"
}
starter-cache.json
{
  "configuration_file_path": "C:\\***\\config-hub-spoke.yaml",
  "default_location": "westus2",
  "default_postfix": "",
  "root_parent_management_group_id": "***",
  "subscription_id_connectivity": "***",
  "subscription_id_identity": "***",
  "subscription_id_management": "***"
}

Contents of the configuration file used for the complete starter module. (Optional)
No response
Debug Output/Panic Output (Optional)
Error: creating/updating Policy Definition "Audit-PublicIpAddresses-UnusedResourcesCostOptimization": policy.DefinitionsClient#CreateOrUpdateAtManagementGroup: Failure responding to request: StatusCode=403 -- Original Error: autorest/azure: Service returned an error. Status=403 Code="AuthorizationFailed" Message="The client '***' with object id '***' does not have authorization to perform action 'Microsoft.Authorization/policyDefinitions/write' over scope '/providers/Microsoft.Management/managementGroups/***/providers/Microsoft.Authorization/policyDefinitions/Audit-PublicIpAddresses-UnusedResourcesCostOptimization' or the scope is invalid. If access was recently granted, please refresh your credentials."
│
│   with module.enterprise_scale[0].azurerm_policy_definition.enterprise_scale["/providers/Microsoft.Management/managementGroups/***/providers/Microsoft.Authorization/policyDefinitions/Audit-PublicIpAddresses-UnusedResourcesCostOptimization"],
│   on .terraform/modules/enterprise_scale/resources.policy_definitions.tf line 1, in resource "azurerm_policy_definition" "enterprise_scale":
│    1: resource "azurerm_policy_definition" "enterprise_scale" {
│

Expected Behaviour (Required)
policy definition is changed
Actual Behaviour (Required)
policy definition is missing
Steps to Reproduce (Optional)
Run CD pipeline created by the accelerator
Important Factoids (Optional)
No response
References (Optional)
No response

This looks like a timing issue. Does re-running the pipeline resolve it?

Hi Jared, thank you for the feedback.
re-running CD pipeline never worked - fails saying the environment has been changed. I assume policies start to govern the environment and makes changes. Every time I need to re-run I go back to CI pipeline first. So, I ran "Delete" CD pipeline (it works in contrast of Apply pipeline) and deleted the environment. After that I create a branch, add a comment to main.tf to initiate CI and created a pull request. This time both CI pipeline and CD pipeline worked. So, you saying the issue can be related to timing?

Not sure why it would continue to fail. You would need to re-run the plan step, not just the failed apply. I'm going to close this for, but please let us know if you continue to see problems.


Reduce download size

The four big blobs are ffmpeg (not used) and OpenTK.xml (not used)

Our internal publish build step will remove OpenTK. ffmpeg is part of asset importer (sound and video files what I can read from source code), therefor keep it as long as asset nodes are shipped.


Migration Landsat Collection 1 to Collection 2

Hello everyone,
I was wondering if there are plans to migrate from the currently used Landsat Collection 1 to Landsat Collection 2.
The currently used image collections will cease to be accessible via GEE mid 2024.
This would break this very valuable tool. Furthermore, a migration would allow detection of disturbances more recent than 2022.
Further information can be found here: https://developers.google.com/earth-engine/landsat_c1_to_c2
The to be depreciated collections are:
Landsat 5: LANDSAT/LT05/C01/T1_SR
Landsat 7: LANDSAT/LE07/C01/T1_SR
Landsat 8: LANDSAT/LC08/C01/T1_SR
Thank you for sharing your thoughts on this.
Best
Lukas

I realised this is an unreasonable concern, as the repository is already using the updated data collection. Just the documentation is outdated when referring to collection 1.


Animanga / RPG cutscene style movie

instead of trying to animate a movie into end, we can just do RPG cut scenes which are kind of like static pictures with text boxes in minor animation on like hand, gestures and facial gestures with minor details like blinking or flowing water in the back. This could be accomplished with picture AI instead of needing a high-quality video AI

We could also sell these episodes as our own media studio so we could monetize it


Doxygen standards: Add list of most frequently used commands

Task Description
Page: https://github.com/solettaproject/soletta/wiki/Doxygen-standards
Instead of just linking to Doxygen's offical manual page about the commands list the commands that our team uses the most and a brief explanation for each of them. After the list we can still keep the link to the official page, "For a complete list of all commands available please refer to the official documentation at..." or something like that.
Dependencies
None

done


[Bug]: streaming stops after working the first time

Version
0.9.3
Node version
n.a.
Operating System type
Docker
Operating system version
Home Assistant OS 8.4
Describe the bug
upon a new/fresh start of HA streaming works as expected - click the camera and the streaming starts.
after refreshing the browser and/or reopening the app streaming does not work any more - clicking the camera thumbnail opens an empty window.
To reproduce

restart HA
click the camera -> streaming starts
exist the app or reload the page in the browser
click the camera -> streaming is not starting

Screenshots & Logfiles

Additional context
i landed here due to this: https://github.com/fuatakgun/eufy_security/issues/403

missing debug logs


Unable to install InfluxDB 0.12 on Ubuntu 15.10

My setup:
➜  info uname -a
Linux dziesio-laptop 4.2.0-30-generic #36-Ubuntu SMP Fri Feb 26 00:58:07 UTC 2016 x86_64 x86_64 x86_64 GNU/Linux
➜  info cat /etc/lsb-release
DISTRIB_ID=Ubuntu
DISTRIB_RELEASE=15.10
DISTRIB_CODENAME=wily
DISTRIB_DESCRIPTION="Ubuntu 15.10"

When I try to install InfluxDB 0.12 I get:
sudo dpkg -i influxdb_0.12.0-1_amd64.deb
(Reading database ... 252789 files and directories currently installed.)
Preparing to unpack influxdb_0.12.0-1_amd64.deb ...
Unpacking influxdb (0.12.0-1) over (0.12.0-1) ...
Setting up influxdb (0.12.0-1) ...
Failed to execute operation: Operation not supported
dpkg: error processing package influxdb (--install):
 subprocess installed post-installation script returned error exit status 1
Errors were encountered while processing:
 influxdb

It seems to work fine on Ubuntu 15.04.

I was also receiving the Operation not supported error when installing via apt. This seems to occur because, in my case at least, the service was masked (confirmed with systemctl list-unit-files)
I was able to work around it by unmasking the service manually:
systemctl unmask influxdb.service

I was then able to enable and start the service normally.
Hope this helps

This seems to be caused by masking the service as @blahspam has mentioned. I'm going to close this since I'm not sure what we should do if the service is masked. If there is some standard procedure for debian packages and what to do when a service is masked, please send it to me and I'll see if we can adhere to it. Thanks.


useSessionStorage causing React+Nextjs application crash. Error "Hydration failed because the initial UI does not match what was rendered on the server"

My application was working fine. I was required to refresh pages without losing state. so i replaced useState with useSessionStorage wherever required. Now it throwing error
Hydration failed because the initial UI does not match what was rendered on the server
This Link might help but not sure.

I reckon this is most likely because the useState hook doesn't use the provided initialValue here
https://github.com/juliencrn/usehooks-ts/blob/master/src/useSessionStorage/useSessionStorage.ts#L39
which is, what is expected on client on the first render. I think the line should read
const [storedValue, setStoredValue] = useState<T>(initialValue)

and if I understand the code correctly, then this comment

// Pass initial state function to useState so logic is only executed once

is actually handled by the useEffect(..., []) here
https://github.com/juliencrn/usehooks-ts/blob/master/src/useSessionStorage/useSessionStorage.ts#L69
I'll see if I can create a PR - maybe in case @juliencrn or @createdbymahmood think that's a sound idea/fix?

Should have been fixed by #435, will be in the next release. Thanks all!


How to get the height of a widget in flutter using RenderBox?

I've written the following function in which I pass GlobalKey that I assigned to a widget, and I'm storing the returned height in an array called 'heightsList'. But for some reason I'm getting a wrong height, which is 65( which is same for all widgets, I tried for dropdown, checkbox and radio). However, I get the correct height(269 for checkbox and 77 for dropdown) when I perform a hot reload(ie, the function gets called again).
Here is my function -
void getSizes(GlobalKey key, int index) async {
  if(key.currentContext!=null) {
    RenderBox renderBox = key.currentContext.findRenderObject();
    heightsList[index] = renderBox.size.height;
  }
}

YOU CAN CHECK MY QUESTION ON FOLLOWING LINK FOR MORE DETAILS -
https://stackoverflow.com/questions/58726434/how-to-get-height-of-widget-in-flutter-using-renderbox
Target Platform: iOS
Target OS version: 12.2
Devices: iPhone 7 Simulator
flutter doctor -v -

[✓] Flutter (Channel stable, v1.9.1+hotfix.5, on Mac OS X 10.14.6 18G103, locale en-IN)
    • Flutter version 1.9.1+hotfix.5 at /Users/shishirm/Documents/Flutter
    • Framework revision 1aedbb1835 (3 weeks ago), 2019-10-17 08:37:27 -0700
    • Engine revision b863200c37
    • Dart version 2.5.0

[✓] Android toolchain - develop for Android devices (Android SDK version 29.0.2)
    • Android SDK at /Users/shishirm/Library/Android/sdk
    • Android NDK location not configured (optional; useful for native profiling support)
    • Platform android-29, build-tools 29.0.2
    • Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b49-5587405)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 10.2.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Xcode 10.2.1, Build version 10E1001
    • CocoaPods version 1.7.2

[✓] Android Studio (version 3.5)
    • Android Studio at /Applications/Android Studio.app/Contents
    • Flutter plugin version 39.0.3
    • Dart plugin version 191.8423
    • Java version OpenJDK Runtime Environment (build 1.8.0_202-release-1483-b49-5587405)

[✓] VS Code (version 1.39.2)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.6.0

[✓] Connected device (1 available)
    • iPhone 7 • 9C994038-B3F7-4E19-B5D6-F2E71BC0305C • ios • com.apple.CoreSimulator.SimRuntime.iOS-12-2 (simulator)

• No issues found!

Hi @mathr13
I believe your question has been discussed in this issue.
you might want to take a look to these links [ 1, 2 ]
Please see https://flutter.dev/community for resources for asking questions like this,
you may also get some help if you post it on Stack Overflow.
Closing, as this isn't an issue with Flutter itself,
if you disagree please write in the comments and I will reopen it
Thank you


typst syntax

https://typst.app/docs/reference/syntax/

I have a start here:
syntax match typ_func /#\?\w\+(\@=/
highlight typ_func guifg=#4b69c6 gui=bold

syntax region typ_heading start=/^= / end=/$/
highlight typ_heading guifg=#19181f gui=bold

syntax match typ_num /\d\+%\?/
highlight typ_num guifg=#b60157

syntax region typ_raw start=/```/ end=/```/
highlight typ_raw guifg=#818181

syntax region typ_str start=/"/ end=/"/
highlight typ_str guifg=#298e0d

What kind of an issue is that?

I am wanting to add Typst syntax here:
https://github.com/vim/vim/tree/master/runtime/syntax

are you planning to remove the syntax folder?

please check #14381 there is an existing typst PR;
and check 'contribute.md' or 'https://github.com/vim/vim/discussions/13087' for the runtime files.
--
shane.xb.qian

are you planning to remove the syntax folder?

No, but you still haven't explained why that would qualify as an issue of Vim. Since @kaarmu mentioned to send a pull request for typst syntax anyhow, I am closing this issue here.


Allow use of custom http.Client

Hi,
I would like to use fargo to access an OAuth-protected instance of Eureka. In order to do that I need a way to switch out the http.Client that is being used to send requests. This PR adds that functionality. It should not affect the current behavior. I added a unit test to verify the new behavior.
Let me know if you have questions or feedback.
Thanks!

Here's an example that shows how this can be used: https://gist.github.com/st3v/88ecb4b016377af6c8f258ed14ec7b4c

Thanks for contributing @st3v! Looks good at first glance. I'll get this reviewed and tested tomorrow.

@jcox92 Did you get a chance to review and test this?

Any movement on this?

Apologies for the delay. I was just able to get this tested and it works as expected. I'll go ahead and merge


Addition: .sbc (in this case SpaceEngineers block/item/entity/etc definitions) as XML

The game SpaceEngineers uses the .sbc extension for its data files, which define basically any property of the game (blocks, items, sound lists, etc). These files are simple XML, but being not named .xml, are not recognized as such.
Here is an example: https://github.com/ReikaKalseki/DragonIndustries_ElectronicWarfare/blob/master/Data/CubeBlocks_EMP.sbc
I realize that the .sbc extension may not be unique, and if the system does not have language recognition capabilities from the text/source/etc directly, it might be desirable to allow the owner of the repository to specify "treat extension X as language Y".

Please have a look at the guidelines to add support for a new extension to Linguist. In particular, notice the requirement on in-the-wild usage.

it might be desirable to allow the owner of the repository to specify "treat extension X as language Y".

It should already be possible to mark .sbc files as XML with Linguist overrides.


HTTPS support

Support serving the stats over https natively, somehow. Without relying on manual configuration.
For the internal web server, this is not needed because everything is unencrypted. For an external web server this is also not needed because you can set up a reverse proxy. Native HTTPS support is only needed for external websites created with services like Wix, Squarespace or Weebly, where you cannot set up a reverse proxy.
It is possible (and easy) to generate a self-signed certificate and use that.
So, we need to somehow get a validated certificate from something like letsencrypt. The problem is that they use DV (domain validation), which seems to not be available for IPs, only domains.
Challenge types: https://letsencrypt.org/docs/challenge-types/
The HTTP-01 and TLS-ALPN-01 challenge types use port 80 or 443 to verify the certificate, which you do not have access to unless you self-host.
DNS-01 challenge
We can use the DNS-01 challenge in manual mode. Downside: need to manually renew the certificate every few months.
How to get a letsencrypt certificate with DNS validation: [IN PROGRESS]
https://eff-certbot.readthedocs.io/en/stable/using.html#manual
sudo certbot certonly --manual --preferred-challenges dns

sudo openssl pkcs12 -export -out webstats.p12 -in /etc/letsencrypt/live/tlstest.equinoxmc.nl/fullchain.pem -inkey /etc/letsencrypt/live/tlstest.equinoxmc.nl/privkey.pem -name webstats

sudo keytool -importkeystore -srckeystore webstats.p12 -srcstoretype pkcs12 -srcalias webstats -destke
ystore webstats.jks -deststoretype jks -deststorepass webstats -destalias webstats

DNS-01 with DuckDNS
DuckDNS is a free DNS provider with an API to change A and TXT records. This means you can use a DuckDNS subdomain as the domain for the WebStats plugin on your server.
DNS TXT record URL format: (https://www.duckdns.org/spec.jsp)
https://www.duckdns.org/update?domains=<SUBDOMAIN>.duckdns.org&token=<DUCKDNS_TOKEN>&txt=<DNS_CHALLENGE>

Java ACME challenge library
To automatically renew the certificate, the plugin needs to use a Java library. Acme4J is listed in the letsencrypt list of Java libraries. [IN PROGRESS]
ZeroSSL
ZeroSSL seems to be an alternative to letsencrypt that does support TLS certificates for IP addresses: https://zerossl.com/documentation/api/create-certificate/. This still does not work because we would need to get a certificate for only the WebStats port.
Resources

DNS check: https://toolbox.googleapps.com/apps/dig
Certbot manual: https://eff-certbot.readthedocs.io/en/stable/using.html
ACME clients: https://letsencrypt.org/docs/client-options/#other-client-options
ACME libraries: https://letsencrypt.org/docs/client-options/#libraries
Reddit thread with pointers: https://www.reddit.com/r/selfhosted/comments/zxf4ns/is_it_possible_to_enable_tls_without_a_domain/
Tutorial with extra steps: https://gist.github.com/ioqy/5a9a03f082ef81f886862949d549ea70

You mentioned using redirects to bypass https? When did you mean exactly. I want to embed this into my webpage that uses https but I cannot. I had to make a new page that was http to get this to work properly. Is there a workaround I can do?

If you have your own hosting (i.e. not services like squarespace), you can set up a reverse proxy, which works a bit like this:
your stats page ---https---> your reverse proxy ---http---> WebStats on your MC server

The basics are explained in the wiki, but I may be able to help if you can't make it work.

I understand the rationale, but should not certificate maintenance really be "someone elses problem"?
If you make it easy to supply a certificate (or fullchain) as a file, then how the admin gets the certificate is really not something that should be solved by this plugin?
Some people will use existing certificates - maybe even wildcard certs - so a way to say something like
https: True
cert_file: foo.cert
cert_keyfile: bar.key

would be a good start.  When that is in place we can look at implementing acme or other certiifcate providers.

That seems like a good idea now that I think about it. Although the number of people that will use it in this form is probably near zero, it does provide a good starting point. I'll see how I can make it work with just the basics.

I agree that it would be a corner case, but implementing certificate management and renewals and everything does not really feel like something each plugin should do.  If you really need to run this as https, and do not have an option to run a reverse proxy, scripting something that uses e.g certbot and DNS-challenges and just copies the certificate to the right location is probably easier to do outside of the plugin.
So one thing that maybe could be an idea would be to implement webstats restart (or just webstats reload cert) as an API request, so you don't need to manually reload the plugin after replacing the certificate.

It would indeed be weird if each plugin would manage the certificate itself (and I agree that that functionality doesn't belong in a plugin like WebStats). But it is also weird that there is no way to show the live statistics on a https page (every normal webpage nowadays) without a reverse proxy. The issue with running a certbot script on the server is that that is only possible for self-hosted servers. Smaller servers (including mine 🙃) hosted at cheap game hosting providers need to do everything through java plugins.
I'm very hesitant on adding web requests that perform some action on the server, without any authentication. Right now all requests only read data which feels a lot more comfortable. webstats reload cert as an in-game command seems like a better option. It could even be automated to execute daily or something.

Are you allowed to run shell-scripts?
If so, you could maybe implement something that runs acme.sh from the Java-plugin?
The good thing is that it is very easy to use, and that it supports a HUGE list of dns providers:
https://github.com/acmesh-official/acme.sh/wiki/dnsapi
That way, you don't need to worry about how to update the DNS servers and complete renewals etc.
But of course, it means that you need to have a domain name, but that might not be a big issue? After all, a domain name costs next to nothing, and since you do not use any standard ports here, there is probably nothing that blocks requests to your own domain name.

I don't think I can run shell scripts, but it is worth a try.
As for the domain name, that seems to be required anyway for a tls certificate so that shouldn't be a problem 😄. (also, without a domain name you're using the internal web server so everything is served over plain http anyway.)


Added High Buildings Solution in Java

Have you read the Contribution Guidelines?
Yes
Description
Added Sushant-Java directory.
In that directory, I added 1 solution file (High_Buildings.java) and 1 editor screenshot (Sushant_Solution.png)
Please merge my pull request under completion of Hacktoberfest 2021.
Checklist

[ YES ] I've read the contribution guidelines.
[ YES ] I've checked the issue list before deciding what to submit.

Related Issues
Fixes Issue #4

Hi @imsushant12, Can you Create another PR for "High Buildings Solution in Java" and don't include the .class file.


[azure-sdk-for-cpp] Storage Sept Release

Update vcpkg ports for Azure SDK release. This release may contain multiple ports.

Thanks for the update!


atlauncher: build from source

Description of changes
Thanks to chayleaf's efforts in #272380, it's much easier to package apps built with Gradle!
Things done

Built on platform(s)

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

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

[ ] sandbox = relaxed
[ ] sandbox = true

[ ] Tested, as applicable:

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

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

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

[x] Fits CONTRIBUTING.md.

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

https://github.com/NixOS/nixpkgs/pull/237183#issuecomment-1595863506

@drupol, a little over a year later :P
Anyway, it's worth noting that merging this PR just adds on to the issues detailed in #320528 and #327064. I don't think these issues would stop new PRs to be merged but rather just work on the existing problem, but I think it's worth mentioning.

Seems like the build fails on aarch64-linux:
A problem occurred configuring root project 'ATLauncher'.
> Could not create task ':createExe'.
   > Could not create task of type 'Launch4jLibraryTask'.
      > Could not resolve all files for configuration ':launch4jBin'.
         > Could not find launch4j-3.50-workdir-linux.jar (net.sf.launch4j:launch4j:3.50).
           Searched in the following locations:
               https://repo.maven.apache.org/maven2/net/sf/launch4j/launch4j/3.50/launch4j-3.50-workdir-linux.jar

Wondering if I should revert to just getting the JAR and wrapping that instead of getting the EXE as well, since the latter breaks on one platform as of writing.

I'd recommend avoiding Launch4j if possible, it's just unnecessary native code.

Unsure how would I go about avoiding Launch4j. This is my first and only Gradle package that I maintain + I don't know much about Gradle/Launch4j. Could you please elaborate/provide a reference? Thanks.

basically, instead of building the exe, you build the jar and wrap it. To do that, you find out what task is responsible for building the jar and set gradleBuildTask appropriately.

Ah okay, that's what I was doing initially anyway. I'll do that again in a bit.

This is weird, even after setting gradleBuildTask = "shadowJar"; it is still trying to run the createExe task 🤔. I can exclude that task explicitly but this shouldn't happen, right?

perhaps you can find the answer with gradle tasks --all, which prints all tasks and their dependencies

Weirdly, the createExe task does not run on x86_64-linux (see logs) but does run on aarch64-darwin (see logs). Do you know if this is caused by Grade itself, Gradle tooling in nixpkgs, or by the configuration of upstream, @chayleaf?

This says Could not create task ':createExe', not "an error occured during running task" or whatever. I'm pretty sure you have to exclude it here.


[bug]

Describe the bug
When the user hovers over the tooltip it displays a vague large black box without tooltip indication as to which element triggered it.
Which Component?
pfe-tooltip
Steps to reproduce
Use tooltip web component with example code from readme:
https://github.com/patternfly/patternfly-elements/tree/main/elements/pfe-tooltip
Expected behaviour
Tooltip animates with clear arrow pointing to container/element that triggered it
Screenshots
Example 1: With Real Example

Example 2: With Readme Code

Element HTML

  <pfe-tooltip>

This is An Element

      Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod
      tempor incididunt ut labore et dolore magna aliqua. Mi eget mauris
      pharetra et ultrices.

  </pfe-tooltip>

Operating System (OS)
macOS
Browser
Chrome
More browser information
MacOS Monterey
Chrome Version 104.0.5112.79
Additional Info
No response

Thanks for the issue @jaadbarg. would you mind reopening it on https://github.com/patternfly/patternfly-elements/issues?


#40

check GettersSettersUpdate.kt for example, Javalin for API changes

Decided to not do this feature.


400 Bad Request.

Trying to send 5000 emails through backend, everything seems fine but only 4-5 emails return error code 400, where data for all 5000 emails are same.
It was not happening till previous package php-sparkpost. after upgrading to sparkpost/sparkpost it sarted.
Need Help Quickly.

Please note the following:

We were doing load testing and requests were sent 1 second apart.
5000+ identical requests were sent and the vast majority succeeded, while about 4-5 failed.

Here is the response for the error cases:
400
400 Bad Request

400 Bad Request
openresty/<IP_ADDRESS>

@rahul13695 - Can you share the full 400 HTTP response?  The raw response body might include a more detailed error message.
To clarify, you sent 5000 identical requests - ie each with the same recipient address and message body in each case?
If you prefer, this might be easier to conduct diagnose on our community Slack channel.

The exact response is shared in my first reply. Please clarify if this is what you want or you were referring to something else?
Also, to answer your clarification, that is correct. Exact same email body, subject, attachment, recipient address, etc. That is to say, 5000 exactly identical requests.

Right now, I have a workaround.
This seems to have solved the issue in the short term, but we would like to understand why this happened in the first place.

Thanks for posting the body.  Your retry mechanism is a good option for resilience.  If this re-occurs, please open a support ticket using this form.


switch to release 4.1 binaries and add checksums

Update the SRC_URIs for ofdpa and ofdpa-grpc to point to the v4.1.0 release and add appropriate checksums for all packages.
ofdpa-grpc checksums are identical to 4.0.
Signed-off-by: Jonas Gorski<EMAIL_ADDRESS>

Build-tested on all four platforms.


Wrong dependency version of log (fails after cargo update -Z minimal-versions)

It seems the dependency version of the log crate specified is too low. You can reproduce this as follows (using cargo-edit):
cargo new tiny_http-minimal-versions-test
cd .\tiny_http-minimal-versions-test\
cargo add tiny_http
cargo +nightly update -Z minimal-versions
cargo check --locked

This fails as follows:
error: cannot find macro `log` in this scope
   --> […].cargo\registry\src\github.com-1ecc6299db9ec823\tiny_http-0.11.0\src\lib.rs:241:13
    |
241 |             log::debug!("Server listening on {}", local_addr);
    |             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    |
    = note: `log` is in scope, but it is a crate, not a macro
    = note: this error originates in the macro `log::debug` (in Nightly builds, run with -Z macro-backtrace for more info)

error: cannot find macro `log` in this scope
   --> […]\.cargo\registry\src\github.com-1ecc6299db9ec823\tiny_http-0.11.0\src\lib.rs:280:13
    |
280 |             log::debug!("Running accept thread");
    |             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    |
    = note: `log` is in scope, but it is a crate, not a macro
    = note: this error originates in the macro `log::debug` (in Nightly builds, run with -Z macro-backtrace for more info)

error: cannot find macro `log` in this scope
   --> […]\.cargo\registry\src\github.com-1ecc6299db9ec823\tiny_http-0.11.0\src\lib.rs:330:25
    |
330 |                         log::error!("Error accepting new client: {}", e);
    |                         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    |
    = note: `log` is in scope, but it is a crate, not a macro
    = note: this error originates in the macro `log::error` (in Nightly builds, run with -Z macro-backtrace for more info)

error: cannot find macro `log` in this scope
   --> […]\.cargo\registry\src\github.com-1ecc6299db9ec823\tiny_http-0.11.0\src\lib.rs:336:13
    |
336 |             log::debug!("Terminating accept thread");
    |             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    |
    = note: `log` is in scope, but it is a crate, not a macro
    = note: this error originates in the macro `log::debug` (in Nightly builds, run with -Z macro-backtrace for more info)

error: could not compile `tiny_http` due to 4 previous errors

I believe the correct dependency requirement is log 0.4.4. You can check that
cargo add<EMAIL_ADDRESS>cargo +nightly update -Z minimal-versions
cargo check --locked

still leads to the error but
cargo add<EMAIL_ADDRESS>cargo +nightly update -Z minimal-versions
cargo check --locked

fixes the issue. Alternatively, you could import the crate with #[macro_use] to cleanly support older versions of the log crate.

I can't actually reproduce the behaviour using the commands you've shown but I'll take your word for it and I've increased the version specified in the Cargo.toml to 0.4.4. It'll go out with 0.12 which should be available once I finish the docs for Unix Socket support.


No Organize Imports or Python Refactor: Sort Imports options available in Jupyter Notebooks

Type: Bug
Using version 2023.10.0 of the extension there are no options anymore to sort imports in notebook cells. In previous versions, e.g. 2022.8.0, the options were available and worked fine on saved notebooks.
Extension version: 2023.10.0
VS Code version: Code 1.80.0 (660393deaaa6d1996740ff4880f1bad43768c814, 2023-07-04T13:39:48.236Z)
OS version: Linux x64 5.15.0-76-generic
Modes:
Remote OS version: Linux x64 5.15.0-46-generic

System Info

Item
Value

CPUs
Intel(R) Core(TM) i5-7500T CPU @ 2.70GHz (4 x 2700)

GPU Status
2d_canvas: enabledcanvas_oop_rasterization: disabled_offdirect_rendering_display_compositor: disabled_off_okgpu_compositing: enabledmultiple_raster_threads: enabled_onopengl: enabled_onrasterization: enabledraw_draw: disabled_off_okvideo_decode: enabledvideo_encode: disabled_softwarevulkan: disabled_offwebgl: enabledwebgl2: enabledwebgpu: disabled_off

Load (avg)
1, 2, 1

Memory (System)
7.62GB (2.44GB free)

Process Argv
-n --crash-reporter-id 19264bd0-28fa-49c3-b592-4ad556e17f7b

Screen Reader
no

VM
0%

DESKTOP_SESSION
ubuntu

XDG_CURRENT_DESKTOP
Unity

XDG_SESSION_DESKTOP
ubuntu

XDG_SESSION_TYPE
x11

Item
Value

Remote
SSH: servername

OS
Linux x64 5.15.0-46-generic

CPUs
Intel(R) Core(TM) i9-7940X CPU @ 3.10GHz (28 x 1200)

Memory (System)
62.51GB (52.83GB free)

VM
0%

A/B Experiments
vsliv368:30146709
vsreu685:30147344
python383cf:30185419
vspor879:30202332
vspor708:30202333
vspor363:30204092
vslsvsres303:30308271
vserr242cf:30382550
pythontb:30283811
vsjup518:30340749
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
vscoreces:30445986
vscod805cf:30301675
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
vsaa593:30376534
pythonvs932:30410667
py29gd2263cf:30784848
vsclangdf:30486550
c4g48928:30535728
dsvsc012cf:30540253
pynewext54:30695312
azure-dev_surveyone:30548225
2e4cg342:30602488
pyind779:30671433
f6dab269:30613381
pythonsymbol12:30671437
a9j8j154:30646983
showlangstatbar:30737416
vsctsb:30748421
pythonms35:30701012
03d35959:30757346
pythonfmttext:30731395
pythoncmvfstrcf:30756944
f8hc8238:30694864
fixshowwlkth:30771522
showindicator:30785052
pythongtdpath:30769146
i26e3531:30780429
pythonnosm12tcf:30779713
pythonidxpt:30784022
pythonnoceb:30776495

Can also confirm that I have this issue with the latest release version of the isort extension, but that things work great with 2022.8.0. Would love a fix, was really annoyed that I didn't have the ability to sort imports anymore in my notebooks.

A related issue is #384, which might need addressing first before exposing (partially) broken functionality.


Add --typescript option to generate command docs

We have a review already, but this is still blocked, do we need an explicit @ember-learn/learning-core-team approval?


Streaming with RunnableWithMessageHistory fails to work

Checked other resources

[X] I added a very descriptive title to this issue.
[X] I searched the LangChain documentation with the integrated search.
[X] I used the GitHub search to find a similar question and didn't find it.
[X] I am sure that this is a bug in LangChain rather than my code.
[X] The bug is not resolved by updating to the latest stable version of LangChain (or the specific integration package).

Example Code
I am using the following code to get a response asynchronously and it works fine
conversational_rag_chain = RunnableWithMessageHistory(
                rag_chain,
                get_session_history=self.get_message_history,
                input_messages_key="input",
                history_messages_key="chat_history",
                output_messages_key="answer",
            )
            self.message_history.add_user_message(search)

            answer = conversational_rag_chain.invoke({
                "input": search
            },
                config={
                    "configurable": {
                        "session_id": self.session_id
                    }
                }
            )["answer"]```

But when I change the invoke to stream as I did before, I don't get an input at all

answer = conversational_rag_chain.stream({
"input": search
},
config={
"configurable": {
"session_id": self.session_id
}
}
)["answer"]```
Error Message and Stack Trace (if applicable)
Am not getting an exception but a weird response,
Am getting a response and its only giving the input data only
{
"input": {the_question_I_asked}
}
This is exactly what I get in the response, followed the documentation and got nothing no different
Description
I am trying to get the responses to be streamed back to me as they come from OpenAI, with that I will get lower latency and a much better feel compared to waiting for the entire data to be generated, am also working on voice which requires the data to come as a stream
System Info
Package Information

langchain_core: 0.1.46
langchain: 0.1.16
langchain_community: 0.0.34
langsmith: 0.1.52
langchain_chroma: 0.1.0
langchain_openai: 0.1.4
langchain_text_splitters: 0.0.1
langchainhub: 0.1.15
langgraph: 0.0.39

Checked other resources

[x]  I added a very descriptive title to this issue.
[x]  I searched the LangChain documentation with the integrated search.
[x]  I used the GitHub search to find a similar question and didn't find it.
[x]  I am sure that this is a bug in LangChain rather than my code.
[x]  The bug is not resolved by updating to the latest stable version of LangChain (or the specific integration package).

Example Code
I am using the following code to get a response asynchronously and it works fine
conversational_rag_chain = RunnableWithMessageHistory(
                rag_chain,
                get_session_history=self.get_message_history,
                input_messages_key="input",
                history_messages_key="chat_history",
                output_messages_key="answer",
            )
            self.message_history.add_user_message(search)

            answer = conversational_rag_chain.invoke({
                "input": search
            },
                config={
                    "configurable": {
                        "session_id": self.session_id
                    }
                }
            )["answer"]```

But when I change the invoke to stream as I did before, I don't get an input at all

answer = conversational_rag_chain.stream({ "input": search }, config={ "configurable": { "session_id": self.session_id } } )["answer"]```
Error Message and Stack Trace (if applicable)
Am not getting an exception but a weird response, Am getting a response and its only giving the input data only { "input": {the_question_I_asked} }
This is exactly what I get in the response, followed the documentation and got nothing no different
Description
I am trying to get the responses to be streamed back to me as they come from OpenAI, with that I will get lower latency and a much better feel compared to waiting for the entire data to be generated, am also working on voice which requires the data to come as a stream
System Info
Package Information

langchain_core: 0.1.46
langchain: 0.1.16
langchain_community: 0.0.34
langsmith: 0.1.52
langchain_chroma: 0.1.0
langchain_openai: 0.1.4
langchain_text_splitters: 0.0.1
langchainhub: 0.1.15
langgraph: 0.0.39

You must check key 'answer' exist in chunk first: https://python.langchain.com/v0.1/docs/use_cases/question_answering/streaming/#streaming-final-outputs


Check datasource level perms for downloading csv and fetching results

Solves: https://github.com/airbnb/superset/issues/2031
Prior this PR running sql could be done on the granular datasource access, but fetching the results and downloading csv required full database access.
This PR fixes it and adds index on the query table on the result_key field.
Tested: on staging.
Reviewers:

@mistercrunch
@ascott
@vera-liu

@mistercrunch - merging this, need to fix sql lab perms.


fix(strata-cli): better handling of low-entropy passwords warnings

Description
PR got merged before we could address some suggestions
Type of Change

[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature/Enhancement (non-breaking change which adds functionality or enhances an existing one)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] Documentation update
[x] Refactor

Checklist

[x] I have performed a self-review of my code.
[x] I have commented my code where necessary.
[x] I have updated the documentation if needed.
[x] My changes do not introduce new warnings.
[x] I have added tests that prove my changes are effective or that my feature works.
[x] New and existing tests pass with my changes.

Related Issues
STR-493

This can be approved and merged since we are not touching functional tests

rebased


Friend lookup seems very wrong

[ 100 $: x ] obj $: x
[ 200 $: y ] obj $: y

orphan $: myBlock

myBlock x befriend
myBlock y befriend

myBlock.x echo "outputs the block x, should be: 100"
myBlock.y echo "outputs 200"

It seems it's not a bug but a feature haha

Currently, last friend is preferred over all other friends for everything. This is just wrong. We need to do an L1 pass with flat-ats, followed by deeper, recursive L2 pass on parents & friends (parent.at? and friend.at?).
This is too much for 0.0.7 but a must for 0.0.8, because it could lead to a lot of confusion as it did even with me!
each_relative should probably be rewritten, too, because a) it LOOKS super slow, and b) it's too complex. Perhaps a few structs and dynamic dispatch would help? Also, it's too specific for the solution I speak of here -- and would need either a rewrite, or a lot of repetition. Idk.

phuck gethub


2.x Merge master branch

Related:

#2820
#2800

This PR merges in documentation updates we made for 1.x.

I’m merging this in. Failing tests only happen with WordPress trunk, which is WP 6.4. These failing tests don’t seem to be related to this PR.

Yes, seems to be a bug in 6.4 latest version related to this: https://core.trac.wordpress.org/ticket/59505


linux-aarch64 no longer allows for 16K page size

From https://github.com/microsoft/vscode/issues/179907
Since we started using musl to build linux-aarch64, it uses jemalloc, which doesn't support page sizes above 4K.

jemalloc supported larger page sizes in https://github.com/jemalloc/jemalloc/pull/769/files. Seems that they set max page size to 16K for M1 macs. https://github.com/jemalloc/jemalloc/blob/54eaed1d8b56b1aa528be3bdd1877e59c56fa90c/configure.ac#L1694

Seems that I didn't set the env var correctly, this still happens.


MAC & INSTALL

Can better explain install procedure and if is possible to use on a MAC

As .NET-Framework is not available for MAC, there is no way to run this under MACOS https://dotnet.microsoft.com/download


[LOGGING-2544] Removes deprecated folder parameter

Removes deprecated "folder" parameter from the Log Forwarder integration. This parameter was originally included during the beta phase, but was later removed when we discovered that we could use wildcards when specifying a file path in FluentBit.

Pull Request Test Coverage Report for Build 385538576

1 of 1 (100.0%)  changed or added relevant line in 1 file are covered.
3 unchanged lines in 2 files lost coverage.
Overall coverage decreased (-0.02%) to 58.24%

Files with Coverage Reduction
New Missed Lines
%

internal/agent/event_sender.go
1
72.56%

pkg/metrics/sampler/sampler_routine.go
2
94.74%

Totals

Change from base Build 385002887:
-0.02%

Covered Lines:
11238

Relevant Lines:
19296

💛  - Coveralls


DASHBUILDE-157: Metric displayer based on HTML templates

Refactoring required to support recent changes in metric displayers.
More info at => https://issues.jboss.org/browse/DASHBUILDE-157
@cristianonicolai I'm having issues trying to create instances from the jbpm-console-ng-showcase. Still working on it. I tought you could start looking/verifying the new impl meanwhile.

+1, Thanks

Merging this to fix the build.

thanks @dgutierr


Restarting Racer causes car to allways go left or right

Restarting Racer causes car to allways go left or right after crashing once
fixed by adding:
public void resetButtons()
{
up = false;
down = false;
left = false;
right = false;
}
method to gamearena.java and calling in Racer in the start function

cool. Doing this patch in here should let this happen transparently:
https://github.com/finneyj/Racer/blob/master/GameArena.java#L203
Can you confirm if this works, and if so, send me a Pull Request?

It has worked however I do not know how to send you a pull request


resolve by host label

By inspired https://docs.traefik.io how set host by labels.
I implemented that option for configuration.

Cool.  Thanks!


puppet-ngrok

Hi,
I've created a module to install ngrok. The code is available here.
At the moment, fresh installs will fail due to #599, as ngrok depends on bazaar to build. It can be worked around by running brew install bazaar to avoid the Boxen bottle, but it's not ideal.
Thanks.

Now that Boxen recommends using per-user hiera configuration, this module does not need to be included. It can be replaced with this configuration.
boxen::personal::homebrew_packages:
  - ngrok

I'll be deleting the module in the next few days.


Hide search form in navbar

In addition to #148, we need to hide the search box, which is not yet functional, before the 🕵deployment.

Done via #191 ✅


feat: Would it be possible to see the vault value in $lords in the realm search screen

As title said Would it be possible to see the vault value in $lords in the realm search screen to help you gauge whether you should attack.

added in #439


Fixate v1.14.4 release

Fixates the version, sets release flag. To be merged after everything else is in.

This can go in right after #2449 - feel free to merge once that's in.

Ok


Inline Notification Component old Binding Syntax

found when we addressed pr #526
Looks like some old binding syntax is still in the inline-notification-component. Minor clean up

inline-notification.component.js >> line 107

'pfNotificationRemove': '&?'

This syntax is a non-issue and should be &, Angular Docs
We should probably note the behavior around how we handle the function call within the template...

ng-click="$ctrl.pfNotificationRemove()"

The parenthesis  ( ) doesn't appear to be needed since it's a reference. However, appears to function either way...
Current...
<button ng-show="$ctrl.pfNotificationPersistent" ng-click="$ctrl.pfNotificationRemove()" ...

Alternate...
<button ng-show="$ctrl.pfNotificationPersistent" ng-click="$ctrl.pfNotificationRemove" ...


JBPM-5395 - Stunner - get list of ruleflow groups from server

My biggest gripe is that this appears to be a copy and paste of a NamedQuery from jbpm-designer.

@manstis it is the same query used in jbpm-designer. both do the same thing. if there is a better way to do this let me know. thanks.

@manstis i have refactored the query to make it a lot less jbpm-designer'ish but currently cannot run the kie-wb war on wildfly10 to test. as soon as i'm able to i will amend the pr. thanks

@manstis refactored the query - let me know if this is better for you now. thanks.

@tsurdilo I guess we'll have to live with the duplication for now.. I assume either you, @jlindop or @romartin are to address such duplication when Stunner's BPMN specifics move to Designer (or jbpm-wb). There are however a few other minor issues (relating to license headers) remaining.

@manstis ok looking at license headers now. Both designers share properties for nodes that do the same thing. The queries used in jbpm-designer were using the kie api already so I'm not sure if its needed to re-implement this logic if it already worked. The editors do not share the property panel impl so I guess some duplication will exist for a while.

@manstis  added license header to new test class and updated formatting of others


feat/collection/steps

Add a collection of step components.

One like this would be awesome to top it off

Those already look cool though 👍

New components added, let me know what you think! 😄


Prey 2006 crash

Prey fails to launch on Mint 19.3
As of 30th Jan 2021, Prey (2006) fails to launch via luxtorpeda-dev on Mint 19.3.
To Reproduce
Steps to reproduce the behaviour:

Install Prey 2006
Launch Prey to initiate package installation
Right after the installation, the game fails to launch

Expected behaviour
Properly launching the game
Additional context
Game installation + package installation + 1st launch attempt:
https://gist.github.com/rea987/888b44bde0289a7cf23abfe0a0065fc4
2nd launch attempt:
https://gist.github.com/rea987/54bc461a2b1c1a9406b59086e2014560
Usual retail Linux installation of Prey can be launched in the same system even with SDLCL. Removing existing ~/.prey doesn't have an effect.
Edit: ./prey: 43: export: 2006: bad variable name line in the end is peculiar.

Tested on my side and everything works perfectly.

Tested on my side and everything works perfectly.

Has it worked on that computer before, the lux downloaded version? What's on that line for the prey command it is attempting to execute?
Was anything changed on steam or prey for your system? And you may want to try deleting the ready file and the linux official folder and letting it redo the setup

Has it worked on that computer before, the lux downloaded version? What's on that line for the prey command it is attempting to execute?
Was anything changed on steam or prey for your system? And you may want to try deleting the ready file and the linux official folder and letting it redo the setup

I just tried it again on my system and it worked fine. Line 43 of the prey script talks about a library path update, so your LD_LIBRARY_PATH may not be setup correctly on your system in general.

I just tried it again on my system and it worked fine. Line 43 of the prey script talks about a library path update, so your LD_LIBRARY_PATH may not be setup correctly on your system in general.

I entirely deleted Prey, ~/.steam, ~/.local/share/Steam, ~/.prey, /.cache/luxtorpeda to reinstall Steam, luxtorpeda-dev, Prey and the Prey Linux package on both Mint 19.3 and Ubuntu 20.10, results are the same;
Game installation + package installation + 1st launch attempt:
https://gist.github.com/rea987/07ce499aa9dd2b58071e636f15be8ac6
2nd launch attempt:
https://gist.github.com/rea987/9599759706663c8971aa157f7ff143d5
However, Manjaro 20.2 launches the game via luxtorpeda-dev just fine:
https://gist.github.com/rea987/37dc86d80a95b6e608b60d4707db56c0
Also, I am not sure whether WARNING: Non-portable: path contains uppercase characters: base/home/r/.local/share/Steam/steamapps/common/Prey 2006/linuxdata/ warnings are related. Though, as they happen on Manjaro after passing the point where the game crashes on Mint and Ubuntu, I presume they aren't important.

I entirely deleted Prey, ~/.steam, ~/.local/share/Steam, ~/.prey, /.cache/luxtorpeda to reinstall Steam, luxtorpeda-dev, Prey and the Prey Linux package on both Mint 19.3 and Ubuntu 20.10, results are the same;
Game installation + package installation + 1st launch attempt:
https://gist.github.com/rea987/07ce499aa9dd2b58071e636f15be8ac6
2nd launch attempt:
https://gist.github.com/rea987/9599759706663c8971aa157f7ff143d5
However, Manjaro 20.2 launches the game via luxtorpeda-dev just fine:
https://gist.github.com/rea987/37dc86d80a95b6e608b60d4707db56c0
Also, I am not sure whether WARNING: Non-portable: path contains uppercase characters: base/home/r/.local/share/Steam/steamapps/common/Prey 2006/linuxdata/ warnings are related. Though, as they happen on Manjaro after passing the point where the game crashes on Mint and Ubuntu, I presume they aren't important.

Are there any differences in the file system between those two distros you have installed?
Where are you seeing this error: "WARNING: Non-portable: path contains uppercase characters: base/home/r/.local/share/Steam/steamapps/common/Prey 2006/linuxdata/" I didn't see that in the logs you sent.
What do you see on your line 43 for the prey executable? The one that the launch is complaining about.
Has this worked on your Mint installation before? If so, what has changed?

Are there any differences in the file system between those two distros you have installed?
Where are you seeing this error: "WARNING: Non-portable: path contains uppercase characters: base/home/r/.local/share/Steam/steamapps/common/Prey 2006/linuxdata/" I didn't see that in the logs you sent.
What do you see on your line 43 for the prey executable? The one that the launch is complaining about.
Has this worked on your Mint installation before? If so, what has changed?

Has this worked on your Mint installation before? If so, what has changed?

I believe it worked in some point around the time Rune package was introduced. Then I uninstalled it, afterwards it ceased to work. However, I have never tried it on Ubuntu 20.10 installation before, it's a fresh install. Retail installation always works. I have some concerns regarding localization, I will make a native Ubuntu 20.04 installation in US English to make sure this will. Will report you later in this week.

I installed and fully updated Ubuntu Mate 20.04.2 LTS 64-bit (US English):
https://gist.github.com/rea987/571386e72a131d47371ecfe07139233b
Just like Mint Mate 19.3 and Ubuntu Mate 20.10, Prey (2006) fails to launch on Ubuntu Mate 20.04.2:
Game installation + package installation + 1st launch attempt:
https://gist.github.com/rea987/86a3c010b8849474b7fa82a9a4c6c50e
2nd launch attempt:
https://gist.github.com/rea987/ef9a544ca07846635435f265df77c0bd

Are there any differences in the file system between those two distros you have installed?

Both Manjaro 20.2, Mint 19.3, Ubuntu 20.10 and Ubuntu 20.04.2 have Prey (2006) installed in ~/.local/share/Steam/steamapps/common/Prey 2006. File system of all Linux distros is ext4. Only Manjaro is able to launch.

What do you see on your line 43 for the prey executable? The one that the launch is complaining about.

https://gist.github.com/rea987/99497ee267632da4ed190c96201f76a7
    export ORIG_LD_LIBRARY_PATH=${LD_LIBRARY_PATH}
Also Half-Life: Absolute Zero fails to launch on Mint 19.3 and Ubuntu 20.04.2:
Game installation + package installation + 1st launch attempt:
https://gist.github.com/rea987/521a5718e19dd44a140406fee2cb1bb6
2nd launch attempt:
https://gist.github.com/rea987/05c0a75b75c20933145437df34ddabb5
Following line is peculiar;
./xash3d.sh: 35: export: Zero:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_32:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_64:/usr/lib/x86_64-linux-gnu/libfakeroot:/lib/i386-linux-gnu:/usr/local/lib:/lib/x86_64-linux-gnu:/lib:/lib/i386-linux-gnu/sse2:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/lib/i386-linux-gnu:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/usr/lib/i386-linux-gnu:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/lib/x86_64-linux-gnu:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/usr/lib/x86_64-linux-gnu:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/lib:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/usr/lib:/home/r/.local/share/Steam/steamapps/common/Half-Life: bad variable name
However, other Luxtorpeda-dev packages that I tried successfully launched.
Quake 3: Arena (ioquake3):
https://gist.github.com/rea987/a95c678ca78708e7f70a2dfa75c88793
Unreal Tournament 2004:
https://gist.github.com/rea987/55bd25e822511e3101cb5ed142002ab4
Rune Classic:
https://gist.github.com/rea987/0ddb64c41adeba5a7d9342b5496da8e0
Serious Sam 2:
https://gist.github.com/rea987/374e2c89c4d3b98f227c7190f2a28d41
Warzone 2100:
https://gist.github.com/rea987/370ff6621372ecdb93071d96fadc8882

The two issues seem to be related in that it seems to have issues with either spaces or characters like -
What happens if you launch Terminal and point it to the steam directory of Prey 2006 and run it directly? Does that work? Not a installed version separate, but the game installed on by luxtorpeda-dev in the steam directory.

The two issues seem to be related in that it seems to have issues with either spaces or characters like -

Perhaps using " " or ' ' would solve the issue.

What happens if you launch Terminal and point it to the steam directory of Prey 2006 and run it directly?

You mean with LD_LIBRARY_PATH? Can you please post the exact command? I am not really good at such things.

For the launch test, do the following:

Find your Prey installation in Steam and right click and go to Properties. Click Local Files and Browse..
Now open a terminal window in that directory. Some DEs have a open in Terminal right click option or you may have to copy the path
Run the following command: ~/.steam/steam/ubuntu12_32/steam-runtime/run.sh ./run-prey.sh

Then see if the game works for you.
The issue seems to be inside the prey launch script itself,, that is bundled with the game, not one that I control, or something unique to your Linux environment. This will help determine where the issue may be launching it like this.

Run the following command: ~/.steam/steam/ubuntu12_32/steam-runtime/run.sh ./run-prey.sh

https://gist.github.com/rea987/7d0321cad256661390261675e539422e
I am happy to let you know that this command successfully launched the game without an issue on Ubuntu 20.04.2.

Interesting, that seems to point to some sort of pathing issue. Not sure why it works outside of steam but not in Steam. I'm guessing it has something to do with the library paths. What does your steam launch look like? As in how are you launching steam?
Also, you might want to print out your LD_LIBRARY_PATH on steam versus when you run in Terminal.

What does your steam launch look like? As in how are you launching steam?

https://gist.github.com/rea987/f8a27e940499c84bf63080918ffec6f1

Also, you might want to print out your LD_LIBRARY_PATH on steam versus when you run in Terminal.

Again, sorry for being noob but I will ask for exact command if possible.

Probably the simplest way to do that is to edit the prey shell script (inside linuxdata) and after line 40 add the following lines
echo "$PREY_DATA_PATH"
echo "$LD_LIBRARY_PATH"

Then run the game inside steam and outside steam (using the command I gave you earlier) and send the results here.

This may also point to some issue with your system and 32-bit engines. The two you mentioned as not working are both 32-bit.
You can see this list here: https://luxtorpeda-dev.github.io/packages.html
For more if you want to compare, the ones that show "NO" on the 64-bit column are 32-bit engines.

Probably the simplest way to do that is to edit the prey shell script (inside linuxdata) and after line 40 add the following lines

Following is the edited shell script of the game; notice lines 41 to 44, ~/.local/share/Steam/steamapps/common/Prey 2006/linuxdata/prey:
https://gist.github.com/rea987/f6bd0a9a00e8468be2ed2d854212991e

outside steam (using the command I gave you earlier)

The game runs fine;
https://gist.github.com/rea987/7791729221b52aa22ce8855499ae9562

Then run the game inside steam

The game still fails to launch when launched from Steam,
1st attempt:
https://gist.github.com/rea987/285d91db1d25a13bd47187ec767e8c41
2nd attempt:
https://gist.github.com/rea987/26321dca76ea38a066525ec3046a2c3b
Now, ./prey: 46: export: 2006: bad variable name line points 3 line later than the original due to added lines. Also, /home/r/.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_32:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/pinned_libs_64:/usr/lib/x86_64-linux-gnu/libfakeroot:/lib/i386-linux-gnu:/usr/local/lib:/lib/x86_64-linux-gnu:/lib:/lib/i386-linux-gnu/sse2:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/lib/i386-linux-gnu:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/usr/lib/i386-linux-gnu:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/lib/x86_64-linux-gnu:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/usr/lib/x86_64-linux-gnu:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/lib:/home/r/.local/share/Steam/ubuntu12_32/steam-runtime/usr/lib:/home/r/.local/share/Steam/steamapps/common/Prey 2006 line appeared which wasn't originally there and similar to previous Half-Life: Absolute Zero crash:
https://gist.github.com/rea987/521a5718e19dd44a140406fee2cb1bb6 (line 3964)

This may also point to some issue with your system and 32-bit engines. The two you mentioned as not working are both 32-bit.

Rune Classic and Serious Sam 2 lux packages that work are 32 bit. Unreal Gold package which is 32 bit also launches without a problem;
https://gist.github.com/rea987/81ebfb6ad502e692b1a0d89eccea902e
$ file UnrealLinux.bin UnrealLinux.bin: ELF 32-bit LSB executable, Intel 80386, version 1 (SYSV), dynamically linked, interpreter /lib/ld-linux.so.2, for GNU/Linux 2.6.4, stripped

The addition of those lines was not to try and fix anything, this was just to add some logs to see if there was a difference that was visible.
It looks like this is the culprit: "/home/r/.local/share/Steam/steamapps/common/Prey 2006", this is in the ld_library_path on steam, but not in the non-steam part. Can you check your launch options in steam as well?
Also, try editing the prey script to add quotes:
export ORIG_LD_LIBRARY_PATH="$LD_LIBRARY_PATH"

Also, try editing the prey script to add quotes to see if that fixes it:
export ORIG_LD_LIBRARY_PATH="$LD_LIBRARY_PATH"

That let me to successfully launch Prey via Steam;
https://gist.github.com/rea987/c745442019b40af062e074f477901921
Editing 43rd line of the original prey shell script with quotation marks as you instructed did the trick.
https://gist.github.com/rea987/41f5005b6d37de68dc33b8b62ff1e9f0

Can you check your launch options in steam as well?

I don't have any launch option for Prey or Half-Life: Absolute Zero. Speaking of which I usually use __GL_THREADED_OPTIMIZATION=1 %command% launch option for OpenGL games on my system. Does using Steam's game launch option for luxtorpeda games have an affect or shall I edit respective luxtorpeda scripts for that?
As, Prey problem can be solved right now, how about Half-Life: Absolute Zero? Also, why don't Arch based distros need quotation marks whereas Ubuntu based distros do?

Those arguments like GL_THREADED_OPTIMIZATION should work fine in launch options, without having to touch any luxtorpeda configuration
I pushed up a change (https://github.com/luxtorpeda-dev/packages/commit/cbb8d1a0e74401bdfa313714d73d170105418625) which bypasses the original prey launch script and fixes the library path so it should work. I'm guessing there's some difference in the shell environment or locale with Ubuntu.
It looks like Absolute Zero has the same issue, where it's doing an export of the library path. I fixed it in https://github.com/luxtorpeda-dev/packages/commit/cb07ef66018e7d44a143c83c100151f0596c52e7
Let me know here if you run into any further issues with these two. You should be able to launch the game as normal again on Steam, and it'll download the new assets automatically.

I also have a similar problem. I can launch Prey from run-prey.sh but not from Steam.
If I launch it from Steam it will just crash immediately, after that run-prey.sh will also crash. But if I first run setup-prey.sh and then run-prey.sh, the game will launch.

No I can't launch from Steam, only from terminal.

@ToughGuyKunio Ok, if you launch steam in terminal, it should output what is going on in the terminal window. If you put that into a file and upload it here, I can look over the log and see what may be going on.

@ToughGuyKunio
Looks like this is the issue:
SDL is using audio backend 'pulseaudio'.
allocated a mix buffer of 32768 bytes
SDL_AudioSpec: 44100 freq, S16LSB, 2 channels, 512 samples.
Opening audio device...
Assertion 'm' failed at ../pulseaudio/src/pulse/mainloop.c:940, function pa_mainloop_iterate(). Aborting.
signal caught: Aborted
si_code -6

Seems like something happened when it tried to launch the audio. It randomly is happening to me as well now, when I haven't seen this before, which makes me think this is a new issue possibly related to a steam update.
I have been working on a new version of the compatibility tool using the new container-based runtime, you can try it out if you want by downloading the alpha 33. Then pick Luxtorpeda (Runtime) for the game.
For me, I haven't been able to replicate the issue with the new runtime version, so that should be a good fix.

I tried the runtime with the new release and it seems to crash sometimes and work sometimes. I've made gist from both outputs down below if it helps. I don't think I got all output from the working one since it printed so many "empty read" lines the terminal history was cut short
Crash with runtime outuput: https://gist.github.com/ToughGuyKunio/f3436d324ffc45f3214d99818a48374a
Working with runtime output: https://gist.github.com/ToughGuyKunio/7506e0e52a7a67eb65b20e0e821fc0a2

@ToughGuyKunio Interesting, it seems to be that same audio crash. I am unable to replicate, it may be some issues with your host system's audio stack, although not sure what that could be.
Sadly there's not much that can be done that I know of since it's failing inside the closed source binary.
Out of curiosity do you have any issues with quake 4 or doom 3, if you own those? Those use the same engine, although doom 3 uses an open source implementation.
You may also want to try pipewire, if you're using pulseaudio directly.

Doom 3 works fine but Quake 4 also crashes immediately. But it's not the same error message as Prey as far as I can tell?
Quake 4 crash output: https://gist.github.com/ToughGuyKunio/ddec1f9512b02116e2c106e6333b5e28
I'll see if I can test pipewire next, thanks for the tip.

I uninstalled Pulseaudio and installed Pipewire. Quake 4 seems to work every time now.
Prey is still hit and miss. giving the same error message when it fails. Still calling it pulseaudio for some reason (pactl info shows pipewire).
SDL is using audio backend 'pulseaudio'.
allocated a mix buffer of 32768 bytes
SDL_AudioSpec: 44100 freq, S16LSB, 2 channels, 512 samples.
Opening audio device...
Assertion 'm' failed at pulse/mainloop.c:921, function pa_mainloop_iterate(). Aborting.
signal caught: Aborted
si_code -6
Please post the following data to https://bugzilla.icculus.org/ ...

I think I'll stick to using Proton for these two games, the native versions, even when they work, give me sub 60 fps performance and they run much better with proton.
Thanks for all your help!

@ToughGuyKunio In the quake 4 log for some reason it seemed the first time the install failed.
And yeah sdl would still see it as pipewire, if you've got the whole pipewire pulse thing installed, which lets pipewire take over and mimic pulse.
I wish they had open sourced those two games' engine versions as well, since the original versions have issues. There is someone working on a mod of sorts for quake4 to the open source engine, once that gets better I may see if that's an option.


Drawing issue with pen mode.

Drawing with spen or pen doesn't work as expected.
Please see video for reference.
Device: Samsung S7 Plus
Android
Tested on excalidraw.com
https://user-images.githubusercontent.com/4208015/152185790-a8726182-0213-4e50-a8b9-b05768473f7a.mp4

@zsviczian

Can you confirm this worked on the previous version? https://excalidraw-9tonu6yck-excalidraw.vercel.app/
What's the browser?
I just noticed similar thing is happening on mobile Firefox where it thinks you're scrolling the content and it temporarily hides the toolbar.

Tested on mobile Chrome browser and it works fine in pen mode.
But same doesn't work on tablet with actual pen.
Mobile Phone
Android
Chrome browser.

I just noticed similar thing is happening on mobile Firefox where it thinks you're scrolling the content and it temporarily hides the toolbar. Unrelated to the pen mode.

But same doesn't work on tablet with actual pen.

On the same tablet, it works when not using a pen (just touch)?

Yes touch works fine on same tablet but not actual pen.

That's actually strange.
On iPad it works in chrome well for me, but chrome is mostly just a re-skinned Safari so it may not mean anything.
In any case, as I understand it's not related to the pen mode as it doesn't work for you in the previous version either. It's a general issue around stylus handling.


Auto updating progress bar

The current progress bar looks really neat, but it would be more helpful to update the progress bar in real time (or every x seconds). This can be achieved by keeping track of the "latest" now playing embed (only the latest one would be enough too ) and editing it every x seconds to reflect the current progress of the song.

It seems to be a cool idea but is this developer even sees the issues and working for the fixes?

@GokulSamraj I am tracking issues and people are free to report bugs and issues they find.
However, I only work on this project as a hobby, and the past months I've been busy with my thesis.
You are free to submit a PR if you want to fix issues faster. Otherwise, feel free to use another bot.

While this is a cool idea, you may reconsider this before implementing. As if you constantly keep updating the message, you may hit a rate limit.

Pretty sure discord.js handles ratelimits and if needed you can debounce the update by few seconds.
If you wanna make this look cooler, spice it up with synced lyrics. Synced lyrics provider ticks every second internally but it would not fire every second (tbh it depends on the song)

This will most likely not be implemented, but feel free to fork and create your own functionality around this if you need it.


I don't find a License in the project, i want add some feature, can i fork it and modify it?

I don't find a License in the project, i want add some feature, can i fork it and modify it?

yes


[SPARK-17295][SQL] Create TestHiveSessionState use reflect logic based on the setting of CATALOG_IMPLEMENTATION

What changes were proposed in this pull request?
Currently we create a new TestHiveSessionState in TestHive, but in SparkSession we create SessionState/HiveSessionState use reflect logic based on the setting of CATALOG_IMPLEMENTATION, we should make the both consist, then we can test the reflect logic of SparkSession in TestHive.
To achieve this, we add "test-hive" to the value set of CATALOG_IMPLEMENTATION, and updated relative references.
How was this patch tested?
existing tests.

We are trying to get rid of HiveSessionState. Thus, I am not sure what you did here is in our direction. cc @cloud-fan @yhuai

Test build #64554 has started for PR 14862 at commit 0867d2a.

Test build #64554 has finished for PR 14862 at commit 0867d2a.

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

Merged build finished. Test FAILed.

Test FAILed.
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@gatorsmile It will be great to have SPARK-15691, but before that, I think it is still reasonable to make some small improvements on current codebase. Thank you!

Haven't figure out why one test case failed, it passed in my local envirement.

Jenkins, test this please

Test build #64638 has started for PR 14862 at commit 0867d2a.

Test build #64638 has finished for PR 14862 at commit 0867d2a.

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Merged build finished. Test FAILed.

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Test build #64701 has started for PR 14862 at commit 714e3a9.

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This patch passes all tests.
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@yhuai Could you review this PR please? Thank you!

ping @yhuai.

Test build #64787 has started for PR 14862 at commit acd025c.

Test build #64787 has finished for PR 14862 at commit acd025c.

This patch passes all tests.
This patch merges cleanly.
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Merged build finished. Test PASSed.

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ping @yhuai

What exactly does this change buy us? It doesn't allow us to remove any of the inheritance code. TestHiveSessionState is not fundamentally different from HiveSessionState so I think it's actually less clean to introduce a new catalog implementation for this purpose.
@jiangxb1987 would you mind closing this PR?


robomimic for Windows

Is there a chance that at some point robomimic will be available for Windows ?

robomimic should be functional on Windows as long as the simulators you are using are also functional on Windows. Did you run into any specific issue when trying installation on Windows?

I think it needs this issue to be fixed:
https://github.com/StanfordVL/egl_probe/issues/3


uv.h Not Found

Cannot build in Windows due to "uv.h" missing.

The python script is useful and I did not see it. However, the Visual Studio solution is quite old.

I don't have a Windows machine. If you get the VS project up to date, any chance you could send a pull request with your changes?


[WIP][TEST] Experiment with running Scoverage in tests

WIP to test Scoverage integration in AMPLab Jenkins.

Test build #65996 has started for PR 15269 at commit 9f77155.

Test build #65996 has finished for PR 15269 at commit 9f77155.

This patch fails Scala style tests.
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Test build #65998 has started for PR 15269 at commit 9b8e284.

Test build #65998 has finished for PR 15269 at commit 9b8e284.

This patch fails Scala style tests.
This patch merges cleanly.
This patch adds no public classes.

Merged build finished. Test FAILed.

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Test build #66049 has started for PR 15269 at commit e22b406.

Test build #66049 has finished for PR 15269 at commit e22b406.

This patch fails from timeout after a configured wait of `250m`.
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I know this is only WIP but I just want to say +1 to the idea assuming we can iron out the kinks :) (It's been on my back burner for far too long).


Update ICantBelieveItsNotValetudo to 2020.02.1

Is is needed to update to fix the map with the latest Valetudo version

Included in #197 with version change and dependency update


Generator : Fix changelog Path + Fix IndexationJob Qualifier

Coverage remained the same at 51.169% when pulling 6310961be17858b726ec2c23695d54dc43531b84 on alexandrepa:changelog_directory into b6d07de0cf0c281483ca8935a6ad2fdd7078909d on blossom-project:master.


feat: Add infra-win_service

Relevant information
This PR adds a new entity type for the nri-winservice integration. Since we had to change the entity type format (camelCase -> SNAKE_CASE) we decided to create new entities and nerdlets in NR1.
Once all customers from private beta are migrated to the new release that will use this definition the old definition sill became obsolete and could be removed.
Checklist

[ ] I've read the guidelines and understand the acceptance criteria.
[ ] The value of the attribute marked as identifier will be unique and valid.
[ ] I've confirmed that my entity type wasn't already defined. If it is I'm providing an
explanation above.

 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.

 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.


Laravel 5.8

I'm really into using Laravel 5.8 with this package :D

@yabhq ...

"laravel/framework": "5.8.",
"laravel/scout": "6.0.",
"yab/laravel-scout-mysql-driver": "^2.1",
at least this works for me


Version control piwik

Well this seems like a good Idea. Now we can tag releases and rebuild older piwik versions if we need.

Thanks! looks good