RE7/RE8/RE2 won't show in display of oculus quest 2

Hey guys,
have a problem to show the games in the display of the headset. Can only see after starting the loading screen/hologram of vrsteam.
On PC everything is running (but blurred/flickering)
Have download the files and extracted it to the game folders.
Have tried it via oculus link cable and via virtual desktop but without success.
Games running without problems via vrsteam/oculus libary.
Thanks a lot.

Make sure after open the Mod menu to not click on the Gamescreen again. Just Minimize the Mod Menu and then press Win Key or CTRL + ESC.. Then use ur VR again. You can use the Mod Menu in Game too, by holding hands togheter when you are in already. I got a lot of laggs, Blackscreen, only Sound Problems when i clicked back on the Gamewindow and put my Headset back on.

Thanks for answering.
What do you mean with mod menu?

Praydog Menu on top Left. Minimize it after u ve done everything on it and minimize it. Dont klick into gamescreen after it.

Praydog Menu on top Left. Minimize it after u ve done everything on it. Dont klick into gamescreen after it.

Praydog Menu on top Left. Minimize it after u ve done everything on it. Dont click into gamescreen after it.

Ah alright thanks for this tipp.
I have done it to run RE2. The secret was after launching the game to press alt+tab to be not in the game. After this i have seen it in the quest.
Unfortunately this trick wont works in RE7/8.
Any other tipps?
Thanks a lot-

I told you the secret already :D. If you press WIN key, CTRL+ESC or alt-tab its all the same <3.

hmmmm its pirate version or steam?

Oh i am a fool ... sorry ;)
No everyting from steam.

Hmmm do you start the Game by clicking on it or do you start SteamVR before?
Some pps facing the Problem by starting SteamVR first. For me i could start RE7 without starting STEAMVR before and it worked.

For RE8 i dont know.. I have the EMPRESS Version of it and my game is crashing every time. Already asked for help here ;/

Make Sure, that STEAMVR isnt open already in ur Taskmanager. Try a fresh start of the Game out of ur Steamcollection

Otherwise try to start RE7 without VR and change DX level 12 to 11. Then try again

Thanks once again for your help.
Have also tried but without success ...
Only thing i can see is, that after the game is loading, it is shown in the headset but after switching to vr it wont.
Hardware is a radeon 6800xt.
Maybe some settings are wrong.

Your welcome :).
Hmm, so did you try to start the Game with ur headset on immediatly? I mean click on RE7 and put on immediatly your Headset before the Game logged in.
Otherwise if you using some other stuff like Virtual Desktop or stuff like that, someone said, that he is facing this Problem, because his 2nd Screen was plugged in HDMI. He said he could fix it by put the HDMI out before..
otherwise you can also try to deactivate "hardware accelerated gpu scheduling" in Windows. that means you need to reboot ur PC, but give it also a try. For some pps this helped.

Hi,
yesterday I finally got my Quest 2. Decited to go for it because of this MOD 👯
But I have the same problem. I can run any VR Game via Airlink, but when launching RE2 with VR MOD, I end up in this room as the user here.
I see for some seconds a big screen wíth capcom logo and re engine and shortly pop up VR MOD Menu for about 2 seconds.
Then this rooms shows up.

I tried the ALT+TAB hint, but it does not work for me.
Please help me :)

Try to start the game first time without VR. Change DX12 to DX11.
After that put in the 3 files of praydog in the RE2 folder.
Then activate your VR Headset and start the Game without wearing. On your screen (flat) you should see the Game starting.
Press then "Insert" Key and enable VR in the Mod Menu. Minimize then the Mod Menu and dont klick on the Screen again. Press like WIN Key or ALT+TAb.
Put on your VR Headset and it should work.

Thanks for your reply.
Sadly "Then activate your VR Headset and start the Game without wearing. On your screen (flat) you should see the Game starting.
--> I can see the first 2 logos and then this windows disapperas and instead steamvr is opening.
"

The Log you posted said, that its not able to locate your Headset.
Yeah its normal and a good think, that SteamVR is showing up.
I dont know much about especially Quest2 and Airlink but can you try to reboot your PC and replug ur VR? So that you are able to fresh start it and try it again? Sometimes, when it bugged, you cannot get access too.
Otherwise like i said earlier. There is some guy with AIR LINK and kind of the same Problem. He had multiple Screens plugged on the GPU. He fixed it by plug off the HDMI randomly.
You can also try if everything of this isnt working to turn off "hardware accelerated gpu scheduling". Some pps fixed their crashes by turning this off.
For me its only crashing on that way, if my VR isnt plugged in already when i start the Game. Like the exact scene.
Thats why i told you to plug in ur VR first.
But maybe something is bugged with it and the Game.

Maybe try to patch RE too

I tried several things including restart, tried with connected / disconnected VR, ...
As soon as the mod files are copied to it, it is not loading anymore.

So Resident Evil starts, thats good. Then the Mod Menu shows up and STEAMVR is starting. That means, that the Mod should work and its reacting.

Some pps got the Problem, that the Game wasnt up to date. Thats why i told you to keep an eye on that too maybe

Seems to be that i have actually the same problem ... Are there any settings to change?

Normally you dont need to start STEAMVR manually, because its starting anyway with ur MOD.

@mochkal  i thought RE2 is working now on your side?

Hmm maybe try to download the recent "dinput8.dll" praydog is working on nearly every day and replace it->  https://ci.appveyor.com/project/praydog/reframework/branch/master/artifacts

Here you ll find the History too: https://ci.appveyor.com/project/praydog/reframework/history

Otherwise you could try to set Steam launch parameter for your game by rightclick on it.  Try to paste this-> -vrmode openvr if this is not working just try -vrmode Oculus.

Otherwise you could try to set Steam launch parameter for your game by rightclick on it. Try to paste this-> -vrmode openvr
if this is not working just try.>  -vrmode Oculus
Maybe this is gonna help you???

@mochkal i thought RE2 is working now on your side?

Yes it does. But unfortunately RE7/8 not :/

Hey Mochkal,
what did you do to run RE2?
ALT + TAB while seeing

does not work for me. :(
Tried alternativ vrmodes from takesword and newest dinput.
Tried changing resolution of PC to FHD. Nothing, no picture :(

That was the only thing i have done ...
Close everything on computer, startt virtual desktop and then press to the RE2.exe
After the game has started, have pressed alt+tab/windwows button and then it starts on the headset.

Otherwise you could try to set Steam launch parameter for your game by rightclick on it. Try to paste this-> -vrmode openvr
if this is not working just try.> -vrmode Oculus
Maybe this is gonna help you???

Have tried ... unfortunately without success.

Common fixes
Restarting SteamVR
Disabling overlay software
Disabling SteamVR theater
Disabling "Hardware-accelerated GPU scheduling"
Swapping between DX11 and DX12
Taking the headset off and putting it back on
If you are using an HDR monitor, unplugging the monitor temporarily has been a reported fix
If your screen looks squished with black bars turn off Borderless window mode
Make sure no graphical settings are being forced globally (e.g. from Nvidia Control Panel)
The exception to this is disabling HDR

turn off HDR and turn off Steam theater

HDR is disabled, No other software than Steam and SteamVR.
I just check diferrent VR Games, like Werewolves within.
BigscreenVR was running fine

Maybe the graphic card is responsible?
Radeon 6800xt?
Have done all your suggestions.

Yeah but this is not a native or original VR Release. Its a Mod :P :). Unfortuneatly there is not that only way to fix. Could be as u realized diffrent things. So you need to try step by step and understand it by yourself while u practising.
After all that.. idk.. it should work for the most cases. I think personally its about Quest2 and Airlink. But i dont know exactly what the Problem is.
I can just share my experience and what ive seen or read about other when i was trying to fix my Problems.
Sadly i couldnt fix RE8 aswell on my side.

@mochkal  hmm i dont think so. If you can run RE2 (2019) you should be able to run RE7 (2017) aswell

I give it up. All other games work, RE2 not.
That was the reason to buy this piece of .... so back to Amazon

@regbox80  I can understand your frustration, but u have to realize, that only a small group of the community did this Mod by their own without payment at all. So the pps can finally play RE in VR. And the Release here is not that old. There are a lot of things to fix. You know, this is not an official Company work release. You cannot bring this for example on the same table with an real VR Game.
And there is a way to play and enjoy this. I am pretty sure you both are not the only quest2 users here.
Unfortuneatly you need some investigation and maybe time to look in the forum or waiting for an answer.
I am so sorry, that this is not working for you guys at all.. I feel the same for RE8 on my side... I tried to help you with everything i know so far.. :(
Please dont give up VR that fast. Its a rly cool thing. Especially when it is ur first time.
There are so many good games also out there. But if you rly only buy VR for this MOD and for nothing else, then i can understand your Decision.

I used PSVR until now. But playing RE 1 and 2 in VR is a dream for 20 years ;)
Frustrating to see everyone enjoying and seems just me crashing the whole day :/
On Tuesday comes a link cable, maybe I will wait for it, maybe works better.
Thanks for your help!!!

You should definitely EVER use Link Cable.  Without wire Connection on ur PC, Quest2 is sooo poor.. Its like playing Mobile games.
I am not 100% sure, but this caused the Problem in my Eyes.

And you should use oculus tray tool.

On Facebook I have replies from guys that are playing with airlink RE2 VR MOd just fine.
But maybe.... maybe...

Okay.. like i said. I dont know about Quest2.  :/ i choosed RIFT S instead

crossing fingers my friend <3

@regbox80  you also can try to follow mochkal steps for RE2.  He started the Game via Virtual Desktop. I can give you a link for free virtual desktop. So you can try this method without paying money.

we fixed it on his side for RE2

And you can try to open Oculus Home > Settings > General   and activate "unknown sources" and  "OpenXR Runtime" > Set Oculus as active.

Oculus Home > Settings > General and activate "unknown sources"  already checked
"OpenXR Runtime"  -> Cannot be checked, greyed out :(
Is there a demo of Virtual Desktop?
What is the offical website? WIll buy it if it runs!

Ist it this here?
https://www.oculus.com/experiences/quest/2017050365004772/?locale=de_DE

YES! Virtual Desktop did it!
20 Bucks good invested. Thanks for your hint(s)!

Can someone explain me the best options/possibilities what i have with virtual desktop?

Cannot tell you yet, just that game loads now :D
Problem is, don´t know how to shoot. Died at the first zombie.
Is there a guide for controls?

@regbox80  YEAAAAAAAAAAAAAAY :) glad to hear that.  Same For the knife. Hold the Sidetrigger on your right and stab with ur Hand moving. You can also throw Grenades by throwing and holding die right sidetrigger.
Btw you should disable Motion Blur, Lens Flare, Space screen ( reflection). And if you facing some performance issues, try to run RE2 TXAA instead of MSAA and disable Ambient instead of SSAO or HDAO.
You can also open the Mod Menu by watching ur Hands in RE and holding togheter without pushing buttons. This need a bit practise, but so u dont need to tab out and unwear glasses every time.
There you can activate VR first person and Sharpeness. And you can also activate a... "decomp.... something" - So you not wobbling, when you running. Its more smooth in Movement then.
I am rly happy you finally fixed it!! Yeah i could send you an pirate Version of it to test, but if you bought already, NVM XD.

if you change any Resolution in the Game, it wont affect anything in ur VR Glasses. So you can put the Res in Game  low to not overload ur GPU. Then you can Open STEAMVR in the Game. If you change something on Resolution, you need to do this in STEAMVR. And be careful with this. Step up like 5% and have a look. I was able to play on 130% for example. In Game should be 1.0  and normal render. ENJOY <3

See.. idk why you need Virtual Desktop to run it. That should not be the Case. But i guess thats the way for Quest Air Link then LUL . XD

@mochkal  In my Case i use Oculus Tray Tool to start my VR. So there my settings are:
Default Super Sampling (its like tuning the quality by what your computer can handle) (default 1)  (suggest like 1.2-1.4 (for me with 1080 its 1.6-1.7) be careful here and test 1.2 first.
Default ASW MODE (half your FPS to 40/45 by virtual rendering pixel) - i turned this off to reach like 90 FPS. Iam not a fan of this.
Adaptive GPU scaling (Scaling diffrent resolution) - i suggest to turn this off
Oculus Homeless - Disabled
Mirror Oculus Home - Disabled
OVR Server priority - HIGH
Then you move to the left side Category "Power Options"
Set Power Plan on Start - "ultimate Performance" (to gain more performance)
Left Side Category "Service and Startup"
Start oculus and Stop oculus service when tool starts / exits "activate"
Launch Oculus Home on tool start and Close oculus Home on tool exit "activate"
In RE2 Settings:
Rednder 1.0  and Normal
Playing "Fullscreen"
fps "variable"
Textures you can go with (3GB or 4GB)
Texture Filter "8x or 16x"
Mesh "hight"
Shadows "High or Mid"
Shadow Cache: On
Contact Shadow: Off
You should turn off
Motion Blur, gets forced to "Off"
VSync, gets forced to "Off"
Lens Distortion, gets forced to "Off"
Lens Flares, gets forced to "Off"
Volumetric Lighting, gets forced to "Off"
you can activate Bloom if you want. I cant see any framedrops with it.
Antialiasing: Should be FXAA TAA.. In RE3 you can use MSAA but for RE2 its very frame hungry, so make sure not to go with MSAA here
Ambient occlusion works fine on RE3 on "SSAO" - For RE2 its framehungry too. So test yourself and choose to got with SSAO or turn it off. Dont go with HDAO because thats too much.
Any Resolutionchange in RE by itself doesnt affect anything. So keep that low to not increase the % of ur GPU without any sense. Only change this if you like to steam or record stuff.
If you want to change the Resolution. Use SteamVR in RE and put it like 5% higher and have a look if everything is smooth. Its a bit tricky and sometimes the Game is start lagging. So you need to restart the Game. Dont go too much at the start.
For me personally "130%" is workin well at on the edge without lagging.
Now we are coming to the MOD MENU:
Turn on VR "enable" but dont go for First Person in Cutscenes. Make sure to not activate this.
You can see in the Script category, that you are able to activate Sharpness and JTAA glitter. You can activate both of them.
then you can find an option like "decomplish" or somehing like that. Activate this, so you can run smooth without wiggles like a drunken tard.
And for me personally i changed NVIDIA control Panel "Scale sharpness" on 30%.
ENJOY <3

I am replay happy. Runs fine now with all your hints, thanks!
Sadly one more problem.  I do not see a highlighted dot for aiming, like it does in re7. I am always shooting too left or right or way to up. Is there a way for helping aiming?

hehe there is no dot, no crosshair <3. Need to practise a lil bit :)

I’m having issues with RE8 not popping up on my headset as well I tried all of you guys tips and nothing , re2 and re3 work fine but I just get audio and able to shoot but no image on headset just a steam void any help would be great

Try to turn off HDR
Load the last dxinput (https://ci.appveyor.com/project/praydog/reframework/branch/master/artifacts) to avoid HDR backbuffer
deactivate hardware accelerated gpu scheduling
Try to open in DX11

Could be the case but...
i dont know about RE8 especially; its crashing for me every time. Waiting for an response too.
Unfortuneatly praydog and curse are not able to react so we have to figure it out by ourselves.

Try to turn off HDR
Load the last dxinput (https://ci.appveyor.com/project/praydog/reframework/branch/master/artifacts) to avoid HDR backbuffer
deactivate hardware accelerated gpu scheduling
Try to open in DX11

Could be the case but... i dont know about RE8 especially; its crashing for me every time. Waiting for an response too.
Unfortuneatly praydog and curse are not able to react so we have to figure it out by ourselves.

I do believe it had something to do with HDR cause I have same issues with re3 but i that one I have to turn it on then off while having the headset off then put the headset on and hope it pops up , when I do this for RE8 it crashes everytime . RE2 doesn’t have this problem for me cause it doesn’t support HDR , but it might be DX12 idk you can’t change the api for RE8

hmmm. strange.. Try to open the config file in the Folder
"Capability=DirectX12"
HDRMode=false
VSync=false

hmmm. strange.. Try to open the config file in the Folder
"Capability=DirectX11" HDRMode=false VSync=false

Ok will do will check back

You can also try "Nvidia Control Panel"
-> Resolution -> use "Nvivia Color"
32 bit, 8bpc, ycbcr444, limited

I’m on AMD 5700xt

can you change stuff similiar like i told you on AMD Tool too ?

can you change stuff similiar like i told you on AMD Tool too ?

Yes I believe so let me try that as well

Another guy i saw here was playing with multiple Screens. So he tried to unplugg HDMI Screen. After that it worked for him. Sometimes i am very confused about. ^^

I tired chnaging to dx11 but it chnages back to 12 , the color change Igor color didn’t do nothing I don’t know why it’s doing this not sure if it’s a quest thing or a bug not sure

To avoid that the config is changing commands you can run "read-only".
Hmm, can you upload the "re2_framework_log" here?
Do you use LINK or AIRLINK ?

You can find it in the RE8 folder and upload it by drag &drop in the comment section here

im using Link i tried airlink but the same thing happened

damn... never saw this happen on any logs.. Did you try to update ur PC / Steam / RE Game / Oculus ??
this is lookin strange..

maybe @praydog  can help you here. I dont have any clue about this specific one

damn... never saw this happen on any logs.. Did you try to update ur PC / Steam / RE Game / Oculus ??
this is lookin strange..

Pretty much everything is up to date drivers , Etc .the only thing I can think of is not having Mixed reality portal I don’t have it installed but I’m not sure if it makes a difference or not . To me I think it has to do with HDR cause it makes my screen flicker wildly and when I had HDR turned on in wi does it would do the same on Desktop mode . So it might be N issue with oculus and HDR , that’s just my guess though

damn... never saw this happen on any logs.. Did you try to update ur PC / Steam / RE Game / Oculus ??
this is lookin strange..

Pretty much everything is up to date drivers , Etc .the only thing I can think of is not having Mixed reality portal I don’t have it installed but I’m not sure if it makes a difference or not . To me I think it has to do with HDR cause it makes my screen flicker wildly and when I had HDR turned on in windows does it would do the same on Desktop mode . So it might be an issue with oculus and HDR , that’s just my guess though

For RE8 i dont know.. I have the EMPRESS Version of it and my game is crashing every time. Already asked for help here ;/

Same here ,help please

For RE8 i dont know.. I have the EMPRESS Version of it and my game is crashing every time. Already asked for help here ;/

Same for me with empress and another crack version but work fine on re2 and 3...

@aikidom  sadly, its a common Problem :/ . Welcome to the Club. Unfortuneatly praydog is not reacting to this Issue.

@aikidom sadly, its a Problem for a lot of users :/ . Welcome to the Club. Unfortuneatly praydog is not reacting to this Issue.

@Xcidis  Could be the Case.. But the logs of diffrent User with kind of the same Problem are diffrent. But i cannot tell you what the Problem ist.
Like i said about Colors in Nvidia settings or turning off hardware accelerated gpu scheduling fixed that Problem for the most of them.
"[2022-01-25 22:00:57.914] [REFramework] [error] [VR] VRCompositor failed to submit left eye: 105
[2022-01-25 22:00:57.914] [REFramework] [error] [VR] VRCompositor failed to submit right eye: 105"
"[2022-01-25 22:00:57.971] [REFramework] [info] updating player data
[2022-01-25 22:00:57.971] [REFramework] [info] no player updater or hand touch"
"[2022-01-25 22:00:58.033] [REFramework] [error] [VR] VRCompositor failed to submit left eye: 108
[2022-01-25 22:00:58.033] [REFramework] [error] [VR] VRCompositor failed to submit right eye: 108"
its very strange.... Looks like there is a big Problem to identify ur VRHEADSET.

Have also problems but with rt6800xt 😉

Yes :/ @mochkal  can you upload ur log here too ?

"re2_framework_log"  in the mainfolder of any RE Version. You can drag and drop it here

At least ive got an error message ;)
[2022-01-27 09:51:26.793] [REFramework] [info] Hooked DirectX 12 [2022-01-27 09:51:26.793] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.794] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.797] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.806] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.816] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.827] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.841] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.855] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.860] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.865] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.879] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.893] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.896] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.899] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.901] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.906] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.914] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.922] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.931] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.939] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.947] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.956] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.971] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.988] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:26.996] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.001] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.015] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.023] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.032] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.035] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.037] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.040] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.048] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.059] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.065] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.074] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.082] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.090] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.100] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.107] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.115] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.124] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.133] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.142] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.152] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.157] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.165] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.175] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.184] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.193] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.199] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.207] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.215] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.236] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.247] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.269] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.284] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.291] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.306] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.317] [REFramework] [error] Failed to initialize REFramework on DirectX 12 [2022-01-27 09:51:27.318] [REFramework] [info] Attempting to initialize DirectX 12 [2022-01-27 09:51:27.319] [REFramework] [info] Device: 0 [2022-01-27 09:51:27.319] [REFramework] [info] SwapChain: 2747d79cea0 [2022-01-27 09:51:27.319] [REFramework] [info] Device or SwapChain null. DirectX 11 may be in use. Unhooking D3D12...

Strange thing is, that i have set it to dx11 ...

Otherwise try to start RE7 without VR and change DX level 12 to 11. Then try again

Hi! Tried to change to dx11 when exit config its written change denied...?

hmmm. strange.. Try to open the config file in the Folder
"Capability=DirectX11" HDRMode=false VSync=false

Tried thisbut  when exit config its say change denied?...

@aikidom  hmm maybe check for "read only"

@mochkal  what is ur "re2_framework_log" on DX12 ?

@aikidom  RE2,RE3,RE7 works for me.. But R8 still not :///

Capability=DirectX11
TargetPlatform=DirectX11

Hi everyone,
Just wanted to share that I assume at least a few of you might have run into the same problem as me.
Here's what I found, which wasn't obvious based on the instructions:

It is NOT enough that you disable HDR in Windows. For some people, and in some of the RE Engine games, if you can see Use HDR in Windows Display Settings, it won't work. Similarly, if you can see the "Enable HDR?" prompt in the beginning of any of the RE Engine games, that's because the display is still technically being reported to Windows as an HDR screen. To solve it, you must disable HDR on the monitor itself.

If you have any other display attached, even one that isn't being used at all right now, and that monitor supports HDR (A TV, for example), you must either unplug that monitor/TV, or turn it on and disable HDR on that port. Again, if Windows sees that this is in fact an HDR monitor, it won't work.

Curiously, I didn't have this problem in RE2, but I do have it in RE3.

This makes sense cause re2 works perfect for me and that doesn’t support HDR , I have a LG 55 inch 4K HDR tv so I gotta check if I can even disable HDR for my tv , so if I buy a Non HDR monitor it should work ?

RE2 does support HDR. What you can do is unplug the TV from the HDMI port immediately before launching the game. That eliminates the need to disable HDR on the HDMI port you're using for the PC connection.

RE2 does support HDR. What you can do is unplug the TV from the HDMI port immediately before launching the game. That eliminates the need to disable HDR on the HDMI port you're using for the PC connection.

This fixes it wow  , I was unplugging after the game launched but doing this really helped thanks . But now my issues is with the motion co troll going up and not tracking my hands is there any way to refresh your hand tracking ? I’m just happy it’s working now this game is hard as fuck btw

Not sure about that, but I'm happy you can get into the game now ☺👍

Not sure about that, but I'm happy you can get into the game now ☺👍

Hell yeah this game looks amazing and it runs better than the other games so happy thanks for everyone’s help

nothing new to unplugg ^^. But i guess there is so much stuff here, that no one read it before.  :P . But RE8 is still crashing for me.. --.--

using openvr i have the same issue in re7 with it not appearing in quest2. with openxr it appears in quest2 but with blurred colors like your on lsd.

Hey guys,
have a problem to show the games in the display of the headset. Can only see after starting the loading screen/hologram of vrsteam.
On PC everything is running (but blurred/flickering)
Have download the files and extracted it to the game folders.
Have tried it via oculus link cable and via virtual desktop but without success.
Games running without problems via vrsteam/oculus libary.
Thanks a lot.

Hey there so something i did that worked was I first set up my quest 2 with the link cable, then in the oculus home started steam vr, and once youre in steam vr unplug all monitors you have from your pc and start the game, this leaves the game only with the quest 2 to display on and it worked like a charm

Hi,
I tried also woth Oculus Quest (yes old one) with this mod.
First mod with openvr, I got same stuck at steamvr grid. (same as first post)
Also tried with AMD settings to 8bpc, yCbCr422. Nope...
And with OpenXR and with and without CRU to disable hdr, I got weird color, even with AMD settings.
I set both Oculus and SteamVR OpenXR as standard.

I found the culprit and have a quick fix for the issue... it's HDR. Windows have implant (and force) Auto hdr in there last update make the mod act weird... My solution is to set all your monitor to 1080p to prevent use of hdr. Not an ideal solution for sure but at least it make it usable.

Same issue here, and unplugging my HDR monitor fixed it. My monitor allows for me to disable HDR, but it still reports that it is HDR capable to Windows.

Fixed in https://github.com/praydog/REFramework/commit/163704a8521e01916abfd78ae863a46135c7228d for D3D12. Improvements will come later. Colors will still be washed out or incorrect in HDR but there will at least be video output. It will still be playable with HDR on if you can tolerate not having correct colors. HDR should still be turned off as as complete fix.
New builds can be found here: https://github.com/praydog/REFramework-nightly/releases/


Currency error in line 70

Hi Martin!
When I try to update my Coinbase account, some data transformation regarding the currency as returned from Coinbase breaks the script.
The Log reads as follows:
21:21:04  Lade Kontenliste ...
          Web Banking Engine: Using user-supplied extension Coinbase.lua version 1.80.`
          Protocol version: Web Scraping
          Server address: https://api.coinbase.com
          Sending: GET https://api.coinbase.com/v2/user
21:21:05  Received: {"data":{"id":"XXX","name":"XXX","username":null,"profile_location":null,"profile_bio":null,"profile_url":null,"avatar_url":"https://images.coinbase.com/XXX","resource":"user","resource_path":null}}
          Web Banking account: Coinbase (Main)
          Lade Wertpapierbestand für Coinbase ...
          Sending: GET https://api.coinbase.com/v2/accounts?limit=100
21:21:06  Received:

{"data":[{"id":"XXX","name":"FET Wallet"{
  "data": [
    {
      "id": "XXX",
      "name": "FET Wallet",
      "primary": true,
      "type": "wallet",
      "balance": {
        "amount": "0.00000000",
        "currency": "FET"
      },
      "created_at": "2021-12-23T21:09:02Z",
      "updated_at": "2024-02-24T23:47:16Z",
      "resource": "account",
      "resource_path": "/v2/accounts/08bb7d13-3dde-5e89-ad3a-cdc6451af44d",
      "currency": {
        "asset_id": "3672ab4a-25e0-57a8-b029-99239c081958",
        "code": "FET",
        "color": "#1D2743",
        "exponent": 8,
        "name": "Fetch.ai",
        "slug": "fetch",
        "type": "crypto",
        "rewards": null
      },
      "allow_deposits": true,
      "allow_withdrawals": true
    }
  ],
  "pagination": {
    "ending_before": null,
    "limit": 100,
    "next_starting_after": null,
    "next_uri": null,
    "order": "desc",
    "previous_ending_before": null,
    "previous_uri": null,
    "starting_after": null
  },
  ...
}
           Coinbase.lua:70: attempt to concatenate upvalue 'currency' (a nil value)

Is this an issue with the Coinbase API?
Any hints appreciated!
Best
Sascha

Hey Sascha,
I tested a few things but could not reproduce this error. Can you share the first call response (anonymized) to https://api.coinbase.com/v2/user?
Thanks,
Martin

Here you go:
{   "data": {     "id": "1de9adbe-7976-5bb1-98db-XXXXXXXXXXXX",     "name": "Sascha Carlin",     "username": null,     "profile_location": null,     "profile_bio": null,     "profile_url": null,     "avatar_url": "https://images.coinbase.com/avatar?h=5a228bad2c9c39031e3cbxpHWpBugIBfvxBwAo8HTOWOz43LlJSR0tGyB1RW%0A0pRS&s=128",     "resource": "user",     "resource_path": null   } }
Seems ok to me?

Thank you, do you have a Currency on the https://accounts.coinbase.com/profile page?
Like this:

Yep, same as in your example:

Interesting, how old is your account at Coinbase?

And which API version do you see on this page? https://www.coinbase.com/settings/api

May we need to adopt the new API and OAuth too, the call is somehow removed and legacy: https://docs.cloud.coinbase.com/sign-in-with-coinbase/docs/api-users

API-Version: 2024-01-17
My account is … at least nine years old.

BTW, I am experiencing this error since Jan 17th 2024.

Okay, thank you for sharing. I need to investigate here with the new API version.


Replace fill-opacity= with fill-opacity: in MolDraw2DSVG and tests

What does this implement/fix? Explain your changes.
Tiny improvement in SVG output.
The SVG generated by MolDraw2DSVG sometimes contains "fill-opacity=" as opposed to "fill-opacity:" as sub-attributes of a style attribute. This can break downstream parsing, for example, in my use case, svglib/reportlab in python.
Any other comments?
Thanks for the fantastic toolkit!

@lummyk : Thanks for the contribution!


[Bug]failed test case in pacakge move-cli cli_testsuite

🐛 Bug

To reproduce
Code snippet to reproduce

Stack trace/error message
failures:

---- run_all::verify_native_functions_in_publish/args.txt ----
Expected output differs from actual output:
Command `sandbox publish`:
error[E02007]: invalid 'fun' declaration
  ┌─ ./sources/example.move:3:16
  │
3 │     native fun create_nothing();
  │                ^^^^^^^^^^^^^^ Missing implementation for the native function M::create_nothing
Invalid multi-module publishing: VMError with status MISSING_DEPENDENCY at location Module ModuleId { address: 0x00000000000000000000000000000042, name: Identifier("M") } at index 0 for function handle

failures:
    run_all::verify_native_functions_in_publish/args.txt

test result: FAILED. 26 passed; 1 failed; 0 ignored; 0 measured; 0 filtered out

Expected Behavior
All test cases pass without error
System information
Please complete the following information:

Additional context
Add any other context about the problem here.

Thanks. I think you can mention which branch.

@nkysg It's branch starcoin-main


Can’t calculate retrieval scores on multiple OR ground truths

While benchmarking triviaQA, the weird thing happend.

As you see, there are duplicated id with ground truth and the retrieved_ids. But all metrics got 0. This is not just one row, for the all row.
Something wrong at the retrieval metrics. Need to inspect carefully.

At first, the metric itself has no problem. We cover this case in our test code. And nothing matters. Something happened in run.py

I find the reason.
Because the retrieval_gt on trivia qa is 1-d list. And there is nothing to cast qa retrieval gt to 2-d list at the start of evaluator.
The run.py get retrieval_gt from data folder. It always occur error.
At conclusion, I must add 'cast_qa' data function to start of data folder parquet files, too.


Windows: Time gap between Ethernet0 being removed and br-int starting

Describe the bug
When antrea-agent starts in Windows node, it moves interface Ethernet0 to ovs bridge, and create a new interface named br-int for system, so Windows node has no IP address in this short period, the time gap maybe a few seconds in the bad-performance environment.
To Reproduce
Run command 'ipconfig' during Windows node startup.
Expected
Reduce the time gap.
Actual behavior

Versions:

Additional context

@wenyingd @lzhecheng could you triage this issue?
I am not sure there is much we can do. Is this operation expected to take a few seconds?

We have a solution: we could rename the vnic created by Windows host when creating the HNSNetwork, and attach it on OVS bridge directly, then we don't need to remove that nic and create a new one, and migrate the IP/MAC/Route, so that we might save much time.


[Feature] Show cpu temperature

Please describe the feature you want this project to offer
Show CPU temperature of the computer.
Describe the solution you'd like
Implement GetCpuTemperature() of cpu.go file.

The gopsutil host package has a function SensorsTemperatures() which returns a list of sensor keys and the corresponding temperature. Can this be used to implement this feature?

@Parth576 i was looking for a more robust solution, sure the SensorsTemperatures() works well with unix like devices, but you will need to handle if its a windows build(SensorsTemperatures() returns a empty array on Windows) or if termiboard is being run in a virtual machine, hence the difficulty of the feature.

I can fix this


Homematic Climate wrong state in homekit

Home Assistant release with the issue:
0.100.3
Last working Home Assistant release (if known):
N/A
Operating environment (Hass.io/Docker/Windows/etc.):
Hass.io / Docker / raspberry
Integration:
homekit / homematic climate
Description of problem:
the homematic climate status "automatic" is not reflected in homekit. If I choose "automatic" in hass.io is still shows "off" in homekit.
Additional information:

same behavior here, if you need logs or whatever please let me know.

Yes please let us know if you need some additional information.

same behavior here...

Look like they are wrong mapped to HomeKit


Feature Request: Additional Variables for EventDetailURL

Summary:
I would like to request that more fields be made available for use in the EventDetailURL feature of Santa. Specifically, the following additional variables would be highly useful in constructing URLs for further event investigation:
Requested Fields:
•	Application Name: The name of the application that was blocked.
•	Application Path: The full path to the blocked application.
•	Publisher: The developer or team that signed the application.
•	Identifier: A unique identifier for the application (e.g., a hash or other identifying info related to the application).
•	Parent Process: The parent process that invoked the blocked application.
These fields would help provide more context about blocked events when linked to external investigation systems or dashboards.
Use Case:
In security environments, knowing the application name, path, publisher, and parent process involved in a blocked event provides additional clarity, especially in automated analysis or when viewing the details in a centralized security management system.
Thank you for considering this feature request!

There's currently a few options here as documened at https://northpole.dev/deployment/file-access-auth.html#eventdetailurl
Could you elaborate on what you're looking for with these options?
For background, the way Santa was designed the expectation is that Santa redirects to a Sync Service which has more details because Santa's uploaded an event.
In other words normal operation looks like this.
sequenceDiagram
User ->> Santa: Tries to run a binary and gets blocked
Santa ->> Santa: Santa Blocks a binary and records an event
Santa ->> "Sync Service": Santa Uploads the Event to the Sync Service
"Sync Service" ->> Database: Sync writes event to database
User ->> Santa: user clicks open / request access
Santa ->> "Sync Service": Santa opens the browser and redirects user to page for machine ID and binary combination
"Sync Service" ->> Database: Look up event for details
Database -->> "Sync Service": Present details to user
"Sync Service" -->> User: Event details / approvals UI

So the URL is really for you to redirect a browser to a page on your sync service that has more of the details.


fix #580 Optimize checkbox in project configuration page

if Optimize msbuild property does not exists, default is true so should be checked in config page

added default for tailcalls too


feature: async filterOptions

Hey there! I wanted to piggy-back this question and ask about hooking into the search functionality. When a user updates their search query, I'd like to hit the API and update the dropdown options accordingly. Is there a way to do this?
I'm currently trying to hack around the filterOptions as that seems to be the only place where the search filter gets exposed, but maybe I'm just missing it.
Originally posted by @scarow in https://github.com/harshzalavadiya/react-multi-select-component/issues/268#issuecomment-789317998
Update, I figured out how to make the API calls:
// inside react component
const [filter, setFilter] = useState('');

useEffect(() => {
    if (apiFilterFunction) {
      // call API with filter
      apiFilterFunction({ query: filter });
    }
}, [filter])

const filterOptions = (options: DropdownOption[], filter: string) => {
    if (!filter) {
      return options;
    }

    // use hook to update filter
    setFilter(filter);

    const re = new RegExp(filter, "i");
    return options.filter(({ label }) => label && label.match(re));
}

however, I am getting an error in the js console:
Warning: Cannot update a component (`Dropdown`) while rendering a different component (`SelectPanel`). To locate the bad setState() call inside `SelectPanel`, follow the stack trace as described in https://fb.me/setstate-in-render
    in SelectPanel (created by Dropdown)
    in div (created by Dropdown)
    in div (created by Dropdown)
    in div (created by Dropdown)
    in Dropdown (created by MultiSelect)
    in div (created by MultiSelect)
    in MultiSelectProvider (created by MultiSelect)
    in MultiSelect (at Dropdown/index.tsx:53)
    in div (at Dropdown/index.tsx:51)

I'm worried that I won't be able to update the dropdown with new options while it's still open without triggering this error!
Originally posted by @scarow in https://github.com/harshzalavadiya/react-multi-select-component/issues/268#issuecomment-789364841

Woah you are FAST!! Thanks so much; I'm launching my start up in the next few weeks and this is a life-saver :)

@scarow released v3.1.5
and congratulations and best of luck on your startup :tada:


loadlocale.c LC_COLLATE error on Fedora 23

When trying to install nix on Fedora 23, an error is raised, caused by loadlocale.c:130
$ curl https://nixos.org/nix/install | sh
  % Total    % Received % Xferd  Average Speed   Time    Time     Time  Current
                                 Dload  Upload   Total   Spent    Left  Speed
100  1332  100  1332    0     0   1718      0 --:--:-- --:--:-- --:--:--  1716
unpacking Nix binary tarball for x86_64-linux from `https://nixos.org/releases/nix/nix-1.10/nix-1.10-x86_64-linux.tar.bz2'...
  % Total    % Received % Xferd  Average Speed   Time    Time     Time  Current
                                 Dload  Upload   Total   Spent    Left  Speed
100 67.0M  100 67.0M    0     0   214k      0  0:05:19  0:05:19 --:--:--  292k
performing a single-user installation of Nix...
copying Nix to /nix/store...........................
initialising Nix database...
creating /home/nico/.nix-profile
ln: loadlocale.c:130: _nl_intern_locale_data: Assertion `cnt < (sizeof (_nl_value_type_LC_COLLATE) / sizeof (_nl_value_type_LC_COLLATE[0]))' failed.
/nix/store/na9pnc5pj9d63xn5z8v4wbc35fm4m9y1-nix-1.10/etc/profile.d/nix.sh: line 35: 17611 Aborted                 (core dumped) /nix/store/p48nbf29nkv54vbvwqfqccwym58zf6bb-coreutils-8.24/bin/ln -s "$_NIX_DEF_LINK" "$NIX_LINK"

This is a nearly plain Fedora 23 install in a a VirtualBox VM.
The default locale seems to be in order:
$ locale
LANG=en_US.UTF-8
LC_CTYPE="en_US.UTF-8"
LC_NUMERIC="en_US.UTF-8"
LC_TIME="en_US.UTF-8"
LC_COLLATE="en_US.UTF-8"
LC_MONETARY="en_US.UTF-8"
LC_MESSAGES="en_US.UTF-8"
LC_PAPER="en_US.UTF-8"
LC_NAME="en_US.UTF-8"
LC_ADDRESS="en_US.UTF-8"
LC_TELEPHONE="en_US.UTF-8"
LC_MEASUREMENT="en_US.UTF-8"
LC_IDENTIFICATION="en_US.UTF-8"
LC_ALL=

All I could find points to GCC version update, but I haven't been able to pinpoint this issue yet.

seems these two are related:
https://github.com/NamelessRom/android_build/commit/2dd3a55e3b0a6973be3550f776d5f18450c081c0
https://code.google.com/p/android/issues/detail?id=195639
seems you have to change the flex usage or down/upgrade glibc eventually. just play a bit with the different versions.

Alright, that was embarrassingly easy: sudo dnf upgrade glibc


feat: regen to use different state caches based on nHistoricalStates flag

Motivation

Experiment n-historical states by adding nHistoricalStates flag, by default leave it false

Description

Consume state caches based on the new chain.nHistoricalStates flag

We can configure chain.maxBlockStates (default to 32) for the new block state and chain.maxCPStateEpochsInMemory (default to 2) for the persistent cp state

By default, do not turn on this flag. Need a lot of time to test this feature on mainnet
Regen: add "shouldReload" option to allow to reload state from data store, which is only true for block processing
Finalized state may not be available as a state anymore, we only have finalized state bytes instead
Add e2e for different reorg scenarios where checkpoint states are reloaded
Clone state when getting it from cache

Tradeoff of this approach:

at the last 1/3 slot of slot 0 of every epoch, we have to persist state to DB/data store
on holesky it takes <=1.2s to do that

part of #5968

e2e tests are stable, passed 6 times. The key thing is to use useWorker=false, it works nice with vitest. I suppose we could/should do the same thing for other failed e2e tests in #6358

decide to separate this PR to multiple PRs to make it easier to review


add support for licenses not found on list

Fixes #1529
As discussed with @kzantow , if a license identifier is not found on the official list, rather than returning "" and false, it creates LicenseRef-<id> per the other licenses section of the spdx spec.
Also adds handling an empty identifier, and adds tests.
The approach may need some tweaking, but it seems a simple enough solution.

I was kind of wondering about that. Thanks for the pointer to the right struct.
I saw that ID() is used by both spdx and cyclonedx, even though it is part of spdx. Do I need to find a parallel struct for CycloneDX?

@deitch CycloneDX is easier -- we just need to include the name instead of ID. See the spec here, optionally including text if we have it

Ok, I think I got it, both for spdx and cyclonedx, but have a look. I updated tests so they handle the cases and pass, and I also ran some tests locally.

I think this may fix #933 as well.
@deitch it also looks like the TestEncodeDecodeEncodeCycleComparison is failing for CycloneDX, which means we need to add decoding for the licenses with name probably around here.

@deitch it looks like the last hold-up is the CycloneDX decoding noted above ☝ -- I could help with this, if you like

I assume it has something to do with this assuming that it should be l.License.ID, when it could be .ID or .Name.
Yeah, fixing that gets the tests passing locally. I will push it out and see if CI is happy.

Thanks much @deitch! This is a great addition!

Excellent. Thanks for helping get it in. I am going to try and tackle a different issue soon with gopkg licenses.

I will flag you on that issue, so I can try and submit for that as well.

Right -- properly parsing complex license expressions is not something Syft is doing today, I think it's okay to just include these as LicenseRefs for now (it's better than excluding them)

But you wouldn't object to it doing so properly, would you? I am close to having a PR ready for it.


fix android "null pointer dereference"

Without this line, when compiles to android, it will immediately crash after app started. after adding this line, issue resolved.

Which android platforms did you test this on? Which ones did it fix the issue?
Tested on Meta Quest 3. This line actually copied from main branch, so I believe this one is required for all android platform.

thanks! looks great


Bluetooth: controller: split: fix LL/CON/MAS/BV-74-C tx timing

Fix EBQ tests for the Max Tx Time parameter.
Signed-off-by: Andries Kruithof<EMAIL_ADDRESS>Fixes: #22048

This should fix all EBQ tests for a configuration without CODED PHY, some EBQ tests for CODED PHY are still failing on the rx-time parameter

@cvinayak please re-review

We just udated the EBQ software, and are experiencing some problems. Will test DLE as soon as it runs again.

@kruithofa please fix CI

@kruithofa please fix CI

@carlescufi it looked like something unrelated to this PR. I retriggered it now.

This PR unfortunately does not fix LL/CON/SLA/BV-131-C at our side.

Additionally, it looks like this PR causes LL/CON/SLA/BV-81-C to fail, which passes without it. Note that we are running a different configuration, but it points in the wrong direction

This PR unfortunately does not fix LL/CON/SLA/BV-131-C at our side.

I have run this test now several times, and sometimes it passes, sometimes it fails. This seems to be actually something that needs fixing in the actual transmission of the PDUs. @cvinayak you agree?

This PR unfortunately does not fix LL/CON/SLA/BV-131-C at our side.

Furthermore, it looks like this PR causes LL/CON/SLA/BV-81-C to fail, which passes without it. Note that we are running a different configuration, but it points in the wrong direction.

I've noticed that as well, and am preparing a separate pull request for fixing this

Just ran EBQ with the 5 tests in #22048. As in my first test of this PR, LL/CON/SLA/BV-81-C and LL/CON/SLA/BV-131-C still fail. Since LL/CON/SLA/BV-81-C does not fail without the PR, I cannot approve.

ID0000003_2020-02-18_09h29m02s_Qualification_Failed.zip

EBQ tests still failing at our side - see attachment

Thanks for the attachment; working on this full time

@mtpr-ot are the tests still failing? I see @kruithofa pushed some more changes since your last comment.

@mtpr-ot are the tests still failing? I see @kruithofa pushed some more changes since your last comment.

Will test now.

@mtpr-ot are the tests still failing? I see @kruithofa pushed some more changes since your last comment.

Will test now.

Latest change (10be199) is what I already tested Wednesday, and reported back to Andries. I'm re-running it now, but EDTT nRF52 DLE tests already failed (as seen in shippable).

Changed to using the actual phy in use instead of the phy from the negotiated featurerequest.
Still some old code left in from debugging that should be removed
@cvinayak please comment.

@kruithofa note that this PR is failing in CI in the EDTT tests (But current master without it is fine)

What's going on with this PR? @kruithofa why did you close it? Is some other PR being worked on that will fix #22048?

@jhedberg another PR is coming today


Fix a few things about Logitech joysticks

Add the Logitech Extreme 3D joystick under HIDs
Refactor name of the Attack 3 joystick to correspond to actual name (Attack 3, not Attack 3D)

I don't have access to the Extreme 3D joystick in person now, so I'm not sure if any of its axes are supposed to be reversed. I'm just going off of our code from last season which used it. If they are supposed to be reversed, I can change it.

Thanks for the pull request!

I don't have access to the Extreme 3D joystick in person now, so I'm not sure if any of its axes are supposed to be reversed. I'm just going off of our code from last season which used it. If they are supposed to be reversed, I can change it.

It would be better if you (or someone else) can verify the mappings, since they're easy to get wrong. Anybody willing to verify this code with actual hardware?

@rhauch I'm almost positive the mappings are correct, since I'm going off of the code we used during the competition last season. I will be able to access the hardware around September, so I can verify the mappings then if you want.

@plato2000, we can go with the current mappings and deal with any problems if they arise later. I would like to keep the code backward compatible, though, so can you please add a method as I described above?

Oh sorry, I misunderstood what you said, I'll revert the method name instead of just deprecating it.

I will be able to verify the mapping with my Extreme 3D when I get back home.


hubic: can't load database

i just woke up and tried to load up my database, now i have exactly the same error like with Dropbox ( see https://github.com/Kyrodan/KeeAnywhere/issues/44 )
Screenshot http://puu.sh/q7WBu/255b2e0582.png
no new plugin(s) installed and no config/setup change.

Closing this due to the same reason in #44. Please continue discussion there.


Immutable.js 4.0 increases build times by a factor of 5

What happened
The build time of my application based on Create React App TypeScript increased from 2 to 10 seconds, a five fold increase, when switching from Immutable 3.8.2 to 4.0.0-rc.9.
How to reproduce

git clone -b 3.8.2 git@github.com:Rovanion/create-react-app-ts-slowdown-demo.git
npm install
Open three terminals and navigate them all to the newly created
folder named create-react-app-ts-slowdown-demo.
In the first one run: ./node_modules/.bin/tsc --watch --diagnostics.
In the second one run: npm run start.
Do the manipulation of the repository in the third one as described below:

You are now standing in a repository with three commits. The commit at the
HEAD of master includes immutable.js 4.0, the one at HEAD~1 does not,
the commit at the HEAD of the branch 3.8.2 includes immutable.js 3.8.2.
In order to demonstrate the large differences npm run start takes to
"compile" the project, open src/App.tsx and add a space character
anywhere and save the fil, essentially a NOOP. As you are standing at
the HEAD of master these numbers are with immutable.js.
On my machine such a NOOP takes 0.02s for tsc to compile but the
incremental npm run start "compilation" takes 10 seconds.
Then change to the commit with immutable 3.8.2 by:

git checkout -b 3.8.2
npm install
Restart the build processes.

Now see how performing the same NOOP on src/App.tsx only results in only 2s being spent on "Compiling...".
My conclusion is that something changed between 3.8.2 and 4.0 so that the parts of the build process that is not the TypeScript compiler takes five times as long to complete, though I have little or no information to go on as to what this would be.

Can you test with the compiler flag in tsconfig.json
"skipLibCheck": true
(this skips tsc checking the internal immutableJS typedefs

Tested. This reduces the time spent "Compiling..." to 1s with Immutable 4.0. This is available on the skipLibCheck branch: https://github.com/Rovanion/create-react-app-ts-slowdown-demo/tree/skipLibCheck
Interesting thing: The time spent "Compiling..." seems to match the time spent by tsc on an initial build which would indicate that the CRAT-template does a complete compile each time.
The initial build time using only tsc goes from 2.61s with 3.8.2 to 9.83s with 4.0.0-rc.9.

Related to 4.0: Is there a schedule for an official 4.x release? I've noticed the milestone has been complete for some time. Apologies if this information is listed elsewhere, but I haven't been able to track it down.

Unfortunately this seems to be a tradeoff with Typescript between correctness and performance. The v4 Typescript definitions are dramatically better, however this results in Typescript spending more time doing type checking.


Search is hidden on mobile

The following screenshot shows, that the search is normally hidden on mobile. No search bar or button is shown in the default view, or by scrolling down.

The search however becomes visible, if the user scrolls sideways. This is very unintuitive for a mobile use case.

For better UX, the search bar or a search button should be visible without horizontal scrolling.

Fixed with https://wiki.nixos.org/w/index.php?title=MediaWiki:Vector.css&oldid=12142
Somehow the theme default to a really wide min-width, which is pretty much unneeded.
(Search box is iffy, but that will be fixed too.)

Thanks you @samueldr !


Description
(edited from Discord)
We've been liking lazy module loading a lot (it cut down or load times by over 30%), but I was wondering if we can push this even further.
Right now, there are 3 possible values for lazy:

false: no lazy-loading at all
true: external dependencies are lazy-loaded (not prefixed by ./ ?)
Array<string>: Allow-list of paths that can be lazy loaded.

Our application contains many different packages that are not all required to perform any given task. At this time, we're running on true. In addition to having all external deps loaded lazily, we'd like either all local deps be lazy loaded, or an allow-list.
With this change, I was thinking adding a new possible config value:
{
  all_external: bool,
  all_local: bool,
  allowed: Array<string>,
}

This create an ambiguity if all_external: true, all_local: true, allowed: not_empty_list, but for now it's the best I can think of.
Questions

[ ] How can I test these changes on my app before merging, to make sure it produces a statistically significant improvement?
[ ] Do I need to update the documentation and/or other repos such as the npm package?

I'd like to hear some more details around what exactly this proposes. Am I understanding correct this controls when to actually call cjs require per given import? If that's correct for me this sounds like somewhat micro optimization probably fits better for the plugin, or other userland ecosystem. Do we have similar precedents other tools provides in its core level?

I'd like to hear some more details around what exactly this proposes

It adds more thoroughness to the cjs configuration with regards to lazy loading (in the .swcrc file). Right now you can only specify lazy loading either:

all external dependencies (module.lazy = true)
a list of dependencies (module.lazy = ["path/to/file", "path/to/other_file"])

We very well could provide a list of all dependencies (local and external) for our app, but that would be tedious and error-prone.
With these changes, at least we'd be able to specify that all external dependencies should be lazy-loaded, and then provide a list of local dependencies eligible for lazy loading too.
My current hypothesis is that, barring circular dependencies issues, lazy-loading all dependencies will produce significant performance gains for many node projects.

probably fits better for the plugin, or other userland ecosystem

I can definitely try a plugin, but I'd be curious what sets apart the currently-allowed configuration for lazy and the ones I'm proposing.

barring circular dependencies issues, lazy-loading all dependencies will produce significant performance gains for many node projects.

At my previous work, there was huge circular dependency chain in its import and just making lazy load everything brought up interesting side effect with failures. Lazy loading or other mechanics are possible way to workaround some of those, but not a definitive answer as well.
Either cases, I guess that's somewhat arbitrary topic to discuss to this PR. Primary thing to figure out is if we want to this in core or not.
If you don't mind, would you give it a try with new experimental plugin? If you can make this work with plugin, it actually helps to answer question How can I test these changes on my app before merging, to make sure it produces a statistically significant improvement? : You can try with plugin / not to measure numbers with baseline @swc/core.

try with new experimental plugin

Can def try! Can you point me towards some literature on how to use/write those new plugins?

https://github.com/swc-project/swc/discussions/3540 would be a starting point.

Thanks I'll try that. In the meantime would you be open to this PR but without all_local? Essentially giving us the benefit of module.lazy = true + module.lazy = Array<string>

I'm bit hesitant to open public api surface without deeper usecase consideration. I didn't deeply think about lazy option itself - probably discuss with @kdy1 what we'll actually want.

@kdy1 this PR is now using CachedRegex


Marine Radio Channels

About the PR
Adds telecomms and next marine radio channels from CM13:
frequency - keycode - name

1471 - z - HighCommand

1480 - g - Marine Common
1481 - v - Command
1482 - m - Medical
1483 - n - Engineer
1484 - p - Military Police
1485 - u - Requisition
1486 - t - Intel

1491 - a - Alpha
1492 - b - Bravo
1493 - c - Charlie
1494 - d - Delta
1495 - e - Echo
1496 - f - Foxtrot

1381 - o - Colony

To do:

[x] Make channels work
[x] Encryption keys (sprites and prototypes)
[x] Radio headsets (sprites and prototypes)
[x] Telecomms server (sprites and prototypes)
[x] Make ghosts hear channels

Why / Balance
Resolves #210
Media

[x] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

don't know any solution that isn't requires upstream code/yml change. So closed for the best times.

@Tunguso4ka For radio channels it's probably fine to modify upstream files, I can try to figure out something else later but feel free to reopen the PR

For radio channels it's probably fine to modify upstream files

well, removing keys from Res../Pro../radio_channels.yml triggers fatal error.  For example Cyrillic chars.

Stupid decisions makes billions.

The easiest fix was to make upstream radios russian amazing

Everything looks fine so far, you can port just the ones needed for first playtest if you want to save time and do the rest after

The easiest fix was to make upstream radios russian amazing

well, to be fair its more Ukrainian/Belarusian because of i, but okay.

Can ghosts hear the new channels?

Can ghosts hear the new channels?

that`s good that you asked about that. Because if you not, then the answer is no.

okay, the channels are work, except of marine common.  Techiclly it works, but not how it should.

ComputeManagedAssemblies task not found. Meh

Ready to review.


Exclude Identity tables when database-first scaffolding

Please add a flag to Scaffold-DbContext to exclude the Identity tables created starting with dbo.AspNet*
There is no need to have an EF view of these tables as they are reached via the built-in Identity managers (userManager, roleManager, etc.)
Example flag -ExcludeIdentity
ref: https://github.com/aspnet/EntityFrameworkCore/issues/2725

Note from triage: given that this isn't always the correct thing to do, and given that the tools already have a more general way to choose the tables, we're not going to implement a specific flag juts for this case.


Feature/issue170 example

Example + Tests for question in is issue 170: a combined scope provider...

Code review checklist

[x] Pull request represents a single change (i.e. not fixing disparate/unrelated things in a single PR)
[x] Title summarizes what is changing
[x] Commit messages are meaningful (see this for details) - SQUASH
[x] Tests have been included and/or updated
N/A Docstrings have been included and/or updated, as appropriate
[N/A Standalone docs have been updated accordingly
N/A Changelog(s) has/have been updated, as needed (see CHANGELOG.md).

@igordejanovic This PR is intended to be of informative for you... If it is OK for you, I will merge it w/o CHANGELOG adaptation.

@goto40 Sure, go ahead and merge. Looks good.


Parameter counting method for models.

Adds a simple count_params method to the base layer class and the sequential and graph containers.

Looking good. This is definitely a useful feature, thanks.


Add functionality to generate TypeScript definitions

Based upon local testing (npm install file:../..), these changes appear to add proper TypeScript definitions to the library.
This change consists of the following:

Add TypeScript as a devDependency.
Add a new script to leverage TypeScript's built-in functionality to generate .d.ts files.

Note that I did try to have it generate one file, but couldn't get it to work, and looking at other projects they either are built with TypeScript, or are simpler. My hope is that adding some TS support will lead to someone with more knowledge than I improving the generation process. Or the library being rewritten in TypeScript. ;)

The actual definitions files, after running the new npm run declaration:build process.

This should probably be added to the build process so that it's updated whenever the package is updated/published.

Based upon local testing, this then allows you to add the rpg-dice-roller package and import functionality (import { DiceRoll } from 'rpg-dice-roller';).
This relates to and would close #92 .

Hey, this looks really good!
I've got a few questions, having not touched Typescript before, but also some bad news.. All PRs need to be branched off develop and merged into either develop or a feature branch, so I'm going to have to reject this one. If you're able to branch from develop instead of master and get another PR in, I'd love to see if we can get this merged.
I've left some comments on the changes themselves (In the "Files changed" tab), just some minor questions.
I'm also wondering if it would be best to not include the generated definition files in the git repo, as they can be built as part of the publishing process.

Durr. I should have remembered that from my previous PR. I wish GitHub would keep the original's default branch when you fork ...
I've updated my fork with develop changes, and will get my changes cherry picked or manually back in to a new PR.
And no, the types directory could easily be added to the .gitignore, since you're absolutely correct that they're built. I'm not seeing any inline comments on the files, nor do I have any emails with them, but I'll see if I lost that because of the branch change. (I saw the word develop and immediately recalled what was wrong, and corrected that bit.)

I don't suppose your comments are still pending, are they? I'm having a hard time finding them, and have double-checked that I received no emails with the comments, nor notification in GitHub (other than your comment on my question issue).
https://stackoverflow.com/a/45336490/11912

Ah, good spot! More used to Bitbucket's reviews. I assumed the "pending" meant that it was waiting for a response / resolution from you! I've submitted the review now, so hopefully you can see the comments.
The master branch was set as the default, which has caused confusion with a few PRs, so I've just changed it to develop so hopefully it'll make things easier.
It might be good to branch off develop, cherry pick your changes, and raise a new PR, as you mentioned. Otherwise it makes the branch history a bit skewy, with master being fed into develop.

Another thought; the NPM package is going to need the definition files and the tsconfig.json file, so people can actually use them. So you'll need to add exclusions for them to the .npmignore file.
I think something like this would do the job:
!/types/*.d.ts
!tsconfig.json

Replaced by #152


Added grid\DetailView

[[yii\grid\DetailView]] is similar to [[yii\widgets\DetailView]] but uses [[Column]]
to show header and data part of given [[Model]].
Helps reuse your code by defining [[Column]]s once and reusing them for
both GridView and DetailView, like this:
$columns = [
    [
        'class' => SomeMyColumn::actionClass(),
    ],
    [
        'class' => ActionColumn::actionClass(),
    ],
];

GridView::widget([
    'dataProvider' => $dataProvider,
    'filterModel'  => $searchModel,
    'columns'      => $columns,
]);

DetailView::widget([
    'model'        => $model,
    'columns'      => $columns,
]);

Thank you for your contribution. This is better maintained as a user extension rather than a core one. The main reason is this will introduce a lot of confusion with the existing yii\widgets\DetailView.


Fix Vite version

I just tried to clone and run the project and encountered an error:
npm ERR! notarget No matching version found for<EMAIL_ADDRESS>
To fix this, I suggest updating the Vite version

I just tried to clone and run the project and encountered an error:
npm ERR! notarget No matching version found for<EMAIL_ADDRESS>
To fix this, I suggest updating the Vite version

Since vite is still in beta, I suggest you use YARN instead of NPM, which will let you choose to download the vite version you need.
Because vite versions are iterating quickly, I think it's a better choice to manually select the version you want.

I understand that. I'm thinking more about newcomers who aren't going to run product manufacturers yet and just want to test your template. Many people, both beginners and not (I, for example) do not use yarn. And if I know what to do with such a mistake a beginner may be scared.
From the point of view of a stranger, everything looks very simple:

Just run npx create-vite-electron <project_name> and everything should work.
However, nothing works. You also need to install dependencies but they are not installed.

Someone who is not very experienced may come to the conclusion that this template is broken.
Perhaps while the Vite is under development just set:
"vite": "latest",

我明白那个。我在想更多的新人，他们还不打算经营产品制造商，而只想测试您的模板。许多人，无论是初学者还是非初学者（例如，我）都不使用纱线。而且，如果我知道该怎么做，可能会吓到一个初学者。
从一个陌生人的角度来看，一切看起来都很简单：

只需运行npx create-vite-electron <project_name>，一切都会正常。
但是，没有任何效果。您还需要安装依赖项，但尚未安装。

经验不足的人可能会得出此模板已损坏的结论。
也许当Vite正在开发中时：
"vite": "latest",

Thank you very much for your suggestion. I will adopt your proposal


Use CFT-metadata struct directly instead of mimicing it.

this would slow down build

The whole pkg/inspect test takes 170ms , I thinks it's toleratable. If GetMetadata is never called this package test run takes 160ms. I think it's toleratable.

tests with inconclusive results

You brought a good point.


RVIZ in ROS2 cannot find freetype package

Hi, I'm cross compiling the latest ROS2 for arm platforms, following https://github.com/ros2/ros2/tree/master/arm_crosscompilation
However, I met a issue in RVIZ building. It says that the freeimage library cannot be found.
The error log shows as follow.
-- Could not find freeimage library
CMake Error at /home/davhu01/project/trustzone_dds/install/share/rviz_ogre_vendor/cmake/rviz_ogre_vendor-extras.cmake:89 (find_package):
  Could not find a package configuration file provided by "freetype" with any
  of the following names:

    freetypeConfig.cmake
    freetype-config.cmake

  Add the installation prefix of "freetype" to CMAKE_PREFIX_PATH or set
  "freetype_DIR" to a directory containing one of the above files.  If
  "freetype" provides a separate development package or SDK, be sure it has
  been installed.
Call Stack (most recent call first):

/home/davhu01/project/trustzone_dds/install/share/rviz_ogre_vendor/cmake/rviz_ogre_vendorConfig.cmake:30 (include)
  CMakeLists.txt:23 (find_package)
-- Configuring incomplete, errors occurred!

I installed the freeimage and freetype6. But it still failed.
Should I manually set the directory to freeimage/freestype?
Thank you.

Some updates. I followed https://github.com/ros2/rviz/blob/ros2/README.md but it didn't work.

Which OS is your host and which is your target?
Note that I didn't help write the arm cross compilation instructions, so you might want to ask the people who set that up.

@davidhuziji the cross compilation instructions are now hosted on the ros2-for-arm wiki.
As it appears that the instructions were written before the release of RViz and have not been updated since. You may want to check with @lmayencourt and @davwan01 that are maintaining the cross compilation instructions

@wjwwood @mikaelarguedas Thanks a lot. I will contact with @lmayencourt and @davwan01.
But it might be a common issue of cross compilation instructions for ROS new packages on arm platforms.
So maybe we can discuss on how to avoid such conflicts in future.

The current cross-compilation instructions hosted on the ros2-for-arm wiki use AMENT_IGNORE to ignore a list of packages that don't compile "as it". RViz is one of them.
The first idea here was to allow the cross-compilation for arm platform without any dependencies apart from the toolchain.  If you want to enable the full ROS2 stack, a deeper investigation is required.

as @lmayencourt pointed out, for now the cross compilation instructions are making several assumptions (some examples below):

no Python support on the target platform
no target system directory to use libraries already compiled for the target system

So the instructions should be updated when new packages come up and ideally reach the point where the entire stack can be cross compiled.
As you said this is not specific to this package, and opening an issue to track the status of the packages that can be cross-compiled on the ros2-for-arm/ros2 repository would be more appropriate, therefore I'm going to close this issue.
We are definitely open to review contributions to existing ROS 2 packages that would make cross-compilation easier

We are definitely open to review contributions to existing ROS 2 packages that would make cross-compilation easier

any suggestion on how we can modify ROS2 packages for cross-compilation ?
My first thought to enable the entire stack was to provide a folder with the required libraries and set CMAKE_SYSROOT to it. But this solution involves others questions:

should we use prebuild or compile from sources ?
which version, and from where ?
are we providing a full filesystem or only the libraries ?
are we hosting the libraries or only the instructions get them ?
...


Add Tango Color Scheme.

The Tango color scheme is part of the Tango Desktop Project, which was
released to the public domain in 2009.
More information:
http://tango-project.org/
Add the "Tango Dark" and "Tango Light" color scheme presets.

Fix #5281.

Signed-off-by: Rafael Kitover<EMAIL_ADDRESS>
PR Checklist

[x] Closes #5281
[x] CLA signed. If not, go over here and sign the CLA
[ ] Tests added/passed
[ ] Requires documentation to be updated
[x] I've discussed this with core contributors already. If not checked, I'm ready to accept this work might be rejected in favor of a different grand plan. Issue number where discussion took place: #5281

@msftbot make sure both @cinnamon-msft and @DHowett-MSFT sign off on this

I didn't even realize we got so many color schemes now. Perhaps cuz I'm using a very old profile from version 0.6 or something. If this is possible, I'm gonna add Dracula (which is MIT licensed) as soon as I can.

I think defaults-universal.json also needs to be updated?

@cinnamon-msft I only saw any color schemes defined in defaults.json.

@cinnamon-msft They might be off the hook on that - defaults-universal only has "Vintage" as a scheme, and it's not like users can edit the settings on that version anyways 😄

Sorry, the "Vintage" theme is indeed in defaults-universal.json, I missed that.
I can copy all the themes to defaults-universal.json, but this breaks DRY.
Why don't we make a color-schemes.json or some such?

@rkitover Don't worry about it, defaults-universal.json is really only used internally as a testing tool.
There's #2933, which I'm roughly using as "be able to import settings from other files as well as profiles.json" that would enable having additional files for settings (like a color-schemes.json), but that's way out of scope for 1.0 at this point 😄


[QUERY] SDK raises RequestRateTooLargeException but there is no HTTP 429 from CosmosDB insight

Query/Question
A clear and concise ask/query.
I was asked by my teammates about a recent CosmosDB throttling error in our preprod environment but as from the troubleshooting link http://aka.ms/cosmosdb-error-429, we couldn't find any 429 status code to start with. The screen (with DB account name partially masked):

We haven't updated sdk for the recent couple of months but from the log, the class where the error is thrown is also there for some time. We do have local throughput control of 5k RU enabled with code roughly as follows:
            var control = new ThroughputControlGroupConfigBuilder()
                    .groupName("BatchCalculators")
                    .targetThroughput(5000)
                    .defaultControlGroup(true)
                    .build();
            container.enableLocalThroughputControlGroup(control);

We also have some very simple rate limiting using fixed window so that if a particular batch update is using too much request, the client will wait for a bit before issuing the next batch.
I also noticed that our code for updating docs are as follows (inside processOneRequest function, it calls CosmosAsyncContainer.executeBulkOperations() and reduce the results into one single tuple of totalRequestUsed and all operations are successful):
            batch -> processOneRequest(batch)
                        .onErrorResume(e -> {
                            log.error("[CosmosDB] Error during processing update queue", e);
                            return Mono.just(false);
                        })

But when RequestRateTooLargeException was thrown, I didn't seem to find the above error log in our AKS.
I'd like to check:

Confirm it is indeed possible for the sdk to throw RequestRateTooLargeException even when there is no 429 from the server side (I thought the whole point for local throughput control is to delay some requests to avoid getting throttled by server and not to throw exceptions. If so, perhaps then the doc should be updated?)
If it is possible to use the above onErrorResume to retry the operations with backoff according to x-ms-retry-after-ms given that our error log inside onErrorResume didn't appear?

Here is the log analytics from AKS (also with DB account name partially masked): aks-log-analytics.csv
Why is this not a Bug or a feature Request?
A clear explanation of why is this not a bug or a feature request?
I am not sure if throwing RequestRateTooLargeException even when there is no 429 from the server side is intended behavior. Also there is a question about how to implement retrial logic.
Setup (please complete the following information if applicable):

OS: Docker / Linux
IDE: IntelliJ
Library/Libraries: azure-sdk-bom:1.2.12

Information Checklist
Kindly make sure that you have added all the following information above and checkoff the required fields otherwise we will treat the issuer as an incomplete report

[ x ] Query Added
[ x ] Setup information Added

@TheovanKraay Thanks. It's clear to me now.
I was thinking perhaps it would be nice to update a bit on: http://aka.ms/cosmosdb-error-429 which pops up whenever there is a RequestTooLargeException. The link seems to talk about how to conduct investigation when there are server side HTTP 429 errors. Just add one sentence / side note would be sufficient to mention what you said such that RequestTooLargeException could also arise from SDK itself if throughput control is in place and the threshold is set to be lower than what's provisioned.

@TheovanKraay Thanks. It's clear to me now.
I was thinking perhaps it would be nice to update a bit on: http://aka.ms/cosmosdb-error-429 which pops up whenever there is a RequestTooLargeException. The link seems to talk about how to conduct investigation when there are server side HTTP 429 errors. Just add one sentence / side note would be sufficient to mention what you said such that RequestTooLargeException could also arise from SDK itself if throughput control is in place and the threshold is set to be lower than what's provisioned.

That's good feedback, thank you. We'll incorporate into docs.


GtkWindowExt::set_default_geometry documentation incorrect

"This function does nothing." Wrong. I used this function to set the sizes for the main window of my application. When I upgraded to the latest version of the gtk crate and was informed by the compiler that this function was deprecated, I checked the documentation and saw the quoted sentence. So I removed the call, recompiled and re-ran my application. The main window was now the size of a postage stamp. I did follow your suggestion to use set_default_size instead, which restored the proper dimensions of the window in question, but assertion that set_default_geometry does nothing is simply false and should be removed from the documentation.

Thus comes from the C documentation and should be reported there. It's not our decision what is deprecated and what not, and the default documentation is simply taken over.
Please report at  https://gitlab.gnome.org/GNOME/gtk/
Sent from my Android device with K-9 Mail. Please excuse my brevity.


export default enums causes error

export default
enum Foo {
  Bar, Baz
}

causes
test.ts(2,1): error TS1109: Expression expected.

error. (file is test.ts)
export
enum Foo {
  Bar, Baz
}

compiles successfully.

This is by design - ES6 supports export default class ... and export default function ..., and so we support those. If you find yourself sorely missing this, you can suggest that we allow enums to be declared as default exports, but as a trivial workaround, you can instead just write the following:
enum Foo {
  Bar, Baz
}

export default Foo;

I'd prefer to have this default export a first class citizen of the language, too. Same fo const enums.
If the workaround is trivial then I belive it should be integrated with the language, so one isn't required to remember this workaround every time it occurs.

I would also vote for making export default enum a first-class citizen.  While it's true that the workaround provided by @DanielRosenwasser is trivial, it certainly was not obvious to me beforehand.  If the intention/goal is to steer people away from using export = and instead prefer using export default, then it would helpful to apply export default consistently for classes, interfaces, and enums.  I got tripped up on this while converting some code from the old export = to the new export default format.  The existing code looked like:
// Foo.ts
class Foo {
....
}

export = Foo;

I changed to:
// Foo.ts
export default class Foo {
....
}

This pattern works for classes and interfaces, but not enums.  If you try this with an enum, you get a compiler error (TS1109: Expression expected).  Before discovering the workaround, I thought my only option was to use export enum instead of export default enum for the enum definition.  But using export enum would make the consumer inconsistent on how classes vs. enums are imported and referenced.  For example, suppose we have an enum defined in Color.ts as export enum Color { ... }, and a class defined in ColorUtil.ts as export default class ColorUtil { ... }, and we want to use both in Consumer.ts:
Option # 1: import syntax is consistent, but each enum usage would require doubling the name:
// Consumer.ts

import Color from "./Color";
import ColorUtil from "./ColorUtil";

var color: Color.Color = Color.Color.Red;    // not ideal
....

Option # 2: you can avoid name doubling if you're willing to use a different syntax for the import:
// Consumer.ts

import {Color} from "./Color";        // not ideal
import ColorUtil from "./ColorUtil";

var color:Color = Color.Red;
....

I dislike both of these options because of the inconsistency between how the class and enum are treated.  Fortunately, this is solvable with the workaround, but only if you aren't willing to settle for # 1 or # 2 above and spend the time to search and hopefully stumble upon this workaround.

I'm OK with leaving it as is if the reasoning is that interfaces, et al, are not vaid EcmaScript and #3917 is implemented.


Add binary

A nice to have is a binary so this package can easily be ran on files using a runner such as pre-commit or https://github.com/okonet/lint-staged.
e.g.
npx dbt-formatter ./path-to-some/file.sql --spaces 2 --indent 2 --sql redshift

Added in #14 (experimental) and part of v1.2.0 release


Test does not work anymore if globals configuration object is set.

Issue :
If I set the "globals" object for Jest in the package.json, the tests are not working anymore.
It seems like it replaces the configuration instead of assign. So I have to set all configurations.
Maybe this is a Jest or jest-preset-angular issue?
Story:

I replaced Karma / Jasmine with Jest in a new created Angular project (ng cli 8.3.12).
npm test (cmd: jest) works great. All tests passed. But there is a diagnostics warning:

ts-jest[config] (WARN) TypeScript diagnostics (customize using `[jest-config].globals.ts-jest.diagnostics` option):
message TS151001: If you have issues related to imports, you should consider setting `esModuleInterop` to `true` in your TypeScript configuration file (usually `tsconfig.json`). See https://blogs.msdn.microsoft.com/typescript/2018/01/31/announcing-typescript-2-7/#easier-ecmascript-module-interoperability for more information.

I wanted to disable the diagnostics or ignore the 151001 warning. So I added "globals" to my jest config in package.json:

{
  "jest": {
    "preset": "jest-preset-angular",
    "setupFilesAfterEnv": [
      "./src/setup-jest.ts"
    ],
    "globals": {
      "ts-jest": {
        "diagnostics": false
      }
    }
  }
}

Now the test fails on execution. And btw. the diagnostics error is still present.
The first error is that all tests are failed. Followed by some messges how to use Angular in tests etc.
It looks like the definition of globals in my configuration has removed all other default configurations. Followed by the end of the error log

Error: Error: connect ECONNREFUSED <IP_ADDRESS>:80
Jest did not exit one second after the test run has completed.
This usually means that there are asynchronous operations that weren't stopped in your tests. Consider running Jest with `--detectOpenHandles` to troubleshoot this issue.
etc...

You can test it by just toggle the globals object in the jest config.

{
  "jest": {
    // Toggle this object and test again. (remove / add)
    "globals": {}
  }
}

As already wrote. I think it's because if I set the globals objects, all configurations inside from the globals are replaced. Because my globals objects will not assigned. It's replaced.
Expected behavior :
The test should work, also if I just set and empty globals object for the config.
I wanted to set ts-jest > diagnostics to false or ignore a specific code.
Debug log:

log file content
Can't find the log :( But here is the console output (when the "globals" are set. If not the output is ok all passed. Nothing special.):

> jest

ts-jest[config] (WARN) TypeScript diagnostics (customize using `[jest-config].globals.ts-jest.diagnostics` option):
message TS151001: If you have issues related to imports, you should consider setting `esModuleInterop` to `true` in your TypeScript configuration file (usually `tsconfig.json`). See https://blogs.msdn.microsoft.com/typescript/2018/01/31/announcing-typescript-2-7/#easier-ecmascript-module-interoperability for more information.
 FAIL  src/app/app.component.spec.ts
  AppComponent
    × should create the app (2115ms)
    × should have as title 'my-demo-jest' (15ms)
    × should render title (12ms)

  ● AppComponent › should create the app

    Uncaught (in promise): Failed to load app.component.html

      at resolvePromise (node_modules/zone.js/dist/zone.js:852:31)

  ● AppComponent › should create the app

    This test module uses the component AppComponent which is using a "templateUrl" or "styleUrls", but they were never compiled. Please call "TestBed.compileComponents" before your test.

      at TestBedViewEngine._initIfNeeded (../../packages/core/testing/src/test_bed.ts:380:17)
      at TestBedViewEngine.createComponent (../../packages/core/testing/src/test_bed.ts:570:10)
      at Function.TestBedViewEngine.createComponent (../../packages/core/testing/src/test_bed.ts:232:36)
      at it (src/app/app.component.spec.ts:18:29)

  ● AppComponent › should have as title 'my-demo-jest'

    This test module uses the component AppComponent which is using a "templateUrl" or "styleUrls", but they were never compiled. Please call "TestBed.compileComponents" before your test.

      at TestBedViewEngine._initIfNeeded (../../packages/core/testing/src/test_bed.ts:380:17)
      at TestBedViewEngine.createComponent (../../packages/core/testing/src/test_bed.ts:570:10)
      at Function.TestBedViewEngine.createComponent (../../packages/core/testing/src/test_bed.ts:232:36)
      at it (src/app/app.component.spec.ts:24:29)

  ● AppComponent › should render title

    This test module uses the component AppComponent which is using a "templateUrl" or "styleUrls", but they were never compiled. Please call "TestBed.compileComponents" before your test.

      at TestBedViewEngine._initIfNeeded (../../packages/core/testing/src/test_bed.ts:380:17)
      at TestBedViewEngine.createComponent (../../packages/core/testing/src/test_bed.ts:570:10)
      at Function.TestBedViewEngine.createComponent (../../packages/core/testing/src/test_bed.ts:232:36)
      at it (src/app/app.component.spec.ts:30:29)

  console.error node_modules/jest-environment-jsdom-fifteen/node_modules/jsdom/lib/jsdom/virtual-console.js:29
    Error: Error: connect ECONNREFUSED <IP_ADDRESS>:80
        at Object.dispatchError (C:\Projects\Web\angular\my-demo-jest\node_modules\jest-environment-jsdom-fifteen\node_modules\jsdom\lib\jsdom\living\xhr-utils.js:54:19)
        at Request.client.on.err (C:\Projects\Web\angular\my-demo-jest\node_modules\jest-environment-jsdom-fifteen\node_modules\jsdom\lib\jsdom\living\xmlhttprequest.js:675:20)
        at Request.emit (events.js:194:15)
        at Request.onRequestError (C:\Projects\Web\angular\my-demo-jest\node_modules\request\request.js:881:8)
        at ClientRequest.emit (events.js:189:13)
        at Socket.socketErrorListener (_http_client.js:392:9)
        at Socket.emit (events.js:189:13)
        at emitErrorNT (internal/streams/destroy.js:82:8)
        at emitErrorAndCloseNT (internal/streams/destroy.js:50:3)
        at process._tickCallback (internal/process/next_tick.js:63:19) undefined

Test Suites: 1 failed, 1 total
Tests:       3 failed, 3 total
Snapshots:   0 total
Time:        4.329s
Ran all test suites.
Jest did not exit one second after the test run has completed.

This usually means that there are asynchronous operations that weren't stopped in your tests. Consider running Jest with `--detectOpenHandles` to troubleshoot this issue.
  console.error node_modules/zone.js/dist/zone.js:703
    Unhandled Promise rejection: Failed to load app.component.html ; Zone: ProxyZone ; Task: Promise.then ; Value: Failed to load app.component.html undefined

  console.error node_modules/zone.js/dist/zone.js:703
    Unhandled Promise rejection: Failed to load app.component.html ; Zone: ProxyZone ; Task: Promise.then ; Value: Failed to load app.component.html undefined

npm ERR! Test failed.  See above for more details.

Minimal repo :

my-demo-jest.zip

hi, this is the expected behavior when using jest-preset-angular. It's not ts-jest issue. Please check jest-preset-angular custom config doc


Update blog post alert format

Update the alert rule format to 2.x in the Practical Anomaly Detection
blog post.
Signed-off-by: Ben Kochie<EMAIL_ADDRESS>

Have you tested this parses? I'd expect the varying indent to cause issue, so you'd need some parens around the whole thing.

@brian-brazil You're right, yaml expects the first line in the > block to start the indent level.


Does it not work for app dir route handlers?

Hi, thanks for the lib! <3
Nextjs-routes works great with pages but it's not generating the type for a route handler I created.
Is this accurate? Or should it work fine for route handlers too?
Thanks!

https://github.com/tatethurston/nextjs-routes/issues/170

@tatethurston thanks! I have a question, I haven't tested NextJS typed links yet, but it only seems to support static routes on the Link component.
However, I find nextjs-routes very useful when I need to generate a route in other places, such as using the route() function in middleware.ts, as it gives me confidence that the route is correct.
Can NextJS solution do that?
Also, nextjs-routes already works for the app directory, the only issue I faced so far was this one, that it doesn't type the route handlers.
Thanks again :)

Also, nextjs-routes already works for the app directory, the only issue I faced so far was this one, that it doesn't type the route handlers.

Per https://github.com/tatethurston/nextjs-routes/issues/170 I believe there may be a few additional changes necessary when using the app directory. Personally, I haven't used the app router non trivially yet, so I have some knowledge gaps here.
That said, if you're you're running with this and find it covers some use cases that Next's experimental solution doesn't, I'm happy to add functionality to cover any gaps or rough edges you run into.
I'll ship route handler support in a moment.

@tatethurston works great, thank you very much!! ❤


package solving failed.

[quick_ide] flutter pub get
Running "flutter pub get" in quick_ide...
Because flutter_eval >=0.5.3 depends on dart_eval ^0.5.4 which depends on dcli ^1.34.0, flutter_eval >=0.5.3 requires dcli ^1.34.0.
And because dcli >=1.33.2 <2.0.0-beta.13 depends on win32 ^2.7.0, flutter_eval >=0.5.3 requires win32 ^2.7.0.
And because file_picker 5.2.2 depends on win32 ^3.0.0 and no versions of file_picker match >5.2.2 <6.0.0, flutter_eval >=0.5.3 is incompatible with file_picker ^5.2.2.
So, because quick_ide depends on both file_picker ^5.2.2 and flutter_eval ^0.5.3, version solving failed.
pub get failed (1; So, because quick_ide depends on both file_picker ^5.2.2 and flutter_eval ^0.5.3, version solving failed.)
exit code 1

can you update packages please?

I am trying to use file_picker to pick some files and open them by flutter_eval.
Isn’t it a good idea ?

The latest version of dcli still depends on win32 ^2.7.0 so there's nothing I can do about this. Please file an issue with dcli or use an older version of file_picker.

is flutter_eval need dcli?
Maybe  flutter_eval do not need depends dart_eval, some dart_eval package is not required.

@anz-ryu @normidar I filed an issue to remove dcli, I didn't realize how bloated it was. It's features are used in the dart_eval CLI but I only use a few of them so it shouldn't be too hard to replace.

@ethanblake4
thank you, I am using file_picker: 5.0.1 now. close this issue.