Adapt to ICM Security and Interoperability Profile

What type of PR is this?
Add one of the following kinds:

documentation

What this PR does / why we need it:
ICM created the Camara Security and Interoperablity Profile which is not reflected in Camara API Design Guidelines.

adapt glossary, new OIDC and CIBA, correct TLS
refer to Camara Security and Interoperablity Profile
simplify JSON definition
add links to standards
consistent naming of OAuth
Add the OpenAPI guideline from ICM to Commonalities' OpenAPI guidelines, so all OpenAPI guidelines are in one document. If approved, remove the OpenAPI text from ICM's document

Which issue(s) this PR fixes:
Fixes #207

@AxelNennker @rartych This PR should be set as DRAFT until a decision is made in the ICM WG. ICM CAMARA-API-access-and-user-consent.md is already documents "CAMARA API Specification - Authorization and authentication common guidelines" and this document is also being adapted to ICM Security and Interoperability Profile (https://github.com/camaraproject/IdentityAndConsentManagement/pull/155). ICM, as Commonalities WG, also provides guidance to API subprojects and this should be well-known. This particular guideline comes from ICM and I personally would keep this information within ICM. But in any case it should be a WG decision.

I think it is a Commonalities decision what to have in API design guidelines, and because the OpenAPI guidelines are already in there in section 11 I suggest to have the OpenAPI security-scheme guidelines there as well.

Agree, but what you are doing here is unilaterally moving information from the ICM to Commonalities deciding on behalf of the ICM WG. I agree that Commonalities should decide what is documented in the API Design Guidelines (Commonalities WG is the owner), but first the ICM WG should decide whether this information should be removed from the ICM or not. Right?
And also this PR description does not explain that the content of ICM "CAMARA-API-access-and-user-consent.md" will be moved to section 11.6  and only mentions adaptations according to the ICM profile which is misleading. Because the text content of 11.6 section is not related to any content of the ICM profile.

I think a Pull Request is never unilateral because it is a "request".
If Commonalities approves the request to have the OpenAPI guideline in API Design Guidelines, then ICM should probably agree to remove duplicate guidelines from its documents. In ICM we still need to adapt to the new Security and Interoperability anyway.

Added text to the description of the Pull Request

Add the OpenAPI guideline from ICM to Commonalities' OpenAPI guidelines, so all OpenAPI guidelines are in one document. If approved, remove the OpenAPI text from ICM's document

I think a Pull Request is never unilateral because it is a "request". If Commonalities approves the request to have the OpenAPI guideline in API Design Guidelines, then ICM should probably agree to remove duplicate guidelines from its documents. In ICM we still need to adapt to the new Security and Interoperability anyway.

I disagree, I think you are skipping the decision of the ICM WG.

I guess that the root problem is that the OpenAPI security schemes are in the intersection of Commonalities and ICM.
I assumed that all OpenAPI guidelines should be in one place and that that place is the Commonalities API Design Guidelines.
An API Designer should not be forced to read more than one Camara document to learn about OpenAPI guidelines, I think.
I am creating issues and PRs as "me" not as an ICM representative.

I guess that the root problem is that the OpenAPI security schemes are in the intersection of Commonalities and ICM. I assumed that all OpenAPI guidelines should be in one place and that that place is the Commonalities API Design Guidelines. An API Designer should not be forced to read more than one Camara document to learn about OpenAPI guidelines, I think.
I am creating issues and PRs as "me" not as an ICM representative.

Just as the ICM Security and Interoperability Profile contains many references to standards and other documents, I don't see what the problem is in including in the API design guidelines a reference to the corresponding official CAMARA ICM document where these guidelines are specified. These guidelines are the result of work done in the ICM and are documented in a document under the ownership of the ICM, which I think is correct. So, IMHO, it is only by decision of the ICM that this information could be moved.
And not only that, the information contained in section 11.6 is NOT even the same information documented in the ICM doc. This PR changes the content, even the content of such a sensitive part as the info.description template, which needed a long review and approval of the ICM working group participants.

Just as the ICM Security and Interoperability Profile contains many references to standards and other documents, I don't see what the problem is in including in the API design guidelines a reference to the corresponding official CAMARA ICM document where these guidelines are specified.

As I said, I think that guidelines on OpenAPI should all be in one place and because the majority of the OpenAPI guidelines are in API design guidelines section 11 the guideline regarding security schemes should be there as well.

These guidelines are the result of work done in the ICM and are documented in a document under the ownership of the ICM, which I think is correct. So, IMHO, it is only by decision of the ICM that this information could be moved.

I think there is no such thing as "ownership" in Camara. We  all work together to achieve secure and interoperable API definitions and guidelines. "IdentityAndConsent" is such a big chunk of work that it was decided to create the IdentityAndConsent WG and, of course, the results of our ICM work flow to were they help implementers, API designers, API consumers, ... the most.
In this case, I think, that is the Commonalities' document.

And not only that, the information contained in section 11.6 is NOT even the same information documented in the ICM doc. This PR changes the content, even the content of such a sensitive part as the info.description template, which needed a long review and approval of the ICM working group participants. Changing that information should be reviewed and approved by ICM.

As "CAMARA guidelines defines a set of authorization flows which can grant API clients access to the API functionality" is now done in the Security and Interoperability Profile the text had to be changed to link to the Profile.
Please suggest text in your review.

Regarding

This PR changes the content, even the content of such a sensitive part as the info.description template, which needed a long review and approval of the ICM working group participants. Changing that information should be reviewed and approved by ICM.

I amended info.description in this Pull Request. That was mostly a copy-past error as I forgot to copy the last section.
I hope, that fixes my mistake.

Regarding

This PR changes the content, even the content of such a sensitive part as the info.description template, which needed a long review and approval of the ICM working group participants. Changing that information should be reviewed and approved by ICM.

I amended info.description in this Pull Request. That was mostly a copy-past error as I forgot to copy the last section. I hope, that fixes my mistake.

That is the issue @AxelNennker. No one should be reviewing this to ensure yo did not make any "mistake" acting on your behalf proposing to move agreed text from a group to another.
Because the text was agreed in ICM (in TSC indeed, as it was escalated there!) so decision to propose moving the text elsewhere cannot be taken by any individual without former agreement in ICM. Otherwise a "mistake"  can lead into an inconsistency or duplicity of information. This is quite risky, so please close PR and move issue to ICM to discuss there.

That is the issue @AxelNennker. No one should be reviewing this to ensure yo did not make any "mistake" acting on your behalf proposing to move agreed text from a group to another. Because the text was agreed in ICM (in TSC indeed, as it was escalated there!) so decision to propose moving the text elsewhere cannot be taken by any individual without former agreement in ICM. Otherwise a "mistake" can lead into an inconsistency or duplicity of information. This is quite risky, so please close PR and move issue to ICM to discuss there.

@diegogonmar I believe that mistakes can always happen. E.g. when a API subproject copies the info.description from OpenAPI guidelines to their own yaml file that last paragraph might be temporarily be lost again until a reviewer catches that. That's why we have reviews.

My paraphrasing of the arguments presented - with edits by @jpengar in the cons section
Main question is whether or not moving OpenAPI security schemes and info.description to OpenAPI definitions
Pro :

API Design guidelines should be in one place and not be scattered into several.
OpenAPI Definitions should be in one place which is currently the API Design Guidelines document
There is precedence that release management created guidelines that are now part of Commonalities documents.
Camara_common.yaml is also a Commonalities document

Contra moving arguments:

Specifically for this securitytSchemes issue, it is a very polarising issue that took weeks to agree and required a TSC escalation and decision, and it is already happening (with all the overhead and confusion that entails) that there is more than one open issue in Commonalities, API subprojects, slack messages and even multiple issues in ICM just related to security schemes. Having this information in the ICM would allow us to have better control over it, and also guide CAMARA participants to the decisions made by the ICM and TSC, avoiding overhead and confusion.
The security scheme expertise is in ICM and future changes are easier to do if security schemes and info.description are in an ICM document.
ICM, as Commonalities WG, also provides guidance to API subprojects and this is well-known.
These guidelines are the result of work done in the ICM and are documented in a document under the ownership of the ICM
For a document reader perspective, it is just one click browsing github documentation, which means nothing. There are many other references like that in the API design guidelines or the ICM profile itself and it is not a problem. It's like browsing through Confluence pages...

Options:

move openapi definitions to API Design guidelines
keep security scheme and info.description in access and user consent

My paraphrasing of the arguments presented - with edits by @jpengar in the cons section
Main question is whether or not moving OpenAPI security schemes and info.description to OpenAPI definitions
Pro :

API Design guidelines should be in one place and not be scattered into several.
OpenAPI Definitions should be in one place which is currently the API Design Guidelines document
There is precedence that release management created guidelines that are now part of Commonalities documents.
Camara_common.yaml is also a Commonalities document

Contra moving arguments:

Specifically for this securitytSchemes issue, it is a very polarising issue that took weeks to agree and required a TSC escalation and decision, and it is already happening (with all the overhead and confusion that entails) that there is more than one open issue in Commonalities, API subprojects, slack messages and even multiple issues in ICM just related to security schemes. Having this information in the ICM would allow us to have better control over it, and also guide CAMARA participants to the decisions made by the ICM and TSC, avoiding overhead and confusion.
The security scheme expertise is in ICM and future changes are easier to do if security schemes and info.description are in an ICM document.
ICM, as Commonalities WG, also provides guidance to API subprojects and this is well-known.
These guidelines are the result of work done in the ICM and are documented in a document under the ownership of the ICM
For a document reader perspective, it is just one click browsing github documentation, which means nothing. There are many other references like that in the API design guidelines or the ICM profile itself and it is not a problem. It's like browsing through Confluence pages...

Options:

move openapi definitions to API Design guidelines
keep security scheme and info.description in access and user consent

Shouldn't all this be in https://github.com/camaraproject/IdentityAndConsentManagement/issues/160 that is the issue open after discussion during the ICM meeting on 22 May??

right, thanks @jpengar


Cannonical way for one time setup

What is the correct way to do one time setup at the beginning of a function? For example to load a config file?

Right now, it would be just adding code at the module level, but I'm assuming we'd want something more explicit.  Something like an init() function that's guaranteed to be called only once across the entire lifecycle of the lambda function right?

I think that's right for the behavior -- should only be run once for the lifecycle and only run before accepting requests (right now the module code gets executed for running chalice deploy as an example).
It would also be great if the init function had access to the chalice config environments for local runs (currently init in the module does not).
Also, I'm not sure if this is out of scope or a different feature but wondering if there could be a way for the init function to return/modify resources for use in the app?
I.e. right now I have like
db = MyDb()
resource = MyResource()

and it's easy enough to access these in my handlers.  But the problem as stated is this init code gets executed outside of just running in lambda/local, and doesn't have access to chalice config..
With the init function, I'm not sure how I'd use stuff that was created in the init function cleanly or what the best practice there would be?
wondering if there could be like an app.context or something? that gets populated with the return of the init function? Or that the init function could modify?
thanks!


ObjectDirective does not work with defineSlots after upgrading to 2.0.15

When both ObjectDirective and defineSlots appear in the same sfc, ObjectDirective cannot work (v-test must be written in the slot).

<template>

{{ msg }}

  <slot>

Default slot content

  </slot>
</template>

Reproduce repo https://github.com/skywalker512/vue-ls-directive

Maybe fixed by https://github.com/vuejs/language-tools/pull/4326? Could you please check @zhiyuanzmj?

Maybe fixed by #4326? Could you please check @zhiyuanzmj?

No, It only affects the slots destructuring


Session_files_driver's garbage collector memory issue

I have a lot of error messages like this:
PHP Fatal error:  Allowed memory size of 268435456 bytes exhausted (tried to allocate 32 bytes) in /var/www/...../system/libraries/Session/drivers/Session_files_driver.php on line 321

It's because of scandir() function, it reads all session file names into an array, in this block of code:
if ( ! is_dir($this->_config['save_path']) OR ($files = scandir($this->_config['save_path'])) === FALSE)
{
	log_message('debug', "Session: Garbage collector couldn't list files under directory '".$this->_config['save_path']."'.");
	return FALSE;
}

I think there should be another mechanism of session files storing/listing. May be to store them in three-like folder structure. In this case GC could use scandir() only for some of those subfolders.

How many sessions do you have for that to happen? Millions?

Less than 100k, I think. Already moved to Redis driver.


iOS: Bump SDK to 3.3.0 and UXKit to 1.6.0

Is this pull request pending to merge? We are facing a crash issue and looking for a solution to check if this merge will solve that problem or not.

You must open a new issue ticket if you don't we won't know if it fixes your issue or not


Unable to launch Cemu

Firstly, thanks for OSOL. It's really convenient and solved a lot of my issues with playing non-Steam games on the Steam Link.
I'm trying to get OSOL to launch Cemu, following the steps listed in the Wiki, but for some reason Cemu never gets launched. When setting GamePath to my Cemu executable, nothing happens (other than the OSOL process being run).
Thanks in advance for any help provided!

It may be easier to launch your games from CEMU without OSOL. OSOL is
not necessary for this application.
Just make a shortcut in steam to your CEMU executable, then go into
properties and edit the target to include -f and -g, then the path to
the game you want to launch (ex. "A:\Program Files\CEMU\Cemu.exe" -f -g
"R:\Wii U\Captain Toad Treasure Tracker\code\Kinopio.rpx")

Michael Hagen
/Recorded Music Technician
https://tisch.nyu.edu/about/directory/clive-davis-institute/1257736403/
Clive Davis Institute of Recorded Music
Tisch School of the Arts
New York University
370 Jay St, #562B
Brooklyn, NY 11201
/914-299-3142 tel:9142993142/
On October 2, 2019 2:31:11 AM lowvyn<EMAIL_ADDRESS>wrote:

Firstly, thanks for OSOL. It's really convenient and solved a lot of
my issues with playing non-Steam games on the Steam Link.
I'm trying to get OSOL to launch Cemu, following the steps listed in
the Wiki, but for some reason Cemu never gets launched. When setting
GamePath to my Cemu executable, nothing happens (other than the OSOL
process being run).
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Yeah, but I'd like to use some of OSOL's pre/postlaunch functionality as well as the added benefit of being able to launch the Steam gyro for CEMU hook executable from the couch.

I'll look into this issue this afternoon and get back to you as soon as I can. Thanks for taking the time to report it.

I can confirm that there is a bug with how OSOL v1.09f handles a blank LauncherPath, as a workaround please use the SkipLauncher=True variable in the OSOL .ini file you're launching from. This should work as you expect.
I'll try to get this issue fixed in the next OSOL release.

I can confirm that there is a bug with how OSOL v1.09f handles a blank LauncherPath, as a workaround please use the SkipLauncher=True variable in the OSOL .ini file you're launching from. This should work as you expect.
I'll try to get this issue fixed in the next OSOL release.
(Edit: In the meantime, I'll add a blurb on the Wiki about the workaround referenced in this ticket.)

Thanks so much for your reply. I'm not sure if the issue lies entirely with a blank LauncherPath, seeing as how I've tried setting the Steam Gyro for CemuHook .exe as the launcher to launch Cemu with and the Steam Gyro executable opens but Cemu does not.

I've just pushed a hotfix release (v1.09g) that addresses this and a few other issues. Let me know if it resolves your problem.

Aye I'll check it out soonest I can.

Hey, everything’s working great. Thanks for the hotfix! Really appreciate all the time and effort put into this project.


Check headerLogos not be equal to desktop logo

1. Why is this change necessary?
When user defined the same files for the specific headerLogos, all will be printed. This could be caught.
2. What does this change do, exactly?
Add a check for sw-logo-mobile and sw-logo-tablet not be equal to sw-logo-desktop to prevent their output.
3. Describe each step to reproduce the issue or behaviour.

open demoshop where all logos are set the same - or set it on your own
see source for mobile and tablet are printed into storefront, but having same src as img which is for desktop

4. Please link to the relevant issues (if any).
5. Checklist

[ ] I have written tests and verified that they fail without my change
[x] I have squashed any insignificant commits
[x] I have written or adjusted the documentation according to my changes
[x] This change has comments for package types, values, functions, and non-obvious lines of code
[x] I have read the contribution requirements and fulfil them.

Hello,
thank you for creating this pull request.
I have opened an issue on our Issue Tracker for you. See the issue link: https://issues.shopware.com/issues/NEXT-10348
Please use this issue to track the state of your pull request.

Hey @tinect,
thanks for the contribution!


Videos Not Playing In Septerra Core

I've been trying to get dxwrapper to play nicely with Septerra Core because I'd like to incorporate Reshade. The game itself seems to work but none of the cutscenes play. The GOG version comes with its own ddraw wrapper and I'm not sure if this is something that they put together in-house or what but none of the other wrappers I've tried (DDrawCompat, dgvoodoo 2, or dxwrapper) seem to work with the cutscenes but that one does. It doesn't seem to be converting to D3D9 though because Reshade isn't hooking with it (but does with dxwrapper).
Any ideas?

Did some digging and I tried out the method mentioned in the bottom of this post and everything's working (including videos along with Reshade), so it would seem there's several factors involved here. I think the issue may be with the way the game is patched on GOG.

This is kind of a mess.  The GOG version includes 32bit color videos and stretches the game to fullscreen.  This requires multiple extra copying around of the surface data each frame.  So it may not be as good as using the videos you found in the post you linked to.
However, I was able to put a fix into dxwrapper for this issue.  Basically you must use the GOG ddraw.dll file if you want to use the GOG videos.  There is game specific code in there for those videos.  So to get dxwrapper to work we need to use a different wrapper and then hook ddraw.  To do this I am using the dsound.dll wrapper.
Here is the update:  dxwrapper.zip
Note: using the GOG ddraw.dll will cause the game to run slower and may not be as stable.  You can run the game in Windows 7 compatibility mode and run the program with administrator rights to improve the stability.  Using the GOG ddraw.dll will also give you pixelization, if you like that look.  You can also use the DdrawUseNativeResolution and DdrawMaintainAspectRatio options in dxwrapper to get pixelization even without the GOG ddraw.

Hmm, yeah that does indeed seem to work, including with Reshade. Thanks for that!
I really dislike how their included ddraw wrapper apparently forces native resolution though, it looks kindof awful to me (on a 1080p screen). With the static recompiled version it runs at original resolution which looks a lot better.
I happen to have the Steam version as well and it doesn't use the 32bit color videos or use any kind of ddraw wrapper. The videos don't seem to work at all in that version, with or without the addition of a ddraw wrapper, so I guess that one's even worse off. The movie files (M1.db, M2.db, etc.) are different sizes from the downloaded ones in the GOG thread as well.
The static recompiled version + downloaded videos seem to work with the Steam version though.
I make easy to install one-and-done patches that aim to fix weirdness like this in various old games, and add in additional features like Reshade support + custom bezels and shaders, controller support via Antimicro, etc. and am working on one for Septerra Core is the reason I was asking about all this.
Thank you for taking the time to take a look at this and all the work you do! I guess this can probably be closed out although I don't know whether or not you want to look at the Steam version first so I've left it open.

I really dislike how their included ddraw wrapper apparently forces native resolution though

Agreed.  There is not much I can do about that.  They look at the resolution size at the start of the game and tell ddraw to stretch the image to fill the screen.  ddraw (and dxwrapper) uses nearest-neighbor filtering.  I could add some kind of bilinear interpolation filtering, but I am currently not planning to that anytime soon.

I don't know whether or not you want to look at the Steam version first so I've left it open.

I don't have the Steam version and I don't really want to purchase it again.  However, as long as the new version I gave you works as good as the old version then there is nothing for me to look at here.  It sounds like there is something else going on with the Steam version that is unrelated to ddraw.  Maybe the included videos in Steam use some kind of codec that is no longer supported by Windows?

make easy to install one-and-done patches that aim to fix weirdness like this in various old games

That's great.  Do you have a website for these patches?  Would you be interested in helping me out with another project I am working on?  I am one of the developers on the Silent Hill 2 Enhanced Edition project and we are hoping to be able to put together a simple install like the ones you mention.  But we don't have anyone with this expertise.

The nicest (although it's borderline overly ridden of options) installer I know is this.
Otherwise I'd look at the usual "plain" suspects: NSIS, Inno or WiX.

Maybe the included videos in Steam use some kind of codec that is no longer supported by Windows?

Re-encoding videos of old games seems very dumb. Perhaps GOG is automatically installing that codec?

I could add some kind of bilinear interpolation filtering, but I am currently not planning to do that anytime soon.

Understood, no worries. I do think a bilinear filtering option is a neat idea though.

Maybe the included videos in Steam use some kind of codec that is no longer supported by Windows?

They're actually not included as .avis at all in the Steam version. It's just the .db files. I assume this is just the way the game contained them originally. I actually have the original physical disc version as well so I guess I could compare.

That's great. Do you have a website for these patches?

I do, you can find it here: https://www.zombs-lair.com/
Largely the work I do is full installers with PCem, DOSBox, etc. (or in some cases just with a video wrapper) for various abandonware titles with everything setup beforehand so you just install like any other modern piece of software, start the game and go. I use either InstallForge or in some cases Inno for this. I only do this for games that aren't commercially available on modern storefronts like Steam or GOG though, for legal reasons. For the games that are on such storefronts that I have enough interest that I want to give them the same sort of treatment as my normal packages, I make simple patchers to pipe in the necessary files from the GOG or Steam versions. This is done with relatively simple batch scripting. I've only done this for a couple games but you can find them here: https://www.zombs-lair.com/blog/categories/definitive-editions
You can see what those look like in practice here.

Would you be interested in helping me out with another project I am working on? I am one of the developers on the Silent Hill 2 Enhanced Edition project and we are hoping to be able to put together a simple install like the ones you mention. But we don't have anyone with this expertise.

Sure! Happy to help. I'd just need the files you want to pack and if you there's any artwork that you want to incorporate into the installer. If not, I can make some (I make custom cover art and other media for all my normal installers).

So I took a look at the site and videos for SH2 Enhanced Edition and I'm really impressed! I'd definitely be interested in putting together something for that. I don't think that would be too difficult either. I'll take a look.

Hi @Zombeaver!
I'm part of the SH2:EE project (credited as Ratiocinator on the project) and Elisha pinged me on your interest in helping us make an installer.
To start: Thank you! I've read over this thread and am both excited and impressed with installers you've made for so many other games. I don't know if you know, but SH2 PC perfectly fits your criteria for making an installer: It has long since been considered abandonware (only having a short physical release back in 2003) and there's no signs at this time of it ever returning digitally to storefronts.
An installer has been a very requested feature for our project for quite some time. While the overall installation process is relatively simple (it's mostly unzipping and moving files to the game's directory) it is still a lot of packages a user most download and extract/move. I'm sure you know how it goes: The less a user has to worry about, the better (and it also reduces user installation error which helps us... so win-win!).
Feel free to ping both me and Elisha and we'll be happy to work with you to make sure the installer has all the requirements we'd need, along with helping to make it look pretty (supplying artwork, etc).
Again, thank you for your consideration in helping us!

This is pretty great guys; great work you've done. Even have it playing nicely with Reshade.

I made some scripts to instantly swap between Xinput and Dinput/DS4 modes as well. I have a couple things on the agenda currently but I'm excited to work on this some more!

@Zombeaver, Thanks for the willingness to help out here!

Even have it playing nicely with Reshade.

I actually include ReShade inside the build.  The shader files and the config files are stored as resources in the d3d8.dll patch module.  We can add or remove shaders pretty easily there.

How does one access that then? I didn't see anything in the .ini for enabling or disabling it.
I use quite a few custom shaders and have a system of scripts for quickly swapping/combining these beforehand, so I'll have to see how easily I can incorporate these with the built-in version.

Is there any disadvantage to just combining what's there with the standard d3d9 version of Reshade? It seems like it's working okay.

I made some scripts to instantly swap between Xinput and Dinput/DS4 modes as well. I have a couple things on the agenda currently but I'm excited to work on this some more!

Nice! I'm excited to see what comes of this down the line! Thank you so much for helping us. I should mention that hopefully we'll have controller support revamped to make more controllers compatible "out of the box." I'm not sure how it would change things if/when this feature gets implemented, but hopefully it'll make things overall easier.

How does one access that then? I didn't see anything in the .ini for enabling or disabling it.

One of the shaders (the brightness shader) is configured via in the game menu.  This shader replaces the built-in gamma control.  The other two shaders are enabled via the d3d8.ini file:
[SHADERS]
; Adjusts the color temperature of the overall game image to give it a slight cool tint, to match the PS2 version. Requires d3d8to9 = 1 to work. (0|1)
AdjustColorTemp = 0

; Enables SMAA anti-aliasing. Good for anti-aliasing on lower-end computers. It is recommended to disable this if using GPU-based anti-aliasing. Requires d3d8to9 = 1 to work. (0|1)
EnableSMAA = 0

; Restores the ability to adjust the brightness level in the game's options menu. Requires d3d8to9 = 1 to work. (0|1)
RestoreBrightnessSelector = 0

Is there any disadvantage to just combining what's there with the standard d3d9 version of Reshade? It seems like it's working okay.

We had a number of users who had issues with using native version of ReShade, which is one of the reasons we baked it in.  But in most cases it should work fine.  However, there is a performance overhead to having ReShade loaded twice.
Anyways, if it makes sense to do so, we can add more shaders into the d3d8.dll module and also make them configurable via the d3d8.ini file.  I like to keep everything configurable via a single file, if possible.  I have to say that your pictures look good to me.  Also, one of the items I had on my list was to add some CRT scanlines...

I should mention that hopefully we'll have controller support revamped to make more controllers compatible "out of the box." I'm not sure how it would change things if/when this feature gets implemented, but hopefully it'll make things overall easier.

Yeah that was something that kindof stuck out to me as needing some usability improvements. Starting one shortcut copies over the Xinput files and sets RestoreSearchCamMovement = 1 for Xinput/Xbox controllers and the other deletes them (if present) and sets RestoreSearchCamMovement = 2 for Dinput/DS4 controllers. If there's a way to do a bit of auto-detection to make things more seamless that'd probably be beneficial but in the interim this will at least let you quickly swap from one to the other.

We had a number of users who had issues with using native version of ReShade, which is one of the reasons we baked it in. But in most cases it should work fine. However, there is a performance overhead to having ReShade loaded twice.

Hmm, in that case I don't suppose there's any way to disable the internal one? Like an alternate version of d3d8.dll or possibly disabling it via a field in the .ini (or if all shader values are set to 0)? I did notice that it seemed like it was taking longer to do the initial compile than normal, though seemed to be working okay afterwards.

Anyways, if it makes sense to do so, we can add more shaders into the d3d8.dll module and also make them configurable via the d3d8.ini file. I like to keep everything configurable via a single file, if possible. I have to say that your pictures look good to me. Also, one of the items I had on my list was to add some CRT scanlines...

Honestly you're probably not going to want to build in all the stuff that I'd want to have access to. That second screenshot is 17 shader passes. Reshade and Retroarch shaders are a mild obsession of mine.
None:

"Cyberpunk" color and bloom adjustments (various LUT, saturation, contrast, chromatic aberration, blur, grain, vignette, bloom, ambient light, etc. passes); I have 6 preset variations on this with different values, but this is the one that I ordinarily use as the default:

"Cyberpunk" + screen reflection overlay:

"Cyberpunk" + screen reflection overlay + NTSC color artifacting:

"Cyberpunk" + screen reflection overlay + CRT Lottes:

"Cyberpunk" + screen reflection overlay + CRT Mattias:

"Cyberpunk" + screen reflection overlay + CRT Cathode:

I've even got stuff that'll make it look like a beatup VHS tape with animated tracking problems if people are so inclined haha
I have some other CRT passes that go for more of a PVM look (like CRT Aperture) but they tend to look odd when combined with high res content. Shadow masks tend to look better for this kind of thing.
Nearly all of this stuff has undergone lots of by-hand adjustment as they often don't look great out of the box. The scripts I setup are designed to make it modular so people can pick and choose which elements, if any, they want (via the Launcher and Settings UI shown above), without having to fiddle with lots of different passes by hand. This way people can pick and choose a look that suits them from a number of preset options without having to have any familiarity with how to use Reshade.

Okay so here's a 7z so you see what this stuff looks like in action. You'll need to move your game files into the "Game" folder in this. I'm not really a fan of just dumping everything in one big folder as it looks messy so I organize certain things into different folders. You can change settings, read the manual, or start the game via Launcher.exe. There's also a temp readme in there (from a previous release) to show you how we can do some formatting on the readme to look the way you want (this would also be displayed on one of the pages during the installation process), but I don't know what all you guys will want included in there yet.
Reshade is enabled with Cyberpunk + Screen Reflection here but under normal circumstances it wouldn't by default. You can change stuff around or disable it altogether through the Launcher. There's also a preset comparison gallery to show you what each option looks like.

@Zombeaver, Looks great.  Nice to see this running on your launcher.  I really like the CRT effects.  I am going to have to try these out on some of the older games that I have.  I especially want to see them on Wargames.
BTW: I created a new ticket on the Silent Hill 2 project for this.  Let's continue the discussion over there!

Closing issue as completed.


The method 'server.power.restart' does not exist!

Array ( [0] => Array ( [result] => error [source] => server.power.restart [is_success] => [error] => Array ( [code] => 7 [message] => The method 'server.power.restart' does not exist! ) ) )
Why ?

Server startup log?
This features relies on the RemoteToolKit, if RTK isn't installed properly (or at all) the method will not be available.


Add support to toggle bandwidth limits via SIGUSR2.

Sending rclone a SIGUSR2 signal will toggle the limiter between off and
the limit set with the --bwlimit command-line option.

Thanks for thinking about this and apologies for not replying sooner.  Changing the bwlimit dynamically is a popular feature request for rclone.
Signals as a method for controlling it are problematic though as they don't work on Windows (& Plan 9) as the failed appveyor build shows.
fs\accounting.go:47: undefined: syscall.SIGUSR2

Now this could be fixed with a few build tags (nice blog about conditional compilation)
However what would you think about implementing #221 instead which would vary bwlimit by time of day?  that would fix the problem for most people and be cross platform portable? Would that satisfy your use case?

Aha! That's why appveyor was failing then! I was curious about that. Looking at the logs, it didn't appear to be anything related to my changes, and I was puzzled.
What about adding conditional compilation and time of day for this feature? I could try fixing this issue and implementing #221.
I think it's also important to have a "tactical" way to turn bwlimit on and off. Would you have any suggestions on portable ways to do this? Being a Unix/Linux guy, I don't know what methods are available to Windows (signals are clearly a problem). Any ideas?

Aha! That's why appveyor was failing then! I was curious about that. Looking at the logs, it didn't appear to be anything related to my changes, and I was puzzled.

It originally blew up with something random like a timeout fetching something, but I re-ran the build today so your confusion is understandable!

What about adding conditional compilation and time of day for this feature? I could try fixing this issue and implementing #221.

If you want to do that, then that would be fine.  I suggest you make this PR work for the conditional compilation needed then do a separate one for #221

I think it's also important to have a "tactical" way to turn bwlimit on and off. Would you have any suggestions on portable ways to do this? Being a Unix/Linux guy, I don't know what methods are available to Windows (signals are clearly a problem). Any ideas?

I have to admit to not really being a windows dev either though I have done some windows dev stuff in the past (with win32 api!).
Doing IPC opens a whole can of worms in the general case...  Probably the easiest way would be for rclone to listen on a localhost:socket for commands if you supply a --rpc host:port parameter then make a separate rclone command rclone rpc bwlimit 10k to interact with the running rclone.  There are some security implications doing it like that, so a named pipe might be better.
I suggest you just ignore windows for the time being - I want to solve the IPC thing in a general way for tickets like #771 and some other ideas I've got.

Done. Conditional compilation is in place.

I've merged that in cc4f5ba7ba5bbebb31ad4f2f3c8d28e13613cc3f (after rebase).
After a bit of testing I realised that the build was broken for some builds, and the race detector warned me that the update of the token bucket was racey so I fixed those things in e65059e431642d497bc0b134270cd3032d87f790
Thank you very much for your contribution :-)

Hello @ncw, @marcopaganini,

Signals as a method for controlling it are problematic though as they don't work on Windows (& Plan 9) as the failed appveyor build shows.

Plan 9?! Wow, just noticed that rclone builds are routinely available for it. Say (if it's not too OOT), is Plan 9 ready for anything but a lab setting? Just curious here, been following it for a long time but never thought I would see it become usable.

I think it's also important to have a "tactical" way to turn bwlimit on and off. Would you have any suggestions on portable ways to do this? Being a Unix/Linux guy, I don't know what methods are available to Windows (signals are clearly a problem). Any ideas?
I have to admit to not really being a windows dev either though I have done some windows dev stuff in the past (with win32 api!).

I've developed with Windows too (a long time ago: Windows 3.1 and Win16 API, at the time called simply "the Windows API"). I still remember the horror...
But anyway, I would like to make a suggestion: Windows (since the Win16 days) has supported an IPC mechanism called "named pipes". This is very similar to what we call FIFOs in *ix (and I would bet there's similar stuff in Plan 9), so perhaps this would be the best way to implement such a feature going forward? More info here: https://en.wikipedia.org/wiki/Named_pipe#In_Windows
Also, this would open up the door for more sophisticated "run-time behavior changing" for rclone; for example, I frequently need to restart rclone to change --transfers and --checkers; with a FIFO-like IPC between a standalone rclone (which would be called with the "--client=/tmp/pipe-filename" or somesuch) and the running rclone (which would have been started before, with a "--server=/tmp/pipe-filename option), basically anything could be piped up to the running rclone to have it change its behavior.
Alternatively, one could use a socket in the same way; one program which does this is aria2 (see here: https://github.com/aria2/aria2/blob/master/doc/xmlrpc/aria2rpc but perhaps it's more complicated than warranted...
Hope you folks like the idea and implement it soon ;-)
Cheers,
Durval.
Cheers,

@DurvalMenezes

Plan 9?! Wow, just noticed that rclone builds are routinely available for it. Say (if it's not too OOT), is Plan 9 ready for anything but a lab setting? Just curious here, been following it for a long time but never thought I would see it become usable.

Some of the core go developers use plan 9 or at least hack on it.  No idea how well it works though!  Go makes doing cross compilations really easy so I did it for plan 9 just because it was easy!

But anyway, I would like to make a suggestion: Windows (since the Win16 days) has supported an IPC mechanism called "named pipes"

There are some ideas along the lines you suggested in #771

Also, this would open up the door for more sophisticated "run-time behavior changing" for rclone; for example, I frequently need to restart rclone to change --transfers and --checkers

That is a nice idea... Fancy making an issue about it?


Change python constraints fix #108

Codecov Report

Merging #111 (9230682) into main (6a96557) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##             main     #111   +/-   ##
=======================================
  Coverage   77.09%   77.09%
=======================================
  Files          41       41
  Lines        1943     1943
=======================================
  Hits         1498     1498
  Misses        445      445

Continue to review full report at Codecov.

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Add See All and image uploading notifications translations

This adds missing See All and image uploading notifications text.
We have notifications in action creators as well but it is impossible to use react-intl from there.
It's possible to use it statically like this, but it doesn't fit our code base (we would have to pass intl into redux-thunk when creating store, but we won't be able to create IntlProvider because we store locale in store. This won't allow changing language as well). We might want to migrate to platform agnostic API like counterpart  - same as Condenser. However, I don't think that's priority right now.
https://trello.com/c/FUq0MJgH/241-translate-see-all-and-uploading-image-and

    // src/comments/commentsActions.js
    if (!auth.isAuthenticated) {
      return dispatch(notify('You have to be logged in to comment', 'error'));
    }

    if (!body || !body.length) {
      return dispatch(notify("Message can't be empty", 'error'));
    }

I guess that's not something that users will see a lot as user shouldn't be able to send comment if they are unlogged or body is empty.


Fix RenderingDevice::get_driver_resource crash or incorrect result with certain resources

Fixes https://github.com/godotengine/godot/issues/89979
cc @DarioSamo Except the changes pointed out by the issue author, I also found a "bug" regarding the implicit operator bool() which could lead to the assignment failed and always be 0 or 1 cause bool() kicks in. (For those interested, here is an example of the behaviour https://godbolt.org/z/q1YfPTMjE)

LGTM.
That implicit casting operator has gotten me too in one other occasion and I think I fixed it in one of my other branches, but it can be on this one, no problem.

Thanks!


Implement part of #1557: Add tests for replayRate controller.

Proof

Checklist

[X]  A link to the issue/user story that the pull request relates to
[ ]  How to recreate the problem without the fix
[ ]  Design of the fix
[ ]  How to prove that the fix works
[ ]  Automated tests that prove the fix keeps on working
[ ]  Documentation - any JSDoc, website, or Stackoverflow answers?

Issue/User story
Add tests for replayRate controller.

@davidkel PTAL.


Uri scheme isn't normalized

Issue Type: Bug
Open URL <URL: FILE:///proc/sys/fs/inotify/max_user_instances >!
Note: <URL: file:///proc/sys/fs/inotify/max_user_instances > opens all right.
VS Code version: Code 1.62.3 (ccbaa2d27e38e5afa3e5c21c1c7bef4657064247, 2021-11-17T08:00:36.721Z)
OS version: Linux x64 5.15.5-1-default
Restricted Mode: No

System Info

Item
Value

CPUs
Intel(R) Core(TM)2 Quad CPU    Q6600  @ 2.40GHz (4 x 2393)

GPU Status
2d_canvas: enabledgpu_compositing: enabledmultiple_raster_threads: enabled_onoop_rasterization: disabled_offopengl: enabled_onrasterization: disabled_softwareskia_renderer: enabled_onvideo_decode: disabled_softwarevulkan: disabled_offwebgl: enabledwebgl2: enabled

Load (avg)
3, 2, 5

Memory (System)
5.66GB (0.14GB free)

Process Argv
--unity-launch --crash-reporter-id 2a03cb52-9f4b-48bf-93d3-5c0537d534ee

Screen Reader
no

VM
0%

DESKTOP_SESSION
/usr/share/xsessions/plasma5

XDG_CURRENT_DESKTOP
KDE

XDG_SESSION_DESKTOP
KDE

XDG_SESSION_TYPE
x11

Extensions (24)

Extension
Author (truncated)
Version

doxdocgen
csc
1.3.2

vscode-pull-request-github
Git
0.32.0

Ionide-fsharp
Ion
5.10.2

better-cpp-syntax
jef
1.15.10

vscode-language-pack-pl
MS-
1.62.4

csharp
ms-
1.23.16

dotnet-interactive-vscode
ms-
1.0.2602010

vscode-dotnet-pack
ms-
1.0.4

python
ms-
2021.11.1422169775

vscode-pylance
ms-
2021.11.2

jupyter
ms-
2021.10.1101450599

jupyter-keymap
ms-
1.0.0

jupyter-renderers
ms-
1.0.4

remote-containers
ms-
0.205.2

remote-ssh
ms-
0.66.1

remote-ssh-edit
ms-
0.66.1

remote-wsl
ms-
0.58.5

cmake-tools
ms-
1.9.2

cpptools
ms-
1.7.1

cpptools-extension-pack
ms-
1.1.0

vscode-markdown-notebook
ms-
0.0.26

vsliveshare
ms-
1.0.5090

vsliveshare-audio
ms-
0.1.91

cmake
twx
0.0.17

(1 theme extensions excluded)

A/B Experiments
vsliv368:30146709
vsreu685:30147344
python383:30185418
vspor879:30202332
vspor708:30202333
vspor363:30204092
pythontb:30283811
pythonvspyt551cf:30345471
pythonptprofiler:30281270
vshan820:30294714
vstes263:30335439
pythondataviewer:30285071
vscod805:30301674
pythonvspyt200:30340761
binariesv615:30325510
bridge0708:30335490
bridge0723:30353136
pythonrunftest32:30373476
pythonf5test824:30373475
javagetstartedt:30391933
pythonvspyt187:30373474
vsaa593cf:30376535
vscop804cf:30404767
vscop940:30404999
vsrem710:30405998

[renderer1] [error] Unable to resolve resource FILE:/proc/sys/fs/inotify/max_user_instances: Error: Unable to resolve resource FILE:/proc/sys/fs/inotify/max_user_instances
at a.doCreateReferencedObject (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:2377:109131)
at a.doCreateReferencedObject (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:2377:109094)
at async i.acquire (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:17:32322)
at async u.createModelReference (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:2377:110767)
at async is.resolve (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:1740:45776)
at async il.setInput (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:2342:109954)
at async n.doSetInput (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:2342:34632)
at async n.doOpenEditor (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:2342:33032)
at async n.openEditor (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:2342:32680)
at async vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:2544:16967
at async S.doOpenCodeEditor (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:1301:28423)
at async m.open (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:603:18052)
at async a.open (vscode-file://vscode-app/usr/share/code/resources/app/out/vs/workbench/workbench.desktop.main.js:603:19565)

cc @bpasero, based on the RFC here it seems we should be normalizing URI schemes to lowercase.

An implementation
should accept uppercase letters as equivalent to lowercase in scheme
names (e.g., allow "HTTP" as well as "http") for the sake of
robustness but should only produce lowercase scheme names for
consistency.

/gifPlease

Yeah, this is a known bug. What's unknown is if we can still fix it. Many 3rd parties and extensions have started to "depend" on uri-bugs and in the past good changes/fixes had really bad consequences. This needs careful consideration first

Potential code changes are in joh/low-uri-scheme.

@jrieken this was a lucky one to catch because it would result in data loss. The test is using the following scheme:
https://github.com/microsoft/vscode/blob/fe227dacb71c40c38e91a5f59a407f6c37def728/src/vs/workbench/services/workingCopy/test/electron-browser/workingCopyBackupService.test.ts#L139

And backups are associated with a backup ID that is the hash of the resource. If now the resource changes (the scheme lowercases), the backup ID would likely change and backups would no longer be found.

Not as bad as loosing all file or vscode-file backups, but potentially for extensions that introduce a scheme that uses uppercase.

Is this something that you can prepare for so that no backups are lost?

Not impossible, but requires a migration step to open each and every backup to figure out the URI value (we store that in the backups as meta data).
https://github.com/microsoft/vscode/blob/fe227dacb71c40c38e91a5f59a407f6c37def728/src/vs/workbench/services/workingCopy/common/workingCopyBackupService.ts#L339-L341
And then rewriting the backup under a hash that accounts for the new form.
Not sure there would be more pitfalls on the way? E.g. we often use the URI resource as a key to associate something to (even editor state). If the toString form of a URI changes, a lot of things would get broken I think.

Not sure there would be more pitfalls on the way? E.g. we often use the URI resource as a key to associate something to (even editor state). If the toString form of a URI changes, a lot of things would get broken I think.

There is no problem as long as externalized uris go though URI.parse(...).toString() again. Tho every place where a scheme is "left alone" or were an externalized URI is concatenated with another string we can see issues

We closed this issue because we don't plan to address it.
Thanks for your understanding, and happy coding!

This is acknowledged but I don't wanna take the risk and regressions that changing this will likely cause


Create Grunt tasks for deployment

This issue is beign closed. Thanks for your contribution. If you encounter any issues, please open a new issue.


If and when to reintroduce scivision and/or intake

Context
The original model was distributed using scivision (which uses intake under the hood).
You can read about the various benefits and use-cases for scivision and intake, but when we came to loading the model the only difference was that instead of importing the package containing the model and importing the model as per normal, we could instead install the scivision package and then run scivision.load_pretrained_model(URL) where URL pointed to the original repository. (In fact this returns a PretrainedModel object which is a wrapper for the original model.) See here for an example.
I like what scivision have done, in a way. It's quite neat and nicely documented. But I also feel like it could be more of a hindrance than a help. In our case, there is (currently) one model in the catalogue that could feasibly be useful to us, so the marginal benefit of accessing it via scivision instead of resnet50-cefas is...nil? We then also have to put up with redundant (to us) functionality in the wrapper and we become locked into scivision's update cycle which might be slower than we would like.
Reintroducing intake
Intake looks like a really nice tool, but at the time of writing I don't feel like I want to invest much time in it; it appears to be in a state of flux where maintainers are not recommending using the old version (v1) but the new version (v2), which is a full-scale rewrite, is barely documented. I also worry a little about v1 issues remaining unfixed because maintainers are working on v2. See e.g. this issue.
So my preference would be to wait until v2 is more 'finished' before thinking about using it here or elsewhere. This kind of suits us (@metazool @albags) anyway since we have plenty else to focus on...
Reintroducing scivision
Despite what I said earlier I do feel it is reasonable to contribute this back to the scivision catalogue, primarily because it seems bad that others could be trying to use the original model out of the box only to find that they have to downgrade everything to very old versions of Python and PyTorch.
My proposal is that we wait a little to see if scivision is planning to make any changes based on the ongoing update to intake, and once we can see a roadmap decide if/when we want to contribute this version (and possibly any more models we work on) back to scivision.

For reference:

Contributers guide: scivision models
Model repository template


Improve CI/CD flow (improve transpilation, include changelog)

Solve https://github.com/ThomasAribart/json-schema-to-ts/issues/97


Add Arabic Language with RTL Support

Some languages - such as Arabic and Persian - are written from right to left, unlike most languages. I changed the direction in the places required by the selected language. I also added the Arabic language.

Hey @m7modg97, thanks for this, awesome work.
We already handle RTL through CSS for Farsi and Hebrew. Check out style.css. Can you add the changes there instead of in the HTML and JS.
The other changes for the Arabic translation look good.

Oh, sorry I didn't notice, I'm going to make the change :)


How to implement infinite slide mode here?

My requirement is to show the slides infinitely. The slider should not end after the last item.

This lies outside the aim of this component and is currently not supported.


Provide a way to verify installer

I would like to request a way to verify the download of the file from the website. A Sha256sum or GPG would be great.

thanks for the suggestion.
should be live now!

@mlaggner Thank you for the add!
I am no expert and don't want to sound like a pain in the bum, but apparently SHA-1 is not considered extremely solid anymore (check https://en.wikipedia.org/wiki/SHA-1 ), depending on the attack case you think tMM might face you might want to think whether to switch to SHA-2 or 3 or keep SHA-1.
Again thank you for adding a security feature!

Tmm is a media manager and no encryption software or os..


contribution count is not correct

contribution count is less than what I see in my profile.And can I get my last year contributions,I think it's useful

Can I get picture through github actions(like https://github.com/pomber/stargazer)?If you want,I recommend myself to submit a pull request

It's probably due to private repository

Can I get picture through github actions(like https://github.com/pomber/stargazer )? I think I can submit a pull request to implement it

That's a good idea! It would be great if you could help.


install . can't use npm to install?

i like your compment ,want i want do install ,use npm tool . but diplay 404

Hi, unfortunately I didn't have enough time to complete it. It's not finished, so it's not in NPM yet.


FAQ

There was a FAQ started and mention for one as we onboard more members. If someone wants to get take the lead with that would be awesome.

I'll pick that up. I'm focusing on onboarding as it's a crucial issue. Where's the doc?

thanks kit i'll add a bounty into the content sheet for this as well. here is the first draft back from redemption, some of these questions may not be applicable any more, and may  need fresh start.
https://docs.google.com/document/d/1Q6AJRiMlMt-dVGQEEYQjNMMmhT-k8Lx1HhZQN9-s4vw/edit

I have a draft FAQ ready. It needs polishing but review and editorial changes can happen in parallel.
For instance, somebody who experienced the history needs to look at the "How did RChain come to be?" question, as I've skirted the contentious aspects.
Have a look, correct current content, think of new questions..
https://docs.google.com/document/d/1Q6AJRiMlMt-dVGQEEYQjNMMmhT-k8Lx1HhZQN9-s4vw/edit

We have progress on the FAQ. @edeykholt jumped in :)
Next steps:

If any other BOD/Activists want to chime in please do it soon.
Otherwise, when we think we have a suitable version I'd like to post the edit link in Slack, like in the Coop channel, to gather reactions from the community at large.
I presume there are questions we haven't thought of that would be good to have in the FAQ. Certainly the developers section could use some input (nudge, nudge). Plus trolls may have nasty questions that we can either address or ignore.
After community feedback and some polishing we'll have a final FAQ and we'll need to decide where it should be published. If it's on the website then I'd like to see an interactive UI (@patrick727 already knows this ;)

@kitblake greatjob thanks. I think that it should be posted as a wiki in github, or a repo in which we can link to in the reference board. If people wish to add questions then we can just add an issue or pull request so that there is some process.
What are your guys thoughts?

Done, it's posted.
@patrick727, I notice that the FAQ content has gotten ahead of the website (e.g. BoD officers) so we should make sure to sync the content when the FAQ goes public.

Yes both the website and the FAQ(any messaging) should be consistent and up to date to the best of our abilities, what exactly do you mean by BOD officers as your example?

In https://www.rchain.coop/coop-information-1#board-of-directors it says:
"2 Board of Director spots remain, and Officers are still to be chosen."
while the FAQ says:
"The Co-op currently has a five-person Board of Directors. The officers are Greg Meredith, President, and Evan Jensen, Secretary. ... Additional board members and officers may be added."

@kitblake good catch, I edited the site to reflect the most recent information from the FAQ

If – and that's def an if – the FAQ goes on the website, here's an example of what I mean by interactive UI, where it all happens onclick:
https://pillarproject.io/faq/
However, as @patrick727  suggested, placing the FAQ in a repo on Github would be fine. In any case the content of the FAQ should be moved from the GDoc to Github, converted to Markdown, and maintained there.
Remember that Markdown renders as HTML in Github's web UI. The FAQ won't be interactive and it'll be a long page but it is what it is. Making a Github repo the published location of the RChain FAQ has a certain resolute charm.

@kitblake I like the interactive UI but am also fine with the longer page like post that constantly is iterating.
It seems that in the debrief that a Github post was a reasonable way to go. and yes charming indeed and keeps with where the activists are participating. :) Great job

Great advance!!
HJ

On 16 Jul 2017, at 09:42, patrick727<EMAIL_ADDRESS>wrote:
@kitblake good catch, I edited the site to reflect the most recent information from the FAQ
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Yes, the Debrief reaction was fine, kudos to all.
@plantether, thanks for your comments. Some of them require BoD-level review.
Btw, the Developers section is still kinda scant....
I'll post a 'last call' in Slack for feedback, then we can migrate to Github.

Migrating the FAQ content to GitHub..

FAQ published: https://github.com/rchain/reference/blob/master/faq.md
Closing this issue.

Currently the budget for this issue is:  ⍴ 8,333.00
I think @kitblake suggested to pay like this:
But @plantether and @kdvalentine didn't fill out their column in Gsheet "RChain Activist RHOC Distribution \ RHOC rewards August 2017".
And maybe Activists have to be added to this issue, by copying and pasting a row under the three existing rows for issue #60

⍴ To Pay
Activist
AVG work

⍴ 6,667
@kitblake
80%

⍴ 417
@planteater
5%

⍴ 167
@kdvalentine
2%

It's important to get these decisions and payments going ;-)

For clarity's sake (because I didn't get it at first) the columns per individual in the "RHOC rewards August 2017" sheet work the same as in the "Budget Allocation" sheet: i.e. the percentages that we fill in get averaged.
So both the Budget Allocations and the RHOC Rewards are an average of what your peers say.
This works nicely. We all guesstimate a budget, then when the project concludes the team members estimate their participation, and that determines the payout.

The faq.md doc has 5 pull requests in the queue. Can somebody deal with them before the next major edit?
https://github.com/rchain/reference/blob/master/faq.md

Would attempt to fix it. Let me take a look.

Thanks. There's an edit from @drbloom about Discord that should supersede the earlier one.

Thanks for dealing with those pull requests.
A lot has changed and the FAQ needs work so I'm reopening this issue.

Just checked in an intermediary update:
https://github.com/rchain/reference/pull/15

New Questions that evaluate RChain:
How good is RChain?
**Website: **

Does it look good/presentable?
Are the links informative?
Does the website have a roadmap for the cryptocurrency development?
Is there a Trello board https://trello.com/
Does it have a whitepaper.
Is the whitepaper good? explaining problems and own solutions
Is the domain name good?
Is it a quick wordpress template, a 2-hour html job or a custom design with lots of work, money and thought thrown at it?
What new does this cryptocurrency bring to the world, what problem does it solve, what does it stand for?
How does the cryptocurrency name sound (does it sound legit and like a good brand name)
How does the logo look?.
Is it a PoW, PoS or PoW/PoS coin, what is the mining difficulty or APR, does it suffer from inflation – pre-minted.
Who is behind the cryptocurrency – are they shady figures, or have they placed their names and pictures on the website;
What is their track record and reputation?
The amounts of money they’ve raised so far.
Who's the founder?
Teammembers?
What is the limit on supply of coins in circulation?
Is there a link to the source code?
Github activitity?
How many developers participate in the coding process
Regulatory permissions?.

Exchanges and trading

Which exchanges (and how reputable they are) is the coin traded on, what is the daily trading volume and market cap?
Are there buy (support) or sell (resistance) walls?
How does the chart look?
Does the chart contain patterns that look like pump and dump actions or trading by bots?
Has the coin spiked on one exchange after being added on another exchange?

Social

Is there a Bitcointalk forum Announcement thread
How many pages is it? Summary
Is there a blog, anything interesting on it?
Is there a Discord (Slack) channel
How many members in the slack channel?
What is the public sentiment in the slack channel?
Is there a Twitter profile for the cryptocurrency and does it post regular updates, how many followers? Daily tweets
Is there a Facebook page for the cryptocurrency and does it post regular updates, how many likes Twitter activity

Current state

Are there any known problems with the source code, the wallet or something else regarding the coin (transactions, mining, efficiency)?
Is there an active development for fixes on the way?
Has the wallet been under maintenance for prolonged periods of time on some/all of the - exchanges?
Is any government planning on banning the coin (or similar coins) or putting heavy restrictions towards its use?

Popularity and perception

What does a quick google search tell us about the coin?
Are there youtube videos about the coin?
What is the general sentiment in the comment section below the videos?
Is the coin associated with illegal/criminal activity or the dark web?
Similar cryptocurrencies/projects?

@kitblake on call yesterday Ed went through and accepted pull requests I believe.
Thanks for reopening and @lapin7 these are all great questions.
We also have the need for a fully fleshed out Wiki to be published to the updated rchain.coop.
Great stuff all!

I was about creating an issue to aggregate outdated information on the website and constantly update the FAQ so all FAQs and information on the website would be the same and updates. These information can be aggregated and updated weekly or bi-weekly.
@lapin7  Nice great questions there. I would attempt writing answers for them and merging them with the FAQ am also compiling.

Two fyi points:

This weekend I renovated the FAQ and sent a pull request this morning, but I neglected to reference this issue #60.
I added the following at the end of the FAQ, which dovetails with the aggregation idea:

Suggestions?
Have a question that hasn't been answered? You can suggest additional FAQ entries by including the hashtag #faq in any of the comm channels.

@kitblake, Thanks would put those into consideration.
@lapin7, are all those questions meant for the FAQ? Or are they meant for evaluation?  Because some of the questions are more evaluatory than explanatory.

Those questions are indeed a kind of evaluation of RChain. I think they are
of interest to people who want to know a bit more about RChain.
Not all questions have to be answered. Skip as you see it fit.
On the other hand, those questions can be turned into issues.
--
Cheers,
HJ
On Mon, Nov 20, 2017 at 9:52 PM, Ojimadu<EMAIL_ADDRESS>wrote:

@kitblake https://github.com/kitblake, Thanks would put those into
consideration.
@lapin7 https://github.com/lapin7, are all those questions meant for
the FAQ? Or are they meant for evaluation? Because some of the questions
are more evaluatory than explanatory.
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Hello Ian, Ed, Greg, Joe, Navneet, Mike,
aka @drbloom, @edeykholt, @leithaus, ?, @n10n, @pyrocto,
We have pull requests for the FAQ queuing up, and I fear some will trigger conflicts.
Nothing complicated for a coder but what's needed is content review.
Can one of you move it forward?
Once this version gets published a translation to Chinese is in the works.

There are no pull requests that I can see to review.  Do you mean some project other than rchain/Members?

Sorry, should've linked it. The pull requests are in /reference:
https://github.com/rchain/reference/pulls

Hello Ian, Ed, Greg, Joe, Navneet,
aka @drbloom, @edeykholt, @leithaus, ?, @n10n,
@pyrocto responded with some welcome developer feedback that's now been incorporated. What's needed is content review before merge.
Can somebody pick this up?

The pull requests are in /reference for the FAQ:
https://github.com/rchain/reference/pulls

M> Marketing
O> Operations
F> Finance
L> Legal
D> Development
Was thinking of where to add the issues markers above. Whether it should be added to the FAQs or the contributing.MD or both.

@kitblake don't see any pull request. Let me know when you have one. Here is another issue that I added. https://github.com/rchain/Members/issues/214.

@n10n that nudge about a pull request on november 28th got merged on december 5th, so we're good. In the meantime there have been more, and they've been merged more quickly (so thanks).
@Ojimadu imho the MOFLD tagging is for internal use, and not for a public facing document like the FAQ. Contributing.md is sorta in between, but more on the public side as it's for newbies.


Add support for dumping genesis files in E2Es

Summary
Interchaintest currently supports dumping genesis files for debugging via two environment variables here
In order to support this, I propose that we add two new fields to our test config which will ultimately result in a  call to os.SetEnv before test execution in order to configure this environment variables.

For Admin Use

[ ] Not duplicate issue
[ ] Appropriate labels applied
[ ] Appropriate contributors tagged/assigned

@chatton I'd like to work on this one, since I haven't touched any e2e code so far :)

thank you @bznein! I hope you're a yaml fan :+1:


Owned Entity Type Requires Primary Key to be defined when the Parent Entity has relationship with Asp.Net Core Identity User

I have two context in my application. One is AppIdentityDbContext for identity related works and other is AppContext for app related works.
I have an identity user class - ApplicationUser - which has a relation to Profile entity from AppContext and the Profile entity in turn owns a value object ProfileContact.
Steps to reproduce
ApplicationUser
public class ApplicationUser : IdentityUser<Guid>
{
    public string FirstName { get; set; }
    public string LastName { get; set; }
    public string Designation { get; set; }

    public Guid ProfileId { get; set; }
    public Profile Profile { get; set; }
}

Profile
public class Profile : BaseEntity<Guid>, IAggregateRoot
{
    private Profile()
    {
        // required by EF
    }

    public Profile(string brandName, ProfileContact profileContact)
    {
        BrandName = brandName;
        ProfileContact = profileContact;
    }

    public string BrandName { get; set; }

    public ProfileContact ProfileContact { get; private set; }
}

ProfileContact
public class ProfileContact // ValueObject
{
    private ProfileContact()
    {
        // required by EF
    }

    public ProfileContact(string email, string phone, string mobile)
    {
        Email = email;
        Phone = phone;
        Mobile = mobile;
    }

    public string Email { get; private set; }
    public string Phone { get; private set; }
    public string Mobile { get; private set; }
}

Here is the Profile Entity configuration in AppContext.
private void ConfigureProfile(EntityTypeBuilder<Profile> builder)
{
    builder.Property(p => p.BrandName)
        .IsRequired()
        .HasMaxLength(50);

    builder.OwnsOne(p => p.ProfileContact);
}

I have configured ProfileContact as owned by Profile entity.
Now whenever user logs in, I get this error:

Here is my login Post method. I'm using Asp.Net Core Identity scaffolded template.
Login - OnPostAsync
public async Task<IActionResult> OnPostAsync(string returnUrl = null)
{
   returnUrl = returnUrl ?? Url.Content("~/");

   if (ModelState.IsValid)
   {
       // This doesn't count login failures towards account lockout
       // To enable password failures to trigger account lockout, set lockoutOnFailure: true
       var result = await _signInManager.PasswordSignInAsync(Input.MobileNumber, Input.Password, Input.RememberMe, lockoutOnFailure: true);
       if (result.Succeeded)
       {
         ....

    // If we got this far, something failed, redisplay form
    return Page();
}

Does the value object/owned type needs an key to be defined? What I read and understood about OwnedTypes is that they belong to the same table but can be used as object. Am I doing anything wrong? or I need to add Id property to ProfileContact. If so why? Please assist.
Further technical details
EF Core version: 2.2.6
Database provider: Microsoft.EntityFrameworkCore.SqlServer
Target framework: ASP.NET Core 2.2
Operating system: Windows 10 x64
IDE: Visual Studio 2017 15.9.16

@fingers10 - Can you try with 3.0 release of asp.net core & Ef core?

@smitpatel - alright. I'll try and get back

@fingers10 - I read the stack overflow post also. I am not able to reproduce the issue you are seeing based on all the snippets. If your AppContext is deriving from DbContext directly then base call may not be necessary. But without looking at full code, I cannot say why it works or does not work.
If you can share a full repro code, we can investigate.

@fingers10 When deriving from IdentityDbContext base.OnModelCreating(builder) should be called: https://docs.microsoft.com/en-us/aspnet/core/security/authentication/customize-identity-model?view=aspnetcore-3.0#customize-the-model

@AndriySvyryd I have two context. One is AppContext and another one is AppIdentityDbContext. I have base.OnModelCreating(builder) called in AppIdentityDbContext. I'm having a relationship of IdentityUser in AppIdentityDbContext with a Profile in AppDbContext.
@smitpatel I'll post more code related to this.

@smitpatel I have updated the question with AppDbContext and AppIdentityDbContext. Can you please look on if there is something wrong with my code?

builder.Entity<ProfileContact>(ConfigureProfileContact);
You are configuring ProfileContact as regular entity & also as owned entity.

@smitpatel I following eShopOnWeb sample reference and developing my project. If you see in the given link, You can see Address is a owned type of Order and both are configured in OnModelCreating.
Also if calling this builder.Entity<ProfileContact>(ConfigureProfileContact); is the mistake I'm doing then how can I configure the properties of my ProfileContact like .IsRequired(),.HasMaxLength(50). ? Please assist.

@fingers10 - This article will help you understand how to configure facets on an owned type.


Error message for 'A public type has a namespace that shares no common prefix' doesn't specify the offending type

When using <CsWinRTComponent>true</> and tripping this error:
1>FooBar.cs(5,30,5,37): error CsWinRT1001: A public type has a namespace ('Foo.Bar.Baz') that shares no common prefix with other namespaces ('MyLibrary'). All types within a Windows Metadata file must exist in a sub namespace of the namespace that is implied by the file name. (https://github.com/microsoft/CsWinRT/tree/master/src/Authoring/WinRT.SourceGenerator/AnalyzerReleases.Unshipped.md)

It says what the namespace conflict is but doesn't give the right file/line number or tell me which type is the problem.

Some additional context. The issue is this CheckNamespace check:
https://github.com/microsoft/CsWinRT/blob/440e357415d808b9d4993d247f2afadff36fe0db/src/Authoring/WinRT.SourceGenerator/DiagnosticUtils.cs#L44-L81
Specifically, this failed check:
https://github.com/microsoft/CsWinRT/blob/440e357415d808b9d4993d247f2afadff36fe0db/src/Authoring/WinRT.SourceGenerator/DiagnosticUtils.cs#L76-L79
This seems to be caused by the fact the syntax receiver is actually detecting all partial types as public:
https://github.com/microsoft/CsWinRT/blob/440e357415d808b9d4993d247f2afadff36fe0db/src/Authoring/WinRT.SourceGenerator/Generator.cs#L251-L255
Which is not correct for two reasons:

Types that have the partial modifer and a non-public accessibility modifier should not be included

As in, even though they're partial, we already know they're definitely not public

The comment says that partial types will be validated with symbols, but that second check seems... Just missing?

Not seeing anything in CheckNamespace actually checking the accessibility of those types via the symbols.

And you should be able to repro by adding this to a CsWinRTComponent:
namespace Something.Else
{
    internal partial class ThisShouldBeFine
    {
    }
}


Update exporter creators to take a zap.Logger parameter

To be consistent with receivers and processors, update exporter creators to take a zap.Logger parameter.

Fixed.


Animating (un-)indention

I just saw a video about an ToDo list app (see also this tweet) and thought that this smooth indention/text movement animation might be suitable for VSCode as well:
https://user-images.githubusercontent.com/372620/173445850-94cbbde9-7287-4355-bcb4-5866737d631b.mp4

This feature request is now a candidate for our backlog. The community has 60 days to upvote the issue. If it receives 20 upvotes we will move it to our backlog. If not, we will close it. To learn more about how we handle feature requests, please see our documentation.
Happy Coding!

This feature request has not yet received the 20 community upvotes it takes to make to our backlog. 10 days to go. To learn more about how we handle feature requests, please see our documentation.
Happy Coding!

:slightly_frowning_face: In the last 60 days, this feature request has received less than 20 community upvotes and we closed it. Still a big Thank You to you for taking the time to create this issue! To learn more about how we handle feature requests, please see our documentation.
Happy Coding!


[updatecli] Update Ldap docker image tag version to 5373dcc775f869c156ea4c420ca885313f9df1959d117fe37282f5abbac01eb6

Changelog
We couldn't identify a way to automatically retrieve changelog information
Reports
Source:
	✔  (dockerDigest)

Condition:

Remark
This pull request was automatically created using olblak/updatecli.
Please report any issues with this tool here

https://github.com/jenkins-infra/charts/pull/421


Memory limits

@jacobrh91 : With novosort, I'm running into the error: slurmstepd: Exceeded step memory limit at some point.. I think this relates to the way I'm setting up the parameter: NOVOSORT_MEMLIMIT=3000000000 in the runfile.
Is there a recommendation as to how much memory should be reserved for novosort? I mean, should I specify it according to the maximum memory limit of the cluster for example, or do I specifically reserve it in the job submission script?
Thank you,
Azza

Hey, as far as novosort goes, I usually set it to 20GB, but that's because I run on a machine with a lot of RAM (256GB). If running multiple programs on the same node (the PROGRRAMS_PER_NODE flag set greater than 1), be sure to take that into account when choosing the novosort mem limit.
If running on something with 64GB of RAM, if PROGRAMS_PER_NODE=2, then I would set NOVOSORT_MEMLIMIT to something like 25GB, so at most two novosort programs side-by-side would only use up to 50GB of memory, leaving plenty of room for Swift/T and the OS itself to run.
Does this explanation help?

Yes, it makes sense.
It suggests that I'm in trouble because the nodes I'm accessing are shared, and the scheduler sets limits on how much memory I'm using. I will try to explicitly reserve memory in the Swift/T settings.sh file, while keeping these calculations and rationale in mind.


add StringStrip to print stripped version of uuid

fix https://github.com/satori/go.uuid/issues/53

Coverage increased (+0.1%) to 96.703% when pulling 144c0223f3e04bc16d3778965d1b949d581eee38 on zwpaper:master into 5bf94b69c6b68ee1b541973bb8e1144db23a194b on satori:master.

Coverage increased (+0.2%) to 96.751% when pulling 19fda4dc32984f124cd7e0e8df4d02a792b06a4e on zwpaper:master into 5bf94b69c6b68ee1b541973bb8e1144db23a194b on satori:master.

fix https://github.com/satori/go.uuid/issues/57


Selecting table as an argument

Hey, this package is great. I'm just having one issue with trying to pass the table as an argument, e.g.
table = "foo"
runquery(conn, sql`CREATE TABLE $table (email text, userid integer)`)

Where the runquery is the one in the README.
Now, the code above does not work. I presume that the issue is that the argument foo is passed to the query as a string or something. Any way around this?

I am having the same issue here. Would be nice if we could still somehow have regular string substitutions for these situations

Oh, actually I think I've solved it. Looks like there is a Literal object you can create (https://github.com/JuliaComputing/SQLStrings.jl/blob/main/src/SQLStrings.jl#L6)
So for instance you can do
function foo(c::Connection, table::String)
    table_literal = SQLStrings.Literal(table)
    query = sql`SELECT * FROM $table_literal`
    execute(conn, query)
end

foo(conn, "db_table")

In this case sql`SELECT * FROM $table_literal` ends up becoming SELECT * FROM db_table

Using Literal should be fine, as long as table is never passed in from the user.  (If it is passed in from the user, you're vulnerable to all the SQL injection attacks which SQLStrings is designed to prevent. Unless you escape all the possible naughty strings according to your SQL engine's escaping rules :)

(Hi btw! I don't have the bandwidth to maintain this package anymore, as you might be able to tell 😅 But I just happened to come past and see this.)


Fixes #38: Add a Resource class to handle configuration changes.

Problem:
The resources managed by CCCL (e.g. Virtuals, Pools, Healthmonitors,
Members, Nodes, Virtual Addresses) should have python object
representations to use to perform CRUD and compare the schema
config model with the existing config on the big-ip.
Analysis:
Resource super class to wrap BIG-IP? configuration objects.
A Resource represents a piece of CCCL configuration as represented
by the cccl-api-schema.  It's purpose is to wrap configuration into
an object that can later be used to perform Create, Read, Update,
and Delete operations on the BIG-IP?

Data should only be initialized on creation of the Resouce object
and not modified.  If a new representation is required a Resouce
object with the corrected model should be created and the original
discarded.

The subclasses of Resource should only concern themselves with
manipuation of the schema data to pack it into a payload that
can be used to perform create, modify, and delete operations.
Therefore, it is expected that the specialization of subclasses will
be concentrated in the __init__, update, and __eq__ methodss.

All subclasses are expected to implement the _uri_path method so
that the appropriate resource URI is used when performing CRUD.

Tests:
resource/test/test_resource.py
test/test_exceptions.py

I've got a few things to make simpler on my end a a result of this, but I think we already knew that was likely the case.


Add instrumentation to force specific forms of races

This sprinkles in some points where, with a crate flag, we can force lucet-runtime to hang in race-sensitive code in ways we want to explicitly test. I think this is a good way for us to robustly test timing both for platform-dependent ordering and for timing conditions that may be hard to otherwise artificially introduce (such as "two timeouts occur at the same time").
I've rewritten one test, that we correctly handle timeouts in guest code, here. By the time this is a real PR, I plan on porting most of the tests in lucet-runtime-tests' timeouts suite here, but for reason I don't yet understand these changes seem to have tripped up guest_fault. :unamused:

closing in favor of #497, which is this, but more complete. I pushed to the wrong branch and just made a new PR before remembering this still existed.


refactor(meta): Validate meta from uppy file upload

PR related to this trello task --> https://trello.com/c/ITp7FTrX

:tada: This PR is included in version 1.1.2 :tada:
Your semantic-release bot :package::rocket:


Question: How to architect multiple instance of a component in the same store

Consider the Todo List example, if I want to create multiple TodoLists, one for each work, home personal and grocery, then the actions and the reducers would need to know which TodoList am I talking about every single time I want to use them. This can still be easily solved by dynamically creating these actions, the real problem arises when the reducer are mutating the states.
The state of each of the TodoList would be different and one would have to create some sort of a namespace in the global store to differentiate between them. Is there are more cleaner way of solving this problem?

You could create one big array of todo objects and give each item a "category" property for work / home / etc, besides the name/label of the todo. The currently active/selected category could be a variable in the store and used to know what category to set on newly created todo's in the reducer function.
In your list rendering you would use this category to filter the array for the relevant todo items to show.
This way you can create an arbitrary number of categories easily.

@0x80 I really appriciate your answer, but it seems too specific to the current example. What if I want to persist the state of filters (completed, active, all) independantly for each todo list?

@tusharmath I don't quite understand you. Add category as a property to each todo item. When you want to show only home + completed filter on those two properties. Category would just be an extra filter that you use to display the items from one of your lists.
I didn't look at the todo example before, but I see it is already an array of items (which makes total sense). So just add category as a property and in the store create a variable to keep track of the selected category, and you should have enough data to display/edit any number of lists.

What I meant was: I want to save the states of these todo lists ie. the selected filters and the data, in a global store.

You could have a "shape" reducer similar to this.
Normally it's used for the same purpose as combineReducers, but you could also make it so that you could attach an id for a new todo list, and then assign the todo list reducer to it. All you need to do then is to make sure the right action goes to the right reducer.

Had I create a state for each component, I wouldn't have to manually handle this at all right ? Worrying about ids and passing them to reducers?

You mean directly modifying the state from the component? That's not redux anymore.

I agree, that its not redux, but is it like the cost one need to pay for all the gains we get from a single store?

I mean, the whole point of flux is to sacrifice a bit of convenience for maintainability and scalability.

You probably want to look over the docs on state shape again. You'll also probably find some use with normalizr to give you better access to your state data in a shape that's scalable.

Also, if you kept state on a per-component basis, you wouldn't be able to do things like have a counter of the number of incomplete todos in your header. A single store means there is a single source of truth in your app, and therefore no conflicting states in your app.

We can assume another case, which seems like the multiple TodoLists, but it's hard to avoid by a better design of state tree:
We have a SPA application consists of a profile page and a followerList page. The state tree is as shown in the following:
{
  profile: { name: xx, sex: xx, followers: 123 },
  followerList: []
}

We can open a follower list page from a profile page A, and then open a profile page B from the follower list page. In my application, page A and page B share the same reducer profile.
Here is the problem: when page B rendered, the profile in state tree has been changed by B's info; when it returns back to page A, it is supposed to keep A's info, but it has also been rendered by B's info.
How can we solve this problem?

@malcolmyu for your particular case, i think when ever you go to a profile page an http request needs to be made to get that particular profile data.

@tusharmath It means that I have to refresh the profile page even if just returning back to it. In my option, it's not an elegant way in a SPA hybrid application.

@malcolmyu You can always cache that response with a different Service layer. Having all the responses saved in the store won't be a really good idea, as it could cause memory leaks.

@tusharmath Thank you for your advice, and I will give it careful reconsideration.

I had the same problem as @tusharmath. I ended up writing the following reducer enhancer

@malcolmyu what did you guys end up doing for a multi-screen redux solution ?

Good Concepts: NameSpaced Instances

Is there a new approach for this issue?

I tried using multireducer
The problem with this is I can't add reducer instances dynamically. There can only be a limited copy of reducers initially defined.


[Enterprise server] [All doc] pachctl deploy: bucket name pushed to after flag --enterprise-server

Although the need for this change comes from the deployment of the Enterprise server, it will affect all the documentation.
See https://github.com/pachyderm/pachyderm/pull/6098 for details.

No longer needed with the pivot to Helm


Clock.currentTimeMicroseconds() broken in Brave 4.11

According to https://github.com/openzipkin/brave/releases/tag/4.11.0 time should work better in Brave 4.11 but (on JRE7 at least), it actually doesn't.  Clock.currentTimeMicroseconds() actually returns milliseconds according to: https://github.com/openzipkin/brave/commit/c5e164a06ba4f909ad0ce4700e97ef16f5b5ed15#diff-7e8a5d8cee6bb38ae6998b05432624e1
This is a slight problem for me as I had to directly call that method for some Zipkin 1 based code I was working on.  Now, in  Zipkin 2, I may be able to get rid of it.  But the point is that it is still broken and not even documented as such.
Can we at least update it to add the current nanoTime() in for true (though debatably accurate but consistent with how it was) microseconds?  This would not affect Trace-level accuracy of time but simply make it so the function returns a reasonable value if it is needed elsewhere.
For reference, I'm also using Brave 4.13.1.
Edit: I suppose it would be reasonable to consider the real "bug" here being, how do I call Span.start(long) without an accurate microsecond measurement?  Typically, you'd get the Clock off the Tracing object and use that.  But now it's unreliable as anything you don't explicitly set a timestamp on will be accurate to the microsecond and everything else will be millisecond.

Out of curiosity, do you have an ETA for when 4.13.4 is going to go out?

sorry missed this! quite a few updates since :)

heh PS I noticed a small problem with clocks still .. yay?!  https://github.com/openzipkin/brave/issues/656 cc @jorgheymans @llinder


Production sandcats.io can issue certificates against GlobalSign test infrastructure

The main task here is updating settings. I'll do the the dev domain first.

This is now done. Wowee.


Frontmatter images support

Some plugins use the frontmatter as a cover. This estructure is the next one:
local
banner: "![[images/af6950d07cb5c03525295905f4672b77.jpg]]"
on-line
banner: "https://images.pexels.com/photos/7376/startup-photos.jpg"
Would it be possible to also detect the images in the frontmatter?

I cannot quite understand.  Do you mean you would like the plugin to convert
banner: "https://images.pexels.com/photos/7376/startup-photos.jpg"
to
banner: "![[images/af6950d07cb5c03525295905f4672b77.jpg]]"
?

Sorry, I didn't explain myself well and it's confusing.
The idea is that the plugin is compatible with the images in the frontmatter.
The plugin link is correct.
For example, convert this:
banner: "https://images.pexels.com/photos/7376/startup-photos.jpg"
In this:
banner: "![[images/startup-photos.jpg]]
Thanks


add logging levels

My logs are full of 'Failed to get a job' messages which obscure the useful information in the logs.  Patch allows configuration of logging verbosity so I can disable these as needed.

Thanks for this!


Initial check-in of bitcoin pack

omg. you broke the build!!!
Anyway, this should fix it - f372a2ef85fabc83a94fede7ddb7a32833dc834a

Didn't make sense to me why it was broken so I left it for later :P


geom_line lines are not colored

Describe the bug
I encounter a strange behaviour of geom_line where lines are not colored according to the aes(color=...). I have not been able to reproduce with your Penguins data. So I attach the sample I have used.
To Reproduce
 using DataFrames
 using CSV
using CairoMakie
using TidierPlots

 x = CSV.read("sample.csv", DataFrame)

# color only for points
ggplot(x) +
           geom_point(@aes(x = year, y = value, color = variable)) +
           geom_line(@aes(x = year, y = value, color = variable))

# no color on lines
ggplot(x) +
           geom_line(@aes(x = year, y = value, color = variable))

Expected behavior
I expected the three lines to have differnt colors.
Screenshots
sample.csv

Additional context
Paste the output of Pkg.status() here:
(makie) pkg> st
Status `~/git/NumericalMethods/notebooks/makie/Project.toml`
⌃ [336ed68f] CSV v0.10.13
⌅ [13f3f980] CairoMakie v0.11.9
  [a93c6f00] DataFrames v1.6.1
⌃ [033835bb] JLD2 v0.4.46
⌃ [337ecbd1] TidierPlots v0.7.6
Info Packages marked with ⌃ and ⌅ have new versions available. Those with ⌃ may be upgradable, but those with ⌅ are restricted by compatibility constraints from upgrading. To see why use `status --outdated`

I tried to do ] up but there seems to be a constraint in my env, as nothing updated. Can you spot anything there? Thanks a lot

Are you on an old version of julia? Anything older than 1.9 likely won't work

I removed Makie as a direct project dependency and deleted the Manifest. now i'm up to latest version and everything works. sorry about the noise... :shrug:

No problem! Let me know if you run into any other issues


[doc] schema metrics doc

Motivation
add doc for https://github.com/apache/pulsar/pull/14723
Modifications
add doc in reference-metrics.md
Documentation
Check the box below or label this PR directly (if you have committer privilege).
Need to update docs?

[ ] doc-required
(If you need help on updating docs, create a doc issue)

[ ] no-need-doc
(Please explain why)

[x] doc
(If this PR contains doc changes)


Delete label h5ads if download-validate fails

During a submission if the datasets fails after download-validate, retaining the labeled and raw h5ad for debugging. These files would be cleaned up when the datasets is deleted, or resubmitted.

@Bento007 this appears to have been wallowing in Code Review for a while. I'm assuming that was a mistake. Moved to Ready for Staging.


Issue on landroid start.

Hey thanks for the awesome add-on
I managed to add it to my Hass.io and fill out the config, but each time I click start I get the following error in my system:
19-08-08 13:42:53 ERROR (SyncWorker_7) [hassio.docker] Can't create container from addon_ceecc69e_landroids: 404 Client Error: Not Found ("No such image: ceecc69e/aarch64-addon-landroids:latest")
Can you help? Thanks in advance.

Reinstalled several times and it worked.


feat: add option for stratified CV

Adds the id parameter to Classifier|RegressionStudy which is passed downwards to use StratifiedGroupKFold for CV if id is specified. Fixes #33
Handling is done in dataframe_preprocess.
Added a simple test for integration mainly.
Hope this helps! Very open to any and all comments, @bcebere!

Thank you for the contribution, @HLasse !
I just moved the group_id parameter to the search method.
After all the tests pass, I will merge the PR! Thanks!


Is  there any approach to share a file among hatched users?

I have a series of data set which I use to do performance test. I hope all the hatched user can share this file and read the file one by one. For example, I have users from 1 to n. If thread #1 read the first line of the file,  next thread should read the second line of the file.
For Jmeter, we can set "Sharing mode" to "All threads" in "CSV Data Set Config".

Just write a global function in the locust file itself and have your locusts access it.
Python makes this pretty easy comparatively.

Please ask general questions in the Slack channel.