Payment Provider Demo Not Working: "serviceworker" must be a dictionary

The Payment Provider demo is not working. The service worker file is missing from the demo.

Hey Henry,
Thanks for pointing out that warning, I'll see to it when I have a more solid understanding of the moving parts required for Web Payments. (I think the serviceworker is required for Web Payments in general, but not necessary for the TWA integration we're working on.)
Having said that, it is a warning and not an error. The page does still work (for me at least, despite the warning), when running from the payment-provider demo.
The payment stuff at the moment is fairly new and reasonably untested, so do be wary. (However, any help trying it out and finding bugs is greatly appreciated.)

(sorry for late reply)
Weirdly, the demo is not working for me (the Google Play Payment popup won't appear, and I will get the sw error and the "no enrolled instrument" error).
However, I did clone your website and added the service worker myself, and the Google Play Payment will appear.

I think once launched, we won't need a Service Worker and we can just set the Payment Provider to com.google.play.billing (or something like that), so that may be why my site is in an inconsistent state. (Maybe it would work with Chrome Canary? I'm unsure though.)
Thanks for the feedback!

@PEConn am I correct to assume this issue is now outdated?

Yeah, I think so.

سلام کسی میتواند من را راهنمایی کند ،سیستم من توسط یک هکر هک شده حدود 50روز تا حالا ،حدود 100برنامه سیستمی را نصب کرده که به هیچ طریقی پاک نمیشود،و هیچ مجوزی را نمیتوانم تغییر دهم ،و کلیه اکانتهای من را رمزهایش را تغییر داده ،کلیه حسابهایم را از دست داده ام و نمیتوانم بازیابی کنم،زندگی من را نابود کرده ،هر جا هم گوشی را برده ام نتوانسته اند درست کنند،کلیه اختیار سیستم من دست هکر است ،نمیتوانم حتی یک ایمیل بسازم تا بسازم هکر به او دسترسی دارد ،هر جا سرمایه گزاری کردم ،صفحات 404اضافه کرده که هیچ کسی تبلیغات من را نمیبیند و گوگل پی من را در اختیار دارد ،کلیه سیستمهای گوگل را مسدود کرده برای من ،

Closing the issue then. We can re-open if the issue is still there.

It shows me this issue when im trying to open the RazorPay HTML page from my flutter Web app the Razorpay part works perfectly fine in LocalHost but it throws me the below issue when trying to open the Razorpay window in production
Uncaught (in promise) DOMException: Failed to register a ServiceWorker for a scope with script: The script has an unsupported MIME type ('text/HTML).

t shows me this issue when im trying to open the RazorPay HTML page from my flutter Web app the Razorpay part works perfectly fine in LocalHost but it throws me the below issue when trying to open the Razorpay window in production
Uncaught (in promise) DOMException: Failed to register a ServiceWorker for a scope with script: The script has an unsupported MIME type ('text/HTML).


Satellite Pose Estimation Dataset (Guidance)

My research group was greatly inspired by your paper and your comprehensive approach to generating synthetic datasets for spacecraft pose estimation using Unreal Engine. We are currently working on a similar project to create a satellite pose estimation dataset within Unreal Engine.
Project Background
We have created a scene in Unreal Engine that includes Earth, a Satellite, the Sun, and Camera Actors. Our goal is to generate a dataset comprising images and corresponding satellite poses. Additionally, we aim to obtain the pixel coordinates (raster space) of specific keypoints on the satellite for each image.
Our Approach

3D Model Points Extraction: Marked keypoints on the satellite object using sockets and obtained 3D coordinates via Unreal Python API.
Recording Camera Pose: Recorded camera's pose (location and rotation) using the Unreal Python API.

Note: We are using Unreal Editor Mode and not Game play Mode

For getting images and recording poses along with 3D points, we use the following (sample) code:
import unreal
import os
import json

#To use this script, you need to have a scene set up in Unreal Engine with a camera actor and an object (e.g., a static mesh actor) whose keypoints (sockets) you want to track. Make the camera as pilot and position it manually to capture images of the object from different angles. The script captures high-resolution screenshots and the pose data of the camera and the object's keypoints. The data is saved in a JSON file for further processing.

class Capture:
    """
    Class to capture high-resolution screenshots and pose data of a camera and keypoints on an object in Unreal Engine.
    """
    def __init__(self, output_folder, camera_actor, satellite_actor):
        """
        Initializes the Capture class with specified parameters.

        Args:
        output_folder (str): Path to the directory where screenshots and JSON data will be stored.
        camera_actor (unreal.CameraActor): The camera actor used to take screenshots.
        satellite_actor (unreal.Actor): The actor (object) whose keypoints (sockets) are to be tracked.
        """
        self.output_folder = output_folder
        self.camera_actor = camera_actor
        self.satellite_actor = satellite_actor
        self.data = []

        # Ensure the output directory exists, create if it does not.
        if not os.path.exists(self.output_folder):
            os.makedirs(self.output_folder)

        self.json_path = os.path.join(self.output_folder, 'image_data.json')
        self.load_data()

    def load_data(self):
        """
        Loads existing data from the JSON file if available, otherwise starts with an empty list.
        """
        try:
            if os.path.exists(self.json_path):
                with open(self.json_path, 'r') as json_file:
                    self.data = json.load(json_file)
        except json.JSONDecodeError as e:
            print(f"Error reading JSON file: {e}. Creating a new empty file.")
            self.data = []

    def capture_image_and_data(self, image_name):
        """
        Captures a screenshot and the current pose data, then saves it.

        Args:
        image_name (str): Base name for the screenshot file and associated data.
        """
        try:
            screenshot_path = self.render_image(image_name)
            poses = self.get_camera_and_socket_pos(image_name)
            self.save_image_data(poses)
            print(f"Screenshot {image_name} taken and data saved at {screenshot_path}.")
        except Exception as e:
            print(f"Exception occurred: {e}")

    def render_image(self, image_name):
        """
        Takes a high-resolution screenshot using Unreal's automation library.

        Args:
        image_name (str): Name of the image file to save.

        Returns:
        str: Full path to the saved image file.
        """
        screenshot_path = os.path.join(self.output_folder, f"{image_name}.png")
        unreal.AutomationLibrary.take_high_res_screenshot(1920, 1080, screenshot_path)
        return screenshot_path

    def save_image_data(self, image_data):
        """
        Appends new image data to the list and writes it to the JSON file.

        Args:
        image_data (dict): Data dictionary containing pose information to be saved.
        """
        self.data.append(image_data)
        try:
            with open(self.json_path, 'w') as json_file:
                json.dump(self.data, json_file, indent=4)
        except Exception as e:
            print(f"Failed to write JSON data: {e}")

    def get_camera_and_socket_pos(self, image_name):
        """
        Retrieves the camera and socket positions in world coordinates.

        Args:
        image_name (str): Name of the image to associate with the data.

        Returns:
        dict: Dictionary containing camera and socket positions.
        """
        cam_world_transform = self.camera_actor.get_actor_transform()
        world_camera_position = cam_world_transform.translation
        world_camera_rotation = cam_world_transform.rotation

        sockets_data = []
        static_mesh_component = self.satellite_actor.get_component_by_class(unreal.StaticMeshComponent)
        if static_mesh_component:
            for socket_name in static_mesh_component.get_all_socket_names():
                socket_transform = static_mesh_component.get_socket_transform(socket_name, unreal.RelativeTransformSpace.RTS_WORLD)
                sockets_data.append({
                    "socket_name": str(socket_name),
                    "position": {
                        "x": socket_transform.translation.x,
                        "y": socket_transform.translation.y,
                        "z": socket_transform.translation.z
                    }
                })
        return {
            "image": image_name,
            "camera_position": {"x": world_camera_position.x, "y": world_camera_position.y, "z": world_camera_position.z},
            "camera_rotation": {"x": world_camera_rotation.x, "y": world_camera_rotation.y, "z": world_camera_rotation.z, "w": world_camera_rotation.w},
            "sockets": sockets_data
        }

# Helper function to find an actor by class and name
def get_actor_by_class_and_name(actor_class, actor_name=None):
    """
    Retrieves an actor of a specified class and name from the Unreal Engine world.

    Args:
    actor_class (unreal.Class): The class of the actor to find.
    actor_name (str, optional): The name of the actor to find. If not provided, returns the first found actor.

    Returns:
    unreal.Actor: The first actor found matching the criteria or None if no match is found.
    """
    world = unreal.EditorLevelLibrary.get_editor_world()
    actors = unreal.GameplayStatics.get_all_actors_of_class(world, actor_class)
    for actor in actors:
        if actor.get_actor_label() == actor_name:
            return actor
    return None

# Main script usage example
output_folder = "Path/to/your/output/folder"
camera_actor = unreal.GameplayStatics.get_actor_of_class(unreal.EditorLevelLibrary.get_editor_world(), unreal.CameraActor)
box_actor = get_actor_by_class_and_name(unreal.StaticMeshActor, "box")

if not camera_actor or not box_actor:
    raise RuntimeError("Camera or satellite actor not found")

capture_instance = Capture(output_folder, camera_actor, box_actor)
capture_instance.capture_image_and_data(image_name='Image_1')

Camera Intrinsic Matrix: Attempted to retrieve the camera's intrinsic matrix using Unreal Gameplay Statics via the Python API.

def get_actor_by_class_and_name(actor_class, actor_name=None):
    """
    Retrieves an actor of a specified class and name from the Unreal Engine world.

    Args:
    actor_class (unreal.Class): The class of the actor to find.
    actor_name (str, optional): The name of the actor to find. If not provided, returns the first found actor.

    Returns:
    unreal.Actor: The first actor found matching the criteria or None if no match is found.
    """
    world = unreal.EditorLevelLibrary.get_editor_world()
    actors = unreal.GameplayStatics.get_all_actors_of_class(world, actor_class)
    for actor in actors:
        if actor.get_actor_label() == actor_name:
            return actor
    return None

# Retrieve the camera actor by its class and a specific name 'CameraActor'
camera_actor = get_actor_by_class_and_name(unreal.CameraActor, "CameraActor")

# Get the CameraComponent attached to the found camera actor
camera_component = camera_actor.get_component_by_class(unreal.CameraComponent)

# Fetch the camera's view parameters at a given time slice (1/60 second)
cam = camera_component.get_camera_view(1./60.)

# Retrieve the view-projection matrix for the given camera view
mat = unreal.GameplayStatics.get_view_projection_matrix(desired_view=cam)

The variable mat consists of View Matrix, Projection Matrix and View-Projection Matrix. We consider the Projection Matrix to be consisting of the "intrinsic" parameters.
intrinsic_mat = np.array([
    [1.000000, 0.000000, 0.000000, 0.000000],
    [0.000000, 1.777778, 0.000000, 0.000000],
    [0.000000, 0.000000, 0.000000, 1.000000],
    [0.000000, 0.000000, 10.000000, 0.000000]
])

with open(r'Path\to\Folder\image_data.json') as f:
    pose_data = json.load(f)

# Extract quaternion rotation components from the first dictionary in the list
quat = list(pose_data[0]["camera_rotation"].values())

# Convert the quaternion to a rotation matrix using the 'mu' library
# Note: The quaternion order here assumes [w, x, y, z] format for the library function
rot = np.array(mu.Quaternion([quat[3], quat[0], quat[1], quat[2]]).to_matrix())

# Extract the position data and reshape it to a column vector (3x1 matrix)
pos = np.array(list(pose_data[0]["camera_position"].values())).reshape(-1, 1)

# Combine the rotation matrix and position vector into a 4x4 extrinsic matrix
# The rotation matrix is transposed to convert it from world-to-camera coordinate system
# A row of [0, 0, 0, 1] is added to the bottom to make it a proper homogeneous transformation matrix
extrinsic_mat = np.hstack((np.vstack((rot.T, pos.T)), np.array([0, 0, 0, 1]).reshape(-1, 1)))

# 'extrinsic_mat' now represents the full world-to-camera transformation matrix, which can be used
# to transform points from the world coordinate system to the camera's coordinate system.

# Combine the extrinsic and intrinsic matrices to form a single transformation matrix
overall_mat = extrinsic_mat @ intrinsic_mat

# Retrieve the positions of N sockets from the 'pose_data' structure and convert them into a numpy array
# Append a column of ones to the position vectors to form homogeneous coordinates for matrix multiplication
pts_3d = np.hstack((np.array([list(pose_data[0]["sockets"][i]["position"].values()) for i in range(N)]), np.ones((N,1))))

# Apply the combined transformation matrix to the points
temp_pts = pts_3d @ overall_mat

screen_coords = []
for i in range(N):
    temp_pt = temp_pts[i]
    screen_coords.append([int((((1 + (temp_pt[0] / temp_pt[3])) / 2) * 1920) + 0.5), int((((1 - (temp_pt[1] / temp_pt[3])) / 2) * 1080) + 0.5)])
screen_coords = np.array(screen_coords)

The math we followed for the code below is present in the following Link

Challenge
We face issues converting world coordinates of keypoints into pixel coordinates. The output vector from the view*projection matrix multiplication has elements in the range of thousands, rather than the expected -1 to 1 normalized camera space values. Scaling down doesn’t yield reasonable pixel coordinates.
Could you please guide us on how to correctly apply the view and projection matrices to transform world coordinates into pixel coordinates, in Unreal Engine?
Your expertise would be invaluable in overcoming these challenges, as we did not find proper documentation regarding this.
We tried to follow along these resources/forum answers but couldn't project points successfully:

Perspective Projection fix : https://www.unknowncheats.me/forum/counterstrike-global-offensive/228143-world-screen-correctly.html

Formula for Perspective Projection : https://pastebin.com/raw/zVzvRw85

https://gist.github.com/rubenmoor/d4afad7de45fd206ad07417845009570

I am also facing this same issue like @dsriaditya999
@zahrahmed1017 @dsriaditya999 @tpark94 Please help me out in resolving this issue.


missing monyx. ...!

i did't recieve any BTC amount. you will check my transaction history.

@parasghelani43 checking.

@parasghelani43 I see that you bought 11 MYX, there were no other transactions. You still have them on your balance.

sry i send the different username kindlly check this "parasghelani29 "
thank u


Add org-journal-prefix-function

This to fix https://github.com/bastibe/org-journal/issues/80.
Now user can set custom functions for prefix. E.g.:
  (defun psamim-journal-prefix()
    (concat
     "* "
     (format-time-string "%B %e, %Y") "\n"
     (format-time-string "%A") "\n"
     (calendar-persian-date-string) "\n"
     (calendar-bahai-date-string) "\n\n"))

  (custom-set-variables
   '(org-journal-prefix-function 'psamim-journal-prefix))

This is cool! Thank you very much!
I think the function should accept time as an argument, though. Otherwise, it will do the wrong thing if invoked through the calendar on a day that is not today. In your example, you would have to pass time to both instances of format-time-string as a second argument.
Also, it might be more consistent to make this an alternative value for org-journal-date-format instead of its own variable. We could then check if the value is a function or a string, and either call it or pass it to format-time-string.

I changed things as said. Please take a look.

Cool, I like it! Thank you very much!


Integration with Azure OpenAI

Is your feature request related to a problem? Please describe.
No.
Describe the solution you'd like
Full integration with Azure OpenAI.
Describe alternatives you've considered
Full integration with LiteLLM.
Additional context
N/A.

Hello @frburrue ,
We are planning to add a model zoo that enables the configuration of custom models like anthropic and azure. This should happen in the next six weeks.


Remove Aurelia from the class name to be consistent with other module implementations

This is more of a nit-pick and nice-to-have, if anything.

We know this module is specific to the Aurelia framework.
We know it cannot be used in anything other than the Aurelia framework.
Could we please omit Aurelia from the module class name?

It would be nice to be able to just do:
import {Configuation} from 'aurelia-configuration';

vs
import {AureliaConfiguration}                  from 'aurelia-configuration';
import {AureliaConfiguration as Configuration} from 'aurelia-configuration';

Agreed and this is a change that is coming in a next release.


when I want to upgrade container use volumes it can't  judge file or folder

Rancher Versions:
Server:  mac os serra
healthcheck: ok
ipsec: ok
network-services: ok
scheduler: ok
kubernetes (if applicable):
Docker Version:
nginx:lasest
OS and where are the hosts located? (cloud, bare metal, etc):
ubuntu 16.4
Setup Details: (single node rancher vs. HA rancher, internal DB vs. external DB)
single node rancher
Environment Type: (Cattle/Kubernetes/Swarm/Mesos)
Cattle
Steps to Reproduce:
when I want to upgrade container use volumes to map  signle file ex. nginx.conf
if map local file not exist it's will create a folder
Results:
I think if can judge file or folder will be better

This is the default behavior for bind mounts in Docker. Unfortunately there isn't anyway for Rancher to override this functionality.

For reference: https://github.com/moby/moby/issues/13121


[manualRegistration] memory leak

While reviewing https://github.com/Inria-Asclepios/medInria-public/pull/4/files I noticed a memory leak in manual registration: the QLists for fixed and moving points are never destroyed in the controller (they shouldn't have been implemented as pointers in the first place but that would require more changes).

I added an other point:

As said in https://github.com/Inria-Asclepios/medInria-public/pull/40 after a reset, landmarks are still visible unless you move your cursor on the views (at least on linux). Cf. static_cast<medVtkViewBackend*>(d->leftContainer->view()->backend())->view2D->Render(); etc.


Prevent Email validation sending when creating an account from external providers

Hi,
We have the following scenario,
-On login screen, the user can connect himself with facebook.
-authentication facebook
-back from facebook, we create an user in membershipreboot
-set the email as verified.
But we receive 2 emails, one for validate and the other saying your account is validated.
All looks good except the first email...
Is there a way to prevent sending email for validation?
Thanks

If they're using the external provider workflow then use a different MR config that does not have an email confirmed handler registered.

Thanks, it works like a charm!
great work ;)


Log serialization warning when a panel errors.

This will help third party panels identify issues with serializing the content of their panels in the future, without causing the entire toolbar to break.
Checklist:

[x] I have added the relevant tests for this change.
[x] I have added an item to the Pending section of docs/changes.rst.

SUPPRESS_SERIALIZATION_ERRORS is a better name. Let's go with that, even if this is temporary.


Error processing latest 36.331 e80 spec

I'm trying to update the 36.331 asn doc to e80.
Steps performed:

export 36.331.doc rev e80 as text using MS Word
run asnstrip on the text and save as 36.331-e80.asn
remove all "-- ASN1STOP" and "-- ASN1START" blocks from asn file
update CMakeLists.txt file and rerun build.

The build is failing with the following error. The line 4253 comment was added by modifying asnast.h to output the error string to cerr before calling IT_PANIC()
[ 15%] Generating src/xenon/xddl/3GPP/TS-36.331.xddl
opening src/xenon/xddl/asn/36.331/36.331-e80.asn
finished module EUTRA-RRC-Definitions
finished module PC5-RRC-Definitions
finished module NBIOT-RRC-Definitions
finished module EUTRA-UE-Variables
finished module NBIOT-UE-Variables
finished module EUTRA-Sidelink-Preconf
finished module EUTRA-InterNodeDefinitions
finished module NBIOT-InterNodeDefinitions
parsing complete
writing xddl
line 4253: undefined instance for type 11BooleanType
src/xenon/xddl/asn/36.331/36.331-e80.asn: [src/xenon/tools/asnx/asnast.h:137]
make[2]: *** [src/xenon/xddl/3GPP/TS-36.331.xddl] Error 1
make[1]: *** [xenon/xddl/3GPP/36.331/CMakeFiles/36_331.dir/all] Error 2
make: *** [all] Error 2

Looks like it's something introduced in rev 13 of the 36.331 spec.
Up to rev 12 passes. rev 13 fails with the 11BooleanType error.

@rgyger could you make a branch with your above change and push it to github and give me a link?  I'm really a bit busy atm.

The only change is to add the following above line 136 of asnast.h:
    std::cerr << os.str() << std::endl;

I added it because IT_PANIC wasn't giving any info,

I'm talking about the updated xddl files you made from rev 13.

no access?
On Mon, May 6, 2019 at 10:28 AM Mark Beckwith<EMAIL_ADDRESS>wrote:

I'm talking about the updated xddl files you made from rev 13.
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You have to fork the xenon repo on github, clone it, add the updated files, and then push back to github.  Then I can download it.
Here's the basic process:
https://help.github.com/en/articles/fork-a-repo

Ok. I’ve forked it and pushed the updated 36.331 asn file.
It’s under rgyger/xenon
On Mon, May 6, 2019 at 12:41 PM Mark Beckwith<EMAIL_ADDRESS>wrote:

You have to fork the xenon repo on github, clone it, add the updated
files, and then push back to github. Then I can download it.
Here's the basic process:
https://help.github.com/en/articles/fork-a-repo
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Ok thanks, I reproduced the error.  Looking at it now.

@rgyger, I have this bug fixed and the r13 file upgraded on my personal fork (master).  Please give it a shot:
https://github.com/wythe/xenon.git
The intrig/xenon tree seems to be a bit behind.  I made some updates a few years ago and didn't get them merged. So my @wythe tree is more accurate for now.  I will update the intrig tree on my own time and let you know.

Thanks. I’ll check it out.
On Sun, May 12, 2019 at 11:21 AM Mark Beckwith<EMAIL_ADDRESS>wrote:

@rgyger https://github.com/rgyger, I have this bug fixed and the r13
file upgraded on my personal fork (master). Please give it a shot:
https://github.com/wythe/xenon.git
The intrig/xenon tree seems to be a bit behind. I made some updates a few
years ago and didn't get them merged. So my @wythe
https://github.com/wythe tree is more accurate for now. I will update
the intrig tree on my own time and let you know.
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.

It’s working great. I even updated to the latest r14 spec and it’s working
fine.
Thanks much.
On Sun, May 12, 2019 at 6:13 PM Richard Gyger<EMAIL_ADDRESS>wrote:

Thanks. I’ll check it out.
On Sun, May 12, 2019 at 11:21 AM Mark Beckwith<EMAIL_ADDRESS>wrote:

@rgyger https://github.com/rgyger, I have this bug fixed and the r13
file upgraded on my personal fork (master). Please give it a shot:
https://github.com/wythe/xenon.git
The intrig/xenon tree seems to be a bit behind. I made some updates a few
years ago and didn't get them merged. So my @wythe
https://github.com/wythe tree is more accurate for now. I will update
the intrig tree on my own time and let you know.
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Fixed in #17.
Richard, you can can go back to using intrig/xenon as the upstream.  I'll be making some additional improvements.  You can see what I've done so far by looking at the closed Pull Requests.
If you like, you can submit a PR to get r14 into the master. Here is a nice guide if you are new to this process:  https://gist.github.com/Chaser324/ce0505fbed06b947d962

Thanks.
We’re actually looking at running with r15 now to get the 5g messaging.
On first run thru the compile it failed. I’ll know more when I another
chance to look at it.
On Sat, Jul 6, 2019 at 8:15 AM Mark Beckwith<EMAIL_ADDRESS>wrote:

Fixed in #17 https://github.com/intrig/xenon/pull/17.
Richard, you can can go back to using intrig/xenon as the upstream. I'll
be making some additional improvements. You can see what I've done so far
by looking at the closed Pull Requests.
If you like, you can submit a PR to get r14 into the master. Here is a
nice guide if you are new to this process:
https://gist.github.com/Chaser324/ce0505fbed06b947d962
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Ok great. I'll stay tuned. On Jul 6, 2019 8:57 AM, rgyger<EMAIL_ADDRESS>wrote:Thanks.
We’re actually looking at running with r15 now to get the 5g messaging.
On first run thru the compile it failed. I’ll know more when I another
chance to look at it.
On Sat, Jul 6, 2019 at 8:15 AM Mark Beckwith<EMAIL_ADDRESS>wrote:

Fixed in #17 https://github.com/intrig/xenon/pull/17.

Richard, you can can go back to using intrig/xenon as the upstream. I'll

be making some additional improvements. You can see what I've done so far

by looking at the closed Pull Requests.

If you like, you can submit a PR to get r14 into the master. Here is a

nice guide if you are new to this process:

https://gist.github.com/Chaser324/ce0505fbed06b947d962

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Fixes Issue #58

Added zeroBytes optimizations and bonded startExit.

Changed tests to reflect the changes to exit bond.

Closing in preference for a constant bond, for now. We'll iterate on bond selection logic as we go.


Bug: Missing SLF4J dependency in release APK builds

Description
The issue occurs only in release APK builds. During local development (debug builds), everything works fine. However, in release builds, the app crashes due to a missing SLF4J dependency.
Details
After investigating, I found that the issue is related to the SLF4J dependency not being included in the library. A similar problem was reported and resolved in this issue for the react-native-video-cache library. The same solution should be applied to this library.
Proposed Solution
The issue can be fixed by adding the following line to the dependencies block in android/build.gradle:
implementation 'org.slf4j:slf4j-api:2.0.9'

Temporary Fix
I was able to resolve the issue in my project by applying a patch using the patch-package tool. However, it would be ideal if this fix were integrated directly into the library to avoid manual patches for every project using it.
Steps to Reproduce

Build and run the app in dev/release mode.
Install the generated APK on a device.
The app crashes when trying to use the library.

Environment

react-native-video-cache-control: 1.2.2
React Native: 0.72.12
Android version: any

References

Similar issue in react-native-video-cache: #75
Sentry error: RuntimeException com.facebook.react.bridge.JavaMethodWrapper in invoke, Could not invoke VideoCacheControl.convertAsync, and then description: ClassNotFoundException: org.slf4j.LoggerFactory

Please consider integrating this fix into the library. Let me know if you need further information or assistance.

I have solved this problem, please update to 1.2.3.Thanks for your reminder.


Export specific format versions (SPDX)

We now have SPDX 2.2 (the ISO version) and SPDX 2.3, and soon we will have SPDX 3.0.
It would be good to be able to specify in which version of SPDX we want the result.
Some users are required to use the ISO version, and some have tools that require a specific version of SPDX.
Syft has planned to implement it:
Export specific format versions (SPDX)
We could use the same syntax to specify the version.

Thanks @vargenau. This is on our radar but due to limited resources, not high priority.. Ideally, we would only support the latest SPDX release since.


added: icons/building

Building01, Building02, Building03, Building04, Building05, Building06, Building07, Building08

Let me know if this works -- I'll continue to add on my free time.
Great job putting this together. Definitely excited to have a new icon library.


add documentation about the configuration file

It could be very useful to understand how to fill up this configuration file. what is the expected format and when there is an error how to debug it. Are the string expected the direct content of the user_jwt for instance or is it a path towards a file that contain a credentials file?  And now that I look it's entirely unused and would have no effect.
Agree though, would be good to have docs for this.

Whats the matching setting in go you use for this? UserJWTAndSeed is probably the only one that make sense - and we dont have a seed option either here.  So please expand a bit about what you want to achieve

I want to create some helper function (for instance package in our scaleway-cli) to:

create credentials from our managed nats service
install it in the configuration file of a customer.

I've created https://github.com/nats-io/natscli/pull/647 to improve the documentation on the README.

Ok but again please tell me what setting you want set in nats.go. All the context does is map json to nats.go options and today there is no option for user jwt.

Correct. We do want to add a few options to facilitate more flexibility - and also pluggable auth to the server that is being done now - at that point this will expand.
For now really you just need a creds file looks like and user_jwt is unused

next version will show a detailed documented file on edit


Support servicex frontend 3.0xxx with FuncADLQueryPHYS and similar

Currently
The new front end uses an object called FuncADLQuery, which takes an item_type as an argument.
Approach
We'll create a wrapper that will do the same thing, but add our custom item_type and then add the calibration metadata. This new class will be called FuncADLQueryPHYS (for example). It will default the front end, and the item_type.

Trick will be making sure the user can override these if they want. Use dictionaries to do this.
May have to use kwargs, which are always ugly from a documentation POV.  Fix that in a later PR.

Misc
This is to help with the idap challenge.

Development is going to take some trial and error. Will need to do this locally and then cut-paste stuff back here. Then make sure the newly released code is "right". Yuck.


Makefile code copying error

Hi @kingabzpro ,
I am following the GitHub Actions and MakeFile: A Hands-on Introduction.
When I used the Makefile code given in the tutorial, I received the following error.
makefile:5: *** missing separator.  Stop.
After that, I used the raw file from your GitHub repository of this tutorial. Then only that error get solved. Please update that tutorial, so that others don't struggle in this place.
Thankyou.

Thank you. But the code is same in both tutorial and GitHub repo.

Thank you. But the code is same in both tutorial and GitHub repo.

The code was same. But the error comes from Tab or Spaces in indentation in Makefile. If you have time, please look into that.