Support concatenate on atoms

Description
Thank you for this amazing project!, I've been using it for a while and I decided to contribute. This PR aims to add cp.concatenate support as mentioned in here #2567. Note that so far I added it to the atoms and to the numpy/scipy backends. I haven't added it yet to the cpp/rust backends. I'd love to add it there, but before going too far, i'd like to know if this is needed/wanted and if my PR is in a good spot. I tried to follow numpy concatenate convention. I added several unit tests and also docstring documentation you can check to follow my ideas.
I pushed my changes after runnning ruff format command, so as you can see there are some format changes that i'd like to avoid --- Do you have a command to do formatting that will sync with master branch?
Type of change

[x] New feature (backwards compatible)
[ ] New feature (breaking API changes)
[ ] Bug fix
[ ] Other (Documentation, CI, ...)

Contribution checklist

[x] Add our license to new files.
[ ] Check that your code adheres to our coding style.
[x] Write unittests.
[x] Run the unittests and check that they’re passing.
[ ] Run the benchmarks to make sure your change doesn’t introduce a regression.

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

This is a great feature! We have essentially stopped adding atoms to the CPP backend due to the difficulty of updating it, though it's certainly better to have concatenate in the CPP backend than not have it. Don't worry about the rust backend. @Transurgeon can you take a look at this PR when you have time?

I pushed my changes after runnning ruff format command, so as you can see there are some format changes that i'd like to avoid --- Do you have a command to do formatting that will sync with master branch?

yes, we usually use pre-commit. You can find some instructions here on how to get setup.
P.S. Thanks a lot for doing this, I'll give a proper review once the linting errors are fixed :).

I pushed my changes after runnning ruff format command, so as you can see there are some format changes that i'd like to avoid --- Do you have a command to do formatting that will sync with master branch?

yes, we usually use pre-commit. You can find some instructions here on how to get setup.
P.S. Thanks a lot for doing this, I'll give a proper review once the linting errors are fixed :).

Thanks, I ran the commands and also removed some redundancy. I think it's ready to be reviewed

Thanks for doing @andresliszt , great work overall!
Apart from the review comments, I had two things to mention:

I have some ideas for more tests we could do (potentially generating some using hypothesis).

I'll need to spend more time looking at what you wrote for the docstrings of the python_backend test.

I'll probably do another round of review to address these two issues.

Thanks for the review, yes will be addresing your comments soon!

Iteresting, some tests are failing due to XPRESS, i did not notice it locally because the test is skipped, now I could reproduce it installing XPRESS, I will be poking arround!

Don't worry about Xpress. That was fixed recently in a different MR. We discussed internally and there is interest in including this MR in the upcoming 1.6 release. Do you need help to implement the C++ version of concatenate? It only needs to work for up to 2D inputs. Whenever you have a value with >2 dimensions then cvxpy will ensure the SciPy backend is used.

Don't worry about Xpress. That was fixed recently in a different MR. We discussed internally and there is interest in including this MR in the upcoming 1.6 release. Do you need help to implement the C++ version of concatenate? It only needs to work for up to 2D inputs. Whenever you have a value with >2 dimensions then cvxpy will ensure the SciPy backend is used.

Cool! Yes i can do it, i was waiting for your confirmation, ty

Cool! Yes i can do it, i was waiting for your confirmation, ty

Thanks a lot @andresliszt , just wanted to say everything else you did looks good as well. We might make another PR for more tests at a future point. If you want to make the CI pass, you can update this branch (my personal preference is to use git merge master from the branch after syncing your fork with cvxpy master). But it is not necessary.
P.S. can you check if vstack and hstack work with 3d arrays also? I remember last time I was testing, one of them was failing.

I might be wrong but, is there a way to get the data from linOp, in this case, data = [axis] in the C++ side? . I was looking at the code, and this line took my attention. The sum_entries defines a data in the same way i'm defining data for my concatenate operator. You can see it in here. I was looking the C++ side of that operator and I don't see references to axis or keepdims.

I might be wrong but, is there a way to get the data from linOp, in this case, data = [axis] in the C++ side? . I was looking at the code, and this line took my attention. The sum_entries defines a data in the same way i'm defining data for my concatenate operator, and according to that line I think is being ignored. You can see it in here. I was looking the C++ side of that operator and I don't see references to axis or keepdims.

There is not a clean way to get the data right now. You can see for sum_entries that in certain case the axis argument produces different graph_implementations
https://github.com/cvxpy/cvxpy/blob/fc66f1449835580cc6f0d47dea2051b6428520f0/cvxpy/atoms/affine/sum.py#L104
This is because the C++ interface doesn't handle axis arguments, though the data is passed down so it is possible to extract.
@Transurgeon I think there is a strong case for not adding concatenate to the C++ backend. After we release 1.6 and people start using the N-dimensional functionality, there will be many requests/MRs for new linear operators. It's not really feasible to keep adding more functionality to the C++ interface.
@andresliszt what do you think?

I might be wrong but, is there a way to get the data from linOp, in this case, data = [axis] in the C++ side? . I was looking at the code, and this line took my attention. The sum_entries defines a data in the same way i'm defining data for my concatenate operator, and according to that line I think is being ignored. You can see it in here. I was looking the C++ side of that operator and I don't see references to axis or keepdims.

There is not a clean way to get the data right now. You can see for sum_entries that in certain case the axis argument produces different graph_implementations
https://github.com/cvxpy/cvxpy/blob/fc66f1449835580cc6f0d47dea2051b6428520f0/cvxpy/atoms/affine/sum.py#L104
This is because the C++ interface doesn't handle axis arguments, though the data is passed down so it is possible to extract.
@Transurgeon I think there is a strong case for not adding concatenate to the C++ backend. After we release 1.6 and people start using the N-dimensional functionality, there will be many requests/MRs for new linear operators. It's not really feasible to keep adding more functionality to the C++ interface.
@andresliszt what do you think?

So if this is not added to C++, the get_backend function in photo should change?  For example, search in all problem's atoms, and if some atom is in a non cpp supported list, so far non_cpp_supported = [concatenate], we use scipy or are you thinking in get rid build matrix C++ completely?

I might be wrong but, is there a way to get the data from linOp, in this case, data = [axis] in the C++ side? . I was looking at the code, and this line took my attention. The sum_entries defines a data in the same way i'm defining data for my concatenate operator, and according to that line I think is being ignored. You can see it in here. I was looking the C++ side of that operator and I don't see references to axis or keepdims.

There is not a clean way to get the data right now. You can see for sum_entries that in certain case the axis argument produces different graph_implementations
https://github.com/cvxpy/cvxpy/blob/fc66f1449835580cc6f0d47dea2051b6428520f0/cvxpy/atoms/affine/sum.py#L104
This is because the C++ interface doesn't handle axis arguments, though the data is passed down so it is possible to extract.
@Transurgeon I think there is a strong case for not adding concatenate to the C++ backend. After we release 1.6 and people start using the N-dimensional functionality, there will be many requests/MRs for new linear operators. It's not really feasible to keep adding more functionality to the C++ interface.

Yea I totally agree. I forgot about this major difference between backends. Honestly, I think this PR can be merged for now, but maybe we just don't advertise it in the 1.6 release yet?
@andresliszt as you can see the CPP backend has been a bit of a historical pain to maintain. We are actively trying to get rid of it by improving the performance on the SciPy backend. Please let us know if you would like to help! We can coordinate on discord if needed :).
Thanks again for this great PR!

So if this is not added to C++, the _get_cannon_backend function in photo should change? For example, search in all problem's atoms, and if some atom is in a non cpp supported list, so far non_cpp_supported = [concatenate], we use scipy or are you thinking in get rid build matrix C++ completely?

Your suggestion is great but might be a bit too complicated. I think anyways, users won't be using cp.concatenate with vectors and matrices (you can already do all of that with vstack/hstack I think), so we hope that users will only use concatenate on >3d expressions which already defaults to the scipy backend. So there's probably no need to make any further changes.

I might be wrong but, is there a way to get the data from linOp, in this case, data = [axis] in the C++ side? . I was looking at the code, and this line took my attention. The sum_entries defines a data in the same way i'm defining data for my concatenate operator, and according to that line I think is being ignored. You can see it in here. I was looking the C++ side of that operator and I don't see references to axis or keepdims.

There is not a clean way to get the data right now. You can see for sum_entries that in certain case the axis argument produces different graph_implementations

https://github.com/cvxpy/cvxpy/blob/fc66f1449835580cc6f0d47dea2051b6428520f0/cvxpy/atoms/affine/sum.py#L104

This is because the C++ interface doesn't handle axis arguments, though the data is passed down so it is possible to extract.

@Transurgeon I think there is a strong case for not adding concatenate to the C++ backend. After we release 1.6 and people start using the N-dimensional functionality, there will be many requests/MRs for new linear operators. It's not really feasible to keep adding more functionality to the C++ interface.

Yea I totally agree. I forgot about this major difference between backends. Honestly, I think this PR can be merged for now, but maybe we just don't advertise it in the 1.6 release yet?
@andresliszt as you can see the CPP backend has been a bit of a historical pain to maintain. We are actively trying to get rid of it by improving the performance on the SciPy backend. Please let us know if you would like to help! We can coordinate on discord if needed :).
Thanks again for this great PR!

Would love to help! I will need to bring back my math notebooks haha

@andresliszt as you can see the CPP backend has been a bit of a historical pain to maintain. We are actively trying to get rid of it by improving the performance on the SciPy backend. Please let us know if you would like to help! We can coordinate on discord if needed :).
Thanks again for this great PR!

Would love to help! I will need to bring back my math notebooks haha

It would actually be more software involved, but definitely some math to understand the backend (although you seem to have grasped many things already on your own :) ). Could you send a message on the cvxpy discord general channel? I will add you from there.

A formal way to not “advertise” is to not have the function appear in the
top level namespace.
On Thu, Oct 31, 2024 at 7:00 PM William Zijie Zhang <
@.***> wrote:

I might be wrong but, is there a way to get the data from linOp, in this
case, data = [axis] in the C++ side? . I was looking at the code, and
this line
https://github.com/cvxpy/cvxpy/blob/fc66f1449835580cc6f0d47dea2051b6428520f0/cvxpy/cvxcore/python/cppbackend.py#L179
took my attention. The sum_entries defines a data in the same way i'm
defining data for my concatenate operator, and according to that line I
think is being ignored. You can see it in here
https://github.com/cvxpy/cvxpy/blob/fc66f1449835580cc6f0d47dea2051b6428520f0/cvxpy/lin_ops/lin_utils.py#L386.
I was looking the C++ side of that operator and I don't see references to
axis or keepdims.
There is not a clean way to get the data right now. You can see for
sum_entries that in certain case the axis argument produces different
graph_implementations
https://github.com/cvxpy/cvxpy/blob/fc66f1449835580cc6f0d47dea2051b6428520f0/cvxpy/atoms/affine/sum.py#L104
This is because the C++ interface doesn't handle axis arguments, though
the data is passed down so it is possible to extract.
@Transurgeon https://github.com/Transurgeon I think there is a strong
case for not adding concatenate to the C++ backend. After we release 1.6
and people start using the N-dimensional functionality, there will be many
requests/MRs for new linear operators. It's not really feasible to keep
adding more functionality to the C++ interface.
Yea I totally agree. I forgot about this major difference between
backends. Honestly, I think this PR can be merged for now, but maybe we
just don't advertise it in the 1.6 release yet?
@andresliszt https://github.com/andresliszt as you can see the CPP
backend has been a bit of a historical pain to maintain. We are actively
trying to get rid of it by improving the performance on the SciPy backend.
Please let us know if you would like to help! We can coordinate on discord
https://discord.gg/4urRQeGBCr if needed :).
Thanks again for this great PR!
—
Reply to this email directly, view it on GitHub
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You are receiving this because you are subscribed to this thread.Message
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Alright, as @rileyjmurray suggested I took off concatenate from the main api for now, i.e cp.concatenate doesn't exist.  I think this is reasonable and must be enabled once this is fully supported. Also @Transurgeon I used numpy API for validation and shape set up.  Note same validation could be implemented in many cvxpy methods such as hstack or vstack.
Also would be nice to have custom errors to something like this raise CustomCvxPyError from numpy_exc  for having more info where the error is happening

Looks like there are some test failures. This approach is fine for now, but we should do a follow up MR to ensure concatenate is not used with the CPP backend. It shouldn't be too difficult. Then we can add it back into the main namespace.

@andresliszt thanks for doing this!


Configure EmberCli::Deploy::File cache headers

Closes #401.
Previously, requests for Ember assets were being proxied through
EmberCli::Deploy::File Rack middleware without the HTTP
Cache-Control header.
Ember production builds digest the filenames of images/css/js/etc.
This makes these files highly cachable.
This commit configures the underlying Rack::File middleware to serve
assets with the Cache-Control header set by Rails.

finally got a chance to look at this...
:+1: nice work!  can't wait to test this out in the next release!

Released in 0.7.2


Remove CMake Build Check

issue: #804
As discussed with @Presburger and @liliu-z, we no longer maintain CMake builds. Use Conan instead.

/lgtm

/kind improvement


Allow Kubernetes Events binding from all namespaces

The current implementation of the Kubernetes Events binding requires the namespace to be a mandatory field.
I would like to propose an enhancement that allows this binding to listen for events across all namespaces within the Kubernetes cluster.

Keep alive


strange datasets from OSCAR corpus

From the official site , the Yue Chinese dataset should have 2.2KB data.
7 training instances is obviously not a right number.
As I can read Yue Chinese, I call tell the last instance is definitely not something that would appear on Common Crawl.
And even if you don't read Yue Chinese, you can tell the first six instance are problematic.
(It is embarrassing, as the 7 training instances look exactly like something from a pornographic novel or flitting messages in a chat of a dating app)
It might not be the problem of the huggingface/datasets implementation, because when I tried to download the dataset from the official site, I found out that the zip file is corrupted.
I will try to inform the host of OSCAR corpus later.
Awy a remake about this dataset in huggingface/datasets is needed, perhaps after the host of the dataset fixes the issue.

Hi ! Thanks for reporting
cc @pjox is this an issue from the data ?
Anyway we should at least mention that OSCAR could contain such contents in the dataset card, you're totally right @jerryIsHere

Hi, sorry for the late response! Sadly this is normal, the problem comes form fasttext's classifier which we used to create the original corpus. In general the classifier is not really capable of properly recognizing Yue Chineese so the file ends un being just noise from Common Crawl. Some of these problems with OSCAR were already discussed here but we are working on explicitly documenting the problems by language on our website. In fact, could please you open an issue on our repo as well so that we can track it?


turn on Appveyor

Codecov Report

Merging #7 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master       #7   +/-   ##
=======================================
  Coverage   99.43%   99.43%
=======================================
  Files           5        5
  Lines         355      355
  Branches       57       57
=======================================
  Hits          353      353
  Misses          1        1
  Partials        1        1

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
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Guid() mixup with 128bit UUIDs

On android I get the full 128bit service uuid in the scan result, but on IOS I only get the differing part of the UUID (16bits). This means that when I want to do a comparison, I would normally do
Guid(result.serviceUUID) ==  Guid(myUUID)
This works perfectly on Android but on  iOS it will crash as Guid will not take a string of length 4 bytes as input (the string representation of the 16bit uuid).
It would be nice if Guid() could handle both formats as it is basically just inserting the short uuid into the generic 128bit UUID placeholder.

I agree.  The GUID should accept the shorter version of the uuid and auto-fill with the Bluetooth sig data, so that we can get equality checks working.  I’ll look into this.


Allow importing packages

I am working on documenting a package and would like to provide code snippets about its usage, including easily seeing how the type inference is worked into the interface (a key feature of the package I'm building).
Twoslash at first seemed well suited to the task of displaying those static types, but at present IIUC it does not support following imports. I imagine it's not trivial but also not so hard to add support for following imports given a configuration of where to begin the module import algorithm. For example if the markdown for a docs apge is at <package root>/website/guides/output.md and there is some config that states imports should be resolved as if from <package root> then I would expect the following to be able to work without too much fuss:

\```ts twoslash
import { ... } from './src/main.ts'
\```

Perhaps out of scope of this library but I would also see a need for rewriting ./src/main.ts to the import a user would actually make in the context of their project e.g. from 'graffle'.

Some potential issues I see:

A longtail of features e.g. needing to having twoslash able to read project tsconfig.json and resolve it to correctly follow import aliases etc.
The types imported may be significantly large. Users may want a way to manage just how much has to be assembled into the final bundle.

Perhaps what I'm asking for should be another tool instead of or build on top of Twoslash. As it stands Twoslash is cool but I don't see how it significantly moves the needle of package documentation without the ability to pull in external types. Is that  goal of Twoslash?
Thanks for reading!

Pardon the noise, it is possible. I think though a guide about this topic could be useful. Would you accept a PR for that?


redis dsn connection method ?

hi,
How to conect to redis with DSN instance ?
like this
redis[s]://[pass@][ip|host|socket[:port]][/db-index]
as mentioned here : https://symfony.com/doc/current/components/cache/adapters/redis_adapter.html

Please see redis configuration section in the readme.
See predis docs for configuration reference if needed.

already did before i post the issue. i know how to configure redis, this is only with this bundle the issue.


First read gets a 0 PPM?

While I was working on a PR for this repo, I noticed that the first read after each save (and thus reload) was giving good temperature and humidity, but 0 as the CO2 reading. (CLUE running 6.1.0) Not sure if this is expected or not, and whether it's best to deal with just by intentionally dropping the first data_available on the floor, or if there's something else going on.
For reference, a stripped-down copy of my code is here:
# Copyright 2021, Ryan Pavlik<EMAIL_ADDRESS># SPDX-License-Identifier: Unlicense

from adafruit_clue import clue
from adafruit_scd30 import SCD30
import board
import time

i2c = board.I2C()
try:
    scd = SCD30(i2c)
    have_scd = True
    scd.measurement_interval = 5
except ValueError:
    have_scd = False

def c_to_f(temp):
    return temp * 1.8 + 32

clue_data = clue.simple_text_display(text_scale=2)

last_co2 = "No CO2 meas"
while True:
    clue_data[0].text = "Pressure: {:.3f}hPa".format(clue.pressure)

    # PM25 sensor reads removed here

    clue_data.show()
    if have_scd and scd.data_available:
        clue_data[1].text = "{:.1f}F, {:.1f}%RH".format(c_to_f(scd.temperature), scd.relative_humidity)
        last_co2 = "CO2: {} PPM".format(scd.co2)

    clue_data[2].text = last_co2
    time.sleep(5)

it does in arduino too, not sure why :/

it does in arduino too, not sure why :/

FWIW - seems related to the soft reset. Noticed when removing reset() from __init__() that this behavior went away.


Initialization changes constant attribute.

Thanks for contacting us! Please read and follow these instructions carefully, then delete this introductory text to keep your issue easy to read. Note that the issue tracker is NOT the place for usage questions and technical assistance; post those at Discourse instead. Issues without the required information below may be closed immediately.
 Unfortunately, constant is being set to False on my parameter.
I would expect invariant_coef to remain constant.
Complete, minimal, self-contained example code that reproduces the issue
import param as pm
import panel as pn
pn.extension()

class BondingCurve(pm.Parameterized):
    supply = pm.Number(80)
    reserve = pm.Number(40)
    kappa = pm.Number(2)
    invariant_coef = pm.Number(constant=True)
    price = pm.Number(constant=True)

    # def __init__(self, **params):
    #     super().__init__(**params)
    #     self.set_invariant_coef()

    @pm.depends(on_init=True, watch=True)
    def set_invariant_coef(self):
        with pm.edit_constant(self):
            self.invariant_coef = self.supply ** self.kappa / self.reserve

bc = BondingCurve()

pn.panel(bc)

bc.param['invariant_coef'].constant

False

This context manager seems to work not sure about what 'existing' does
import param as pm
import panel as pn
from contextlib import contextmanager

@contextmanager
def edit_constant(parameterized):
    """
    Temporarily set parameters on Parameterized object to constant=False
    to allow editing them.
    """
    params = parameterized.param.objects().values()  # changed from:
    # params = parameterized.param.objects('existing').values()
    constants = [p.constant for p in params]
    for p in params:
        p.constant = False
    try:
        yield
    finally:
        for p, const in zip(params, constants):
            p.constant = const

class BondingCurve(pm.Parameterized):
    price = pm.Number(constant=True)

    @pm.depends(on_init=True, watch=True)
    def set_ex(self):
        with edit_constant(self):
            self.price = 1

bc = BondingCurve()

bc.param.price.constant, bc.price

Hi is this a bug in the library?
Again, I'm trying to use constants and edit_constant but am having this bug with the library.

That does look like a bug, yes.


(PUP-5032) Change configured_environment behavior

Puppet's communication with the node and catalog terminus included a
configured_environment option in the last release. That option sometimes
includes redundant or irrelevant information when Puppet[:environment]
has the default setting. That redundant information precludes it from
being used to identify when an agent has explicitly requested a
particular environment.
Change the behavior of configured_environment to only be set when the
environment setting is explicitly set.

@MikaelSmith looks like an extra merge commit? Could you rebase against stable and force push to your topic branch?

I guess that's how the 'Update branch' button works, I'll rebase.


prisma init error (node v 23)

Bug description
$ npx prisma init
(node:10452) ExperimentalWarning: Support for loading ES Module in require() is an experimental feature and might change at any time
(Use node --trace-warnings ... to show where the warning was created)
Error: (0 , DSe.isError) is not a function
but is working version 21
How to reproduce

Expected behavior
No response
Prisma information

// Add your schema.prisma

// Add your code using Prisma Client

Environment & setup

OS:
Database:
Node.js version:

Prisma Version
    "prisma": "^5.21.1",

i'm a beginner, I don't know what to do . node v21

"engines": {
"node": "^18.19.1",
"npm": "^10.8.2",
"pnpm": "8.14.1"
},   it's working.

#2359

+1

+1

+1

+1

+1

Same thing for me in v22

The same error :(

this happens with bunx too bunx version 1.1.33

I found a fix at least for myself I use fish terminal and when I switched to bash and ran bunx prisma init  it worked with the latest version of bun

+1

Had to downgrade my node version from v23.0.0 to v20.18.0. I think try downgrading, this may solve the issue.

Hi, Alberto from Prisma here.
Node.js 23 is not stable, and Prisma isn't tested against it: https://www.prisma.io/docs/orm/reference/system-requirements.
A good rule of thumb is to only use Node.js versions with even numbers, e.g. Node.js 18.x.y or 20.x.y. Even better if you use an LTS version, as suggested above.
Ultimately, we recommend opening an issue in Node.js' repository directly.

Downgrading node to v20.18.0 worked for me as well.

Had the same issue with node 23.1.0. Switched to node LTS and it is resolved.

For it works.
v22.12.0

+1


NIFI-10784: implement a processor of Apache IoTDB Query

Summary
NIFI-10784
Tracking
Please complete the following tracking steps prior to pull request creation.
Issue Tracking

[x] Apache NiFi Jira issue created

Pull Request Tracking

[ ] Pull Request title starts with Apache NiFi Jira issue number, such as NIFI-10784
[ ] Pull Request commit message starts with Apache NiFi Jira issue number, as such NIFI-10784

Pull Request Formatting

[ ] Pull Request based on current revision of the main branch
[ ] Pull Request refers to a feature branch with one commit containing changes

Verification
Please indicate the verification steps performed prior to pull request creation.
Build

[ ] Build completed using mvn clean install -P contrib-check

[x] JDK 8
[x] JDK 11
[ ] JDK 17

Licensing

[ ] New dependencies are compatible with the Apache License 2.0 according to the License Policy
[ ] New dependencies are documented in applicable LICENSE and NOTICE files

Documentation

[ ] Documentation formatting appears as expected in rendered files

@exceptionfactory All comments are resolved. Is there anything I can do?

Thanks for the reminder @lizhizhou, I have been focusing on a few other items for the impending release of NiFi 1.20. Thanks for addressing the comments, I will take another look soon.

@exceptionfactory Sorry for my mistakes.  I have double-checked all the comment and resolve all of it. Please help to check all code is ok now.Thansk again.

Thanks for addressing the remaining comments @lizhizhou, I will take another look soon!


Hot reload has stopped working

I ran a fresh install of vue init webpack this morning, however hot-reloading doesn't seem to work anymore.

Just did a quick test, works for me. What's your environment? Inside a VM, a dropbox folder or something like that?
HMR has problems in various environments, in those situations you can maybe help yourself with the poll option:
https://github.com/vuejs-templates/webpack/blob/develop/template/config/index.js#L21

Closing since I doubt this is a problem of the template. If you can provide a reproduction of the issue, I'm happy to re-open.

Got the same issue: pure and fresh install on Ubuntu 17.04, all clean and new:
vue init webpack my-project
cd my-project
npm install
npm run dev

Changing "HelloWorld" does not hot reload.

no VM?
no dropbox or other service/tool "watching" the folder the project is in?
special characters in the path? Webpack used to not like those as well ...

no VM, docker or whatever, just on the laptop )
no other watchers
~/Websites/Company/websites/tomtest

@boltonomous what OS you use?

Sorry for the lack of reply...

Mac OSX 10.12.2
VMs, watchers or special characters in the paths (other than underscores and dashes)
Same behavior using Node v6.11.1/npm 3.10.10 AND
vue cli 2.9.1

However, I AM seeing it work now.  I think what may have thrown me off is that it is no longer automatically launching a browser.  I update HelloWorld.vue and am seeing it update in Chrome.

I think what may have thrown me off is that it is no longer automatically launching a browser.

That has nothing to do with Hot Reloading.
You can turn this behaviour on again in /config/index.js

Just double checked again, from scratch, and now with Chrome instead of Firefox... same isseu. No hot reload... Sorry reload stopped working. It worked for me in the past without  issues on my other pc

Thanks @LinusBorg for setting me straight.  That works in my situation.

No hot reload... Sorry reload stopped working.

I don't understand what exactly stopped working now.

No hot reload... Sorry reload stopped working.
Just meant to say same, no hot module reload
In Chrome webdev console it says: [HMR] Waiting for update signal from WDS...

After restarting my PC, hot reload works as intended, so also with poll: false.  To be sure, created a new project from scratch, number 10 today ;) and all is fine...
So only thing I can say so far: try to restart PC if hot reload does not work...

The good old "have you tried turning it off and on again?" - never gets out of fashion :)

And cheered too soon... stopped again :-(    I really dont know why...

@LinusBorg  FYI sudo npm run dev does work, so it must be something in my system regarding to permissions.
I suppose you were right closing the issue here. But I still need to figure out how to solve this... maybe some group membership or something missing? Maybe because I downgraded from node v8 to v6 something was screwed up...? Anyway, if I find it, I will report )

Seems I finally found it: my $cat /proc/sys/fs/inotify/max_user_watches was on 8192  and this helped me:
echo 100000 | sudo tee /proc/sys/fs/inotify/max_user_watches

Now Vue hot reload works without sudo and without poll ! ))))
Really closed ;))

i have same issue with windows10 environment.

OS Win10
npm 3.10
vue-cli 2.8.1
fresh install

editing App.vue is triggering hot reload but when editting Hello.vue hot reload is not works.
i also tried run npm run dev using admin powershell but still not works.

I'm now using Ubuntu 16.04 LTS and the solution of @tvld works perfectly :100:

The solution of @tvld works for me in Xubuntu 18.04

@tesarwijaya thanks!!!!

Solution from @tvld also fixed the issue for me and I'm on a Ubuntu 18.04 vm. Does anyone have an idea of why this happens?
It's the second time that I need to fix it.

It happens to me using Quasar Framework, I fix it removing the temp directory that dev server generates, maybe could find a similiar solution with vue-cli

Hi, my 2 cents here, I'm using vue cli 3, so after a while and plenty of changes, HMR stops working so after reading this I closed the terminal window where I was executing "npm run serve", and it worked using a new terminal window, if it keeps happening I'll give the solution from @tvld a try, I'm using Ubuntu 16.04.

@tvld You just saved my whole day! I won't forget your help ever lol!

@p01ymath you're welcome... )

@tvld lol, its work. Magic?:D

@tvld  well done. thanks!

Still not working for me:
Ubuntu 18.04.2 LTS
Webstorm 2018.3.5
Chrome Version 73.0.3683.75 (Official Build) (64-bit)
Tried restarting, increasing max watchers, disabling "Use safe write" in Webstorm.
When I run "npm run serve", the website loads and this line is output in the console:
"[HMR] Waiting for update signal from WDS..."
If I make changes in a Vue component and save, my terminal session re-compiles the code, but no changes are seen in Chrome.

@cgillions  you see the changes if you Ctrl-F5 in Chrome?

@cgillions you see the changes if you Ctrl-F5 in Chrome?

Yes.
After "I make changes in a Vue component and save, my terminal session re-compiles the code, but no changes are seen in Chrome", I can refresh Chrome and the changes appear.

@cgillions then your problem must be not related to this thread. I would suggest to try other browser and check if your code has no sticky errors...

New Ubuntu user here and I was forgetting the sudo
sudo npm run dev

set NODE_ENV=development might solve your problem.


Coreboot 24.05 updates

Description of changes
Updates coreboot-toolchain and coreboot-utils to 24.05 and adds myself as a maintainer to both packages.

Things done

Built on platform(s)

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

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

[ ] sandbox = relaxed
[ ] sandbox = true

[ ] Tested, as applicable:

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

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[x] Tested basic functionality of all binary files (usually in ./result/bin/)
24.05 Release Notes (or backporting 23.05 and 23.11 Release notes)

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

[x] Fits CONTRIBUTING.md.

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

Result of nixpkgs-review pr 312825 run on x86_64-linux 1

23 packages built:

acpidump-all
amdfwtool
cbfstool
cbmem
coreboot-configurator
coreboot-toolchain.aarch64
coreboot-toolchain.arm
coreboot-toolchain.i386
coreboot-toolchain.nds32le
coreboot-toolchain.ppc64
coreboot-toolchain.riscv
coreboot-toolchain.x64
coreboot-utils
diffoscope
diffoscope.dist
diffoscope.man
ectool
ifdtool
intelmetool
inteltool
msrtool
nvramtool
superiotool


Trigger textcomplete on CTRL-space

Hello (sorry for my probable bad english),
I do not know how to trigger the textcomplete with CTRL-space like as many IDE's do that. I read the FAQ but didn't find any answer to that. Can you help me ?
(I want that when i do CTRL-space, all words are suggested like an IDE)

See https://github.com/yuku-t/jquery-textcomplete/blob/master/doc/faq.md#how-to-trigger-textcomplete-manually
Create a keydown-listener on the textfield and programmatically trigger it when the user presses space with control down.

Yep, please follow the @maxdev1's comment. (thanks @maxdev1 :+1: )


Crash when tagging

When I start tagging, the game instantly crashes even without any tag in the folders, here's the log
Ask me if you need more info
Mono path[0] = 'C:/Users/ymart/OneDrive/Bureau/Bomb Rush Cyberfunk/Bomb Rush Cyberfunk_Data/Managed'
Mono config path = 'C:/Users/ymart/OneDrive/Bureau/Bomb Rush Cyberfunk/MonoBleedingEdge/etc'
Fallback handler could not load library C:/Users/ymart/OneDrive/Bureau/Bomb Rush Cyberfunk/Bomb Rush Cyberfunk_Data/MonoBleedingEdge/data-000002539AC960F0.dll
Fallback handler could not load library C:/Users/ymart/OneDrive/Bureau/Bomb Rush Cyberfunk/Bomb Rush Cyberfunk_Data/MonoBleedingEdge/data-000002539FDEA040.dll
Initialize engine version: 2021.3.27f1 (ca3ffb99bcc6)
[Subsystems] Discovering subsystems at path C:/Users/ymart/OneDrive/Bureau/Bomb Rush Cyberfunk/Bomb Rush Cyberfunk_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce RTX 4050 Laptop GPU (ID=0x28e1)
    Vendor:   NVIDIA
    VRAM:     5935 MB
    Driver:   <IP_ADDRESS>45
Begin MonoManager ReloadAssembly
- Completed reload, in  0.044 seconds
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

UnloadTime: 1.318400 ms
[Message:   BepInEx] BepInEx <IP_ADDRESS> - Bomb Rush Cyberfunk (18/08/2023 22:59:50)
[Info   :   BepInEx] Running under Unity v2<IP_ADDRESS>54651
[Info   :   BepInEx] CLR runtime version: 4.0.30319.42000
[Info   :   BepInEx] Supports SRE: True
[Info   :   BepInEx] System platform: Bits64, Windows
[Message:   BepInEx] Preloader started
[Info   :   BepInEx] Loaded 1 patcher method from [BepInEx.Preloader <IP_ADDRESS>]
[Info   :   BepInEx] 1 patcher plugin loaded
[Info   :   BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message:   BepInEx] Preloader finished
[Message:   BepInEx] Chainloader ready
[Message:   BepInEx] Chainloader started
[Info   :   BepInEx] 19 plugins to load
[Warning:   BepInEx] Skipping [Bomb Rush Radio! 1.5] because a newer version exists (Bomb Rush Radio! 1.5)
[Warning:   BepInEx] Skipping [BRCToilet 1.0.0] because a newer version exists (BRCToilet 1.0.0)
[Warning:   BepInEx] Skipping [Speedometer 1.1.0] because a newer version exists (Speedometer 1.1.0)
[Warning:   BepInEx] Skipping [GimmeMyBoost 1.0.0] because a newer version exists (GimmeMyBoost 1.0.0)
[Warning:   BepInEx] Skipping [NoMixtapeAutoplay 1.0.0] because a newer version exists (NoMixtapeAutoplay 1.0.0)
[Warning:   BepInEx] Skipping [DontSetMySpeedPLS Plug-In <IP_ADDRESS>] because a newer version exists (DontSetMySpeedPLS Plug-In <IP_ADDRESS>)
[Info   :   BepInEx] Loading [AlwaysDisplayFinalScore 1.0.0]
[Info   :AlwaysDisplayFinalScore] Plugin AlwaysDisplayFinalScore is loaded!
[Info   :   BepInEx] Loading [Speedometer 1.1.0]
[Info   :Speedometer] PluginName: Speedometer, VersionString: 1.1.0 is loading...
[Info   :Speedometer] PluginName: Speedometer, VersionString: 1.1.0 is loaded.
[Info   :   BepInEx] Loading [DisableAnnoyingCutscenes 0.7.0]
FileNotFoundException: Could not load file or assembly 'MMHOOK_Assembly-CSharp, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
UnityEngine.GameObject:Internal_AddComponentWithType(GameObject, Type)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Application:.cctor()
DG.Tweening.DOTween:Init(Nullable`1, Nullable`1, Nullable`1)
Reptile.Bootstrap:InitializeDoTween()
Reptile.Bootstrap:Awake()

[Info   :   BepInEx] Loading [brc_styleswapmod 1.0.1]
[Info   :brc_styleswapmod] Finished Loading!
[Info   :   BepInEx] Loading [GimmeMyBoost 1.0.0]
[Info   :GimmeMyBoost] GimmeMyBoost has been loaded!
[Info   :   BepInEx] Loading [MovementPlus 1.0.3]
[Info   :MovementPlus] MovementPlus has been loaded!
[Info   :   BepInEx] Loading [CustomGraffiti 1.0.3]
Fallback handler could not load library C:/Users/ymart/OneDrive/Bureau/Bomb Rush Cyberfunk/Bomb Rush Cyberfunk_Data/MonoBleedingEdge/data-00000253E8846130.dll
[Info   :CustomGraffiti] Plugin Custom Graffiti patched successfully.
[Info   :   BepInEx] Loading [BRCToilet 1.0.0]
[Info   :   BepInEx] Loading [Bomb Rush Radio! 1.5]
[Info   :Bomb Rush Radio!] [BRR] Loading songs...
[Info   :Bomb Rush Radio!] [BRR] Patched...
[Info   :   BepInEx] Loading [NoMixtapeAutoplay 1.0.0]
[Info   :NoMixtapeAutoplay] Plugin NoMixtapeAutoplay is loaded!
[Info   :NoMixtapeAutoplay] BombRushRadio found!
[Info   :   BepInEx] Loading [Bomb Rush SFX! <IP_ADDRESS>]
[Info   :Bomb Rush SFX!] [BRSFX] Patched...
[Info   :   BepInEx] Loading [DontSetMySpeedPLS Plug-In <IP_ADDRESS>]
[Debug  :DontSetMySpeedPLS Plug-In] Patching effects settings...
[Info   :   BepInEx] Loading [ZenModeAlpha 1.0.0]
[Info   :ZenModeAlpha] Plugin ZenModeAlpha is loaded!
[Message:   BepInEx] Chainloader startup complete
[Info   :Bomb Rush Radio!] [BRR] Loaded 2way nice guy by Creepy Nuts (1/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded way 2 good (idc) by Dazegxd (2/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded SUMMERS EDGE by Adolf Nomura (3/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded DJ Turn It Up by Dimension (4/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded through the light by Dracodraco (5/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded ♥one love♥ by dracodraco & LYFE4M (6/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded its not about u by Eva Grace (7/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded Sweet Soul Brother by JSR (8/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded Teknopathetic by JSRF (9/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded The Concept of Love by JSRF (10/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded Esmeralda by Khan bleu (11/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded LEGO Racers OST by Main Menu (12/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded Samba de Janeiro by Samba (13/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded 3DS Internet Settings by Mercury (14/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded Fred again.. feat. The Blessed Madonna - Marea (We’ve Lost Dancing) (Official Audio) by Fred again . . (15/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded Sunset Loop by TREGS (16/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded Bossa nova bounce by Remi.fr (17/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded LÉtoile DAfrique - #18 by VDYCD (18/19)
[Info   :Bomb Rush Radio!] [BRR] Loaded Le Retour by Kove (19/19)
[Info   :Bomb Rush Radio!] [BRR] Bomb Rush Radio has been loaded!
Core.Awake(): Version: 1.0.19735
Core.Awake(): Initial quality setting: Ultra
Core.Awake(): Initial resolution: 1920 x 1200 @ 60Hz
Core.Awake(): Initial language: French
Core.Awake(): Platform data loaded: WindowsPlatformData
[Info   :Bomb Rush SFX!] [BRSFX] Loading SFX...
[Info   :Bomb Rush SFX!] [BRSFX] Loading SFXCollections into the game...
[Info   :Bomb Rush SFX!] [BRSFX] Bomb Rush SFX has been loaded!
Unloading 5 Unused Serialized files (Serialized files now loaded: 20)
Unloading 20 unused Assets to reduce memory usage. Loaded Objects now: 9347.
Total: 6.876700 ms (FindLiveObjects: 0.377100 ms CreateObjectMapping: 0.221400 ms MarkObjects: 6.236800 ms  DeleteObjects: 0.041200 ms)

Unloading 1 Unused Serialized files (Serialized files now loaded: 20)
Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 9347.
Total: 7.447300 ms (FindLiveObjects: 0.306800 ms CreateObjectMapping: 0.219500 ms MarkObjects: 6.890100 ms  DeleteObjects: 0.030500 ms)

[Warning:CustomGraffiti] Initialized.
[Info   :CustomGraffiti] Plugin Custom Graffiti successfully initialized.
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "storyOsaka/Chapter5/Dream_Encounter/DeathZoneTeleporter/trigger (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/OsakaUndergroundMall/Buildings_OsakaUnderground/BreakRoom/Structures/Osaka_Side40m (10)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/OsakaUndergroundMall/Buildings_OsakaUnderground/BreakRoom/Structures/PM_BeamHor02 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/OsakaUndergroundMall/Buildings_OsakaUnderground/BreakRoom/Structures/Osaka_Side40m (11)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/OsakaUndergroundMall/Buildings_OsakaUnderground/BreakRoom/Structures/PM_BeamHor02 (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaDreamMain/BaseStructures_OsakaDream/OsakaDreamAssets/3StepFinish/EntranceGate (1)/Shop06 (15)/Shop6Front/Shop6Ad"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "storyOsaka/Chapter5/Dream_Encounter/DeathZoneTeleporter/trigger (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaDreamMain/Gameplay_OsakaDream/IamGlassHi/SecretBoostBreakableGlassDoorBig (5)/SGBluePillarLeft"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/Buildings_OsakaPit/Gates/Buildings/TheRedKnife/OS_RedShardBase02 (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "storyOsaka/Chapter5/Dream_Encounter/DeathZoneTeleporter/trigger (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/OsakaUndergroundMall/Buildings_OsakaUnderground/BreakRoom/Structures/PM_BeamHor02 (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaStart/NotVisibleFromBridge/Buildings_OsakaStart/North/Buildings/OS_ApartmentBlock01 (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaBridge/OsakaBridgeNotVisibleFromStart/GameplayElements_OsakaBridgeNotVisibleFromStart/fences/OsakaBalustradeS (45)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaDreamMain/BaseStructures_OsakaDream/OsakaDreamAssets/GoldRidgeOsakaPathway (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaBridge/GoldenGaiDistrictNotVisibleFromPit/GoldenGaiDistrict/OS_BottomBox6Big (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaDreamMain/BaseStructures_OsakaDream/OsakaDreamAssets/3StepFinish/EntranceGate (1)/Shop06 (15)/Shop6Front/Shop6Side"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaDreamMain/BaseStructures_OsakaDream/OsakaDreamAssets/3StepFinish/EntranceGate (1)/Shop06 (13)/Shop6Front/Shop6Side"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "storyOsaka/Chapter5/Dream_Encounter/DeathZoneTeleporter/trigger (6)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaTopStreet/Buildings_OsakaTopStreet/OS_OfficeBlockSmall (29)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/Buildings_OsakaPit/Gates/Buildings/TheRedKnife/OS_RedShardBase02 (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaMidStreet/Buildings_OsakaMidStreet/Mid/OS_OfficeBlockSmall (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "storyOsaka/Chapter5/Dream_Encounter/DeathZoneTeleporter/trigger (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaMidStreet/Buildings_OsakaMidStreet/EntranceLeft/OS_MusicStore_Base (25)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "storyOsaka/Chapter5/Dream_Encounter/DeathZoneTeleporter/trigger (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaMidStreet/OsakaMidStreetC/Props_OsakaMidStreetC/propsRightB/MascotPhoneyPoint/Hand001"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaDreamMain/BaseStructures_OsakaDream/OsakaDreamAssets/3StepFinish/EntranceGate (1)/Shop06 (13)/Shop6Front/Shop6Ad"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaBridge/OsakaBridgeNotVisibleFromStart/Buildings_OsakaBridgeNotVisibleFromStart/HO_RoofBox01 (18)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "storyOsaka/Chapter5/Dream_Encounter/DeathZoneTeleporter/trigger (5)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaRedStreet/Entry/Buildings_OsakaRedStreet_Beginning/OS_ApartmentBlock01 (14)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPathway/NotVisibleFromPit/Buildings_OsakaPathway/OS_ApartmentBlock01 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaTopStreet/Buildings_OsakaTopStreet/EntranceLeft/Spices/MascotPhoneyPoint/Hand001"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/Buildings_OsakaPit/Plane (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaRedStreet/Buildings_OsakaRedStreet/OS_ApartmentBlock01 (15)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaMidStreet/BaseStructures_OsakaMidStreet/Sidewalks/Osaka_ColumnTri (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/Buildings_OsakaPit/South/OS_ResidenceBlock01 (13)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/OsakaUndergroundMall/Buildings_OsakaUnderground/BreakRoom/Structures/PM_BeamHor02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/Buildings_OsakaPit/Gates/Buildings/TheRedKnife/OS_RedShardBase02"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/Buildings_OsakaPit/Gates/Buildings/TheRedKnife/OS_RedShardBase02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/Buildings_OsakaPit/Plane"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/OsakaUndergroundMall/Buildings_OsakaUnderground/BreakRoom/Structures/PM_PyramidBaseBlock (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/OsakaUndergroundMall/Buildings_OsakaUnderground/BreakRoom/Structures/PM_BeamHor02 (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaBridge/OsakaBridgeNotVisibleFromStart/GameplayElements_OsakaBridgeNotVisibleFromStart/fences/OsakaBalustradeS (44)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaBridge/OsakaBridgeNotVisibleFromStart/GameplayElements_OsakaBridgeNotVisibleFromStart/fences/OsakaBalustradeS (46)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaStart/NotVisibleFromBridge/Buildings_OsakaStart/North/Buildings/GameObject/Osaka_ColumnTri (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/Buildings_OsakaPit/South/Osaka_BRect (7)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/OsakaUndergroundMall/Buildings_OsakaUnderground/BreakRoom/Structures/Osaka_Side40m (12)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaTopStreet/Buildings_OsakaTopStreet/OS_OfficeBlockSmall (30)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "storyOsaka/Chapter5/Dream_Encounter/DeathZoneTeleporter/trigger (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaPit/Buildings_OsakaPit/Gates/Buildings/TheRedKnife/OS_RedShardBase02 (4)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "storyOsaka/Chapter5/Dream_Encounter/DeathZoneTeleporter/trigger (8)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaMidStreet/Buildings_OsakaMidStreet/Mid/OS_ApartmentBlock01 (15)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "StageChunks/OsakaDreamMain/Gameplay_OsakaDream/IamGlassHi/SecretBoostBreakableGlassDoorBig (4)/SGBluePillarLeft"
[Info   :NoMixtapeAutoplay] Overriding stage music autoplay :3
[Info   :NoMixtapeAutoplay] Adding BombRushRadio custom tracks to music player...
[Info   :NoMixtapeAutoplay] Adding unlocked music tracks to music player...
[Warning:NoMixtapeAutoplay] Last played track not found! Defaulting to stage music...
[Info   :NoMixtapeAutoplay] Playing Locking Up The Funk Mixtape by DJ Cyber
[Debug  : BRCToilet] Found 2 toilets!
[Debug  : BRCToilet] Creating toilet pin
[Debug  : BRCToilet] Creating toilet pin
Look rotation viewing vector is zero
MissingMethodException: Method not found: void Reptile.GraffitiSpot.GiveRep(bool,bool)
  at (wrapper dynamic-method) Reptile.GraffitiGame.DMD<Reptile.GraffitiGame::SetState>(Reptile.GraffitiGame,Reptile.GraffitiGame/GraffitiGameState)
  at Reptile.GraffitiGame.Init (Reptile.Player p, Reptile.GraffitiSpot g) [0x0023b] in <3fb1eac75bc6409fbf28fe1cb2d35f31>:0
  at Reptile.Player.StartGraffitiMode (Reptile.GraffitiSpot graffitiSpot) [0x000b2] in <3fb1eac75bc6409fbf28fe1cb2d35f31>:0
  at Reptile.Player.CheckAvailableGraffitiSpots () [0x0011b] in <3fb1eac75bc6409fbf28fe1cb2d35f31>:0
  at (wrapper dynamic-method) Reptile.Player.DMD<Reptile.Player::FixedUpdatePlayer>(Reptile.Player)
  at Reptile.WorldHandler.FixedUpdateWorldHandler () [0x0003e] in <3fb1eac75bc6409fbf28fe1cb2d35f31>:0
  at (wrapper delegate-invoke) <Module>.invoke_void()
  at Reptile.Core.SendFixedUpdateEvent () [0x00007] in <3fb1eac75bc6409fbf28fe1cb2d35f31>:0
  at Reptile.Core.FixedUpdateWithExceptionHandling () [0x00000] in <3fb1eac75bc6409fbf28fe1cb2d35f31>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Reptile.PlatformWindows:HandleExceptionInGame(Exception)
Reptile.Core:HandleExceptionInGame(Exception)
Reptile.Core:FixedUpdateWithExceptionHandling()
Reptile.Core:FixedUpdate()

Received signal SIGABRT
Obtained 26 stack frames
0x00007ffc36fc657d (UnityPlayer)
0x00007ffc36a93be7 (UnityPlayer)
0x000002557fba665a (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Diagnostics.Utils:ForceCrash (UnityEngine.Diagnostics.ForcedCrashCategory)
0x000002557fba40bb (Mono JIT Code) Reptile.PlatformWindows:HandleExceptionInGame (System.Exception)
0x000002557fba4057 (Mono JIT Code) Reptile.Core:HandleExceptionInGame (System.Exception)
0x00000254b5999bc3 (Mono JIT Code) Reptile.Core:FixedUpdateWithExceptionHandling ()
0x00000254b5999a6b (Mono JIT Code) Reptile.Core:FixedUpdate ()
0x000002539fdd5fc8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007ffc5045fb04 (mono-2.0-bdwgc) mono_jit_set_domain
0x00007ffc5039e7a4 (mono-2.0-bdwgc) mono_object_get_virtual_method
0x00007ffc5039e93c (mono-2.0-bdwgc) mono_runtime_invoke
0x00007ffc37054d5d (UnityPlayer)
0x00007ffc37041d62 (UnityPlayer)
0x00007ffc370386e3 (UnityPlayer)
0x00007ffc370387bf (UnityPlayer)
0x00007ffc36d5b4e0 (UnityPlayer)
0x00007ffc36eafc8a (UnityPlayer)
0x00007ffc36eafd30 (UnityPlayer)
0x00007ffc36eb2708 (UnityPlayer)
0x00007ffc370adb5a (UnityPlayer)
0x00007ffc370ac88b (UnityPlayer)
0x00007ffc370b1067 (UnityPlayer)
0x00007ffc370b2bcb (UnityPlayer) UnityMain
0x00007ff751af11f2 (Bomb Rush Cyberfunk)
0x00007ffcdec8257d (KERNEL32) BaseThreadInitThunk
0x00007ffce0f6aa78 (ntdll) RtlUserThreadStart

Hey! Thanks for making a bug report.
What version of BRC are you running? This might be related to the patch that was released for BRC in late August, as it's caused other mods to crash.
If you don't know how to get the version number, it's on the title screen. Thank you!

I've pushed an update to the mod that should actually fix this bug, regardless of what version you're running. If you could get back to me and see if it works after you update the mod, that'd be great. Thank you!

Hey! Sorry for the late answer, didn't have time to try
It does work now! Thanks for the fix


Delete saved videos, fix bugs

Purpose

Be able to delete saved videos
Fix bugs related to styling

Approach/Fixes

Re-named landing and postlanding components to home and search respectively for more semantic meaning
Finished backend routing for deleting saved videos
Added conditional to videos to only show the heart icon if logged in

Also shows an icon to add video to playlist (clicking it doesn't do anything)

Added a scroll component to scroll to the top of the window whenever changes pages
Styled the saved videos for deleting (small x in top-left corner of video card)
Continued @Raymond-Cox 's code on the frontend to fix the styling issue with the about page
Updated README and CONTRIBUTING docs
Setup production build in webpack (as far as I know, it works...... LOL)

To create the bundle for development run npm run build:dev
To create the bundle for production run npm run build:prod

Testing

Download this PR to your local machine
Run npm install to get all the new dependencies
Test the app on the server with npm run serve

Don't forget to run your mongoDB server!!

Don't forget to comment out the seed data and uncomment the state!!
Log in and add videos
Click the liked videos link and the news video should appear right away
Try deleting the saved video (it should disappear instantly)
Change the window size to all kinds of crazy dimensions and take note of any bugs

Works for me, good job! I'll let everyone else take a look at the PR before merging.


Make fsync optional when saving a file

Fsync is really slow, to the point that it was causing signficant
performance issues. Instead of file saving calling fsync by default for
everything, fsync is only called for user action and for really
important action that pertains to monetary changes or changes to network
contracts. The result should be a significantly faster siad.

This PR is obviously at odds with #1091 - only one of them should be merged.

The obvious downside to this approach is the code duplication. We don't want people updating save and forgetting to update saveSync as well. Its easy enough to consolidate, but then we wind up with three save functions per module, which is sad. Still, I think I prefer this approach.


New market creation end time display in review

design agreed to adding both timezone date time and UTC date time to review page.
Added new date time display, showing both timezone time and utc time, fixed a few types, moved complexity of building endTime formatted to format-date utility
https://github.com/AugurProject/augur/issues/3109
fixes user selecting date time logic, a little clean up.

I’ll take a look and design want 4px between the times


Wrong AWS_COMMIT_ID for webhook-triggered builds

Before opening, please confirm:

[X] I have checked to see if my question is addressed in the FAQ.
[X] I have searched for duplicate or closed issues.
[X] I have read the guide for submitting bug reports.
[X] I have done my best to include a minimal, self-contained set of instructions for consistently reproducing the issue.
[X] I have removed any sensitive information from my code snippets and submission.

App Id
NA
AWS Region
us-east-1
Amplify Hosting feature
Webhooks
Describe the bug

When we deploy Amplify application by triggering build through web hook its displays "HEAD" as  "Commit ID".
AWS_COMMIT_ID = Commit ID = HEAD
You may refer the attached screen-shot files.

Expected behavior
AWS_COMMIT_ID = Commit ID = GitHub Commit Hash
Reproduction steps

create sample React App
create private repository in GitHub and host all files, directories of React application.
deploy Amplify app using GitHub CI/CD and by triggering build through web hook.
check and verify "AWS_COMMIT_ID" for GitHub CI/CD and web hook triggered builds.

Build Settings
version: 1
backend:
  phases:
    build:
      commands:
        - '# Execute Amplify CLI with the helper script'
        - echo $AWS_COMMIT_ID
        - amplifyPush --simple
frontend:
  phases:
    preBuild:
      commands:
        - echo $AWS_COMMIT_ID
        - npm ci
    build:
      commands:
        - echo $AWS_COMMIT_ID
        - npm run build
  artifacts:
    baseDirectory: build
    files:
      - '**/*'
  cache:
    paths:
      - node_modules/**/*

Log output

# Put your logs below this line

Additional information
No response

Hi @shivennn 👋🏽 thanks for raising this question. We are looking into this behavior and will provide an update shortly.

This is expected behavior for builds triggered by webhooks. In the event that multiple webhooks are triggered for the same branch while a build is pending, we will deduplicate the webhook requests and build using the most recent request.
We will mark this as a feature request to surface the commit ID and commit message in the same way we do with CI/CD deployments.

@calavera Thanks for the workaround!
+1 for this being native to the interface and thank you to the team for making and managing the framework.
My thoughts:
De-duplication of webhook requests is an implementation detail - and consequences of it shouldn't matter to the user.
Using the actual SHA instead of a dynamic pointer that changes taints your build history because there is no way to know what was deployed (or without doing a lot of digging).
Also re: de-duplication of webhook requests - if they're duplicates, shouldn't they be triggering a build of the same commit sha anyways, why is is HEAD needed?


last.fm scrobbling not working in 1.9.0

I suspect it may be due to all of the special characters in my password. It looks like you're not url-encoding your parameters.

I will try test this by changing my password to include special chars

Issue confirmed, definitely URL encoding.  Thinking I should fix this ASAP and push out a 1.9.1 release

@eligrey Update should be being pushed out now

I can confirm that this fixed it for me.

No problem, I hate having to tag something as a breaking bug.  Gotta get rid of it as quick as possible

I'm afraid this is still an issue for me with 1.9.1
Unable to login. I can only see the "enter username" field, and no matter what I type in there, I see a red "login failed". It doesn't even matter if I close and restart the application.
ps
sorry if I shouldn't have mentioned this here, it's the first time I'm posting anything on github :) keep up the great work on this, many many thanks!

@sorif so you cant see the password field????

Exactly. This is what I'm seeing. I installed the 64-bit version, in case you need to know.

That looks like exactly what you should see.  Have you typed in your last.fm username and pasword into those two fields.  Once you have done that, hit enter and it should say "Logging in" followed by "log in success"

Oh, I just got it. I was typing my username in the password field. Whoops.
All is good now.
On Sat, Nov 28, 2015 at 11:02 PM, Samuel Attard<EMAIL_ADDRESS>wrote:

That looks like exactly what you should see. Have you typed in your
last.fm username and pasword into those two fields. Once you have done
that, hit enter and it should say "Logging in" followed by "log in success"
—
Reply to this email directly or view it on GitHub
https://github.com/MarshallOfSound/Google-Play-Music-Desktop-Player-UNOFFICIAL-/issues/62#issuecomment-160335314
.

@sorif :stuck_out_tongue_winking_eye: Interesting trick, but glad its working now :smile_cat:


HT Conn iteration bug

Hey,
When iterating the hash table for tcp connections, the 0 index is used, meaning the "next" element is that next in the tcp conn list, not in the tcp hashtable list.
__iip_q_for_each_safe(s->tcp.conns_ht[(PB_IP4(p->buf)->src_be + PB_TCP(p->buf)->src_be + PB_TCP(p->buf)->dst_be) % IIP_CONF_TCP_CONN_HT_SIZE], c, _n, 0) {
    if (c->local_port_be == PB_TCP(p->buf)->dst_be
        && c->peer_port_be == PB_TCP(p->buf)->src_be
        && c->peer_ip4_be == PB_IP4(p->buf)->src_be) {
        conn = c;
        break;
    }
}

That 0 at the end of __iip_q_for_each_safe should be a 1.
Thanks

Thank you for reporting the issue and telling me how to fix it.
I updated the program in https://github.com/yasukata/iip/commit/d7b8f74a273e4591d443ea165f545ecf2bba45d0 .
I appreciate your very helpful report. Thank you very much.

Thanks!


Flaky test force_close_ln_dlc_channel

This test sometimes hangs[^1] on CI. I have not been able to reproduce the hang locally.
It first happened on CI here: https://github.com/get10101/10101/actions/runs/5306914796/jobs/9604966058#step:8:1648.
[^1]: This hang is different from #355 in the sense that we are not in the middle of opening or closing the DLC.

Looks like it hasn't happened for a week and we added some logs to analyse it in case it resurfaces.
Closing for now; reopen if we see it happen again!


CIV-0000 CVE suppression and chart upgrade

DO NOT MERGE.
Just checking the build against PBA flags.

Can be merged, repurposing as CVE and chart upgrade fix


adds a buildr-as3 buildfile

adds a buildr-as3 buildfile
adds a gemfile to use bundler
fixes a wrong import of avmplus.getQualifiedClassName to flash.utils.getQualifiedClassName
Let me know if master the correct integration branch.
I still need to get the asunit4 unit-tests running in buildr

Thanks, this is fantastic Dominic! Could you add something to a wiki or readme so that people can get started with buildr-as3 with the minimum possible friction?
I don't see the avmplus.getQualifiedClassName change in your diff - possibly squashed during the merge? I'm trying to make as sure as I can that commits don't break the build; clearly I failed there at some point.

I will write down some instructions once i got the tests running :)

Seems like i forgot to commit the file containing the avmplus.... stuff, easy fix:
Users/devboy/Desktop/xember/as3/src/ember/io/ComponentConfigFactory.as(18): col: 22 Error: Call to a possibly undefined method getQualifiedClassName.
      var type:String = getQualifiedClassName(component);
                        ^

/Users/devboy/Desktop/xember/as3/src/ember/io/ComponentConfigFactory.as(3): col: 16 Error: Definition avmplus:getQualifiedClassName could not be found.

  import avmplus.getQualifiedClassName;

Just change avmplus to flash.utils


Prevent player from joining / starting game if a players bot does not exist.

Scenario:

Player creates a wombat
Player joins game
Player removes wombat code
Game starts

Expected:

API gracefully handles missing / malformed player code
API notifies client / individual player of the errors

This issue needs additional discussion. We could verify that wombats have an associated repo, but users could remove/move their repo in Github. We need to determine a way to handle this situation, or alert the user.

Moving to blocked until there is a conversation around how to handle this.

If the user tries to join a game, we check to see if you're already joined, if you're a valid player, if the Wombat exists, and if the Wombat belongs to current user. Failing a check sends an error to the client.
Moving to building.

This looks good per the comments above on expected behavior. Moving to complete.


Update the logmgr test code to pass all cases

Signed-off-by: Taewan Kim<EMAIL_ADDRESS>Description
The test code for logmgr doesn't cover all cases as below.
coverage: 89.5% of statements
ok      common/logmgr   0.001s  coverage: 89.5% of statements
gocov report coverage.out

common/logmgr/logmgr.go  init            100.00% (5/5)
common/logmgr/logmgr.go  @44:21          100.00% (5/5)
common/logmgr/logmgr.go  InitLogfile     87.50% (7/8)
common/logmgr/logmgr.go  GetInstance     0.00% (0/1)
common/logmgr            -----------     89.47% (17/19)

Total Coverage: 89.47% (17/19)

The logmgr will cover all test cases with this PR.
coverage: 100.0% of statements
ok      common/logmgr   0.002s  coverage: 100.0% of statements
gocov report coverage.out

common/logmgr/logmgr.go  InitLogfile     100.00% (8/8)
common/logmgr/logmgr.go  init            100.00% (5/5)
common/logmgr/logmgr.go  @44:21          100.00% (5/5)
common/logmgr/logmgr.go  GetInstance     100.00% (1/1)
common/logmgr            -----------     100.00% (19/19)

Total Coverage: 100.00% (19/19)

Type of change

[x] Bug fix (non-breaking change which fixes an issue)

How Has This Been Tested?
./build.sh test logmgr
Test Configuration:

Firmware version: Ubuntu 18.04
Edge Orchestration Release: Coconut

Result

Checklist:

[x] My code follows the style guidelines of this project
[x] I have performed a self-review of my own code
[ ] I have commented my code, particularly in hard-to-understand areas
[ ] I have made corresponding changes to the documentation
[x] My changes generate no new warnings
[x] I have added tests that prove my fix is effective or that my feature works
[x] New and existing unit tests pass locally with my changes

I found that the log messages are repeating, and upload the fix commit. Please review the code and the log below.
[Issue]
PANI[2020-11-26T08:17:42+02:00]logmgr.go:61 InitLogfile Failed to create logFilePath : mkdir : no such file or directory
PANI[2020-11-26T08:17:42+02:00]logmgr.go:61 InitLogfile Failed to create logFilePath : mkdir : no such file or directory

PANI[2020-11-26T08:17:42+02:00]logmgr.go:73 InitLogfile Failed to create logFile logmgr.log: LogFile failed to create file /home/virtual-pc/projects/test/edge-home-orchestration-go/src/common/logmgr/test/logmgr.log
PANI[2020-11-26T08:17:42+02:00]logmgr.go:73 InitLogfile Failed to create logFile logmgr.log: LogFile failed to create file /home/virtual-pc/projects/test/edge-home-orchestration-go/src/common/logmgr/test/logmgr.log

[Fix]
gocov test -v common/logmgr > coverage.out
=== RUN   TestInit
INFO[2020-11-27T07:49:53+09:00]logmgr_test.go:30 TestInit FilePath = /home/t25kim/work/edge-home-orchestration-go/src/common/logmgr
--- PASS: TestInit (0.00s)
=== RUN   TestInitFolderFail
PANI[2020-11-27T07:49:53+09:00]logmgr.go:60 InitLogfile Failed to create logFilePath : mkdir : no such file or directory
fail to create log : &{0xc0000d2070 map[] 2020-11-27 07:49:53.913186014 +0900 KST m=+0.000499590 panic 0xc0000d01e0 Failed to create logFilePath : mkdir : no such file or directory <nil> <nil> }
--- PASS: TestInitFolderFail (0.00s)
=== RUN   TestInitFileFail
LogFile failed to create /home/t25kim/work/edge-home-orchestration-go/src/common/logmgr/test/logmgr.log: open /home/t25kim/work/edge-home-orchestration-go/src/common/logmgr/test/logmgr.log: permission denied
PANI[2020-11-27T07:49:53+09:00]logmgr.go:72 InitLogfile Failed to create logFile logmgr.log: LogFile failed to create file /home/t25kim/work/edge-home-orchestration-go/src/common/logmgr/test/logmgr.log
fail to create log : &{0xc0000d2070 map[] 2020-11-27 07:49:53.913373559 +0900 KST m=+0.000687141 panic 0xc0000d0320 Failed to create logFile logmgr.log: LogFile failed to create file /home/t25kim/work/edge-home-orchestration-go/src/common/logmgr/test/logmgr.log <nil> <nil> }
--- PASS: TestInitFileFail (0.00s)
PASS


Update network-tutorial-overlay.md

Just a typo. Missing u.

Thanks for your contribution @gonzalovera.
Let's ship that 🚀


SyntaxError: Unexpected token

What version of the CLI are you using? Output of ionic --version
No know due to the error
Short description of the problem:
I have installed node v5.4.1 since I need axactly this version. Then I installed Ionic and for every command I get the following error:
C:\Users\...\AppData\Roaming\npm\node_modules\ionic\dist\ionic.js:2174
function loadPlugin(projectDir, pluginName, askToInstall = true) {
                                                         ^

SyntaxError: Unexpected token =
    at exports.runInThisContext (vm.js:53:16)
    at Module._compile (module.js:373:25)
    at Object.Module._extensions..js (module.js:404:10)
    at Module.load (module.js:343:32)
    at Function.Module._load (module.js:300:12)
    at Module.require (module.js:353:17)
    at require (internal/module.js:12:17)
    at Object.<anonymous> (C:\Users\...\AppData\Roaming\npm\node_modules\ionic\bin\ionic:8:11)
    at Module._compile (module.js:397:26)
    at Object.Module._extensions..js (module.js:404:10)

Steps to reproduce:

Install Node v5.4.1
Try any node command

The docs say quite specifically than Node 6+ is required.

@rapropos is correct.  You will need to install Node 6 in order to use the new CLI.


EasyTipView not getting added to leftBarButtonItem in navigation bar

Hi, I'm trying to show easyTipView for leftBarButtonItem in navigation bar. I used the following code before and it was working fine, but it no longer seems to work:
 let text = "Tap button to dismiss"    let tipView = EasyTipView(text: sideMenuText, preferences: setPreferences(), delegate: self)    tipView.show(animated: true, forItem: self.navigationItem.leftBarButtonItem!, withinSuperView: nil)
Any ideas? Would really appreciate your help.

Same issue. Within tipView.show(animated: true, forItem: self.navigationItem.leftBarButtonItem!, withinSuperView: nil) it tries to access item.view which is nil


Sort downloads by completeness within category

There seems to be no explicit order of the downloads in the UI. This patch offers the sorting by completeness within a category (active, waiting, paused, etc). With this approach, the downloads which are about to be completed soon will be on top.

the grouping makes sense!! Would put the most relevant downloads to the top!! 💯 🎉


[Docs]: Provide a document on how to share the data from parent page to embedded Appsmith page

Is there an existing issue for this?

[X] I have searched the existing issues

Documentation Link
No response
Describe the problem
When users embeds the Appsmith in their web pages we can share the data from parent page to Appsmith page through query params. But we don't have step-by-step doc on how user can do this.
Describe the improvement
A step-by-step guide on how to implement this will be helpful.

@abhvsn / @rimildeyjsr - could you please provide more information on what is needed? We do have a how-to guide on sharing data across pages.

@somangshu I don't have much context here can someone from pod-app-viewers help to create this doc?

Sure @abhvsn
@jnikhila here we are talking about the communication between the embedded page and appsmith platform. I.E how does one trigger an event (with some data) in appsmith from the page that is embedded in an appsmith iFrame widget! To resolve this we are using window.postMessage() API. We have a sample app here on release that shows how this works, please check it out and let me know when you have more questions.

@somangshu - Will the doc created for #14794 solve this?

@jnikhila the pointers do cover it, Let me know if you want me to review the actual doc also, I am not able to find it right now

@somangshu - I'll share the doc, once it's available. I think, we should be able to pick it up in the upcoming sprint.

@somangshu - Do you have a release date for this?

@jnikhila I think I initial understanding of this issue is skewed. Apologies for the same! Here is what I have understood now

OP asks for a way to communicate with the appsmith app that is embedded in their application.

We don't have postMessage API that can help here. The initial sample app which I provided caters to another use case all together. My understanding right now is that if the parent app (where appsmith app is embedded) needs to communicate with the embedded appsmith app, they can use either postMessage (not sure how possible if this) or use the query params as explained above (For which we need to detail the doc).
For a bit more context, we have recently also published a new feature #7241, which provides a way for the parent app (where appsmith app is embedded) to receive a message from the appsmith app using the postMessage API.
cc @rimildeyjsr @dilippitchika Do you guys think I am going in the right direction now, Please advise!

@rimildeyjsr is this window.postmessage() ? Can you close this if that's the case, as we already have a ticket for that.

Completed via https://github.com/appsmithorg/appsmith-docs/issues/734


OSX SkyEngine lib http is OLD

I'm importing dart:io
And the new constants are not available
The code is working on windows
But on os x, for e.g. acceptHeader is not defined and I must use ACCEPT
This is the bundle I downloaded: flutter_macos_v0.5.1-beta.zip
I ran a flutter upgrade, but the issue persists.

Unfortunately beta is a bit outdated already.
You probably need Flutter from dev or master channel.
I think you need to install it using git clone but you can try it anyway
flutter channel master
flutter doctor


feat(nav): add nav to JSX.IntrinsicElements

I'm submitting a ...  (check one with "x")
[ ] bug report => search github for a similar issue or PR before submitting
[x] feature request
[ ] support request => You can submit support request here, but we preffer to chat about it realtime at our [ngParty slack](https://ngparty.herokuapp.com/)

Current behavior
Nav and their components does not have JSX.IntrinsicElement definition, so we cannot add onClick without ts errors
Expected behavior
<NavItem onClick={this.somethink}>asdf<NavItem> does not provide ts error
Minimal reproduction of the problem with instructions
<NavItem onClick={this.somethink}>asdf<NavItem>
What is the motivation / use case for changing the behavior?
Slotted NavItem component in DropDownButton.

Resolved by #223


Help

Hi friend,
First congratulations for the package. I'd like some help.
Is there any way to implement it so that it is transparent to application? In the example of the documentation I have to pass my repository through the wrap \Cacheable::wrap(ArticleRepository::class);
My problem is that the repositories in my application are injected into services (Service Layer Pattern) by dependency injection
My repository extends the repository pattern:
class LeadRepository extends Repository implements RepositoryContract
{
    / **
     * Specify model class name
     *
     * @return string
     * /
    public function model ()
    {
        return Lead::class;
    }
}

Laravel Bind:
$this->app->bind(
    Repositories\Contracts\LeadRepository::class,
    Repositories\LeadRepository::class
);

In services:
use Imovs\Auth\Domains\Leads\Repositories\Contracts\LeadRepository;

public function __construct(LeadRepository $repository)
{
    $this->repository = $repository;
}

Was there any way I did not have to change the whole application?
Any way for my repositories to extend the cache package?
I could not think of anything, if you can help me I thank you.

Hi @jffsx ,
Thanks for having an interest to use this package.
This package uses a dynamic decorator class that can wrap any repository object and add the automatic cache behaviour to its public methods. However, the repository object should implement CacheableRepository contract/interface to make this package works as documented.
According to your sample code in services, i think you can use this approach:
use Imovs\Auth\Domains\Leads\Repositories\Contracts\LeadRepository;

class SomeService
{
    protected $repository;

    public function __construct(LeadRepository $repository)
    {
        $this->repository = \Cacheable::wrap($repository);
    }
}

Actually, i noticed a conflict in your code that would lead to incompatibility with this package. It seems like your repository pattern and this package do not use same interface.
Your RepositoryContract declare model() method that should return model classname (string).
class LeadRepository extends Repository implements RepositoryContract
{
    / **
     * Specify model class name
     *
     * @return string
     * /
    public function model()
    {
        return Lead::class;
    }
}

But in this package, CacheableRepository contract declare model() method that should return CacheableModel interface.
https://github.com/suitmedia/laravel-cacheable/blob/master/src/Contracts/CacheableRepository.php#L47
i would like to recommend you to fix the conflict first, before you can use this package.

Hi @richan-fongdasen ,
Regarding the implementation of the CacheableRepository I did the implementation in my abstract repository (all repositories extend it) and also followed the documentation
abstract class Cacheable extends Repository implements CacheableRepository
{
     use CacheableTrait;
     ...

And in that same class I overwritten the cacheTags method to create the model according to my implementation, basically this
if (is_string($model)) {
    $model = \App::make($model);
}

I used this override in my $this->repository = \Cacheable::wrap($repository); and worked perfectly
The idea of the help request was to try to somehow abstract this (I could not think of anything lol) so I did not have to change all the services of the 5 projects that I will implement the package, something that abstract add remove the cache of a certain repository
Anyway thank you very much for your attention.


HA Automation Entity state for Miele Washing Machine not being recognised

The problem
I am not entirely sure this is an issue with this integration but I have been asked to open an issue anyway. I have a Miele Washing Machine which is configured and appears to be working. I can turn the machine on and off and read the entity states. However, I have created an automation that sends a notification to my mobile phone when the entity sensor.washing_machine_status is 'finished'. However the automation never triggers (I can run it manually so the alert is being sent to my phone) despite the entity sensor.washing_machine_status showing 'finished'. Any help would one appreciated.
Also, I have a Miele Tumble Dryer also configured and an automation doing the same thing (not working).
I have a Gaggenau Dishwasher with the same automation which is working but using a different integration.
Any help would be appreciated.
Version of miele integration having the issue?
0.1.16
Version of Home Assistant Core having the issue?
2023.10.5
Anything in the logs that might be useful for us?
I am seeing these in the logs:

Error requesting miele data: Cannot connect to host api.mcs3.miele.com:443 ssl:default [Try again]

Additional information
No response

alias: End Washing machine
description: ""
trigger:
  - platform: state
    entity_id:
      - sensor.washing_machine_status_2
    to: program_ended
    for:
      hours: 0
      minutes: 1
      seconds: 0
condition: []
action:
  - service: tts.google_say
    data:
      entity_id: media_player.googlehome1449
      message: Програмата на пералнята приключи!
      language: bg
      cache: true
mode: single

This is my automation and it works perfect.

This is my automation and it works perfect.

I am using those value "program_ended" as well and it works flawlessly. So I guess this is not an Integration problem and this issue can be closed...

Hello rudizl & N3rdix, you have both provided an essential clue to what the problem is. The question as to if the issue was the integration or not still remains the question. When you examine the Miele Washing Machine and Heat Pump Dryer states (live and in history), you can see that the State is actually:
Program Ended
ie, capitalisation and a space in between the words
As soon as I changed it to
program_ended
ie, no capitalisation and an underscore in between the words
It now all works. So the question is: how do we know exactly what states to input if they are not the ones being reported by the integration? For now I am going to assume all lower case words and an underscore in between words (if more than one word).

It now all works. So the question is: how do we know exactly what states to input if they are not the ones being reported by the integration? For now I am going to assume all lower case words and an underscore in between words (if more than one word).

this might help with the states the integration provides: https://github.com/astrandb/miele/blob/d307a4869c44088e6078245c56c5bac2f3ef54be/custom_components/miele/const.py#L132C14-L132C14

It now all works. So the question is: how do we know exactly what states to input if they are not the ones being reported by the integration? For now I am going to assume all lower case words and an underscore in between words (if more than one word).

this might help with the states the integration provides: https://github.com/astrandb/miele/blob/d307a4869c44088e6078245c56c5bac2f3ef54be/custom_components/miele/const.py#L132C14-L132C14

Thanks, that makes it clearer! It would however help if the integration reported the same states that we need to use in automations - since that is where I go to find states for other integrations - such as Bosch & home connect, the same states reported by each device are the ones you can leverage with automations.
Thanks both for giving me the essential clue.

That's what the development tools in HA are for. All entity values on the frontend are ”translated” from their technical value, both from core integrations and custom ones.


Research compatibility with resource-service

Action Item
The goal of this research is to verify the compatibility of the bridge with the new resource-service.
Please, document as a comment to this ticket what does not work out of the box.

Using keptn 0.14.1 and resource-service 0.14.1
Found incompatibilities:

Deleting a webhook is not possible anymore
DELETE /project/{projectName}/resource/{resourceURI}
DELETE /project/{projectName}/stage/{stageName}/resource/{resourceURI}
DELETE /project/{projectName}/stage/{stageName}/service/{serviceName}/resource/{resourceURI}
Previously the resourceURI was double escaped with webhook%252Fwebhook.yaml, but seems like this isn't working anymore. The GET endpoints seem to work.


Define and Implement No-JS and Progressive Enhancement Strategy

for context see blog post from GDS on this topic: https://gdstechnology.blog.gov.uk/2016/09/19/why-we-use-progressive-enhancement-to-build-gov-uk/

Both IE 10 fallback and No JS implemented