Custom characters for 7 segments modules ( did an alternative wiring of the 7 segments)

Hello Bartosz, my name Is Matías, I've made a custom 7 segment module with the max7219 chip, your library is the only one that I could use out of the box, with another SPI module (the Nrf24L01).
The thing is that of course, since I wire the 7 segment in an alternative way, the numbers and characters, dont work nice in my case, im trying to solve it in a simple way, how could I do it? Im an intermediate/beginner programmer (never did my own libraries and very novice to low level programming)
I've attached a diagram of the custom wiring and a photo of the real circuit i've made.
(the custom wiring i did was just to make a single layer pcb test)
Any help/guide will be very well welcome thanks for your contribution and support!

Okay, I see the problem. So basically you had to swap segment pins to make it easier to cable.
You can't use the built in digit decoder in the chip but you can still use it in "raw" mode.
Try it like this first (I'm not compiling the code, please correct is as needed):
https://gist.github.com/bartoszbielawski/143dee460015ef41cb8250072d506686
The first piece of code (till the end of the for loop) should light a single different segment on all the displays. Now you have to "design" your own digits and put the in the digitMap array and then - it's kind of done.
I may modify the interface to be able to set a row in one go using nicer interface than the getFrameBuffer(). Let's see if this works first.
BB

#include <LEDMatrixDriver.hpp>
const int NO_OF_DRIVERS = 1;
LEDMatrixDriver lmd(1, A2);
void setup() {lmd.setEnabled(true);
lmd.setIntensity(2);  // 0 = min, 15 = max
lmd.setScanLimit(7);  // 0-7: Show 1-8 digits. Beware of currenct restrictions for 1-3 digits! See datasheet.
lmd.setDecode(0xFF);  // Enable "BCD Type B" decoding for all digits.
// no setup needed
}
void loop() {
uint8_t* digits = lmd.getFrameBuffer();
for (int  i = 0; i < 8; i++){
digits[i] = 1 << i;
}
lmd.display();
uint8_t digitMap[] = {B11110000};
digits[0] = digitMap[0];  //display zero at 0th position
}
couldnt get a character, probably doing something wrong (got many mixed ones turned on and off)

//couldnt get a character, probably doing something wrong (got many mixed ones //turned on and off)
#include <LEDMatrixDriver.hpp>
const int NO_OF_DRIVERS = 1;
LEDMatrixDriver lmd(1, A2);
void setup() {lmd.setEnabled(true);
lmd.setIntensity(2); // 0 = min, 15 = max
lmd.setScanLimit(7); // 0-7: Show 1-8 digits. Beware of currenct restrictions for 1-3 digits! See datasheet.
lmd.setDecode(0xFF); // Enable "BCD Type B" decoding for all digits.
// no setup needed
}
void loop() {
uint8_t* digits = lmd.getFrameBuffer();
for (int i = 0; i < 8; i++){
digits[i] = 1 << i;
}
lmd.display();
uint8_t digitMap[] = {B11110000};
digits[0] = digitMap[0]; //display zero at 0th position
}

got something now, think i had to remove the
md.setDecode(0xFF);
now i got just one led of each 7 segments turned on

Remove setScanLimit() (you already have 8 displays, that's the default) and setDecode(0xFF);
Exactly!

Now the loop is for checking which segment is which. Now make binary numbers that correspond to digits you want to display. Then remove the loop and only use the part with digitMap.
Should be fairly easy.

Ok, check that, and how do I then use the digits, for example if I want to show the number 3456, how do I call that? Not shure how to link the digit map with the normal way o calling numbers

Once you have uint8_t digitMap[] = {0xAA, 0xBB, 0xCC...};
Display on the first fur digits the number.
digits[0] = digitMap[3];
digits[1] = digitMap[4];
digits[2] = digitMap[5];
digits[3] = digitMap[6];
lmd.display();
In general you will have to extract units, tens, hundredths and send them to the display.
You'd need to do exactly the same having regular 7seg as it never handles long numbers, just single digits.

Like a Champ!!
Thanks a lot Bartosz!! It's been a pleasure! I'll keep on working now and then I'll see how it goes. You are great! Thanks : D !!

Great! What is this device exactly?
I have just checked the API and you can (and should) actually use setDigit(segment, value) method instead of the one with the pointer.

Its a project I'm working on, its a device that registers heart pulses via RF and then indicates a sets a cycle of  breaths depending on the count of pulses ,(synchronizing heart beats and breath) indicating each moment by sound (audio clips) and light (neopixelmatrix)  . Once finished it will be shared : )

Not shure how to use the setDigit function. I get 'setDigit' was not declared in this scope
Calling it in this way:
setDigit(2, B11010001);

It's a method so call it on the object. lmd.setDigit(...);
On Wed, 11 Mar 2020, 19:46 Belamat<EMAIL_ADDRESS>wrote:

Not shure how to use the setDigit function. I get 'setDigit' was not
declared in this scope
Calling it in this way:
setDigit(2, B11010001);
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Great! Works also! Is there a way here in GitHub to give you some credit for helping? The stars?

Stars are for you to observe the project. This one is quite stable, so don't expect many updated ;)
If you ever publish your project feel free to link to this repo.
How do you measure heartbeat by using RF? You meant the NRF2401?

Ah, I know. If you had time, you could strip your code and I could include it as an example for "swapped" 7seg displays. You know, fork, add code, make a pull request. This, of course, would be credited to you.

Yes sure Bartosz! Be glad to share and credit everyone who added to the project in one or another way. : )
I measure pulse with another device that sends via NRF24L01 to the main device (the one of the photo).


OOPath tests - logical operators

Adding a few OOPath tests for rules containing multiple logical branches to test (originally intended to check that the UnsupportedOperationException thrown at [1] does not cause problems).
More PRs for different aspects will follow (OOPath with CEP, OOPath with persistence, ...).
[1] https://github.com/droolsjbpm/drools/blob/master/drools-core/src/main/java/org/drools/core/rule/constraint/XpathConstraint.java#L91

@baldimir I have updated the PR with the suggested changes.


Be more clear on pricing?

I assume the secondary namespace is also $700 a month?? So you are basically only able to use this feature if you start paying double?

Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

ID: f80f9ca1-70ba-8d90-384f-b08f495ff608
Version Independent ID: 40fb8fb4-6e2e-2fd5-ffa9-e5cc051513f6
Content: Azure Service Bus Geo-disaster recovery
Content Source: articles/service-bus-messaging/service-bus-geo-dr.md
Service: service-bus-messaging
GitHub Login: @sethmanheim
Microsoft Alias: sethm

@tony-gutierrez Thanks for the feedback! I have assigned the issue to the content author to evaluate and update as appropriate.

@tony-gutierrez That is correct given that premium isolates dedicated resources for the specific namespace. We'll work to clarify the documentation.
Have you also looked at Availability Zones (currently in preview - will GA soon)? This provides fault isolation within the same region. No additional Messaging units are needed for this.

The pricing page has been updated.
https://azure.microsoft.com/en-us/pricing/details/service-bus/
@Mike-Ubezzi-MSFT  - please close this ticket.
cc: @spelluru

I'm still not seeing anything about pricing of premium SB with a linked redundant SB. I guess a lot of people will just assume it is double, but its not explained explicitly.

Hi @spelluru and @axisc, I just got the exact same question, could we update the Pricing page accordingly and making clearer regarding that statement please?
That is correct given that premium isolates dedicated resources for the specific namespace. We'll work to clarify the documentation.
Have you also looked at Availability Zones (currently in preview - will GA soon)? This provides fault isolation within the same region. No additional Messaging units are needed for this.

Thanks!


[devtools] update wndt67

What's changed, or what was fixed?

adds section for CSS variable feature
fixes minor formatting issues

Fixes: N/A
Target Live Date: 2018-04-10

[x] This has been reviewed and approved by @kaycebasques
[x] I have run gulp test locally and all tests pass.
[x] I have added the appropriate type-something label.
[x] I've staged the site and manually verified that my content displays correctly.

CC: @petele

Whoops!
There were 1 warnings that will prevent this PR from being merged. Please take a look, and either fix, or provide a justification for why they can't be fixed.
WARNINGS
src/content/en/updates/2018/04/devtools.md#L324 - Updates post is missing comment widget: '{% include "comment-widget.html" %}'

:tada: This has been pushed live to https://developers.google.com/web/


[Bug]: AssertionError when loading Qwen 2.5 GGUF q3 model in vLLM

Your current environment
I'm encountering an AssertionError when trying to load the Qwen 2.5 GGUF (Qwen-2.5-q3_gguf.bin) model using vLLM. The error occurs in the vocab_parallel_embedding.py file, where it asserts that the loaded weight's shape matches the expected vocabulary size. Below is the traceback of the error:
Model Input Dumps
No response
🐛 Describe the bug
python -m vllm.entrypoints.openai.api_server --model /data/models/Qwen2.5-32B-Instruct-GGUF-q3_k_m/qwen2.5-32b-instruct-q3_k_m.gguf --dtype float16 --api-key '' --tensor-parallel-size 1 --trust-remote-code --gpu-memory-utilization 0.8  --port 8000 --max_model_len 10000 --enforce-eager --quantization gguf
gguf file It works fine in ollama
Before submitting a new issue...

[X] Make sure you already searched for relevant issues, and asked the chatbot living at the bottom right corner of the documentation page, which can answer lots of frequently asked questions.

Refer to https://github.com/vllm-project/vllm/issues/7689#issuecomment-2299588012, you can use latest version transformers:
pip install git+https://github.com/huggingface/transformers

参考 #7689 （comment），您可以使用最新版本：transformers
pip install git+https://github.com/huggingface/transformers

Success with transformers 4.45.0.dev0


"Lessons" page: list which lessons are part of a full-fledged workshop

And maybe we can also recommend some combinations/configurations for other formats.

Also document a recommended order of lessons.


Getamp Ubuntu 24.04 ARM Update

Operating System
Ubuntu 24.04 ARM
AMP Version and Build Date
N/A
AMP Release Stream
Mainline
I confirm that

[X] I have searched for an existing bug report for this issue.
[X] I am using the latest available version of AMP.
[X] my operating system is up-to-date.

Intended Action
N/A
Expected Behaviour
N/A
Actual Behaviour
N/A
Reproduction
Ubuntu 24.04 requires an update to getamp.sh. libncurses5:i386 and libtinfo5:i386 are no longer available, needs libncurses6:i386 and libtinfo6:i386

Those packages are for AMD64 (and are needed for 24.04 systems using SteamCMD on AMD64)
The equivalent for CPx installations are libncurses5:armhf and libtinfo5:armhf

Duh... lol I would have realized whcopI cipy/pasted when time came to change it. Thanks


Mncvision epg is missing

Indonesia Mncvision epg is missing from the list since Jan 12 2022.

Everything is working now.


Add option to not roll coords

[x] Closes #1875
[x] Tests added (for all bug fixes or enhancements)
[x] Tests passed (for all non-documentation changes)
[x] Fully documented, including whats-new.rst for all changes and api.rst for new API (remove if this change should not be visible to users, e.g., if it is an internal clean-up, or if this is part of a larger project that will be documented later)

Will add the others stuff from the checklist soon.

Thanks!


Additon of Preloader

Assign under GSSOC
Addition of preloader which gives clarity to the user that the webpage is still loading.

Can you please assign me this under SSOC'24,I can add pre loder

@Dev-tanay  please review the PR

@Dev-tanay please review the changes

@Dev-tanay please add level 2 label as it contains both , addition of Preloader and contributors logo


Move points-geometry dependency to organization

Fixes:
$ npm install

npm WARN deprecated<EMAIL_ADDRESS>This module has moved: please install @mapbox/point-geometry instead

Any updates on this ? @istarkov
Could it be merged ?

@AkselsLedins thanks for checking on this, we'll merge this soon.

This PR fixes #382. Problem occurred while running npm install:
$ npm install

npm WARN deprecated<EMAIL_ADDRESS>This module has moved: please install @mapbox/point-geometry instead


error with models BxxTS NSJ, is it possible to solve the problem?

LG Air Conditioner Model
B12TS NSJ
B09TS NSJ
B07TS NSJ
Describe the bug
[10/28/2020, 19:01:41] [LgThinqAirConditioner] "Гостиная" (model RAC_056905_RU) uses the thinq1 platform, which is not supported. Please see https://github.com/sman591/homebridge-lg-thinq-ac/issues/4 for updates.
[10/28/2020, 19:01:41] [LgThinqAirConditioner] "Спальня" (model RAC_056905_WW) uses the thinq1 platform, which is not supported. Please see https://github.com/sman591/homebridge-lg-thinq-ac/issues/4 for updates.
[10/28/2020, 19:01:41] [LgThinqAirConditioner] "Детская" (model RAC_056905_RU) uses the thinq1 platform, which is not supported. Please see https://github.com/sman591/homebridge-lg-thinq-ac/issues/4 for updates.
Symptom check

Does your unit appear in the Home app? No
Is the current on/off state, temperature, and mode being reported? No
Does your unit respond to the controls? No

Relevant logs

Hi there! Thanks for writing in.
It looks like your device communicates over the legacy ThinQ 1 API, which is not supported yet. Please follow #4 for updates until this is complete


Interfaces -> Overview: confusing counters

When I check Interfaces -> Overview -> expand one of the interfaces, I see the following counters:
a) In/out packets                               62078526 / 77008330 (26.76 GB / 56.86 GB )
b) In/out packets (pass)                     61229829 / 77008330 (26.74 GB / 56.86 GB )
c) In/out packets (block)                    23686613 / 0                (829 KB / 0 bytes )
This type of text is very misleading, or at least difficult to process by the human brain:
a) is clear sort of, but the title should clearly say this is the counter for TOTAL, for example:
--> In/out packets total
Then comes the b) and c) that are somewhat more confusing:
you get the (pass) and (block) words in the counter names in parenthesis, and you get values: first, you see value represented as number of packets: first value for inbound direction, then second value for outbound direction. Then a second pair of values (in parenthesis) represent bytes of traffic, again first value for inbound direction , then second value for outbound direction.
Simply, the second value in parenthesis could be misinterpreted with the value description of the beginning of the counter.
b) and c) could be renamed to remove this confusion:
New names could be:
b) In/out packets PASSED                     61229829 / 77008330 (26.74 GB / 56.86 GB )
c) In/out packets BLOCKED                  23686613 / 0                (829 KB / 0 bytes )
So no parenthesis for the counter NAME, not to confuse with the byte counter VALUE in parenthesis.
Reading this whole report may sound more complicated than understanding what I really wanted to say.

Or another type of approach could be, to separate packet counters and bytetraffic counters:
In/out packets PASSED 61229829 / 77008330
In/out bytes PASSED 26.74 GB / 56.86 GB
In/out packets BLOCKED 23686613 / 0
In/out bytes BLOCKED 829 KB / 0 bytes

Nobody finds this confusing, or just nobody cares?

@soder10 you can create a pull request if you have better ideas, personally I don't think there's something to fix at the moment, but there's always room for improvement.

Closing as per https://github.com/opnsense/core/blob/master/CONTRIBUTING.md


Use MatDateSelectionModel to model the selected value in MatDatepickerInput

We had to change one test in order to pass. Please take a look if the change is ok or if other changes would be required.

This looks good to me aside from the one comment above, and the fact that CI is red. You can run the following command to fix the api_golden_checks: bazel run //tools/public_api_guard:material/core.d.ts_api.accept, I think the other failure might just be a flake

The renaming CI failure is definitely a flake or existing issue, this PR does not affect the mat-menu.


Multiple different private subnets?

Hello!
First, thanks for this module, it really helps jumpstart setting up an aws environment!
I have a question (and possibly a feature request?) I am looking to have multiple private subnets in my VPC that have different application types that I would like to be able to restrict traffic differently through the use of different network ACL's.
Essentially, I would like to have one set of private subnets (spanning AZ's) that has some automation tooling/api's deployed in them and one set of private subnets (again, spanning AZ's) with user facing applications/api's in them.
I mistakenly thought I would be able to just put 3 AZ's with 6 subnets in the private_subnets array but I see when I do a terraform plan that ends up with duplicate names, 3 sets of duplicates like this:

[vpc-name]-private-AZ1
[vpc-name]-private-AZ2
[vpc-name]-private-AZ3
[vpc-name]-private-AZ1
[vpc-name]-private-AZ2
[vpc-name]-private-AZ3

What I really want is something like:

[vpc-name]-private-apps-AZ1
[vpc-name]-private-apps-AZ2
[vpc-name]-private-apps-AZ3
[vpc-name]-private-automation-AZ1
[vpc-name]-private-automation-AZ2
[vpc-name]-private-automation-AZ3

Is this something that is possible or you guys would consider or is there some other way you would suggest this should be accomplished?
Thanks!

Thanks for the feature request. Indeed, there is no way to support custom naming the way you want without complicating the rest of the code.
You can try to use slice() and use the first or the second half of a list containing IDs of private subnets private_subnets to get IDs of apps or automation. Something like this:
locals {
  apps_subnets = "${slice(module.vpc.private_subnets, 0, length(module.vpc.private_subnets) / 2 - 1)}"
  automation_subnets = "${slice(module.vpc.private_subnets, length(module.vpc.private_subnets) / 2, length(module.vpc.private_subnets) - 1)}"
}


Updating mobile tests and adding mega menu tests

This updates failing tests at the small breakpoint for filters and adds
tests for the mega menu at small breakpoints.
Finishes up with a failing test for keyboard tabbing on mobile. Ideally,
tabbing should trap focus on a menu until something is selected.
Testing
gulp test:acceptance --sauce=false --windowSize=400,610
Review

@jimmynotjim

Checklist

[ ] Changes are limited to a single goal (no scope creep)
[ ] Code can be automatically merged (no conflicts)
[ ] Code follows the standards laid out in the front end playbook
[ ] Passes all existing automated tests
[ ] New functions include new tests
[ ] New functions are documented (with a description, list of inputs, and expected output)
[ ] Placeholder code is flagged
[ ] Visually tested in supported browsers and devices
[ ] Project documentation has been updated (including the "Unreleased" section of the CHANGELOG)

Great update. Everything looks good to me. 👍

👍 Looks good!


Add config refresh e2e test on Windows

What does this PR do?
Add config-refresh e2e test for Windows
Motivation
More coverage
Additional Notes

Possible Drawbacks / Trade-offs

Describe how to test/QA your changes

/merge


test-branch/execute-job/comment-from-wrong-user-on-pr/aaafe656-cb08-470c-b08c-2d3354ac9798

PR for testing 48bed58a59b16ba2a29a688f8dcc109d7c835249

/canonical/self-hosted-runners/run-workflows 48bed58a59b16ba2a29a688f8dcc109d7c835249


From Systemd to Sysvinit.

Can we have the script for Sysvinit?
I'm currently using MX18.3 (Debian 9 stable branch) primarily using Sysvinit.

No, also MX Linux is a desktop OS...


Update utox to 0.9.8

After making all changes to the cask:

[x] brew cask audit --download {{cask_file}} is error-free.
[x] brew cask style --fix {{cask_file}} left no offenses.
[x] The commit message includes the cask’s name and version.

Thank you for the contribution. It was merged directly as 259f885937742bee98771b10f38c032d7b1da0fb. Your contribution is still credited to you.


[11.x] Adding minRatio & maxRatio rules on Dimension validation ruleset

This PR introduces the ability to set a minimum & maximum aspect ratio in the Dimension rule.
Currently the framework only supports fixed ratios within the rule, allowing restriction of aspect ratios to only the defined values, this would allow the user to set a range of aspect ratios that an image would have to fall within.
The premise for this was conceived whilst I was doing further work on the image upload feature for Pinkary. We are have been considering how to deal with very long images, such as screenshots of full webpages taken using devtools, where the aspect ratio is on the extreme end & it would be nice to be able to set a range to handle this through validation within the framework.
Currently we would need to write a custom rule or use a closure like so:
function ($attribute, $value, $fail) {
    [$width, $height] = getimagesize($value->getPathname());
    $aspectRatio = $width / $height;
    if ($aspectRatio > 1 / 2 || $aspectRatio < 1 / 3) {
        $fail("The image aspect ratio must be between 1:2 and 1:3.");
    }

This PR introduces the ability to use it like so:
File::image()
    ->types(['jpeg', 'png', 'gif', 'webp', 'jpg'])
    ->max($this->maxFileSize)
->dimensions(Rule::dimensions()
    ->minRatio(1/2)
    ->maxRatio(1/3)
),

You could use only the minimum or maximum ratio alone, if you don't need upper or lower limits.
I also added a range method, that on evaluations adds a min_ratio and max_ratio constraint.
File::image()
    ->types(['jpeg', 'png', 'gif', 'webp', 'jpg'])
    ->max($this->maxFileSize)
->dimensions(Rule::dimensions()
    ->ratioRange(min: 1/2, max: 1/3)
),

All 3 of the added methods would be a good edition to the Validation capabilities of the framework.
I have added tests to cover the addition of these methods to the Dimension ruleset.

Please add a translation line for this and then mark ready for review again. 👍

@taylorotwell I took your meaning as wanting me to more granular translation line for the parameters within the dimension rule, however based on the existing implementation of this rule, for the Dimension rule, without a lot of additional changes we only have one translation line for in the validation.php:
    'dimensions' => 'The :attribute field has invalid image dimensions.',

We can then use parameters to use within the string: :width, :min_width, :max_width, :height, :min_height, :max_height & :ratio, which are swapped out for their values by the FormatsMessages parser. If you merge this PR the :min_ratio & :max_ratio parameters will also be available within the string.
I have quite a number of hours looking into & working on refactoring the Dimensions rule to bring it inline with the granularity of validation messages afforded to us by the similar File rule, whilst also ensuring there are no breaking changes.
While it's possible & I have the done a lot of the work for an implementation, it it requires some further considerations, for example regarding DX/UX issues, such as how the rules should work together allowing more granular control whilst ensuring no breaking changes.
Rather than go into it further & then to change the scope of this PR, I believe it would be wise to work on a refactor in a seperate PR that is independent of this one.
Happy to hear your thoughts.

Tested this validation rule / message combo
 $this->validate(
            rules: [
                'images.*' => [
                    Rule::dimensions()
                        ->maxHeight(4000)
                        ->maxWidth(4000)
                        ->ratioBetween(min: 1 / 2, max: 2 / 5),
                ],
            messages: [
                'images.*.dimensions' => 'The image must be a maximum of :max_width x :max_height pixels & ratio between :min_ratio and :max_ratio.',
            ]
        );

I'll start working on a seperate branch to rewrite the rule to facilitate this kind of granularity. (Pending further comment)
[
   'images.*.max_width' => 'The image width may not be greater than :max_width pixels.',
   'images.*.max_height' => 'The image height may not be greater than :max_height pixels.',
   'images.*.height_between' => 'The image height must be between :min_height and :max_height pixels.',
   'images.*.min_ratio' => 'The image aspect ratio must be at least 1/2.',
   'images.*.max_ratio' => 'The image aspect ratio must be less than 2/5.',
   'images.*.ratio_between' => 'The image aspect ratio must be between 1/2 and 2/5.',
   // Providing default translation line messages for the following:
   // width, min_width, max_width, width_between.
   // height, min_height, max_height, height_between
   // ratio, min_ratio, max_ratio, ratio_between

Got it - thanks.


pkg/trace/timing: fix flaky timing test

What does this PR do?
This commit uses the Eventually* set of functions to ensure the behavior we are testing rather than relying on short sleeps, which cannot guarantee the behavior, which resulted in test flakes.

Motivation
We saw this test flaking in CI, and it should be fixed.

Additional Notes

Possible Drawbacks / Trade-offs

Describe how to test/QA your changes

/merge


[foxy backport] Do not use assume every RenderPanel has a ViewController. (#613)

Backport #613 to Foxy.
Foxy CI up to rviz2, rviz_default_plugins, and rviz_rendering_tests:

Linux
Linux-aarch64
macOS
Windows

Alright, going in! Thanks for the reviews!


detect_type fails when Dir.pwd doesn't contain trailing slash

Hey, I've encountered an issue with an easy fix.
In project.rb, the detect_type function will fail if Dir.pwd does not contain a trailing slash (as is the case on my system). A simple ? after the slash in the regex fixes this issue.
md = dir.match(%r{app/(stacks|modules)/(.*)?/?})

If you want I can create a PR for this as well, unless you prefer a different solution.

The regexp works. Send the PR when you get the chance.

PR is ready :)


Monitoring stack fails to find namespaces and apps

Hello, I am running Shinyproxy (via Shinyproxy operator) in cluster mode with two namespaces (app and development);
When I was initially running in a single namespace (development), the clustering stack worked quite well with no issues.
Now, after running a Shinyproxy app, the monitoring stack loses it's ability to find the namespaces and related resources:

As soon as I close the running app, I see these warnings:

After this sequence, the monitoring stack does not display any results until it is restarted, after which it fails again when an app is run.
Edit:
One additional thought - this could be due to a conflict with the fix for the DT logging bug, discussed here: https://github.com/openanalytics/shinyproxy/issues/140#issuecomment-2412332979
I am using:
    level:
      root: DEBUG
      org:
        springframework:
          web:
            servlet:
              DispatcherServlet: INFO

In my app.yaml definition, which seems to have fixed the DT problem, but was committed around the same time that I deployed my production application and Shinyproxy-monitoring started experiencing the above issues.

This was caused by a secret mismatch. Closing it as not-a-bug, though the connections test should probably not show "data source is working" when is an auth secret error.

This was caused by a secret mismatch. Closing it as not-a-bug, though the connections test should probably not show "data source is working" when is an auth secret error.

For you information, it's in general not a good idea to run ShinyProxy using the DEBUG level. It might log sensitive information into an insecure system. Are there are any specific log messages you need from the DEBUG level that you find useful?

Hello - Two Notes:
Your Question on log level:
No, I used those settings because they were what I found in the other referenced issue: https://github.com/openanalytics/shinyproxy/issues/140#issuecomment-2412332979
Is there a recommended settings that will prevent DT datatables ajax errors from crashing the shinyproxy apps?
This issue has returned

Fixing the auth error and re-deploying worked for a few days, and then the logging system disconnected and no longer shows any logs, after the following notifications.


Fix setuptools regression

This fixes the build problem by upgrading pyinstaller. It also addresses various build warnings by upgrading actions and refactoring the license check similar to what have been in some other repos.
See also https://github.com/pypa/setuptools/issues/4374
Fixes #133

@lukasmittag - this seemed to do the trick. I have only updated the example causing the regression though

PR updated now - now no warnings on builds given. If we go for pyinstaller 6.9 as in this PR we could update other builds afterwards

@BjoernAtBosch @lukasmittag - updated now. Going for 6.9 as pinned version?


Tool script doesn't call _ready or _enter_tree on reload

Godot version:
3.0 stable
3.0.1 Build 689dfcd
OS/device including version:
Windows 7 Home
Issue description:
I have written a tool script, that draws connections between nodes. For that I have an onready variable, that loads the nodes. In the _draw function I get the position of the nodes and draw lines between them.
The lines are only drawn once after I reload the editor. When I change the script, nothing is drawn.
The problem is, that the onready variable is undefined after reloading the script. _ready and _enter_tree aren't called either. I have tried notifications, too. But no notifications for ready or enter_tree are received.
Steps to reproduce:

create a new scene
add two Node2D
add a tool script to one node

tool
extends Node2D

var node

func _ready():
	node = get_node("../Node2D2")

func _process(delta):
	update()

func _draw():
	draw_circle(node.position, 30, Color(1, 0, 0))

when you reload the editor, the circle is drawn
change the radius of the circle and save the script
the circle is not redrawn

Minimal reproduction project:
Test2.zip

Tool scripts are 'isolated' so to speak. While running within the editor, they cannot reference or access any other nodes in the scene, as those nodes don't really exist yet. Same goes for singletons--they aren't yet instantiated inside the editor, so they don't exist until you run the game.

The script is able to reference the the other nodes for the first time. And it can reference other nodes in the _process function.
So I don't think that's correct.

This is the behavior of an editor plugin. I don't like too. Every time a script is changed you have to reload entire editor to make plugin works. Make plugins is this way is a bit annoying, but there is for now other system. It will be fine to have option to reload editor without close and open (or automatic reload on editorplugin script change, but this is more difficult)

I had this problem too with tool scripts. The problem is, script reloading RESETS variables. If it didnt do that, the script could be able to still function normally, provided that your changes are not too big. Recalling ready() would mean reloading the scene anyways (which you need to do manually at the moment, no need to restart the entire editor)

How about simulating removing and readding the node?

When I was doing my terrain plugin, that would mean freezing Godot for 3 seconds everytime I hit Ctrl+S xD

3 seconds is faster, than restarting the whole editor and restoring everything I had opened. I could live with that.

And 0 seconds are faster if my node didn't get readded^^ (i.e if variables didnt get reset). Note that this could also be non-viable for ingame reloading.

But if I don't reload or readd, then my changes aren't applied. Which brings us to the start of the problem.
I'm writing code in iterations. I'll write something, then I test it immediately. When I write an editor tool, I want to see my changes, when I save the script.

There are multiple solutions to reloading, some more suited than others, but there is no ultimate solution. There will always be a best case where only function reloading is needed, and there will always be a worst case where restarting the editor or the game is needed.

I mean, I can't think of a way that contents everyone, unless having choice of how reloading is performed (which also means Ctrl+S can't really default to a single reloading method)

Currently the only way is to restart the whole editor. And I don't think, that's necessary, when just reloading a script. Honestly I don't see where the problem is.

Avoiding side effects in my own code is my business. I don't believe Godot needs to worry about that.
One way is to use Engine.editor_hint.

That hint can't tell you _ready() was called because of instancing the node in editor or the script being reloaded.

And? I still don't see our problem. I'm not trying to be obtuse. I just don't understand, why Godot has to bother with side effects in my code.
Do you have an example, where this would matter?

probably #6005?

The problem I see is that _ready and _enter_tree would loose their semantic. Who knows what people put in these functions, but it's to deal with when these events actually happen. Having them happen exceptionally on script reloading breaks that semantic, which might come unexpected, hence the possible side-effects, and why reloading the scene would not have these side-effects (for everyone, not just you). Also, what about the _init() constructor function? Same story here, would it be called again?
Another example of the problem I had with my plugin:
https://github.com/Zylann/godot_terrain_plugin/blob/master/addons/zylann.terrain/terrain.gd#L54
The nodes created by the terrain would be created a second time, over the existing ones which my script forgets about because of getting reset by reloading. Having _ready() called again wouldn't solve anything.

It shouldn't be the job of Godot to worry about the users code. If a programmer is writing bad code, it's his/her own fault.
And in a tool script, I want the reload to reset everything to default and call _enter_tree and _ready. There is no second time here.

@Eymux if you want this to happen, there is a need for the script to cleanup its state. Calling _ready again because of reloading would become ambiguous, and here is why:
You might think you can test if your objects exist before _ready to be called and clean them up if editor_hint. But that would make your node do that too when you reparent it, because that's also what the definition of _enter_tree and _ready are... and you don't necessarily want that to happen.
But tbh even that is impossible currently because as I said, the script gets reset quite blindly, leaking every object it might have created during its lifetime...

I believe, we're getting into a different discussion here. My tool doesn't need to know, when it is reset. It doesn't instantiate anything. I just want to draw something to the screen.
Maybe Godot script needs a destructor.
I can't wait for full C# support.

Why C#?

Because it's a decent language with a garbage collector.

I just want to draw something to the screen.

is that all you want?
tool
extends Node2D

export var radius = 30
var node

func _ready():
	node = get_node("../Node2D2")

func _process(delta):
	update()

func _draw():
	draw_circle(node.position, radius, Color(1, 0, 0))

this will solve your problem then.
you don't need to reload or something.
just change the radius value in the inpector panel.

This is just the minimal example, I've created for the issue.
My script is more complicated than that.

@volzhs That example points out the exact issue here, if you wanted to change it to draw a polygon you would change the code, Ctrl+S and node would be lost causing errors until you reload the scene.
I see no issues with the proposal of calling _ready() on script reload, if it causes side-effects it should be my job to deal with them by not blindly adding new nodes without checking to make sure they don't already exist. If I save a script, it should behave exactly as it would if I just attached it to a node, not in a way that is unique to the action of saving.

@Zylann

All of these have pros and cons. I can think of breaking cases for every one of them.

If that's the case, why not make them all available and make it configurable in the EditorSettings? That way users can change it whenever their use-case is appropriate?

@willnationsdev it's not possible because that would affect all plugins you have in your project, which may have been developped with the option or without it... would be a mess.

What if we created a specific method for the use-case of "re-initializing a tool script after it has been saved"? You could define a _tool_reload() method and then just have that method and the _ready() method both execute a separate initialization method. That way the same logic gets executed in-game when the script is included, in-editor when you set it up as a dock/panel/etc. as the editor opens, and when you save the script within the editor. Could even implement custom logic for each specific case (since the _ready() could use the is_editor_hint() to differentiate between the first two cases).

@willnationsdev as far as hot-reload of scripts is concerned, I don't see why such a callback would be tool only, though.

Scripts should two callbacks: about_to_reload and reloaded (Just an example, I don't like these names). In Unity you have OnEnable and OnDisable which are called on reload (they are also called in other situations that would not apply to Godot).

I'm so happy I found the issue where people were talking about this, it has driven me insane today figuring out why the state of my custom node suddenly drops on script reloads and it makes testing pretty tedious.
I currently don't have a preference so long as I can deal with the dropped properties once the script has been reloaded, having separate functions be called when this occurs seems to make the most sense with the least potential collisions.

It would be great if they could fix this soon. As has been mentioned, resetting variables to default state on hot reload isn't very effective. I've been working on a plugin the last few days and this issue has been a plague. Often this will lead to orphaned nodes, which is bad.

I'm also quite bothered with this reloading issue. My solution for now is to not rely on onready or _ready to be called but to use getter functions to give me the references to the nodes I need.

please fix this its a pain in the butt and I would consider it a bug.
literally reloading the script in the editor is the same as closing and reopening it.
it should be treated as so.

This is a painful issue! I spent a day trying to understand what was going on. The problem is not only that _ready would not be called again (and this includes onready variable initializations), but also that setget setters for exported properties would be called again.
(Moreover, the editor will always call the setters before _ready if the property was given a non-default custom value. This, at least, makes sense, because you would likely want _ready to take the "real" values into account. But of course if _ready isn't called at all, you are stuck in an in-between state.)
Example:
tool
extends Node

export(int) var selection = 0 setget set_selection
onready var children = get_children()

func set_selection(v):
  # "children" will sometimes be null!
  print(children)
  selection = v

There were a few suggestions here on how to solve this problem. I'll add my two cents: it would be nice if there was a _reload built-in callback function exactly for handling these situations. The logic for reloading is simply different from the logic for adding to the tree (readying). It wouldn't be trivial, but at least it would be clear where you should put code to handle this situation.
Furthermore, I don't think such a callback should be reserved just for tool scripts! After all, any runtime node in the game could be reloaded dynamically, too.

That's why I think there are in fact multiple hot-reload ways:

Soft-reload, which reloads functions only and has zero cost as far as the script is concerned. It keeps the current state of the script which is good because we get minimal amount of state loss, getting closer to true hot-reloading ;
The current reload, which also resets members for some reason, which defeats hot-reloading in several cases. Maybe it could do better by saving previous vars and re-assigning them beforehands unless their default value changed? (which is what Unity assembly-reload does AFAIK) ;
Hard-reload, which reloads the scene (or the node where the script is), which users end up doing by restarting the editor (which is overkill because you could just reopen your scene) ;
Your proposal for recalling life-cycle functions is yet another in-between

If I could add my two cents...
I think it would be nice if game-scripts and tool-scripts worked in similar ways. In other words, it would be nice to add buttons to reload a scene/plugin when working on tool scripts.
Currently, when editing a game script, it can soft-reload while the scene is running, but you can click the replay button to do a hard-reload of the scene. So if I am editing a game script and get in a bad state, I can click one button to clear that bad state and get a fresh reload.
If I am editing my tool script and accidentally introduce an error that puts me in a bad stat, then there is no "reset all" button. Copying over the state completely would perpetuate the bad state into subsequent hot-reloads. I would need a reload button somewhere, similar to what the game has.
What would this look like? I don't know for sure, but it seems like a simple start would be something like this?

A little scene reload that shows up if a tool script exists in the scene?
If you edit a tool script used in a plugin, maybe a button shows up to reload the plugin? (There are already several assetlib projects for a quick reload of plugins.)
Something like this would make tools behave closer to games.
I could also see it maybe being a button in the editor window itself or in the context menu for a script. A button there could kick off a reload of whatever scenes/plugins use the script:

Anyway, food for thought

All that said, if no button is added, I would think that hard-reload should be the default, because if you are editing a script, chances are you will be in a bad state until your last edit... you know, cuz you're fixing it.

Faced this behavior too.
how bad such a work-round would be:
func _init():
	#... here some _init code, and then

	if is_inside_tree():
		_enter_tree()
		_ready()

for editor-only tools I think this should be ok.

@me2beats that would not call all the onready variable initialization. There's a lot more that happens in the ready process than just _ready

Still facing this issue while trying to get a child node.
tool
class_name OrbitalCamera extends Spatial

onready var camera: Camera = self.get_node("camera")

func _get(property):
	if property == "Camera/Offset":
		return self.camera.transform.origin

func _set(property, value):
	if property == "Camera/Offset":
		self.camera.transform.origin = value

func _get_property_list():
	var properties = []
	properties.append({
		name = "Camera/Offset",
		type = TYPE_VECTOR3,
		usage = PROPERTY_USAGE_EDITOR
	})
	return properties

When saving the scene I get the error:  Invalid get index 'transform' (on base: 'Nil')
I'm unsure why saving reloads the scene without calling _ready but switching scenes in the tabs seems to keep the reference/not reload. I had to manually reload the scene in order to get the reference to the child node back.
In the mean time, however - this seems to work to keep the child node even when saving:

func _process(delta):
	if Engine.editor_hint:
		# -Reparent Child Node
		if self.camera == null:
			self.camera = self.get_node("camera")```

I think your code does not have the same problem as this issue states. Instead, your code has a design issue, which will also happen when you close and reopen the scene: it tries to access a child node inside a setter of an exported variable. However setters are called when objects of a scene are created, even before its children are. And that happens before it is added to the tree. _ready is called after it is added to the tree. Usually to implement this you should check if the node is inside the tree, and assign variables or child nodes in _ready in addition to the setters.

I think your code does not have the same problem as this issue states. Instead, your code has a design issue, which will also happen when you close and reopen the scene: it tries to access a child node inside a setter of an exported variable. However setters are called when objects of a scene are created, even before its children are. And that happens before it is added to the tree. _ready is called after it is added to the tree. Usually to implement this you should check if the node is inside the tree, and assign variables or child nodes in _ready in addition to the setters.

Except it doesn't. The code works perfectly fine on closing/re-opening the scene as well as the first time the scene is loaded. It's only when the scene is saved does the reference to the child node go to nil. This is with the latter of the part of code commented out, of course. It seems like saving the file refreshes the scene without calling the necessary _enter_tree and _ready functions.

I edited my answer, it's possible that your problem also highlight other issues.

I stand corrected, actually.
I suppose I forgot to OR them in this instance in testing (did so for other variables thought I tried it for this one but I guess not), but that seems to be working as intended now without the latter part of the code in _process.

I suppose I forgot to OR them in this instance in testing

I thought your code was actually correct though, with just the editor hint. Because Godot will save the transform of the camera anyways, there is no reason to also save the variable your script exposes, because it has the same source, and your goal was only to have a shortcut in the editor. Hence why I was surprised Godot even calls your property on load because the editor hint is supposed to get called only when using the inspector (so way after the scene is loaded). There should not have been any error anytime with the script you posted, unless the script gets reloaded (like, as if you had modified it while it runs).

properties don't update dynamically

That's something Godot 4 aims to fix by polling I believe

Because Godot will save the transform of the camera anyways, there is no reason to also save the variable your script exposes, because it has the same source, and your goal was only to have a shortcut in the editor.
There should not have been any error anytime with the script you posted, unless the script gets reloaded (like, as if you had modified it while it runs).

Well, maybe a future thing to resolve otherwise, but I'll keep it here under this issue rather than creating a new one since I think it somewhat applies to the same concept.

That's something Godot 4 aims to fix by polling I believe
I built the master branch, but had other issues unrelated that I'm still trying to figure out through source before I submit an issue. But I have seen some nice things in the master thus far, and if this is one of them, that's amazing.

As @tliron noted, _ready() and _enter_tree() aren't called when reloading a tool, but setget setters for exports are run. Using this, I was able to add a functional _reload() callback like so:
extends Node2D
tool

export(bool) var _reload = false setget _reload

func _reload(x):
    # perform reload logic here

This definitely feels hacky, and will add a Reload checkbox to the scene editor for your tool, but otherwise seems to work alright.

I didn't read the whole discussion, but the "issue" mentioned in title is intended behavior. _ready() or _enter_tree() are only called when node enters tree. So if you have a tool script and want to call these methods again, just reload the scene (or switch scene tabs in case of _enter_tree(). For editor plugins you can disable and enable the plugin. There is no need to restart the editor in any case.
Also in 4.0 the variables are no longer cleared on script update (#55134).
If there is anything left here, it should go to a proposal.


SSR & NTLM Auth

Hi,
Been looking at this for a while now and wondering if anyone has any pointers. I've got a react redux app that is using NTLM provided by Microsoft.AspNetCore.Server.WebListener.
This fails when the initial SSR tries to make any api calls. Presumably this is because the server side node process is a new connection back to the web api and that would then require the full 3 step NTLM auth process?
There are node libraries that can do this, but I don't see how I can feed them the arguments they require (which includes pw). I've also tried proxying through the Authorization: NTLM **** header value from the initial asp.net request, but that doesn't seem to work when I set it as a header for the SSR fetches (I suspect its because that value is specific to the browser to server connection, and can't be used server to server?).
Any ideas - surely I can't be the only person needing to support NTLM?

Actually dawned on me that I probably need to only use NTLM for the web page itself, and then put bearer or cookie on the actual api. That way I have something I can pass into main-server...


Azure blob storage as target for build cache

I tried to use Azure blob storage as target for a remote build cache. It seems to fail because the HttpBuildCacheService does not set content length.
Expected Behavior
It should be possible to configure the HttpBuildCache to provide the Content-Length. This may require the currently implementation to write out to a temporary location and then upload to the provided HTTP url, since the current interface does not provide the content length at a convenient time.
Current Behavior
The current implementation is not providing the Content-Length and the Azure blob storage service seem to require it and does not support Transfer-Encoding: chunked.
Context

Our build server is running in Azure, therefore it makes sense to use the facilities provided by Azure to host the build cache. The same would apply for builds hosted in AWS.

@lptr @wolfs Could you have a look at this issue?

PR to fix: #2497.

PR merged, content length is going to be sent by the HTTP build cache in 4.1.


Add dataLayer push for pushdown initially expanded

add a window.datalLayer.push() for newsletter-pushdown-initially-expanded : true/false to dataLayer.

 All Brands: Creating a workaround for our personalizations (through Omeda) conflict with gated content (P1 and IdentityX)


telegram.bot problem with persian text.

hi
my bot have problem with receive Farsi text message from some phone mobiles (like as samsung Galaxy J5) and change to "???" characters.
every one can help me?

@zibaghahremani Try using another keyboard app on the phone. I guess the characters you put on that phone are not in UTF8 encoding.


[Monitoring v2] Duplicate 'rules' key in rancher-monitoring 100.0.0+up16.6.0

Hi all, there is a duplicate 'rules' key in the clusterrole.yaml file.
I checked and there is a PR with the fix, could you check it? If you need this PR in another branch I can do it again.
The PR is the following: https://github.com/rancher/charts/pull/1556
Thanks in advance for all!

Can be tested in the rancher-monitoring  100.1.0+up19.0.3
Root cause
there is a duplicated 'rules' key in the clusterrole.yaml file.
What was fixed, or what changes have occurred
remove the duplicated key
Areas or cases that should be tested? What areas could experience regressions? Are the repro steps accurate/minimal?
Please check this commit for the scope of tests.

tested with rancher v2.6-head (03ed782):

no duplicate found for rules in clusterrole.yaml nor via deployment


S3Path.touch with exist_ok=True on existing file raises an error

S3Path.touch with exist_ok=True on existing file raises an error.
Here exist_ok=True sets truncate to False
and this raises the error here
On 0.1.4 it worked fine.

Yes, i can work on this.

I actually think that the current behavior is correct, and truncate=True should not be passed by default.
On the other hand it is strange that .touch(exist_ok=False) works fine on an existing file.


implement a db cache of all elements in page

@twinge
this cache includes elements inside grids
this speeds up questionnaire rending by making it quicker to
determine if a page is completed or not (since we have to take questions
in grids into account in marking a page completed).  the questionnaire
has an completion icon indicator for each page, and without this it was
pretty slow, because it was recursively going through all the grids to
get their elements
also speeds up the questions count (used by panorama to show the percent
complete)

I think some additional specs are needed for these new methods.

@twinge made the changes and added more tests; also a few tweaks on the original implementation

:+1:


perf: dont process global search selectors when not searching

Description

Pull Request Type

[ ] :bug: Bug fix (Non-breaking Change: Fixes an issue)
[ ] :hammer_and_wrench: Chore (Non-breaking Change: Doc updates, pkg upgrades, typos, etc..)
[ ] :nail_care: New Feature (Breaking/Non-breaking Change)

Issue (if applicable)

closes #
Risk

High Risk PRs Require 2 approvals

What protocols, transaction types or contract interactions might be affected by this PR?

Testing

Engineering

Operations

Screenshots (if applicable)

Current dependencies on/for this PR:

#6298  👈
develop

This stack of pull requests is managed by Graphite.


Add support for locking

Fixes #105

Just realized I've only covered hasAccess(), and there is still a potential race condition in refresh(). Stay tuned...

@grant Can you please review this PR?

Thanks for the review, PTAL.


[4.2] Add option to show bin build directory (cherry-pick #1763)

Cherry-pick #1763 to swift-4.2-branch.

@swift-ci Please smoke test


DefaultFieldEditor does not have support for resourceLinkEditor and resourceLinkEditor

The default field editor does not handle the cross-space reference fields.
Steps to reproduce:

Add a cross-space/external reference field in a content type
Create an Entry Editor app and use the default field editor field to render the field

All other fields show up but the cross-space reference field is not displayed

Is there any update on when this will be available to use?


Float Extension Issues

Failed to Accept Sale: Steam account cannot trade - Gubs is not available to trade. More information will be shown to Gubs if they invite you to trade. - 125

Unrelated to the extension.


Submit button faliure

submit button not working both on codepaces and externally

hi @lord-dubious , sorry you are running into this issue.  has it been working for you before and suddenly stopped working?  if so, re generating a github api key and updating your .env may fix the issue (this worked for other users, but may not work for you)  -- can you let me know what OS you are using?  also if you can screenshot or copy/paste the error you are seeing in terminal, that would help determine where the error is happening.  There are known issues with macOS unfortunately.  happy to help out!  just need more info to help diagnose & fix.

I'm m running it in GitHub code space , it's my first time running it

And I have no error the button does not respond but on console I see axios error (google chrome)

ok gotcha, did you create a .env file and put your github api key in there?

I have not tried using this in code spaces, so I am not familiar with that currently.  if you are able to use something like VS Code (free) https://code.visualstudio.com/ -- this may give you more control over adjusting the code.

im looking into this now "but on console I see axios error (google chrome)"

@lord-dubious if you could share a screenshot of your network inspection when you click submit that would be helpful. As well as what repo you are targeting. I noticed that even for small repos the network request will be "pending" for a not insignificant amount of time. On large repos the delay between submit and returned content is magnitudes larger.


Undocumented dependency in powerlimit.sh

First thing first,
THANK YOU. This repo has saved my from going into my pocket for a new laptop!
Other than that, acpi is not provided out-of-the-box with Ubuntu 20.04, and if missing powerlimist.sh script would not alert/fail.

Thanks!

Hey, could I advise with you about something (related to this repo)? Which method of contact do you prefer?

Sure, any advice/feedback is welcome. If it's public, feel free to use github issues. If you prefer a private conversation, you can E-Mail me (you can find contact info on my webpage).

Send you an email. thanks.


add image description

Coverage decreased (-20.09%) to 53.228% when pulling 97bfdd51dd029590291883b4a9f82ec7c37d41f8 on binyli/docker_image into fabd630ed49802158caa94dafa4a3f7f3f781ad0 on feature/job_submission.

Coverage decreased (-20.09%) to 53.228% when pulling 97bfdd51dd029590291883b4a9f82ec7c37d41f8 on binyli/docker_image into fabd630ed49802158caa94dafa4a3f7f3f781ad0 on feature/job_submission.

Coverage decreased (-20.09%) to 53.228% when pulling 97bfdd51dd029590291883b4a9f82ec7c37d41f8 on binyli/docker_image into fabd630ed49802158caa94dafa4a3f7f3f781ad0 on feature/job_submission.

Coverage decreased (-20.09%) to 53.228% when pulling 97bfdd51dd029590291883b4a9f82ec7c37d41f8 on binyli/docker_image into fabd630ed49802158caa94dafa4a3f7f3f781ad0 on feature/job_submission.


SW-4364 Add sub-location to batch CSV

Allow users to specify sub-location names when they create batches via CSV upload.

Current dependencies on/for this PR:

main

PR #1614   👈

This stack of pull requests is managed by Graphite.


frommont is actually tomont

Looks like a remnant from ref code that was corrected in 2019.
https://github.com/pq-crystals/kyber/blob/05818dac2cce175d7321bc7ca31b434c9dd92abf/ref/poly.c#L219


STORM-2952: Deprecate storm-kafka

https://issues.apache.org/jira/browse/STORM-2952
Please let this sit for a few days before merging, to give people time to object. We had a discussion thread about doing this, but it's good not to sneak a change like this by quietly.

I think waiting more than 7 days would be enough. Will merge shortly.

@HeartSaVioR Thanks, 7 days seems reasonable enough. I'll raise a PR later to remove storm-kafka from master.


Prerequsites for MTLS.

Hi team,
Its Regarding MLTS supports in cloudfoundry,
Can you please help me with prerequisites for MTLS?
Is credhub is a mandatory requirement for MTLS?
Thank in advance.
Rahul

Hi @rahul221192. We have an attempt to document this process here. It relies on these generate-*-certs scripts.
As far as Credhub, it is not a requirement for enabling any MTLS.

Hi @dsabeti
How at the apps level, mtls  works?
Do we need to add certificates in application too while pushing it on the cloud  foundry?

Yes, that sounds right.

If we are deploying CF on AWS and i want to enable mTLS on gorouter(termination at router only
) ,then which properties do be need to add/change  in cf manifest.
When we push the app with there own certificates how gorouter validate from CA authorities?
and how to check whether mTLS is happening or not?

Hey @rahul221192, I misunderstood your original question. It sounds like you want mutual TLS between the Gorouter and your application, is that right? If so, best to reach out to the routing team in the #routing channel of Cloud Foundry Slack, or open an issue on the routing-release repo -- the team there should be able to help you out.

Hi @dsabeti sorry i think framed the question in wrong way. To be more precise , i was asking for mtls between the cloud foundry and third party apps which are not running on cloud foundry.
For them ,is credhub is mandatory requirement.

Hey @rahul221192, if you don't have control over the third-party apps, there's not way to do mutual TLS. In such a case, you'd need to use "normal" TLS -- your application should validate the certificate of the third-party app.
Even if you do have control over the app that isn't hosted on CF, it may be possible to configure the apps to perform mutual TLS, but quite hard and not in a supported way. If you have more questions, you should reach out to the routing team, since doing this will require reconfiguring of your load balancers and gorouter, most likely.


Simply switch from UIWebView to WKWebView.

As per Apple developer updates. We need to stop using UIWebview All together.
https://developer.apple.com/news/?id=12232019b

Hi @kishorepran thank you for the contribution. Unfortunately this implementation misses the result of the JavaScript call for commands that return a value. I've just closed and merged another implementation from #173. Due to breaking changes, I will need to make some readme updates before cutting a new release, but you can expect that soon!


Zwift failing to update from 1.52.0 to 1.52.2

From the github actions log, it seems that the wine64 start ZwiftLauncher.exe SilentLaunch results with the following exception.
0138:err:ole:CoGetContextToken apartment not initialised
0130:err:combase:RoGetActivationFactory Failed to find library for L"Windows.Foundation.Diagnostics.AsyncCausalityTracer"
0158:err:eventlog:ReportEventW L"Application: ZwiftLauncher.exe\nFramework Version: v4.0.30319\nDescription: The process was terminated due to an unhandled exception.\nException Info: exception code c000001d, exception address 00007FB4D57CD01C\n"
wine: Unhandled illegal instruction at address 00007FB4D57CD01C (thread 0158), starting debugger...

On second look, it looks like its updating.  need to look into this further.

It updated fine on my side.

https://github.com/netbrain/zwift/actions/workflows/zwift_updater.yaml
How did you update zwift? And how does it differ from the zwift_updater action?

I have a script for it: https://github.com/quietvoid/zwift/blob/mod/bin/common.sh#L15
It runs the entrypoint with update arg, so it should be the same except with a real XWayland display.

Tried running your scripts on my netbrain/zwift:latest image, but this also failed. not sure why. In any case, it seems a rebuild from scratch will solve this issue, so let's see if it happens again, or if it's some kind of fluke.