bug: after npm run build got viem problem e.walk is not a function

Is there an existing issue for this?

[X] I have searched the existing issues

Package Version
web3modal wagmi"^3.1.0" - wagmi 1.4.5 - viem 1.17.1
Current Behavior
Error ContractFunctionExecutionError: An unknown error occurred while executing the contract function "totalSupply".
Contract Call:
address:   0x18A560e4a6dE7476450b05ca871DE2eAE65159c7
function:  totalSupply()
Docs: https://viem.sh/docs/contract/readContract.html
Details: e.walk is not a function
Version<EMAIL_ADDRESS>at u (main.6596abd5.js:2:735415)
at main.6596abd5.js:2:664206
at p (main.6596abd5.js:2:335425)
at Generator. (main.6596abd5.js:2:336777)
at Generator.throw (main.6596abd5.js:2:335854)
at r (main.6596abd5.js:2:329492)
at u (main.6596abd5.js:2:329731)
Expected Behavior
with npm start, no one problem detected and all work perfectly
Steps To Reproduce
//readfunction.js
import { useEffect, useState } from 'react';
import { useContractRead, useBalance } from 'wagmi';
export function TotalSupply() {
const [totalsupply, settotalsupply] = useState("");
const contractfacil = Connectiontocontract.facil
const { data } = useContractRead({
address: contractfacil.address,
abi: contractfacil.abi,
functionName: 'totalSupply',
watch: true,
onError(error) {
console.log('Error', error)
},
onSuccess(data) {
console.log('Success', data)
},
});
useEffect(() => {
    settotalsupply(Number(data) / 10 ** 18)
}, [data, settotalsupply]);

return (
    <>

Total Supply:

{totalsupply} FACILFI

CIRCULATE SUPPLY:

{totalsupply}

    </>
);

}
Link to Minimal Reproducible Example (StackBlitz, CodeSandbox, GitHub repo etc.)
https://aidogecoin.com/FacilToken
Anything else?
I am currently attempting to deploy my React app to a website I already have set up, in order to test its functionality. However, upon building and uploading the app to the site, I encounter an issue when trying to interact with the blockchain functions. This issue is unique to the deployed version, as the app functions perfectly when running through 'npm start' in my development environment."
{
"name": "facildex",
"version": "0.1.0",
"private": true,
"dependencies": {
"@web3modal/wagmi": "^3.1.0",
"react": "^18.2.0",
"react-dom": "^18.2.0",
"react-router-dom": "^6.17.0",
"wagmi": "^1.4.5",
"web-vitals": "^3.5.0"
},
"scripts": {
"start": "react-scripts start",
"build": "react-scripts build",
"test": "react-scripts test",
"eject": "react-scripts eject"
},
"eslintConfig": {
"extends": [
"react-app",
"react-app/jest"
]
},
"browserslist": {
"production": [
">0.2%",
"not dead",
"not op_mini all"
],
"development": [
"last 1 chrome version",
"last 1 firefox version",
"last 1 safari version"
]
},
"devDependencies": {
"@babel/plugin-proposal-private-property-in-object": "^7.21.11"
}
}

Can you re-open this on the Viem repo with a minimal reproduction attached? The link you shared does not work.

sure! this is a website that im using only for test it. the link is working for me.


Remove set_enabled(true)

Is your feature request related to a problem? Please describe.
set_enabled and set_visible sound self explanatory to me, so I did not read the docs.
I wrote
ui.set_enabled(show_cool_widged);
ui.cool_widged(...);
ui.set_enabled(true);
ui.even_cooler_widged(...);

and wonder why my cooler widged is disabled.
Describe the solution you'd like
Remove (or deprecate) ui.set_enabled(...) and ui.set_visible(...).
Add ui.disable() and ui.hide().
Additional context
No clue why this design was choosen, but I think a function named ui.set_enabled should be able to set the ui to enabled.

Good points

I think set_invisible() is clearer than hide() yes (the latter could be misunderstood as e.g. closing a menu)

hide was just my first idea, I have no preference for the function name.


question about double-counting C's in overlap region

Thank you for this incredibly useful tool!
I have  a question about how PileOMeth extract handles methylation metrics in regions where read1 and read2 from the same paired-end fragment overlap.
Because this is a question, I posted it on BioStars:
https://www.biostars.org/p/215908/
I am looking forward to hearing what you think!

Good question, I've replied on biostars. I wrote about this briefly in the README here, but I really should expand on that (I'll leave this open until I have a chance to do that).

I've updated the readme file on github to go through how the various cases of overlaps are dealt with. Thanks for the note about this!


[MODEL] Hymba requires desc_act False

Add supports_desc_act self declarative property for BaseModel so models can expose which desc_act order they support. Hymba is a little special since the sequence of module/layer forward is very different from traditional per-layer transformers where input/output is shared between every 2 sequential layers.  @ZX-ModelCloud

@ZX-ModelCloud  is this completed? can we close?


Debug "OxygenSupplier.js"

Description
There is some bug in the "OxygenSupplier" page which creates an issue in deployment as you can see in "3fb0540a296f2b143c28c03e4ffb7f8bcf6aa6c0" commit . Try to debug
Screenshots

Additional information
Guidelines ⚠
I will follow the Setup Guidelines
I will follow the Contributing Guidelines
I will follow the Code of Conduct

Notice ⛔
You will make PRs only to itsroy69-doctalk branch. Don't make pull request directly on main branch. After review maintainer will merge it.
Commit message / PR title--> fix: bla bla bla
Please make sure in the .css files you are making/using , the styles should be applied to Unique Class names

Completed / Doubts ? 🚀
Once you are done with the code , please tag me in #milan with the Screenshot of whatever you made so that we can review that there together.
If you have any doubts, queries please tag me in #doctalk so that we can discuss the issue there together.
Cheers 🥂

@ItsRoy69
I'd like to take a look at this bug if you allow me too 🙏🏻

Go for it


Cannot import editor themes / error while saving editor theme

Operating system or device - Godot version:
Windows 10, Godot 2.1-stable_win64
Issue description (what happened, and what was expected):
I wanted to import some editor themes from here, however, after selecting a theme file nothing happens. I also receive an "Error while saving theme" when I try to save a theme.
Steps to reproduce:

Open a script file.
Import a theme or save a theme

I can't seem to reproduce on Linux or Windows. Only thing I can think of are you trying to save the theme as default?

I can save the default theme under a new name. However, if I change some colors and import the theme again nothing happens.
I get the "Error while saving theme" error when I click on "Save Theme".
Is there some log output I can look at to see if some error is thrown?
Here is my exported theme file. I've change the background color to "ff000000" (default text selected color), but nothing changes when I load the theme.
[color_theme]

background_color="ff000000"
base_type_color="ffa3ffd4"
brace_mismatch_color="ffff3333"
breakpoint_color="33cccc66"
caret_background_color="ff000000"
caret_color="ffaaaaaa"
comment_color="ff676767"
completion_background_color="ff2b2a31"
completion_existing_color="21dfdfdf"
completion_font_color="ffaaaaaa"
completion_scroll_color="ffffffff"
completion_selected_color="ff424244"
current_line_color="264c7fcc"
engine_type_color="ff83d3ff"
function_color="ff66a1cd"
keyword_color="ffffffb3"
line_number_color="66aaaaaa"
mark_color="66ff6666"
member_variable_color="ffe64d59"
number_color="ffeb9531"
search_result_border_color="ff197219"
search_result_color="ff0c3f0c"
selection_color="ff7b5dbd"
string_color="ffef6ebd"
symbol_color="ffbadfff"
text_color="ffaaaaaa"
text_selected_color="ff000000"
word_highlighted_color="26cce5e5"

I've just download your theme and it seems to work fine, the bit that seems off is the "Error while saving theme" message when clicking on "Save Theme".
Could you check that you've selected your theme in the drop down underSettings -> Editor Settings -> Text Editor -> Color Theme
Also when re-importing / editing externally the currently loaded theme, Godot will not reload the file. To do this you have to click File -> Reload Theme in the Script Editor.

 Here is what I did (and thought it would change the theme):
Open a script file -> File -> Import Theme -> Reload Theme
I did not know I have to import the themes this way and then open Settings -> Editor Settings -> Text Editor -> Color Theme to actually change the theme...
It's working now, thanks for your help. One last thing: how can I remove themes from the theme list?

It will switch theme on a save-as proving it's saved in the correct directory but, maybe this should be extended to importing themes as well?
To remove a theme delete the theme file in ~/.godot/text_editor_themes/ for linux or%APPDATA%/Godot/text_editor_themes/ for windows.

I would remove the Import and Save Theme menu items from File and put everything in Settings -> Editor Settings. This way everything is at one place.
Thanks again, I deleted the themes I won't need.


MultiplayerSynchronizer Not Syncing On Spawn or Sync

Godot version
4.0.alpha12 & 4.0.alpha13
System information
Windows 10
Issue description
A sync variable is failing to synchronize from the server to the clients.
Here's some relevant output from the server:
network create_player creating new eastern Player with ID 664147086
player _ready position (50, 200)
player _ready sync_position (50, 200)

Here's some relevant output from a client:
player _ready position (0, 0)
player _ready sync_position (0, 0)

Notice how the expected (50, 200) that the server has proven its Player object has set to its position and sync_position? I expect this value to be set on the Client's side, but in actuality, the client has a position and sync_position value of (0, 0).
Since I'm leveraging MultiplayerSynchronizer, I have the sync_position variable checked off for Spawn and Sync, I'd expect the Server's idea of that variable to sync to the clients.
Steps to reproduce

Launch the server. There's a run-server.bat and run-server.sh script, both of which has absolute paths, that a quick modification can fix.
Launch two clients. One can do this using Godot itself, or use the run-client.bat or run-client.sh scripts, which once again have absolute paths.
Look at the output of the player's position on the server's console and compare it to the output from the player's console. Additionally, you'll see the two players have spawned in the same location, and not the intended locations. IE: First player on the left of the screen, second player on the right of the screen.

Minimal reproduction project
pong.zip
Attached is the current state of my project. I'm aware this is not minified, but it should highlight the situation.

Your synchronizer authority is set to the client, that's why you can't set its values on the server. It's unfortunate that all examples do this currently, but the general recommendation for synchronizers is to always have them be server-controlled and handle player input using RPC.

@jgillich I follow at a high level what your describing. This particular project means nothing to me, as I'm simply using it to learn.
So that I can better understand and potentially submit an updated example of multiplayer pong to the Godot examples repo, or as a blog post, can you walk me through how to resolve this particular issue?
I'm happy to apply this knowledge to other areas in this project and close this issue.
Thanks again for your time

I think this is a different issue although @jgillich may be correct depending on the game.
The MultiplayerSpawner does not sync spawn variables from a nested MultiplayerSynchronizer (intentional?)
By moving the MultiplayerSynchronizer out of the Networking node here, I'm able to get the expected logs.
But then the MultiplayerSynchronizer won't update the sync_position on updates, maybe because of #62027

https://github.com/godotengine/godot/issues/62027 is already fixed in alpha13

Interesting. Alright, so I should be able to use alpha13 to avoid #62027.
And to follow suite with @jgillich 's first advice, I might want to leverage some code that looks like this in my Ball's _ready method?
# int constructor taking a string is currently broken :(
# https://github.com/godotengine/godot/issues/44407
# https://github.com/godotengine/godot/issues/55284
$Networking/MultiplayerSynchronizer.set_multiplayer_authority(str(name).to_int())

I don't have this working just yet, but I believe I'm getting close.

Interesting that I'm unable to recreate the expected logs that @cridenour is seeing when simply running Alpha 13. IE I have not rearranged the child/parent relationship of MultiplayerSynchronizer and Networking nodes

Rearranging the nodes is necessary - regardless of alpha 12/13. Once you make the Synchronizer a direct child of the scene spawned by the Spawner, it should sync that Spawn variable.
I then encountered a 12-specific bug, but good to know that's already fixed.

Ah, I understand what you're saying now.
I'm definitely running into an unexpected situation still. If I run my project with Godot 4 Alpha 12, I can see the paddles spawned on the server in the expected spots, which is great progress, but I'm unable to move the paddles.
if I run the very same project with Godot 4 Alpha 13, I can move the paddles, but they both were spawned with un-synced positions.
pong.zip
I haven't been able to debug this thoroughly, since moving the Synchronizer out, and making it a direct child of the scene, like you recommended. I've also failed to get the ball to move.
I can report back tomorrow, after I've had some time to continue to debug this.
I've attached my updated project, in case either of you wanted to look

@GregHilston Here's what I meant https://github.com/jgillich/godot-pong-64129/commit/5bb4903e924e264acfea87dbc4ac73600b070a33
You give the authority back to the server and send player inputs over RPC. This also makes it much harder to cheat. I haven't touched the ball, but the players spawn in the correct positions now. (tested on some recent master versions, but it should also work with alpha 13)

Haven't had a chance to test the latest project zip but even if you set the authority to the client in _ready the spawn variables should already be available and synced. That sounds like a regression between 12/13.
Tomorrow I'll update my own project to 13 and see what I find.

in _ready the spawn variables should already be available and synced

Is that how it's supposed to work? That wasn't entirely clear to me. :grinning:  In that case I agree, this may be a regression.
cc @Faless

Is that how it's supposed to work?

Spawn variables (not sync) are available in _ready you can check the following minimal project, which seems to work as expected in both alpha13 and latest master.
proj_mp_spawn.zip

@Faless ill test out the project you've sent on my end, both to verify it works and to see if I spot any differences in my project vs this one.
The sync variables that I'm referencing that are not sending clients the proper data are both spawn and sync variables.

@Faless Opening your attached proj_mp_spawn.zip results in an error loading the main.tscn scene:

Load failed due to missing dependencies
res://main.gd

clicking:

Open Anyway

seems to work. I'm able to run two instances of the main scene, press Server on the first one and Client on the second, and the debug output seems to be correct. Which I see leverages the MultiplayerSpawner in combination with the @export var my_prop.
So this leads me to my original situation, I'm still unsure why I'm unable to see the syncing work as expected on my end. Both initially and when it updates.
@cridenour, Please let me know if you end up running my latest project.
I appreciate everyone's help here :)

@GregHilston so I ended up removing the Networking node and had the Synchronizer use the Player as the Root Path, which got the variables working at spawn. I then was seeing an issue where they were both the same position again - but that was because of a race condition in your player positioning logic. Moving the players.append(id) up to the top helped that.
Tested on 13 and all seemed to work as expected.
pong.zip
That still leaves one issue, that after testing I think I can reason into words.
@Faless Am I correct in saying a NetworkSynchronizer will not receive Spawn variables if it's root path is not the owner of the scene spawned with MultiplayerSpawner? Doesn't seem to matter where it is in the scene tree. Is that documented / intentional?

@cridenour Thanks for sharing this zipped up project! I was able to see the left and right players (paddles) spawning at the expected position. To anyone following along, or someone reading this in the future, you'll have to fix a fewthings before the project runs:

convert all the spaces to tabs
comment out line 60 in networking.gd, which references a node that no longer exists (print('network create_player we have set sync_position to %s ' % str(east_player_scene.get_node('Networking').sync_position)))
update the run-server.bat and run-client.bat. I'd recommend modifying them to point to the current directory, like this "G:\Desktop\godot\Godot_v4.0-alpha13_win64\Godot_v4.0-alpha13_win64.exe" --path "." --server and this "G:\Desktop\godot\Godot_v4.0-alpha13_win64\Godot_v4.0-alpha13_win64.exe" --path ".", respectively.

@cridenour Just to be clear, you running this project on your machine did not sync the movement of the players(paddles) right? You were only concerned with spawning the paddles at the correct spot, right?

@GregHilston I had thought it was syncing but upon looking at my own zip, it's clearly not. Something strange is going on.

@cridenour I think I solved my problem by seeing a difference in the player.tscn and ball.tscn, however I was misreading the files haha...
I'm going to upload my latest project. I've modified the game slightly, to make debugging easier. When the first player connects, their paddle is spawned off to the left. The player's position is not syncing. However, I am also spawning a ball, and it's position is syncing. I've gone through the project and as far as I can tell, I've attempted to do the position syncing the same.
I'm uploading this in case you, or anyone else, has the bandwidth to download it and take a look as well.
pong.zip

Am I correct in saying a NetworkSynchronizer will not receive Spawn variables if it's root path is not the owner of the scene spawned with MultiplayerSpawner?

@cridenour yes, for spawn variables to work the root path must be the owner of the scene being spawned by the MultiplayerSpawner.
It's something I'm not really sure we can change without degrading performance during spawn, though it's worth investigating and definitely should be clarified in the documentation in the meantime.

@Faless I think the limitation makes sense, just need to surface that more. Docs for sure and maybe a runtime (or editor warning) when the root path isn't the owner and was spawned by a Spawner (only known at runtime I guess).
If there's interest I could look at doing a PR for that.

I'm still thinking there's either a user error, of my doing, or a misunderstanding of the sync_variables at play here. If anyone has the bandwidth to continue to look into that with me, that'd be great.
As I still haven't been able to figure out how to get a second sync variable to sync.

I have yet another update. I have two versions of the project here. pong.zip and pong-two.zip. The former is the most recent version of the project and does not sync the Player (paddle)'s position. The latter is an older commit, but does sync the Player (paddle)'s position.
I for the life of me cannot see why the older project is working, while the newer project is not.
If anyone is willing to try to point out to me what I was doing right, and am currently not doing right, that will be the final stake in coffin for this issue.
As always, super appreciative of everyone's time.
current project, paddles/players position do not sync from client to server or other clients
pong.zip
older commit of project, where paddles/players position do sync from client to server and other clients
pong.zip

I've made some progress, but haven't solved this just yet. I'm convinced I'm setting the multiplayer authority wrong for my players.
I believe this is why the ball syncs no problem, as the server is the authority on that object.
The players however, are each supposed to be their own authority. So I need to figure out how to correctly set the authority of the players when they connect, then have the multiplayer spawner spawn these players to the clients, with the correct authority. Then have the players check for authority correctly.

Interesting. So I was able to get the syncing of the player paddle to work by moving the @export sync_position from the root node, down to a Node called Networking.  I was originally doing this, but it was recommended to remove this, as there was a bug where synced variables could not be on the root.
What's interesting now is that we're failing to be able to modify the Player's position before spawning them.
So I'm seeming able to get my project into two exclusive states:

Get the player 's position to sync, but unable to set its original spawn location
Be unable to sync the player's position, but be able to set the player's original spawn location...

Example 1 zipped up here:
pong.zip

i have not been able to make more progress on recreating my scene's issue. I sat down to make a minimum project to see if I could demonstrate what Im experiencing, and yet my minimum project works as expected...
I'll give up on this endeavor in a few days, and we can close this issue ha

Hi all, I'm going to stop trying to solve this issue, as I've spent more time than I care to admit trying to figure this out.
I'll either give RPCs a try and or patiently wait till Beta is released.
Your guys' call if we close this ticket or not. I know I'm not the only one experiencing this, as another @cridenour was experiencing it above

@GregHilston I had thought it was syncing but upon looking at my own zip, it's clearly not. Something strange is going on.

But my pong project might just have a specific unique incorrect implementation or configuration. Thanks everyone!

as another @cridenour was experiencing it above

To be fair, it's only in your attached project. My own project uses MultiplayerSynchronizers extensively, including Spawn variables, without issue. I would like to know why but I don't have enough bandwidth to debug the exact reason this setup doesn't work.

@cridenour Oh yeah, apologies if my comment above came off different than I intended. I was trying to express that this seems to be very much a me problem, and perhaps this issue being up is of little use to everyone else.
Don't get me wrong, I'd be grateful to understand why this is happening, as I'm only making this Pong project for learning, but I don't know if the Godot project will benefit by having this issue still up.
Hope that clarifies.

@GregHilston I had some time to debug the project using Godot 4.0 beta 1.
There is a small error in the MRP: the spawn_path of the BallMultiplayerSpawner in network.tscn is not correctly set to the Balls node. Fixing that, results in the ball spawning correctly.
Additionally, I noticed that the ball.tscn scene was loading an inline gdscipt instead of the ball.gd. Changing it to use the ball.gd script resulted in a moving ball (properly syncing).
Attached the fixed project: pong.zip.
Closing, as this seems to be just a small configuration error.

@Faless
What a pleasant surprise. Thanks for taking time out of your day to sit down and help me review my code. I did stop pursuing multiplayer endeavors when i was unable to resolve this issue, so thank you very much.
I'll end up downloading your project and fixing my project with the notes you've provided.
Have a great week!

@Faless I sat down to run the project of mine that you modified again, and I realize that one thing that wasn't fixed is the Player's networking sync_position is still not propagating from the server to the clients. Did you have any discovery on that?

You synchronize sync_position via a synchronizer which has the client's authority, so it won't sync from the server to the client, but from the client to the server (and other clients when server relying is supported).

Still experiencing my clients not being able to sync to my host. Is this behaviour of having to use RPCs to sync to thee server intended or am I just dumb and misunderstanding?

I have this issue. I tried this:
@export var initial_position
player = packedscene.initiate()
# player.global_position = spawn_point.global_position # doesn't work
player.initial_position = spawn_point.global_position
spawn_root_path.add_child(player)

I see them spawn in the right location on the server game and then the client player jumps off to 0,0.
I print initial_position in player._ready() where I suppose it should be available and it's set to (0,0).
I'm also about to try RPC but it seems a bit heavy when the spawner should just respect the initial position I set?

If I recall correctly, I never solved this. I learned that the initial
position is not respected by clients...
If you solve it, I'd be very interested in how. Especially if it doesn't
use the rpc approach
On Wed, Sep 27, 2023, 1:31 PM Joe Eaves @.***> wrote:

I have this issue. I tried this:
@export var initial_position
player = packedscene.initiate()
player.global_position = spawn_point.global_position # doesn't work
player.initial_position = spawn_point.global_position
spawn_root_path.add_child(player)
I see them spawn in the right location on the server game and then the
client player jumps off to 0,0.
I print initial_position in player._ready() where I suppose it should be
available and it's set to (0,0).
I'm also about to try RPC but it seems a bit heavy when the spawner should
just respect the initial position I set?
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@.***>

The best way to handle this IMO is with a custom spawn function.
extends MultiplayerSpawner

@export var player: PackedScene

func _init() -> void:
  spawn_function = _spawn_custom

func _spawn_custom(data: Variant) -> Node:
  var scene: Player = player.instantiate() as Player
  scene.peer_id = data.peer_id
  scene.initial_transform = data.initial_transform
  # Lots of other helpful init things you can do here: e.g.
  scene.is_master = multiplayer.get_unique_id() == data.peer_id
  scene.get_node('PlayerNetworking').set_multiplayer_authority(data.peer_id)

  return scene

Then call it with
$PlayerSpawner.spawn({ 'peer_id': peer_id, 'initial_transform': spawn_point.global_transform })

and read it in Player with
var is_master: bool
var initial_transform: Transform3D

func _ready() -> void:
  if is_master:
    global_transform = initial_transform

THANK YOU SO MUCH! This is the only place that I found an example of _spawn_custom in godot 4

THANK YOU SO MUCH! This is the only place that I found an example of _spawn_custom in godot 4

Ah right. That's because the API changed in the betas. Used to need a custom script on the spawner itself and a special _spawn_custom but now it's just a callable you set on the spawner. The _init function I used is just a way of restoring the previous behavior (since my game already used it).
This now could be done in a parent script by setting $MultiplayerSpawner.spawn_function = my_spawn_function and define my_spawn_function as we do _spawn_custom. No custom MultiplayerSpawner script required, though there's nothing wrong doing it the way I do above.


MacOS Sequoia 15.0 breaks a couple Clipy functions.

I absolutely LOVE Clipy... it is such a simple clipboard & snippet manager, however 2 functions are now broken in MacOS Sequoia.

Selecting "Edit Snippets..." from the dropdown menu, causes Clipy to terminate.
In the Clipy Preferences window, clicking the "Shortcuts" button (to set the various key-commands), causes Clipy to terminate.

I tried both of these after deleting the com.clipy-app.Clipy.plist file, but the same results occur.

Screenshots saved to to the clipboard to not make it into history either.
copy screen selection to clipbpard: cmd+ctr+shift+4

Not replicated here on macOS Sequoia 15.0.1 on Intel hackintosh - both 1. and 2. operations work.


OIDC throws exception: Invalid memory address or nil pointer dereference

Hi, just updated to the latest version of wg-access-server, but unfortunately OIDC still doesn't work for me. I am trying to connect to keycloak with the following config.yaml:
auth:
  oidc:
    name: "xxx"
    issuer: "https://login.xxx.nl/auth/realms/master"
    clientID: "secure"
    clientSecret: "xxxxxxx-xxx-xxxx-xxxx-xxxxxxxx"
    redirectURL: "https://vpn.xxx.nl"

Version 0.0.9:

Shows wg-access-server screen with 'Sign In: [OIDC]'
Click on OIDC => Redirects to Keycloak and allows to login
Redirects to wg-access-server with 'Sign In: [OIDC]'
Click on OIDC => Redirects to Keycloak and immideately goes back to step 3.

Version 0.1.0:

Shows wg-access-server screen with 'Sign In: [OIDC]'
Click on OIDC => Redirects to Keycloak and allows to login
Throws this exception:

http: panic serving <IP_ADDRESS>:40598: runtime error: invalid memory address or nil pointer dereference
goroutine 186 [running]:
net/http.(*conn).serve.func1(0xc00013b0e0)
	/usr/local/go/src/net/http/server.go:1767 +0x139
panic(0xbb86c0, 0x12e2730)
	/usr/local/go/src/runtime/panic.go:679 +0x1b2
main.main.func2(0x0, 0xc000362fa0, 0xc00051e800)
	/code/main.go:131 +0x2a
github.com/place1/wg-access-server/pkg/authnz.(*AuthMiddleware).Wrap.func4(0xdcd9a0, 0xc0003467e0, 0xc00051e800)
	/code/pkg/authnz/router.go:69 +0x3b2
net/http.HandlerFunc.ServeHTTP(0xc00053e810, 0xdcd9a0, 0xc0003467e0, 0xc00051e800)
	/usr/local/go/src/net/http/server.go:2007 +0x44
github.com/gorilla/mux.(*Router).ServeHTTP(0xc0001a0780, 0xdcd9a0, 0xc0003467e0, 0xc00051e600)
	/go/pkg/mod/github.com/gorilla/mux@v1.7.4/mux.go:210 +0xe2
github.com/gorilla/mux.(*Router).ServeHTTP(0xc0001a0000, 0xdcd9a0, 0xc0003467e0, 0xc00051e400)
	/go/pkg/mod/github.com/gorilla/mux@v1.7.4/mux.go:210 +0xe2
net/http.serverHandler.ServeHTTP(0xc0004680e0, 0xdcd9a0, 0xc0003467e0, 0xc00051e400)
	/usr/local/go/src/net/http/server.go:2802 +0xa4
net/http.(*conn).serve(0xc00013b0e0, 0xdcf720, 0xc0003ea300)
	/usr/local/go/src/net/http/server.go:1890 +0x875
created by net/http.(*Server).Serve
	/usr/local/go/src/net/http/server.go:2928 +0x384

I've reproduced this. This is happening because the redirect URL is "/".
The oauth redirect URL needs to be something unique and not used by the rest of the application; in this case when "/" is used the oauth callback hits the home page and so wg-access-server never gets the user's userinfo. The panic is from a bit of code expecting this info (the subject) and not finding it.
Give it another try with redirectURL: "https://vpn.xxx.nl/auth/callback". Remember to update the callback URL on the Keycloak side as well.
I think I'll push a patch to throw a nice "config error" type message when the redirect url conflicts like this.

Awesome, it works!

great!


Remove team-assignment from provider config.yaml

We do not have a practical need for the team entry in the providers' CI config. It used to exist to differentiate between bridged and native providers, as associated by the team who was responsible.
This is not a useful distinction, and became less useful with the dissolution of the ecosystem team.
We should remove this functionality and any automation associated with it.
See also: https://github.com/pulumi/ci-mgmt/pull/492.

Fixed in #688


Backend : Roles patch API is not working for policies

Roles patch API is not working for policies
When we try to patch the roles by updating policies attribute, with payload.
[
    {
        "op": "remove",
        "path": "/policies/3"
    }
]

In response we are getting updated attributes but when we refresh we get all the policies.
cc : @sureshms

@sureshms , Will this be the same as this?
https://github.com/open-metadata/OpenMetadata/issues/6852#issuecomment-1224312870

@Sachin-chaurasiya this is the right place to make changes. Patch a role to add/remove policies in it.


refacto: functions for address

Closing for now, please let me know if you think it's important we make this change.


Use bazel run --script_path

Bazel run provides a nice helper --script_path that correctly sets up
the working dir and related then launches the program in question. This
should prevent the error where you're in the wrong directory or missing
an environment variable when running ibazel run but not bazel run since
we now invoke in the same way.

Travis appears to still be broken but jenkins approves so LGTM


feat: Feedback on successful post

Describe the feature you'd like to request
There isn’t any formal feedback for a successful sui-generis post from main; the ‘post’ button shows a spinner until resolution but upon resolution, there is no confirmation message, and unless the current view refreshing would incidentally reveal the post in context as an incidental secondary effect, it will not be visible.
Describe the solution you'd like to see
Navigate to the post view on success.
Additional information
No response

It refreshes the current view on post send, it's not a coincidence. However, you're right, and I should add this 👍

Done in v0.1.5


Rename binaries and change comments to reference Forseti Server.

Rename forseti_iam binary to forseti
Rename forseti_api binary to forseti_server
Change comments referencing IAM Explain to Forseti Server where
appropriate.

Thanks for opening a Pull Request!
Here's a handy checklist to ensure your PR goes smoothly.

[x] I signed Google's Contributor License Agreement
[x] My code conforms to Google's python style.
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[x] My PR has been functionally tested.
[x] All of the unit-tests still pass.
[x] Running pylint --rcfile=pylintrc passes.

These guidelines and more can be found in our contributing guidelines.

Carise, the renames will effect the deployment script you are working on, please take a look.


Listener to text select event

Hi, I want to listener to text select event, then show text selector and my custom pop menu, just like the screenshot
How can I implement this?

OK, it's easy.
Just add android:textIsSelectable="true" to TextView


Allow for automated tests to be run in specific suites

I rule and have completed some work on Case Manager that's ready for review!
This allows for rake tests to be run in a variety of ways, and switches default behavior:

rake test will still run everything, but it can be modified to drop a specific suite if need be
rake test:everything is now an implicit command to run ALL tests
rake test:limited excludes integration tests
rake test:middleware would run only the middleware tests (currently commented out)

The end result of this is some narrow tests that could be laborious in nature can be moved to only running under CI.
This pull request makes the following changes:

Modifications to Rakefile
Small tweak to circle.yml to use rake test:everything

It relates to the following issue #s:

Fixes #849
Mildly related to #820

@DarthHater @lomky  I'm thinking this thru and I think I'm inclined to close that associated issue as a wontfix for the following reasons:

the middleware tests don't take up a severe amount of time. Not a huge deal if they take a little while
the testing pain point is the integration tests, but it's kind of important to run all of those
I think the odds of these rake tasks getting much mileage is kind of slim

As an alternative, I think the right way to go might be to just make it clearer in the docs that you can run portions of the rails test suite with rake test:whatever, since that's like 90% of what we're trying to do, I think?
I think if we really expand our non model/controller/integration test suite we can and should revisit this question and implement it like this, but I think for now we can get away without this.
Interested in your thoughts @lomky @DarthHater .

Fine by me, this was just a POC.

@DarthHater sounds good. Let's keep this in the back of our minds moving forward if parts of our test suite gets too bulky.


add nicovideo add youtube-dl suport for nicovideo

nicovideo does not work in jokebox

I am using Lavalink for voice support so it needs to be supported by them open an issue over there because I won't support a website that doesn't work with Lavalink.


Nothing shows up

I installed a fresh install of arch linux from archinstall command with hyprland profile and pipewire. After installing i ran the command to dowload the prerequisites and then ran the code under setting up files. It all ran flawlessly then i rebooted my laptop and logged into my user using sddm to see a black screen with nothing showing. I pressed SUPER+ENTER to open up the terminal and the terminal looks like the default one but has a yellowish color scheme. I was able to run firefox using the terminal and then i ran dolphin. Dolphin had the default settings. COuld you help me and tell me what step did i missed to run the actual gui?

i got these working by running the copy files commands again

Could you provide additional details? Execute the following commands in your terminal and share the output:
killall ags
ags

there is no command called ags jivesh@archlinux ~ [1]> ags fish: Unknown command: ags

i think that my system hasn't downloaded the tools like the bar or wallpaper manger ig

ok so i got some of the stuff working, i forgor to install ags. Ags gives error

(com.github.Aylur.ags:24039): Gjs-WARNING **: 22:20:25.163: JS ERROR: Error: No property endAt on Ags_AgsCircularProgress
_init/Gtk.Widget.prototype._init@resource:///org/gnome/gjs/modules/core/overrides/Gtk.js:59:50
_init@resource:///com/github/Aylur/ags/widgets/widget.js:116:19
AgsWidget@resource:///com/github/Aylur/ags/widgets/widget.js:79:12
AgsCircularProgress@resource:///com/github/Aylur/ags/widgets/circularprogress.js:16:9
createCtor/<@resource:///com/github/Aylur/ags/widget.js:23:16
createNestedCircles@file:///home/jivesh/.config/ags/modules/components/NestedCircles.js:16:33
@file:///home/jivesh/.config/ags/modules/widgets/desktop/Circles.js:7:38
_init/GLib.MainLoop.prototype.runAsync/</<@resource:///org/gnome/gjs/modules/core/overrides/GLib.js:266:34```

To resolve the issue, install the latest version from the Git repository using the following command:
yay -S aylurs-gtk-shell-git
The error you're encountering is likely due to a new property in AgsCircularProgress that hasn't been included in the version currently installed on your system. Installing the latest version should address this issue.

some icons don't work and the background is still doing its weird thing ig. My screen resolution is smaller then your so it might conflict with that ig. How can i edit what comes up one the top and change the location of which it tells the weather

also the keys like for changing broghtness and volume don't work, how can i fix?

For the icons to be visible, you need to ensure that all fonts are correctly copied. Additionally, the resolution settings are GPU-dependent, requiring proper configuration of Hyprland to align with your device. You can find detailed guidance on GPU setup at this link.
Regarding the ordering, customization is possible through configuration changes in the dot files using JavaScript. If you provide specific details about your preferences, I can guide you through the necessary adjustments.
As for language settings, I am planing to incorporate an automatic switching feature based on your device's settings. I'll be working on implementing this functionality during the upcoming week when I have some free time.
For resolution settings, you can try the following:

Create a file in home with the name .Xresources
Add the following line at the end of it Xft.dpi: 96
Restart your system to apply the changes.

If nothing happens you can read Hyprland doc or search for solutions online, as this may be a common Wayland issue with Nvidia cards.
This is my file if you want to check it .Xresources

I can see that the weather it shows is of jammu, is it possible to like change the state?like delhi or something. Also how can i change the font of the topbar, like the one dolphin has in this rice is magnificent i want to use that font for my whole pc, i don't know its name but i have attached an img already of the dolphin file manager so could you tell me how can i change my font?

I came across your config and it looks fantastic. Tried it on a minimal Arch install. After also installing Hyprland I can get a themed terminal (purple with ascii art) and can change workspaces and launch apps with keyboard shortcuts but that's about it. No wallpaper, no bar. Just a black empty desktop. AGS is installed. Is this only or laptops running nvidia? Should I have Hyprland installed before running your config? Apologies for hijacking the thread but did not want to start a new issue.
Running AGS from terminal gives: JS ERROR: Error: Requiring GnomeBluetooth, version 3.0: Typelib file for namespace 'GnomeBluetooth', version '3.0' not found require@resource://org/gnome/gjs/modules/esm/gi.js:16:28
@gi://GnomeBluetooth?version=3.0:3:25
_init/GLib.MainLoop.prototype.runAsync/</<@resource:///org/gnome/gjs/modules/overrides/GLib.js:266:34

It seems the issue lies within the log output, indicating a requirement for gnome-bluetooth. To address this, you can install it using pacman:
sudo pacman -S gnome-bluetooth-3.0
# or
sudo pacman -S gnome-bluetooth

Thank you! It works now!
I had installed the gnome-bluetooth package but it didn’t work. Did not know there was a second package for version 3.
Thanks again.


Add the rotate the image feature

I want to work on this issue under JWOC. Assign it to me. But also give me some information that exactly how much you want to rotate an image.


Manually revert #8080 because it's breaking things

What's breaking?

Haven't had enough time to figure out what...but there were certain items in scope in templates that are now no longer in scope. Commenting out the loop fixes it. I'll dig into it later this evening or tomorrow.

We really have to decide what class aliases are for...
For me (and IIRC for @KorvinSzanto too), they exist only to make it easier to migrate 5.6 packages to the modern concrete5.
If we want to support letting users to override the aliases, we need to change the way the core behaves: every method should accept non aliased parameters, and return aliased instances.
Example:
public function foo(\Concrete\Core\Area\Area $bar) {
    return new \Area();
}

Any other pattern would lead to not using the overridden aliases, and/or to issues like #8060.

We're not going to take any action on this now.
We should absolutely be updating the core to not reference class aliases in type hinting wherever possible.
Moving forward we should have clear docs for them, and ideally use them as little as possible. Making them tools for class extension is definitely wrong. But we're not gonna take action to break that stuff in a point release.

Ok, so let's just do #8096


Automated cherry pick of #4474: fix(region): Add support for suspend when syncing status of guest

Cherry pick of #4474 on release/2.14.
#4474: fix(region): Add support for suspend when syncing status of guest

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Flake8 should not ignore F821 and F841

The current flake8 configuration is too relaxed. Especially F821 (undefined name) and F841 (local variable is assigned to but never used).
Ignoring F841 caused accidental introductions of unused arguments in function signatures (like reported in https://github.com/pytorch/audio/pull/482#issue-396361603) and fixing this involves breaking backward compatibility. F841 should never be ignored.
Similarly F821 should not be ignored either, but this one is there so that comment type annotation to work. Once the type annotation is converted to inline version as part of Python2 removal, this can be removed and we should enforce F821 too.
$ flake8 torchaudio
torchaudio/functional.py:467:5: F841 local variable 'freqs' is assigned to but never used
torchaudio/functional.py:714:5: F841 local variable 'dim' is assigned to but never used
torchaudio/functional.py:826:5: F841 local variable 'A' is assigned to but never used
torchaudio/functional.py:828:5: F841 local variable 'mult' is assigned to but never used
torchaudio/functional.py:859:5: F841 local variable 'A' is assigned to but never used
torchaudio/functional.py:861:5: F841 local variable 'mult' is assigned to but never used
torchaudio/functional.py:1033:5: F841 local variable 'alpha' is assigned to but never used
torchaudio/compliance/kaldi.py:653:5: F821 undefined name 'Tuple'
torchaudio/compliance/kaldi.py:653:5: F821 undefined name 'Tensor'
torchaudio/compliance/kaldi.py:653:5: F821 undefined name 'Tensor'
torchaudio/compliance/kaldi.py:784:5: F821 undefined name 'Tensor'
torchaudio/compliance/kaldi.py:784:5: F821 undefined name 'Tensor'

For reference (only), pytorch has both of them, see here.

We should also catch the ones picked up internally.


Add support for authentication in HttpSender

Support specifying  an username and password or a bearer token in the configuration for the HttpSender used for Trace reporting.

This depends actually on #131; after that one is merged in, this have to be rebased so the first commit is excluded.

@mennopruijssers thanks for the PR, could you please rebase?

Sure, no problem! I just did!

Awesome thanks!
Is there already a release scheduled? If not: what's the process to request one?

I will cut the new one today


roadmap

I'd like to see the following on a formal roadmap (feedback, suggestions, ideas, requests, are all very welcome!):

[ ] improve prompts: This is a top priority. Node.js needs a fast, pluggable prompt library that isn't bloated and dog slow. We might have some ideas here :)
[ ] persisted data this needs to be easier and more consistent. Generate broke new ground by supporting chained generators (which means you can run multiple generators in a row from the command line, resulting in an experience that feels like one generator). While awesome, it introduces challenges regarding how data and state are managed from one generator to the next during prompts. Each generator has it's own instance of generate, along with it's own options, data, and so on. Generate also exposes a special "base" instance, on the app.base property, which can be used (at your own risk) for shared data. Since we're scaffolding out projects, and not serving web pages, this is a really nice solution.  But we still have some rough edges around how "hints" are displayed and answers are pre-populated from successive prompts from multiple generators.
[ ] docs: we know this is a problem with verb, assemble and generate, but we're working on docs for all three and will be releasing them soon, along with new websites and resources for finding plugins, and more

TBC...

I like how generate's generators share an environment.  In fact, I initially added the ability to run multiple generators with yo under the same environment; however, they didn't like the idea of having them share data on that environment (for justifiable reasons).  I think at the very least it is useful for sub-generators and composing them together.   So to me, that is one of the strong points of generate, because in my eyes it allows for more powerful composability (simpler prompting that scaffolds better and more normalized projects)
To give you an example of a place I wanted to use this in, I was going to make this "generator suite" for yeoman that scaffolded out multiple types of projects (called generator-devjs) using sub-generators that share a global.devjs...  so the main idea was that it only prompted once for certain information then reused it in the other sub-generators.  That generator has since been discontinued because I've been content enough with generate's packages, though.

awesome! yeah we plan to expand on how generators share data. This is also a favorite feature of mine because of how intuitive it is (to reiterate for anyone who might be joining the convo, every generator is created with a new instance of generate, but we also expose a special "shared" instance that can be used to pass specific data or options back between generators).

Node.js needs a fast, pluggable prompt library that isn't bloated and dog slow. We might have some ideas here :)

Sounds great! keypress looks good as starting point for this job.  Let me know if can help or suggest something more - the word "pluggable" is enough.
Let's do it.

K you ready for this? :) I think we can simplify further, but it's just a start.

progress here: https://github.com/enquirer

awesome! i'll look.

@tunnckoCore can you check gitter? I left a msg

Yea, no problem. I'm on slack rooms of toolkit too. :)

I didn't know toolkit had one lol. I do now!

I just commented there

I didn't know toolkit had one lol. I do now!

Yea, I don't see you there https://[generatejs/basejs/verbjs/etc].slack.com/messages/general :)

you don't? I should be. I thought you meant an actual toolkit room.


Securing config server w/ oauth2

Docs say "... and Spring Security and Spring Boot make it easy to do pretty much anything."
Is there an example of how I can secure the config server w/ oauth2 based tokens? i.e client credentials grant?

For instance, on my basic @EnableConfigServer enabled Application.java, if I add @EnableResourceServer and extend from ResourceServerConfigurerAdapter then implement public void configure(ResourceServerSecurityConfigurer resources) {
I get errors like org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'springSecurityFilterChain' defined in class path resource [org/springframework/security/config/annotation/web/configuration/WebSecurityConfiguration.class]: Bean instantiation via factory method failed; nested exception is org.springframework.beans.BeanInstantiationException: Failed to instantiate [javax.servlet.Filter]: Factory method 'springSecurityFilterChain' threw exception; nested exception is org.springframework.security.config.annotation.AlreadyBuiltException: This object has already been built

Also how do I configured the auto-magical cloud config client, to utilize my oauth2 token generation and authorization endpoints?

FYI #177 is the answer to this


About data transform

Thanks for your code, it helps me a lot.
I'm confused about the custom_transform. I don't know why you rescale images by Image.BILINEAR  but rescale mask by Image.NEAREST.

Image.NEAREST will find the closest point in the original image and use its value.
We don't want an interpolation (such as what does Image.BILINEAR) because it would give a floating number, and this would make no sense since the values in the mask are integers and represents the class.

Thanks for your reply. Can I use Image.NEAREST in the original image ?

Yes, but bilinear is visually better. This change may affect the network perfomance.

Thanks.


Program crash

hi, I'm use this chart.framework, Every time when program runs to here,it crashBarChartDataEntry *en  = [[BarChartDataEntry alloc] initWithValue:[[self.characteristics[i] objectForKey:@"value"] doubleValue] xIndex:i]; but these two parameters have value, The error that the program throws is ‘object can not be nil’.could you help me?

This is definitely not due to initWithValue.
So you may want to separate the statements to different lines, and debug those.


error on login

when i try to log in i get this error
Loading Procurement in offline mode...                                                    [OK]
Loading Standard Stash Tab 1...
Loading Standard Stash Tab 1...
Loading Standard Stash Tab 1...
[Error] Downloading stash for Standard, details logged to DebugInfo.log, please open a ticket at https://github.com/Stickymaddness/Procurement/issues
it will not do anything beyond this point

Try do a full login (not offline).

same for me. not doing offline

Entropher please log a separate issue with your debuglog so I can take a look into it for you.

Closing due to inactivity, please open a new ticket if this is still an issue!


add pokeshell corrections

Just some corrections.
I added a relative speed metric averaged over 10 runs of displaying the same pokemon to clarify the speed downside.
Once I test with pokemon-colorscripts I intend to add a speed row to the feature table at pokeshell's readme.
Also pokeshell has full compatibility and is tested with macOS.
Wanted to sneak in animations and multiple pokemon...
edit: if u can squash when merging that would be great.

It is? That's actually pretty neat. I didn't see it on the README, whoops.

didn't see it on the README

didn't think it was worth mentioning haha

Also one more thing, I'm gonna be moving on to some other projects so I was wondering if you would be willing to be a collaborator for pokeshell?
Would you be okay if I transferred the repository over to you at some point?
Kinda have pokeget and pokeshell as sister projects?

I'm currently also working on a lot of things including school, so I'm not sure if I'm the best candidate to maintain your project. But I will try my best to contribute here and then :)

got it, no worries. Once I clean it up and get it to something that can resemble a version 1 release I'll prob add you as a collab to the project.


cmd/go: 'go mod why' should have an answer for every module in 'go list -m all'

Currently, if you run go mod why -m on the output of every module in go list -m all, some modules may come back with the answer (main module does not need module […]), even after a go mod tidy.
The reason is that the module graph is conservative: go list -m all answers the question “which module versions are implied by the requirements of the main module?”, not “which modules does the main module need to download to complete go list all?”.¹
In contrast, go mod why explicitly ties its answer to go list all.
We should have some flag to go mod why to answer the related go list -m all question, “what path of requirements imposes the version requirement on module x?”

¹The command to answer the latter question, as it turns out, is:
go list -f '{{with .Module}}{{.Path}} {{.Version}}{{end}}' all | sort -u

Please, keep in mind the case with test dependencies - would be cool if go mod why could tell if the dependency is used transitively in tests - #30206

And I think the note (main module does not need module ...) is flawed. If a module isn't needed by our main module, then it shouldn't cause our main module to be broken (see #36423 for example).

“which modules does the main module need to download to complete go list all?”
…
¹The command to answer the latter question, as it turns out, is:
go list -f '{{with .Module}}{{.Path}} {{.Version}}{{end}}' all | sort -u

I don’t think that’s correct. When I run this command in ~/distri, and ensure that the reported modules are present in the reported versions in my build environment, I’m encountering an error when running go install ./cmd/...:
go<EMAIL_ADDRESS>requires
<EMAIL_ADDRESS>module lookup disabled by GOPROXY=off

Package dmitri.shuralyov.com/gpu/mtl is only used from files behind the darwin build tag (I’m working with linux), so that’s likely why go list all doesn’t show it, but it seems like go install still requires it to be present. https://github.com/golang/go/issues/29410#issuecomment-515203754 is related.

Goodness gracious: learning go modules was a pleasure initially. But now that I am hooking GO into our CD/CI system where when libA is changed through an approved PR, I might want to find all the other projects which have libA as a build dependency whereupon I can run go mod tidy ... I find myself swimming in confusion:

learn that go list -deps ... might give more than build dependencies
read cmd/go: go mod why isn't enlightening for non-build dependencies #37162 - comment above
No mention of whether build dependencies are given by go mod graph, which seems to have a lot in common with go list -deps or whether graph gives build dependencies or more than

Consider this (expurgated):
# list PG Db modules from jackc
$ go mod graph | grep jackc | grep pgx | cut -d" " -f1 | sort -u
<EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS><EMAIL_ADDRESS>
As Constansa's father said to Ellaine: "What in the hell does that mean"? Is the go build mixing all these versions in my binary? Smart enough to work with one version? Which one and why?

I assume this is the same issue - I was trying to update to fix a dependabot issue; but I was still left with the unpatched major version I was hoping to remove. go mod why on it said it's not needed, so I thought ok it's just for some reason left in go.sum; but if I manually remove it then go get -u puts it back.
Is there any (not intensively manual) workaround to find which main package dependency leads to it if  why won't tell me?

@OJFord you want go mod why -m, as go mod why works on packages. If go mod why -m still tells you that a module is not needed even when it's in your go list -m all, then it is this bug.

If go mod why -m still tells you that a module is not needed even when it's in your go list -m all, then it is this bug.

Yes, that is the case. Thanks.

@OJFord you want go mod why -m, as go mod why works on packages. If go mod why -m still tells you that a module is not needed even when it's in your go list -m all, then it is this bug.

I was looking into a way to cut the dependency on go.opencensus.io from googleapis/google-api-go-client.
My current attempt is here : https://github.com/LeGEC/google-api-go-client/
On my laptop, I am currently in the following state :
$ go version
go version go1.18.1 linux/amd64
$ go mod tidy
$ grep -l -e go.opencensus.io -r .   # the only files where 'go.opencensus.io' is mentioned are go.sum files
./internal/kokoro/discogen/go.sum
./go.sum
$ go list -m all | grep opencensus   # go.opencensus.io is listed in 'go list -m all'
github.com/census-instrumentation/opencensus-proto v0.2.1
go.opencensus.io v0.23.0
$ go mod why go.opencensus.io # go mod and go mod -m both say that package is not needed
# go.opencensus.io
(main module does not need package go.opencensus.io)
$ go mod why -m go.opencensus.io
# go.opencensus.io
(main module does not need module go.opencensus.io)

@LeGEC, I'm happy to help with that problem but it's a bit off-topic for this issue.
Consider starting a thread on golang-nuts, or find me in the #modules channel on the Gophers Slack.

@LeGEC, I'm happy to help with that problem but it's a bit off-topic for this issue.
Consider starting a thread on golang-nuts, or find me in the #modules channel on the Gophers Slack.

@bcmills any chance you can link a follow-up here is there was one? I'm in a similar situation as described in https://github.com/golang/go/issues/27900#issuecomment-1169637103 where a CVE is involved and its unclear if our package is impacted. The vulnerable module is mentioned in go.sum and go list -m all, but go mod why -m x claims (main module does not need module x)

@jan--f, if the CVE in question is included in https://pkg.go.dev/vuln/, I would suggest using govulncheck to investigate its impact on your module.

It's not yet merged unfortunately, though proposed. In any case I experience the same situation @LeGEC describes, so I'd be thankful for pointer to follow up on any threads of slack conversations.

@OJFord you want go mod why -m, as go mod why works on packages. If go mod why -m still tells you that a module is not needed even when it's in your go list -m all, then it is this bug.

This is the case.

@OJFord you want go mod why -m, as go mod why works on packages. If go mod why -m still tells you that a module is not needed even when it's in your go list -m all, then it is this bug.

This is the case.

Same here, can give a reproducible env for it if needed

Can we quote the rest of that paragraph without pinging me going forwards please 😅

Hello, I've bumped into this here and there and think I've reproduced what is causing some confusion for me:
https://github.com/vikblom/go-issue-27900
There is a module dependency on goldmark, but since the package which needs it isn't used, it will be pruned from the package tree, but not the module tree, if that makes sense. But then go mod why -m has no explanation for it.
@mvdan Would this example line up with what you meant here?

If go mod why -m still tells you that a module is not needed even when it's in your go list -m all, then it is this bug.

I think it would be very useful to get an go mod why answer for every module in go.mod as well as go list -m all, perhaps they are equivalent.

I ended up here because I was trying to find a way to identify why dependency is listed in my go.mod file. It is being identified by snyk.io security tool as an vulnerability, but I have no clue why it is listed in my go.mod.
 Calling go mod why has no clue why it is there saying:
main module does not need package . So why it is there if "main module does need it" ?
It looks like go mod tidy is so much smarter than go mod why. Why we don't use its dependency tree calculation logic for go mod why as well?

@tonecool try running go mod why -m <module> on the <module> dependency you are interested in, also go mod graph > /tmp/graph and then grep <module> /tmp/graph.  Hope this helps! 😄

Thanks @dmitris, adding -m as part of go mod why helps indeed.


Remove some more unused lets

Follow up to https://github.com/ManageIQ/manageiq/pull/15201, where I looked at the API specs. Here I cast the net to include the rest of the vmdb test suite.
@miq-bot add-label test, technical debt
@miq-bot assign @bdunne

✂ 🔥 ✂ 🔥 ✂ 🔥
🍰  🍪 👏 🙇 😍 🎉

👍 Let the deletions continue

😑


Quality to string. fix

@dangell7 can I start to pull-request refactoring branch? https://github.com/Platonenkov/xrpl.CSharp/commit/1d7e1f4cfa740b0e53c40035a6d56080b1b8bf07


ENH: Use all available return data for summary metrics

Keep all available returns data until risk metrics are calculated in create_full_tear_sheet.

@twiecki would you take a look at this?


bflw upgraded to 2.9.0 (closes #248 memory leak)

Coverage increased (+0.006%) to 93.857% when pulling 95d96b4a5f25b19d1240499070b857b15e875edb on release/1.14.0 into 59af5b46ca285183f7276269793f3ae573126c48 on master.


Utils: Update dependencies + lodash usage

This update refactors the utils package to improve the shared dependencies with WordPress + Gutenberg.
Resolves https://github.com/ItsJonQ/g2/issues/184

Hmm! Looks like there's some typescript build issues with importing the individual type checking utils from lodash:
import {
  isArray,
  isBoolean,
  ...
} from 'lodash'

Refactored to do this:
import * as _ from 'lodash';

const {
	isArray,
	isBoolean,
        ....
} = _

I'm not sure it makes a difference (treeshake/dead-code elimination wise).
The TS builder seems to be happy though.


Fix fp8 scoped all reduce for modules with bias

Type of Change
Fixes a bug in fp8 PatchedLinearAllReduce scoped version for modules with bias
Description
Use in-place addition to update the bias in post_all_reduce  so that the model yields correct output.
Expected Behavior & Potential Risk
The bug was found while testing fp8 quantization for starcoder2 model in optimum-habana. The bug causes incorrect model output on Gaudi as shown below:
git clone https://github.com/huggingface/optimum-habana.git
cd optimum-habana
pip install -e .
pip install<EMAIL_ADDRESS>cd examples/text-generation
QUANT_CONFIG=./quantization_config/maxabs_measure.json python ../gaudi_spawn.py --use_deepspeed --world_size 2 run_generation.py --model_name_or_path bigcode/starcoder2-15b --use_hpu_graphs --trust_remote_code --attn_softmax_bf16 --trim_logits --use_kv_cache --use_flash_attention --flash_attention_recompute --max_new_tokens 128 --batch_size 1 --bf16 --prompt "def is_prime():"

Output without the fix:
output 1: ('def is_prime():\x89tFo_Fo_ \s%nu|\\LL_LL)\ntt=> namemap (LL-\\LL0LL-LL-\\LL testInstances",LLÏ????LL testInstances",LL toolSettings:LL;LL-\\LLLLjooFoLL-LLJJLL-LLLLLL-\\LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL toolSettings (LL namemap \LLLLLL toolSettings (LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL namemap \LL_LLLLLLLLLLLL',)
How has this PR been tested?
This fix was tested on Gaudi2/Gaudi3 with Pytorch-2.4.0-1.18.0 and optimum-habana.
Output with the fix:
output 1: ('def is_prime():\n    for i in range(2, int(math.sqrt(n)) + 1):\n        if n % i == 0:\n            return False\n    return True\n\ndef is_palindrome():\n    return str(n) == str(n)[::-1]\n\ndef is_lychrel():\n    for i in range(50):\n        n = n + int(str(n)[::-1])\n        if is_palindrome():\n            return False\n    return True\n\ncount = 0\nfor i in range(10000):\n    if is_lychrel():',)
Dependency Change?
any library dependency introduced or removed

I'm closing this PR. I'll fix the inplace update assumption in optimum-habana instead.


JSON Query to graphql/query: HTTP error code 403.

This error appears after 12 images have been downloaded (excluding the profile image):
"JSON Query to graphql/query: HTTP error code 403."
I'm using pip3 via Terminal on macOS 10.13.4.

Thanks for reporting! Recently, they often change the way non-logged-in requests have to be made. We fixed it in Version 3.3.8 and recommend updating.
Technically, this is a duplicate of #94.


Add helm configuration.

Helm is a modern way of configuring systems.
It might be a little tricky to embed template into template, but helm config would be a really good feature.

Helm config is nice. But it's relatively easy to generate it by hand.


Bend emote not working with custom player models

Bend emotes doesn't work when Iuse a customizable player models skin

Either don't use bends or don't use custom player models. This compatibility would be really difficult to implement.


feat(core): Create Payout Webhook Flow

Type of Change

[ ] Bugfix
[x] New feature
[ ] Enhancement
[ ] Refactoring
[ ] Dependency updates
[ ] Documentation
[ ] CI/CD

Description

Create core flow for processing payout webhooks and send respective outgoing webhook
Additional Changes

[ ] This PR modifies the API contract
[x] This PR modifies the database schema
[ ] This PR modifies application configuration/environment variables

Motivation and Context

How did you test it?

Checklist

[x] I formatted the code cargo +nightly fmt --all
[x] I addressed lints thrown by cargo clippy
[x] I reviewed the submitted code
[ ] I added unit tests for my changes where possible

Please handle the payout connectors in fetch_optional_mca_and_connector of webhooks_core @Sakilmostak


Follow up - repeat issue - Query Builder cut in half and can not see Table top menu

Preflight Checklist

[X] I have installed the latest version of Storage Explorer.
[X] I have checked existing resources, including the troubleshooting guide and the release notes.
[X] I have searched for similar issues.

Storage Explorer Version
1.26.0
Regression From
No response
Architecture
x64
Storage Explorer Build Number
20221001.2
Bug Description
Open query builder randomly open halfway and the top table menu will be obscured
Steps to Reproduce
Open Azure Storage table
Open query builder
Filter
Close query builder
Refresh
Open query builder - randomly it will open half way and the top menu will be obscured
Actual Experience
as per screen shot

Expected Experience
Open query bulder screen repaints Table top menu then query builder.
Additional Context
repeat issue of #6077
changing the size of the main window does slowly creep the query builder back into it's proper spot.
the 'divider' if dragged left and right 20 times, does also slowly creep it back into view.

@OzBob can you try resizing the Storage Explorer window as whole? That should reset the UI. In the meantime we are working on a fix for this issue.

@OzBob Thanks for providing details on this issue. This is a known bug, and we are working on a solution. You can follow the status of this issue at #5806.


Ensures the output of bulkinfo command in keylime_tenant is JSON

Signed-off-by: Marcio Silva<EMAIL_ADDRESS>

LGTM


load json without extension

resolves #1508
json files don't need the extension.

Why did you delete this ?

mistake on my part for the delete, adding this back in another pull request. sorry for the confusion.


Option / Argument Manipulation

Option/Argument Manipulation callback and documentation
spawn debug wrapper and option.

Hi @grmartin Thanks for the pull request! Could you please provide an example gulp task that makes use of the options?

@micahblu Sure thing. I'll do so this afternoon.

@micahblu Ready for Review.

@grmartin thanks checking now

I've confirmed it working but I'm having some trouble getting it to past in a mocha test. Could you add a test please?

@micahblu Ready for Review.

@grmartin Thanks! So I'm seeing the same error I saw when I added the mocha test and ran it. Here's my output:
➜  gulp-connect-php git:(grmartin-grmartin/manipulation-callbacks) mocha
  gulp-connect-php
PHP 5.6.30 Development Server started at Fri Apr 14 12:51:44 2017
Listening on http://<IP_ADDRESS>:8000
Document root is /Volumes/WorkSpace/Projects/gulp-connect-php
Press Ctrl-C to quit.
[Fri Apr 14 12:51:44 2017] <IP_ADDRESS>:63386 [404]: / - No such file or directory
[Fri Apr 14 12:51:44 2017] <IP_ADDRESS>:63387 [200]: /test/fixtures/hello.php
[Fri Apr 14 12:51:45 2017] <IP_ADDRESS>:63388 [404]: / - No such file or directory
[Fri Apr 14 12:51:45 2017] <IP_ADDRESS>:63389 [200]: /test/fixtures/hello.php
    ✓ Should start a basic php server (356ms)
exec error: Error: Command failed: lsof -i :8000

    1) Should start a basic php server, with a set environment variable and updated memory limits set via the configCallback option

  1 passing (393ms)
  1 failing

  1) gulp-connect-php Should start a basic php server, with a set environment variable and updated memory limits set via the configCallback option:
     Uncaught TypeError: Cannot read property '1' of null
      at index.js:55:48
      at ChildProcess.exithandler (child_process.js:218:5)
      at maybeClose (internal/child_process.js:885:16)
      at Socket.<anonymous> (internal/child_process.js:334:11)
      at Pipe._handle.close [as _onclose] (net.js:501:12)

That's really strange. It's passing on my local machine, I would not have committed it otherwise. Can you tell me exactly how you were invoking Mocha? And maybe Node version? I've just left for the grocery store but I'll be happy to dig in when I return and the baby is asleep. ... I'm on a mac with the latest Node and mostly running Mocha via PhpStorm.

Index.js:55 implies that the lsof failure above is blowing up the test.

@micahblu but then again, I'm just poking around in an iPhone from the passenger compartment of a car. So I could be off base (small screen and all)

@grmartin ok, I'll take a closer look.

@grmartin I see the issue and it appears to be unrelated to this pr. Merging now. Thanks for the good work!


Network ERROR at new wallet 2.3.4

Actual behavior: Wallt dont work in case of network error
Expected behavior: working wallet
How to reproduce it (as minimally and precisely as possible): run the wallet

What are your environment parameters?

DeFi Wallet Version: 2.3.4
Operating System (OS): WIN10
– Current free storage capacity: 80GB

Anything else we need to know? Many Errors at spv and a huge 240mb log file !!!
debug.log
main.log

Hi @supervolot , thanks for your feedback. Network error could be due to your location, the peers nearby for the app to sync — you're running the node (wallet) by yourself after all. Personally, I sometimes face a disconnected node to to my internet spike dropping, and although I can still use other applications like Chrome, Spotify etc, the DeFi Wallet is affected. Please give us time to investigate. Thank you.

Hi @supervolot , thanks for your feedback. Network error could be due to your location, the peers nearby for the app to sync — you're running the node (wallet) by yourself after all. Personally, I sometimes face a disconnected node to to my internet spike dropping, and although I can still use other applications like Chrome, Spotify etc, the DeFi Wallet is affected. Please give us time to investigate. Thank you.

Hi, my internet is fine, so it looks like a bug on the new 2.3.4 wallet (ver. 2.3.3 was working fine)

Hi,
got the same problem/behavior with 2.3.4 (2.3.3 Works without any issues)
Run on Win Server 2019 with plenty of free storage and memory capacity in a datacenter (1 gbits up and down).

I have the same behavior. After some time when the wallet has run error messages about network errors. Old version has worked normally and i could keep running the wallet all the time.

Same issue for me with Windows server 2016 and defichain 2.3.3 and 2.3.4. Found some events that match the time of the network error. And what about you guys ?

Issue still exist in 2.3.5. It even looks like the wallet app kills the whole connection from the pc to the internet. I have installed yesterday 2.3.5 and now i can't connect to the pc anymore from external

Still the same bug at v.2.3.5
main.log

Yes i also have same problems. What is see is that the background process for blockchain sync takes a lot of mehr CPU power than in previous version 2.3.3. Maybe that causes the system instability. I also figured out that the Windows Firewall causes the issue. Maybe you do to many socketconnections. Check the Backgroundservices differences to previous version. Something does overhead there...

@izzycsy
please take care that 2.3.3 is keep working until new version runs stable. Do not update peer nodes or keep downward compatiblity for now. I think the more CPU/RAM and Even DISK Power a Computer has, the more stable it runs. On my High Powered Gaming Notebook Version 2.3.5 did not crash right now! On my Crypto PC with small power it does not work without the issues mentioned above. Try to create a testenvironment with System with less power and test it. Be sure Windows Firewall is ON! For any further Questions i'm here to help. Thanks

@izzycsy
You can create a VMPlayer VM-Machine with Windows 10 and give small Ressources to the Guest-System (3GB Ram, 1000 Mhz CPU, 1 Core and about 200GB for the Chain). I think you can reproduce it then. Cheers Roland

Still the same in Version 2.3.5. on a ryzan 3600x, 64 GB RAM and 2x 2 TB NVME SSD

Still the same in Version 2.3.5. on a ryzan 3600x, 64 GB RAM and 2x 2 TB NVME SSD

OK interesting. Wich Windows Version you Run? => WINVER CMD => Function Update Version?

I have the same issue with 2.3.3 and 2.3.4 and 2.3.5. Using very large servers in 3 different hosting and locations with Windows Server 2016, and 2019 it not work well I always have this network error after few hours... and i have to restart the APP.  It would be very easy for the team to reproduce the issue i believe... As i have this issue with any version of the APP and any server...

@Faucet1313 For me problems currently exist for 2.3.4 and 2.3.5. Version 2.3.3 works normally

I downgraded yesterday to 2.3.3 and no more "Network Error" everything works finde for me with 2.3.3

@izzycsy  I have the same problem after update from 2.3.3 to 2.3.5
The wallet is going on error after 1-2 h and stop network.
Here my log files from the wallet...
Error_2.3.5.zip

Same problem on Windows 10 on PC and on VPS (Windows 10 Enterprice)

This problem is not new, we have it already at version 2.3.1 when SPV is enabled. https://github.com/DeFiCh/app/issues/644
With version >=2.3.4 SPV is enabled by default. See https://github.com/DeFiCh/app/commit/7d82d5a5313e4baa510b805dedc150e67aff57ee
We need urgent a fix, otherwise the Atomic Swap is not useable for this users. Please @all try following to ensure that this is really the problem:
Add spv=0 in your defi.conf (Windows: C:\Users<username>.defi\defi.conf") Im not sure in which section, add it at the top and under section [main].
Let us know if this solve the problem for now.
I have the same error with 2.3.5, add the switch yesterday and the last 12 hours nor errors.
@thedoublejay @izzycsy It seems that the SPV open to many connections, at some point the OS (or maybe the router?) dont have enough ports to handle this. Can we try to work with maxconnection or spv_maxconnection? Find no parameter to control it, maybe we need a possibility to do it.

@Stonygan Thanks, i will try. I guess it is the windows firewall which goes down because other pc in same network with version 2.3.3 still works

It seems to work, Thank you!
Johannes Ott
Künkelsgasse 19
98574 Schmalkalden
03683 665384
Von: Stonygan
Gesendet: Sonntag, 16. Mai 2021 08:38
An: DeFiCh/app
Cc: Otti24xx; Comment
Betreff: Re: [DeFiCh/app] Network ERROR at new wallet 2.3.4 (#849)
This problem is not new, we have it already at version 2.3.1 when SPV is enabled. #644
With version >=2.3.4 SPV is enabled by default. See 7d82d5a
We need urgent a fix, otherwise the Atomic Swap is not useable for this users. Please @ALL try following to ensure that this is really the problem:
Add spv=0 in your defi.conf (Windows: C:\Users.defi\defi.conf") Im not sure in which section, add it at the top and under section [main].
Let us know if this solve the problem for now.
I have the same error with 2.3.5, add the switch yesterday and the last 12 hours nor errors.
@thedoublejay @izzycsy It seems that the SPV open to many connections, at some point the OS (or maybe the router?) dont have enough ports to handle this. Can we try to work with maxconnection or spv_maxconnection? Find no parameter to control it, maybe we need a possibility to do it.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub, or unsubscribe.

@Stonygan What is SPV? And is there already an implementation of AtomicSwap. That whould be nice.

@thedoublejay @Stonygan @izzycsy I fully agree here to Stony. I think the first system that fails with too much connections is the Windows Firewall Service. I noticed that a few time.

Hi @Stonygan @Otti24xx @nordi6000 @rolandwellinger @m4rk88 @Faucet1313 , thanks for your feedback, please give us time to investigate the issue.

@izzycsy I'm trying @Stonygan workaround and so far it works with no errors. Is working from this morning up to now.

@Stonygan Seems to work with spv=0. Thanks a lot.

yes, spv=0 in defi.conf works fine for now

Dear support,
System: W10
after upgrading to version 2.3.4 and 2.3.5 I got a NETWORK Error after some minutes (60-120 min) running the wallet. This seems to be not so hard, but also all browsers are concerned. This network error is also present during the resync and this is time robbing. Although the message "Network Error" appears, the wallet continues to sync, hä, although all browsers are dead (Chrome, Edge, Brave ....) . If you close the wallet during the sync, the network is back and all browsers are running. I heard in the chat, that I am not the only person with these problems. spv is not set.
Kind regards
Olaf Knauber

OS: Win10
free Space 603 GB
Defi-wallet: 2.3.5
i have the same problem and try now  spv=0

i changed it to spv=0 and won't work! On v2.3.5, any suggestions! Location is US
[2021-05-16 18:44:52.342] [IPC-RENDERER-error] [isBlockchainStarted] "Request failed with status code 503"

Hi all, we are currently investigating this issue regarding network disconnection. As @Stonygan reported, SPV is not enabled by default since >=2.3.4. We have removed it on the builds due to some reports of network disconnection. It seems that the network disconnection might not be due to spv only as some users report that they still encounter this issue even with SPV disconnected. Will continue investigating this issue and will update this thread once bug has been identified. Thank you.

Hi @Stonygan , looks like working after setting spv=0. Keept it running over night and no network errors so far.

@memzila @Stonygan Nice, i'll give it a try too. Thanks for your tests.

Bad surprise today. Finally got the network error with spv=0 and version 2.3.5

Hi all, we are currently investigating this issue regarding network disconnection. As @Stonygan reported, SPV is not enabled by default since >=2.3.4. We have removed it on the builds due to some reports of network disconnection. It seems that the network disconnection might not be due to spv only as some users report that they still encounter this issue even with SPV disconnected. Will continue investigating this issue and will update this thread once bug has been identified. Thank you.

Thanks for the info, you are right, code is excluded, but SPV is already active without spv=0. When i start the current downloadable 2.3.5 APP without explicit spv=0 in the conf and type spv_syncstatus in the CLI, i get infos see below.
When spv=0 is in the defi.conf, i got the message SPV are disabled when i run spv_syncstatus.
Its a strange error, hope we can find a solution together.

I have no problems with network errors over 36hours now, when i set spv=0.

With 2.3.3 and without spv=0, spv is disabled by default, 2.3.5 its enabled.

Sure thanks for your help @Stonygan! Will be investigating this issue

A lot more stable with spv disabled. Now i have this network error only once a day. Before i had to restart the wallet 3-4 time daily.

Hi @Faucet1313 . I think the config has not worked for you, because when i give in the command it shows the following

Configfile i use:
rpcauth=some string
rpcuser=some string
rpcpassword=some string
datadir=D:\defichain
rpcconnect=<IP_ADDRESS>
testnet=0
regtest=0
[main]
wallet=Wallet.dat
walletdir=D:\defichain
datadir=D:\defichain
rpcbind=<IP_ADDRESS>
rpcport=8555
spv=0
[test]
rpcbind=<IP_ADDRESS>
rpcport=8555

@memzila you are right. Now i have the same result. Thank you.

guys any updates regarding this issue?

No success here. SVP=0 !!! Still stopping Chain Sync after a while....

@rolandwellinger add it exactly as in my config example. And what say the command spv_syncstatus?

Guys i do have the same ptoblem as you do, 2.3.5 simply won't sync the blockchain at all, whatever the tricks i try to throw a it
Any help maybe ?

We're still investigating the node issue. It's not an app issue but on the node side. We'll update you once we got a fix from the node side.
In case you're facing this. you can follow @Stonygan's workaround to disable SPV (spv=0 on [main]) in your defi.conf.

Yes. Regarding the nodes, sometime i have this issue below and when i check the logs i see the same "Network error"

Today when i had the network error i shutdown the wallet like usual and i checked if there is still some active processses and i saw defid still active and use a lot of RAM and no way to kill the process.

Is linux affected by this error ?

Hi, there's a potential fix from the node side for this issue. You can check it from this PR https://github.com/DeFiCh/ain/pull/424.

Hi @supervolot @m4rk88 @memzila @Faucet1313 @rolandwellinger @nordi6000 @Stonygan @Otti24xx @M-Stege @HickYeah @yungmann , update v2.4.0 is out, this is a mandatory update.
Please read through the release notes before updating. Do give a thumbs up to this comment if your issue has been resolved, otherwise, please send new information (include screenshots) and app logs. Thank you.

Hello, @izzycsy, Thanks for the update. Regarding the mandatory upgrade i got confused even after reading the release note. So wallet user app just need to install the last version, download the snapshot and retstart the masternodes that enough ?

Hi @Faucet1313 , yes you need to update before the Eunos Upgrade which would happen block 894,000 (ETA 03 June 2021). The latest version as of 31 May 2021 is v2.4.0.

Hi guys, On my side no more network error or node disconnected since v2.4.0.

Hi @supervolot @m4rk88 @memzila @Faucet1313 @rolandwellinger @nordi6000 @Stonygan @Otti24xx @M-Stege @HickYeah @yungmann , v2.4.2 is out, this is a mandatory update. Please read through the release notes before updating. This comment is to notify you about the update.


Cannot Delete

I am able to read, create, and update records but I cannot delete.  I am using DeleteById(160) where the Id is currently hard coded.  Here is the message I receive.

Format of the initialization string does not conform to specification starting at index 0.

I have noticed that others have similar problem but nothing I have tried is working.  Again, the connection string works for everything but Delete.  My connection string is...
Server=athena;Database=Appil;User Id=ABC;password=def;multipleactiveresultsets=True;
I am accessing the database over VPN - could that be a problem?

Strange it ought to work, what happens if you try
var id = 160;
.DeleteById(160)
or
.Delete(Id: 160)
From: johnsev<EMAIL_ADDRESS>Sent: 13 February 2016 05:29
To: markrendle/Simple.Data<EMAIL_ADDRESS>Subject: [Simple.Data] Cannot Delete (#383)
I am able to read, create, and update records but I cannot delete. I am using DeleteById(160) where the Id is currently hard coded. Here is the message I receive.
Format of the initialization string does not conform to specification starting at index 0.
I have noticed that others have similar problem but nothing I have tried is working. Again, the connection string works for everything but Delete. My connection string is...
Server=athena;Database=Appil;User Id=ABC;password=def;multipleactiveresultsets=True;
I am accessing the database over VPN - could that be a problem?
—
Reply to this email directly or view it on GitHubhttps://github.com/markrendle/Simple.Data/issues/383.

I get the same error message in all cases.  I even tried creating a stored procedure where I simply pass the ID and the sp deletes the record.  I get the same error message.  Here is the full error message.

{
"Message": "An error has occurred.",
"ExceptionMessage": "Format of the initialization string does not conform to specification starting at index 0.",
"ExceptionType": "System.ArgumentException",
"StackTrace": "   at System.Data.Common.DbConnectionOptions.GetKeyValuePair(String connectionString, Int32 currentPosition, StringBuilder buffer, Boolean useOdbcRules, String& keyname, String& keyvalue)\r\n   at System.Data.Common.DbConnectionOptions.ParseInternal(Hashtable parsetable, String connectionString, Boolean buildChain, Hashtable synonyms, Boolean firstKey)\r\n   at System.Data.Common.DbConnectionOptions..ctor(String connectionString, Hashtable synonyms, Boolean useOdbcRules)\r\n   at System.Data.SqlClient.SqlConnectionString..ctor(String connectionString)\r\n   at System.Data.SqlClient.SqlConnectionFactory.CreateConnectionOptions(String connectionString, DbConnectionOptions previous)\r\n   at System.Data.ProviderBase.DbConnectionFactory.GetConnectionPoolGroup(DbConnectionPoolKey key, DbConnectionPoolGroupOptions poolOptions, DbConnectionOptions& userConnectionOptions)\r\n   at System.Data.SqlClient.SqlConnection.ConnectionString_Set(DbConnectionPoolKey key)\r\n   at System.Data.SqlClient.SqlConnection.set_ConnectionString(String value)\r\n   at System.Data.SqlClient.SqlConnection..ctor(String connectionString, SqlCredential credential)\r\n   at System.Data.SqlClient.SqlConnection..ctor(String connectionString)\r\n   at Simple.Data.SqlServer.SqlConnectionProvider.CreateConnection()\r\n   at Simple.Data.SqlServer.SqlSchemaProvider.GetSchema(String collectionName, String[] constraints)\r\n   at Simple.Data.SqlServer.SqlSchemaProvider.GetStoredProcedures()\r\n   at Simple.Data.Ado.Schema.DatabaseSchema.CreateProcedureCollection()\r\n   at System.Lazy1.CreateValue()\r\n--- End of stack trace from previous location where exception was thrown ---\r\n   at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()\r\n   at System.Lazy1.get_Value()\r\n   at Simple.Data.Ado.Schema.DatabaseSchema.IsProcedure(String procedureName)\r\n   at Simple.Data.Ado.AdoAdapter.IsValidFunction(String functionName)\r\n   at Simple.Data.DataStrategy.TryInvokeFunction(String functionName, Func1 getFunctionArguments, Object& result)\r\n   at Simple.Data.DataStrategy.TryInvokeMember(InvokeMemberBinder binder, Object[] args, Object& result)\r\n   at CallSite.Target(Closure , CallSite , Object )\r\n   at System.Dynamic.UpdateDelegates.UpdateAndExecute1[T0,TRet](CallSite site, T0 arg0)\r\n   at Invoker(CallSiteBinder , Object , Object[] )\r\n   at Microsoft.VisualBasic.CompilerServices.IDOUtils.CreateRefCallSiteAndInvoke(CallSiteBinder Action, Object Instance, Object[] Arguments)\r\n   at Microsoft.VisualBasic.CompilerServices.IDOBinder.IDOGet(IDynamicMetaObjectProvider Instance, String MemberName, Object[] Arguments, String[] ArgumentNames, Boolean[] CopyBack)\r\n   at Microsoft.VisualBasic.CompilerServices.NewLateBinding.LateGet(Object Instance, Type Type, String MemberName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack)\r\n   at DynamicAPI.Controllers.IOsController.VB$StateMachine_3_DeleteValue.MoveNext() in d:\\Doc\\Visual Studio 2013\\Projects\\DynamicAPI\\DynamicAPI\\Controllers\\IOsController.vb:line 151\r\n--- End of stack trace from previous location where exception was thrown ---\r\n   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)\r\n   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)\r\n   at System.Runtime.CompilerServices.TaskAwaiter1.GetResult()\r\n   at System.Threading.Tasks.TaskHelpersExtensions.d__31.MoveNext()\r\n--- End of stack trace from previous location where exception was thrown ---\r\n   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)\r\n   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)\r\n   at System.Runtime.CompilerServices.TaskAwaiter1.GetResult()\r\n   at System.Web.Http.Controllers.ApiControllerActionInvoker.d__0.MoveNext()\r\n--- End of stack trace from previous location where exception was thrown ---\r\n   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)\r\n   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)\r\n   at System.Runtime.CompilerServices.TaskAwaiter1.GetResult()\r\n   at System.Web.Http.Controllers.ActionFilterResult.<ExecuteAsync>d__2.MoveNext()\r\n--- End of stack trace from previous location where exception was thrown ---\r\n   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)\r\n   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)\r\n   at System.Runtime.CompilerServices.TaskAwaiter1.GetResult()\r\n   at System.Web.Http.Dispatcher.HttpControllerDispatcher.d__1.MoveNext()"
}

Could it be a permissions error or maybe the delete is generating an error?

I logged in with SSMS using those same credentials to confirm I can delete the record in question. I also verified the stored proc worked before trying to use it with Simple.Data.
John
On Feb 13, 2016, at 11:29 AM, WayneHiller <notifications<EMAIL_ADDRESS>wrote:
Could it be a permissions error or maybe the delete is generating an error?

Reply to this email directly or view it on GitHubhttps://github.com/markrendle/Simple.Data/issues/383#issuecomment-183707250.

Can you delete the record using vanilla ado.net c# and the same connection string?

I'll give that a try however, I am working in VB.nethttp://vb.net.
John
On Feb 15, 2016, at 2:08 AM, Richard Wilde <notifications<EMAIL_ADDRESS>wrote:
Can you delete the record using vanilla ado.nethttp://ado.net c# and the same connection string?

Reply to this email directly or view it on GitHubhttps://github.com/markrendle/Simple.Data/issues/383#issuecomment-184106290.

It works in ADO.net.  Here is my code.  It is an action in a WebAPI written in VB.net.
`
Public Async Function DeleteValue(ByVal dbName As String, ByVal id As Integer) As Task(Of IHttpActionResult)
Await Task.Yield
Dim db As Object
Try
			//This does not work
			db = Database.OpenConnection(dbName)
			db.IO.DeleteByID(id)

			//This works
			Using conn As SqlConnection = New SqlConnection(ConfigurationManager.ConnectionStrings(dbName).ConnectionString)
				Using cmd As SqlCommand = New SqlCommand("DELETE IO WHERE ID = " & id)
					cmd.Connection = conn
					conn.Open()
					cmd.ExecuteNonQuery()
					conn.Close()
				End Using
			End Using

			Return StatusCode(HttpStatusCode.Accepted)
		Catch ex As Exception
			If IsNothing(db) Then
				Throw
				//todo: error hanlder for bad db connection
			Else
				Throw
				//todo: Error Handlers for a delete failure
			End If
		End Try
	End Function

`

Not sure why the first few lines of code are not formatted as code in my previous post.  I thought it was perhaps the apostrophe used as a comment in VB.net so I changed it to // even though it is not syntactially correct in VB.

There dbName is the name of your connection. Database.OpenConnection expects a connectionString not so much the named configuration value. To open by a connectionName you should be using Database.OpenNamedConnection instead which does what you desire.

Ugh!  I'm a bonehead.  I've been looking at this code too long and just looked over that.  Everywhere else in my code I use OpenNamedConnection except for here.  Also, because it only errored when I tried the delete statement and not on  OpenConnection(dbName) I just assumed that the connection was good.  I guess it doesn't try making the connection until some work needs to be done.
Sorry for spinning you up over nothing and thanks for your help.


Terminal tabs, shows wrong content

VSCode: 1.60.0
OS: Win10
Description: Using multiple terminal tabs shows the wrong content when changing between them.
Steps:

Open two terminals and move them to tabs (like code edior tabs).
Start something long running in both tabs (React npm run start for example).
Change between code tabs and terminal tabs. Clicking on any terminal tab shows the contents of the last open terminal tab, changing between terminal tabs fixes the content.

See attached picture:

/duplicate https://github.com/microsoft/vscode/issues/130110


Automatically convert Date in ContinuousEncoder

Right now, inputting a date into a ContinuousEncoder just drops it, but it seems more reasonable to handle by converting dates into a number of days.
[ Info: Some features cannot be replaced with `Continuous` features and will be dropped: [:Year].

In principle this sounds like a good idea. However, we do have UnivariateTimeTypeToContinuous and I would prefer to avoid code duplication.
Perhaps we could add date_time_encoder=UnivariateTimeTypeToContinous() as a new ContinuousEncoder hyperparameter,  and use that to treat columns with scitype ScientificTimeType (corresponding to any machine type <: Dates.TimeType).
What do you think?

Sounds good!


Port export.py from python to rust.

Note that we do not need to port the exportation of messages, only the data export (so we should not remove the export.py script for now - but we should remove the data command line option).

From @jamesaoverton : Before starting on the save functions, take a quick look at this code I wrote: https://github.com/ontodev/nanobot.rs/pull/65


R2.9 rocm enhanced sync 220411

https://github.com/ROCmSoftwarePlatform/frameworks-internal/issues/1457

jenkins: retest Ubuntu-GPU-multi please


is_int type check failure

I found a bug that allows to successfully pass the is_int type check with an invalid integer.
To repeat this bug, run the following code
var c = "'X'"
if c.is_int then c.to_i

Here's the failing function in fixed_ints.nit:
	fun is_int: Bool do
		if bytelen == 0 then return false
		var s = remove_all('_')
		var pos = 0
		while s[pos] == '-' do
			pos += 1
		end
		s = s.substring_from(pos)
		var rets = s.strip_numhead
		if rets == "" then return false
		var hd = get_numhead
		if hd == "0x" or hd == "0X" then return rets.is_hex
		if hd == "0b" or hd == "0B" then return rets.is_bin
		if hd == "0o" or hd == "0O" then return rets.is_oct
		return hd.is_dec
	end

Basically, what happens is that get_numhead returns an empty string which is passed to the last function is_dec. is_dec receives the empty string and its actual implementation returns true given that it doesn't verify if the string is empty. Here's the code snippet from abstract_text.ni
fun is_dec: Bool do
	for i in chars do if i < '0' or i > '9' then return false
	return true
end

I found the same behaviour in is_bin and is_oct. I don't know if that's the expected behaviour... So, sorry for not submitting a patch.

+1