Vim9: noclear does not preserve autoload import items across reloads

Steps to reproduce
Run this shell command:
vim -Nu NONE -S <(tee <<'EOF'
    vim9script
    var dir = '/tmp/.vim'
    dir->delete('rf')
    &runtimepath = dir
    dir ..= '/autoload'
    dir->mkdir('p')
    var lines =<< trim END
        vim9script
        export def Func()
            echomsg 'from Func()'
        enddef
    END
    lines->writefile(dir .. '/script.vim')
    lines =<< trim END
        vim9script noclear
        if exists('g:loaded')
            finish
        endif
        g:loaded = true
        import autoload 'script.vim'
        nnoremap <F3> <ScriptCmd>script.Func()<CR>
    END
    lines->writefile('/tmp/t.vim')
    source /tmp/t.vim
    source /tmp/t.vim
    feedkeys("\<F3>")
EOF
)

E1048 is given:
E1048: Item not found in script: Func

Expected behavior
No error is given, and from Func() is echo'ed.  Because noclear has preserved the script variable and the Func item.  Not just the script variable.
Version of Vim
8.2 Included patches: 1-4174
Environment
Operating system: Ubuntu 20.04.3 LTS
Terminal: xterm
Value of $TERM: xterm-256color
Shell: zsh 5.8
Additional context
If noclear is removed, the error becomes:
E121: Undefined variable: script

Test:
vim9script
var dir = '/tmp/.vim'
dir->delete('rf')
&runtimepath = dir
dir ..= '/autoload'
dir->mkdir('p')
var lines =<< trim END
    vim9script
    export def Func()
        echomsg 'from Func()'
    enddef
END
lines->writefile(dir .. '/script.vim')
lines =<< trim END
    vim9script
    if exists('g:loaded')
        finish
    endif
    g:loaded = true
    import autoload 'script.vim'
    nnoremap <F3> <ScriptCmd>script.Func()<CR>
END
lines->writefile('/tmp/t.vim')
source /tmp/t.vim
source /tmp/t.vim
feedkeys("\<F3>")

E121: Undefined variable: script

This error is correct and shows that noclear has an effect.

If script.vim is moved from autoload/ to import/, the issue disappears:
vim9script
var dir = '/tmp/.vim'
dir->delete('rf')
&runtimepath = dir
dir ..= '/import'
dir->mkdir('p')
var lines =<< trim END
    vim9script
    export def Func()
        echomsg 'from Func()'
    enddef
END
lines->writefile(dir .. '/script.vim')
lines =<< trim END
    vim9script noclear
    if exists('g:loaded')
        finish
    endif
    g:loaded = true
    import 'script.vim'
    nnoremap <F3> <ScriptCmd>script.Func()<CR>
END
lines->writefile('/tmp/t.vim')
source /tmp/t.vim
source /tmp/t.vim
feedkeys("\<F3>")

from Func()

Why does noclear preserve imported items when a script is reloaded under import/, but not when it's reloaded under autoload/?  Is it because of patch 8.2.1398?

Interestingly, it works when  is used in between the two times the script is sourced.
It happens because the "vim9script" marks the import as "not cleared", which changes the flag that also indicates it's an autoload script.

Fixed by patch  8.2.4177


Getting 403

I am getting a 403 back from the server? Anyone else been blocked?

You should specify where you get the 403..

I'm getting a 403 too.
Steps to recreate:

Set provider as google and set google username and password in example.js
node example.js
Error:
`Pokemon-GO-node-api/example.js:24
throw err;
^

Error: 403 error from server`

Okay got it. You get a 403 because you probably have 2 way authentication on your Google account. Turn that off and hopefully you'll be logged in successfully :)

Yeah that did it. Thanks!

@Dwynr theres really only one place in the code where you can get a 403 from...

@jakeboyles yea sorry I've tried it myself yesterday and you're right.. only Google Auth throws 403 :p


Update system status and system logs

Signed-off-by: navendu-pottekkat<EMAIL_ADDRESS>Description
This PR fixes #2699 and fixes #2698
Basically fix bugs and improve logic in system status and system logs.
Changes and Added features
system status will show output that can be used for system logs-

system logs can obtain logs from a specific pod-

system logs can obtain logs from multiple specified pods-

system logs can identify which logs to show even if the pod name is not fully specified-

system logs suggests the user to use system status to see the available pods if the specified pod is invalid-

[x] Yes, I signed my commits.

How sweet this is, @navendu-pottekkat - "system logs can identify which logs to show even if the pod name is not fully specified." 🥇
Given the great UX of system logs, will you consider not outputting the full pod ID in system status, leaving the full ID for a -v flag?

meshery-bob foiled again. Dang.

@leecalcote Bob is back!
Yes I will make those changes now 🤝

Actually, there is a catch here if we make that change.
If you try to output logs for meshery, it will also show the logs for all other pods since it begins with meshery.
Also, the pod names are not consistent so I do not think we cannot easily "chop off" the unwanted parts and only display the parts we need.

Updated the system status command to show better logs-

The greedy search(user not having to type the full pod name) still works because we search from the meshery pod.
They can get the names from either system status or kubectl get pods and use that name to get logs in system logs-

// @leecalcote Please review the changes.

Will add a fix here on the docker system status as well to this PR

Fixed.
Now, it will also show logs for docker platform.

This is great. I think a user of system logs on Docker, my wonder why the operator is displayed separately without a section label identifying one section as on Docker and the other as on Kubernetes, but this is a small concern.


Move back and it scrolls to top

Hi,
there is a problem.

i scroll down,
open a detail view controller
then move back and scrollview always moves to top.

i tried it on iOS 7.1 and 8.3.
can you help?

Can you attach some sample code. I cant help you without more details man

i tried with your sample.
i put a Button in scrollview (Scroll2 tab), it opens  a new view controller.
-(IBAction)openTest:(id)sender{
TestViewController *vc = [[TestViewController alloc] initWithNibName:@"TestViewController" bundle:nil];
[self.navigationController pushViewController:vc animated:YES];
}

i scroll down first.
then open the test view controller
when i swipe back, scrollview moves to top.

Ok I will have a look and let you know :)

Hi @stoprocent !
I have the same issue on the MXSegmentedPager. Going back on a navigation controller will cause a recall to setParallaxHeaderView:mode:height: which will add the header instead of replacing it. I guess the setParallaxHeaderView:mode:height: should remove the current header before setting a new one.
I take the occasion to thank you for this project. I've tried several parallax header to integrate, but your one was the most generic and well designed!
Maxime

Guys Im so loaded at current work it's hard to find some time to address issues like this.
I will try to find some time very soon


Custom Widgets not working with current version of Netlify CMS v2

Custom Widgets when build as separate packages for npm are resulting in React errors (while working great when they are decalread within the project).
Is your feature request related to a problem? Please describe.
Current situation prevents developers from easily reusing the same custom widgets across different projects and sharing them with community. We need a better way to grow the CMS
Solution

Create new starter template for custom widgets,
Update the documentation,

Closing as stale


Revert "Fix paths resolving issue for gemini coverage module"

Reverts gemini-testing/gemini#530

Coverage decreased (-1.4%) to 77.099% when pulling f8cecc0c9dc7108892fb0f12919ae596422da047 on revert-530-gemini-coverage-issue into 1aa32d184d03b19c859ed1e7876892175aa3c15a on master.


ionScroll event not firing

Bug Report
Ionic Info
Run ionic info from a terminal/cmd prompt and paste the output below.
   @ionic/cli-utils  : 2.0.0-rc.6
   ionic (Ionic CLI) : 4.0.0-rc.6

System:

   NodeJS : v8.11.1
   npm    : 5.6.0
   OS     : Windows 10

Describe the Bug
When using Ionic PWA toolkit I can't seem to listen for the ionScroll event.  I have added the prop scrollEvent={true} to the ion-content and still get nothing.  I have create a public repo to demo the issue.
Steps to Reproduce
Steps to reproduce the behavior:

Clone repo https://github.com/MadnessLabs/ionic-ionscroll
npm install
npm start
Open 'app-home.tsx' and you will see that it should be console logging events from scrolling

Related Code
I spun up a public repo that reproduces the issue.
GitHub Repo.
Expected Behavior
I expect it to allow me to listen for ionScroll
Additional Context
I tried listening on the body and on the main component that loads my app and all give me nothing.

You have to activate scoll events, see https://beta.ionicframework.com/docs/api/content


Enforcing 2FA for the msys2 organization

With packages now starting to be build by github there is the possibility that a random organization member with admin rights can replace packages before they get signed and added to the repo.
To reduce the possibility of an account takeover we'd like to enforce two factor authentication for the msys2 org.
@martell
You can enable 2FA under https://github.com/settings/security using either SMS or a Authenticator app on your PC or mobile phone.
Feedback welcome.

@martell any thoughts? Would you mind losing access to this orga?

Since you have been active on github I assume you don't care. We can always add you back in the future if you want. 2FA is now enforced.


Cast size_t to DDS_Long explicitly.

This pull request aims to fix a warning seen on nightly Windows builds. Said warning was introduced by https://github.com/ros2/rmw_connext/pull/408. This was first observed when running CI for ros2/launch#408.
CI up to rmw_connext and rmw_cyclonedds_cpp:

Windows

Argh, MIN/MAX macro expansion... PTAL at https://github.com/ros2/rmw_connext/pull/416/commits/5527948e6f23bc9cdf10ff3bba80d9b813f72942.

Alright, going in!


item grab fix bugged out and didnt work

I was playing the usual and then when I grabbed a gear from vanilla content expansion I couldn't pick up or interact with anything and when I looked into the log I found this

LogOutput.log
hey so sorry I didnt see this I have been reporting issues to alot of places lol, here be the logs

Hmmm, I can't see anything useful in here tbh :/
Can you please enable debug messages and set log level to VERBOSE?


Fixes for multi-version Travis testing

A couple of issues prevented the intended versions from actually being
tested (#48), leaving only the original tested multiple
times. Additionally, the current snapshot cannot test due to the issues mentioned in the commit.

I've added the upcoming release/master to the tested versions, after releasing new versions via EVM.

@porterjamesj the last commit from this PR is missing - any reason why?


RYA-35 - Added a class that converts BindingSet objects into Strings …

…and back again.

Looks good.  Thanks!


Windows 7 - Minimize to Tray?

Is there a way to minimize to tray rather than to keep the window open?
If there is, I can not seem to find it.

Right click on the Sys Tray icon and select "Close to tray".
This is of course after telling Yakyak to show the tray icon.  (Three bar menu > View > Show tray icon)


Reduce SDAG copies when possible

Original author: Jonathan Lifflander
Original issue: https://charm.cs.illinois.edu/redmine/issues/226

SDAG makes more copies of data than necessary for parameter marshaled EPs.

Original date: 2013-06-19 20:49:04

I've started looking at the new code, and I was concerned that it would bump into the lack of SMP safety in PUP::able's registration paths (see pup_util.C PUP_getRegistry()). Looking at the history of pup_util.C, Gengbin tried to address this concern at that layer, but backed away because the PUP code is supposed to be stand-alone from the runtime system itself.
Fortunately, the outer-level registration code is only called on rank 0 of each process (ck-core/init.C), followed by a barrier. I'm noting this here so that someone else following along doesn't wonder the same thing.

Original date: 2013-06-19 20:52:17

I notice that the class SDAG::Closure defines virtual methods, but does not define a virtual destructor. It's rather important that it do so, since its children do have non-trivial destructors.

Original date: 2013-06-19 20:56:43

In MsgClosure::pup, you invert the presence of a message for the boolean, and then you invert that boolean for the test. Why not bool hasMessage;?

Original date: 2013-06-19 20:57:18

The constructor for Closure will be called before the initialization lists of all of its child classes; why have the Closure::init() method at all?

Original date: 2013-06-19 21:05:30

I have to admit: I can't follow how the vector<Closure*> closure in SDAG::Continuation ends up getting PUPed correctly. I know there's some magic involving pointers to PUP::able objects, but I can't quite trace it through. Would you mind explaining, and perhaps commenting that?

Original date: 2013-06-19 21:17:35

Minor nit: the returned Buffer * from Dependency::pushBuffer() is never used. Unless there's a good reason to keep it, it should be dropped.

Original date: 2013-06-19 21:20:52

It looks like Dependency doesn't have a destructor defined, so anything that it's keeping pointers to when it's deleted will leak.

Original date: 2013-06-19 21:39:36

I've now reviewed the changes to everything outside src/xlat-i and the changes within related to removing the forward/connect/publishes constructs.
For ease of review and later understanding, would you mind rebasing so that the 4 commits that cover that removal happen first, as a single commit? They are

1ad5d871efc59c6bd8309833a35a6412dfc43e4f fb913b3f0cc84d7905ea674674c09606a8883ca9 a40f78209ac159c0e6dc7c418a12c9e5a5d353a6 c7ab6b8a6700ab2bf7d6a4d64f09ab9ba12acc48
Note that the last of these also deletes some unrelated dead code as well - that should stay in its own separate commit. I'd recommend a two-phase interactive rebase operation - the first to split that last commit in two, and the second to bring all 4 related commits up front into one bigger commit.

Original author: Jonathan Lifflander
Original date: 2013-06-20 07:20:41

Phil Miller wrote:

I notice that the class SDAG::Closure defines virtual methods, but does not define a virtual destructor. It's rather important that it do so, since its children do have non-trivial destructors.

Good point. Will fix.

Original author: Jonathan Lifflander
Original date: 2013-06-20 07:21:16

Phil Miller wrote:

In MsgClosure::pup, you invert the presence of a message for the boolean, and then you invert that boolean for the test. Why not bool hasMessage;?

Sounds good. Makes the code more readable.

Original author: Jonathan Lifflander
Original date: 2013-06-20 07:24:15

Phil Miller wrote:

The constructor for Closure will be called before the initialization lists of all of its child classes; why have the Closure::init() method at all?

Note that SDAG::Closure is actually an abstract class. So it does not have a constructor. Yet it has state that needs to be initialized. Rather than repeat the initialization code, I opted for an init() method. Making it non-abstract should probably be the correct way, but due to limitations (and possibly my improper understanding of PUP::able), I made it abstract. Note that it can never actually be constructed so maybe that is the right solution.

Original author: Jonathan Lifflander
Original date: 2013-06-20 07:26:25

Phil Miller wrote:

I have to admit: I can't follow how the vector<Closure*> closure in SDAG::Continuation ends up getting PUPed correctly. I know there's some magic involving pointers to PUP::able objects, but I can't quite trace it through. Would you mind explaining, and perhaps commenting that?

Yes, there is deep magic, which took me a while to understand. Really, PUP::able needs the commenting I think. You are suggesting commenting in my code to explain how this works? Or a comment in redmine?

Original author: Jonathan Lifflander
Original date: 2013-06-20 07:28:53

Phil Miller wrote:

Minor nit: the returned Buffer * from Dependency::pushBuffer() is never used. Unless there's a good reason to keep it, it should be dropped.

Good point. That is a remnant of the previous implementation.

Original date: 2013-06-20 17:42:53

So I just tried to actually build the code, and encountered the following:
../bin/charmc  -g -c -I. BlockLB.C
In file included from CkMarshall.decl.h:7,
                 from charm++.h:142,
                 from BlockLB.decl.h:3,
                 from BlockLB.C:2:
sdag.h: In member function ‘void SDAG::Closure::packClosure(PUP::er&)’:
sdag.h:16: error: no match for ‘operator|’ in ‘p | ((SDAG::Closure*)this)->SDAG::Closure::continuations’
In file included from CkMarshall.decl.h:7,
                 from charm++.h:142,
                 from BlockLB.decl.h:3,
                 from BlockLB.C:2:
sdag.h: In member function ‘virtual void SDAG::ForallClosure::pup(PUP::er&)’:
sdag.h:52: error: no match for ‘operator|’ in ‘p | ((SDAG::ForallClosure*)this)->SDAG::ForallClosure::val’
sdag.h: In member function ‘virtual void SDAG::MsgClosure::pup(PUP::er&)’:
sdag.h:73: error: no match for ‘operator|’ in ‘p | isNull’

and so on for every PUP in sdag.h
I see these errors on GCC 4.4.3 on a lab machine running Ubuntu 10.04 and 4.6 on Ubuntu 12.04. Compilation with Clang 3.1 seems to work fine, which is why it would build on your Mac. I'll try it with GCC 4.7 and 4.8 when I get home tonight.
It looks like this is an issue of what namespace the operator| overloads appear in. The current pup.h has them in the global namespace, which doesn't match where either of the arguments are defined. I don't know which compiler is right or wrong in this case.
I will note that switching to p(foo); syntax papers over the issue, since operator() is a member function of PUP::er.

Original date: 2013-06-20 17:59:59

It gets worse:
phil`thrift:~/projects/devcharm/net-linux-x86_64-clang-sdag/tests/charm++/megatest (nocopy-sdag *$)$ make
../../../bin/charmc  -o marshall.o marshall.C
In file included from marshall.C:9:
In file included from ./marshall.h:7:
./marshall.decl.h:940:18: error: field has incomplete type 'flatStruct'
      flatStruct s;
                 ^
marshall.C:8:7: note: forward declaration of 'flatStruct'
class flatStruct; class pupStruct; class parent;
      ^
In file included from marshall.C:9:
In file included from ./marshall.h:7:
./marshall.decl.h:962:17: error: field has incomplete type 'pupStruct'
      pupStruct s;
                ^
marshall.C:8:25: note: forward declaration of 'pupStruct'
class flatStruct; class pupStruct; class parent;
                        ^
In file included from marshall.C:9:
In file included from ./marshall.h:7:
./marshall.decl.h:984:17: error: field has incomplete type 'pupStruct'
      pupStruct s;
                ^
marshall.C:8:25: note: forward declaration of 'pupStruct'
class flatStruct; class pupStruct; class parent;
                        ^
In file included from marshall.C:9:
In file included from ./marshall.h:4:
In file included from ../../../bin/../include/charm++.h:7:
In file included from ../../../bin/../include/charm.h:12:
../../../bin/../include/pup.h:905:4: error: no member named 'pup' in 'PUP::er'
        t.pup(p);
        ~ ^
./marshall.decl.h:1018:11: note: in instantiation of function template specialization 'operator|<PUP::er>' requested here
        p | p;
          ^
4 errors generated.
Fatal Error by charmc in directory /dcsdata/home/phil/projects/devcharm/net-linux-x86_64-clang-sdag/tests/charm++/megatest
   Command clang++ -I../../../bin/../include -D__CHARMC__=1 -fno-stack-protector -c marshall.C -o marshall.o returned error code 1
charmc exiting...
make: *** [marshall.o] Error 1

Original author: Jonathan Lifflander
Original date: 2013-06-20 23:36:47

Phil Miller wrote:

It gets worse:
[...]

I am having a lot of trouble fixing this problem. All my development has been with clang so far. I tried several things that did not help.

Original date: 2013-06-21 01:35:01

Even g++ 4.8.1 isn't happy with it, for the same reasons, while clang 3.3 is. One of them has to be wrong

Original date: 2013-06-21 04:02:37

ICC 12 and 13 seem to be fine with it.

Original date: 2013-06-21 04:03:10

Lol xlc:
../bin/charmc -host  -c CSdagConstruct.C
"CSdagConstruct.C", line 551.37: 1540-0207 (S) No common type found for operands with type "xi::XStr" and "const char [2]".
Fatal Error by charmc in directory /home/phil/code/charm/net-linux-ppc-xlc/tmp
   Command xlC_r -I../bin/../include -D__CHARMC__=1 -c CSdagConstruct.C -o CSdagConstruct.o returned error code 1
charmc exiting...
gmake[1]: *** [CSdagConstruct.o] Error 1
gmake[1]: Leaving directory `/gpfs/vesta-home/phil/code/charm/net-linux-ppc-xlc/tmp'

Code fixed to make the conversion explicit.

Original author: Jonathan Lifflander
Original date: 2013-07-03 00:44:26

Ready for review and merging.

Original date: 2013-07-11 19:03:56

It looks like you should be able to replace the few remaining calls to generateSignature with what's currently named generateSignatureNew, since the params argument is NULL at all of the call sites, and the handling of parameters is the only way in which they differ. At that point, you can rename them to drop the 'new'.

Original date: 2013-07-11 19:19:46

These four new methods have a couple repeated dummy implementations that may be deleted from class Member
    virtual void outputClosuresDecl(XStr& str) { (void)str; }
    virtual void outputClosuresDef(XStr& str) { (void)str; }
    virtual void genClosureEntryDecls(XStr& str) { }
    virtual void genClosureEntryDefs(XStr& str) { }

Original date: 2013-07-11 19:32:30

I'm a bit bothered by the loss of uniformity in divergent calls like this:
if (!isSDAGGen)
  callEach(&Parameter::beginUnmarshall,str);
else
  callEach(&Parameter::beginUnmarshallSDAGCall,str);

But I think that's fine to leave for the time being, and deal with later.

Original date: 2013-07-11 19:41:33

class Entry still has some 'connect'-related detritus in its members and constructor. If you're cleaning that out, clean it all the way.

Original date: 2013-07-11 19:46:57

Entry::genCall() takes a parameter bool isSDAGGen that's completely unnecessary, since it is always passed the same expression made of other members of Entry: (sdagCon || isWhenEntry). Inside genCall, you could replace that variable with a method call of the same name that evaluates that expression.

Original date: 2013-07-11 20:14:04

The names generateSignatureNew, generateCallNew, generateWhenCodeNew are an abomination. Especially given that the latter 2 no longer have their original counterpart.

Original date: 2013-07-11 20:18:55

In SdagConstruct::labelNodes(), you may as well shift the underscores into createLabel, since it's repeated in every single case.

Original date: 2013-07-11 20:42:56

Looks like the critical path detection code in WhenConstruct::generateCode() got dropped on the floor. I forget if we had decided that was an acceptable consequence, or hadn't mentioned it.

Original date: 2013-07-11 20:58:30

Factor out length calculation of EntryList objects.

Original date: 2013-07-11 21:13:01

CMK_REFNUM_TYPE in place of int everywhere (tryFindMessage, generated code)

Original date: 2013-07-11 22:17:36

SdagConstruct::generateSdagEntry seems to duplicate the signature generation code a bit. I recognize that this is at an interface of old and new code, but the repetition seems problematic.

Original author: Jonathan Lifflander
Original date: 2013-07-23 01:40:47

merged into mainline

Original date: 2013-08-09 17:44:45

Implementation of #27 exposed a bug in which a reference number matching expression was re-evaluated every time a when clause was entered, rather than only when the continuation is first set up. After the fix, I've confirmed that the affected code now runs correctly without my client-side workaround.

Original date: 2013-08-11 19:56:24

Nikhil and I found out why the win64 builds broke after this code got merged. The variable genClosureTypeNameProxy was left uninitialized, and used in a conditional. After observing astoundingly weird behavior on Windows, we ran charmxi under valgrind on Linux and saw this report. After NULL-initializing it in Entry's constructor, the Windows builds get through the ci files without trouble.

Original author: Jonathan Lifflander
Original date: 2013-08-11 22:33:44

Thanks Phil and Nikhil for tracking this down. I've had it on my list of TODOs for a long time but haven't chased it down.
Jonathan

Original date: 2013-08-13 20:49:20

There's a worrisome warning in bigsim builds (present before I started mucking with Makefile, so not related to that):
../bin/charmc   -c -I. sdag.C
In file included from ../bin/../include/ckarrayindex.h:6:0,
                 from ../bin/../include/envelope.h:10,
                 from sdag.h:28,
                 from sdag.C:1:
../bin/../include/charm.h:34:0: warning: "CkWallTimer" redefined [enabled by default]
../bin/../include/middle-blue.h:39:0: note: this is the location of the previous definition
../bin/../include/charm.h:35:0: warning: "CkCpuTimer" redefined [enabled by default]
../bin/../include/middle-blue.h:40:0: note: this is the location of the previous definition

Jonathan, could you please investigate?


Add Extractor to find Bitcoin Addresses in Text

Bitcoin Addresses
Added an Operation to Extractors to find Bitcoin Addresses in Text.  Since these are very comon in Ransomware it is useful to have the operation.  You can write the Regex expression but I feel that this is a valuable function to add.  The Regex is fairly smart and should discard many invalid Bitcoin Addresses.
Based on the information found here:
http://mokagio.github.io/tech-journal/2014/11/21/regex-bitcoin.html

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

This issue looks very similar to what you want:
https://github.com/gchq/CyberChef/issues/1225

This issue looks very similar to what you want:
#1225

Thanks for your note.  I have actually made the change, rather than being a feature request.  So the code has been written along with tests.  So unsure if I have missed something in your reply?

With the comment perhaps I haven't been clear in the first description.
I have extended the extractor which seems to be the right place for the improvement.  There are extractors for data such as IP Address, MAC address, and dates extractors.  I have added a menu for extract Bitcoin addresses. So If you enter an email text for example and it contains a bitcoin address as often included in a Ransomware or Blackmail Scam, the extractor will extract the address and list them.  This update includes the code, it has been added onto the menu and has a small number of tests to prove that it works as specified.


Searching something brings up "add password to lastpass" bonsaisearch.net dialogue

I know that lastpass messes with form fields a lot, so maybe this is a lastpass issue.
However my first thought was some sort of hijacking of lastpass was going on to try and get my credentials, which could make nixos-search and nix look bad if others think that but don't investigate.

That's the public username and password we use to access the elasticsearch backend provided by bonsai. I guess the lastpass extension detects that we make an authenticated request and prompts you because it doesn't know that the request was initiated from javascript, rather than you submitting a form. So, yeah, lastpass bug.


db.Table() cannot be used in FirstOrInit()

Your issue may already be reported! Please search on the issue track before creating one.
What version of Go are you using (go version)?
1.10.5 windows/amd64
Which database and its version are you using?
MySQL 8.0.11 Community GPL
Please provide a complete runnable program to reproduce your issue. IMPORTANT
db.Table("user").FirstOrInit(&user, User{Name: "non_existing"})
// (Error 1054: Unknown column 'users.name' in 'where clause')

Hot fix

implement "TableName"

Example:
type UsersEntity struct {
    gorm.Model
    ID        uint   `gorm:"primary_key"`
    Name      string `gorm:"type:varchar(255)"`
    CreatedAt time.Time
    UpdatedAt time.Time
}

// function "TableName" is called from gorm source:
//
// github.com/jinzhu/gorm/scope.go
//    "buildCondition" -> "newScope.QuotedTableName()" -> "TableName() / .tableName"
//
func (UsersEntity) TableName() string {
    return "users"
}

Implement "TableName" function for your struct

Because You are using "where" and not implement function "TableName" gorm get table name from default way (for where object).
I found 2 solutions:
Use:

or add method "TableName":

func (UsersEntity) TableName() string {
   return "users"
}

or do not use second parameter: "FirstOrInit(FIRST, SECOND)"

user := User{Name: "non_existing"}
db.Table("user").FirstOrInit(&user)

I suppose issue is in this peace of source "gorm" code:
github.com/jinzhu/gorm/scope.go
func (scope *Scope) buildCondition(clause map[string]interface{}, include bool) (str string) {
        ...
	case interface{}:
		var sqls []string
		newScope := scope.New(value)

		if len(newScope.Fields()) == 0 {
			scope.Err(fmt.Errorf("invalid query condition: %v", value))
			return
		}
		scopeQuotedTableName := newScope.QuotedTableName()
        ...

Table name is lost in this operation:
newScope := scope.New(value)


$toast is available in mounted but not in created function after browser refresh

I am getting this error 'Cannot read property 'error' of undefined' after refreshing page in browser.
It works fine if I navigate to page with nuxt-link.
It also works fine if i use $toasted in mounted function instead of created.

<EMAIL_ADDRESS><EMAIL_ADDRESS>
mycomponent.vue
  created() {
    // This does not work
    this.$toast.error('Error')
  },
  mounted() {
    // This works
    this.$toast.error('Error')
  }

nuxt.config.js
modules: [
    '@nuxtjs/toast',
  ],
  toast: {
    position: 'bottom-right'
  },

This kind of module is client-side only since you can't display a toast notification on the server-side. This means you should not try to use it in the created() hook in Nuxt context since this hook is called on the server while rendering your components. Limiting the use to the mounted() (or any other other client-side only hook/method) hook seems like the best option.


Minified JS version in project-template is not minified

Have a look on, essence.min.js, it is confusing that  .min was added in the name but the file is not minified.

See #5

Done.


Created and finished mobile menu using JS

Created and finished mobile menu using JS. Added animations to the menu button and created an off-canvas type menu. Still need to add animations.

Hi @hernandanielzamora,
While you made a great effort in this project, unfortunately, I cannot proceed to review your code.

Invalid Code Review Request

You have submitted a project, that has no visible contribution from your pair programming partner. Kindly check Work and Submission mode.

Please make sure your linters are passing.

Your Code Review Request will be marked as invalid in your Dashboard, so please submit a new one once you are ready 🙏
Cheers and Happy coding!👏👏👏
Feel free to leave any questions or comments in the PR thread if something is not 100% clear.
Please, remember to tag me in your question so I can receive the notification.
Please, do not open a new Pull Request for re-reviews. You should use the same Pull Request submitted for the first review, either valid or invalid unless it is requested otherwise.

Invalid Code Review Request does not count into the code reviews limit.

@huseyinbiyik Hey there! I will talk to my partner right away. I´m having some issues working on my Lighthouse problem, I really don´t understand what the issue is


eventId inconsistency between iOS and Android

Describe the bug
Since the eventId is an essential parameter in determining which event is being modified, I would expect the eventId for the same exact event to be identical on both iOS and Android
To Reproduce
Retrieve any event on iOS, then retrieve the same one on Android, compare their eventId
Expected behavior
The eventId for the same exact event to be identical on both iOS and Android
Screenshots

Device(s) tested
Pixel 3
iPhone 12 mini
Latest develop branch of device_calendar
Flutter doctor
flutter 3.13.6 stable
Additional context
If the current behavior is intended, is there any other id that can be used to uniquely identify the same event across iOS and Android?

@borjandev this behavior could be classed as intended. More specifically, it is a limitation of the respective operating systems. Android and iOS generate the event id. device_calendar cannot influence their value.
You could attach notes / metadata to the event with an identifier generated by your code to uniquely identify the same event across operating systems. Keep in mind tho, users of your app could then always open their calendar application and modify or delete the notes / metadata themselves. Thus, this would not be fool-proof and could be tempered with by unsuspecting or malicious users of your app.
However, the event id does not change after creating the event. You could also store the auto-generated id for each operating system / device in your backend and correlate the different ids that way.

Thank you for the info.
Some events are locked down and don't allow changes by participants, so the editing approach will fail in those cases as well, in addition to the overwriting concerns.
To make matters worse, the same event on 2 different iOS devices seem to report a different eventId, as well as the same calendar reports different calendarId..
Is this also considered intended behavior?

Right now, device_calendar aims to expose as much native calendar outputs as possible. If iOS behaves like that, then we should expose the same values to devs.
If Apple's API can provide unique but consistent event IDs across devices, then sure we should do that. Otherwise I'd say it is unwise to scheme, create then maintain our own set of event IDs. (Unless there's some sort of ISO standard? Then maybe it's worth the effort)


Question about the version of pip packages

Hello!
I've noticed that many dependency packages have undergone updates, including gpjax. It seems you might be using a version prior to 0.5.6, whereas the latest version of gpjax no longer features the add_parameter function. Could you please share the version of all pip packages you're utilizing? Thank you very much.

Hello, yes this is correct! I'll get these dependencies added ASAP.

Thank you very much for your reply. Is there a problem with my understanding that [(https://github.com/OptiMaL-PSE-Lab/pulsed-reactor-optimisation )] is not a black box and is more changeable compared to [(https://github.com/trsav/reactor_benchmark)]?


Email Removal

A new technique under Eviction for removal of phishing emails from inboxes.

Closed with commit 11ce7ef0ca82729badb3a20178ed53451072dff6.  Also addresses #92.


Mission and goal section

Created a section for the goals and missions of Metal3

Closes #330

/lgtm

/approve


Defaultvalue in record is not considered

issue is with purpose attribute of inputRecord. Internally, SUBSET is used as a default. With that, all fields become optional, and hence default value is not used.
I have analysed the code and the proposed fix is to make purpose as null. No change required any where else.
It is also an opportunity to refactor usage of this attribute. Most places use is if purpose == SUBSET. This can be replaced with a method named allFieldsAreOptional()

Chetana's fix is the right fix. Issue I raised above is another related issue that came to fore with this. Will add "others" as default for purpose.


Only draw glyphs on canvas if they are in the font or the font file is missing.

Fixes #6721
I could have sworn there were more PDF's with this issue, but I'm not finding any.

/botio test

This also fixes #5642.
It somewhat "regresses" #4402, but given that it has never worked properly it might not matter too much.

r=me, with the comment addressed and passing test runs.

Good catch
/botio test

It somewhat "regresses" #4402,

I have a fix for this I think, will do in another PR though.

/botio makeref


⚠ CrackingItaly has degraded performance

In eff6716, CrackingItaly (https://crackingitaly.to) experienced degraded performance:

HTTP code: 200
Response time: 19801 ms

Resolved: CrackingItaly performance has improved in d3b39ae.


Invite users via email

Closes https://ethyca.atlassian.net/browse/PROD-1553
Description Of Changes
Invite users by email!
Initial design doc here: https://ethyca.atlassian.net/wiki/spaces/EN/pages/2872344650/Hackathon+2023+-+Team+1
Code Changes
Frontend

[x] Adds email field to user creation/edit flow
[x] Conditionally render setting up a different user's password—only go through this flow if email messaging is not enabled. Otherwise rely on emailing the user to have them set up their own password and activate their own account
[x] User page and overall user table now have fields for email as well as a badge for if invite is pending
[x] Refactor login page to use our more standard components (this lets us toggle to see the password!)
[x] Render a login page with different copy if visiting the url with an invite code- the username field is disabled and prefilled
[x] Call new accept invite endpoint when "logging in"
[x] URLs now 'persist' through login, i.e. if you visited /user-management while not logged in, got redirected to the login page, then signed in, you'll automatically be redirected to /user-management (where in the past, you'd go to the home screen)
[x] sneaky lil animation for logging in

Backend

[x] Exposes whether email messaging is enabled via the health endpoint
[x] Email is now a required field on creating new users
[x] User object has two additional attributes: disabled and disabled_reason. A user pending an invite would have disabled=true and disabled_reason="pending_invite"
[x] Flow for sending an email with an invite code when a user is created
[x] New endpoint for accepting an invite
[x] Updated the create user CLI command to require an email

Steps to Confirm

[ ] Add FIDES__ADMIN_UI__URL="http://localhost:3000" to your .env file
[ ] Configure email messaging via the API, the Fides Postman collection makes this easy to do with these two API calls

[ ] Messaging Config - Email > Post Messaging Config
[ ] Messaging Config - Email > Messaging Config Secrets

[ ] In the Admin UI, navigate to Management > User Management and click Add New User

[ ] Fill out the form with an email address you have access to. Verify the password field is disabled, that's a quick way to verify that "invite users via email" is properly configured

[ ] Check your email, open the invite link in an incognito window to avoid conflicting with your current Admin UI session
[ ] Provide a password and submit, you should be redirected to the Admin UI landing page

Pre-Merge Checklist

[ ] All CI Pipelines Succeeded
Documentation:

[ ] documentation complete, PR opened in fidesdocs
[ ] documentation issue created in fidesdocs

[ ] Issue Requirements are Met
[ ] Relevant Follow-Up Issues Created
[ ] Update CHANGELOG.md
[ ] For API changes, the Postman collection has been updated


Sort and filter by final_price

Natively, VSF sorts and filters by final_price. However, almost each configurable product has final_price equal 0. Configurable children have proper final_prices. So if I am sorting by final_price every configurable product with final_price will be at the top, despite that his real price (from children) is much higher.
In summary, it looks like it wasn't properly sorted. Same for filters. We need to fix it and set a proper final_price for configurable products.

https://github.com/DivanteLtd/magento2-vsbridge-indexer/pull/174/files - this should fix setting final_price.
I will check it later.

@afirlejczyk How to sort product properly if final_price could be 0? I am currently doing it by price but price does not count promotions, right?

I merged a fix to develop.
Final price for configurable product is calculated base on children products, so you shouldn't have 0 any more. (for configurable products with final_price == 0)
And yes, price does not count promotions only final_price.


Move Calculate Values command from config to script

We started encountering issues with fields not being successfully calculated when the CV command was called referencing the config files. It was first noticed when the DownloadURL field was added to the HKH service, but it may have been happening for some time prior to that. The impacts were generally minimal, though in some cases could result in the RTC services being empty. The affected field was generally different from day to day, so specific problems didn't persist for long.
In consultation with Esri staff, we've changed our approach to calculating field values. Rather than using the config file and calling the CV command during batch processing, we have custom functions in the MDCS_UC.py script. There is a separate function for each MD type, which populates the fields according to the needs of the product type.
The DownloadURL functionality has also been incorporated into this update. This approach also adds reference parameters into the config file and MDCS_UC script, allowing access to the s3tag variable contained in the bat files. This allows for flexible generation of the DownloadURL fields in the combined asf_services directory, as the s3 bucket name no longer needs to be hard-coded into the DownloadURL string.

Once testing is complete, we can remove the nodes from the config files that drive the CV command.

Once testing is complete, we can remove the nodes from the config files that drive the CV command.

Addressed with commit https://github.com/ASFHyP3/hyp3-nasa-disasters/pull/61/commits/2edb7533ba35618f183b81286569d320901a2d7f


The module "ram" seems missing

May I ask the question that the module "ram" seems to be missing, in Line 5-7 of MG-LLaVA/mg_llava/module/chat_utils.py?

Hi,
RAM model needs to be installed from source, please clone the official code RAM and run pip install -e . :blush:


test_from_raw_initialization seems to be missing daylight savings?

Describe the bug
Coming from https://github.com/huggingface/huggingface_hub/issues/1975, it looks like test_from_raw_initialization is off by one hour. It's possible autocorrecting for daylight savings?
Reproduction

Check out https://github.com/huggingface/huggingface_hub/tree/cca2882634fd2b0fa50671cac8ed793753697f44
Run test_from_raw_initialization

Logs
============================= test session starts ==============================
collecting ... collected 1 item

test_inference_endpoints.py::test_from_raw_initialization

============================== 1 failed in 0.18s ===============================
FAILED
tests/test_inference_endpoints.py:110 (test_from_raw_initialization)
datetime.datetime(2023, 10, 26, 11, 41, 53, 263078, tzinfo=datetime.timezone.utc) != datetime.datetime(2023, 10, 26, 12, 41, 53, 263078, tzinfo=datetime.timezone.utc)

Expected :datetime.datetime(2023, 10, 26, 12, 41, 53, 263078, tzinfo=datetime.timezone.utc)
Actual   :datetime.datetime(2023, 10, 26, 11, 41, 53, 263078, tzinfo=datetime.timezone.utc)
<Click to see difference>

def test_from_raw_initialization():
        """Test InferenceEndpoint is correctly initialized from raw dict."""
        endpoint = InferenceEndpoint.from_raw(MOCK_INITIALIZING, namespace="foo")

        # Main attributes parsed correctly
        assert endpoint.name == "my-endpoint-name"
        assert endpoint.namespace == "foo"
        assert endpoint.repository == "gpt2"
        assert endpoint.framework == "pytorch"
        assert endpoint.status == "pending"
        assert endpoint.revision == "11c5a3d5811f50298f278a704980280950aedb10"
        assert endpoint.task == "text-generation"
        assert endpoint.type == "protected"

        # Datetime parsed correctly
>       assert endpoint.created_at == datetime(2023, 10, 26, 12, 41, 53, 263078, tzinfo=timezone.utc)
E       AssertionError: assert datetime.datetime(2023, 10, 26, 11, 41, 53, 263078, tzinfo=datetime.timezone.utc) == datetime.datetime(2023, 10, 26, 12, 41, 53, 263078, tzinfo=datetime.timezone.utc)
E        +  where datetime.datetime(2023, 10, 26, 11, 41, 53, 263078, tzinfo=datetime.timezone.utc) = InferenceEndpoint(name='my-endpoint-name', namespace='foo', repository='gpt2', status='pending', url=None).created_at
E        +  and   datetime.datetime(2023, 10, 26, 12, 41, 53, 263078, tzinfo=datetime.timezone.utc) = datetime(2023, 10, 26, 12, 41, 53, 263078, tzinfo=datetime.timezone.utc)
E        +    where datetime.timezone.utc = timezone.utc

test_inference_endpoints.py:126: AssertionError

System info
- huggingface_hub version: 0.21.0.dev0
- Platform: macOS-13.5.2-arm64-arm-64bit
- Python version: 3.11.5
- Running in iPython ?: No
- Running in notebook ?: No
- Running in Google Colab ?: No
- Token path ?: /Users/user/.cache/huggingface/token
- Has saved token ?: False
- Configured git credential helpers: osxkeychain
- FastAI: N/A
- Tensorflow: N/A
- Torch: N/A
- Jinja2: 3.1.3
- Graphviz: N/A
- Pydot: N/A
- Pillow: 10.2.0
- hf_transfer: N/A
- gradio: 4.14.0
- tensorboard: N/A
- numpy: 1.26.3
- pydantic: 2.5.3
- aiohttp: 3.9.1
- ENDPOINT: https://huggingface.co
- HF_HUB_CACHE: /Users/user/.cache/huggingface/hub
- HF_ASSETS_CACHE: /Users/user/.cache/huggingface/assets
- HF_TOKEN_PATH: /Users/user/.cache/huggingface/token
- HF_HUB_OFFLINE: False
- HF_HUB_DISABLE_TELEMETRY: False
- HF_HUB_DISABLE_PROGRESS_BARS: None
- HF_HUB_DISABLE_SYMLINKS_WARNING: False
- HF_HUB_DISABLE_EXPERIMENTAL_WARNING: False
- HF_HUB_DISABLE_IMPLICIT_TOKEN: False
- HF_HUB_ENABLE_HF_TRANSFER: False
- HF_HUB_ETAG_TIMEOUT: 10
- HF_HUB_DOWNLOAD_TIMEOUT: 10

Thanks for reporting @jamesbraza! This is indeed a bug. I've opened https://github.com/huggingface/huggingface_hub/pull/1982 to fix it.


Issue 162 fix, Wrong date zone

Changes
To include a time zone (Europe/London) in the submitted time. To  fix #162
How to test

Change your local clock time to GMT (sudo systemsetup -settimezone GMT)
Fill in the questionnaire and submit so you get the Thank you page
Make sure the time is correct for the time zone Europe/London

Who can test
Anyone but @LJBabbage

LGTM 👍


Parameter install_requires (for futures) removed in 4.3.7 but now back in 4.3.9

There used to be a conditional dependency on the futures package that was removed in isort 4.3.7 but it is now back in isort 4.3.9. Is this intentional?
Here is a detailed description of this observation along with links to source code:

isort 4.3.6 has install_requires=['futures; python_version < "3.2"'] in its setup.py (source).
isort 4.3.7 does not have install_requires in its setup.py (source).
isort 4.3.8 does not have install_requires in its setup.py (source).
isort 4.3.9 has install_requires=['futures; python_version < "3.2"'] in its setup.py (source).

Note: Tags 4.3.7 and 4.3.8 point to the same commit, i.e., commit 7b129bd.
The dependency on futures was first removed in commit 3c54c0e: Make isort run with Python 3 only (source). This commit is present in develop but not in master.
$ git branch --contains 3c54c0e
  develop

$ git merge-base --is-ancestor 3c54c0e develop && echo true || echo false
true

$ git merge-base --is-ancestor 3c54c0e master && echo true || echo false
false

Further, this commit was first released in version 4.3.7 but now missing from 4.3.9.
$ git merge-base --is-ancestor 3c54c0e 4.3.6 && echo true || echo false
false

$ git merge-base --is-ancestor 3c54c0e 4.3.7 && echo true || echo false
true

$ git merge-base --is-ancestor 3c54c0e 4.3.8 && echo true || echo false
true

$ git merge-base --is-ancestor 3c54c0e 4.3.9 && echo true || echo false
false

It has gone missing from 4.3.9 because while 4.3.7 and 4.3.8 were released from develop which did have this commit, 4.3.9 was released from master which does not have this commit.
$ git branch --contains 4.3.7
  develop

$ git branch --contains 4.3.8
  develop

$ git branch --contains 4.3.9
* master

$ git merge-base --is-ancestor 4.3.7 4.3.9 && echo true || echo false
false

Generally, one would expect a recent release to contain the commits of earlier releases, but the most recent release, 4.3.9, does not contain the commits of 4.3.7. As a result the commit titled Make isort run with Python 3 only which was present in 4.3.7 is no longer present in 4.3.9. Is this intentional?
Reference: I found this while investigating a build failure in cloudmarker/cloudmarker#45. While this is technically not an issue in isort and the issue is due to an old version of setuptools not handling the dependency futures; python_version < "3.2" properly, I still want to check with you if this dependency was brought back into 4.3.9 intentionally.

I believe I've got the same issue here when upgrading to 4.3.9 on Python 2.7:
Collecting isort==4.3.9 (from -r /home/docker/code/requirements/dev.txt (line 119))
  Downloading https://files.pythonhosted.org/packages/35/c5/025aaa76f0f337e3d91197973c42b4e807fa6dd509da70e87053d85ce278/isort-4.3.9.tar.gz (62kB)
    Complete output from command python setup.py egg_info:
    /usr/lib/python2.7/distutils/dist.py:267: UserWarning: Unknown distribution option: 'python_requires'
      warnings.warn(msg)
    error in isort setup command: 'install_requires' must be a string or list of strings containing valid project/version requirement specifiers; Expected version spec in futures; python_version < "3.2" at ; python_version < "3.2"```

If you encounter this issue please update your setuptools and try again - if this does not work please open a new issue. There was a bug in the tags on GitHub that has been resolved.
From issue #857:
Unless I get strong feedback otherwise, I'm going to keep this as invalid and simply require everyone to update their setuptools version - simply because it is not possible to list these optional requirements in a consistent way otherwise when dealing with wheel distribution AFAIK.
@susam, 4.3.7 & 4.3.8 also included the syntax in question, the tags were simply created incorrectly due to a typo on my part. I've updated the tags to be accurate.
Thanks everyone!
~Timothy


Add coloring to the json output of az webapp new

Environment summary
Install Method (e.g. pip, interactive script, apt-get, Docker, MSI, edge build) / CLI version (az --version) / OS version / Shell Type (e.g. bash, cmd.exe, Bash on Windows)

This should go in the https://github.com/Azure/azure-cli-extensions repo where the extension lives.

For clarification, the Extensions label is intended for issues related to the extension framework.  Issues/requests to existing extensions should be made in the repo where the extension lives.

@tjprescott thanks for the info. However I see that https://github.com/Azure/azure-cli-extensions/issues currently has extension framework issues tracked here. That was the reason we went ahead with adding the issues here.


License headers appear in godoc

Not sure if this is something you'd like to fix, but the Godoc entry looks pretty messy:
http://godoc.org/github.com/mattbaird/gochimp

any commit related to this?


Add new route to encode/decode policy

StarkCheck will not send a policy for an user onchain.
This API has to provide a route to encode a policy to ease its usage

Closing it is done. No need for decode policy. Might add a getPolicy endpoint instead


Some input on VRChat are wrong

Both sticks controls are wrong. If I move the stick, the avatar does gestures. If I press the stick and move it, I walk. They are inverted, it supposed to be on the contrary.

I know the contrary is introduced in Quest version of VRChat.
Does Rift(with SteamVR) version have the same mapping?
It is possibly difficult to solve the problem by fixing ALVR.
Can you re-mapping those behaviors in SteamVR settings?

I'm preety sure it doesn't work like that on rift. Also the A button just doesn't work. I think it's because the game detects Quest controllers as Vive, because the pointer in game is on the handle instead of the quest/rift/rift S trigger. The gestures works with the sticks instead of the rest of the buttons (like in this video https://youtu.be/DZIaAHJRQzI). basically the input is the same as VRChat Quest version. I'm almost sure that the problem (and maybe every input problem in other games, are because the game detects that you're using a Vive controller instead of a Rift one.

You can try to play VRChat QUest version and see how the controls are, I can confirm that the input are the same as Rift. Maybe if you see how is in Quest, you can figure out how it works on Rift and maybe that can help you to fix input problems. But again, I think the problem is that VRChat detects that you're playing with Vive controllers (beacuse that is what the shows when you want grab some objects)

I have attempted remapping to no avail in Steam.  They work as expected in Quest VR.  For whatever reason it will not allow the joysticks to work without being pressed.  I tried mapping the joystick touch to joystick click and that won't work.

I know. I think it's because the game recognizes the controllers as Vive controllers instead of Touch for Rift, Rift S or Quest. And you can't jump either, A button just doesn't work. @DigitalStyx918 @polygraphene

It looks like, barring a change of course from Oculus, for this to be successful we need a custom mapping tool.  It seems all the buttons function in some capacity through various apps except for maybe the touch sensors, but SteamVR doesn't offer enough options to make use of them.
It seems like some sort of openVR tool could be made to allow the Quest Touch to function as touch at least in respect to buttons, triggers, and sticks with an app to correct the mapping.  Not ideal, but at least it keeps it somewhat practical for most users.  I don't know the odds of me self-teaching myself the necessary skills to pull this off in a timely manner, but I'm disappointed to see no hint of a discussion of a solution for this, only an acknowledgment of the limitation. @MikemaFBS @polygraphene

I don't even know about a solution as well. I'm just testing and if I find a bug or something that can be improved, I just report it to github. Let's see how Polygraphene fixes this problem, and if he doesn't, he is making a wonderful work anyways. He can be proud of what he archieved until now.

A solution should be possible.  Three apps that I know of now make Quest and SteamVR possible.  All of them stop at the controllers not binding correctly.  Now we just need someone who knows what they are doing with OpenVR to make a binding fix as the buttons and joysticks clearly work and are read there is no reason they can't be made to function as intended on a touch.  I'm not sure about all the capacitive touch sensors  but the joystick responds to touch.  If you move it without touching the top of the stick it does not gesture.  If you put your thumb on it it gestures.  Click to gesture and touch to move would be a much better setup, and most games using touch expect to touch to move not click.

The controllers track in SteamVR and all the buttons seem to register which means a solution is possible outside of Oculus.  Whether any Dev can do it with Unity and openVR I don't know, but Steam could certainly create a solution with SteamVR on their end.  They could call it a Quest touch, Alternative Touch, generic touch or something and simply have it as an option for Dev's to report their controllers as and Quest users may then desire to take their Steam library to Index when they are ready for the next level.  Especially with Index available with even more buttons and sensors available, that should leave plenty available input options for fully mapping a touch to.  It might even create a scheme that would be beneficial in getting developers to incorporate the Index controllers in their games.

I tried to change HMD model name (Prop_ModelNumber_String). But no luck.
I found the log file of VRChat in AppData\LocalLow\VRChat\vrchat
I will check detail of how VRChat detect touch controller.
2019.05.31 15:43:45 Log        -  AmplitudeWrapper initialized
2019.05.31 15:43:45 Log        -  LimitedConcurrencyLevelTaskScheduler created, threads: 1
2019.05.31 15:43:45 Log        -  LimitedConcurrencyLevelTaskScheduler created, threads: 1
2019.05.31 15:43:45 Log        -  VRC Analytics Initialized
2019.05.31 15:43:45 Log        -  OpenVR initialized!
2019.05.31 15:43:46 Log        -  [VRCFlowManagerVRC] waiting for UI Manager
2019.05.31 15:43:46 Log        -  InitVRSDK: OpenVR success! loadedDeviceName: 'OpenVR'
2019.05.31 15:43:46 Log        -  Connected to Oculus Tracker:OculusRift-001
2019.05.31 15:43:46 Log        -  Steam tracking system name: 'Oculus Tracker'
2019.05.31 15:43:47 Warning    -  The referenced script on this Behaviour (Game Object 'LoadingIcon') is missing!
2019.05.31 15:43:47 Warning    -  The referenced script on this Behaviour (Game Object 'Checkboxes') is missing!
2019.05.31 15:43:47 Warning    -  The referenced script on this Behaviour (Game Object 'BlueprintDetailsPopup') is missing!
2019.05.31 15:43:47 Warning    -  The referenced script on this Behaviour (Game Object 'Checkboxes') is missing!
2019.05.31 15:43:47 Warning    -  The referenced script on this Behaviour (Game Object 'Checkboxes') is missing!
2019.05.31 15:43:47 Log        -  [VRCFlowManagerVRC] showing disconnect reason
2019.05.31 15:43:47 Warning    -  OvrLipSync Awake: Queried SampleRate: 48000 BufferSize: 1024
2019.05.31 15:43:48 Log        -  STEAM Tracking System: Oculus Tracker
2019.05.31 15:43:48 Log        -  VRCInputProcessorVive: using vive controllers = True
2019.05.31 15:43:48 Log        -  STEAM Tracking System: Oculus Tracker
2019.05.31 15:43:48 Log        -  VRCInputProcessorViveAdvanced: using vive controllers = True
2019.05.31 15:43:48 Log        -  VRCInputProcessorTouch: using touch controller = False

VRChat seems to check Prop_TrackingSystemName_String.
And it seems to expect lower case of "oculus".
Now I get Oculus Quest like input bindings.

Awesome Polygraphene.  Hopefully you are knocking on the door of the fix, but I did have success getting some better controller binding to work.  It should be shared, but I'm not seeing it show up as shared yet,
It is named: "Shared binding from DigitalStyxDIY for using Oculus Quest with SteamVR VRchat."
Also I was able to confirm that the capacitive senors fully report touch as well as buttons and triggers all work with the lone exception of the Quest.  It is definitely fixable.

Try alpha5.
https://github.com/polygraphene/ALVR/releases/tag/v2.4.0-alpha5

VRChat seems to check Prop_TrackingSystemName_String.
And it seems to expect lower case of "oculus".
Now I get Oculus Quest like input bindings.

Could this be the key to other games with incorrect mappings, specifically Fallout 4VR?

@satyaloka93
Maybe.
I implemented that fix on alpha5. Try it.

@polygraphene I just tried alpha5. You have done a very nice work! It needs to be improved but at least now the game detects my Quest touch as rift CV1 controllers and works very very nice.
There's still some issues with the input, but not very bothering:
-The pointer is located on the handle instead of the tip of the index finger trigger, it needs to be like you did in SteamVR Home. That makes the hand, if you grab the controller as normal, to be always twisted. I need to grab the controller like a stick (just like Vive controller) to make the hand look normal. but at least the game recognizes my controller as a Rift touch, wich is wonderful.
-Related with ALVR software: It would be great, if it's possible, to configure the resolution as Quest native resolution (2880 x 1600, 1440 x 1600 per eye).
-I need to check a possible gesture issue related with the input, but I need to compare first with a Rift CV1 with a friend.
Wonderful work, in spite of actual issues, now VRChat is perfectly playable.

@polygraphene
Edit: I tried VRChat on Rift CV1 and I can confirm the imput works perfectly fine. The input is just like the adaptation of VRChat Quest version so no worries about that.
Now about the pointer in game, let me show you with some screenshots:

That's how it looks with Quest on PC version with ALVR.

And that is how the pointer it's supposed to look like. That's the VRChat Quest version.

@polygraphene  The controllers look ok, but their pitch has been off as if the game thought they were vive wands.  I have not tested Alpha 5 yet myself, but I corrected this problem with Open Vr Input Emulator by adjusting the headset relative pitch by + 30 degrees I think.
I do know its possible to have a Quest touch launch in SteamVR with the correct pitch without manually adjusting in OpenVR Input Settings, but I'm not sure how that was done.
I look forward to testing this.  I fixed the binding for the thumbsticks before the update but got no where on actual touch support while attempting to mimic a Vive controller.  However I did confirm, using the Steamvr menu and the controls display that everything on the Quest controller definitely reports to steam including touch.  That menu actually serves as a controls test as well.

BTW:  Good work.  Vrchat is a very popular game and a game where the Quest port is not and cannot be on par with PC version of the game.  It is also a game where a little extra latency is not going to be a problem.  With the controllers fixed this game may become the biggest reason people install ALVR and similar apps.
The Quest version of Vrchat works surprisingly well.  It is a nice mobile option, but it will never satisfy as a replacement in full for PC access to the game.  This app allows people who purchased a Quest by mistake for VRchat to basically get what they had hoped for and allows others who bought a Quest to upgrade their PC to play the game instead of needing both a PC and a PCVR headset.
For many other games and uses this capability on Quest is more of a novelty as the majority of people who own SteamVR games have at some point had a PCVR headset, but this looks very promising as a viable, regular use, solution for VRchat.

@DigitalStyx918 you're right. I fixed that problem with OpenVR Input Emulator, thank you!

You're welcome.  I can say I know touch can work perfectly with VRchat
through Quest and SteamVR now, but I know this on condition of keeping a
secret.  Default bindings, touch, correct angles, and everything can work
with touch seen as touch
I don't know how it was done.  I just tested it.
On Sat, Jun 1, 2019, 5:18 PM MikemaFBS<EMAIL_ADDRESS>wrote:

@DigitalStyx918 https://github.com/DigitalStyx918 you're right. I fixed
that problem with OpenVR Input Emulator, thank you!
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@MikemaFBS
For resolution: Native display resolution is meaningless for ALVR. See: #32
I have no idea about how to fix the origin and angle of pointer. Is it caused by the difference of the shape between CV1 and Quest/S?

@polygraphene The angle pointer is like Vive controller instead of Rift or Quest/S. The pointer actually is located in the place where the Vive pointer should be. It can be fixed with OpenVRInputEmulator like @DigitalStyx918 said.
Btw for some reason sometimes OpenVRInputEmulator doesn't let me make changes and I have to restart the server until it works. By doing that I realized that if I Open and close ALVR server many times. the game became so laggy I can't play. Maybe is caused because some kind of process or service that stays open even if I close the server?
Don't really know, but the thing is that if I open and close ALVR server a few times, my GPU ends exploding, maybe the server doesn't really close as it should.

@polygraphene I just tried VRChat and input is wrong again, maybe is due to the VRChat update. Any help?

Due to the update.  A binding by me should help you move and jump for now.
On Thu, Jun 6, 2019, 3:09 PM MikemaFBS<EMAIL_ADDRESS>wrote:

@polygraphene https://github.com/polygraphene I just tried VRChat and
input is wrong again, maybe is due to the VRChat update. Any help?
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but what about the gestures?

They have to be fixed at the game level through ALVR or VRchat.
On Thu, Jun 6, 2019, 3:59 PM MikemaFBS<EMAIL_ADDRESS>wrote:

but what about the gestures?
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how? that's the question. I think it will need to be fixed on each VRChat update you know...

I hope not.  This update was specifically adding support for Index
Controllers.  Maybe they just cleaned up their code because what fixed it
before was apparently defining it as an Oculus in all lower case or
something.....
On Thu, Jun 6, 2019, 5:00 PM MikemaFBS<EMAIL_ADDRESS>wrote:

how? that's the question. I think it will need to be fixed on each VRChat
update you know...
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Any update on this issue? It worked fine before last VrChat update.

@nskolaris
Indeed, It worked before that update. Let's see what Polygraphene can do.

@nskolaris
Indeed, It worked before that update. Let's see what Polygraphene can do about it.

I got it somewhat working by running the Oculus Home version through ReVive. Only hand open and V gestures don't work, also it runs slightly worse than just steamvr.

2019.06.13 01:28:56 Log        -  STEAM Tracking System: oculus
2019.06.13 01:28:56 Log        -  STEAMVR HMD Model: Oculus Rift
2019.06.13 01:28:56 Log        -  VRCInputProcessorVive: can use vive controllers = True
2019.06.13 01:28:56 Log        -  STEAM Tracking System: oculus
2019.06.13 01:28:56 Log        -  STEAMVR HMD Model: Oculus Rift
2019.06.13 01:28:56 Log        -  VRCInputProcessorViveAdvanced: can use vive advanced controllers = True
2019.06.13 01:28:56 Log        -  STEAMVR Tracking System: oculus
2019.06.13 01:28:56 Log        -  STEAMVR HMD Model: Oculus Rift
2019.06.13 01:28:56 Log        -  VRCInputProcessorIndex: can use index controllers = True
2019.06.13 01:28:56 Log        -  STEAM Tracking System: oculus
2019.06.13 01:28:56 Log        -  STEAMVR HMD Model: Oculus Rift
2019.06.13 01:28:56 Log        -  VRCInputProcessorTouch: can use Oculus Touch controller = True

Controller detection method was largely changed on the update. I couldn't figure out how they distinguish controllers.

@polygraphene so there's no way to fix this issue?

@MikemaFBS I need information about how VRChat detect controllers.
If anyone has Oculus Rift or S, I want to see the output of vrcmd command when running SteamVR with Rift.
You can run vrcmd by opening command prompt and then put
"C:\Program Files (x86)\Steam\steamapps\common\SteamVR\bin\win64\vrcmd.exe".

@MikemaFBS I need information about how VRChat detect controllers.
If anyone has Oculus Rift or S, I want to see the output of vrcmd command when running SteamVR with Rift.
You can run vrcmd by opening command prompt and then put
"C:\Program Files (x86)\Steam\steamapps\common\SteamVR\bin\win64\vrcmd.exe".

C:\Users\47>"C:\Program Files (x86)\Steam\steamapps\common\SteamVR\bin\win64\vrcmd.exe"
Device 0 - oculus.WMHD315N300QZE - Oculus Rift CV1 by Oculus driver 1.38.0 - HMD - generic_hmd
Hardware Revision: 14
D3DAdapterIndex:   0
RecommendedRenderTargetSize: width=1328, height=1584
Left Projection: left=-0.955764, right=0.710781, top=-1.103618, bottom=0.880347
Right Projection: left=-0.710781, right=0.955764, top=-1.103618, bottom=0.880347
Lens Center: (0.000000, 0.000000), (0.000000, 0.000000)
Tracking universe: 4
Device 1 - oculus.WMHD315N300QZE_Camera0 - Oculus Rift CV1 (Camera0) by Oculus - Tracking Reference - rift_camera
Hardware Revision: 14
FOV: 50, 35, 50, 35
Range: 0.4 to 2.5 meters
Device 2 - oculus.WMHD315N300QZE_Camera1 - Oculus Rift CV1 (Camera1) by Oculus - Tracking Reference - rift_camera
Hardware Revision: 14
FOV: 50, 35, 50, 35
Range: 0.4 to 2.5 meters
Device 3 - oculus.WMHD315N300QZE_Camera2 - Oculus Rift CV1 (Camera2) by Oculus - Tracking Reference - rift_camera
Hardware Revision: 14
FOV: 50, 35, 50, 35
Range: 0.4 to 2.5 meters
Device 4 - oculus.WMHD315N300QZE_Controller_Left - Oculus Rift CV1 (Left Controller) by Oculus - Controller - oculus_cv1_controller_left
Hardware Revision: 14
No supported buttons
Axis 0 is a k_eControllerAxis_Joystick
Axis 1 is a k_eControllerAxis_Trigger
Axis 2 is a k_eControllerAxis_Trigger
Device 5 - oculus.WMHD315N300QZE_Controller_Right - Oculus Rift CV1 (Right Controller) by Oculus - Controller - oculus_cv1_controller_right
Hardware Revision: 14
No supported buttons
Axis 0 is a k_eControllerAxis_Joystick
Axis 1 is a k_eControllerAxis_Trigger
Axis 2 is a k_eControllerAxis_Trigger
Driver VirtualDesktop : 0 displays
Driver alvr_server : 0 displays
Driver gamepad : 0 displays
Driver htc : 0 displays
Driver indexcontroller : 0 displays
Driver indexhmd : 0 displays
Driver lighthouse : 0 displays
Driver oculus : 0 displays
Driver oculus_legacy : 0 displays
Driver null : 0 displays

Thank you! I tried to fake these values as your result, but no luck.
Can you help me a little more?
log file of vrchat is in C:\Users\(username)\AppData\LocalLow\VRChat\vrchat.
Please tell me if you can see following lines in the log and tell me whether the line VRCInputProcessorVive: can use vive controllers =   shows True or False.
2019.06.13 01:28:56 Log        -  STEAMVR HMD Model: Oculus Rift
2019.06.13 01:28:56 Log        -  VRCInputProcessorVive: can use vive controllers = True
2019.06.13 01:28:56 Log        -  STEAM Tracking System: oculus
2019.06.13 01:28:56 Log        -  STEAMVR HMD Model: Oculus Rift
2019.06.13 01:28:56 Log        -  VRCInputProcessorViveAdvanced: can use vive advanced controllers = True
2019.06.13 01:28:56 Log        -  STEAMVR Tracking System: oculus
2019.06.13 01:28:56 Log        -  STEAMVR HMD Model: Oculus Rift
2019.06.13 01:28:56 Log        -  VRCInputProcessorIndex: can use index controllers = True
2019.06.13 01:28:56 Log        -  STEAM Tracking System: oculus
2019.06.13 01:28:56 Log        -  STEAMVR HMD Model: Oculus Rift
2019.06.13 01:28:56 Log        -  VRCInputProcessorTouch: can use Oculus Touch controller = True

2019.06.15 23:14:01 Log        -  AmplitudeWrapper initialized 2019.06.15 23:14:01 Log        -  LimitedConcurrencyLevelTaskScheduler created, threads: 1 2019.06.15 23:14:01 Log        -  LimitedConcurrencyLevelTaskScheduler created, threads: 1 2019.06.15 23:14:01 Log        -  VRC Analytics Initialized 2019.06.15 23:14:02 Log        -  OpenVR initialized 2019.06.15 23:14:03 Log        -  [VRCFlowManagerVRC] waiting for UI Manager 2019.06.15 23:14:03 Log        -  InitVRSDK: OpenVR success! loadedDeviceName: 'OpenVR' 2019.06.15 23:14:03 Log        -  Connected to oculus:WMHD315N300QZE 2019.06.15 23:14:03 Log        -  Steam tracking system name: 'oculus' 2019.06.15 23:14:04 Log        -  [VRCFlowManagerVRC] showing disconnect reason 2019.06.15 23:14:05 Log        -  STEAM Tracking System: oculus 2019.06.15 23:14:05 Log        -  STEAMVR HMD Model: Oculus Rift CV1 2019.06.15 23:14:05 Log        -  VRCInputProcessorVive: can use vive controllers = True 2019.06.15 23:14:05 Log        -  STEAM Tracking System: oculus 2019.06.15 23:14:05 Log        -  STEAMVR HMD Model: Oculus Rift CV1 2019.06.15 23:14:05 Log        -  VRCInputProcessorViveAdvanced: can use vive advanced controllers = True 2019.06.15 23:14:05 Log        -  STEAMVR Tracking System: oculus 2019.06.15 23:14:05 Log        -  STEAMVR HMD Model: Oculus Rift CV1 2019.06.15 23:14:05 Log        -  VRCInputProcessorIndex: can use index controllers = True 2019.06.15 23:14:05 Log        -  STEAM Tracking System: oculus 2019.06.15 23:14:05 Log        -  STEAMVR HMD Model: Oculus Rift CV1 2019.06.15 23:14:05 Log        -  VRCInputProcessorTouch: can use Oculus Touch controller = True

2019.06.15 23:14:03 Log        -  Connected to oculus: XXXXX
2019.06.15 23:14:03 Log        -  Steam tracking system name: 'oculus'
2019.06.15 23:14:04 Log        -  [VRCFlowManagerVRC] showing disconnect reason
2019.06.15 23:14:05 Log        -  STEAM Tracking System: oculus
2019.06.15 23:14:05 Log        -  STEAMVR HMD Model: Oculus Rift CV1
2019.06.15 23:14:05 Log        -  VRCInputProcessorVive: can use vive controllers = True
2019.06.15 23:14:05 Log        -  STEAM Tracking System: oculus
2019.06.15 23:14:05 Log        -  STEAMVR HMD Model: Oculus Rift CV1
2019.06.15 23:14:05 Log        -  VRCInputProcessorViveAdvanced: can use vive advanced controllers = True
2019.06.15 23:14:05 Log        -  STEAMVR Tracking System: oculus
2019.06.15 23:14:05 Log        -  STEAMVR HMD Model: Oculus Rift CV1
2019.06.15 23:14:05 Log        -  VRCInputProcessorIndex: can use index controllers = True
2019.06.15 23:14:05 Log        -  STEAM Tracking System: oculus
2019.06.15 23:14:05 Log        -  STEAMVR HMD Model: Oculus Rift CV1
2019.06.15 23:14:05 Log        -  VRCInputProcessorTouch: can use Oculus Touch controller = True

Thank you! I finally found VRChat looks whether Prop_RegisteredDeviceType_String contains "oculus".
Now I can move/rotate by touch instead of click.
This patch will be included in next release.
Maybe hand gesture and facial expression are still broken.

Great! I hope hand gestures work since it's basically all that's missing now. Move/rotate can be fixed with steamvr bindings

are hand gestures fixed yet or can they not be fixed

It has been 3 months and no news. It's there a way to do so it detects the Quest as Rift S directly? Maybe through the drivers that installs with ALVR? Then I guess we wouldn't need to worry anymore but I guess that may be easier to say than to do.
If at least we could customize the controls to set spacebar on the stick then we could at least jump in VRC :(


[openssl] Don't switch from jom to nmake, fix cflags

What does your PR fix?
Avoids change of the build tool during the build process, and consistently uses VCPKG_CONCURRENCY. Cf. https://github.com/microsoft/vcpkg/issues/22101#issuecomment-1072605707.
Passes per-build-type cflags on UNIX. Resolves #23700.
Activates -Wno-error=unused-command-line-argument for clang. Cf. https://github.com/microsoft/vcpkg/pull/23726#discussion_r833501504.

Which triplets are supported/not supported?


Is vike a thing ?

As I was working through #21 I had to look for alternatives to create-react-app. On the react.dev they now seem to closely aligned with major frameworks like next.js or gatesby. However, during my research I stumbled over vike.dev. It seems to be "open" open source framework toolkit, i.e. build your own next.js. What I liked about it:

Seems more flexible than next.js
Has less of a strong connection to vercel etc. So more of an indie vibe.
More european.

Still seemed slightly over the top but once we would need routers etc it could be a thing. But this is really just food for thought. @jzakotnik already know this one ? Opinions ?

That looks good. Couldn't figure out yet, if all created pages need a node server (instead of static pages), because then it wouldn't work with github pages.. At least from the docs it seems to work tho

I made it work in toy project. The vite.config.ts reads:
import react from "@vitejs/plugin-react";
import mdx from "@mdx-js/rollup";
import { defineConfig } from "vite";
import vike from "vike/plugin";

export default defineConfig({
  plugins: [
    vike({
      prerender: true,
    }),
    mdx(),
    react({}),
  ],
  build: {
    outDir: "build",
  },
});

And then the code is rendered into the build/client folder. So too be seen if this happens to be helpful one day...


💡 The create and createOrNull factory functions

📝 Description

Originally discussed in #335.

We would like to redesign our factory functions by introducing new create and createOrNull factory functions for creating our stable types with the following behavior:

create functions should throw an exception in case of invalid inputs
createOrNull functions should return null in case of invalid inputs.

// In kotools.types.text package

fun NotBlankString.Companion.create(value: Any): NotBlankString
fun NotBlankString.Companion.create(value: Any, message: (Any) -> Any): NotBlankString
fun NotBlankString.Companion.createOrNull(value: Any): NotBlankString?

[ ] Close this topic as completed and update tracking issues if present.

For the StrictlyPositiveInt type:

[x] #342
[x] #597
[x] #438
[x] #440
[x] #442
[x] #443
[x] #444
[x] #445
[x] #446
[x] #447
[x] #448
[x] #449

For the StrictlyNegativeInt type:

[x] #347
[x] #598
[x] #439
[x] #441
[x] #450
[x] #451
[x] #452
[x] #453
[x] #454
[x] #455
[x] #456
[x] #457

For the PositiveInt type:

[x] #349
[x] #458
[x] #459
[x] #460
[x] #461
[x] #462
[x] #463
[x] #464
[x] #465
[x] #466
[ ] ✨ New PositiveInt.Companion.create function with custom message

For the NegativeInt type:

[x] #350
[x] #467
[x] #468
[x] #469
[x] #470
[x] #471
[x] #472
[x] #473
[x] #474
[x] #475
[ ] ✨ New NegativeInt.Companion.create function with custom message

For the NonZeroInt type:

[x] #351
[x] #476
[x] #477
[x] #478
[x] #479
[x] #480
[x] #481
[x] #482
[x] #483
[x] #484
[ ] ✨ New NonZeroInt.Companion.create function with custom message

For the NotBlankString type:

[x] #341
[x] #541
[x] #412
[x] #395
[x] #396
[x] #397
[x] #398
[x] #399
[x] #400
[x] #401
[x] #402
[x] #403
[ ] ✨ New NotBlankString.Companion.create function with custom message

For the NotEmptyList type:

[x] #352
[x] #497
[x] #498
[x] #499
[x] #500
[x] #501
[x] #502
[x] #503
[x] #504
[x] #505
[x] #506
[x] #507
[x] #508
[x] #509
[x] #510
[ ] ✨ New NotEmptyList.Companion.create function with custom message

For the NotEmptySet type:

[x] #353
[x] #511
[x] #512
[x] #513
[x] #514
[x] #515
[x] #516
[x] #517
[x] #518
[x] #519
[x] #520
[x] #521
[x] #522
[x] #523
[x] #524
[ ] ✨ New NotEmptySet.Companion.create function with custom message

For the NotEmptyMap type:

[x] #354
[x] #525
[x] #526
[x] #527
[x] #528
[x] #529
[x] #530
[x] #531
[x] #532
[x] #533
[x] #534
[ ] ✨ New NotEmptyMap.Companion.create function with custom message

In some cases, it may be useful to be able to give a null value to the create and the createOrNull functions of the NotBlankString type. So, also for aligning with the behavior of the Any?.toString() function from the Kotlin Standard Library, we will define the following functions:
fun NotBlankString.Companion.create(value: Any?): NotBlankString
fun NotBlankString.Companion.createOrNull(value: Any?): NotBlankString?

Like pointed by the Kotlin community on Reddit, it may be useful to define an overload of the create functions accepting a custom message for the exception thrown in case of invalid input.
fun PositiveInt.Companion.create(number: Number, message: () -> String): PositiveInt

Here are candidates for the signature of the message argument:

() -> String
() -> NotBlankString
() -> Any
() -> Any?

Like suggested by @lbunschoten in https://github.com/kotools/types/discussions/335#discussioncomment-8904063, we could mark these functions with the JvmStatic annotation for improving user experience on Java. See the Kotlin documentation on that topic.

Ideas like that should be documented in GitHub Discussions instead.


Provide additional allocation and multi NUMA tests

additional tests to get default and extend hints
additional tests relevant to cross NUMA functionality

LGTM, tests very readable ;)

@k-wiatrzyk Updated tests to align with the functionality without multi NUMA flag.


crypto has no method publicEncrypt

.../node_modules/steam/lib/steam_client.js:150
  var cryptedSessKey = require('crypto').publicEncrypt(fs.readFileSync(__dirna

TypeError: Object #<Object> has no method 'publicEncrypt'
    at SteamClient.handlers.(anonymous function) (.../node_modules/steam/lib/steam_client.js:150:42)
    at SteamClient._netMsgReceived (.../node_modules/steam/lib/steam_client.js:106:26)
    at Connection.emit (events.js:95:17)
    at Connection._readPacket (.../node_modules/steam/lib/connection.js:50:8)
    at Connection.emit (events.js:92:17)
    at emitReadable_ (_stream_readable.js:427:10)
    at emitReadable (_stream_readable.js:423:5)
    at readableAddChunk (_stream_readable.js:166:9)
    at Connection.Readable.push (_stream_readable.js:128:10)
    at TCP.onread (net.js:529:21)

Whats the problem? How to fix it?

Did you try npm install?

Update to node.js v0.12.

I suppose that acording to the way npm install packages you have to change version to 0.7.0 when migrating to node 0.12.

Note: only Node.js v0.12 and io.js v1.4 are supported.


2.0: documents created when Android app is offline  not pulled down properly from SGW

Originally reported on forums :https://forums.couchbase.com/t/sync-gateway-not-push-latest-document-if-device-is-not-connected/15710/9
version  : DB021, Android
sync gateway : v 1.5
Steps

kill the app
create two docs with sync gateway
re-open the app
query all the documents in the db, and only the first one has been returned
Update the second doc on sync gateway
the second doc now gets synced up

(Another observation :"Another thing i notice is that if i add for example 5 documents when the device is offline, and then came back online, sync gateway push only the first four docs. ")

Original comment by @stecapra
https://github.com/couchbase/couchbase-lite-android/issues/1551#issuecomment-363807714

This issue is in reference to this topic sync-gateway-not-push-latest-document-if-device-is-not-connected.
Steps to reproduce:

Open the app
The app should run a replication with below configuration -
a. setContinous - true
b. setAuthenticator - username, password (basic authenticator)
Turn off the wifi and kill the app
Add two documents from sync gateway console
Turn on the wifi and reopen the app

Only the first document is pulled from sync gateway server to the device.
Database changeListener change.getDocumentIDs shows only the first id.
The logs and the class of database instance can be found here

I added the unit test that pulls replicate data from Sync Gateway and runs the query in DatabaseChangeLisstener. I could not reproduce the issue that was described in this ticket.
https://github.com/couchbase/couchbase-lite-android/blob/47b92f20ad7170a57c9f45b094f6cd76485033dc/android/CouchbaseLite/src/androidTest/java/com/couchbase/lite/ReplicatorWithSyncGatewayDBTest.java#L408-L459

How are you testing the wifi offline case with the test?

@rajagp
In the reproduction steps, wifi offline/online is not mentioned. So test does not cover wifi online/offline.
To reproduce the problem, wifi online/offline is required?

I'm guessing that remote_PUT_db is an HTTP request, and you are making this request when the app is open.
The problem arises when i use directly the sync gateway interface and the app is killed(and the wifi is turn off).
I'm just guessing, though

Hi @stecapra  and @rajagp,
I tested this scenario with using Todo sample application with CBL 2.0 DB022 and Sync Gateway Beta build.
Following is my test steps.

Connect two real devices to Sync Gateway.
Make one device (Nexus 6) offline (Disabled Wifi).
From Another Device (Nexus 6P), create multiple documents
Make Nexus 6 online, enabled wifi.
Confirm Nexus 6 has all updates.

Do I miss something?

I also tested the scenario that creating multiple documents from OFFLINE devices. I can not observe the replication issue either.

Hi,
The steps are right, so in that case the problem could be in my configuration.
Just to know, did you test everything under walrus server? Or did you use a CB server with a specific bucket?
Is there any param in the server configuration that could raise this problem?

Just to know, did you test everything under walrus server? Or did you use a CB server with a specific bucket?

Sync Gateway -> Walrus
sync gateway config for todo -> https://gist.github.com/hideki/a5dc40be716be455616e7b6601db5e3f

HI, i've tested the application using walrus server and the problem is still there.
I tried to use todo app, changing the CBL version to
CBL 2.0.0-DB021
I've user the most basic sync_gateway configuration, and the class that handle the database as simple as possible.
I didn't use DB022 because, if i used
"unsupported": {
        "replicator_2":true
      },

in sync config, it triggered me this exception:
02-21 13:26:11.509 27646-27668/com.couchbase.todo E/AndroidRuntime: FATAL EXCEPTION: Thread-3284
                                                                    Process: com.couchbase.todo, PID: 27646
                                                                    java.lang.IllegalArgumentException: Code 1006 is reserved and may not be used.
                                                                        at okhttp3.internal.ws.WebSocketProtocol.validateCloseCode(WebSocketProtocol.java:120)
                                                                        at okhttp3.internal.ws.RealWebSocket.close(RealWebSocket.java:401)
                                                                        at okhttp3.internal.ws.RealWebSocket.close(RealWebSocket.java:397)
                                                                        at com.couchbase.lite.internal.replicator.CBLWebSocket.requestClose(CBLWebSocket.java:226)
                                                                        at com.couchbase.litecore.C4Socket.requestClose(C4Socket.java:155)

Instead, if i didn't used unsupported config, it triggered me:
02-21 13:28:05.706 27877-27904/com.couchbase.todo E/WebSocket: WebSocketListener.onFailure() response -> Response{protocol=http/1.1, code=404, message=Not Found, url=http://<IP_ADDRESS>:4984/todo/_blipsync}
                                                               java.net.ProtocolException: Expected HTTP 101 response but was '404 Not Found'
                                                                   at okhttp3.internal.ws.RealWebSocket.checkResponse(RealWebSocket.java:219)
                                                                   at okhttp3.internal.ws.RealWebSocket$2.onResponse(RealWebSocket.java:186)
                                                                   at okhttp3.RealCall$AsyncCall.execute(RealCall.java:153)
                                                                   at okhttp3.internal.NamedRunnable.run(NamedRunnable.java:32)
                                                                   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1112)
                                                                   at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:587)
                                                                   at java.lang.Thread.run(Thread.java:818)

So i decide to tested it out with DB021 and blip connection.
Here you find the class and the sync config here
What do you think? I'm missing something?

@stecapra
DB022 requires Sync Gateway Beta build from Couchbase download site.
https://www.couchbase.com/downloads

Ok, everything works fine now. It's seems that it was something about DB021.
Thank you very much

@stecapra It is great to hear! thanks!


Added clang-tidy suggestions + .clang-format and .clang-tidy

To fix the errors:
❯ git diff
diff --git a/include/dpp/cluster.h b/include/dpp/cluster.h
index 5404941..7fd11f4 100644
--- a/include/dpp/cluster.h
+++ b/include/dpp/cluster.h
@@ -38,6 +38,7 @@
 #include <dpp/sync.h>
 #include <dpp/timer.h>
 #include <dpp/voiceregion.h>
+#include <dpp/wsclient.h>
 #include <iostream>
 #include <map>
 #include <shared_mutex>
diff --git a/include/dpp/exception.h b/include/dpp/exception.h
index c44d6d3..3645f58 100644
--- a/include/dpp/exception.h
+++ b/include/dpp/exception.h
@@ -40,8 +40,6 @@ protected:
   std::string msg;

 public:
-  using std::exception::exception;
-
   /**
    * @brief Construct a new exception object
    */
@@ -67,7 +65,7 @@ public:
    *
    * @param what reason message
    */
-  explicit exception(std::string what) : msg(std::move(what)) {}
+  explicit exception(const std::string &what) : msg(std::move(what)) {}

   /**
    * @brief Construct a new exception object

why are cpp/h files changed too? this does not build

absolutely every file is changed and does not meet the coding guidelines...


Cannot login with (admin) user

Hi, after I have set up the system and after I have created the admin user, I cannot login with the newly created account. I enter correct username and password, and submit, but nothing happens.
It's the second account I create and they all showed the same issue.
Steps to reproduce the behavior:

I created the account;
Insert users and permission levels;
I created the tables and several fields;
Today I try to enter using the same link used every day, with the password saved, but it says that I need to be logged in.
Sometimes I manage to get to the tables, but when I try to add new tables or new fields, it tells me that I need to be logged in.
When I try to enter the email and password, it says that the user and password are incorrect, but in user my email is registered and it says that the user admin is active, but I can't make any changes or inclusions.

Hi @AdrianeGroehs  which version are you running? how did you install/setup?

Running on windows is definitely not the most stable, for production use I definitely recommend Linux and Postgresql. You can run this under windows with WSL.
I know you are moving on but I would like to track down this bug. did you see this problem on the free hosting on saltcorn.com? I can't see any problems there.

Hi Tom,
I believe it is useful for you to identify the problem for future users.
I'll give you the link, username and password so you can have access.
https://rdaparatodesprototipo1.saltcorn.com/
e-mail<EMAIL_ADDRESS>Senha: 01Adri01
Thanks for all.

Hi Tom,
I believe it is useful for you to identify the problem for future users.
I'll give you the link, username and password so you can have access.
https://rdaparatodesprototipo1.saltcorn.com/
e-mail<EMAIL_ADDRESS>Senha: I'm sorry, the correct password is 01Adri01
Thanks for all.

@AdrianeGroehs
Disclosing of passwords and other secrets via public-visible page is really bad idea.
In addition, Tom is admin of {{saltcorn.com}} domain and can login with help of console (i.e. saltcorn create-user -t rdaparatodesprototipo1 ...).


remove MULTIPLIERS_LENGTH

It is just limiting the possibilites, we can just read the length of the array

Well as long as the array is set to a constant size doesn't it make more sense to just have a constant for the size?

do we want to have it just a dynamic size array? why is it 24 in the first place?


Failing unit test to demonstrate shadycss#69

Regarding http://github.com/webcomponents/shadycss/issues/69
I created a unit test within shadycss which passed.  So I wrote the same test against polymer which fails.
This appears to be a time based issue.  I have abstracted the assertions into two functions to show this.
assertProp - ensure the mixin style is exploded into properties correctly
assertMix - ensure the applied styles are correctly set from the properties
the test named both assertions in a single test fails if run first, but passes if run last.

interesting.... :/

closing, this was addressed via a different pr


fix(chat): fix chat completion request for application with special symbols (Issue #2737)

Description:
fix chat completion request for application with special symbols
Issues:

Issue #2737

Checklist:

[x] the pull request name complies with Conventional Commits
[x] the pull request name starts with fix(<scope>):, feat(<scope>):, feature(<scope>):, chore(<scope>):, hotfix(<scope>): or e2e(<scope>):. If contains breaking changes then the pull request name must start with fix(<scope>)!:, feat(<scope>)!:, feature(<scope>)!:, chore(<scope>)!:, hotfix(<scope>)!: or e2e(<scope>)!: where <scope> is name of affected project: chat, chat-e2e, overlay, shared, sandbox-overlay, etc.
[x] the pull request name ends with (Issue #<TICKET_ID>) (comma-separated list of issues)
[x] I confirm that do not share any confidential information like API keys or any other secrets and private URLs

/deploy-review


One word fix spelling (pervious->previous)

@darianmiller : Thanks for your contribution! The author(s) have been notified to review your proposed change.


Example Block-wise Transfer

Would it be possible to add an example of the use of Block-wise Transfer to the examples.
I am trying to transfer a binary file to an end-device, and am trying to make use of
this feature.

Blockwise is enabled by default for udp protocol. Just use https://github.com/go-ocf/go-coap/blob/master/examples/simple/server/main.go and set payload to content of file - streaming interface is not supported now.

If you need more information just reopen issue.

@jkralik could you provide examples for how to download file? have tried for long but failed

error in client side:
 Error sending request: cannot exchange: cannot write to udp connection: write udp <IP_ADDRESS>:64755: sendmsg: socket is not connected

Hello @jkralik, I also want to transfer a binary file to an end-device, but don't know how to start with this library, could you please give me some advice and examples on this , many thanks in advance!


[RfC] provide ways to hide controls on certain visualization types

Some "global" controls like datasource, time-granularity or even time
filtering don't make much sense for some visualizations.
For instance the Markup viz really should let you choose a datasource,
or a distribution bar chart shouldn't ask for a time granularity.
This PR shows an approach to hhide some of these controls.

Codecov Report

Merging #5265 into master will increase coverage by 0.01%.
The diff coverage is 91.66%.

@@            Coverage Diff            @@
##           master   #5265      +/-   ##
=========================================
+ Coverage   63.28%   63.3%   +0.01%
=========================================
  Files         259     259
  Lines       19689   19696       +7
  Branches     1968    1971       +3
=========================================
+ Hits        12461   12468       +7
  Misses       7219    7219
  Partials        9       9

Impacted Files
Coverage Δ

superset/connectors/base/models.py
90.74% <ø> (ø)
:arrow_up:

superset/assets/src/explore/store.js
57.53% <100%> (ø)
:arrow_up:

.../src/explore/components/ControlPanelsContainer.jsx
91.42% <100%> (ø)
:arrow_up:

superset/assets/src/explore/visTypes.js
64.7% <90%> (+9.15%)
:arrow_up:

Continue to review full report at Codecov.

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@mistercrunch, isn't this enough? You want to completely hide the section?

@betodealmeida hiddenControls makes it such that the controls aren't rendered in the UI but not scrubbed out of formData allowing for the code that assumes datasource exists as a key and has a value to run without being changed.
A cleaner solution would make it such that the datasource is optional for certain visualization types and I think we'd have to touch the backend and frontend code to work around that.
This change also adds support for null as a sectionOverride, allowing hiding a whole section easily.


Fix of a small typo: bits -> qubits

Changes
I found and fixed a small typo where "bits" has been written in the text but from the corresponding code snippet it is clear that it should be "qubits".

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

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

(Merging w/ Frank's approval 🚢)


Can RevTorch work in multi-gpu?

When I use revtorch with DataParallel, the GPU memory is overflow after the backward.

Hi @ewrfcas
Unfortunately I do not have access to multiple GPUs to test/debug this behaviour. I would however be happy to fix it if you could provide a pull request for this issue


Create Token Authentication System

oAUTH2 or JWT or alternative

https://pythonhosted.org/Flask-JWT/

FLASK-JWT with its builtin features, in order to login, requires a payload as:
{    "username": "pippo",    "password": "wowsecret", }
At this time we have only token, so in order to use:
{   "token": "supersecret" }
we need a different approach using creating JWT token manually, maybe with: https://pyjwt.readthedocs.io/en/latest/
@BluLupo is that ok?

Yes approved


Switch to deprecated router until new router is ready

The CLI and devs generally should use the deprecated router for now.
The true new router is in development. The RC router (in the @angular/router library) is not release quality and is frozen. The new new router will replace it.
This is a short term road bump.
c/ @hansl

I agree on this one. Played around with the current rc1 router and it has fewer features than the deprecated one.

Seeing as there are many options for routers, would it be beneficial to have flags to identify which router blueprint to use? Keep the default as whatever the current @angular/router is, and add flags after that for --router-deprecated --ui-router --ngrx-router etc.?

Closed via https://github.com/angular/angular-cli/pull/992