NixOS support

Quoting https://nixos.org/

NixOS is a Linux distribution with a unique approach to package and configuration management. Built on top of the Nix package manager, it is completely declarative, makes upgrading systems reliable, and has many other advantages.

See nixos/nixpkgs#2100 for more information and feel free to join the #nixos channel on freenode for more information and answers.

ISO: https://nixos.org/releases/nixos/latest-iso-minimal-x86_64-linux

Thanks for the request, I gave this a quick try with memdisk and ran into: http://i.imgur.com/dNV2Xru.png
You can replicate this by going into the iPXE command line and doing:
kernel http://boot.netboot.xyz/memdisk iso raw
initrd http://releases.nixos.org/nixos/15.09/nixos-15.09.919.b3bba00/nixos-minimal-15.09.919.b3bba00-x86_64-linux.iso
boot
I believe this might be a way to get it work from the syslinux pages.  Ultimately the most ideal way is not to use ISOs but to pull the kernel, initramfs, and the rootfs from a official mirror.

Hmm, it's worth to also try the unstable http://nixos.org/releases/nixos/unstable/nixos-16.03pre75174.d0e3cca/nixos-minimal-16.03pre75174.d0e3cca-x86_64-linux.iso

Otherwise we'll have to use https://github.com/sleinen/nixos-pxe-installer

Yeah, no luck with the unstable either.

Thanks @antonym

That is the same error i have when booting on machines with a BIOS (unlike EFI).
https://github.com/NixOS/nixpkgs/issues/6265#issuecomment-171042344

https://github.com/NixOS/nixpkgs/issues/14538 may help.

For installing from netboot.xyz, the installer ISO needs to be able to leverage memdiskfind to identify where the ISO has been loaded into RAM when it fails to load it from CD.  Then we can leverage memdisk to load the ISO image and run through an install from iPXE.
https://www.reversengineered.com/2016/01/07/booting-linux-isos-with-memdisk-and-ipxe/
We don't want to worry about cracking open the image ourselves, but rather want to utilize the release ISO provided by the distribution.

Sure, but an ISO generated that doesn't depend on being able to further find a squashfs might work better than the current ISO that does. In short, an ISO generated using the kernel and ramdisk in they way that I'm working on might have a better shot at working.
I'm glad you clarified for me that you always use an ISO. It will be up to others to decide what to do with the work that I'm doing.

Ah, I see what you are saying, yeah, if it doesn't need to look for a squashfs and has everything it needs in the initrd, then that works as well.

We've added (i)PXE support now in https://github.com/NixOS/nixpkgs/pull/14740, this should be possible.

So can I expect to be able to point directly to the release ISO during the next release after the merge (https://nixos.org/releases/nixos/latest-iso-minimal-x86_64-linux) to boot via memdisk?
Or would I still be required to self host the files?

Even better would be if I could just point to the vmlinuz and initrd of the installer kernels like I can do with Fedora today.  If during the release cycle, NixOS could make those available as part of the release, it makes things a lot simpler and faster since then I can skip using memdisk to load the build.
I'm trying to avoid hosting or manipulating the release files of the distributions myself and instead relying on the projects to host the files to maintain as much trust as possible.

That would indeed be most simple and it should be completed once https://github.com/NixOS/nixos-channel-scripts/issues/6 is closed

Any progress on this?

I've pushed a commit that gets us closer, see https://github.com/NixOS/nixos-channel-scripts/issues/6#issuecomment-240138999
Now we just need to modify mirroring script for channels and this should be ready.

Nice, was able to get NixOS to boot via netboot.xyz using that latest build.  Here's my initial testing branch:
https://github.com/antonym/netboot.xyz/tree/nixos
Is there a way to simplify the name of the init path?  It's easier to update versions over time if the path is predictable.  I wasn't sure if that was just a build server artifact or not.

@antonym use init=/nix/var/nix/profiles/system/init

Perfect, thanks!

@domenkozar looks like there's only a /nix/var/nix/profiles/per-user and not a system/init

Huh, that's strange, system profile should exist. Can you scan initrd of init file (mind it can be a symlink)

From what I've gathered, there isn't a clear symlink to init at the moment. At boot time (stage2) /run/current-system is linked, which will contain init, but at that time it's already too late.
/nix as a whole isn't included because squashfs only contains /nix/store/* and that is mounted at stage1. I've tried to get around this problem by creating /nix/var/nix/profiles/system in stage1, but using ln -s "${config.system.build.toplevel}" /nix/var/nix/profiles/system in there will cause a recursive loop (config.system.build.toplevel cannot be created without stage1).
Still need to investigate what the best solution for this is.

We could just generate nixos.ipxe and then updating would mean copying that file. That seems the easiest here.

What I usually do for netboot.xyz is create a menu with the options to load multiple versions if available.  If there's a unique init path on each version, it complicates the menu process as I'd have to store that init url for each version.  If it's more uniform, then I can make minimal changes for ongoing support as then I only have to change the location of the bzImage and initrd.
I can hardcode the unique init locations for now to get rolling but it would be nice to have a generic symlink to use in the future.
Thanks for everyones work on this so far too, appreciate it!

I'm not entirely sure what the limitations are, but a possible quickfix would be using chain http://hydra.nixos.org/something/netboot.ipxe. Each version should have its own netboot.ipxe file already. bzImage and initrd should be in the same directory as netboot.ipxe.
@domenkozar At the moment they aren't in the same 'directory'. Is there an url where they actually are? (http://hydra.nixos.org/build/38615837/download/3/netboot.ipxe and http://hydra.nixos.org/build/38603078/download/2/initrd)

Are the network builds queued up for the next NixOS release?  If not, would there be a good place to point for release candidate images?  I'd like to get an initial NixOS support pushed, but I also want to make sure they are useful and not just coming off random build server releases directly.

@bobvanderlinden init is really ${config.system.build.bootStage2}, so we need stage2 built at that time.
@antonym we need to implement https://github.com/NixOS/nixos-channel-scripts/issues/6 to copy the files into a directory. As @bobvanderlinden mentioned, best way to avoid specifying init would be for us to publish ipxe that would be chain-loaded. Does that sound good?

@domenkozar I guess in my use case I would need to add additional logic like urls directly to the kernels, signature checking and etc, so I probably would not be chaining the ipxe file directly.
What's typically useful for this sort of thing is having the url to the images and kernel command line consistent with the only change being usually being the version or architecture.  That makes it a lot easier to maintain over time and then I just need to bump the versions in the ipxe code for that distro.

Just curious how things are going on this end.  Are we getting any closer to a release of the network builds?

Not much has happened since. This is mostly done, sadly I don't use this work atm and have no time to take it forward.

I haven't had a chance to work on NixOS related code in a while. Perhaps @grahamc has enough spare cycles to take a quick look. My sense is that if the netboot kernel and initrd were marked for hydra to publish, then URLs could be provided to netboot.xyz to use.
I think this https://github.com/NixOS/nixpkgs/pull/14740#issuecomment-215049974 from @domenkozar is the hint as to what remains to be done on the NixOS side.
I think would provide some nice visibility to NixOS when people see it in the boot menu and ask themselves "Huh, what's that?"

https://github.com/NixOS/nixpkgs/pull/44089 is related to this.

@lassulus got something working! https://nixos.wiki/index.php?oldid=2984&rcid=3040

Merged support for NixOS so we can finally close this out!


Safari - Depreciated attempt to access property  on a non-WebSocket object

I started getting a bunch of console.errors (from pace.js:429 and pace.js:457) after updating to the latest Safari (7.1  b9537.85.5).

thanks @Friss


Error Highlighting needs line an character or better explanation

You just get some generic warning and a highlighted gray (which doesn't give you any clue as to why its failing).  a line number and character position would be nice, but a lot of times I have valid json which gets rejected.  I'm guessing that must be because its expecting some expression to be in quotes and its not, but for formatting and/or tree view that seems too stringent.  Its still easy to know where the field is and the value ends without it being perfect JSON.

The gray highlight begins from the error location. Can you share some example where it is confusing to find the error location?

Closing as there is no response from user


Update forming-calls-with-graphql.md

ℹ  It's a 1-line change, actually removing only one word (though it is technically a significant word).
Why:
I needed to create a new personal access token for another project using GitHub's (awesome) GraphQL API. I used the docs to remind me what scopes to give it and such. It occurred to me that the inclusion of repo alongside more granular permissions, without differentiation, might confuse or dissuade some people.
This commit may make more sense if you take a look at the Personal Access Token page on GitHub (where you create a new one), and open that alongside this small diff. Or you can view this screenshot for convenience —

Screenshot of Personal Access Token page

What's being changed:
Remove the repo line from the suggested permissions on this page in the documentation. I think it is consistent with the docs' intentions ..? It feels like it might have been a proofreading/formatting confusion, but I might just be confusing myself. (Happens often enough 😆 )
Check off the following:

[x] I have reviewed my changes in staging (look for "Automatically generated comment" and click Modified to view your latest changes).
[x] For content changes, I have completed the self-review checklist.

Writer impact (This section is for GitHub staff members only):

N/A

[ ] This pull request impacts the contribution experience

[ ] I have added the 'writer impact' label
[ ] I have added a description and/or a video demo of the changes below (e.g. a "before and after video")

I'm using GraphiQL with a token that has these permissions — without the coarse repo permission. Seems to be workin' fine so far.

I'm using GraphiQL with a token that has these permissions — without the coarse repo permission. Seems to be workin' fine so far.

@hangtwenty Please convert your PR from draft to ready for review when you are done with the changes 💖

@ramyaparimi alrighty. I think it's ready.

Is there anything I need to do?

@hangtwenty I apologize for the delay 💛  My notifications were wonky and I somehow missed this alert. I triaged your PR for a writers review. Thanks a bunch for your patience 💖
Thanks so much for taking your time to contribute to GitHub docs 💖


FIX Ensure that mysite test boostrap configuration is loaded after core and before the database connection

To reproduce the issue define<EMAIL_ADDRESS>in your .env and run phpunit:
Notice: Undefined offset: -1 in .../framework/src/Core/Config/ConfigLoader.php on line 39
Notice: Undefined offset: -1 in .../framework/src/Core/Config/ConfigLoader.php on line 39
Fatal error: Call to a member function nest() on null in .../framework/src/Core/Config/Config.php on line 75

@robbieaverill that build failure is due to localisations in the recent release breaking the cms strings. This is fixed in another PR.

@robbieaverill CMS module also has a bootstrap.php. it probably needs the same fix.

Re-triggering tests...


Can you please support the data structure required to respond to http requests?

Being able to respond to http requests is a major feature of canister.
But there is no standard, optimized, corresponding Struct for Request/Response used by canister.

dfn_http/src/types.rs · dfinity/ic(used by Governance, Ledger, CMC, etc.) It doesn't support the update call through http requests.
cycles-wallet/lib.rs · dfinity/cycles-wallet (used by cycles-wallet) It doesn't support the update call through http requests.
agent-rs/ic-utils ic-utils is not prepared for canister. In fact, ic-utils needs some system interfaces that cannot be satisfied by wasm, so it cannot be compiled into wasm. In addition to that, its implementation is optimized
cdk-rs The data structure here is only used for canister to initiate http requests externally, and cannot be used to respond to external http requests

https://github.com/dfinity/agent-rs/issues/201

I second this.
There are these in cdk-rs that I’ve been using most recently:
https://github.com/dfinity/sdk/blob/f4ec163ac968ab94550c01b949a78fd4b8af61ce/src/canisters/frontend/ic-certified-assets/src/types.rs
I was considering creating a similar issue there and/or making a PR to extract them into a separate crate.

I agree with both of you - I've already been thinking about sth similar and tried doing small refactor in one of my PRs
https://github.com/dfinity/sdk/blob/a13a2167e4786f82d86ef810575e9ca4f61219a8/src/canisters/frontend/ic-certified-assets/src/state_machine.rs#L906-L1003
I want to further discuss the idea of extracting this into a separate crate. Wouldn't something like this satisfy you instead?
use ic_certified_assets::http::{HttpRequest, HttpResponse}

If not, why?

Great work.
I found that because of IC limitations, there is not much room for optimization. HttpRequest should be the arg_data(), which required ArgumentDecoder trait, therefore, explicit life cycles are not supported, and Cow, &str, etc. cannot be used.
But HttpResponse can using Cow<'a &str>
https://github.com/dfinity/examples/blob/master/rust/dip721-nft-container/src/http.rs#L18-L31

I want to further discuss the idea of extracting this into a separate crate. Wouldn't something like this satisfy you instead?

@smallstepman I was doing this for a while but then I needed to update some dependency and couldn’t get a version of candid that satisfied all the crates involved.
The issues seemed to be be with other parts of the crate so I ended up copying and pasting the HttpRequest types I linked above and that let me move on.

To illustrate this point exactly;
Over 2 months ago https://github.com/dfinity/sdk/pull/2662 upgraded candid from 0.7.15 to 0.8.2, but this version of ic-certified-assets hasn’t been published to crates.io
If like me you’re depending on ic-certified-assets for the reasons mentioned in this thread and you need to upgrade a dependency which itself upgrades candid, you get confusing errors that say something like:

the trait CandidType is not implemented for <type>

This is despite CandidType clearly being derived and working up until the dependency upgrade.

hi @paulyoung I can see your point clearly, however, the good news is that we are one step closer to extracting HTTP-related stuff into a separate crate - we recently moved all HTTP-related stuff into a separate file, see https://github.com/dfinity/sdk/blob/master/src/canisters/frontend/ic-certified-assets/src/http.rs.
In the second half of January I'll extract it properly into a separate crate (that's what I'm aiming at time-wise).
The reason for this hold-up is the fact there are two additional features that are closely related to canister's HTTP interface (customizable HTTP redirects, and new certification for HTTP requests/responses) - I want these features to get merged before we'll make ic-http-interface crate (that way we'll have an easier time drawing the line what goes into the crate and what isn't, and also provide a better level of interface stability from the get-go).
cc @dfx-json

@smallstepman thanks for the update.
Since you’ll be working on that soon enough, perhaps it would be worth considering some other feedback I’d seen about the types for handling HTTP requests (what we’re discussing here) being different to the types used for HTTP outcalls.

I'm not sure that we'll want to merge the types used in those two scenarios (canister's HTTP request endpoint, and HTTP outcalls), as they are not compatible

HttpRequest type for HTTP outcalls has fields which are not part of the HttpRequest type for the HTTP request endpoint
HttpResponse for HTTP request endpoint has to support streaming_strategy and upgrade fields and those are missing for HttpResponse type for HTTP Outcalls)

I think the criticism I’d seen was that they weren’t compatible 🙂
Or, at least, that there’s a subset which is common to both but they’re represented differently.
For example, the Candid for HttpRequest headers is:
type HeaderField = record { text; text; };

which has been represented in various places in Rust for a while as:
pub type HeaderField = (String, String);

but the more recent HTTP outcalls feature represents headers differently:
pub struct HttpHeader {
    pub name: String,
    pub value: String,
}

I’m personally not too affected by this but I wanted to mention it since I’ve seen it brought up a couple of times.

even HttpHeader field in candid is being represented differently for those two features

https://internetcomputer.org/docs/current/references/ic-interface-spec/#http-gateway-interface
https://internetcomputer.org/docs/current/references/ic-interface-spec/#ic-candid

Merging everything into shared types would be possible, but at the cost of additional complexity to maintain on our side, instead, it seems we've decided to shift the complexity onto the user, which may not be ideal for beginners but should be beneficial once the end dev gets a hang of it (no extra mental hoops to jump through)


Migration guides

Would it be something suitable?
Official docs don't seem to want it:
https://github.com/withastro/docs/pull/8812#issuecomment-2239941512

@Vanuan thank you for bringing the idea. This would be something suitable for Astro Tips. We would love to get a contribution, would you mind opening a PR?


readProgressPerRound can not be deactivated

Hi, I have been trying to slim console output as the miner works without issues. When I tried to set readProgressPerRound=0 to switch it off, I got division by zero error. It would be nice to have a little more control over the output.
I apologize upfront, but I'd like to use this opportunity (as burst-team.us forum is down) to ask a PoC related question: I went through the jMiner source code and I think I got quite clear picture how it works (also thank to the fact it is so much cleaner code, then the one of Burst wallet full node). I understand it polls /getMiningInfo service of a pool or local wallet to get the information whether there is newer block and if yes it tries its best to find and post the best deadline from each plot to /submitNonce.
However what I can not get up to is how the new block is actually generated in the network. Just before the mining round starts, pool UI says This block was generated by: BURST-xxx what seems like it was already processed.

What is then the trigger for new block generation for which the mining subsequently occurs?
What does it mean 'generated' if the best deadline race only starts afterwards?
If it is 'generated' by one node and subsequently propagated to peers, how it is achieved, that the nodes agree what was the best deadline? (e.g. it happened to me that my miner found really good 2 seconds deadline that was submitted to the pool. However block was forged by another address with much longer deadline from another pool. Occurred more then once to me.) Is there a sort of time limit up to which the nodes accept new deadlines? I could not figure out the concept from wallet code.

Sorry for not so jMiner related questions, but perhaps it would help the others to grasp the concept as well. All 'intro' descriptions are rather high level and do not scratch the surface. You apparently went through all of that as the author of well written pool and miner software.
Thanks
Michal

@misovan First of all, thanks for your feedback!
Sorry, never tested setting 'readProgressPerRound=0' ... but that is something i can surely provide, should be no big deal. (And i could reproduce the divide by zero) Will be implemented in next version.
On new round the miner requests the winner of the last block from given 'walletServer' (pool) or 'soloServer' (solo). Look at the block number, it is the winner of the previous round.
The miner asks the wallet api every 'refreshInterval' for latest block ... if block-high has increased, a new round has started. (And winner of last can be requested).
On mining you commit 'deadlines', a deadline determs the time in seconds until you will generate the currently mined block.
You basically do not commit a deadline but a nonce number, given your account, parameters for current block (scoop, generationSignature, baseTarget) and the nonce number, other peers can validate the resulting deadline, it is deterministic ... please check OP here https://bitcointalk.org/index.php?topic=731923.0 ... scroll down to 'How it works' :-)

Thank you very much for your help!
All the best,
Michal

@misovan Should be fixed now, you can also deactivate the skipped deadline logs now.

Have just tested, works good. 👍


K9 uses mobile internet while connected with WLAN

Hello,
K9 mail normally uses the WLAN if the phone is connected to it. But since a few days (possible about 2 weeks) K9 uses permanently 300kB traffic per hour via mobile internet.
When I manually check my mails the WLAN is used. But the history of my data management for traffic shows permanently the connection with mobile internet.
Expected behavior
Tell us what should happen: K9 should only use the mobile internet just when there is no WLAN connection.
Actual behavior
Tell us what happens instead: K9 uses mobile internet permanently (about 300kB per hour) while connected to a WLAN and while using this WLAN parallel.
Steps to reproduce

just running my mobile phone... ;)

Environment
K-9 Mail version: 5.600
Android version: 7.0 NRD90M
Account type (IMAP, POP3, WebDAV/Exchange): 5x POP3

K-9 Mail doesn't favor mobile data over WiFi. It leaves the decision of which transport to use to the operating system. Please contact your device manufacturer (or custom ROM creator) to find out why your WiFi connection is not used. If we know why that is, we might be able to add a workaround in K-9 Mail.
If you can provide that information please post here. I'll then reopen the issue.

Normally K9 Mail doesn't use mobile data, that's right. I think you misunderstod me: in normal use while connected to a WLAN the WLAN is used actually. But in the background the app causes mobile data traffic. I have now forbidden the usage of mobile data - the app works as fine as ever.
This behaviour startet suddenly at 2018-08-20 and no other app act like that.
My phone is a Xiaomi Redmi Note 4 with MIUI Global 9.6 stable (<IP_ADDRESS>)

You could try using a network traffic analyzer to find out what kind of data is being sent/retrieved over the mobile connection. https://developer.att.com/video-optimizer might work.
Right now I have no reason to believe this is a bug in K-9 Mail itself.


chore(update-node): update node version to 18 lts

Node 16 is end of life and incompatible with commitlint

@greenkiwi can you also approve the workflow run


Here i have updated some of the admin changes

it will recorded based on the above changes that needs to be addressed

thanks


switch numbers to strings

Like typelevel-ts's Increment. Should save a bunch of trouble converting back and forth between number/string literals, simplifying existing types a bit.

hm, maybe this makes as much harder as it makes easier. skipping for now.


[OTHER]

What would you like to share?
I have some problems in using Solidity programming language.
Additional information
I will explain about this through discord channel.
Checklist

[X] I have read the Contributing Guidelines
[X] I have checked the existing issues
[X] I am willing to work on this issue (optional)
[X] I am a GSSoC'23 contributor

Thank you.

Thank you.

Code reviews in Solidity.

Thank you.


flatpak update throws GLib-GIO:ERROR on NixOS 22.05

Describe the bug
After upgrading to 22.05, some subcommands of flatpak abort throwing the error
GLib-GIO:ERROR:../gio/gsocketclient.c:1982:g_socket_client_enumerator_callback: assertion failed: (data->error_info->best_error)
Bail out! GLib-GIO:ERROR:../gio/gsocketclient.c:1982:g_socket_client_enumerator_callback: assertion failed: (data->error_info->best_error)
Aborted (core dumped)
This affects notably 'flatpak update'.
Steps To Reproduce

issue the command "flatpak update" on the command line

Expected behavior
'flatpak update' completes without error and updates whichever packages can be updated.
Notify maintainers
There seems to be an empty list of maintainers in
pkgs/development/libraries/flatpak/default.nix
Metadata
Output of nix-shell -p nix-info --run "nix-info -m" follows:

system: "x86_64-linux"
host os: Linux 5.17.14, NixOS, 22.05 (Quokka), 22.05.915.9ff91ce2e4c
multi-user?: yes
sandbox: yes
version: nix-env (Nix) 2.8.1
channels(bux): "home-manager, nixos-22.05, nixos-20.03-20.03, nixos-20.09-20.09, nixos-21.05-21.05, nixos-21.11-21.11, nixos-22.05-22.05, nixos-unstable, nixpkgs-unstable"
channels(root): "nixos-22.05, nixos-21.11-21.11, nixos-22.05-22.05"
nixpkgs: /nix/var/nix/profiles/per-user/root/channels/nixos

Best regards,
Kai-Uwe Bux

same issue in https://www.reddit.com/r/archlinux/comments/tl7w0b/flatpak_cant_upgrade_or_install_after/

The issue is resolved: the cause was an empty HTTP_PROXY variable.


Homefront2: Mouse cursor stays on screen even when the UI is closed

This is likely caused by the flag in ImGui which says to render the mouse cursor even when the window is closed.

After the update "Fixes #36" for Home Front The Revolution i cant get the camera to work it just crashes my game and i am on game version 1.078.1055 for now!
So you if you have the version before Fixes #36 it would be nice if you want to share it! thx Elajitz

This fix hasn't been included in a binary release tho, just in code. You built the camera dll from source code?

Ooops, I misread the date. This code has been in the latest binary indeed, I confused it with a push I made earlier last week. But it works fine here, so I don't know what causes this if you are indeed using an official steam build. Still I think there's something off on your end as that version number is nowhere to be found in the game.

Hey again! sry double posting you here and there! :P
Its weird i got the camera tools to work whit the game for a little more than a month ago
And i used the same 1.078.1055 game version then and everything was working well!
And you haven't maid any recent updates  that might brake that for  1.078.1055 version?
thx!

Windows Error Log
The error occurred in the program with the name: Homefront2_Release.exe, version <IP_ADDRESS>5, time stamp 0x589deb06
, the error occurred in the module named: HomefrontTheRevolutionCameraTools.dll, version <IP_ADDRESS>, time stamp 0x59836f1f
Exception code: 0xc0000005
Error Shift: 0x0000000000036a98
Process ID: 0x34e0
Program start time: 0x01d324e62abadc08
Program Path: D: \ Games \ Other \ Homefront The Revolution \ Bin64 \ Homefront2_Release.exe
Path to Module: D: \ Games \ Other \ Homefront The Revolution \ Bin64 \ HomefrontTheRevolutionCameraTools.dll
Report ID: 9cde5659-4a1d-4c35-a3e0-5a8d5aab89cd
Full name of incorrect package:
Program ID Relative to Incorrect Package:

no, no update other than this one and the changes were very minimal and shouldn't create any different behavior other than that the cursor isn't shown now.
This is with the official steam release? Thing is, I have the latest build from Steam and the camera tools work OK, no crashes and my version is <IP_ADDRESS>.
(from a crash I did myself: Faulting application name: Homefront2_Release.exe, version: <IP_ADDRESS>, time stamp: 0x58e252dc)
so no idea where your version comes from...

okay! weird i got it working a month ago! :) i will look into my game version!
thx!

I did a verify of my local game files (so steam would d/l the latest stuff) and everything was up to date. Sorry I can't  help you further. It's weird that the camera crashes now though, the changes in the latest build are really minimal and not something that should crash anything... Did you enable the steam overlay perhaps? Or add another overlay to the game through some other app? If so, disable that and try again?

okay! are there any chance for you to link the version before the minimal update?
already tested that disabled steam overlay and AV, Rivaturner ect! :)

I've added the v1.0.3 build to the release as well: https://github.com/FransBouma/InjectableGenericCameraSystem/releases/tag/HTR_104
I don't think it will make much difference, but in any case, one way to find out :)

thx so much i will test it out right away! 👍 :)

Hey i got the same crash when i starting it!
it must be even a earlier version!

That could be, v1.0.3 introduced an overlay instead of the separate console window. I don't know what's wrong tho, it should work OK. I think reshade works fine too?

okay! yea i think i was using 1.0.2 for sure!
I can remember when i use it And when getting it to work I had som issues whit FOV that created some weird lines or some artifacts! so if you like plz upload the 1.0.2 if there are some :)
Thx for helping me whit this! :)

So you want the buggy camera with the weird fov? Well, suit yourself then :) I'll temporarily add it to the release, please post again when  you have download it so I can remove it again ;)

Thx :D yea its better than noting hehe! i use CT table for fov :)

Ok :) Well, I'm still puzzled by the version number issue and why the newer one doesn't work, but alas, no way to find that out, so as long as the old one works, who cares! :) Have fun :)

i just saw that the hooking working fine but when i trying to enable free cam in game it crashes!
if you don't mind do you want to upload version 1.0.1 just to see if that one will work :)

Those kind of camera injectors it is possible to create one to Far cry 4?
or are there some games that are harder than others? :)
thx Again! / E

BTW i was talking whit my friend that own the game and he said that he had installed a pirate version of the game so that's the cause of all the crashes! so i went into steam and bought it

Good job :) Yeah I suspected as much ;)
It's always possible to create one for a game, for fc4 I didn't create one as I didn't really like the game much, so I didn't bother. It's mostly that I create the tools for the games I want to take shots off. FC4 has a Cheat table tho (not made by me). See: https://pastebin.com/1Ugiund4

Yea! he told me that he fixed it for me but did not know it was a pirate thing hehe :D
the camera is working great but in some scenarios the player model is showing up a front of me when using free camera and when i freezing time in cut scenes all textures glitching out!..
but that's is nothing  comparing to the problems i had! the camera works and i am happy for that :)
if you like to do a FC4 camera injector i can donate you so you can buy the game :)

Everything's explained in the readme.txt in the zip
I own FC4, but I won't play it again and don't think I'll take shots from it so creating a camera isn't high on my list of things to do, sorry.

Okay Np! :)  Yea the built in phone camera in FC4 is pretty god for basic shots!
that's good enough! but it would be fun to test the CT out but how do i use the past bin text do i copy it and save in a txt file and open it in Cheat engine?
Thx!

Yes save it as a .ct file and open it in cheat engine (attach cheat engine to the game at runtime, then open the table and the directions are in the screen (so Num0 enables the fly camera). NO idea if it still works.

  :D

can i do a request on Dying Light The Following! if you are interested and like the game? :)
Thx

I don't have the Dying Light game, but doesn't this cheat table work? http://www.deadendthrills.com/forum/discussion/392/guide-dying-light#

Okay! Ooh! thx i did not know that there was a table for it! Thx 👍
do you know if there is a table for Call of Duty Modern Warfare remastered?
Thx :)

Not that I'm aware of, no. Almost no-one makes camera tools / camera cheat tables for CoD games.

okay! yea most of those cod games have there own console commands i think! :)
Btw about screen shooting whats best for image quality of Jpg Png Bmp?

png or bmp as they contain most info from a screenshot tool. but for uploading, use jpgs, see: http://www.neogaf.com/forum/showpost.php?p=58594073&postcount=123
uploading bmp's to flickr for instance will compress them a lot so for uploading use jpgs or if you must, pngs.
see also: http://www.neogaf.com/forum/showthread.php?t=546220 and http://www.neogaf.com/forum/showthread.php?t=1329720 (tools section)

okay so it's best to take screenshots in png or bmp and when re size them i save them as jpg?
i use to capture screens at 4k/8k and resize them to 1080p / 2k or other matching aspect ratio  (depends)
i use fast stone image viewer and i use Lanczos2

yes, just keep an eye on the jpg compression ratio. I use 98% quality, no color subsampling, 0 smoothing and no progressive. Lanczos3 is better tho, 2 tends to overly sharpen things a bit at times (but it depends on the shot of course)

okay thx for that info! 👍  are you using FastStone? or Gimp?
thx!

Hi again! do you have any plans to make a camera for Darksiders II ? Deathinitive Edition ?
Thx

Don't have the game, only the original Darksiders II. I made a camera for that (my first!) in cheat engine, but that doesn't work on the Deathinitive edition

Okay! thx! :)


To add a report in Microsoft Teams with Power BI Tab, user must have …

…at-least viewer permission to workspace hosting the report
As per my discussion with Lukasz Pawlowski, this needs to corrected.
@LukaszPawlowski-MS
As per this doc related to TEAMS V2 tabs,  to add a report via Power BI tab, “User must have permission to view the report”.
In this case, User1 has shared a report with User2.  User2 can see report in his “Shared with Me” section in powerbi.com and can access report from there (so he can view).  User2 does not have access to report workspace and cannot see report workspace in app.powerbi.com.
But when User2 try to search for that report while adding via TEAMS tab , he does not find it. is this expected? if it is expected, then our public doc needs to be corrected as adding in TEAMs tab does requires permission on workspace , only view permission does not work.

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

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

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

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

#sign-off


ndstore services on dev.neurodata.io are down

Visiting https://dev.neurodata.io/nd/ocp/accounts/login/ or https://dev.neurodata.io/nd/sd/public_tokens/ yields an "Internal Server Error"

django failed to start if it can't write to /var/log/neurodata.log as www-data.


Jesse: Watch rubygems.org/gems/cascade-deleter

Jesse requests the watch of the watch_keyword rubygems\.org/gems/cascade-deleter. See the MS search here and the Stack Exchange search in text, in URLs, and in code.

rubygems\.org/gems/cascade-deleter has been seen in 3 true positives, 0 false positives, and 0 NAAs.

Approved by Jeff Schaller in Charcoal HQ


'db2util' not installed on system or is disabled in the settings

This plugin looks really nice. I am having an issue with the database browser (everything else is working).
I am getting the message
'db2util' not installed on system or is disabled in the settings

I do have db2util installed version 1.0.11-dev. I do have /QOpenSys/pkgs/bin in my PATH variable. Is that an incompatible version?

Likely you need to enable SQL in the extension's additional settings.
After you've connected, see Settings: <host> in the bottom left on the status bar.

Yup that worked. I was coming here to close the issue. Thanks so much, you've done a great job on this plugin.
For anyone else that comes across this


Check mdbook and READMEs for broken links

Broken links degrade the quality of our documentation. Documentation quality is important. Machines can check that links are correct for us, so let's have them do it :)

[x] Tests added for any new code
[ ] Documentation added for any new functionality
[ ] Entry added to CHANGES.md for any new functionality

This is on hold pending some (apparently?) broken behavior reported upstream: lychee-action#4, lychee-action#5

This is on hold pending some (apparently?) broken behavior reported upstream: lychee-action#4, lychee-action#5

fyi this looks good now with the latest lychee:
❯❯❯ lychee README.md --verbose                                                                                ✘
✗ file:///private/tmp/.github/workflows/deploy.yml: Cannot find file file:///private/tmp/.github/workflows/deploy.yml
✗ file:///private/tmp/CONTRIBUTING.md: Cannot find file file:///private/tmp/CONTRIBUTING.md
✔ https://apalache.informal.systems/docs/apalache/installation/index.html [200 OK]
✔ https://apalache.informal.systems/ [200 OK]
✔ https://www.youtube.com/watch?v=e66FGgRzaqw [200 OK]
✔ https://www.youtube.com/watch?v=aF20-28sMII [200 OK]
✔ https://github.com/informalsystems/apalache/issues/851 [200 OK]
✔ https://apalache.informal.systems/docs/apalache/features.html [200 OK]
✔ https://github.com/informalsystems/apalache/issues/446 [200 OK]
✔ https://apalache.informal.systems//docs/idiomatic/index.html [200 OK]
✔ https://apalache.informal.systems/docs/lang/index.html [200 OK]
✔ https://raw.githubusercontent.com/informalsystems/apalache/99e58d6f5eebcc41f432a126a13a5f8d2ae7afe6/logo-apalache.svg [200 OK]
✔ https://github.com/informalsystems/apalache/issues/723 [200 OK]
✔ https://github.com/informalsystems/tla-apalache-workshop [200 OK]
✔ https://github.com/tlaplus/Examples [200 OK]
✔ https://github.com/informalsystems/apalache/actions?query=branch%3Aunstable+workflow%3Abuild [200 OK]
✔ https://github.com/Z3Prover/z3 [200 OK]
✔ https://github.com/informalsystems/apalache/tree/unstable [200 OK]
✔ https://github.com/tendermint/spec/tree/master/rust-spec/lightclient/verification [200 OK]
✔ https://github.com/informalsystems/apalache-tests/blob/master/results/002bmc-report.md [200 OK]
✔ https://github.com/informalsystems/apalache/tree/gh-pages [200 OK]
✔ https://github.com/tendermint [200 OK]
✔ https://github.com/informalsystems/apalache-tests [200 OK]
✔ http://informalsystems.github.io/apalache/docs/index.html [200 OK]
✔ https://www.youtube.com/watch?v=Ml7d_3vlH88 [200 OK]
✔ https://github.com/informalsystems/apalache-tests/blob/master/results/001indinv-report.md [200 OK]
✔ https://www.youtube.com/watch?v=Xl1--arESl8 [200 OK]
✔ https://github.com/informalsystems/apalache/workflows/build/badge.svg?branch=unstable [200 OK]
✔ https://github.com/informalsystems/apalache/issues/844 [200 OK]
✔ https://github.com/informalsystems/apalache/issues/804 [200 OK]
✔ https://github.com/tendermint/spec/tree/master/rust-spec [200 OK]
✔ http://lamport.azurewebsites.net/video/videos.html [200 OK]
✔ https://github.com/informalsystems/tendermint-rs/tree/master/light-client/tests/support/model_based#light-client-model-based-testing-guide [200 OK]
✔ https://github.com/informalsystems/apalache/releases [200 OK]
✔ http://lamport.azurewebsites.net/tla/tla.html [200 OK]
✔ http://lamport.azurewebsites.net/tla/tools.html [200 OK]
✔ https://viennabusinessagency.at/ [200 OK]
✔ https://youtu.be/aveoIMphzW8 [200 OK]
✔ https://youtu.be/hnp25hmCMN8 [200 OK]
✔ https://youtu.be/h2Ovc1KWlXM [200 OK]
✔ https://wwtf.at/about/ [200 OK]
✔ https://forsyte.at/research/apalache/ [200 OK]
✔ http://forsyte.at/research/apalache/ [200 OK]
✔ https://www.crowdcast.io/e/interchain-conversations-II/38 [200 OK]
✔ https://dl.acm.org/doi/10.1145/3360549 [200 OK]
✔ https://informal-systems.zulipchat.com/#narrow/stream/265309-apalache [200 OK]
✔ https://informal.systems/ [200 OK]

Issues found in 1 input(s). Find details below.

[README.md]:
✗ file:///private/tmp/CONTRIBUTING.md: Cannot find file file:///private/tmp/CONTRIBUTING.md
✗ file:///private/tmp/.github/workflows/deploy.yml: Cannot find file file:///private/tmp/.github/workflows/deploy.yml

Thanks @mre! Really appreciate you following up on this and sending us the reminder! I'll re open to see if we can get this into our pipeline.


New Library Design Specs

Contributors who want to include new libraries need to know all the specifics about the design:

Logo requirements
Styles if it's needed
Etc.

This information will be attached to the developer guide.
Please, @israelperezglez  could you provide all the needed information? Thanks!

Logo

SVG
White
Square ratio

Style

Corporate color

Thanks @israelperezglez !


Avoid dev session region errors when no region is specified

When starting a dev session on a new app without setting a region on the app, an error might crop up complaining about regions. This does not happen if a region is explicitly set on the app.
Therefore, since users don't explicitly create dev session objects, setting the region for them when the dev session region is unset is reasonable.
Checklist

[x] The title of this PR would make a good line in Acorn's Release Note's Changelog
[ ] The title of this PR ends with a link to the main issue being address in parentheses, like: This is a title (#1216). Here's an example
[x] All relevant issues are referenced in the PR description. NOTE: don't use GitHub keywords that auto-close issues
[x] Commits follow contributing guidance
[x] Automated tests added to cover the changes. If tests couldn't be added, an explanation is provided in the Verification and Testing section
[x] Changes to user-facing functionality, API, CLI, and upgrade impacts are clearly called out in PR description
[ ] PR has at least two approvals before merging (or a reasonable exception, like it's just a docs change)

For  https://github.com/acorn-io/manager/issues/1505


Update coffee-script to 1.11.0

With help from @50Wliu in #12189 we've managed to get Atom's CoffeeScript files (also in bundled packages) forward-compatible with CoffeeScript >=1.9.0:

Changed strategy for the generation of internal compiler variable names. Note that this means that @example function parameters are no longer available as naked example variables within the function body.

This has only one major drawback - community packages which still use the old style need to be updated in a similar fashion, so before making a major release, we should give enough time for package developers to ensure their packages work with the new version. Most of the time it is fixable by adding a @ in front of the parameter variable name. Inevitably this will also introduce issues like "the new version broke package xyz".

If you are a package developer, use coffeelint already and want a somewhat convenient way to check your coffeescript project for that specific error, expand me.
For Atom packages I used [coffeescope2](https://github.com/za-creature/coffeescope) with following configuration (add into `coffeelint.json`).
  "check_scope": {
    "module": "coffeescope2",
    "level": "warn",
    "environments": ["es5", "es6", "browser", "node", "jasmine"],
    "globals": {
      "atom": true,
      "afterEach": true,
      "beforeEach": true,
      "describe": true,
      "fdescribe": true,
      "xdescribe": true,
      "expect": true,
      "it": true,
      "fit": true,
      "xit": true,
      "jasmine": true,
      "runs": true,
      "spyOn": true,
      "waitsFor": true,
      "waitsForPromise": true,
      "indexedDB": true
    },
    "overwrite": false,
    "shadow": false,
    "shadow_builtins": false,
    "shadow_exceptions": ["err", "next"],
    "undefined": true,
    "hoist_local": true,
    "hoist_parent": true,
    "unused_variables": false,
    "unused_arguments": false,
    "unused_classes": true
  }

Then run:
npm install
npm install coffeescope2
node_modules/.bin/coffeelint .

Undefined identifier is potentially the problematic spot you will want to fix. In my case the following change was enough: https://github.com/atom/open-on-github/commit/1f19165cadec324a6f300e371ebfe3b72898e1fd
After that it is up to you whether you want to keep using coffeescope2 or not, but it should help avoiding the most common issue that comes with this CoffeeScript update. Using coffeescope2 after this procedure is completely optional.

Closes #9739

Thanks a lot @Ingramz!

☝ 😮


prevent cache warmup messages for default headless channel

1. Why is this change necessary?
To omit faulty cache warmup messages in the queue.
2. What does this change do, exactly?
It omits the default headless sales channel domain default.headless0 from creating cache warmup messages.
3. Describe each step to reproduce the issue or behaviour.
Call bin/console http:cache:warm:up and you will get faulty messages for the domain http://localhost/default.headless0.
4. Please link to the relevant issues (if any).
5. Checklist

[x] I have rebased my changes to remove merge conflicts
[ ] I have written tests and verified that they fail without my change
[ ] I have created a changelog file with all necessary information about my changes
[ ] I have written or adjusted the documentation according to my changes
[ ] This change has comments for package types, values, functions, and non-obvious lines of code
[ ] I have read the contribution requirements and fulfil them.

🤖 Generated by Copilot at f9bbeee
This change fixes a cache warming bug for the storefront by skipping the headless sales channel. It modifies the CacheWarmer.php file to add a filter to the cache warming query.

🤖 Generated by Copilot at f9bbeee

Exclude headless sales channel from cache warming (link, link)

Import classes from DataAbstractionLayer namespace to create filters (link)
Add filter to criteria object to exclude sales channel with url 'default.headless0' (link)

Hello,
thank you for creating this pull request.
I have opened an issue on our Issue Tracker for you. See the issue link: https://issues.shopware.com/issues/NEXT-29908
Please use this issue to track the state of your pull request.

Thanks for your contribution, your PR was merged! :tada: :blue_heart:


[KeyVault] Use embedme to inject code snippets in README

READMEs are the first point of interaction for users looking to use our SDKs. It contains several useful code snippets for users to get started quickly. It is important to keep these code samples correct at all times. However, when code is modified README gets outdated and hard to figure out which README is referencing the modified piece of code.
Use https://github.com/zakhenry/embedme to embed code snippets from compilable Java files.
Code snippets in README
Samples in all README.md files should use compilable code to ensure they are updated when source code is updated. To do so, we use a utility tool to embed source code from Java files into README markdown files. Steps to add code snippets in README using the tool:

Download and install NodeJS
Create ReadmeSamples.java file in src/samples/java/ for which README.md should be updated
Add all the code snippets in the above Java file that should be included in README.md
Now, in README.md, add the embedme tag as shown below (the sample shows inserting code from line number 10 to 20)

<!-- embedme path/to/ReadmeSamples.java#L10-L20 -->
```java
```

To embed code using the tool, run the following command

npx embedme path/to/README.md

Verify the README.md file to confirm the samples are inserted as expected

please assign me this issue

Thanks for the interest in this issue @mclay! It's assigned it to you :)

Should we close this issue @vcolin7 ?

@samvaity no, we haven't added code snippets to our Key Vault READMEs. I think this is something we can leave for MQ.


When "rough" is checked and friction differs, collision causes objects to disappear

Describe the bug
When physics materials differ in 2d collisions, and rough is checked on one of the materials, collision happens, and then the body appears to be removed from the world.
To Reproduce
Steps to reproduce the behavior:

make a rigidbody2d and add a new physics material with < 1 friction.
make a static body and add a new physics material with a greater friction from above, and check "rough"
allow rigid body to freely fall onto static body.

Expected behavior
I expected the rigidbody to appropriately react to the static body rather than disappearing.
Project
PhysMatProblem.zip
Versions (please complete the following information):

OS MacOS Sonoma 14.2.1
Godot 4.2.1
Box2d 0.9.9

it seems like box2d's friction calculation works completely different from godot physics's calculation such that the "rough" field means nothing. if you do need the roughness feature it seems like you'd have to compile your own version of box2d (although it seems like this wouldn't be too hard -- box2d's friction calculation is about one line long). in any case, though, the thing definitely shouldn't fail in the way it does. i'm planning on modifying this extension for my own game so i might be able to figure out why that happens.

i think i've figured it out:

physics materials have a function get_computed_friction which usually returns the friction value, but when the material is rough this returns the negative of the friction value. it seems like the computed friction is the one that is actually used everywhere, so this is the one that i'm guessing gets passed into box2d.
in order to calculate the coefficient of friction between two physics bodies, godot physics takes the absolute value of the minimum of the two friction values of the bodies(' materials). since computed friction of rough materials is negative, this does the roughness calculation as described in the godot docs, just in a "clever" way. here's the code that does this.
box2d's friction calculation works differently -- instead of calculating the minimum it calculates the geometric mean of the two friction values (i.e. the square root of the product of the two values). you can see the reasoning behind this in a very nice comment above the function. the problem here is that the function is getting negative values when materials are rough, and the square root of a negative value is NaN as far as computers are concerned. (amusingly, this doesn't happen if both materials are rough.)

there are two solutions to this:

change the box2d wrapper to give box2d the absolute value of the computed friction so we don't have to worry about negative values. this is probably the best solution for the main version of this extension.
make a fork of box2d that changes its friction calculation to work like godot physics. this is good if you want to keep the "rough surfaces" feature, but not what should be done for this version of the repository. i'm planning on doing this for my game.