Support for language selection and multiple language scenarios

MoM2E has a really cool multilanguage system, allowing that some scenarios can be translated to some languages and others to other different ones. Even, there is still translation for almost every elements of the game (tiles, characters, items, events,...).
They even created a special Font including expansion icons and special characers from other languages.
In order to simplify localization, valkyrie should use same system for it's own translatable strings, and edited scenario files.
Valkyrie should allow to select one language from the list of available ones in original App, and scenario editor use the user language. Allowing that, as soon as an scenario is created in english, for example, a Spanish user can edit this scenario in order to edit texts and translate to his language, not overwriting original text, but adding new language texts.

Yeah I am aware that I have not built localisation in at all.  It would be great but is further down my list than complete game support at the moment.  I am happy for you to work on abstracting all the hard coded text if you like.

In order to include multilanguage texts in a custom scenario, quest.ini should look like this:

[Quest]
name=Example Scenario
description=[this:EXAMPLE_TEXT_MULTILANG]
type=MoM
...
[Localization]
EXAMPLE_TEXT_MULTILANG,This is a multilanguage text.,Esto es un texto multilenguaje.,,,,,,,

The localization tag should be exactly like FFG localization format, in order to homogeneize. There could be [ffg:XXX] tags in order to translate elements like Monster names, still translated in ffg files.
If there is no translation, the text will be empty, in this case the app will print the default language, allways english, or some defined in the quest default language atribute (new).
The MADGaramondPro is an incredible awesome font which includes all foreign languages accutes, special characters, even asian characters. So using this font in text editors, every languages supported in the original app will be supported in Valkyrie.
I'm creating a StringI18n class in order to manage this behaviour. It can be used to get/set the curreng language text or to create a wholeString including all languages in order to write the quest.ini file in localization tag.
I didn'd dive enought in code in order to make it works but i think this is the next step in order to make Valkyrie multilanguage.
I will pull request as soon as it works

Can I suggest that the csv part be in it's own file?  You can have localization.csv (or even split to say localization-events.csv, etc).
Then just include this like so:
[QuestData]
file
another file

This is already supported for additional ini data, just need to add csv.  To this end all such files must have a clear header, followed by language definitions, ie:
CVS Text
English,Spanish,Other

Next I think it would be good to have a function (maybe {lookup:<>} that tries a quest specific lookup first, and if that fails tries FFG localisation.
The other big thing to think about is that there is a lot of text in Valkyrie itself.  One (or more) CSVs will need to be created for this, and a function that tries first to match a key with a local file, and if that fails use the FFG localisation.

Also need to think about how the editor works.  Perhaps you set an editing language globally.

Another thought: don't even have the lookup.  Assume that it is one, and display as is when there is no match.
[Quest]
name=Example Scenario
description=EXAMPLE_TEXT_MULTILANG
type=MoM

Ok. My first thought was the localization.csv file but then I suposes the default save format for scenarios would need to be .valkyrie. I saw in wiki that .valkirie files can't be edited.
But ok, lets use localization.csv. I prefer only one localization file for every texts in the quest. There must be an localization.csv for valkyrie editor itself, in order to translate the app's buttons and messages.
Agree with the lookup, I supose the order is first Scenario, second valkyrie files and last the ffg files. For the last comment about lookup, if there is an scenario EXAMPLE_TEXT key, but it isn't in my language, I wont lookup valkyrie files neither ffg files. I will use the default language text. If i'm playin an edited scenario partialy transtlated, I prefer the text in english than the key name. I will resume using google translator, with the KEY que game will be broken.
For the editor my thoughts are:

You enter valkyrie and select your default language (the import screen can include a set of flags in order to select language. It can be saved in the config.ini file, where MoMPacks are saved. In this example, you select English.
The App gets the texts for the editor in your selected language.
You create a quest. all texts you write are created internally as CSV keys with the text you entered in the English slot.
You finish, save and publish your quest.
I enter valkyrie and select my defautl language. In this example I select Spanish.
The App gest the texts for the editor in spanish.
I download your quest.
If I want to play your quest, the App will warn me that there is no texts in my default language. but It will let me play in english if I want.
If I want to edit your quest, the App will warn me that there is no texts in my default language. but it will let me edit in english. Every text in the editor will draw the english texts and I will see a icon or the fontcolor changed in order to let me know that this text need translation. When I edit the text and save it, the changed text will be saved in the Spanish slot, so I wont overwrite your texts, I will complete it with additional translation. The system can validate when I save the quest in order to check if there is any non translated text.
I can, even, edit the translation.csv file manually and translate all the texts directly in the editor.
After I upload the translated quest, a third language user can translate the text, and more, and more...

Ok. My first thought was the localization.csv file but then I suposes the default save format for scenarios would need to be .valkyrie. I saw in wiki that .valkirie files can't be edited.

.valkyrie is just a zip file for a quest (or multiple quests) for distribution.  It means you can have ini files, cvs files, audio, images, etc.  Rename to/from .zip to use.

For the last comment about lookup, if there is an scenario EXAMPLE_TEXT key, but it isn't in my language, I wont lookup valkyrie files neither ffg files

Thinking on this again I don't think it should look up anything but local quest data.  quests shouldn't rely of FFG data which could change.  If you want quest specific text, include it in your cvs.
For content data (things in content directory) it can look up a Valkyrie csv and fall back to FFG, then fall back to english (for both), then fall back to key only.

I'm putting my efforts in this task but I theel its too large (the task), assuming that you are working too in same classes I'm afraid my pull request, when it comes, would be too tricky...
I suggest to divide the task intro few tasks, in order to pull request each change before facing next one. These tasks are based on my first examinations of your code.
I think the tasks should be:

Introduce language selection in Valkyrie and an internal global constant accesible from every parts of the App. I suggest inserting the languages list in the left or right side of the Steam App Import.
Introduce the StringI18n class, used to organize the multiple languages of a text. Rework the FFGLookup method in order to read the text corresponding with the current language (using the StringI18n class). (I already implement this on my local copy).
Introduce the localization.txt file for the App. It is, create a csv file inside Valkyrie itself, with the translations of all texts used by the App, and make the texts changes when we change the curreng language.
Introduce the localization.txt file in every quest. Each quest should have a localization.txt file in the same folder that quest.ini file. Each text attribute in ini files should contain a key, no text, and inside localization.txt file should be the key and his translations. When you edit the quest's texts, it's saved in the current user language slot. Change the example scenarios inside Valkyrie to fit new format.

Don't know if it's preferable to create these 4 issues individually or if we could continue using this single one.
ADDITIONALLY: Diving into code, I was really confused about the two classes with the same name Quest. There is a Quest class which defines the structure of an scenario (monsters, tiles, events, ...). And there is another Quest class defining the current status of a playing game. I would suggest that this second Quest class should be renamed as GameSession or SessionStatus or something like this in order to be a more understandable code. I think. What you think about it?

I completely agree that frequent small pull requests are much better than infrequent big ones.  I don't think merging will be too hard though, even if we do edit the same files due to the nature of this change.
On global variables: 'Game' class has one object which can be found from anywhere, so I use that as a reference point for all common data (have a look at the start of this class).
On Quest: Do you mean Quest and QuestData?

I was refering to the Quest class inside QuestLoader.cs in comparison with the Quest.cs class.
I'm used to the rule "One class/ One file" and I sometimes feel lost analyzing the code. But no problem, as soon as I get used to it structure I won't feel lost.

Yes, that one is a subclass of QuestLoader.  I am OK with you renaming things and splitting things into more files where you think it makes more sense.  Not all of the structure is good.

first phase changes requested #61

I am marking this as post 1.0 because I don't plan to hold up 1.0, but I am also happy if this is working for the release of 1.0

Pulled #91 for ffg strings localization:

Corrected multilang string generation with commas and quotes.
Translating all text at the begining of the scenario lasts too long. And after language change everything needed to be refreshed. I changed the system not to translate keys until screen displaying. Load time is much shorter and after language change nothing need to be refreshed.
DictionaryI18n items loads the localization file raw data and create dictionary entrys as soon as they are needed. (unused keys wont become dict entrys).
split IniRead class into IniRead and LocalizationRead in order to separate in:

IniRead: Converts a ini file into dictionary with entrys without translations (keys remains the same)
LocalizationRead: Loads dictionaries (ffg for now) and defines static methods to translate keys,

Created the StringKey class to represent translatable key items (ffg ones for now). Changed string attributes of game components witch need to be translated.
Slightly changed hero selection in order to avoid name conflicts.
Created a ValkyrieDebug class to intercept log traces and disable all if needed in order to create individual unit tests.
Renamed StringI18n to EntryI18n.
Changed all strings that has an existing key in localization.txt file (hero names, monster names, expansion names).
Corrected tiles related issues descripted in #79 and #80
Fixed MoM character problem: There were 2 gloria goldbergs and no rita young.
Merged development branch including puzzle adds

Next step is localization of all valkyrie strings

Pull request #91 merged (with some changes).
Some comments on future direction:
I would like either a quest specific and a core subclass of StringKey or use settings in StringKey (I have currently just disabled in quests for now).
It would be good to remove {ffg:} entirely.  If all ini files never have user facing text the lookup can be assumed.

my intention is to use same class for both, StringKey uses LocalizationRead class. Wich contains all dictionaries. And now I will change the FFGLookup method with a generic Lookup who examines the left part of : to know what dictionary will be read.
If you want to remove the {ffg:} part, whe can create another constructor for StringKey with two string parameters, one for witch dicionary to use (ffg,val,qst or something like that) and second the key itself, including parameteres for {0} {1}.
I think for now we should still be using the {dict:key} notation. introducing now the val (valkyrie) dict and the qst (quest) dict. After completing all localization we could figure out removing dictionary prefix.
I assumed all keys starts with a '{' character. Do you think the preventLookup inside StringKey is needed. If the key doesn't start with '{' there wont be a look. or am I wrong? And if in the app you insert your custom text, the text wont be '{' prefixed and there won't be a lookup try.

I like the dictionary specifying, the prevent should probably change to be use quest dictionary instead.
Happy to stick with {dict:key} for now, remove later.  Dict should always be known from where the key comes from, so specifying is redundant (and I don't want quests using other dictionaries).

Where should it be preferable to be the localization.txt file for valkyrie tests?

Probably just in Assets/Resources somewhere, unless you want to user to be able to see it (not sure why this would be useful).

I am starting to think about #96 and it is strongly connected to this.  First to expand on my last comment I think we need a localization for Valkyrie in resources, and additional localization files for all content packs.
Currently for message with a random hero we do this:
{ffg:MESSAGE_KEY:{0}:{rnd:hero}}
We need to use a different key in this situation depending on the hero selected (note that hero can't be selected until the event is raised).  I also want to move towards removing the {ffg, so perhaps something like this:
Standard:
MESSAGE_KEY
Replace text:
{repalce:MESSAGE_KEY:{0}:{rnd:hero}}
Pick key on trait:
{trait:{rnd:hero}:male:{replace:MESSAGE_KEY:{0}:{rnd:hero}}:{replace:MESSAGE_KEY_ALT:{0}:{rnd:hero}}
Or is this just over complicating things?

First of all sorry about my release speed. I got very few free time but hope to get some more from now.
The main problem on this is that we consider {trait:{rnd:hero}:male:{replace:MESSAGE_KEY:{0}:{rnd:hero}}:{replace:MESSAGE_KEY_ALT:{0}:{rnd:hero}} a key but its a expression.
In order to not mix concepts. We should separate this into 2 concepts: translation keys and "text expressions".
In my opinion whe should keep the StringKey element to get the current language translation of a text. And we should introduce the StringExpression object in order to process these complex messages with a expression. I created something like this in order to create SQL expressions without using strings directly and I think it could be the same.
This way we can keep language translation appart from complex message composition. And we can, in near future, add more complexity to our "complex message builder".
Put here your ideas for message expressions. I suggest changing:
{replace|MESSAGE_TO_REPLACE|param_1|param_1_value|param_2|param_2_value|...}
using vertical bar we avoid using ':' wich can be a problem if a text contains it.

It's OK spend the time you want to.
I think the problem is we need to have something that picks what key to use, then the key look up, then something to do further on the text after the lookup.  These things need to be connected also (ie: based on male/female).
Using : or | is fine (we should escape if needed anyway), but I how do you suggest we pick a different key based on the randomly selected hero?

I think that what FFG does in his app is:

_ALT is allways for genre alternative texts. There is no other traits to be processed in order to change messages.
Every text with a hero parameter appends to all keys with an _ALT if the hero selected has the female trait. Even if both texts are the same, it's repeated.

OK, but that means the hero lookup needs to happen before the key lookup, and applied after the lookup.
So case perhaps hero(BASE_KEY, "{0}")? I know this notation is different again, still paying with ideas.  I like this better I think.  With this we go back to always having a lookup function: maybe key(BASE_KEY) and key(BASE_KEY, dictionary)?

Requested translation for valkyrie texts. Traits,Tiles and other internal codes are still not translated but it's reasonable understandable even in Spanish.
The translation includes Spanish translations and Localization.txt file can de edited in order to translate to other FFG MoM App languages.
If non translated language is selected, the texts will be in english

Ok. So we enter the final part, the Quests translations. My intention is to follow these steps:

Modify all Editable Components constructors no need an aditional string field, the key.

Adjust every Editable Components in the app to include the key.

IE1: Activation text boxes will have a key ACTIVATION_HABILITY_%inc,ACTIVATION_MOVE_%inc,... %inc means autonumeric increasing for every activation.
IE2: Others like event buttons could include the introduced text, like . EVENT_BUTTON_%name. If you insert the "Complete" text in even button you will create the key EVENT_BUTTON_COMPLETE. (spaces will be replaced with _)

These texts will be transfered to app by saving the KEY in the ini file and a new entry in the QuestDictionary. (or updating the existing one, deppends on some factors).

When saving, the Localization.txt file will be saved in same place as ini files.

The system will be compatible with non translated quests. IE: When the app loads an old game. All texts will be created as StringKeys. But stringkeys without "{xxx:" start wont be transformed (only the /n and possibly special symbols). So when you edit an activation. Activation editable textbox will fill with the translate() of a normal text, it is, a normal texts. BUT when you save, a key with this text will be created so every edited texts will be converted into new system. Gradually all texts will be localizable.

I will also change the exitabletextbox component to show in the backgroud the key name and some translation info (original lang and current lang if there are different)

Al quests will need an additional parameter creationLanguage to know when you edit in in other language. show the original text to be translated. For old quests, default creationLanguage will be English.

After all these we will resolve the different sex investigators _ALT text issue.

And after we will find a way to translate magic keys without breaking existing quests.

Back compatibility is easy, there is a format level in the quests now, as long as we don't break the ability to read the existing format (2) then there is no problem.
Given that all user facing text should be in the localisation file, and there is nowhere else it can be (not exposing FFG/Valkyrie text to quest) I propose a more significant change, removing all non functional data from the ini:
quest.ini
[Quest]
format=3
type=MoM
packs=MoM1E

[QuestData]
moredata.ini

[QuestText]
Localization-Events.txt
Localization-Part2.txt

[TokenBasement]
xposition=2
yposition=5
event1=EventClue1A EventClue1B EventClue1C
buttons=1
type=TokenSearch

[EventPrologue]
event1=EventMinCam
buttons=1
audio=AudioDoorCreak1

[EventMinCam]
event1=EventMaxCam
buttons=0
mincam=true
xposition=-8
yposition=-16
Localization.txt

Quest_NAME,The Fall of House Lynch,La caída de la casa Lynch,...
Quest_DESCRIPTION,"Conversion of the Mansions Of Madness first edition scenario.","Conversión del escenario de la primera edición de Mansions Of Madness.",...

EventPrologue_TEXT,"Light rain falls on your face as you ex...","Lluvia ligera cae sobre tu cara cuando","Another translation"
eventPrologue_BUTTON1,{this:CONTINUE}

TokenBasement_TEXT,"Strange vials lie on the bench","Frascos extraños se encuentran en el banco",...
TokenBasement_BUTTON1,"{action} Search","{action} Buscar",....

CONTINUE,Continue,continuar,more...
All of this would be hidden from the editor.  We can add a way to add extra keys (like CONTINUE shown above).
Excuse the google translate.

I have one question/suggestion: why use a single localization file with every supported language for the quest? (and possibly also with the feminine counterparts).
Wouldn't it be easier to have a localization file as "localization.en.txt", "localization.es.txt", "localization.fr.txt," etc. so that depending on the language selection in the app the key parameters are looked up on the corresponding file? And it would default to English if the translation is not available?
I say this because it would be easier for translators to incorporate an additional file rather than take the original quest, editing it and actually having full access to the original story rather than the actual translation only. When the number of quests becomes large having control over translations and original stories could be an issue.
Furthermore, this scheme would possibly allow more languages than just the ones supported in the original app.
What do you think?
Same thoughts would apply for the base app, although it would be less critical.

The main reason is that the data we get from FFG is like this and it lets us use the same code.  We could always do something different.

Furthermore, this scheme would possibly allow more languages than just the ones supported in the original app.

This is simple enough anyway, as long as the first line in the file is a reference like this:
KEY,english,french,latin,logban
What you suggest would certainly make merging easier with multiple editors, and the files easier to read.  As eorahil is doing the actual work on this one I will leave it to him.

I am going to revert your phase bar changes.  The different font on the buttons looks strange and it no longer fits at 4x3 aspect.  I understand this makes translations not work, but it will need another solution.  We could abbreviate, or drop font size based on string length, or maybe drop support for 4x3 if we have to.
I have also fixed layout in options and puzzles.

Ok no problem. I will find a way to support all aspects. but I didn't change the font, not intentionally. Didn't know about autosize the font. T_T.
About Zranz suggestion,multiple localization files is a better solution for quests. My first step will be the FFG localization because it's the simplest solution for now. After this I will try the change.
About NPBruce suggestion removing ffg keys from ini files. Im afraid of:

Old adventures won't be valid for the new system. we should implement an importer.
The app is still growing while I'm developing changes and I'm afraid of breaking it while merging. Because new screens and data structures will appear. So I need a way to follow when merging changes in order to adapt. IE: For previous commint, Changing the constructors of TextBox and DialogBox clases, all new strings will fail my build until I convert it.
Many changes needs more developing time for me. Without many of it. and I think there will be soon new adventures and I want to have the translatable quests as soon as possible. After translatable quests we can evolve the format without hurry.
For all these I prefer my "less time needing" format and after it, we can evolve the format.

The way I have auto sized some things is to first create a dialog, then use unity's preferredHeight or preferredWidth to recalculate appropriate sizes.

Old adventures won't be valid for the new system. we should implement an importer.

Don't need an importer as such, just need to be able to read the old format (more on this later).

The app is still growing while I'm developing changes and I'm afraid of breaking it while merging. Because new screens and data structures will appear. So I need a way to follow when merging changes in order to adapt. IE: For previous commint, Changing the constructors of TextBox and DialogBox clases, all new strings will fail my build until I convert it.

This change should be easier (I will step through)
Here is how I would do it (this is mergable after every step):
1
A: In [Quest] read add name to a quest dictionary instead of part of the Quest component, with a key of Quest.Name.
B Whenever Quest name is used, change it to a dictionary lookup of Quest.Name.
2
Repeate 1 for all user facing text.  Merges can be made at any time (as long as A and B are done for a particular item).  Lookups are <SectionName>.Text etc.
3
Modify editor save to also save the dictionary
4
Populate dictionary from saved file on quest load (also still read ini data)
5
A
Increment quest format version
B
Change ToString for all component to not write text data

As I don't think the mythos male/female issue will depend on this I have fixed it.

I will try

Did you want me to do some work on this or would you rather I left it to you?

I did my approach and trying to convert to yours, ie. eliminate from ini files the localization strings.
The problem I must solve now is the component renaming. I create localization keys by concatenating nameComponent.element. If I rename the component I need to update all localization references.
With my approach I don't have this problem because in the ini file there will still be the key to use.
IE:
ini file
[ActivationShoggoth1]
ability={qst:ActivationShoggoth1.ability}
master={qst:ActivationShoggoth1.master}
localization file
.,English,Spanish,French,German,Italian,Portuguese,Polish,Japanese,Chinese,Czech
ActivationShoggoth1.ability,ability text eng,ability text spa,,,,,,,,
ActivationShoggoth1.master,master text eng,master text spa,,,,,,,,
after renaming the keys remain the same, and if I edit ability or master, at this point it will be created the new key and automatically unused keys will be deleted.
My other problem is quest.name. In the scenario selection only ini files are loaded, and not its localization. so after translating an scenario. The name is replaced by quest.name.

In the first example I would want to rename anyway, otherwise if the keyname is left it would be very confusing.
Yeah I mentioned above the quest name is the hardest.  It is also a problem for download, the manifest system will need work.  Would you like any help?

If you want to speed up I can pull request in the branch you want and then we can do:

Find a solution for quest.name (internationalname¿?)
rename keys and dicts after renaming component
Remove the key items from ini files gradually.

For the quest.name problem. the only global solution I see is to create a "foreignname" attibute as a StringKey with the name of the Scenario in multiple languages.
The "name" attribute will be the name of the scenario in the language used to create it.
I should create too the foreigndescription for the same reason.

It can work the same as all other keys.  Unless you are worried about performance reading all the dictionaries to get titles?  We could always do this in the background as soon as Valkyrie is started if that becomes a problem.

The editor are not the problem, as you are saying it is fast to open a file and read only 2 keys. The problem is that all scenarios has the same key for the name (quest.name). So if you have 2 scenarios in a list. You must read the first one dictionary, translate, and then read the second one. If you load both quests, quest.name will be overwritten. The only way to fix this is to generate an unique ID foreach scenario. and the key of the quest should be
quest-3DG435T.name,"The fall of the House Lynch",,,,,,,,
and in the quest.ini
[Quest]
id=3DG435T
name={qst:quest-3DG435T.name}

If you save the name and description in QuestData.Quest on load you can dump the dictionary (or even better only do a partial read until you find those two keys).

Ok finally I didn't add the uid element, as you said, while loading the ini's of the scenarios to create the list imports the localizations too to get the quest.name.
I already supported the multilanguage scenarios. I'm translating traits and I will start to remove all the StringKeys from the ini file to be only in the localization file, but It seems to me that It will be harder to be manually edited. There are a lot of things that you need to examine the localization file in order to know it.
Could we pull this changes and after decide what keys to remove?

I am in favor of merging often, anytime you want to raise a pull request please do so.

Are you OK with closing this or are you still changing things?  We can open new issues to fix problems.

Yes. We can Close (EUREKA!!). The translation is complete.
I have in mind some things like log traces, but the messages can change during development. We can translate in future.


List addresses Copay wallet with balance on specific date

Hi Bitpay,
I need to get a list per copay wallet of all addresses that have a balance by a specific date (12/31/2021). I know how to find the current list of addresses with a balance, but can't figure out how to retrieve this data historically. I tried to get this information by looking for the xpub, but since every signer has a different xpub I'm not sure which one to get. Is there any other way to get this data? Is it perhaps possible that it's retrieved from your end and can send us this list?
Looking forward hearing from you.
H

👍


mythic metals and levelz compatibility?

i have armor and item from mythic metals,and i have levelz but armor and items do not require level from levelz.Is there anything  can do about it?

This is something you or I would want to implement via a datapack in order to apply the restrictions correctly. While most of the pre/post diamond ores would fit into levelling, and might even be fun to design, I do think the post-netherite items (Adamantite, Mythril, Orichalcum, Unobtainium alloys, etc.) Is not that great, as you would need to lock it all at level 20.
If LevelZ has a way to increase the level cap for a skill then it is a different story, but that is best on a modpack level to design. For now this is something I won't work on, albeit I am open to suggestions for level gaps for lower tier stuff.


[SPARK-45521][ML] Avoid re-computation of nnz in VectorAssembler

What changes were proposed in this pull request?
1, add a new private compressed method with given nnz, since we can know it sometime;
2, minor change Array.range(0, length) -> Iterator.range(0, length) to avoid array creation;
Why are the changes needed?
in VectorAssembler, the nnz if already known before vector construction, the scan to compute nnz can be skipped;
Does this PR introduce any user-facing change?
no
How was this patch tested?
ci
Was this patch authored or co-authored using generative AI tooling?
no

thanks, merged to master


Running multiple versions at once

I just ran into an interesting new issue (or maybe it's expected?). I deployed my app, but it seems like it takes over 6-7 minutes before the new version replaces the old version. I would usually expect a bit of overlap as the first healthchecks pass, but not this long. To be fair, the healthcheck interval is quite high, so maybe it's just that it waits for somewhere between 5-10 healthchecks to pass before removing the old containers?
healthcheck:
      test: ["CMD", "curl", "http://localhost:3000"]
      interval: 1m
      timeout: 10s
      retries: 10

With those parameters, if the service is unhealthy, it would try up to 10*1m = 10m before cycling it. If the service is healthy, it should only have taken ~2m.

This would be explained better is we had #170 .

Duplicate of #169


Unable to activate listener, this may be because of insufficient rights or a non-Microsoft webserver using port 80

Describe the bug
I am trying to install certificate letsencrypt for exchange 2019. Exchange is installed on one server, I did not make any settings in iis by hand. I cannot understand what I have to do in iis with port 80 to make the letsencrypt work. 80 port from outside is open, but by default access to port only from 127,0,0,1. I tried to bind port 80 to all interfaces but it didn't help
To Reproduce

Run with command line wacs.exe --target manual --host mail.mycompany.com,webmail.mycompany.com,autodiscover.mycompany.com --certificatestore My --acl-fullcontrol "network service,administrators" --installation iis,script --installationsiteid 1 --script "./Scripts/ImportExchange.ps1" --scriptparameters "'{CertThumbprint}' 'IIS,SMTP,IMAP' 1 '{CacheFile}' '{CachePassword}' '{CertFriendlyName}'
Pick menu options A, B, C
See error
A simple Windows ACMEv2 client (WACS)
Software version <IP_ADDRESS>0 (RELEASE, PLUGGABLE)
ACME server https://acme-v02.api.letsencrypt.org/
IIS version 10.0
Running with administrator credentials
Scheduled task not configured yet
Please report issues at https://github.com/win-acme/win-acme
Running in mode: Unattended
Target generated using plugin Manual: mail.mycompany.com and 2 alternatives

[autodiscover.mycompany.com] Cached authorization result: valid
[mail.mycompany.com] Cached authorization result: valid
Unable to activate listener, this may be because of insufficient rights or a non-Microsoft webserver using port 80
An error occured while commiting validation configuration: Failed to listen on prefix 'http://+:80/.well-known/acme-challenge/' because it conflicts with an existing registration on the machine.
Create certificate failed: Commit failed
Expected behavior
issued certificates, and assigned to services exchange iis, smtp, imap
Log
2020-07-22 16:38:02.636 +03:00 [INF] Arguments: --target manual --host mail.mycompany.com,webmail.mycompany.com,autodiscover.mycompany.com--certificatestore My --acl-fullcontrol network service,administrators --installation iis,script --installationsiteid 1 --script ./Scripts/ImportExchange.ps1 --scriptparameters '{CertThumbprint}' 'IIS,SMTP,IMAP' 1 '{CacheFile}' '{CachePassword}' '{CertFriendlyName}'
2020-07-22 16:38:02.713 +03:00 [INF] Software version <IP_ADDRESS>0 (RELEASE, PLUGGABLE) started
2020-07-22 16:38:02.715 +03:00 [INF] ACME server "https://acme-v02.api.letsencrypt.org/"
2020-07-22 16:38:03.351 +03:00 [INF] IIS version 10.0
2020-07-22 16:38:03.355 +03:00 [INF] Running with administrator credentials
2020-07-22 16:38:03.370 +03:00 [WRN] Scheduled task not configured yet
2020-07-22 16:38:03.371 +03:00 [INF] Please report issues at https://github.com/win-acme/win-acme
2020-07-22 16:38:03.378 +03:00 [INF] Running in mode: "Unattended"
2020-07-22 16:38:03.501 +03:00 [INF] Target generated using plugin Manual: mail.mycompany.com and 2 alternatives
2020-07-22 16:38:05.288 +03:00 [INF] [autodiscover.mycompany.com] Cached authorization result: valid
2020-07-22 16:38:05.300 +03:00 [ERR] Unable to activate listener, this may be because of insufficient rights or a non-Microsoft webserver using port 80
2020-07-22 16:38:05.317 +03:00 [ERR] An error occured while commiting validation configuration: Failed to listen on prefix 'http://+:80/.well-known/acme-challenge/' because it conflicts with an existing registration on the machine.
System.Net.HttpListenerException (183): Failed to listen on prefix 'http://+:80/.well-known/acme-challenge/' because it conflicts with an existing registration on the machine.
at System.Net.HttpListener.AddPrefixCore(String registeredPrefix)
at System.Net.HttpListener.AddAllPrefixes()
at System.Net.HttpListener.Start()
at PKISharp.WACS.Plugins.ValidationPlugins.Http.SelfHosting.Commit()
at PKISharp.WACS.RenewalValidator.CommitValidation(IValidationPlugin validationPlugin)
2020-07-22 16:38:05.322 +03:00 [ERR] Create certificate failed: Commit failed
Platform:

Windows Standard 2019, English
IIS 10
Exchange 2019

Additional context
Add any other context about the problem here, for example possible network issues (firewalls, proxies, NAT) that might play a role.

firewalls - disable(on woindows too)
proxies - not use
NAT - yes, 80,443 port forwarding to exchange port to port
P.S. this command worked successfully with key --test. I received a certificate and it was successfully assigned to services
wacs.exe --test --target manual --host mail.mycompany.com,webmail.mycompany.com,autodiscover.mycompany.com --certificatestore My --acl-fullcontrol "network service,administrators" --installation iis,script --installationsiteid 1 --script "./Scripts/ImportExchange.ps1" --scriptparameters "'{CertThumbprint}' 'IIS,SMTP,IMAP' 1 '{CacheFile}' '{CachePassword}' '{CertFriendlyName}'

See confirmed bug @
https://github.com/win-acme/win-acme/issues/1621
Downgrading wacs fixed it for me.

I think this is a duplicate indeed.


can i add binary search algorithm in java language as part of hactoberfest

yes u can

i have created pull request hope it will be merged as part of hacktober fest


Add node subcommand

Ref https://github.com/kubecost/kubectl-cost/issues/78.
Adds node subcommand which generates a cost table filtered by individual nodes. Also implements QueryAssets and writeAssetTable which can be modified to be used for other asset types in the future.
Sample output:
+-------------+---------------------------------------------+------------+--------------+--------------+--------------+
| CLUSTER     | NAME                                        | ASSET TYPE | CPU COST     | RAM COST     | TOTAL COST   |
+-------------+---------------------------------------------+------------+--------------+--------------+--------------+
| cluster-one | gke-test-cluster-pool-1-9bb98ef8-cf3j       | e2-medium  |     0.540200 |     0.278558 |     0.818758 |
|             | gke-test-cluster-pool-1-9bb98ef8-kdsf       | e2-medium  |     0.540200 |     0.278558 |     0.818758 |
|             | gke-test-cluster-default-pool-d6266c7c-dqms | e2-medium  |     0.540200 |     0.278557 |     0.818758 |
|             | gke-test-cluster-pool-1-9bb98ef8-3w6g       | e2-medium  |     0.540200 |     0.278557 |     0.818758 |
+-------------+---------------------------------------------+------------+--------------+--------------+--------------+
| SUMMED      |                                             |            | USD 2.160800 | USD 1.114230 | USD 3.275032 |
+-------------+---------------------------------------------+------------+--------------+--------------+--------------+```

Tested locally and cross-referenced with kubecost Assets view.

Awesome!! Have a couple questions/thoughts:

Are these monthly cost figures by default? If so, should we highlight/indicate somehow?
I actually think this could make for a really cool blog post, i.e. Seeing the cost of Kubernetes cluster assets with kubectl
It seems like kubectl cost assets could be a super set of this command, plus LBs, disks, etc. Just an idea..

* It seems like `kubectl cost assets` could be a super set of this command, plus LBs, disks, etc. Just an idea..

The trouble with this is that each asset type has different fields. We could certainly do kubectl cost assets and have it show only total cost and asset type, but I don't think we can do much more than that.

That would still be useful to me... if you could show asset name, type,
cost. Not something we need to explore now, but just throwing it out there.
Webb
Kubecost, Co-founder
ᐧ
On Thu, Jun 10, 2021 at 8:05 AM Michael Dresser @.***>
wrote:

It seems like kubectl cost assets could be a super set of this command,
plus LBs, disks, etc. Just an idea..
The trouble with this is that each asset type has different fields. We
could certainly do kubectl cost assets and have it show only total cost
and asset type, but I don't think we can do much more than that.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/kubecost/kubectl-cost/pull/95#issuecomment-858702238,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AACI25YXL4AZOZHAC7EAA63TSDIEVANCNFSM46NDMEEA
.

@michaelmdresser can this make its way into a release? Looking forward to using it :)

Hi @tsunamishaun.
With the latest release, the node subcommand should be ready for use. Hope it's useful!

Awesome, @kaelanspatel! Do we have plan to support an asset subcommand that would be a general iteration of all paid assets in this cluster? Happy to provide input if you do think something like this could be useful.

@dwbrown2 Yes, that's definitely something we should do. I think the plan was to either eventually have an asset subcommand like you say (which could be filtered further e.g. asset node), or to simply add more general subcommands which correspond to assets like node does (e.g. lb, disk, cloud).


Opening a sqlplan file renders incorrectly

This happens in 1.30 stable, not sure if it ever worked. Just noticed it while fixing the editor override stuff.

could you please the sqlplan file here? I tested this during the release signoff

plan.sqlplan.txt

@Charles-Gagnon, tried the SQL plan file in 1.32.0 stable release and it renders fine.


issue no.1

long time launching then failed says too many users on this binder hub- not sure what that means or how to use it when it does this?

It means that too many people are trying to use mybinder.org. As I believe it suggests when that message pops up, wait a bit then try again.


Adding Ultimate TicTacToe App

Developer Checklist

[x] Followed guidelines mentioned in the readme file.
[x] Followed directory structure. (e.g. ProjectName/{USERNAME}/...yourfiles)
[x] Starred ⭐ the Repo (Optional)

Summary
Ultimate Tic-Tac-Toe is a more complex version of Tic-Tac-Toe that requires strategic thinking and planning ahead. It also introduces an element of control over the opponent's moves, as the placement of a player's symbol determines the next playable grid for their opponent. Overall, Ultimate Tic-Tac-Toe is an engaging and challenging game that provides a new twist on a classic game._
Screenshot

Live Project Link
Live link here, clik and review

Hi @PBJI Should, Should I add you as a maintainer of this project? as you are already doing good PR reviews and leaving reasonable and proper comments. It would be great if you would be able to merge the PRs as well based on your approval, Awaiting your response on this.
Thank you so much for helping me out.

@thinkswell
Well what can I say, I cannot refuse such a good opportunity especially in the month of hacktoberfest when this repo will see alot of commits in the coming days.
Hell yeah I would like to be part of maintaining this repository. Excitement aside, Can you just define my tasks so that I can turn this into a regular duty kind of thing. Again, thank you so much I'll try my best to teach myself and others about the best practices and guidelines established  for this repository.

Let me just give myself some tasks that I think I am already trying to fulfill:

Reviewing the PRs and commenting the requirements if applicable
Raising issues internal to the repository itself or resolving existing one's.
Engage with people as such to communicate this repositories standards.

Here, you can add the things I would also need to make sure as a maintainer:


sched_note:Allow for external endpoints - Fix spelling

Summary
Fix spelling Thank you @hartmannathan
Impact
zilch
Testing

Great! Thanks


Maybe we need to update the chatgpt npm package version?

https://github.com/gencay/vscode-chatgpt/blob/b6f45f3ca5078177d84d951023fdbc206ac915f3/package.json#L178
Current version is 3.5.1 with support to pro accounts and we are using 2.0.7.
Is there any specific reason? Breaking changes?
awesome job btw!

@ncesar thank you! The chatgpt nodejs api package is currently not used except for the manual authentication method (not recommended). I implemented a custom solution on top of it for vs-code to support browser-based autologin. Hence I don't need to keep the chatgpt package up to date since I am addressing bug fixes and improvements directly in my extension. Let me know if you have any other questions, or else you can close this issue.


Godot 4.3 EXE Freezes on Non-Primary Screen When Using --screen Command

Tested versions
godot 4.3 C#
System information
Win11 godot 4.3 4090
Issue description
I’m developing an EXE with Godot 4.3 and encountering an issue. I have three screens, and I want the EXE to launch directly on the third screen. I used the --screen 2 method via the command line, but after launching, the EXE shows a black screen briefly and then freezes. I also tried --screen 0 and --screen 1, and only --screen 0 works correctly. I tested this on other computers, and the issue doesn’t occur. I enabled logging mode, and I noticed the logs stop after a certain point when the program starts. What could be causing this issue?
Godot Engine v4.3.stable.mono.official.77dcf97d8 - https://godotengine.org
TextServer: Added interface "Dummy"
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Native OpenGL API detected: 3.3: NVIDIA - NVIDIA GeForce RTX 4090
NVAPI: Init OK!
NVAPI: Disabled OpenGL threaded optimization successfully
NVAPI: Disabled G-SYNC for windowed mode successfully
Using "winink" pen tablet driver...
Shader 'CanvasSdfShaderGLES3' SHA256: e0ddef25c1b566c51a1ca570485c46c1cffe94f9df15454228cc6b21246f37c7
Shader 'SkeletonShaderGLES3' SHA256: 1c4150efb77da59925a20f9f587b19fdf5e78fe72cbdc3cc93312c1966c095c5
Shader 'ParticlesShaderGLES3' SHA256: b7f70ed8f7d6ad544f55835602cd1f0566ae891187b6b840e95bb1942fc1b519
Shader 'ParticlesCopyShaderGLES3' SHA256: c52aa5518d931a1df301d051af5fcffbeb74d4b9841df7f2a1061d69cc50bfa4
Shader 'CopyShaderGLES3' SHA256: f6b5be83766c81cc934a79668351b00d9c8afd58fee7c6dabb98ea4017faff85
Shader 'CubemapFilterShaderGLES3' SHA256: 49ecb39146190d3d2b031c58170c55342d4b287164eaccb27390b5f267d0d262
Shader 'GlowShaderGLES3' SHA256: b811d3296b5df16fb73b31331aefe925a9c6b274f4aed85cca70dcfd85c4e808
Shader 'PostShaderGLES3' SHA256: 75370cfb4a5db5eb5842f65733570b31e253505667900eefa7aa2920224e4d29
Shader 'CanvasShaderGLES3' SHA256: b99cc6436a163c5e67ca0c7d9a33c04e302a339a57ad49345a68d3c9d4a62e7f
Shader 'CanvasOcclusionShaderGLES3' SHA256: 8e9af0b3f49adb7ead1cf79d5c89fb2f675439bdcedbda488f4b337b4d7c6bd2
Shader 'SceneShaderGLES3' SHA256: 6995ba9bf4bc9b65d4708bdb6c747dcea5bd1f5cd4a7084dbc6a9f49b1972882
Shader 'SkyShaderGLES3' SHA256: cd78594cd3a39a35e084d25d15e29ec710c524392491b45906100f11e5aa3f52
OpenGL API 3.3.0 NVIDIA 560.94 - Compatibility - Using Device: NVIDIA - NVIDIA GeForce RTX 4090
WASAPI: Activated output_device using IAudioClient3 interface
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: mix_rate = 48000
WASAPI: fundamental_period_frames = 1
WASAPI: min_period_frames = 336
WASAPI: max_period_frames = 480
WASAPI: selected a period frame size of 480
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 480 calculated latency: 10ms
if work normal ,it will output next :
TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
.NET: Initializing module...
Found hostfxr: D:/Build/UITest/data_Test1_windows_x86_64/hostfxr.dll
.NET: hostfxr initialized
.NET: GodotPlugins initialized
CORE API HASH:<PHONE_NUMBER>
EDITOR API HASH:<PHONE_NUMBER>
Loaded system CA certificates
Steps to reproduce
See Issue description
Minimal reproduction project (MRP)
See Issue description

Or is there any other way to make the exe run on the screen I specify? If I set DisplayServer.WindowSetCurrentScreen like this in the code, the startup animation will start on the home screen and then jump to the screen I need. This is not what I need. , so I used --screen, but a problem occurred. But my colleague’s computer was fine. I don’t know if it has something to do with the hardware.

I was unable to reproduce the issue, using --screen 1 worked as expected (the error printed was from another issue i was looking that "broke" this project)
https://github.com/user-attachments/assets/3930987d-67a6-497f-8186-b7773f04979e
Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 580 2048SP (Advanced Micro Devices, Inc.; 31.0.21921.1000) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)


Refactor Annotations Pipeline/Interface

What is an endpoint (dealing with Triannon/other endpoints in a uniform fashion)?
What is the job of the annotation rendering layer?
Where is the annotationsList for each window saved/what is the flow from creating an annotation? The annotation creation process should be represented as a state machine.
State machine for editing modes.
How can we automate the behaviour of the osd canvas initialisation and the changing image ID so that future tools do not need to be specially adapted in any way to account for changing the page?

I think this was handled with the gradual event system updates and the ConservationSpace annotation work.


Windows Compatibility Issues

I work in AWS Support and have been working with a customer regarding issues following the steps from the AWS Blog [1] to connect to a Cloud9 instance using Visual Studio Code on a Windows Machine.
--- Overview of Issue ---
To summarize the issue, the customer and I followed all the steps to configure the Cloud9 instance + Cloud Formation stack, installing Visual Studio Code with the required plugins and necessary AWS CLI + SSM extenstions installed on the Windows host machine. When we attempt to
When we then attempted to Connect to Cloud9 from Visual Studio Code we observe the following error trace:
[14:40:05.626] Log Level: 2
[14:40:05.627]<EMAIL_ADDRESS>[14:40:05.627] win32 x64
[14:40:05.637] SSH Resolver called for "ssh-remote+cloud9", attempt 1
[14:40:05.637] "remote.SSH.useLocalServer": false
[14:40:05.637] "remote.SSH.showLoginTerminal": true
[14:40:05.637] "remote.SSH.remotePlatform": {}
[14:40:05.637] "remote.SSH.path": undefined
[14:40:05.638] "remote.SSH.configFile": C:\Users\myusername\.ssh\config
[14:40:05.638] "remote.SSH.useFlock": true
[14:40:05.638] "remote.SSH.lockfilesInTmp": false
[14:40:05.638] "remote.SSH.localServerDownload": auto
[14:40:05.638] "remote.SSH.remoteServerListenOnSocket": false
[14:40:05.638] "remote.SSH.showLoginTerminal": true
[14:40:05.638] "remote.SSH.defaultExtensions": []
[14:40:05.638] "remote.SSH.loglevel": 2
[14:40:05.639] "remote.SSH.enableDynamicForwarding": true
[14:40:05.639] "remote.SSH.enableRemoteCommand": false
[14:40:05.639] "remote.SSH.serverPickPortsFromRange": {}
[14:40:05.639] "remote.SSH.serverInstallPath": {}
[14:40:05.669] SSH Resolver called for host: cloud9
[14:40:05.670] Setting up SSH remote "cloud9"
[14:40:05.692] Using commit id "c722ca6c7eed3d7987c0d5c3df5c45f6b15e77d1" and quality "stable" for server
[14:40:05.699] Install and start server if needed
[14:40:06.798] Checking ssh with "ssh -V"
[14:40:06.906] > OpenSSH_for_Windo
[14:40:06.906] > ws_8.1p1, LibreSSL 3.0.2

[14:40:06.911] Using SSH config file "C:\Users\myusername\.ssh\config"
[14:40:06.912] Running script with connection command: ssh -T -D 60969 -F "C:\Users\myusername\.ssh\config" cloud9 bash
[14:40:06.916] Terminal shell path: C:\WINDOWS\System32\cmd.exe
[14:40:07.416] > ]0;C:\WINDOWS\System32\cmd.exe
[14:40:07.417] Got some output, clearing connection timeout
[14:40:07.425] >
>
>
>
>
>
>
>
>
>
> CreateProcessW failed error:2
> posix_spawnp: No such file or directory
> The process tried to write to a nonexistent pipe.
[14:40:08.720] "install" terminal command done
[14:40:08.720] Install terminal quit with output: posix_spawnp: No such file or directory
[14:40:08.721] Received install output: posix_spawnp: No such file or directory
[14:40:08.722] Failed to parse remote port from server output
[14:40:08.723] Resolver error: Error:
	at Function.Create (c:\Users\myusername\.vscode\extensions\ms-vscode-remote.remote-ssh-0.76.1\out\extension.js:1:586041)
	at Object.t.handleInstallOutput (c:\Users\myusername\.vscode\extensions\ms-vscode-remote.remote-ssh-0.76.1\out\extension.js:1:584693)
	at Object.t.tryInstall (c:\Users\myusername\.vscode\extensions\ms-vscode-remote.remote-ssh-0.76.1\out\extension.js:1:681846)
	at processTicksAndRejections (internal/process/task_queues.js:93:5)
	at async c:\Users\myusername\.vscode\extensions\ms-vscode-remote.remote-ssh-0.76.1\out\extension.js:1:644486
	at async Object.t.withShowDetailsEvent (c:\Users\myusername\.vscode\extensions\ms-vscode-remote.remote-ssh-0.76.1\out\extension.js:1:647831)
	at async Object.t.resolve (c:\Users\myusername\.vscode\extensions\ms-vscode-remote.remote-ssh-0.76.1\out\extension.js:1:645565)
	at async c:\Users\myusername\.vscode\extensions\ms-vscode-remote.remote-ssh-0.76.1\out\extension.js:1:722872
[14:40:08.734] ------

--- Apparent Cause of Issue ---
From the error trace above the specific error appears to be:
> CreateProcessW failed error:2
> posix_spawnp: No such file or directory
> The process tried to write to a nonexistent pipe.

The error output from the log indicates the error is with specific command being run by the plugin:
ssh -T -D 60969 -F "C:\Users\myusername.ssh\config" cloud9 bash
This plugin appears to be launching the windows cmd and running commands from it. Running the same command from cmd produces precisely the error above.
After doing a fair bit of investigation into the cause of the error, I believe the issue is caused by the to issues invoking the ssm-proxy.sh shell script from the "ProxyCommand" in the config file which is used by OpenSSH.
As per [2][3], the ProxyCommand works by processing standard input and output for the specified remote host. I am assuming the purpose of the ssm-proxy.sh script is to establish a connection to the Cloud9 host using ssm, with some conditional checks to see if the host is started and start it if needed. Ultimately the SSM command will connect to the remote host through the terminal/cmd session.
What I believe is happening as per the error output we observe, is that there is some issue processing the standard io from the shell script being run. I am not familiar with the nuances of OpenSSH, but there seems to be some compatibility issue running the shell script in the Windows environment. Again, the Visual Studio Code plugin appears to run the ssh command from cmd, at least in my Windows environment I cannot run sh -c "C:/Users/myusername/.ssh/ssm-proxy.sh %h %p from cmd, or found any other way of getting the shellscript to run as expected with the Visual Studio Code plugin.
I was able to verify that I can successfully connect to Cloud9 using the following config file and "ProxyCommand " which directly calls the SSM command (which also works from cmd):
Host cloud9
    IdentityFile C:/Users/myusername/.ssh/id_rsa
    User ec2-user
    HostName i-XXXXXXXXXXXXXXXXXXX
    ProxyCommand aws ssm start-session --target %h --document-name AWS-StartSSHSession --parameters portNumber=%p

This particular config does bypass the script's check to see if the Cloud9 instance is running, but demonstrates that the issue is not with Cloud9 and the SSM connectivity, but rather something to do with compatibility issues with the solution outlined in [1] for the Windows environment.
--- Requested Next Steps ---
Could you please assist with adding some additional resources to the Solution from [1] compatible for the Windows Environment?
For example, as per my understanding above the following would be helpful:

Outline steps to get the SSH script working from the cmd
Include a PowerShell script on this repo which provides the same base functionality as the ssm-proxy.sh script, which can then be run from the ProxyCommand.

Please let me know if you need any further information or if I can be of any further assistance. I have raised this request on a customer's behalf.

Running script with connection command: ssh -T -D 60969 -F "C:\Users\myusername.ssh\config" cloud9 bash

The line above is looking or a bash terminal, that your machine does not have.
Install git-bash on windows machine machine to resolve and close.

On Windows the ProxyCommand would be ssm-proxy.bat, not .sh I believe.  As srohit0 said you can likely get bash working properly on Windows as an alternative.

Tried with ssm-proxy.bat - same error
Tried installing git-bash - same error!!!


RTL: layered navigation module range filter

The range filter need support for RTL.
This is more than just css, because part of it comes from JS.
example
RTL reads from right to left but digit consider LTR which place the currency symbol wrong.
From: thirtybees/thirtybees#230

@yaniv14 provided this picture:

Steps to reproduce:

Install a shop using the English language, for country Israel, with demo products.
View a category, which also brings up layered navigation.

This is how it looks when switched to English (on the left side):

This is how it looks when switched to Hebrew (on the right side):

Neither looks like the reported picture, so the million dollar question is, is the price display now right? Can you help, @yaniv14?

The way it is right now is almost perfect.
it looks like in your picture which is fine enough.
The only small thing that might be better is if the lower number will be on the left side.
Even do its RTL language, still numbers are read from left to right.
But this is really something minor and can stay the way it is.
My original issue was a year ago, and a lot changed since.

Like this?

Commit in blocklayered: https://github.com/thirtybees/blocklayered/commit/4ae8fcfa950f4078960a96370f3fdd7e18345688
Commit in community-theme-default (which is what people usually see): https://github.com/thirtybees/community-theme-default/commit/0aa28a7214db4f4c897e6efb4d2c830d9a199c9f

Yes, but once you fixed that, we will need to modify the slider it self (css & js maybe?) to comply with left to right slides.

Excellent. Thank you for your help!


Error, unable to use it with spfx 1.19.0

please help, unable to use it with spfx 1.19.0, thanks

It seems there has been an upgrade to Webpack, which makes the implementation of fast-serve a bit more complicated. In issue https://github.com/s-KaiNet/spfx-fast-serve/issues/130, it is explained that there is currently a beta package available for testing.
Kind Regards

thank you


Created Board.java

It includes two files
Board.java
Snake.java
Please review it @smv1999

Don't create separate PR for each and every file. Instead commit them all once and make a single PR. Also, please make sure you are not adding any program which is already present. Refer to this and follow the guidelines.

Closed #32 , #33 , #34 , #35 , #36 , #37 , #38 , #39 , #40 for the same above stated reason.

You mean I should make all in 1 pull request?

And actually, I didn't make any duplicates!
I made java programs there are none of the java programs in this

How to make all in one pull request? Any guide?


Reaper Keys input latency on a fresh Reaper install

I have a very minimal install of Reaper with reaper keys, yet there is about a 1 second delay on every reaper keys action. I'm running the linux version of this script and using the latest version of Reaper. Is there any way to get this latency down? Let me know if I need to provide any more information.

Hey! You can download v2 here and follow the instructions to report performance issues.
As for me, around 95% is in gfx.* drawing functions

Which distro are you running? I used to have the same issue, but it got fixed.

Feel free to reopen this issue if performance is bad in v2.0


Use predicates 2 to drop unmainted diff library

See https://rustsec.org/advisories/RUSTSEC-2020-0095.

@Hywan is this crate unmaintained?

This crate is maintained. I’m just off for a couple of days (something we call holidays ;-)). Will merge it next week.
Thanks for the PR!

On 11 Aug 2022, at 13:55, Matthias Vogelgesang @.***> wrote:

@Hywan is this crate unmaintained?
—
Reply to this email directly, view it on GitHub, or unsubscribe.
You are receiving this because you were mentioned.

something we call holidays ;-)

Haha, no pressure :-) Have fun!

v0.1.7 released, thanks for the PR!

Much appreciated, thanks!


Start of the master test plan - input needed!

This is a partly- unfinished test plan for the master level - I have a copy of this current one to work on the unit level tests. All current open issues are included.
Suggestions and additions welcome! I may not know a test exists due to the coffee not working today.

Sorry I'm late on the feedback!

@all-contributors please add @ArleneAndrews  for documentation, tests and code


Flaky test TestSendChunkAndTimeoutinReceivingReceipt

Test TestSendChunkAndTimeoutinReceivingReceipt seems to be flaky (CI attempt)
     pusher_test.go:340: chunk not syned error expected
--- FAIL: TestSendChunkAndTimeoutinReceivingReceipt (1.67s)

This issues is duplicate of (#3032). Closing in favor of this issue.


LICENSE file

Could you please add LICENSE file? I can see here that license is MIT, but such a file is sometimes needed for formal verification of libraries used in project. I can submit PR if you don't have time for that.
Thanks for that lib, regards!

Thank you for quick reaction, that helped me a lot!


Unpin fixed league/csv version

Version 9.14 seems to be compatible with ChunkIterator.

Description

[ ] Visual changes (if any) are shown using screenshots/recordings of before and after.

Code style

[ ] composer cs command has been run.

Testing

[x] Changes have been tested.

Documentation

[ ] Documentation is up-to-date.

See https://github.com/filamentphp/filament/issues/10002#issuecomment-1904058631 and https://github.com/filamentphp/filament/issues/10002#issuecomment-1904192690 for more information.


2.18 stanc parser spewing deep copy warnings.

Summary:
as of 2.18 parser generates numerous warnings of the form:
Info: left-hand side variable (name=o) occurs on right-hand side of assignment, causing inefficient deep copy to avoid aliasing.

the same models compile under 2.17 without warning.
Description:
reported on discourse:
https://discourse.mc-stan.org/t/can-we-get-rid-of-some-of-those-info-messages/6148
https://discourse.mc-stan.org/t/deep-copy-warning-efficient-coding/6048
the parser and generator use the same logic to check whether or not an assignment statement requires making a deep copy, unfortunately, this logic is wrong.
what is required is a check on two things:
a. (for container variables) is a multi-index used to specify the lhs element being assigned to?
b. does the rhs expression involve the lhs variable name?
if both a and b hold, then a deep copy is necessary for both simple and compound assignment statements.
current compiler fails to make a deep copy for compound assignments.  this means that code generated in 2.18 may be both inefficient and incorrect.
Reproducible Steps:
functions{
  matrix covsqrt2corsqrt(matrix mat, int invert){
    matrix[rows(mat),cols(mat)] o;
    vector[rows(mat)] s;
    o=mat;

    for(i in 1:rows(o)){ //set upper tri to lower
      for(j in min(i+1,rows(mat)):rows(mat)){
        o[j,i] = inv_logit(o[j,i])*2-1;
        o[i,j] = o[j,i];
      }
      o[i,i]=1;
    }

    if(invert==1) o = inverse(o);

    for(i in 1:rows(o)){
      s[i] = inv_sqrt(o[i,] * o[,i]);
      if(is_inf(s[i])) s[i]=0;
    }
    o= diag_pre_multiply(s,o);
    return o;
  }
}

Current Output:
DIAGNOSTIC(S) FROM PARSER:
Info: left-hand side variable (name=o) occurs on right-hand side of assignment, causing inefficient deep copy to avoid aliasing.
Info: left-hand side variable (name=o) occurs on right-hand side of assignment, causing inefficient deep copy to avoid aliasing.
Info: left-hand side variable (name=o) occurs on right-hand side of assignment, causing inefficient deep copy to avoid aliasing.
Info: left-hand side variable (name=o) occurs on right-hand side of assignment, causing inefficient deep copy to avoid aliasing.

Expected Output:
no warnings (as under 2.17)
Additional Information:
Provide any additional information here.
Current Version:
v2.18.0

this bug was introduced by https://github.com/stan-dev/stan/pull/2555
this changed the number of rules, and caused this check to be applied in places where it wasn't intended to be applied, and given the new parser logic, I'm not sure it's even needed.  as it's only a warning, the simplest solution here is to remove altogether.

not just a problem for the parser; error in generator as well.

fixed by
https://github.com/stan-dev/stan/pull/2678


Tetsuya Yamamoto: Watch exirsalt.com

Tetsuya Yamamoto requests the watch of the watch_keyword exirsalt\.com. See the Metasmoke search here and the Stack Exchange search here.

exirsalt\.com has been seen in 0 true positives, 0 false positives, and 0 NAAs.

Coverage remained the same at 65.091% when pulling 993ac5edbf71a881a60543773e84670c30025c78 on auto-blacklist-1524472318.0601923 into a19e2b5122d37f8a1d8214ed11e81cbe9b60a42f on master.

!!/approve


option to include a buffer around a given polygon

not sure how computationally difficult this is.  but should be possible

replaced by #16


Demo is not working

Hello,
I used your library in my project when I add a new node to tree I get too big black loader instead of nice and tiny orange loader I had previously. And for checking this I opened your demo. But it's not working.

cd demo
npm run serve

@halower Thanks for your response. I was pointing to demo you provided in README.md file of github repo.
I was talking about this http://<IP_ADDRESS>/. This link in is your github repo for live Demo.

can i use flat json with parent_id and id?
because for me it's quite difficult to update reactive data on vuex, especially for nested json with children field


Hello...where is the Rogue Imbuement Skills ?

Example:
Rogue, Helm, " Ranks of Poison Imbuement " its not there ? Did i miss something ?

It would be nice to make a youtube video with a step by step explanation. There are people like me who are disabled and need a little more help than people who have a very high IQ.
I tried to change the preset, I also changed it in the program but nothing happened..

Do you see anything on the debug view?

Sometimes I see an image and sometimes nothing at all and when I see something the image refreshes very slowly or not at all

The debug shows the detected tooltip. Make sure the overlay is turned on and that diablo is running.

If the debug view still does not show anything then your resolution is not yet supported.
You can either create one yourself or wait till someone else does. System presets created by others will be shared when available so everyone can use it.
Also remember the app is in early development. There will be bugs in the coming weeks.

I wanted to bring a short update to my problem. I downloaded the latest update from you and everything works as it should. Good work !

That's good to hear. Thanks for the feedback!


chore(main): release 0.2.2

:robot: I have created a release beep boop
0.2.2 (2024-07-10)
Bug Fixes

#85 (2f1a38f)
Addresses #95. (d51dbb0)
Addresses #95. (2a51990)
Bump pre-commit dependencies (90f4aaa)
Bump pre-commit dependencies (64f7f96)
Bump pre-commit dependencies (11f1f9a)
Enable custom handling of undefined field attr in to_filter (23f172c)
Enable custom handling of undefined field attr in to_filter (f0c7e9f)
Enable custom handling of undefined field attr in to_filter (d829c6b)
Support prefixed attribute names in cql2-text and ecql parsing (dbe4e9e)
Support prefixed attribute names in cql2-text and ecql parsing (5318c6b)
Support prefixed attribute names in cql2-text and ecql parsing (122a5a6)
Updating release-please to v4 (11757ec)

This PR was generated with Release Please. See documentation.

:robot: Created releases:

v0.2.2
:sunflower:


Don't test on nightly

Pull Request
Related issue
Fixes #4441 better 😅
What does this PR do?

No longer run tests on nightly

The motivation for this change is that we are now updating Rust at fixed points in time, and so no longer need nightly runs to ensure that a change won't get into stable and break our build at the worst possible moment.

yes I think we are. Historically there has been very low breakage due to rustfmt, and also we're actively using unstable options for formatting

I feel like I always ask the question and I remember I already asked you the same question months ago, but I only remember when I see your answer again

bors merge
I guess 😅


Code Helper using ~100% CPU

VSCode Version: 1.18.1
OS Version: 10.12.6

I'm getting "Code Helper" stuck at ~100% CPU

ps a~ $ ps aux | grep 65462
coreh            65462 100.0  1.7  3492052 281544   ??
A "Code Helper" process will start to use 100% CPU. Quitting VSCode does not terminate the Code Helper process, it needs to be killed from the Activity Monitor

Reproduces without extensions: Probably not (?)
(It doesn't trigger immediately, or consistently, but rather after several hours using the App, and I haven't been able to conclude if it will not trigger without extensions. However the ps output seems to indicate that the offending file is /Applications/Visual Studio Code.app/Contents/Resources/app/extensions/typescript/out/utils/electronForkStart.js, so it's the built in TypeScript extension?)
Thanks in advance!

igore files such as
/**/node_modules

@bestvow Wouldn't that break type checks, autocomplete and "Jump to Definition" for the modules within node_modules?

@coreh Would you like to show me your extensions?

This issue was moved to Microsoft/TypeScript#20630

it also happened in normal javascript, after I open 10+ files, the cpu cost increased rapidly.

Code helper was going crazy almost 100% of the time I had VScode open. I'm still not 100% sure the cause, but my current working hypothesis is it was https://github.com/wix/import-cost which I started using (I think) when I tried out https://burkeknowswords.com/introducing-react-food-truck-b23ea1e2cf79
Disabling import-cost seems to bring code helpers CPUs way down.

Disabling the Import-Costs package seems to have cleared up my CPU issues with Code Helper.
Thanks all for the info.


Error calling VimShellInteractive from Vim ("Undefined variable: fdlist")

I'm trying to get the REPL working in Vim, using the instructions found here. I have vimpshell and vimproc working in Vim, but when I run this line in Vim:
:VimShellInteractive ruby Assets/Arcadia/Editor/repl-client.rb

I get this error:
function <SNR>87_vimshell_interactive..vimshell#helpers#execute_internal_command..299..vimproc#ptyopen..<SNR>140_plineopen..<SNR>140_vp_pipe_open..<SNR>140_libcall, line 4
Vim(let):E364: Library call failed for "vp_pipe_open()"
vimproc: Error occurred in calling s:vp_pipe_open()
a:argv = ['C:/Ruby21-x64/bin/ruby.exe', 'Assets/Arcadia/Editor/repl-client.rb']
original a:argv = ['C:/Ruby21-x64/bin/ruby.exe', 'Assets/Arcadia/Editor/repl-client.rb']
ruby Assets/Arcadia/Editor/repl-client.rb: Vim(if):E121: Undefined variable: fdlist

Thoughts?

Seems to be a vimproc issue: https://github.com/Shougo/vimproc.vim/issues/215. Try updating and rebuilding it.

We're moving away from the Ruby REPL client. That should fix things on windows, hopefully.

Closing for now, as the Ruby client and UDP REPL are both deprecated. If we end up supporting vim it will be by some other means.


auto_trim plugin throws if there are no next tokens

If a template starts and ends with an if block, auto_trim throws.
To reproduce:
import vento from 'ventojs';
import autoTrim from 'ventojs/plugins/auto_trim.js';

const env = vento();
env.use(autoTrim());

const input = "{{ if 1 }}it works{{ /if }}";

const result = await env.runString(input); // throws

console.log (result.content);

This will throw the following error:
file:///example/node_modules/ventojs/esm/plugins/auto_trim.js:33
            next[1] = next[1].replace(/^[ \t]*(?:\r\n|\n)/, "");
                          ^

TypeError: Cannot read properties of undefined (reading '1')
    at autoTrim (file:///example/node_modules/ventojs/esm/plugins/auto_trim.js:33:27)
    at file:///example/node_modules/ventojs/esm/plugins/auto_trim.js:20:52
    at Environment.tokenize (file:///example/node_modules/ventojs/esm/src/environment.js:72:28)
    at Environment.compile (file:///example/node_modules/ventojs/esm/src/environment.js:39:29)
    at Environment.runString (file:///example/node_modules/ventojs/esm/src/environment.js:31:31)
    at file:///example/bugz/if.js:9:26
    at ModuleJob.run (node:internal/modules/esm/module_job:195:25)
    at async ModuleLoader.import (node:internal/modules/esm/loader:337:24)
    at async loadESM (node:internal/process/esm_loader:34:7)
    at async handleMainPromise (node:internal/modules/run_main:106:12)

The problem is that when the input string does not create next tokens, the expression next[1] cannot be evaluated.
Changing the input value to "{{ if 1 }}it works{{ /if }}anything" shows that the extra text allows auto_trim to work again.
I suspect this could be fixed by modifying ventojs/esm/plugins/auto_trim.js:33 to be defensive of the case where there are no next tokens:
            // Remove trailing horizontal space + newline
-            next[1] = next[1].replace(/^[ \t]*(?:\r\n|\n)/, "");
+            if (next) next[1] = next[1].replace(/^[ \t]*(?:\r\n|\n)/, "");

Good catch!
I just released a new version with a patch for this bug. 1.12.10 should work fine.


ci: bumping KubeVirt to v0.48.1 fails to schedule VM

Bumping CI KubeVirt version in https://github.com/jbpratt/kmi/commit/ceb2a958115534ad67c4b2425b1f4f149e82e918 results in failure to schedule the VM. Archived logs can be found in the action run.
default              42s         Warning   FailedScheduling          pod/virt-launcher-testvm-cnrsq                                        0/2 nodes are available: 1 Insufficient devices.kubevirt.io/kvm, 1 node(s) had taint {node-role.kubernetes.io/master: }, that the pod didn't tolerate.

https://github.com/ContainerCraft/kmi/actions/runs/1643716526

Need to add this to cluster startup to remove the taint, could also add a toleration to the vm yaml instead but I would rather not as that could result in unwanted scheduling on masters in the future depending on the ci route we continue with later.
kubectl taint nodes --all --overwrite node-role.kubernetes.io/master-

v0.49.0 has been released, let's move on to that.


The slots objectless prototype function obtained by useSlots

Vue version
latest
Link to minimal reproduction
https://play.vuejs.org/#eNp9kl1PwjAUhv/KsV6AidnixxUOEjUk6oUaMfGmiRnjMIZdu7Qdkiz77552bAiCV2vP+5ydj74Vuy2KYFUiG7DIJDorLBi0ZTHiMssLpS3cq7yAuVY59ILQXRze6+QKNM6h3hCNxGWipLGQmxSGTu/3HlAIBR9Ki9lJ74zLKGyqUR26WMwLEVukG0C0uBhVlU+u6yikG/iwq+0BgKT5dHlwGm8UgHijhTs/3YGnLTw9yEZ+TDruxNk5s4bmmmdpsDRK0sYqR3OWEJ0J1C+FzWhuzgbgFafFNPb3k49ZXeJ5G08WmHwdiC/N2sU4e9VoUK+Qs06zsU7RNvJ48oxrOndirmalIPof8Q2NEqXrscHuSjmjtn9xvttH/7CZTN/NeG1RmnYo16gja89zRo/tFnVs9G27V8G1z+Oypi22HjpuuQpKgxOhrGmN5YtxdrP1lvHysCP7ZyQ6SQkMhEr7Hth32h+vzbJV6w+XAOHGAU183wCfK9RuHdQ6zRRcXrH6B9snEbI=
Steps to reproduce
2.4.24

2.4.23

What is expected?
slots.hasOwnProperty No error reported
What is actually happening?

System Info
No response
Any additional comments?
No response

vue object is used Proxy wrapped，xx.hasOwnProperty can emit proxy interception

vue object is used Proxy wrapped，xx.hasOwnProperty can emit proxy interception

Do you understand what my problem is?

What is expected?
slots.hasOwnProperty No error reported

There's no error

hasOwnProperty

The latest version of vue in the playground will indeed report an error.

hasOwnProperty

 The latest version of vue in the playground will indeed report an error.

I think you should rather use console.log(Object.hasOwn(slots, 'a')), hasOwnProperty has a few issues and one should prefer hasOwn

Proxy
Thanks, However, in 3.4.24, there is no answer to the question why the function of the object on the prototype of slots disappeared.

A quick google search would answer this. https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/hasOwn#problematic_cases_for_hasownproperty, meaning when the object is created with Object.create(null) hasOwnProperty will fail. Simply use the other method..

hasOwnProperty

Sorry, hasOwnProperty can still be used normally in this place in 3.4.23. So I'm not sure if there is a problem after upgrading to 3.4.24.

What? You have previously shown that there is an error, so there definitely will be a problem for you after upgrading? This is very likely due to some internal vue change which uses the Object.create(null) syntax, but this is fixable if you just use hasOwn. Any good js linter will probably tell you not to use the raw hasOwnProperty.

What? You have previously shown that there is an error, so there definitely will be a problem for you after upgrading? This is very likely due to some internal vue change which uses the Object.create(null) syntax, but this is fixable if you just use hasOwn. Any good js linter will probably tell you not to use the raw hasOwnProperty.

Okay, I understand, thanks for your reply.

Ah I think Evan might have just “fixed“ this 064e82f but still use hasOwn

Yes. If you use hasOwn from the beginning there will be no problem.


Update docs for December training

Installation
https://github.com/TomographicImaging/iDVC/blob/master/docs/source/installation.rst

update instructions should have latest version number
add conda pack instructions?

DVC Run

Add info on "All points button"
Would also be nice to add a tooltip for that button in the app
https://github.com/TomographicImaging/iDVC/blob/master/docs/source/dvc_steps.rst#running-the-dvc-analysis

DVC Results

Update to add some info and screenshots of new vectors with scaling
https://github.com/TomographicImaging/iDVC/blob/master/docs/source/results.rst#displacement-vectors

Installation
After #150 should describe how to use the environment.yaml file
DVC Run
also the bulk mode needs to be re-edited, as it changed behaviour
DVC Results
needs to reference to the new input interface, with vector ranges


throwing error on connecting with host machine sql server from docker container

Deployed the application over the host server and try to connect with the host machine's SQL server from the docker's container. It is working correctly on my local machine.
I am getting the following error

Entity Framework Core 2.2.6-servicing-10079 initialized 'StudentContext' using provider 'Microsoft.EntityFrameworkCore.SqlServer' with options: NoTracking CommandTimeout=180
Application startup exception: System.Data.SqlClient.SqlException (0x80131904): A connection was successfully established with the server, but then an error occurred during the pre-login handshake. (provider: TCP Provider, error: 35 - An internal exception was caught) ---> System.Security.Authentication.AuthenticationException: The remote certificate is invalid according to the validation procedure.
at System.Net.Security.SslState.StartSendAuthResetSignal(ProtocolToken message, AsyncProtocolRequest asyncRequest, ExceptionDispatchInfo exception)
at System.Net.Security.SslState.CheckCompletionBeforeNextReceive(ProtocolToken message, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartSendBlob(Byte[] incoming, Int32 count, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.ProcessReceivedBlob(Byte[] buffer, Int32 count, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartReadFrame(Byte[] buffer, Int32 readBytes, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartReceiveBlob(Byte[] buffer, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.CheckCompletionBeforeNextReceive(ProtocolToken message, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartSendBlob(Byte[] incoming, Int32 count, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.ProcessReceivedBlob(Byte[] buffer, Int32 count, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartReadFrame(Byte[] buffer, Int32 readBytes, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartReceiveBlob(Byte[] buffer, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.CheckCompletionBeforeNextReceive(ProtocolToken message, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartSendBlob(Byte[] incoming, Int32 count, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.ProcessReceivedBlob(Byte[] buffer, Int32 count, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartReadFrame(Byte[] buffer, Int32 readBytes, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartReceiveBlob(Byte[] buffer, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.CheckCompletionBeforeNextReceive(ProtocolToken message, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.StartSendBlob(Byte[] incoming, Int32 count, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.ForceAuthentication(Boolean receiveFirst, Byte[] buffer, AsyncProtocolRequest asyncRequest)
at System.Net.Security.SslState.ProcessAuthentication(LazyAsyncResult lazyResult)
at System.Net.Security.SslStream.AuthenticateAsClient(SslClientAuthenticationOptions sslClientAuthenticationOptions)
at System.Net.Security.SslStream.AuthenticateAsClient(String targetHost, X509CertificateCollection clientCertificates, SslProtocols enabledSslProtocols, Boolean checkCertificateRevocation)
at System.Net.Security.SslStream.AuthenticateAsClient(String targetHost)
at System.Data.SqlClient.SNI.SNITCPHandle.EnableSsl(UInt32 options)
at System.Data.SqlClient.SqlInternalConnectionTds..ctor(DbConnectionPoolIdentity identity, SqlConnectionString connectionOptions, SqlCredential credential, Object providerInfo, String newPassword, SecureString newSecurePassword, Boolean redirectedUserInstance, SqlConnectionString userConnectionOptions, SessionData reconnectSessionData, Boolean applyTransientFaultHandling, String accessToken)
at System.Data.SqlClient.SqlConnectionFactory.CreateConnection(DbConnectionOptions options, DbConnectionPoolKey poolKey, Object poolGroupProviderInfo, DbConnectionPool pool, DbConnection owningConnection, DbConnectionOptions userOptions)
at System.Data.ProviderBase.DbConnectionFactory.CreatePooledConnection(DbConnectionPool pool, DbConnection owningObject, DbConnectionOptions options, DbConnectionPoolKey poolKey, DbConnectionOptions userOptions)
at System.Data.ProviderBase.DbConnectionPool.CreateObject(DbConnection owningObject, DbConnectionOptions userOptions, DbConnectionInternal oldConnection)
at System.Data.ProviderBase.DbConnectionPool.UserCreateRequest(DbConnection owningObject, DbConnectionOptions userOptions, DbConnectionInternal oldConnection)
at System.Data.ProviderBase.DbConnectionPool.TryGetConnection(DbConnection owningObject, UInt32 waitForMultipleObjectsTimeout, Boolean allowCreate, Boolean onlyOneCheckConnection, DbConnectionOptions userOptions, DbConnectionInternal& connection)
at System.Data.ProviderBase.DbConnectionPool.TryGetConnection(DbConnection owningObject, TaskCompletionSource1 retry, DbConnectionOptions userOptions, DbConnectionInternal& connection)    at System.Data.ProviderBase.DbConnectionFactory.TryGetConnection(DbConnection owningConnection, TaskCompletionSource1 retry, DbConnectionOptions userOptions, DbConnectionInternal oldConnection, DbConnectionInternal& connection)
at System.Data.ProviderBase.DbConnectionInternal.TryOpenConnectionInternal(DbConnection outerConnection, DbConnectionFactory connectionFactory, TaskCompletionSource1 retry, DbConnectionOptions userOptions)    at System.Data.ProviderBase.DbConnectionClosed.TryOpenConnection(DbConnection outerConnection, DbConnectionFactory connectionFactory, TaskCompletionSource1 retry, DbConnectionOptions userOptions)
at System.Data.SqlClient.SqlConnection.TryOpen(TaskCompletionSource1 retry)    at System.Data.SqlClient.SqlConnection.Open()    at Microsoft.EntityFrameworkCore.Storage.RelationalConnection.OpenDbConnection(Boolean errorsExpected)    at Microsoft.EntityFrameworkCore.Storage.RelationalConnection.Open(Boolean errorsExpected)    at Microsoft.EntityFrameworkCore.SqlServer.Storage.Internal.SqlServerDatabaseCreator.<>c__DisplayClass18_0.<Exists>b__0(DateTime giveUp)    at Microsoft.EntityFrameworkCore.ExecutionStrategyExtensions.<>c__DisplayClass12_02.b__0(DbContext c, TState s)
at Microsoft.EntityFrameworkCore.SqlServer.Storage.Internal.SqlServerExecutionStrategy.Execute[TState,TResult](TState state, Func3 operation, Func3 verifySucceeded)
at Microsoft.EntityFrameworkCore.ExecutionStrategyExtensions.Execute[TState,TResult](IExecutionStrategy strategy, Func2 operation, Func2 verifySucceeded, TState state)
at Microsoft.EntityFrameworkCore.ExecutionStrategyExtensions.Execute[TState,TResult](IExecutionStrategy strategy, TState state, Func`2 operation)
at Microsoft.EntityFrameworkCore.SqlServer.Storage.Internal.SqlServerDatabaseCreator.Exists(Boolean retryOnNotExists)
at Microsoft.EntityFrameworkCore.SqlServer.Storage.Internal.SqlServerDatabaseCreator.Exists()
at Microsoft.EntityFrameworkCore.Migrations.HistoryRepository.Exists()
at Microsoft.EntityFrameworkCore.Migrations.HistoryRepository.GetAppliedMigrations()
at TT.Core.Web.DbContextExtension.AllMigrationsApplied(DbContext context) in /src/TT.Core.Web/DbContextExtension.cs:line 31
at TT.Core.Web.Startup.Configure(IApplicationBuilder app, IHostingEnvironment env, ILoggerFactory loggerFactory) in /src/TT.Core.Web/Startup.cs:line 305
--- End of stack trace from previous location where exception was thrown ---
at Microsoft.AspNetCore.Hosting.ConventionBasedStartup.Configure(IApplicationBuilder app)
at Microsoft.AspNetCore.Mvc.Internal.MiddlewareFilterBuilderStartupFilter.<>c__DisplayClass0_0.g__MiddlewareFilterBuilder|0(IApplicationBuilder builder)
at Microsoft.AspNetCore.HostFilteringStartupFilter.<>c__DisplayClass0_0.b__0(IApplicationBuilder app)
at Microsoft.AspNetCore.Hosting.Internal.AutoRequestServicesStartupFilter.<>c__DisplayClass0_0.b__0(IApplicationBuilder builder)
at Microsoft.AspNetCore.Hosting.Internal.WebHost.BuildApplication()
ClientConnectionId:53c2c461-3985-4b2f-af08-9013a1f15e02
crit: Microsoft.AspNetCore.Hosting.Internal.WebHost[6]
Application startup exception

@bilalmalik777 This error is coming from the underlying SqlClient ADO.NET provider for SQL Server, which is tracked in the SqlClient repo. I suspect it is a duplicate of one of the existing issues about docker. If not, please file a new issue in that repo.


Allow selecting text for version info

Allows selecting text from:

Xcode Info header
Compilers view
SDKs view

Wooooow! the feature I needed!
Incredible, we need this.
I have been waiting for this feature for so looooooong.
Thanks @clementpadovani  for doing this, it helps a lot!
Please if this can be merged, it will change my life.

Thanks!


[tr] Logic-based models

Going to continuing...

I translated the CS 221 - Logic-based models into Turkish. @shervinea can you please review it?

Thank you very much for your hard work @ayyucekizrak! It is really appreciated.
@yavuzKomecoglu would you be interested in reviewing the translation?

Many thanks @basakbuluz 👍  I have completed all the things that you recommend.
FYI @shervinea 🥇

Thank you very much @ayyucekizrak for all your work and @basakbuluz for all your thorough review!
@ayyucekizrak would you know if changes have been taken into account by new commits? E.g. should occurrences of 'yarı kararsıdır' be replaced by 'yarı kararlıdır'?

I made a correction taking into account your feedback.
Semi-decidability is yarı-karar verilebilirlik.
Thanks @shervinea

Got it! Thank you all for your work!

Translation and review of all documentation are completed by @basakbuluz @cemalgurpinar @yavuzKomecoglu and @ayyucekizrak .
We are excitedly waiting for the day we will read the Turkish version. We wish you good work. Many thanks @shervinea
Kind regards,

Thank you for the great work everyone, we really appreciate your thorough help and dedication. Afshine and I are also excited about it, we will let you know when it is up!


Add option to display more blocks below the portal

When you stand before a portal, the view only goes done one (or two?) blocks. It would be nice if there was a config option that controls how much blocks into the ground get rendered. I made another GIF for better understanding:
GIF:

Once you updated the source here on GitHub I might also look if I could make a pull request for this if you're interested, this plugin is really awesome! I'm glad I found it by accident^^

I honestly didn’t expect anyone to use the plugin for portal‘s in this size mainly. As you can see the box for the portal view is already huge just due to the dimensions of the portal. That’s why I thought I’d be better if therefore the render distance at all sides would get reduced so the amount of blocks doesn’t get too big. I can understand that this is a bit unsatisfying though.

It's not a problem at all! I don't think a regular player will sneak to the edge to observe such things. If I was you, I wouldn't really care about that. I just thought I should mention this because on SpigotMC you wrote "for all vanilla sized portals" :)

Okay I made some changes to it in the v1.3.1 update


cli: rename --runtime flag to --engine

to be more technically accurate

Hey @ivotron I would like to work on this issue

For some reason the tests are failing. Could you please guide me through what else needs to be done? @ivotron

thanks @ashadhaz , I left a comment on the PR


feat: add arm64 build

Signed-off-by: Anish Ramasekar<EMAIL_ADDRESS>
Reason for Change:

Adds arm64 build

Requirements

[x] squashed commits
[x] included documentation
[x] added unit tests and e2e tests (if applicable).

Issue Fixed:

Fixes #501
Does this change contain code from or inspired by another project?

[ ] Yes
[x] No

If "Yes," did you notify that project's maintainers and provide attribution?
Special Notes for Reviewers:

Codecov Report

Merging #528 (73bb4fd) into master (0081a34) will not change coverage.
The diff coverage is n/a.

:exclamation: Current head 73bb4fd differs from pull request most recent head 6e454e3. Consider uploading reports for the commit 6e454e3 to get more accurate results

@@           Coverage Diff           @@
##           master     #528   +/-   ##
=======================================
  Coverage   62.90%   62.90%
=======================================
  Files           7        7
  Lines         523      523
=======================================
  Hits          329      329
  Misses        160      160
  Partials       34       34

/azp run pr-e2e-azure


deadlock on funding too early for bob

This is done now, right @zkao?

not really, what is fixed is the timing for sending the progress reports from swapd.
missing:

[ ] remove the printed messages from walletd asking for funding,
[ ] improve the state management, so that it doesnt get into a deadlock if funding was updated at the wrong state

The remaining bullet points were addressed.


Is there a plan to add some extra bundled index wrappers?

The project is valuable. But it seems quite hard for a newbie(like me) to collect and compile some state-of-the-art PM index correctly. It would be great to have a few bundled index wrappers, then I can do a fast and meaningful comparison. Is there a license issue or whatsoever?

For the trees we tested in our earlier paper [1], it's mainly copyright issues (SAP's implementation of FPTree, NV-Tree and wbTree). For BzTree we have open sourced our implementation [1] with a PiBench wrapper.
We are adding another wrapper for LevelDB [3]. So far these are the only two freely-available choices. But as long as you have access to some index, writing a wrapper is fairly simple (basically mechanically call the insert/delete/update/read/scan functions). We will contribute wrappers for a new NVM hash table design soon.
[1] http://www.vldb.org/pvldb/vol13/p574-lersch.pdf
[2] https://github.com/wangtzh/bztree
[3] https://github.com/wangtzh/pibench/pull/20


Download Option

Describe your suggested feature
Have you consider to add download option, if not please consider it and also add trakt to synchronized. Watched movies /series
Other details
No response

download option

It's in the roadmap.

please consider it and also add trakt to synchronized

also, in the roadmap.
Sorry for the late reply. Will close this now since there have been multiple feature requests with regards to the features you've listed here.


More options + cache possibility

Added more options to the user and implemented caching which can be useful for avoiding rate limits & improve response speeds. (Useful for big applications)

Implemented with Cache-Control at https://github.com/MJ-Shashank/supercell-apis/commit/cc1d205b8d441edd99e32079fcec948fa4516362
However, after local testings, I didn't manage to get as fast responses as I could get with an in-memory object. Anyways, thanks the changes! :)


no warning on MCC with this

fixes one FP in Zookeeper

You're right, we'd issue a false positive in that case. I don't think that code will come up in practice, though, and if it does I'm fine with issuing a false positive.


Support multiple replicas (pods) for this microservice

In order to do performance/stress runs, we need to be able to scale up this deployment to multiple replicas.  That is, pod B needs to be able to decrypt what pod A had encrypted and put in Redis.

I merged the PR, but here are some comments on things I'd like to understand/revisit/document further later:

use of the org.projectlombok stuff at runtime.  I'm fine with using cool editor plugins to make your IDE work even better, but want to understand more about what this means at runtime
version numbers (and sometimes the scope) are missing for many of the pom dependencies.  I guess Spring has a pattern that unspecified version numbers default to the version of the parent dependency - maybe just explain that in comments in the pom.xml?
the time field is missing from the Quote POJO that handles serializaing/deserializing the POJO returned from the stock quoting API in IEX.  that API returns 4 fields, one of which is time, and yet the POJO is missing that field.  As I understand, it's been told to ignore fields it doesn't know about, so probably not a big deal, but seems like a Java POJO representation of a JSON object should have the same fields as that JSON object, just as a matter of good practice.
Jackson is used rather than JSON-B, which is the industry standard API for Java representation of JSON.  But I know Jackson is still popular (I think it pre-dated JSON-B), perhaps especially in the Spring world, so we'll live with it for now.
I think we need to revisit how TTL works.  I'll probably open a separate issue for that.  But we've clearly been seeing and using cache entries that were more than an hour old (often several days old) at times, so that Redisson entry seems to either be getting ignored, or perhaps treated as a suggestion rather than a guarantee.


laeditor doesn't save file

laeditor doesn't save the file after editing.
an icon near to file name, shows it's saving...

I found the reason. laeditor has no access to write. just read access is given.