False errors given with property relationships when conditions are used

Right now we check for attributes that should or shouldn't be defined together.  These scenarios can get tricky with conditions and AWS::NoValue.

[x] Short term hotfix to not give errors when complex situations are found
[x] Ability to analyze if a related resource is available when conditions are used
[ ] Pull out values of properties in an object when values include conditions
[x] Related objects and their values when each object has a condition applied

Related issues:

https://github.com/awslabs/aws-cfn-lint-atom/issues/8

Working to invalidate pull request #121.  When the condition numbers are high the scenarios get large and can cause linting to be slow.
Working to replace with #352 which is more light weight and less costly.
As it exists #121 will build a list of scenarios for the conditions.   That logic may have to be moved to a new rule that checks if Ref/GetAtt/DependsOn resources exist when using resource level conditions.
Conditions when used in place of a resource property have to be singular.
Properties:
   Fn::If: [myCondition, { "ImageId": "ami-123456"}, {"LaunchConfiguration": "myLaunch"}]

is valid but the following is invalid because you cannot put an Fn::If with other properties.   (Still double checking this)
Properties:
  LaunchConfiguration: myLaunch
  Fn::If: [myCondition, { "ImageId": "ami-123456"}, {"Ref": "AWS::NoValue"}]

This means our Inclusive and Exclusive checks will be easier to write. If someone puts a condition in the properties section there isn't a mixing of properties from inside and outside of the condition that will cause confusion.

starting with pull request #523
Next will be to get property values when conditions are used for values of those properties.

Facing a similar issue with E2540 linting error.
Error :

E2540 At least one stage in pipeline must contain an action that is not a source action.

Template
  Pipeline:     Type: AWS::CodePipeline::Pipeline     Properties:       RoleArn: !GetAtt CodePipelineServiceRole.Arn       ArtifactStore:         Location: !Ref PipelineBucket         Type: S3       Stages:         - Name: Source           Actions:           - Name: Source             ActionTypeId:               Category: Source               Owner: AWS               Version: "1"               Provider: S3             Configuration:               S3Bucket: !Ref ThisEnvBucket               S3ObjectKey: !Sub ${ProjectName}.zip             OutputArtifacts:               - Name: SourceOutput             RunOrder: 1         - !If           - NotCiEnv           - Name: Deploy             Actions:             - Name: Deploy               ActionTypeId:                 Category: Build                 Owner: AWS                 Version: '1'                 Provider: CodeBuild               Configuration:                 ProjectName: !Ref SSMPushProjectUpperEnvs               InputArtifacts:                 - Name: SourceOutput               OutputArtifacts: []               RunOrder: 2           - !Ref 'AWS::NoValue'         - !If           - NeedApproval           - Name: ApprovePromotion             Actions:             - Name: Approval               ActionTypeId:                 Category: Approval                 Owner: AWS                 Version: '1'                 Provider: Manual               InputArtifacts: []               OutputArtifacts: []               RunOrder: 3           - !Ref 'AWS::NoValue'         - !If           - NextEnvExists           - Name: Promote             Actions:             - Name: Promote               ActionTypeId:                 Category: Build                 Owner: AWS                 Version: '1'                 Provider: CodeBuild               Configuration:                 ProjectName: !Ref PromotionBuild               InputArtifacts:                 - Name: SourceOutput               OutputArtifacts: []               RunOrder: 4           - !Ref 'AWS::NoValue'

@ap-hyperbole been working on a bunch of logic to make this easier.  I think I can work on this after I get #746 done.  That one will basically strip out all the conditions from a nested object giving us the different scenarios to test.


URGENT: Need to update admiral to avoid getting removed from CRAN

I received this mail today:

Dear maintainer,
Please see the problems shown on
https://cran.r-project.org/web/checks/check_results_admiral.html.
Apparently your package fails its checks in a strict Latin-1* locale,
e.g. under Linux using LANG=en_US.iso88591 (see the debian-clang
results).
Please correct before 2022-10-11 to safely retain your package on CRAN.
Best,
-k

Here's the part that throws an error:
checking tests ... [71s/85s] ERROR
  Running 'testthat.R' [71s/85s]
Running the tests in 'tests/testthat.R' failed.
Complete output:
  > library(testthat)
  > library(admiral)
  >
  > test_check("admiral")
  [1] "N" "Y" NA
  [ FAIL 1 | WARN 1 | SKIP 0 | PASS 497 ]

  == Failed tests ================================================================
  -- Failure (test-user_helpers.R:71:3): `adam_templates` objects are printed as intended: some templates --
  capture.output(print(templates)) not identical to `expected_print_output`.
  2/3 mismatches
  x[2]: "<U+2022> ADAE"
  y[2]: "<U+2022> ADAE"

  x[3]: "<U+2022> ADSL"
  y[3]: "<U+2022> ADSL"

  [ FAIL 1 | WARN 1 | SKIP 0 | PASS 497 ]
  Error: Test failures
  Execution halted

So they don't like these bullet points?

Simplest solution is we just remove the bullet points

So they don't like these bullet points?

At least with that specific encoding it leads to strange errors...

Simplest solution is we just remove the bullet points

Let's at least add a - instead of the bullet point.

Umm....so the test has the actual bullet point in it rather than the code that makes it

Then I'd try to use the code instead.

@cicdguy So we just got dinged from CRAN for this locale issue.  Is there a way for us to check if the package installs with Linux using LANG=en_US.iso88591 (see the debian-clang results)?   Thinking this might go along with our Windows and Mac release check once we get those set up.

@cicdguy So we just got dinged from CRAN for this locale issue. Is there a way for us to check if the package installs with Linux using LANG=en_US.iso88591 (see the debian-clang results)? Thinking this might go along with our Windows and Mac release check once we get those set up.

To really get close to CRAN-like testing is to emulate tests on all their compute systems: https://cran.r-project.org/web/checks/check_flavors.html
The first one on the list, which is where the error occurs, is a Debian 11 instance with the locale set to en_US.iso88591 (see the LC_TYPE config).
So not only would you need a Debian 11 instance, but you'll also need to install the en_US language pack and need to set the locale to the iso88591 flavor of the locale.
You're talking custom runners or a Docker image with these specs, which is a whole new world of pain.

Bottomline - let the CRAN maintainers do their thing with their machines. This feedback loop from CRAN is imminent as they have compute systems that aren't necessarily cheap, nor easy to acquire.

@bms63 Wow! Gotta love that list!
So ... is there a way to do a "draft" trigger of all of those CRAN tests and get the feedback? Kind of like we can do a draft PR to trigger our own GitHub tests without submitting the PR?

@bms63 Wow! Gotta love that list!
So ... is there a way to do a "draft" trigger of all of those CRAN tests and get the feedback? Kind of like we can do a draft PR to trigger our own GitHub tests without submitting the PR?

Good question. There should be a way to do this for release candidates, right @thomas-neitmann?

Ok, so this could mean that CRAN is changing something on their side, system-wise, and it could lead to some issues for packages on the new/updated system?

I mentioned my concerns to @rossfarrugia about CRAN having the ability to de-platform admiral to enforce fixes which may not fit our support schedule and available resources. He thinks it may not be a problem due to companies storing admiral locally vs on CRAN.
It still makes me nervous. What if CRAN sends out a similar email on Dec 5 with a cutoff date of Dec 19 for fixes to be made? And, due to end of year shutdown/vacations, it takes until Jan 30 to make those fixes? Does that mean any new users who would like to install admiral may not be able to get it from CRAN during the period of Dec 20 - Jan 30?

Does that mean any new users who would like to install admiral may not be able to get it from CRAN during the period of Dec 20 - Jan 30?

They should be able to install directly from GitHub (since the main branch has the current stable version) if it gets thrown out of CRAN.

There is definitely a risk. Especially because there is only one maintainer. If he is on vacation when the CRAN sends the e-mail, nobody notice the issue until the the package is archived. Unfortunately, CRAN requires a single maintainer.
However, as Dinakar pointed out, users can install the package from other sources.
Maybe we should extend the installation instructions to "The package is available from CRAN and can be installed by running install.packages("admiral") or can be installed from github by calling remotes::install_github("pharmaverse/admiral", ref = "main")

I mentioned my concerns to @rossfarrugia about CRAN having the ability to de-platform admiral to enforce fixes which may not fit our support schedule and available resources. He thinks it may not be a problem due to companies storing admiral locally vs on CRAN.
It still makes me nervous. What if CRAN sends out a similar email on Dec 5 with a cutoff date of Dec 19 for fixes to be made? And, due to end of year shutdown/vacations, it takes until Jan 30 to make those fixes? Does that mean any new users who would like to install admiral may not be able to get it from CRAN during the period of Dec 20 - Jan 30?

GSK would not have this issue of not being able to use admiral as we have RStudio Package Managers that has a snapshots of the packages taken almost everyday.
I think remotes::install_github("pharmaverse/admiral", ref = "main") is a nice suggestion if folks can access CRAN for some reason.  However, I feel like if a person can't access CRAN then they probably can't access GitHub either.

I think most pharma companies will have similar setups over time Ben so at worst this might be a minor inconvenience for some individual users who have to install from github for a time instead of CRAN. Not much else we can do besides adding the github installation instructions to README as Stefan suggested, and then when we do get such hotfixes requested we prioritise them. Every package on CRAN has same risk, and vast majority are far less well resourced than admiral.

I think we should not exagerate the impact of this problem. As mentioned already even in case the package would get kicked off CRAN (which is very unlikely given how many people are involved with this project) there's more than one alternative way to install the package. I agree that we should mention these alternative installation methods in the README.
The only real issue I see is that I as the maintainer was the only one that got the email from CRAN. If I'd be ooo for the allocated time to fix the issue and don't look into my emails we might miss the notification. However, the results of the checks CRAN runs are publicly available on this URL and updated whenever the checks are run. We could create a GitHub action with a cron job that runs every day, scraps the table on the website and if it finds the "ERROR" keyword opens an issue on our repo. That way everyone who has notifications turned on would be notified.

@thomas-neitmann , I like the idea of the github action. Could we add it to admiralci? Then it is available for all admiral packages.

@bundfussr Yes, this should be part of admiralci!
The code to get this working is suprisingly simple.
library(rvest)

pkg <- "admiral"
url <- sprintf("https://cran.r-project.org/web/checks/check_results_%s.html", pkg)

checks <- url %>%
  read_html() %>%
  html_element("table") %>%
  html_table()

if (any(checks$Status == "ERROR")) {
  stop("One or more CRAN checks resulted in an error")
}

@cicdguy We'd just need a way to dynamically populate the pkg variable inside the workflow and add some magic to open an issue if an error is thrown.

This is fixed with latest release - although we have more headaches to chase...


onChange returns old value if used with value prop

Description
Title. It worked before in 1.0.8.
CodeSandbox
https://codesandbox.io/s/goofy-raman-znv2t

Looks like a regression from https://github.com/zillow/react-slider/commit/904e927bba111820f87726ee09f4890fc4004ba9 -- looking into it.

It looks like getDerivedStateFromProps is removing our state change before onChange is called with the new value.

The PR needs some more thought -- going to revert the commit for now until the PR can get some more time.

<EMAIL_ADDRESS>

<EMAIL_ADDRESS>


Destroy container in finish only if there is any

Otherwise the finally clause under Plan.go() hides exceptions
which happen before the container is created.

Thanks.


Add docs for the usage of Suspense in RRv6

Not sure if additions to the docs are already wanted, but I created a file for the usage of Suspense within RR v6.

Does this work with useTransition ? Will the render be correctly deffered if for example navigate is wrapped in startTransition?

@wadamek65 I tried it myself and yes, it works: https://codesandbox.io/s/wizardly-sutherland-ruyzh?file=/src/App.js

Oh wow you're right, I must've done something wrong when I experimented with it before. This is a great example and I would love to see it in the docs too (I think a lot of people would benefit)!


Get resume login working

blocked until there is actually user data in the database (with email address)


[Internal]  Query:  Fixes and enables hybrid search tests, configures pipeline to use internal emulator

Description
This PR modified the emulator setup to use the internal emulator build, and sets queryEnableFullText to true so that we can test full text search
It also enables some full-text-search-related tests

It's not clear why following tests were marked as ignore in Debdatta's earlier pr (I don't see Full-Text dependency but I may be missing something). Can you please double check? @kundadebdatta in case he knows:
CosmosContainerSettingsTests.DefaultIndexingPolicySameAsDocumentCollection
SettingsContractTests.ContainerV2CompatTest


Better upgrade path

I'm building something using this webpack template.  I started maybe 4 months ago, and decided to try to upgrade my Vue.js webpack template files.  It's turning out to be a very manual process.  It would be good if "core" files were kept separate from files that are likely to be modified.  I realize this is a template, and so, by definition, it is supposed to be changed by the user.  But, for example, the user is likely not to change the build/ dir, but likely to make many changes in src/.
I don't have any easy solutions, I'm just thinking out loud here.  But if the templates could be somehow designed to help ease this upgrade process, that would be good.

I've been thinking about that problem, but we do actually have a significant number of people changing files in the build directory. For example, I always add a prerendering step. Sainsbury's process is different enough that they maintain a separate template and pick and choose updates from the main one. I've toyed with a few potential solutions, but all of them so far come with significant drawbacks.
Rest assured, this is something we're thinking about!

Rough idea is extracting the core configuration into an npm package, and allow users to override certain sections in the template. This is not easy though, due to how complex the config for this template has become.

Closing to consolidate future discussion into this new issue.

Sorry if this is a silly question, but what is the currently recommended path for upgrading? My plan was to just create an empty project and then manually diff the files with my current project.

That sounds like a workable plan. 👍 It's similar to what I do. I diff my non-source files with my initial commit, so I can see any customizations I've made to the build, then make those sank even modifications to a new project if necessary and copy over my source files.

https://github.com/vuejs/vue-cli/issues/589This will be resolved with vue-cli v3, please follow the kick-off discussion here:


Fix the build

A function's side effects may make it useful as a callback regardless of its return type. setTimeout and setInterval should admit such functions.

Fixed by a recent commit (https://github.com/facebook/flow/commit/5fc417c22bb163207eda2a7c475686844c4a2270)


Add new options for selecting persistence module to load

Breaking up https://github.com/stargate/stargate/issues/768 one of the tasks is to add new options for selecting which persistence module to use. For backwards compatibility we don't want to break the current method of --dse flag with --cluster-version but we also want to add another option.
I see at leaset two ways we can go about this. One is to add two new flags --type and change --cluster-version to not require a number. In this case --type would be DSE, Cassandra, ... and --cluster-version would remain like it is today. We could then use these two flags to decide which jar to load. The other way is to add another flag like --persistence or --backend which will have a value matching the second half of the jar name. For our current persistence modules the possible values would be persistence-cassandra-3.11, persistence-cassandra-4.0, and persistence-dse-6.8.
Going with the second option would mean only one flag would be required on startup but the first option could be easier in terms of what value to provide the flag by avoiding issues with dashes and such.

this has been addressed in v2.1


Do not union on .menu.Sections (fixes #163)

This should fix #163, which happens at least under Hugo 0.59.1.

Is seems like this is not necessary anymore with the latest theme update and Hugo 0.67.0.


IllustrationList and Items

Components

<IllustrationList>
<IllustrationItem>

<IlloImage>

<RenamePopup>

Changes

<NewIllustration>

Added functionality
Added child <InputBox>

Expected
There are essentially 4 different versions of an illustration item, depending on whether it has a fallback image generated and whether it is in the archive. Items in the archive cannot be interacted with.
What's missing

Full fallback image compatibility. We need to confirm the various mechanisms by which the image is created/stored.
There will be two URLs depending on whether it is a remote image file https://{BUCKET_URL}/{PATH_ON_S3}.png or a local image file asset://localhost/{PATH_TO_FILE}.png.

Known bugs

Renaming a project causes a state-management bug. Renaming the project folder works, but causes an error to be thrown with Artisan gets confused on what the "selected project" is because the old one suddenly "disappears". However, the newly renamed project will appear in the sidebar and can be selected to "fix" the bug.

Errors not letting me test this.

Steps to reproduce

Reinitialize
Create project
See error

Still seeing errors. To clarify, here's what my settings looks like
{
	"author-name": "Polly Politico",
	"preferred-port": "8765",
	"projects": ["new-project"],
	"author-email"<EMAIL_ADDRESS>	"working-directory": "/Users/abriz/Artisan"
}

{
	"new-project": {
		"illustrations": [],
		"isPublished": false,
		"isUploaded": false,
		"lastUploaded": null,
		"name": "New Project",
		"slug": "new-project"
	}
}


[core] Add latestSnapshotId to Table

Purpose

API users have requirement to take a look to latest snapshot id. And maybe use scan.snapshot-id to read data with idempotent.

Tests

API and Format

Add Table.latestSnapshotId public interface.
Documentation

+1


Update credits to be accurate

Added everyone* that has contributor role to credits
*I couldn't find the GitHub of Some1#3384 and idk if they're a repo or feature contributor so I couldn't add them, if anyone can could tell me so I can add them that would be great

:bruh: some1 has his github linked but it doesn't look like ever contributed anything https://github.com/Some1sm as far as I can remember he had contrib role from when I first joined the server.
also I've done like 10 commits to the repo, I wouldn't personally add me


FV tests for k8s backend + switch to semaphore

I'll remove the CircleCI hook once this PR is merged.  For now, just ignore the Circle CI failures (all should pass on Semaphore)
Semaphore is needed since we run the kubelet as a privileged container.

A few nits / typos, otherwise looks good to me.
I'm not best qualified to review the manifests though.
One question about the change to the ApiConfig field name - any reason we aren't updating the JSON field name?  It feels to me like we should.


error when deleting all todos of  a file

When trying to delete all todos of a file there is an error:
this.prompt not a function

Seems to be fixed in new version.


The Hammond box is a bit tight for upright antenna

The suggested hammond box is a bit tight to get the antenna oriented upright: https://www.elfadistrelec.no/en/watertight-enclosure-smoked-lid-polycarbonate-120x120x80mm-clear-light-grey-hammond-1554p2gycl/p/30100709?q=&pos=2&origPos=52&origPageSize=50&track=true

@benoitLD

Yes, the RND box is a bit better. But note that it is not critical that the antenna is pointing completely upwards; 50 degrees upwards is fine enough :) .

I will update the documentation

:+1: probably worth keeping it 90deg in the first place, if it can be easily fixed with a higher box. a bit more margin.


  There were about 125 errors, and creating a method with
no variable arguments fixes the errors.  This was eclipse 4.2.2 and java
1.7.  There was a JDK bug that caused this and an eclipse fix if you want to modify the ecliipse.ini, but this
fixes the code.

thanks for the contribution, but I think this was already addressed.


SelfTest extension for testsuitesmanagement

SelfTest for testsuitesmanagement shall be extended

SelfTest is continuosely extended

Self test adapted to 0.13.1 with: https://github.com/test-fullautomation/robotframework-testsuitesmanagement/pull/303


Unable to load example project for UE5.1

When I try to run the Project Acoustics Example Project for Unreal Engine 5.1 (v2022.1 11/30/2022) I receive the following error message:
"Missing AcousticsGameUE51 Moules
The following modules are missing or built wit a different engine version:
AcousticsGameUE51
Would you like to build them now"
Perhaps needless to say but rebuilding the modules won't work.

@pietjaakko I just checked on my PC and noticed that same thing.  It appears that I had an outdated .NET runtime installed on my machine so I grabbed a 6.0 version from https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/sdk-6.0.404-windows-x64-installer and now the project is loading again.  I still needed to rebuild components when launching the project and once that was done, I was able to use the sample project.
You must install or update .NET to run this application.

App: C:\Program Files\Epic Games\UE_5.1\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll
Architecture: x64
Framework: 'Microsoft.NETCore.App', version '6.0.0' (x64)
.NET location: C:\Program Files\dotnet\

The following frameworks were found:
  3.1.32 at [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
  5.0.9 at [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]

@NoelCross Thank you very much for your quick solution.
I installed the .NET runtime from the link but still receive the same error messages. ("AcousticsGameUE51 could not be compiled. Try rebuilding from source manually.")
You are referring to this "Rebuilding from source manually" with you having to rebuild components?
I apologize for these perhaps elementary level questions, but all of this is way above my skill level.

@pietjaakko in order to better understand what is going on, please send a copy of the latest log file in the Saved\Logs folder of your project.  This should give us more information about what is going wrong during the compilation process.  Thanks!

@NoelCross Sure, here you are. Thank you!

Log file open, 12/28/22 16:13:43
LogConfig: Display: Loading VulkanPC ini files took 0.02 seconds
LogConfig: Display: Loading IOS ini files took 0.02 seconds
LogConfig: Display: Loading HoloLens ini files took 0.02 seconds
LogConfig: Display: Loading Mac ini files took 0.02 seconds
LogConfig: Display: Loading Android ini files took 0.03 seconds
LogConfig: Display: Loading Windows ini files took 0.03 seconds
LogConfig: Display: Loading Unix ini files took 0.03 seconds
LogConfig: Display: Loading TVOS ini files took 0.03 seconds
LogConfig: Display: Loading LinuxArm64 ini files took 0.03 seconds
LogConfig: Display: Loading Linux ini files took 0.03 seconds
LogPluginManager: Mounting Engine plugin Bridge
LogPluginManager: Mounting Engine plugin FastBuildController
LogPluginManager: Mounting Engine plugin EnhancedInput
LogPluginManager: Mounting Engine plugin MeshPainting
LogPluginManager: Mounting Engine plugin XGEController
LogPluginManager: Mounting Engine plugin TraceUtilities
LogPluginManager: Mounting Engine plugin Paper2D
LogPluginManager: Mounting Engine plugin ChaosNiagara
LogPluginManager: Mounting Engine plugin ChaosEditor
LogPluginManager: Mounting Engine plugin AutomationUtils
LogPluginManager: Mounting Engine plugin ChaosCaching
LogPluginManager: Mounting Engine plugin ChaosCloth
LogPluginManager: Mounting Engine plugin BackChannel
LogPluginManager: Mounting Engine plugin ChaosClothEditor
LogPluginManager: Mounting Engine plugin CharacterAI
LogPluginManager: Mounting Engine plugin ChaosSolverPlugin
LogPluginManager: Mounting Engine plugin Dataflow
LogPluginManager: Mounting Engine plugin GeometryFlow
LogPluginManager: Mounting Engine plugin MeshModelingToolsetExp
LogPluginManager: Mounting Engine plugin Iris
LogPluginManager: Mounting Engine plugin FullBodyIK
LogPluginManager: Mounting Engine plugin GeometryCollectionPlugin
LogPluginManager: Mounting Engine plugin PlanarCut
LogPluginManager: Mounting Engine plugin MeshLODToolset
LogPluginManager: Mounting Engine plugin ChaosUserDataPT
LogPluginManager: Mounting Engine plugin PlatformCrypto
LogPluginManager: Mounting Engine plugin PythonScriptPlugin
LogPluginManager: Mounting Engine plugin OpenImageDenoise
LogPluginManager: Mounting Engine plugin UVEditor
LogPluginManager: Mounting Engine plugin ProxyLODPlugin
LogPluginManager: Mounting Engine plugin EnvironmentQueryEditor
LogPluginManager: Mounting Engine plugin AISupport
LogPluginManager: Mounting Engine plugin SkeletalReduction
LogPluginManager: Mounting Engine plugin AnimationModifierLibrary
LogPluginManager: Mounting Engine plugin BlendSpaceMotionAnalysis
LogPluginManager: Mounting Engine plugin AndroidMedia
LogPluginManager: Mounting Engine plugin ControlRigSpline
LogPluginManager: Mounting Engine plugin IKRig
LogPluginManager: Mounting Engine plugin ImgMedia
LogPluginManager: Mounting Engine plugin MediaPlate
LogPluginManager: Mounting Engine plugin AvfMedia
LogPluginManager: Mounting Engine plugin WmfMedia
LogPluginManager: Mounting Engine plugin ControlRig
LogPluginManager: Mounting Engine plugin Niagara
LogPluginManager: Mounting Engine plugin Interchange
LogPluginManager: Found config from plugin[Interchange] Game
LogPluginManager: Mounting Engine plugin MediaCompositing
LogPluginManager: Mounting Engine plugin AndroidFileServer
LogPluginManager: Mounting Engine plugin InterchangeEditor
LogPluginManager: Mounting Engine plugin ActorLayerUtilities
LogPluginManager: Mounting Engine plugin MediaPlayerEditor
LogPluginManager: Mounting Engine plugin Takes
LogPluginManager: Mounting Engine plugin AppleMoviePlayer
LogPluginManager: Mounting Engine plugin AssetTags
LogPluginManager: Mounting Engine plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting Engine plugin AudioCapture
LogPluginManager: Mounting Engine plugin AndroidPermission
LogPluginManager: Mounting Engine plugin WebMMedia
LogPluginManager: Mounting Engine plugin AppleImageUtils
LogPluginManager: Mounting Engine plugin CustomMeshComponent
LogPluginManager: Mounting Engine plugin ArchVisCharacter
LogPluginManager: Mounting Engine plugin AndroidMoviePlayer
LogPluginManager: Mounting Engine plugin ChunkDownloader
LogPluginManager: Mounting Engine plugin AudioWidgets
LogPluginManager: Mounting Engine plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting Engine plugin GeometryProcessing
LogPluginManager: Mounting Engine plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting Engine plugin IOSDeviceProfileSelector
LogPluginManager: Mounting Engine plugin InputDebugging
LogPluginManager: Mounting Engine plugin GooglePAD
LogPluginManager: Mounting Engine plugin LocationServicesBPLibrary
LogPluginManager: Mounting Engine plugin GoogleCloudMessaging
LogPluginManager: Mounting Engine plugin MeshModelingToolset
LogPluginManager: Mounting Engine plugin Metasound
LogPluginManager: Mounting Engine plugin CableComponent
LogPluginManager: Mounting Engine plugin HoudiniEngine
LogPluginManager: Mounting Engine plugin GeometryCache
LogPluginManager: Mounting Engine plugin MobilePatchingUtils
LogPluginManager: Mounting Engine plugin AudioSynesthesia
LogPluginManager: Mounting Engine plugin Synthesis
LogPluginManager: Mounting Engine plugin WindowsDeviceProfileSelector
LogPluginManager: Mounting Engine plugin WebMMoviePlayer
LogPluginManager: Mounting Engine plugin ProceduralMeshComponent
LogPluginManager: Mounting Engine plugin PropertyAccessEditor
LogPluginManager: Mounting Engine plugin WaveTable
LogPluginManager: Mounting Engine plugin SignificanceManager
LogPluginManager: Mounting Engine plugin SoundFields
LogPluginManager: Mounting Engine plugin WindowsMoviePlayer
LogPluginManager: Mounting Engine plugin CameraShakePreviewer
LogPluginManager: Mounting Engine plugin BlueprintHeaderView
LogPluginManager: Mounting Engine plugin CryptoKeys
LogPluginManager: Mounting Engine plugin CurveEditorTools
LogPluginManager: Mounting Engine plugin FacialAnimation
LogPluginManager: Mounting Engine plugin GLTFImporter
LogPluginManager: Mounting Engine plugin GeometryMode
LogPluginManager: Mounting Engine plugin EditorDebugTools
LogPluginManager: Mounting Engine plugin EditorScriptingUtilities
LogPluginManager: Mounting Engine plugin DataValidation
LogPluginManager: Mounting Engine plugin ProjectAcoustics
LogPluginManager: Mounting Engine plugin GameplayCameras
LogPluginManager: Mounting Engine plugin ModelingToolsEditorMode
LogPluginManager: Mounting Engine plugin AssetManagerEditor
LogPluginManager: Mounting Engine plugin MaterialAnalyzer
LogPluginManager: Mounting Engine plugin UdpMessaging
LogPluginManager: Mounting Engine plugin SequencerAnimTools
LogPluginManager: Mounting Engine plugin MacGraphicsSwitching
LogPluginManager: Mounting Engine plugin MobileLauncherProfileWizard
LogPluginManager: Mounting Engine plugin WorldPartitionHLODUtilities
LogPluginManager: Mounting Engine plugin GameplayTagsEditor
LogPluginManager: Mounting Engine plugin SpeedTreeImporter
LogPluginManager: Mounting Engine plugin PluginBrowser
LogPluginManager: Mounting Engine plugin StylusInput
LogPluginManager: Mounting Engine plugin OnlineServices
LogPluginManager: Mounting Engine plugin OnlineBase
LogPluginManager: Mounting Engine plugin TcpMessaging
LogPluginManager: Mounting Engine plugin LauncherChunkInstaller
LogPluginManager: Mounting Engine plugin OnlineSubsystem
LogPluginManager: Mounting Engine plugin AlembicImporter
LogPluginManager: Mounting Engine plugin OodleNetwork
LogPluginManager: Mounting Engine plugin OnlineSubsystemUtils
LogPluginManager: Mounting Engine plugin GLTFExporter
LogPluginManager: Mounting Engine plugin VariantManager
LogPluginManager: Mounting Engine plugin DatasmithContent
LogPluginManager: Mounting Engine plugin OnlineSubsystemNull
LogPluginManager: Mounting Engine plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting Engine plugin CLionSourceCodeAccess
LogPluginManager: Mounting Engine plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting Engine plugin PixWinPlugin
LogPluginManager: Mounting Engine plugin PlasticSourceControl
LogPluginManager: Mounting Engine plugin NullSourceCodeAccess
LogPluginManager: Mounting Engine plugin GitSourceControl
LogPluginManager: Mounting Engine plugin TraceDataFilters
LogPluginManager: Mounting Engine plugin DumpGPUServices
LogPluginManager: Mounting Engine plugin RiderSourceCodeAccess
LogPluginManager: Mounting Engine plugin PropertyAccessNode
LogPluginManager: Mounting Engine plugin TextureFormatOodle
LogPluginManager: Mounting Engine plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting Engine plugin PerforceSourceControl
LogPluginManager: Mounting Engine plugin UObjectPlugin
LogPluginManager: Mounting Engine plugin VariantManagerContent
LogPluginManager: Mounting Engine plugin SubversionSourceControl
LogPluginManager: Mounting Engine plugin PluginUtils
LogPluginManager: Mounting Engine plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting Engine plugin AnimationSharing
LogPluginManager: Mounting Engine plugin XCodeSourceCodeAccess
LogPluginManager: Mounting Engine plugin InterchangeTests
LogPluginManager: Mounting Engine plugin ActorSequence
LogPluginManager: Mounting Engine plugin LevelSequenceEditor
LogPluginManager: Mounting Engine plugin TemplateSequence
LogPluginManager: Mounting Engine plugin SequencerScripting
LogPluginManager: Mounting Engine plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting Engine plugin LightMixer
LogPluginManager: Mounting Engine plugin ContentBrowserClassDataSource
LogPluginManager: Mounting Engine plugin ObjectMixer
LogPluginManager: Mounting Engine plugin ContentBrowserAssetDataSource
LogPluginManager: Mounting Engine plugin ContentBrowserFileDataSource
LogPluginManager: Mounting Engine plugin OnlineSubsystemIOS
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Bridge/Content/' mounted to '/Bridge/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/2D/Paper2D/Content/' mounted to '/Paper2D/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/ChaosNiagara/Content/' mounted to '/ChaosNiagara/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/ChaosCaching/Content/' mounted to '/ChaosCaching/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/ChaosClothEditor/Content/' mounted to '/ChaosClothEditor/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/ChaosSolverPlugin/Content/' mounted to '/ChaosSolverPlugin/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/Dataflow/Content/' mounted to '/Dataflow/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/GeometryFlow/Content/' mounted to '/GeometryFlow/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/MeshModelingToolsetExp/Content/' mounted to '/MeshModelingToolsetExp/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/FullBodyIK/Content/' mounted to '/FullBodyIK/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/GeometryCollectionPlugin/Content/' mounted to '/GeometryCollectionPlugin/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/MeshLODToolset/Content/' mounted to '/MeshLODToolset/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/PythonScriptPlugin/Content/' mounted to '/PythonScriptPlugin/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/UVEditor/Content/' mounted to '/UVEditor/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Animation/ControlRigSpline/Content/' mounted to '/ControlRigSpline/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Animation/IKRig/Content/' mounted to '/IKRig/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Media/MediaPlate/Content/' mounted to '/MediaPlate/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Animation/ControlRig/Content/' mounted to '/ControlRig/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/FX/Niagara/Content/' mounted to '/Niagara/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Interchange/Runtime/Content/' mounted to '/Interchange/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Media/MediaCompositing/Content/' mounted to '/MediaCompositing/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/VirtualProduction/Takes/Content/' mounted to '/Takes/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/AudioWidgets/Content/' mounted to '/AudioWidgets/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/GeometryProcessing/Content/' mounted to '/GeometryProcessing/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/MeshModelingToolset/Content/' mounted to '/MeshModelingToolset/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/Metasound/Content/' mounted to '/Metasound/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/HoudiniEngine/Content/' mounted to '/HoudiniEngine/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/AudioSynesthesia/Content/' mounted to '/AudioSynesthesia/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/Synthesis/Content/' mounted to '/Synthesis/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/WaveTable/Content/' mounted to '/WaveTable/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/BlueprintHeaderView/Content/' mounted to '/BlueprintHeaderView/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/GLTFImporter/Content/' mounted to '/GLTFImporter/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/GeometryMode/Content/' mounted to '/GeometryMode/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Marketplace/ProjectAcousticsNative/Content/' mounted to '/ProjectAcoustics/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/ModelingToolsEditorMode/Content/' mounted to '/ModelingToolsEditorMode/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/SpeedTreeImporter/Content/' mounted to '/SpeedTreeImporter/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Enterprise/GLTFExporter/Content/' mounted to '/GLTFExporter/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Enterprise/DatasmithContent/Content/' mounted to '/DatasmithContent/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Developer/AnimationSharing/Content/' mounted to '/AnimationSharing/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/MovieScene/SequencerScripting/Content/' mounted to '/SequencerScripting/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/ObjectMixer/LightMixer/Content/' mounted to '/LightMixer/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/ObjectMixer/ObjectMixer/Content/' mounted to '/ObjectMixer/'
SourceControl: Source control is disabled
SourceControl: Source control is disabled
LogInit: Warning: Incompatible or missing module: AcousticsGameUE51
Running C:/Program Files/Epic Games/UE_5.1/Engine/Build/BatchFiles/Build.bat Development Win64 -Project="C:/Users/jaakk/Desktop/AcousticsGameUE51/AcousticsGameUE51.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Running UnrealBuildTool: dotnet "....\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Development Win64 -Project="C:/Users/jaakk/Desktop/AcousticsGameUE51/AcousticsGameUE51.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Log file: C:\Users\jaakk\AppData\Local\UnrealBuildTool\Log.txt
Error while enumerating Visual Studio toolchains
LogInit: Warning: Still incompatible or missing module: AcousticsGameUE51
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.

Log file closed, 12/28/22 16:14:37

@pietjaakko it appears that Unreal Engine is not able to find a valid version of Visual Studio installed on your machine.  You'll need to have at least VS2019 or preferably VS2022 installed in order to build the project.
Running C:/Program Files/Epic Games/UE_5.1/Engine/Build/BatchFiles/Build.bat Development Win64 -Project="C:/Users/jaakk/Desktop/AcousticsGameUE51/AcousticsGameUE51.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Running UnrealBuildTool: dotnet "....\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Development Win64 -Project="C:/Users/jaakk/Desktop/AcousticsGameUE51/AcousticsGameUE51.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Log file: C:\Users\jaakk\AppData\Local\UnrealBuildTool\Log.txt
Error while enumerating Visual Studio toolchains
LogInit: Warning: Still incompatible or missing module: AcousticsGameUE51
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.

I'm not sure if you shared text from C:\Users\jaakk\AppData\Local\UnrealBuildTool\Log.txt, but this file also may contain clues about what's blocking the project from building.

@NoelCross I updated Visual Studio to VS2022 (with the Workloads selected according to the UE5.1 Documentation). Now I can see that the log file does not state the Error regarding VS toolchains, yet wile still not opening.
I included below the following logs:

Project saved/logs/AcousticsGameUE51.log
C:\Users\jaakk\AppData\Local\UnrealBuildTool\Log.txt

AcousticsGameUE51.log
Log.txt

@pietjaakko Now it appears that you are having a problem with building the HoudiniEngine plugin.  Perhaps you need to disable this plugin or upgrade to a new version of the plugin in the Epic Games Launcher to get past this problem.
Enabling plugin 'HoudiniEngine' (referenced via default plugins)
Expecting to find a type to be declared in a module rules named 'HoudiniEngine' in UE5Rules, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=null.  This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
BuildException: Expecting to find a type to be declared in a module rules named 'HoudiniEngine' in UE5Rules, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=null.  This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 462
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 394
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 394
   at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 394
   at UnrealBuildTool.UEBuildTarget.CreateModuleRulesAndSetDefaults(String ModuleName, String ReferenceChain, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4333
   at UnrealBuildTool.UEBuildTarget.FindOrCreateModuleByName(String ModuleName, String ReferenceChain, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4457
   at UnrealBuildTool.UEBuildTarget.FindOrCreateCppModuleByName(String ModuleName, String ReferenceChain, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4580
   at UnrealBuildTool.UEBuildTarget.AddPlugin(PluginReferenceDescriptor Reference, String ReferenceChain, String[] ExcludeFolders, Dictionary`2 NameToInstance, Dictionary`2 NameToInfos, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3670
   at UnrealBuildTool.UEBuildTarget.SetupPlugins(ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3490
   at UnrealBuildTool.UEBuildTarget.PreBuildSetup(ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2677
   at UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bForceRulesCompile, Boolean bUsePrecompiled, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 857
   at UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 741
   at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 275
   at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 242
   at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in C:\Program Files\Epic Games\UE_5.1\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 648

@NoelCross Thanks a lot for looking into this with such care! Updating to latest HoudiniEngine plugin didn't help but disabling it temporarily did the trick. After launching and saving it I was able to reactivate HoudiniEngine and even launch a HE session without issues.

I need help when i try to create a ue5 template using c++ I get this : An error occurred while trying to generate project files.
Running C:/Program Files/Epic Games/UE_5.1/Engine/Build/BatchFiles/Build.bat  -projectfiles -project="C:/Users/yee/Documents/Unreal Projects/MyProject2/MyProject2.uproject" -game -rocket -progress
Running UnrealBuildTool: dotnet "....\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -projectfiles -project="C:/Users/yee/Documents/Unreal Projects/MyProject2/MyProject2.uproject" -game -rocket -progress
'dotnet' is not recognized as an internal or external command,
operable program or batch file.

@victo577 it appears that you are missing the dotnet runtime which is a requirement for building UE5 projects using C++.  Try installing the latest .NET runtime from https://dotnet.microsoft.com/en-us/download/dotnet and see if your able to get further.


Add docker copy custom component

Description
Please briefly explain the changes you made.
Pull request type
Please check what kind of PR this is:

[ ] Fix or improvement of an existing page
[ ] New documentation page, release related

Related PRs and issues
PR this doc page is related to:
(especially necessary if the PR is related to a release)
Closes:
(paste the link to the issue it closes)
Checklist:

[ ] Check all content with Grammarly
[ ] Perform a self-review of my code
[ ] Make corresponding changes to the rest of the documentation (consult with the DX team)
[ ] The build passes locally
[ ] My changes generate no new warnings or errors
[ ] Add a corresponding label
[ ] If release-related, add a product and version label
[ ] If release-related, add release note on product PR

@kgolubic, please add the CodeSnippet component to other places where needed. Thanks! 🙏

@katarinasupe I think that I've managed to cover all relevant pages.


[DSF-7703] ADA Timeout - logout announcement

Changelog
Added a timer to announce a warning 30 seconds before logout

We will handle this by https://github.com/claritymoney/xcore/pull/9


Upgrade to support Bazel's ios_dynamic_framework

System information
MacOS 12.0.1
Mediapipe v0.8.8

MediaPipe Solution:
Programming language : C++/typescript/Python/Objective C/Android Java
Are you willing to contribute it: No

Support for generating dynamic iOS frameworks has been recently released by Bazel in release 0.30.0.
Mediapipe is still using v0.19.0 of build_hazel_rules_apple
Using release 0.30.0 would need upgrade of Bazel (probably to v4.0.0).
I tried to upgrade manually, but it generated some errors. Seems that some code has to be modified accordingly.

Hi @emad-eldeen, Could you please provide the errors to understand the issue with complete details. Thanks!

Edit mediapipe/mediapipe/examples/ios/handtrackinggpu/BUILD as follows:
load(
    "@build_bazel_rules_apple//apple:ios.bzl",
    "ios_application",
    "ios_dynamic_framework"
)
ios_dynamic_framework(
    name = "HandTracker",
    hdrs = [
        "HandTrackingViewController.h",
    ],
    infoplists = ["Info.plist"],
    bundle_id = "ca.dev.HandTrackerF",
    families = ["iphone", "ipad"],
    minimum_os_version = "10.0",
    deps = [
        ":HandTrackingGpuAppLibrary",
        "@ios_opencv//:OpencvFramework",
    ],
)

Then run the command:
bazel build mediapipe/examples/ios/handtrackinggpu:HandTracker
The following error appears:
Starting local Bazel server and connecting to it...
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_absl' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_protobuf' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_googletest' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_github_gflags_gflags' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_rules_apple' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_rules_swift' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_apple_support' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'bazel_skylib' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'pybind11' because it already exists.
ERROR: Skipping 'mediapipe/examples/ios/handtrackinggp:HandTracker': no such package 'mediapipe/examples/ios/handtrackinggp': BUILD file not found in any of the following directories. Add a BUILD file to a directory to mark it as a package.
 - /Users/emad/Downloads/mediapipe/mediapipe/examples/ios/handtrackinggp
WARNING: Target pattern parsing failed.
ERROR: no such package 'mediapipe/examples/ios/handtrackinggp': BUILD file not found in any of the following directories. Add a BUILD file to a directory to mark it as a package.
 - /Users/emad/Downloads/mediapipe/mediapipe/examples/ios/handtrackinggp
INFO: Elapsed time: 5.068s
INFO: 0 processes.
FAILED: Build did NOT complete successfully (0 packages loaded)
emad@Ernests-Mini mediapipe % bazel build mediapipe/examples/ios/handtrackinggpu:HandTracker
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_absl' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_protobuf' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_googletest' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_github_gflags_gflags' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_rules_apple' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_rules_swift' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_apple_support' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'bazel_skylib' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'pybind11' because it already exists.
ERROR: Traceback (most recent call last):
	File "/Users/emad/Downloads/mediapipe/mediapipe/examples/ios/handtrackinggpu/BUILD", line 18, column 6, in <toplevel>
		"ios_dynamic_framework"
Error: file '@build_bazel_rules_apple//apple:ios.bzl' does not contain symbol 'ios_dynamic_framework' (did you mean 'ios_static_framework'?)
ERROR: Skipping 'mediapipe/examples/ios/handtrackinggpu:HandTracker': no such target '//mediapipe/examples/ios/handtrackinggpu:HandTracker': target 'HandTracker' not declared in package 'mediapipe/examples/ios/handtrackinggpu' defined by /Users/emad/Downloads/mediapipe/mediapipe/examples/ios/handtrackinggpu/BUILD
WARNING: Target pattern parsing failed.
ERROR: no such target '//mediapipe/examples/ios/handtrackinggpu:HandTracker': target 'HandTracker' not declared in package 'mediapipe/examples/ios/handtrackinggpu' defined by /Users/emad/Downloads/mediapipe/mediapipe/examples/ios/handtrackinggpu/BUILD
INFO: Elapsed time: 0.487s
INFO: 0 processes.
FAILED: Build did NOT complete successfully (1 packages loaded)

I tried updating build_bazel_rules_apple to v0.30 in WORKSPACE as follows:
# iOS basic build deps.

http_archive(
    name = "build_bazel_rules_apple",
    sha256 = "09423d57ace0fca1b84e19326dc9aadd42f2be52f1b5a15bc652d18c2c1dee71",
    url = "https://github.com/bazelbuild/rules_apple/releases/download/0.30.0/rules_apple.0.30.0.tar.gz",
    patches = [
        # Bypass checking ios unit test runner when building MP ios applications.
        "@//third_party:build_bazel_rules_apple_bypass_test_runner_check.diff"
    ],
    patch_args = [
        "-p1",
    ],
)

Building again generated this error:
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_absl' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_protobuf' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_googletest' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_github_gflags_gflags' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_rules_apple' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_rules_swift' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_apple_support' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'bazel_skylib' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'pybind11' because it already exists.
ERROR: /Users/emad/Downloads/mediapipe/mediapipe/examples/ios/handtrackinggpu/BUILD:36:22: in ios_dynamic_framework rule //mediapipe/examples/ios/handtrackinggpu:HandTracker:
Traceback (most recent call last):
	File "/private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/build_bazel_rules_apple/apple/internal/ios_rules.bzl", line 939, column 13, in _ios_dynamic_framework_impl
		fail(
Error in fail:     error: Swift dynamic frameworks expect a single swift_library dependency.

ERROR: Analysis of target '//mediapipe/examples/ios/handtrackinggpu:HandTracker' failed; build aborted: Analysis of target '//mediapipe/examples/ios/handtrackinggpu:HandTracker' failed
INFO: Elapsed time: 26.179s
INFO: 0 processes.
FAILED: Build did NOT complete successfully (162 packages loaded, 8012 targets configured)

I tried upgrading Bazel version in '.bazelversion' to 4.0.0, and built again. Got a different error:
Starting local Bazel server and connecting to it...
INFO: SHA256 (https://github.com/bazelbuild/rules_foreign_cc/archive/0.1.0.zip) = c2cdcf55ffaf49366725639e45dedd449b8c3fe22b54e31625eb80ce3a240f1e
DEBUG: Rule 'rules_foreign_cc' indicated that a canonical reproducible form can be obtained by modifying arguments sha256 = "c2cdcf55ffaf49366725639e45dedd449b8c3fe22b54e31625eb80ce3a240f1e"
DEBUG: Repository rules_foreign_cc instantiated at:
  /Users/emad/Downloads/mediapipe/WORKSPACE:42:13: in <toplevel>
Repository rule http_archive defined at:
  /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/bazel_tools/tools/build_defs/repo/http.bzl:336:31: in <toplevel>
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_absl' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_protobuf' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_google_googletest' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'com_github_gflags_gflags' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_rules_apple' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_rules_swift' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'build_bazel_apple_support' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'bazel_skylib' because it already exists.
DEBUG: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/org_tensorflow/third_party/repo.bzl:109:14:
Warning: skipping import of repository 'pybind11' because it already exists.
INFO: SHA256 (https://github.com/bazelbuild/rules_cc/archive/main.zip) =<PHONE_NUMBER>629e6377abdfd04681ddeeb0cc3db13b9d2ff81bf46700cb4529f7
DEBUG: Rule 'rules_cc' indicated that a canonical reproducible form can be obtained by modifying arguments sha256 = "3839996049629e6377abdfd04681ddeeb0cc3db13b9d2ff81bf46700cb4529f7"
DEBUG: Repository rules_cc instantiated at:
  /Users/emad/Downloads/mediapipe/WORKSPACE:36:13: in <toplevel>
Repository rule http_archive defined at:
  /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/bazel_tools/tools/build_defs/repo/http.bzl:336:31: in <toplevel>
ERROR: /private/var/tmp/_bazel_emad/79803779ddb89b27a6f4c1fb6458fb79/external/com_google_protobuf/BUILD:1009:21: in proto_lang_toolchain rule @com_google_protobuf//:cc_toolchain: '@com_google_protobuf//:cc_toolchain' does not have mandatory provider 'ProtoInfo'.
ERROR: Analysis of target '//mediapipe/examples/ios/handtrackinggpu:HandTracker' failed; build aborted: Analysis of target '@com_google_protobuf//:cc_toolchain' failed
INFO: Elapsed time: 39.445s
INFO: 0 processes.
FAILED: Build did NOT complete successfully (156 packages loaded, 4808 targets configured)

Hi @emad-eldeen, The recommended Bazel version is updated to 4.2.1.

Hi @emad-eldeen
Did you find a way to fix this issue? I got the same with bazel-rule:0.33
I'm new with bazel and I can't succeed to build neither a dynamic or xcframework.
My build is a copy of posetracking with some little changes:
NOTE: If I change for ios_framework, it is working as expected
# Copyright 2020 The MediaPipe Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
#      http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.

load(
    "@build_bazel_rules_apple//apple:ios.bzl",
    "ios_dynamic_framework",
)
load(
    "//mediapipe/examples/ios:bundle_id.bzl",
    "BUNDLE_ID_PREFIX",
    "example_provisioning",
)

licenses(["notice"])

MIN_IOS_VERSION = "10.0"

alias(
    name = "posetrackinggpu",
    actual = "PoseTrackingGpuApp",
)

ios_dynamic_framework(
    name = "PoseTrackingGpuApp",
    bundle_id = BUNDLE_ID_PREFIX + ".PoseTrackingGpu",
    families = [
        "iphone",
        "ipad",
    ],
    infoplists = [
        "//mediapipe/examples/ios/common:Info.plist",
        "Info.plist",
    ],
    minimum_os_version = MIN_IOS_VERSION,
    deps = [
        ":PoseTrackingGpuAppLibrary",
        "@ios_opencv//:OpencvFramework",
    ],
)

objc_library(
    name = "PoseTrackingGpuAppLibrary",
    srcs = [
        "PoseTrackingViewController.mm",
    ],
    hdrs = [
        "PoseTrackingViewController.h",
    ],
    copts = ["-std=c++17"],
    data = [
        "//mediapipe/graphs/pose_tracking:pose_tracking_gpu.binarypb",
        "//mediapipe/modules/pose_detection:pose_detection.tflite",
        "//mediapipe/modules/pose_landmark:pose_landmark_full.tflite",
    ],
    deps = [
        "//mediapipe/examples/ios/common:CommonMediaPipeAppLibrary",
    ] + select({
        "//mediapipe:ios_i386": [],
        "//mediapipe:ios_x86_64": [],
        "//conditions:default": [
            "//mediapipe/graphs/pose_tracking:pose_tracking_gpu_deps",
            "//mediapipe/framework/formats:landmark_cc_proto",
        ],
    }),
)


DACT-1819 Refactor address validation into a single class

Refactor address validation so that residential and correspondence addresses both run through the same validation code.
https://companieshouse.atlassian.net/browse/DACT-1819

refactoring looks good
I may be missing it, but shouldn't the OfficerUpdateValidator also call addressValidator.validate if the address fields have been changed?  Is that another story?

Yes it just hasn't been implemented yet. We'll be adding address validation to OfficerUpdateValidator this sprint after this PR is merged.


React-toolbox breaks after upgrading postcss-loader to 2.0.5

Using spec page bundled with react-toolbox.
Before upgrading postcss:

After upgrading postcss:

The above situation also applies to projects using react-toolbox.
It seems that there is some issue with CSS processing after postcss is upgraded to 6.0.1
Repository for reproducing the issue: https://github.com/Holi0317/react-toolbox/tree/issue-1461
Seems that many styles just disappear after upgrading and CSS custom properties (Or CSS variables) is preserved in the compiled CSS.

I think this is not related to PostCSS version. Instead, it's related to postcss-loader, try to degrade to v1.3.3 and it will work fine. Still my assumption, I think there is some breaking change how latest postcss-loader load its config.

I though postcss is a peerDep for its plugins. But that is not the case ;P
Downgrading postcss-loader just works. But it gives out some deprecated message from postcss.
I also tried to point postcss-loader config.path to absolute path of postcss.config.js. But no luck.
Telling postcss-loader to use plugins by options.plugins cause the built bundle break less (At least app bar title is on correct place). But it is still broken. Perhaps that is because of cssnext is still using postcss 5

I can confirm the issue as well. Fixed downgrading postcss-loader to 1.3.3.

FYI: I already reported this to postcss-loader  (with screenshots hidden with <details />)
They say it's because of upgrade to PostCSS v6 which not all plugins support yet.
If this will not be fixed after https://github.com/MoOx/postcss-cssnext/issues/374 it must be reopened for postcss-loader


Roll-back the latest version of Team Calendar to 0.5.210, or set the entire 0.5.210 version code to a version number higher than 2.0.19 and release it. please.

Please roll-back the latest version of Team Calendar to 0.5.210, or set the entire 0.5.210 version code to a version number higher than 2.0.19 and release it. please. All of our schedule data is not available, and we are unable to record additional schedules. If you don't solve this problem quickly, you will have to use another calendar because there will be a huge setback to the company's work. please solve it please! Please roll-back the latest version of Team Calendar to 0.5.210, or set the entire 0.5.210 version code to a version number higher than 2.0.19 and release it. please.

Thanks for reporting, We are working on it,  can please test it again and let me know if you still have the same issues

@jonghyunee, we decided to revert the latest change to resolve the issue it caused for Azure DevOps 2018 and 2019. Can you check that the Calendar look ok for you again with the 2.0.22 version?

hanks for the quick fix response. Automatically updated to version 2.0.21 but unfortunately doesn't work. There are setbacks in the company's work, but I'll wait for them to be fixed.

@AminTi @MOlausson
Below is a screenshot of the version of our DevOps On-Premise software and the Team Calendar version.

@AminTi @MOlausson
Since version 2.0.22 it's working very well. Thanks for fixing the bug.


Lost connection to device when performing hot restart in iOS

When I hot restart my project, it lost connection to device.
Log when debug to iOS simulator
Performing hot restart...
[  +17 ms] Scanned through 735 files in 13ms
Syncing files to device iPhone 12 Pro Max...
[   +1 ms] <- reset
[        ] Compiling dart to kernel with 0 updated files
[   +1 ms] <- recompile package:news_share_app/main.dart 7955af13-ecd5-4b83-9271-37bf20d961f5
[        ] <- 7955af13-ecd5-4b83-9271-37bf20d961f5
[ +176 ms] Updating files.
[  +43 ms] DevFS: Sync finished
[        ] Synced 44.0MB.
[        ] <- accept
[ +522 ms] Hot restart performed in 757ms.
[   +5 ms] Restarted application in 770ms.
[+1083 ms] Service protocol connection closed.
[   +1 ms] Lost connection to device.
[   +5 ms] DevFS: Deleting filesystem on the device (file:///Users/nakanokousaku/Library/Developer/CoreSimulator/Devices/D0BC281A-5EC4-4030-B497-1E25E5251FC0/data/Containers/Data/Application/7E518A9F-C659-43F0-9538-4EDB91FB1C59/tmp/news_share_appxXwhDI/news_share_app/)

Log when debug to iPhone
Performing hot restart...
[ +20 ms] Scanned through 735 files in 13ms
Syncing files to device Kosakuのiphone...
[ ] <- reset
[ ] Compiling dart to kernel with 0 updated files
[ ] <- recompile package:news_share_app/main.dart 7c5ad187-bdd4-4449-8082-9a6ead2d87e9
[ ] <- 7c5ad187-bdd4-4449-8082-9a6ead2d87e9
[ +147 ms] Updating files.
[ +919 ms] DevFS: Sync finished
[ ] Synced 44.0MB.
[ ] <- accept
[ +210 ms] Hot restart performed in 1,292ms.
[ +2 ms] Restarted application in 1,305ms.
[ +391 ms] -[__NSCFString setStreamHandler:]: unrecognized selector sent to instance 0x2835c7430
[ ] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[__NSCFString setStreamHandler:]: unrecognized selector sent to instance 0x2835c7430'
[ ] *** First throw call stack:
[ ] (0x1a47ed86c 0x1b9809c50 0x1a46f495c 0x1a47f0438 0x1a47f2740 0x102c7f068 0x102c81148 0x102c8f200 0x102c8d16c 0x102c8c1c0 0x107db8694 0x107558038 0x10785741c 0x1077f681c 0x1077f8ed4 0x1a4769fa0 0x1a4769ba0 0x1a4768ffc 0x1a4762ee4 0x1a476221c 0x1bc32f784 0x1a71a2ee8 0x1a71a875c 0x102bd2ac0 0x1a44226b0)
[ ] libc++abi.dylib: terminating with uncaught exception of type NSException
[ +675 ms] Process 8597 stopped
[ ] * thread #1, queue = 'com.apple.main-thread', stop reason = signal SIGABRT
[ ] frame #0: 0x00000001d2740414 libsystem_kernel.dylib__pthread_kill + 8 [ ] libsystem_kernel.dylib__pthread_kill:
[ ] -> 0x1d2740414 <+8>: b.lo 0x1d2740434 ; <+40>
[ ] 0x1d2740418 <+12>: pacibsp
[ ] 0x1d274041c <+16>: stp x29, x30, [sp, #-0x10]!
[ ] 0x1d2740420 <+20>: mov x29, sp
[ ] Target 0: (Runner) stopped.
[ ] ios-deploy exited with code 0
[ +154 ms] Service protocol connection closed.
[ ] Lost connection to device.
[ +2 ms] DevFS: Deleting filesystem on the device (file:///private/var/mobile/Containers/Data/Application/673377E4-BD5E-4269-B698-F69A98C88B96/tmp/news_share_appI00rdb/news_share_app/)

flutter doctor

[✓] Flutter (Channel stable, 2.0.5, on macOS 11.2.3 20D91 darwin-x64, locale ja-JP)
    • Flutter version 2.0.5 at /Users/nakanokousaku/development/flutter
    • Framework revision adc687823a (3 weeks ago), 2021-04-16 09:40:20 -0700
    • Engine revision b09f014e96
    • Dart version 2.12.3
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.1)
• Android SDK at /Users/nakanokousaku/Library/Android/sdk
• Platform android-30, build-tools 30.0.1
• Java binary at: /Applications/Android Studio.app/Contents/jre/jdk/Contents/Home/bin/java
• Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)
• All Android licenses accepted.
[✓] Xcode - develop for iOS and macOS
• Xcode at /Applications/Xcode.app/Contents/Developer
• Xcode 12.5, Build version 12E262
• CocoaPods version 1.10.1
[✓] Chrome - develop for the web
• Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome
[✓] Android Studio (version 4.1)
• Android Studio at /Applications/Android Studio.app/Contents
• Flutter plugin can be installed from:
🔨 https://plugins.jetbrains.com/plugin/9212-flutter
• Dart plugin can be installed from:
🔨 https://plugins.jetbrains.com/plugin/6351-dart
• Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b3-6915495)
[✓] Connected device (2 available)
• iPhone 12 Pro Max (mobile) • D0BC281A-5EC4-4030-B497-1E25E5251FC0 • ios            •
com.apple.CoreSimulator.SimRuntime.iOS-14-5 (simulator)
• Chrome (web)               • chrome                               • web-javascript • Google Chrome 91.0.4472.27 beta
• No issues found!

@kosaku47
Can you provide pubspec.yaml, info.plist ?
Does it only occur when you hot restart ? or while flutter run or hot reload too ?  Can you provide the steps you took which leads to this error ?
Thanks.

@darshankawar
It only occurs when I hot restart. Hot reload and flutter run work.
pubspec.yaml
name: news_share_app
description: A new Flutter application.

publish_to: 'none'

version: 1.0.0+1

environment:
  sdk: ">=2.12.0 <3.0.0"

dependencies:
  flutter:
    sdk: flutter
  enum_to_string: ^2.0.1

  cupertino_icons: ^1.0.3
  #firebase
  cloud_firestore: ^1.0.4
  firebase_auth: ^1.1.3
  firebase_core: ^1.1.0
  firebase_crashlytics: ^2.0.2
  #firebase_performance: ^0.6.0
  firebase_analytics: ^8.0.3

  firebase_messaging: ^9.1.3
  firebase_remote_config: ^0.10.0-dev.0
  firebase_storage: ^8.0.5

  # logic package
  hooks_riverpod: ^0.14.0+3

  # web api
  html: ^0.15.0
  http: ^0.13.3

  flutter_svg: ^0.22.0
  freezed_annotation: ^0.14.1
  uuid: ^3.0.4
  url_launcher: ^6.0.3
  package_info: ^2.0.0
  animate_do: ^2.0.0

  adaptive_dialog: ^0.10.0+5

  cached_network_image: ^3.0.0
  image_picker: ^0.7.4
  #path: ^1.8.0
  flutter_image_compress: ^1.0.0
  flutter_colorpicker: ^0.4.0
  google_fonts: ^2.0.0
  google_sign_in: ^5.0.2
  sign_in_with_apple: ^3.0.0
  crypt: ^4.0.1

dev_dependencies:
  flutter_test:
    sdk: flutter
  #flutter_launcher_icons: ^0.8.1
  build_runner: ^2.0.2
  freezed: ^0.14.1+3
  json_serializable: ^4.1.1
  pedantic_mono: ^1.11.0+2
  test: ^1.16.5
  mockito: ^5.0.3
  simple_logger: ^1.8.0+1
  flutter_native_splash: ^1.1.8+4
  flutter_launcher_icons: ^0.9.0

flutter_icons:
  ios: true
  image_path: "assets/images/app_icon/pachira_icon.png"
  remove_alpha_ios: true

# For information on the generic Dart part of this file, see the
# following page: https://dart.dev/tools/pub/pubspec
# The following section is specific to Flutter.
flutter:

  # The following line ensures that the Material Icons font is
  # included with your application, so that you can use the icons in
  # the material Icons class.
  uses-material-design: true
  # To add assets to your application, add an assets section, like this:
  assets:
     - assets/images/Black Logo<EMAIL_ADDRESS>
info.plist
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>CFBundleDevelopmentRegion</key>
	<string>$(DEVELOPMENT_LANGUAGE)</string>
	<key>CFBundleDisplayName</key>
	<string>$(DEFINE_APP_NAME)</string>
	<key>CFBundleExecutable</key>
	<string>$(EXECUTABLE_NAME)</string>
	<key>CFBundleIdentifier</key>
	<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
	<key>CFBundleInfoDictionaryVersion</key>
	<string>6.0</string>
	<key>CFBundleName</key>
	<string>$(APP_NAME)</string>
	<key>CFBundlePackageType</key>
	<string>APPL</string>
	<key>CFBundleShortVersionString</key>
	<string>$(FLUTTER_BUILD_NAME)</string>
	<key>CFBundleSignature</key>
	<string>????</string>
	<key>CFBundleURLTypes</key>
	<array>
		<dict>
			<key>CFBundleTypeRole</key>
			<string>Editor</string>
			<key>CFBundleURLSchemes</key>
			<array>
				<string>com.googleusercontent.apps.975154777661-cnpmhe6o7r5mkd1ft7o218elcq7qqs3c</string>
			</array>
		</dict>
	</array>
	<key>CFBundleVersion</key>
	<string>$(FLUTTER_BUILD_NUMBER)</string>
	<key>LSRequiresIPhoneOS</key>
	<true/>
	<key>NSPhotoLibraryUsageDescription</key>
	<string>This app requires to access your photo library</string>
	<key>UILaunchStoryboardName</key>
	<string>LaunchScreen</string>
	<key>UIMainStoryboardFile</key>
	<string>Main</string>
	<key>UISupportedInterfaceOrientations</key>
	<array>
		<string>UIInterfaceOrientationPortrait</string>
		<string>UIInterfaceOrientationLandscapeLeft</string>
		<string>UIInterfaceOrientationLandscapeRight</string>
	</array>
	<key>UISupportedInterfaceOrientations~ipad</key>
	<array>
		<string>UIInterfaceOrientationPortrait</string>
		<string>UIInterfaceOrientationPortraitUpsideDown</string>
		<string>UIInterfaceOrientationLandscapeLeft</string>
		<string>UIInterfaceOrientationLandscapeRight</string>
	</array>
	<key>UIViewControllerBasedStatusBarAppearance</key>
	<false/>
</dict>
</plist>

Without additional information, we are unfortunately not sure how to resolve this issue.
We are therefore reluctantly going to close this bug for now.
Please don't hesitate to comment on the bug if you have any more information for us; we will reopen it right away!
Thanks for your contribution.
Could everyone who still has this problem please file a new issue with the exact description of what happens, logs, and the output of flutter doctor -v.
All system setups can be slightly different, so it's always better to open new issues and reference related issues.


After skeleton planner neighborhood PR, I am getting this error!?

Thank you very much for sharing the awesome code!
In member function ‘bool voxblox::SkeletonAStar::getPathInVoxels(const BlockIndex&, const VoxelIndex&, const Vector3i&, voxblox::AlignedVector<Eigen::Matrix<int, 3, 1> >*) const’:
/home/drive/voxblox_ws/src/mav_voxblox_planning/voxblox_skeleton/include/voxblox_skeleton/skeleton_planner.h:177:5: error: ‘Neighborhood’ was not declared in this scope
     Neighborhood<>::getFromBlockAndVoxelIndexAndDirection(
     ^
/home/drive/voxblox_ws/src/mav_voxblox_planning/voxblox_skeleton/include/voxblox_skeleton/skeleton_planner.h:177:18: error: expected primary-expression before ‘>’ token
     Neighborhood<>::getFromBlockAndVoxelIndexAndDirection(
                  ^
/home/drive/voxblox_ws/src/mav_voxblox_planning/voxblox_skeleton/include/voxblox_skeleton/skeleton_planner.h:177:19: error: ‘::getFromBlockAndVoxelIndexAndDirection’ has not been declared
     Neighborhood<>::getFromBlockAndVoxelIndexAndDirection(
                   ^
/home/drive/voxblox_ws/src/mav_voxblox_planning/voxblox_skeleton/include/voxblox_skeleton/skeleton_planner.h:182:18: error: expected primary-expression before ‘>’ token
     Neighborhood<>::getFromBlockAndVoxelIndex(block_index, voxel_index,
                  ^
/home/drive/voxblox_ws/src/mav_voxblox_planning/voxblox_skeleton/include/voxblox_skeleton/skeleton_planner.h:182:19: error: ‘::getFromBlockAndVoxelIndex’ has not been declared
     Neighborhood<>::getFromBlockAndVoxelIndex(block_index, voxel_index,
                   ^
/home/drive/voxblox_ws/src/mav_voxblox_planning/voxblox_skeleton/include/voxblox_skeleton/skeleton_planner.h:189:47: error: expected primary-expression before ‘>’ token
           current_voxel_offset + Neighborhood<>::kOffsets.col(i);
                                               ^
/home/drive/voxblox_ws/src/mav_voxblox_planning/voxblox_skeleton/include/voxblox_skeleton/skeleton_planner.h:189:48: error: ‘::kOffsets’ has not been declared
           current_voxel_offset + Neighborhood<>::kOffsets.col(i);
                                                ^
/home/drive/voxblox_ws/src/mav_voxblox_planning/voxblox_skeleton/include/voxblox_skeleton/skeleton_planner.h:204:60: error: expected primary-expression before ‘>’ token
           g_score_map[current_voxel_offset] + Neighborhood<>::kDistances(i);

and so on!

Hi! Thanks for your interest! :)
Are you sure you pulled the latest version of voxblox? These changes were coupled with a new PR there, looks like this is the missing parts...
We're still updating both repos very frequently (and they're very tightly coupled), probably a good idea to pull one when you pull the other.
(If you installed using the instructions, you can do
cd ~/catkin_ws/src/
wstool update

to update all the repos :)  )

Hey! Helen, Thanks for help!
After update using,

cd ~/catkin_ws/src/
wstool update

It is working fine!


Review & Update API Sender Programmer's Guide

The current version of the API Sender Programmers' Guide was drafted by Jim Duff back in August 2021. Please review the current version and see if any changes, enhancements or updates are needed based on our accumulated onboarding knowledge in 2021.
https://github.com/CDCgov/prime-reportstream/blob/master/prime-router/docs/ReportStream-Programmers-Guide-for-Senders.docx

Hi @anshulkumar-usds @jbiskie is this regarding the same updates as the ticket we've got open on the Experience team (# 4101)? cc @jimduff-usds @rachelhanster @loripusey

Looks like the same updates.  Or if not, it should be!
http://flexion.us/
JOEL BISKIE
Integration Engineer
Pandemic-Ready Interoperability
Modernization Effort (PRIME)
FLEXION - VALUE FORWARD
811 E Washington Ave, Suite 400
Madison, WI 53703
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Hi @anshulkumar-usds https://github.com/anshulkumar-usds @jbiskie
https://github.com/jbiskie is this regarding the same updates as the
ticket we've got open on the Experience team (# 4101
https://app.zenhub.com/workspaces/experience-607d9d5e68b95200150fec37/issues/cdcgov/prime-reportstream/4101)?
cc @jimduff-usds https://github.com/jimduff-usds @rachelhanster
https://github.com/rachelhanster @loripusey
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After revisions, we will follow up with content designers on the Experience team to make the content available on the website

Updated 3.10.2022: Final Appendix A: Field List is edited and reviewed! Copy/pasted Appendix A content over to Programmer's Guide Version 2 - see final doc here. This ticket can be closed @anshulkumar-usds @Adrian-Brewster @jbiskie

Exp. team will add link for version 2.0 guide onto ReportStream website - see our ticket # 4724


Auto complete not clearing Text value after Calling clear.

Describe the bug
I am using an autocomplete to act as a typehead to populate a chipset used as tags. After the tag is added calling AutoComplete.Clear leaves the previous string value in the autocomplete. It is not cleared until focus is lost. I am able to resolve the problem using some funky reflection.
Expected behavior
Clear should also reset the text value.
TryMudBlazor
https://try.mudblazor.com/snippet/mkQbOCQnekCFhYYm
As you can see after adding the chip and calling clear the text value is left in the auto complete.
Workaround / Issue
If looks like the field _internalText down on the MudInput held in _elementReference is holding on to the value. By inheriting the autocomplete and adding a new method I was able to workaround the issue by using reflection to set the value to an empty string.
 public class AutoCompleteWithClearValue<T> : MudBlazor.MudAutocomplete<T>
    {
        public async Task ClearIncludingValue()
        {
            await SetTextAsync(string.Empty);
            await base.Clear();
            var baseType = typeof(MudAutocomplete<T>);
            var input = baseType.GetField("_elementReference",
                BindingFlags.NonPublic | BindingFlags.Instance);

            var value = input.GetValue(this) as MudInput<string>;

            var typeToClear = typeof(MudInput<string>);
            var textField = typeToClear.GetField("_internalText",
                BindingFlags.NonPublic | BindingFlags.Instance);

            textField.SetValue(value,string.Empty);
        }
    }

Will fix this one

In my use case (adding the selected value via ValueChanged) the text doesn't clear even if the text field loses focus.
https://try.mudblazor.com/snippet/mYwbaXFSroassTVM

https://user-images.githubusercontent.com/78308169/133422581-a230a867-decb-4497-892e-d39335c26152.mp4
Prepare a solution for this, but it failed with tests, need to examine this.


White Screen after splash Screen and before app loads

Hi, i still see a white screen that shows for a second after the splash screen shows and before the app loads.

@predeepravi did you resolve?


Add doc for configuring proxy

@spahl can you please Review this when you get a chance ?

@surdy if you accept the edits here https://github.com/dcos/dcos-docs/pull/427, you can close this one.


Refactor GitHub actions to improve development workflow

Since this uses the pull_request_target workflow trigger we can't test properly until the workflow exists on main so merging as-is and will follow up with a separate PR to refine the new workflows.


Ref accessed via Object.prototype.hasOwnProperty.call isn't traced in computed

Vue version
3.3.4
Link to minimal reproduction
https://play.vuejs.org/#eNp9VNtu4jAQ/ZVRXpJsUYD2jYZqL6q0u9pdqm3fcFWFxICpsS1fKBXKv+/YIRC2tDyQeObM8ZnjcXbRF6WyjaPRKMpNqZmyYKh1CnghFmMSWUOiGyLYWkltYQeazntQyrVyllZQw1zLNcRIEBNBRCmFsVCx0sLYQ5MdEQDxMB5dElGn1y2iJfj+8PsXIttlkqQwvoFQ5EmyTcEdxSoATi0SetrpYwjMpU58kGFocI2PHIaDAb5dXABLAwUAm0Myma0oUiktrbSvimbLwkxexJ2Wimr7mpUF58lxtx6wzMp7q5lYJGmaNmr8D7fPlDPLDnjaxT4C7gyfvAzfqS+p/SP8YbHTInCsJBNJ3IvTE0tQX9DzVEonWvsuj/miqp5aDGY7Tu0bLIxhC3HSyV769JS7yXaFj2AYhDayz6HhYgxDzNbHI1zigNB3JHUcwsNHY/bVQETeb8YMhwoXlq4VLyzFFUBesU14AdjtPEUdrMPETB/i3dF5m89nzlop4HPJWfmM89u1DScZl4f+8n4Dfq/0vw6xuomcJ8j7jfq8f+gp6uH1QbfmbJGtjBR4x4I7SI1NME71RFmGbpJo1J4VKuZcvvwMMavxFNt4uaTl85n4ymx9jER3mhqqN5REh5wt9ILaJn17/4du8f2QXMvKcUR/kPxLjeTOa2xgX52oUHYHF9T+CF8HnKUHc7u1VJi2KS80TFbAkwi/E98+aP0o9yq72l+dOqr/AW3XiqU=
Steps to reproduce

create a ref
in a computed, call Object.prototype.hasOwnProperty.call
add a new property to the ref's value
computed isn't updated.

What is expected?
add_property also updates the computed
What is actually happening?
only change_property does
System Info
No response
Any additional comments?
The "create issue" button in https://new-issue.vuejs.org/ isn't working; github is asking me to filling the issue template AGAIN.

Is there anyway to tell the runtime tracer that ALL of the property, including NEW ones are used in computed?

I don't know why, but adding console.log(dict.value); helps in vue sfc playground, but doesn't work with vite development server (just create a fresh new vite project and paste the exact code there).
SFC Playground:

Vite:

before
if (Object.prototype.hasOwnProperty.call(dict.value, i.toString())) {
      ret.push(dict.value[i.toString()] + i * 100);
}

after
 if (dict.value.hasOwnProperty(i.toString())) {
      ret.push(dict.value[i.toString()] + i * 100);
 }

You can directly use dict.value.hasOwnProperty to solve this problem

Thanks!
Then I guess the rest of the problem is:

Is this a bug, or it isn't fixable? Is this guranteed in vue's reactivity?
If this isn't a bug, should this be documented in somewhere like here? Will other Object.prototype.xxxxx work? I vaguely remembered that vue can't track dynamically added properties (back in vue2) and I googled for this behavior for hours and got nothing.

object.hasOwnProperty works normally because vue handles it internally

You can also solve this problem by setting a new object to dict.value

You can see this PR for some detailed information。#2621


add bull named jobs

adds support for bull named jobs with tests

Pull Request Test Coverage Report for Build 240

7 of 7 (100.0%) changed or added relevant lines in 1 file are covered.
No unchanged relevant lines lost coverage.
Overall coverage increased (+0.1%) to 96.617%

Totals

Change from base Build 238:
0.1%

Covered Lines:
196

Relevant Lines:
196

💛  - Coveralls

Pull Request Test Coverage Report for Build 240

7 of 7 (100.0%) changed or added relevant lines in 1 file are covered.
No unchanged relevant lines lost coverage.
Overall coverage increased (+0.1%) to 96.617%

Totals

Change from base Build 238:
0.1%

Covered Lines:
196

Relevant Lines:
196

💛  - Coveralls

Pull Request Test Coverage Report for Build 240

7 of 7 (100.0%) changed or added relevant lines in 1 file are covered.
No unchanged relevant lines lost coverage.
Overall coverage increased (+0.1%) to 96.617%

Totals

Change from base Build 238:
0.1%

Covered Lines:
196

Relevant Lines:
196

💛  - Coveralls

Released.


Move build system to Meson

[x] I have read the FAQs (https://dvlv.github.io/BoxBuddyRS/faqs)
[x] My feature is not on the Roadmap (https://dvlv.github.io/BoxBuddyRS/ROADMAP)
[x] I have searched for previous issues (https://github.com/Dvlv/BoxBuddyRS/issues?q=is%3Aissue+is%3Aclosed)

Describe your feature request below
Many modern Gtk applications use Meson to manage compilation and packaging processes, as it is a de facto build system of core GNOME apps.
Move to Meson would allow to remove some boilerplate code for retrieving packaged icons (like this), make code more readable and maintainable by (easily) moving UI definitions from Rust to Blueprint and create a standard environment for future contributors.
I've already made a minimal Meson configuration for BoxBuddy, and it works great for devel builds. I just need a green light from @Dvlv, to know if this is something that would be accepted into BoxBuddy codebase.

Hello
https://github.com/Dvlv/BoxBuddyRS/tree/meson-restructure
There's already a meson brach, I just never merged it into master as I couldn't see any particular benefit to moving the buildsystem.

make code more readable and maintainable by (easily) moving UI definitions from Rust to Blueprint

I've never really "vibed with" this way of doing GTK (which is surprising since I work in web where the HTML is separate from the logic) I find it much easier to have everything together.
As well as this, I consider BoxBuddy essentially feature-complete, so I'm not sure it's worth the effort of rebuilding it all.


Build Global Employee Travel Reimbursement Platform

SUMMARY
Idea Flow

Develop a comprehensive platform that simplifies the process of reimbursing global employees for their travel expenses.
This platform will utilize Chimoney's API to enable businesses with a global workforce to handle travel expense reimbursements seamlessly using Payment Requests.
Employees can submit their travel-related expenses, and the platform will process the reimbursements efficiently using Chimoney's API.

Resources
Here's how to initiate the payment request process using the API.
Example Implementation
An employee submits their travel expenses, including flight costs and accommodation fees, through the platform. The HR department reviews the expenses and initiates the reimbursement process. Chimoney's API is used to send the payment request to the correct recipient (HR) and to securely process the reimbursement, transferring the approved funds to the employee's preferred payment method.

@phyleria , we would like to work on this issue

Sure, go ahead!

Hi @Rioba-Ian
How's this going?


Improving fee estimation

Task Description
Reiterate and improve upon how we're estimating fees.
Low fee priority transactions are taking time to clear(at times multiple days)

Suggestion: we can probably use mempool's fee estimator, which seems more reliable than fulcrum's internal.

Verified this issue on keeper app v 1.1.11(297)


feature/import

This is not complete.  I wanted to go ahead and start a discussion to talk about my approach.
It looks like I'll need to rebase so my iOS fixes aren't a part of this PR.

I'm looking forward to this one, feel free to remove the other instructions in the README.md and remove all the obsolete references not using the CLI.

Yo @vvondra - what is createAsync - I've looked all through the dynogels library and it's nowhere to be found in the code or docs.  I found reference in a few issues, but there's no documentation on what comes out of the returned promise.  I also checked aws-sdk and createAsync isn't mentioned.  What library provides this function??

@subdavis its this https://www.npmjs.com/package/dynogels-promisified
dynogels basic API only gives you callback style method calls, that get's quickly quite messy.

@vvondra I believe this PR is now complete.  Please review and let me know where changes are needed.  Thank you.

there's a problem with the provisioned dynamodb throughput
2018-08-13 09:40:56.161 (+02:00)	1b18d856-9ecc-11e8-9567-6d2e49fd95ed	{ err:
   { ProvisionedThroughputExceededException: The level of configured provisioned throughput for the table was exceeded. Consider increasing your provisioning level with the UpdateTable API.

to make this project cheap to run the default throughput on the dynamodb tables is quite low and it's not enough for the import.
i worked around it before with the ugly while loops doing the retry until all the promises succeed, but now since we call it through API gateway (before it was a direct lambda function invoke) we have a hard limit of 30s.
i see two options to make this function not be frustrating for people:
a) in the import function modify the table to increase throughput temporarily through the AWS SDK (ill need to add UpdateTable IAM permissions to the import
function)
b) deploy a queuing setup through SQS. the import function will just write the import jobs to SQS via sqs:SendMessageBatch and another import function will process the messages and update one by one
the first seems a bit simpler, ill try to add it and remove the crazy while loops clearing the list of promises

I agree - I'll give 'a' a try.
What sort of import size are you doing to cause throughout errors?  I would like to reproduce this myself.

i exported my old lastpass account with about 600 passwords and 20 folders, the lastpass csv import format, nothing fancy
ping me if you need a hand, just push what you have WIP

I see. You're suggestion sounds reasonable. Let's just update the capacity there and we're good to merge.

This ought to do it.  LMK if there's anything else.

Anything else that needs to be done here, @vvondra ?

Thanks for this one!


add "always saves after" option

changes:

removes the fast reset button and atum hotkey behavior of fastresetting after a configurable amount of server ticks has passed

resolves #2

what are your thoughts on adding specific translations for round minutes, like 1 minute, 2 minutes, etc?

179 seconds - 3 minute - 181 seconds seems like it wouldn't help readability all that much, I could extend integer option for a x mins x seconds get text maybe?

it is an internal api though...

this should be in its own class

From my initial understanding, when turning the option to 0 it would just default to the current behaviour of always showing the menu.quitWorld button, now it seems like setting it to 0 would just never show the button?

it looks like I may have broken that behavior at some point in refactoring, that was the initial use of the > 0 check..

0 default is fine, I'm the target audience anyway I guess. fixed package.


Update codeowners for istio.io tests based on changed path

Please provide a description for what this PR is for.
The Istio.io test framework has moved to tests/integration/istioio. The original path no longer exists. This PR fixes it.
And to help us figure out who should review this PR, please
put an X in all the areas that this PR affects.
[ ] Configuration Infrastructure
[ ] Docs
[ ] Installation
[ ] Networking
[ ] Performance and Scalability
[ ] Policies and Telemetry
[ ] Security
[ ] Test and Release
[ ] User Experience
[ ] Developer Infrastructure

@brian-avery: The following test failed, say /retest to rerun them all:

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lint_istio
3b13ffa9700ff7c685dfdfc13748d6c7cf013660
link
/test lint_istio

Instructions for interacting with me using PR comments are available here.  If you have questions or suggestions related to my behavior, please file an issue against the kubernetes/test-infra repository. I understand the commands that are listed here.

@brian-avery: The following tests failed, say /retest to rerun them all:

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lint_istio
3b13ffa9700ff7c685dfdfc13748d6c7cf013660
link
/test lint_istio

integ-mixer-k8s-tests_istio
3b13ffa9700ff7c685dfdfc13748d6c7cf013660
link
/test integ-mixer-k8s-tests_istio

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