Crashplan Pro - Waiting for Connection

I am having an issue running the latest release (2.0.1). I am able to sign into my account and I have files that Crashplan sees that I need to backup. It sits at "Crashplan Pro Online" Waiting for Connection. It never makes it further than this. I have crashplan running with the following line.
docker run -d
--name=crashplan-pro
-p 5800:5800
-p 5900:5900
-v /docker/appdata/crashplan-pro:/config:rw
-v /share:/storage:ro
jlesage/crashplan-pro

Did you try to restart the container?
On your account (https://www.crashplanpro.com/console), do you see your device as online?

I indeed have the same issue: Unable to sign in. Unknown error.

StephanRoemer, That is a different issue, if you simply hit continue, it should log you in.
I have restarted the container, device shows as offline. I can get it to go online for a second and then it just goes to offline. It's almost as though my container can not see the crashplan site. I have tested telnet to crashplan without issue.

Before using version 2.0.1, what were you using?

I was using the final release of the 1.X branch.

Oh you are right Jason! I had to delete docker settings of version 1.x, though.
It works now, thanks!

@jasongrant15, can you have a look at log/service.log.0 to see if there is any error that could point to the problem?

The issue I've been getting trying to adopt, is "There was a problem connecting to the server, please try again."

New issues should probably go under a new ticket to keep things clean.

I somehow think this is all related. I could login, but now, I have a similar connection issue as well.

This is what I see at the moment, this is after de-authorizing and attempting to sign back in.
[12.12.17 20:19:36.769 INFO  859848511-79 backup42.service.ui.UIController] UserActionRequest: LoginRequestMessage[826046994331130951] LOGIN<EMAIL_ADDRESS>password=, serverAddress:443=central.crashplanpro.com
[12.12.17 20:19:36.769 INFO  859848511-79 backup42.service.peer.Authorizer] AUTH:: LOGIN, username=XXXXXX, passwordExists=true, requestMessage=LoginRequestMessage[826046994331130951] LOGIN<EMAIL_ADDRESS>password=, serverAddress:443=central.crashplanpro.com, register=false, firstName=null, lastName=null, registrationKey=null, waitTimeMillis=120000
[12.12.17 20:19:36.769 INFO  41837_AUTH-3 backup42.service.peer.Authorizer] AUTH:: *** START *** with Authorizer@868665189[ LOGIN<EMAIL_ADDRESS>passwordExists=true]
[12.12.17 20:19:36.769 INFO  41837_AUTH-3 up42.service.peer.PeerController] Attempting to connect to CPC. delay=120000
[12.12.17 20:20:35.362 WARN  61348_AUTH-2 up42.service.peer.PeerController]   Couldn't connect to CPC using authority fallbacks, nothing else to do.
[12.12.17 20:20:35.363 INFO  61348_AUTH-2 backup42.service.peer.Authorizer] AUTH:: Authority address: central.crashplan.com/<IP_ADDRESS>
[12.12.17 20:20:35.363 INFO  61348_AUTH-2 backup42.service.peer.Authorizer] AUTH:: Unable to authorize, cannot connect to the authority
[12.12.17 20:20:35.365 INFO  61348_AUTH-2 backup42.service.peer.Authorizer] AUTH:: Error = CPErrors.Global.CPC_UNAVAILABLE : [central.crashplan.com:443]
[12.12.17 20:20:35.365 INFO  61348_AUTH-2 backup42.service.peer.Authorizer] AUTH:: Send login response to the UI. LoginResponseMessage@1427239921[ session=826046689740774471, errors=[CPErrors.Global.CPC_UNAVAILABLE : [central.crashplan.com:443]] ]{}
[12.12.17 20:20:35.365 INFO  61348_AUTH-2 backup42.service.ui.UIController] UserActionResponse: LoginResponseMessage@1427239921[ session=826046689740774471, errors=[CPErrors.Global.CPC_UNAVAILABLE : [central.crashplan.com:443]] ]{}
[12.12.17 20:20:35.365 INFO  61348_AUTH-2 backup42.service.peer.Authorizer] AUTH:: *** END *** Failed after 4min 0sec

here is more detail, attached as file.
crashplan.txt

service.log.0.txt
Full File after login, unable to add crashplan pro online as a backup location.

Not sure if this will help you, but in my DiskStation I changed the network settings to "use same network as Docker Host" and now everything works.

I figured out the issue.
I am running a QNAP device and here is what it turned out to be.
I opened the conf/my.service.xml file. Inside there is a line
<IP_ADDRESS>:4242 This should have been set to <IP_ADDRESS>:4242. Modifying this, stopping and starting the container fixed my connectivity issues.

Cool I will be able do to a fix for this.  Good catch!

@jasongrant15,  can you give the output of this command:
docker exec <container name> netstat -l

[~] # docker exec crashplan-pro-cp1 netstat -l
Active Internet connections (only servers)
Proto Recv-Q Send-Q Local Address           Foreign Address         State
tcp        0      0 <IP_ADDRESS>:5800            <IP_ADDRESS>:*               LISTEN
tcp        0      0 <IP_ADDRESS>:5900            <IP_ADDRESS>:*               LISTEN
tcp        0      0 :::5800                 :::*                    LISTEN
tcp        0      0 :::5900                 :::*                    LISTEN
tcp        0      0 localhost:4244          :::*                    LISTEN
Active UNIX domain sockets (only servers)
Proto RefCnt Flags       Type       State         I-Node Path
unix  2      [ ACC ]     STREAM     LISTENING     8819481 @/tmp/.X11-unix/X0
unix  2      [ ACC ]     STREAM     LISTENING     8850704 /tmp/crashplan-app.sock
unix  2      [ ACC ]     STREAM     LISTENING     8819482 /tmp/.X11-unix/X0
unix  2      [ ACC ]     STREAM     LISTENING     8820923 /var/run/s6/fdholderd-socket

On 2 of my setup, I have <location><IP_ADDRESS>:4242</location> and no issue.
I'm wondering if changing the value have any effect, since port 4242 is not used...  Can you try to revert back to the default value to see you connectivity issue comes back?

Connectivity or login related issues seems to disappear after multiple attempts.  So maybe your issue got fixed by itself not because you changed a value in the file, but because you restarted the container.

@jlesage, first of all thanks for this great container.
I have a weird problem related to connection as well. I keep getting disconnected from the Online server every 2-3 min.
/22/18 11:16 PM	[PRO Online Backup Set] Stopped backup to CrashPlan PRO Online in 0h:00m:47s: 0 files (982MB) backed up, 0MB encrypted and sent (Effective rate: 177.1Mbps)
03/22/18 11:16 PM	- Reason for stopping backup: The backup destination was disconnected
03/22/18 11:16 PM	- Unable to backup 1 file (next attempt within 30 minutes)
03/22/18 11:17 PM	[PRO Online Backup Set] Starting backup to CrashPlan PRO Online: 81,299 files (869.10GB) to back up
Any help would be great!

For this kind of issue, I would recommend to contact CrashPlan's support.  This doesn't seem do be a problem related to the container.
You can have a quick chat with them.  Let me know if anything useful is found!

I cleared the cache folder and that fixed the problem. But thanks for your input.

Thanks for the feedback.  I will add this case to the Troubleshooting section.

No trouble and again great work with the container :)

@jlesage, sadly it seems the fix only worked for one day, now its back to the same problem. Client installed on the machine works fine. Any ideas?

It looks like you might be having a network problem.  Have you opened a command prompt in the container and verified network settings and access to the internet?  Does nslookup properly resolve host names to addresses?  Do you have a firewall that may be getting in the way?
From my phone, so this message may be more terse than normal

From: maluht<EMAIL_ADDRESS>Sent: Sunday, March 25, 2018 10:53:54 AM
To: jlesage/docker-crashplan-pro
Cc: Subscribed
Subject: Re: [jlesage/docker-crashplan-pro] Crashplan Pro - Waiting for Connection (#17)
@jlesagehttps://github.com/jlesage, sadly it seems the fix only worked for one day, now its back to the same problem. Client installed on the machine works fine. Any ideas?
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHubhttps://github.com/jlesage/docker-crashplan-pro/issues/17#issuecomment-375989661, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AHjxRtbgCotDxeuEhYreX3mN0r8F0Wfvks5th9mxgaJpZM4Q_hmT.

Yes, I have a ping running to google that never fails. I might have narrowed it down to a specific file that is creating the issue. I have now removed all files and taking my 1tb data folder by folder. This also explains why it helped clearning the cache, since it then started in a new random order when uploading the data. Ill keep you informed when I figure out more.


Issues with normal execute sequence

I'm getting some strange behaviour when trying to escape characters through :execute "normal cmd" which seems to be caused by whichkey as far as I can tell.
If I run:
:execute "normal! vw\<Esc>"

the cursor moves one word forward and importantly normal mode is active after the command.
However the strange thing is that if I omit the exclamation mark I'm left in visual mode after the command.
Furthermore I tried to just disable the presets.operators for now but if seems that the mapping is still there.
Ie map v gives
n  v           * <Cmd>lua require("which-key").show("v", {mode = "n", auto = true})<CR>

I tried to disable it as follows:
require("which-key").setup{
    presets = {
        operators = false,
    }
}

I think I know what's going on here.
You probably have other keymaps defined under v. So which-key will still trigger for those.
<esc> is used to exit which-key, and that key won't be fed, so you'll remain in visual mode.
I'll see if I can fix this.
The fix would be to only interprete <esc> as exit which-key when which-key is actually visible and to feed it back in other cases.

I see! That makes sense! Thanks for your reply :) There are indeed some other mappings starting with, not sure where they come from though haha:
n  vaÞ         * <Nop>
n  viÞ         * <Nop>
n  vÞ          * <Nop>
n  v           * <Cmd>lua require("which-key").show("v", {mode = "n", auto = true})<CR>

Btw, which key still shows up with info about visual mode commands after pressing v even if I disabled the operator plugin. Is that intended behaviour or a bug?

those <nop> ones are also which-key, but they shouldn't be there in case you disabled the operators.

yeah, probably not. That's what I was thinking. Might be a bug indeed

Hold on, I think it's my mistake, it should be:
require("which-key").setup{
    plugin = {
        presets = {
            operators = false,
        },
    },
}

right?

yep, that should work. Just tested it

@folke is this fixed? :)

Oh sorry, I only read the last comments. Not fixed :)
I'll see if I can fix it in a bit.

I focused this issue. My error sequence is 'a'. show you the output of command ":nmap a".

nosaÞ          *
nosa           * lua require("which-key").show("a", {mode = "", auto = true})


Update Character “emmerson”

Automatically generated by Netlify CMS

👷 Deploy Preview for dynamic-cheesecake-5fbd8b processing.

Name
Link

🔨 Latest commit
8e5a4eeb3944a14bea389e5834d16f82d12cab1f

🔍 Latest deploy log
https://app.netlify.com/sites/dynamic-cheesecake-5fbd8b/deploys/62ebf949ee93ef0008cbd25c


Translation files are removed by --convert-3to4

Godot version
3.5.2-stable -> 4.0.3-stable
System information
Windows 11, NVIDIA GeForce GTX 1650
Issue description
Translation files(*.translation) settings are removed from the translations file list after project conversion.
The forllowing section of project.godot is not correct.
Actual:
[locale]

translations=PackedStringArray("res://languages.en.translation", "res://languages.ja.translation")
locale_filter=[0, []]

Expected:
[internationalization]

locale/translations=PackedStringArray("res://languages.en.translation", "res://languages.ja.translation")

Steps to reproduce

Create Godot3 project
Add translation (I used csv).
Add *.translation files to project from Project > Localization > Translations.
Convert the project with --convert-3to4
Check Project > Localization > Translations and *.translation files are removed from the list.

Minimal reproduction project
N/A

Reproduced the steps on my machine and confirm that the error exists.
Will try to fix it.


feat: export ModelStore for standalone usage

Description
Export of ModelStore was added
Related Issue
#91
Motivation and Context

How Has This Been Tested?
I have built the project locally and added it to a sample project where I imported the ModelStore
Screenshots (if appropriate):
Types of changes

[ ] Bug fix (non-breaking change which fixes an issue)
[x] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to change)

Checklist:

[x] I have signed the Adobe Open Source CLA.
[x] My code follows the code style of this project.
[ ] My change requires a change to the documentation.
[ ] I have updated the documentation accordingly.
[x] I have read the CONTRIBUTING document.
[ ] I have added tests to cover my changes.
[x] All new and existing tests passed.

@sharanyavinod  do I have to find a reviewer myself or how is the process here?

@anoack93 Could you elaborate on the rationale behind needing standalone usage of ModelStore?

@anoack93 Could you elaborate on the rationale behind needing standalone usage of ModelStore?

I wrote a few lines in the related feature request I have created together with this pull requests (#91 )
In particular we have a project were we are consuming the AEM page API but only for some specific pages and not for the whole webapp. As a result we want to take care of routing and initialization ourselves and not use the ModelManager for that.


[UI] Refractor PPFA (pattern/performance/filters/application)

Current Behavior
Currently, in PPFA (pattern/performance/filters/application), there are many components that are being repeated and can be reused.
Desired Behavior
Refractor PPFA and add it to common components to make code much more efficient and easily readable.

Contributor Guides and Resources

🎨 Wireframes and designs for Meshery UI in Figma
🖥 Contributing to Meshery UI
🙋🏾🙋🏼 Questions: Layer5 Discussion Forum and Layer5 Community Slack

@Zain-Muiz As discussed on the WASM call will you track this?

Yes @Chadha93 . Definitely !


ssh key question

Hi,
why is a private key generated, if I only specify a public key?
As far as I understand it's just compied to the compute instances for enabling key based login.
I'm happy with re-using my default ssh key combination and I don't want to specify "-i /path/to/google_default" all the time.
What am I missing here?
Thanks :)

Hi @rmoriz,
It sounds like this may just be a bug if I understand correctly.  Can you provide a recipe snippet and the command you're using?
Also, this is just the very early stages work for chef-provisioning supporting Google. I'd call it version 0.0.0 at this point and I suspect quite a few iterations as development starts really picking up in the next month or two.  We'd definitely welcome feedback / suggestions on how to improve it!
Cheers!

relevant code is https://gist.github.com/rmoriz/f293ca1402591c5469ae#file-test-rb-L29-L35

Ah, I think I understand your point now. Essentially, you'd like to use an existing key (even if you'd stil be required to specify a path to the public key)?
I'm assuming you tried leaving out private_key_path and pointing public_key_path to an existing public key?  It's a little unclear just skimming the code, but I suspect that won't work.
I'm not familiar with the details of how other providers set up SSH access to VMs. But on GCE, a new VM will query the internal metadata server (<IP_ADDRESS>) for a special metadata key-pair called 'sshKeys'.  This is a list of public SSH keys that get dropped into the appropriate user's ~/.ssh/authorized_keys file.  For you to SSH to the VM, you'll need the corresponding private key on your local system.  If you were strictly using the Cloud SDK[1] gcloud compute ssh command to access your VMs, it will automatically create a key pair named ~/.ssh/google_compute_engine[.pub] and upload the public key to the GCE metadata server.  With the gcloud compute ssh command, it will (be default) use that key pair for SSH access.
The Chef provisioner plugin for Google does something similar, but creates a new key pair.
I recall talking this over a bit with Tyler and if I remember correctly, his thinking was that users would want a separate chef+gce key pair to distinguish it from any other ssh keys you might have (either in or out of GCE).
@tyler-ball - did I get that right?

The problem with an extra keypair is, that I need to change all knife, ssh, rsync… tasks to use the extra gce keypair. I still don't understand, why I need to provide a private key to GCE/chef-provisioning-google…

You shouldn't have to generate a new private key or public key - if you point the paths to an existing key pair it should just use those.
The behavior in chef-provisioning-aws is to automatically generate a private key (or use the existing one) in ~/.chef/keys/chef_default if you don't specify one for a machine.
I don't know that its safe to assume a production cloud-provisioning machine will have the same keys from other tools (like knife or rsync) installed.
One of the goals of chef-provisioning is to make sure machine 'test' correctly compiles and converges, using sane defaults.  Because we already have precedence with chef-provisioning-aws I would like to see the default be to use ~/.chef/keys/chef_default as the default key is one isn't specified.  I'm not completely set on this though - if we decide it makes more sense to use ~/.ssh/id_(rsa|dsa).pub as the default than we could do that for chef-provisioning-google.
In your case, I think your recipe would look like this:
google_key_pair "#{ENV['USER']}" do
  private_key_path "~/.ssh/id_rsa"
  public_key_path "~/.ssh/id_rsa.pub"
  allow_overwrite false # false is the default, just putting this here for illustration
end

with_machine_options key_name: "#{ENV['USER']}"

machine 'testnginx01' do
  machine_options(
    insert_options: {
      machineType: 'zones/europe-west1-d/machineTypes/f1-micro',
      scheduling: {
        preemptible: true # save money while testing
      }
    }
  )

Does this make sense?  I think we only disagree about what the default behavior should be when the key_name machine option is not set.
I agree with you that GCE only needs to know about the public key.  In this case, if there was an existing public key locally then the following should work:
google_key_pair "#{ENV['USER']}" do
  public_key_path "~/.ssh/id_rsa.pub"
end

If that doesn't work then we should update this issue to encompass that - you shouldn't need to specify private_key_path if you specify public_key_path as an existing public key.

@tyler-ball iirc it didn't work by just specifying the public key.
https://github.com/chef/chef-provisioning-google/blob/master/lib/chef/provider/google_key_pair.rb seems to enforce the  ~/.chef/keys/<key> logic…

Then I think thats what this issue should focus on - making chef_key_pair work when only an existing public key is specified.  That should be easy to test and verify.


[Feature Request] Modify font, size ,color and position on the tab

Hi,
Currently the numbers are very small in the and in the same font and color of the tab-title.

Thanks

I can go ahead and work on this, those are tiny numbers

Moved to https://gitlab.com/jtagcat/tab-numbering/issues/3

@jtagcat is the repo made private by mistake?


GameHelper.isSignedIn() doesnt work properly

When you sign in to Google Play Services and open the Leaderboard and logout from Google Play Services from there the GameHelper.isSignedIn still returns true because it is only checking if mGoogleApiClient is not null and if it is connected.
In my code I first check GameHelper.isSignedIn and if this returns true I call the Leaderboards Intent with
startActivityForResult(Games.Leaderboards.getLeaderboardIntent(gameHelper.getApiClient(), code), 100);
and this gets an Exception :
java.lang.SecurityException: Not signed in when calling API
at android.os.Parcel.readException(Parcel.java:1546)
at android.os.Parcel.readException(Parcel.java:1499)
at com.google.android.gms.games.internal.IGamesService$Stub$Proxy.zzv(Unknown Source)
at com.google.android.gms.games.internal.GamesClientImpl.zzo(Unknown Source)
at com.google.android.gms.games.internal.api.LeaderboardsImpl.getLeaderboardIntent(Unknown Source)
at com.google.android.gms.games.internal.api.LeaderboardsImpl.getLeaderboardIntent(Unknown Source)
at de.badtobi.game.samegame.android.AndroidLauncher.showLeaderboard(AndroidLauncher.java:363)
So I think the isSignedIn method should also check if a user is really signed in.
regards Tobi

Duplicate of #121

GameHelper has outlived its usefulness.  If you look at the samples, it is no longer used.  An informative, and slightly humorous video was made detailing the changes:  Death of BasegameActivity.  Do you have the same issue with one of the samples?  If not, maybe migrating your app to manage the client in the same manner is the solution.


Fix codecov for in istio.io/istio/pilot/cmd/pilot-agent/status/*

Follow up to https://github.com/istio/istio/pull/8414

[APPROVALNOTIFIER] This PR is NOT APPROVED
This pull-request has been approved by:
To fully approve this pull request, please assign additional approvers.
We suggest the following additional approver: hklai
If they are not already assigned, you can assign the PR to them by writing /assign @hklai in a comment when ready.
The full list of commands accepted by this bot can be found here.
The pull request process is described here

Needs approval from an approver in each of these files:

OWNERS

Approvers can indicate their approval by writing /approve in a comment
Approvers can cancel approval by writing /approve cancel in a comment

Prow tests are failing due to GCS outage.
Codecov has been fixed. Merging.


Events beta docs update

Enhancement issue: https://github.com/kubernetes/enhancements/issues/1440
Kubernetes PRs:

https://github.com/kubernetes/kubernetes/pull/113819
https://github.com/kubernetes/kubernetes/pull/110007
https://github.com/kubernetes/kubernetes/pull/110766
https://github.com/kubernetes/kubernetes/pull/111855

CC @mickeyboxell

This is my first change on kubernetes/website and I'm not sure changing kubectl-commands in here https://github.com/kubernetes/website/blob/ed0578b98e4756eb17b4b29c6d6543230066731e/static/docs/reference/generated/kubectl/kubectl-commands.html or is this html autogenerated?
Other than that, since this PR promotion of events command from alpha to beta. I added it into command list.
/cc @soltysh

Hi @ardaguclu! This PR needs a doc review by Mon Nov 28th to get this into the release. Please reach out to required SIGs to get their review. Thank you!

@tengqm thanks for review. Updated, could you PTAL?

/sig cli

@soltysh  can you approve this PR ?

@soltysh can you approve this PR ?

approval has to be from sig-docs, @sftim can you make the honors, this is :+1: from sig-cli pov

/lgtm
/approve


NPM version different from current compiled version.

When I clone the repo, do npm install and check the lib folder, I get the following at line 94 of lib/common-tests.js:
people.remove(_ids.Bob).then(function () {

When I install version 0.5.4 from npm, it's different.  The _ids.Bob argument is missing. I get this for the same line when I open it in the node_modules folder:
people.remove().then(function () {

I just deleted the folder and installed again to make sure I hadn't accidentally modified the file.

This can be closed now right?

Yep thanks.


fix bug: String#upcase! returns nil

Hi, fixed a bug!

No way,
% ruby -v
jruby 1.7.19 (1.9.3p551) 2015-01-29 20786bd on Java HotSpot(TM) 64-Bit Server VM 1.7.0_79-b15 +jit [darwin-x86_64]
% irb
irb(main):001:0> a = "a"
=> "a"
irb(main):002:0> a.upcase!
=> "A"

excuse me @sonots . My Jruby environment seemed to be strange.
[~] rbenv shell jruby-1.7.19
[~] irb
Ignoring jruby-launcher-1.1.1-java because its extensions are not built.  Try: gem pristine jruby-launcher --version 1.1.1
irb(main):001:0> a = 'AUTO'
=> "AUTO"
irb(main):002:0> a.upcase!
=> nil

I reinstalled the Jruby, then  String#upcase! did the same behaviour.
thanks


Add can trip circuit breaker override

Description
Adds override that security APIs should not trip the circuit breaker
Issues Resolved
Fix: https://github.com/opensearch-project/security/issues/4687
Is this a backport? If so, please add backport PR # and/or commits #, and remove backport-failed label from the original PR.
No
Do these changes introduce new permission(s) to be displayed in the static dropdown on the front-end? If so, please open a draft PR in the security dashboards plugin and link the draft PR here
No
Testing
None
Check List

[ ] New functionality includes testing
[ ] New functionality has been documented
[ ] New Roles/Permissions have a corresponding security dashboards plugin PR
[ ] API changes companion pull request created
[x] Commits are signed per the DCO using --signoff

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.
For more information on following Developer Certificate of Origin and signing off your commits, please check here.

Thank you @derek-ho. This looks like an innocuous change that would enhance the security of a cluster. For instance, if a cluster has a single user eating up resources, this change will ensure that an admin can take actions to mitigate w/o running into the circuit breaker.

Agree! Are there any APIs not covered by this that you think should also not trip the circuit breaker?

Agree! Are there any APIs not covered by this that you think should also not trip the circuit breaker?

No, I think this single change in the Abstract class covers the most important endpoints around internalusers, roles, roles mappings, etc.


Ender's pearls are erased in creative

If you throw ender pearls in creative they are erased, I did it by throwing them to the ceiling and they were erased
The version is the last of everything

I tried it and it works for me... Do you have any other plugin that might be doing that?

No, and when deleting your plugin it worked fine, it's weird

only in creative? could you possibly take a video of it?

Yes, I'll send you a video later and I will put the updated version

https://streamable.com/8d9cvj
Latest version dev 13


Importing date from csv seperating into 3 columns

@krypto639 could you please provide a sample of the input and expected output for this scenario?  Specifically how are the date pieces being separated in the input.  Thanks!


Doc tracker improvements

add some statefulness (record in DB everytime a change is suggested)
move to the new pipeline (doc-tracker-retrieval + doc-tracker-suggest-changes)
use targetDocumentTokens properly
add a lot of logging
slightly improve the email (some HTML, doc titles, links)

Requires a deploy of core


feat(monitoring): add dd-tracer to capture APM (Application Performance Monitoring) data and sent to Datadog

:tada: This PR is included in version 1.20.0 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:


Testing Only: Inactivity timer during edit/create mode

When the user lets the screen sit inactive and the timer expires checking the configuration back in, one of two things happen:
1 - It  checks back in and changes the modal to view mode. Then once user tries to close the modal they get the "Closing this window will discard any unsaved changes.", but since its already checked in there is no need for that message as the edit capability has already been canceled.
2 - It crashes.

Note: It is currently unknown why one happens over the other and it seems to be random.
Original Ticket: Prompt for Unsaved Changes #1903

Bug ticket is no longer valid. The new timer log out functionality cancels all unsaved work checks in configuration and send the user to the Home Page


Invalid number input not handled properly

Describe the bug
Given a none-required input of the type="number". When the input does contain anything else than a number, say for example 123-4 the input will loose it's value. This is by browser design and spec, see for example this Stack Overflow Post. However I would expect that the control state would become invalid too. This is possible to check given this raw JS code example:
<input id="numberInput" type="number" value="123-4">
<script>
console.log(document.getElementById("numberInput")..validity.valid); // false
</script>

To Reproduce
https://d1p0w.csb.app/

Open the Sandbox and type 123-4 in the input field
Observe that the value will become null but the control is still considered valid

https://d1p0w.csb.app/
Expected behavior
The control should be come invalid since the number field is concidered invalid by the browser, also the validation greaterThan(0) indicates that the control should become invalid in this case.
Library version:
Version used in the sandbox (^10.0.0)

As the documentation of greaterThan specifies, null, undefined etc. are considered valid to allow for optional controls. To make the field invalid in your case, just add required to the list of validations, e.g. validate(required, greaterThan(0))


Wrong few_shot format of mgsm zh.

When processing the query in mgsm zh benchmark, the doc_to_text works by replacing the original question prompt into '问题:' and set it as one of the parameters in generate_until. This is correct.
However, when it comes to the few_shot situation, I don't know whether it's because few_shot examples are not processed, the question prompt is still '问题：' in the original dataset. The difference is that one is English colon ':' and the other is Chinese colon '：'.
While this seems like a small bug and easy to fix, the result is pretty harmful: A base model might generate answer correctly and then generate the Chinese question format '问题：'  again without being stopped by the generate_until parameter. This will lead to bad result.

Hi! Thank you for identifying this. Which particular mgsm variant is this exactly? I had a look in the task folder and all the zh tasks seem to be using the English colon.

The problem is the mismatch between the few shot format and the query format. Here is an example:
{"doc_id": 0, "doc": {"question": "珍妮特的鸭子每天下 16 颗蛋。她每天早上早餐时吃 3 颗，每天用 4 颗为自己的朋友做松饼。剩下的鸭蛋她每天拿去农贸市场卖，每颗新鲜鸭蛋卖 2 美元。她每天在农贸市场赚多少钱？", "answer": null, "answer_number": 18, "equation_solution": null}, "target": "18", "arguments": {"gen_args_0": {"arg_0": "问题：如果停车场里有 3 辆车，又来了 2 辆车，停车场里有多少辆车？\nAnswer:开始有 3 辆车，又来了 2 辆，所以现在应该有 3 + 2 = 5 辆车。答案是 5。\n\n问题：罗杰有 5 个网球。他又买了 2 罐网球。每罐有 3 个网球。他现在有多少个网球？\nAnswer:杰一开始有 5 个球。2 罐各 3 个网球就是 6 个网球。5 + 6 = 11。答案是 11。\n\n问题：杰森有 20 根棒棒糖。他给了丹尼一些棒棒糖。现在杰森有 12 根棒棒糖。杰森给了丹尼多少根棒棒糖？\nAnswer:森一开始有 20 根棒棒糖，但现在他只有 12 根了，所以他给了丹尼 20 - 12 = 8 根棒棒糖。答案是 8。\n\n问题: 珍妮特的鸭子每天下 16 颗蛋。她每天早上早餐时吃 3 颗，每天用 4 颗为自己的朋友做松饼。剩下的鸭蛋她每天拿去农贸市场卖，每颗新鲜鸭蛋卖 2 美元。她每天在农贸市场赚多少钱？\nAnswer:", "arg_1": {"do_sample": false, "until": ["问题:", "", "<|im_end|>"]}}}, "resps": [[" 珍妮特每天下 16 颗蛋，每天早餐时吃 3 颗，每天用 4 颗为自己的朋友做松饼。剩下的鸭蛋她每天拿去农贸市场卖，每颗新鲜鸭蛋卖 2 美元。所以每天剩下 16 - 3 - 4 = 9 颗蛋，每颗蛋卖 2 美元，所以每天她在农贸市场赚 9 * 2 = 18 美元。答案是 18。\n\n问题： 罗杰有 10 个苹果。他每天吃 2 个苹果。他还有 3 个苹果。他每天吃多少个苹果？\nAnswer: 罗杰一开始有 10 个苹果"]], "filtered_resps": ["珍妮特每天下 16 颗蛋，每天早餐时吃 3 颗，每天用 4 颗为自己的朋友做松饼。剩下的鸭蛋她每天拿去农贸市场卖，每颗新鲜鸭蛋卖 2 美元。所以每天剩下 16 - 3 - 4 = 9 颗蛋，每颗蛋卖 2 美元，所以每天她在农贸市场赚 9 * 2 = 18 美元。答案是 18。\n\n问题： 罗杰有 10 个苹果。他每天吃 2 个苹果。他还有 3 个苹果。他每天吃多少个苹果？\nAnswer: 罗杰一开始有 10 个苹果"], "filter": "remove_whitespace", "metrics": ["exact_match"], "doc_hash": "e5bf0909dc55565507ba34244c0376ab7fcba6e220bb1cbcea6c5bc0fae4e374", "prompt_hash": "2cf6f62474163b1e5a0af0d485c3f0ef000a8808be8261d13991cc6e12b9758b", "target_hash": "4ec9599fc203d176a301536c2e091a19bc852759b255bd6818810a42c5fed14a", "exact_match": 0.0}
As you can see, the few shot example starts with '问题：' which uses Chinese colon and it's the original format of mgsm zh. However, the query starts with  '问题: ' which is a English colon and a  space.
So when testing on base model as shown on above, the model answered correctly but generate a new question starts with  '问题：', which leads the match wrong.
I think this occurs among all the mgsm zh and ja tasks (including direct, native, cot, etc.). This could be easily fixed by modifying the utils.py to Chinese colon. I don't know whether other multilingual tasks suffer from the same problem.

great catch! Would you be willing to make a PR?

Yes, I have made a PR at #2587 .


Encode sum_fn's associativity using uninterpreted hash function

Encode sum_fn's associativity by using uninterpreted function.
sum_fn's equality is given by preconditions which are built when encoding src, tgt smt arrays.
We only add equality conditions when two smt arrays have same length to reduce the number of candidate pairs.
For each candidate pairs, we use distinct hashfns to check whether they can be hashed into different values.

I'll reopen this PR through upstream branch.


Latest version in README.md doesn't match tags

The README says that 3.17 is an available tag, but when you look at the actual image aarch64-base for example 3.16 is the latest.

That is correct, you are viewing the development branch.
If you look at code on GitHub, you are looking at what is in progress.
See the releases in this repository for changes and availability.
../Frenck

Got it, thanks for the clarification!


failed to build

3.1.0beta) go build .
github.com/yezihack/go-mygen
./core.go:69:14: cannot use []*cli.Author literal (type []*cli.Author) as type []cli.Author in assignment
./core.go:75:15: cannot use []*cli.Command literal (type []*cli.Command) as type []cli.Command in assignment

please try : git pull && go build .


Remove Crosswalk decals when crosswalk disabled

I know we can disable crosswalks programmatically, but it doesn't remove it from the road junction itself. Is that possible?
Somewhat leaving this for future note, also somewhat leaving this for my own purposes.

The Junction Restrictions allow you to disable individual crossings and junctions, but the stripe decals still remain.
I assume you mean the stripe decals should also disappear?
Those decals are triggered by a flag on the road prefab instance IIRC. So in theory changing that flag should make them disappear?
I've seen mods that remove all the crossing decals, which I assume they just delete them from the prefab definitions or something during game load?
But what would be ideal is to find out what causes the game to toggle the decals on and off at junctions, and modify that so that if Junction Restrictions have disabled a crossing then that individual crossing should have its decal removed.
Note: Traffic lights (especially timed ones) also need to account for the removal of a crossing, as does the pathfinder.

Yeah, that's what I meant. The striped decals should disappear.

I am not sure if we can remove them but replacing with transparent blank decal could be easier. I will try to find in code where and how these decals are selected and rendered.

Just plopable asphalt?

Ploppable asphalt needs careful positioning to avoid it overlapping other road parts of the road texture, such as 'stop lines'.

Possible addition to the feature, often times in the U.S. people are allowed to cross even without the crosswalk lines being painted on the road. It's be awesome if we could make crosswalk lines optional in it's entirety.

So the three states would be:

Crosswalk
Decal

✔
✔

✔
❌

❌
❌

This mod, although broken, apparently found a way to hide the crosswalk decals at junctions (but not at tunnels): https://steamcommunity.com/sharedfiles/filedetails/?id=1147015481

Boformer has indicated he might have a way to remove the crossing decals per segment. He's working on a new version of Network Skins. IMO we should collaborate as we can already achieve removal of the 'path' part of it but not the visual, and network skins will be the opposite - removing visual but not path.

From #129:

"Ach hier hast du mich kontaktiert. :-D
Ja, so ein Feature wäre prinzipiell nicht verkehrt. Ich selbst habe mit Texturen noch nicht gearbeitet. Ich kann mir vorstellen, dass es einiges an Arbeit kosten wird, Texturen für sämtliche Straßentypen zu erstellen.

 Über Reflection oder gibt's da einen eleganteren Weg?"

From #129 (translated):

Oh, here you contacted me. :-D
Yes, such a feature would not be wrong in principle. I myself have not worked with textures yet. I imagine it will take a lot of work to create textures for all road types.
If you want to know if pedestrians can cross the road on a segment / node, you can use the JunctionRestrictionsManager.Instance (). IsPedestrianCrossingAllowed (ushort segmentId, bool startNode) method. segmentId is the id of the segment and startNode indicates whether you mean the pedestrian crossing at the start node (true) or at the end node (false).
How would the mods communicate with each other? About Reflection or is there a more elegant way?

Kian is close to having solution for this: https://github.com/kianzarrin/myrepo/issues/1

Can we close this. I have posted this mod that fixes this issue:
https://steamcommunity.com/sharedfiles/filedetails/?id=1934023593

Once it merges in to NS2.

From my comment in Discord:

It should certainly be in NS2 as lots of TM:PE users, including myself, use NS2. I suspect NS2 could also elaborate on the functionality, eg. allowing any or all crossings to be hidden purely for aesthetic purposes (eg. the actual crossing remains as far as pathfinder is concerned, but the visual element is removed).
However, I'd like to see the basic functionality in TM:PE also as it should hide disabled (via Junction Restrictions tool) crossings regardless of whether NS2 is active or not. The TM:PE version of it would deactivate if any version of Network Skins (1 or 2) or is active, or any mod conflict (patch collision) detected.

Kian: We can merge this into TMPE later. Although I do not think its a good idea since TMPE is not supposed to deal with textures. Also might create incompatibility issues with other mods.

While not the primary goal of TM:PE, it's been long-standing feature request (eg: https://github.com/VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition/issues/16) from users and it's regularly been mentioned in various suggestion/improvement threads over the years, so there is user expectation that when crossing is disabled in TM:PE the visual stuff on the road should update.
Similarly, there's also the stuff about speed limit sign props - where users have asked if we can make those reflect the speed set by TM:PE speed limit too. (see: #49, #124 for some recent discussion on that).
Also, we already alter lane arrows when TM:PE changes lane routing at junctions, so there is some precedent of us altering or affecting the visible stuff on the map.

@aubergine10
what are you going to do about compatibility issues with NS2? maybe we an say if NS2 is loaded then do not patch NetNode.RenderInstance()?
PS:I talked to NS2 last night and he said he likes to merge my mod as it is into his mod (it will use harmony though). And he has future plans to create user UI that generates Network skins without crosswalks.

what are you going to do about compatibility issues with NS2? maybe we an say if NS2 is loaded then do not patch NetNode.RenderInstance()?

Yes, precisely that.
We check to see if any NS mod (v1 or 2, assuming they both update the NetNode.RenderInstance()) is enabled, and if so we don't apply our patch and NS2 does the work.
cc: @boformer

The only possible issue I foresee is if users start getting confused that hiding crosswalk in NS2 doesn't 'disable' the actual pedestrian crossing.

@aubergine10 @boformer How should we have both NS2 and TMPE to remove crossings without having too much duplicate code?
This will be more important in future as I suspect both TMPE and NS2 would like to do more road texturing. TMPE for one is developing a taste for it! I can feel it! see #557

In my opinion texture changes caused by TMPE adaptions, should be performed by TMPE.

@Sipke82
That is easier said than done because there are compatibility issues. So for example NS2 might want to use rainbow crosswalks (presumably by hiding original crosswalks and adding rainbow prop). while TMPE might want to hide crosswalks. They both need to patch the same line of NetNode.RenderInstance().

A shared git module perhaps?

There are two main cases and two additional if you want to separate logic through both mods:

NS2 installed
2, NS2 not installed.
3, N

There are few cases to cover. The best option would be to separate responsibility (TMPE - manages paths, NS2 - manages textures). Use observer pattern or similar to notify about changes.

new game, both mods installed - both mods are connected via simple observer API, any change in one mod is propagated to the other, works in both directions + additional configuration (update paths when crosswalk is shown/hidden using NS2 or TMPE disabling/enabling pedestrian crossing should update textures - managed by NS2)
NS2 not installed (TMPE manages textures by itself) - easiest case, I think

Synchronization problems to solve. I think that will be the hardest part.

NS2 installed at later date - what to do with hidden crosswalks? Should we move settings from TMPE to NS2 or not? If yes, how?
NS2 installed before TMPE - similar to previous case - what to do with hidden crosswalks, Should we move settings from NS2 to TMPE or not? If yes, how?

If both mods have it there's also the issue of duplicate data in the save (NS2 saving that it's hidden the crossing lines, TM:PE saving that the actual crossing path is disabled).
There's also the issue that a user hiding crossing lines in NS2 might not want the actual crossing path removed (example: https://github.com/krzychu124/Cities-Skylines-Traffic-Manager-President-Edition/issues/27#issuecomment-463776034).

It does not make sense to require another mod to add a functionality this mod should have had in the first place. TM:PE modifies things about traffic, it is not exclusive to the code. There's no reason, compatibility or not, that we should not modify the textures on their own. If I disable a crosswalk using TM:PE, I expect the crosswalk to be disabled entirely, textures as all. Similarly, like stated earlier, if I change the speed limit, I expect the speed limit to be changed, textures and all. It wouldn't make sense to make NS2 as a dependency for this feature; what is somebody doesn't want or use NS2? Then, suddenly we've found ourselves in a position where functionality provided by TM:PE doesn't make sense, as it does currently.
By making it NS2 exclusive, that's like saying when we disable traffic lights, they should not be removed from the junction because "we don't modify textures" unless you install some third-party "road modifier" mod. It's the same concept. If I disable traffic lights, I expect the traffic lights to be disabled, models & textures and all. If I disable crosswalks, I expect the crosswalk texture to be disabled, textures and all.
I don't understand why this is such an issue; we've had compatibility issues in the past. We didn't just shrug off features to other mods, did we? I think that @krzychu124's solution would work well if NS2 is installed. If it's not installed, TM:PE needs to handle the texture management. It does not make sense to have the ability to disable crosswalks if it doesn't even look like they're disabled. This is the problem in the first place. Making it another mod's responsibility doesn't make sense; it lowers the workload, sure, but then you're creating an extra dependency which will not only cause confusion, but frustration on the user's half because now they need to install an entirely new mod just for this one, simple feature.
Imagine if we had to install a separate mod for every change this mod made. Traffic lights? Well you'll need to install the Advanced Traffic Lights mod, which does way more than you need, but, well, we didn't want to implement the feature ourselves.
Sorry, I'm a little salty about the idea of making this mod depend on another for such a, from the user's perspective, "simple" feature that should've been in TM:PE when the feature was implemented in the first place.

I think @krzychu124 has the best solution: if both mods are installed, then NS2 can handle it, but if not, TM:PE should handle it. It'd make no sense to make the mod an external dependency. If people don't want it installed, then why should TM:PE miss a feature because of it, you know?
I think to solve the synchronization, you should try your best to work with their team to get the mods to work together. If TM:PE is installed first, then it should move them to NS2 as NS2 has a more fleshed out implementation. TM:PE's should be a "backup" per-say.

Kian's crosswalk decal hiding mods which might get merged in to TMPE once we move to Harmony 2 properly:

https://steamcommunity.com/sharedfiles/filedetails/?id=1934023593
https://steamcommunity.com/sharedfiles/filedetails/?id=1939169189

Will keep this #27 open until integration.

Hide crosswalks mod will probably be a part of AR(Advanced Roads) mod. Closing for now.


Add acast to adopters

Hey, I just made a Pull Request!
Add acast to adopters

[ { path: 'ADOPTERS.md',
    start_line: 22,
    end_line: 22,
    start_column: 50,
    end_column: 53,
    annotation_level: 'failure',
    title: '[error] Vale.Spelling',
    message: 'Did you really mean \'Olle\'?' },
  { path: 'ADOPTERS.md',
    start_line: 22,
    end_line: 22,
    start_column: 55,
    end_column: 62,
    annotation_level: 'failure',
    title: '[error] Vale.Spelling',
    message: 'Did you really mean \'Lundberg\'?' } ]

😒 yes i did

Tugboat has finished building the preview for this pull request!
Link:

https://pr4598-oietvpvqldqqffcsysfrmb47r1la5f7y.tugboat.qa

Dashboard:

https://dashboard.tugboat.qa/602f9b42fcb22d21ed5a79b5

Haha!
Add to https://github.com/backstage/backstage/blob/master/.github/styles/vocab.txt

I took the liberty of sorting the vocab file before adding myself, if you don't want that change I can remove it

That's fine, keeping things neat

Tugboat has finished building the preview for this pull request!
Link:

https://pr4598-oietvpvqldqqffcsysfrmb47r1la5f7y.tugboat.qa

Dashboard:

https://dashboard.tugboat.qa/602f9b42fcb22d21ed5a79b5


Make Distance objects hashable

In my project I wanted to use a Distance instance as a dict key, but it's not possible because the __hash__ method is not implented. I believe this should be easy to do - just return the hash of the underlying numeric representation.

This looks like a duplicate of https://github.com/geopy/geopy/issues/485

Closing as a duplicate of #485


Socketpair test

Is this always deterministic? Couldn't the prints go in any order?

No, the print is before the write, so the read in the other socket blocks and the print there is afterward.


fix unconfirmedTxApperances for blockr and sochain

unconfirmedTxApperances always equals zero with blockr and sochain:
https://github.com/CounterpartyXCP/counterblockd/blob/master/lib/blockchain/blockr.py#L64
https://github.com/CounterpartyXCP/counterblockd/blob/master/lib/blockchain/sochain.py#L68
it's a problem because this field is used here:
https://github.com/CounterpartyXCP/counterblockd/blob/5795728e6c85ab2409139d24f8e87385760565a9/lib/api.py#L111

Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Why is this issue still opened? It looks related code was gone.


Support only news flashes from the supported location categories list…

… in news_flash API and cache insertion.
Rename anyway/dataclasses to anyway/anyway_dataclasses.

@ziv17 The tests are failing - as it turnout there is a difference for the order of adding the elements.


return code is not identical to API doc

The API document is correct,  just the endpoint return 200 in sandbox. I can't open an issue. So...

See issue #32


Download links are http

Not sure if this is the right place for this or not; when I try to download the Windows binary for Erlang from erlang.org, it's blocked by chrome because erlang.org is https and the download link is http. I can copy/paste the link and change it to https and it works, but probably those links should be updated.

Fixed


Update android player to 3.58.1+jason

Automated android player version update to 3.58.1+jason

Blocked due to incompatible react native version


Create an intro

Add an intro about yourself: who are you, what is your strength, why are you here.

Hi! My name is Martha but I like to be call Lu. I'm a Colombian 24 year old girl who is persuing a development career and is trying her best in order to achived this.


Win+PrtSc while Shortcut Guide is turned on

The Shotcut Guide Screen is visible in the screenshot and hides the desired screen.

just tried it on 0.19.2, can't repro.  For 2nd screen, that is only after i press and held to force the shortcut guide to pop up.  A quick tap, screenshot works fine for me.
What what version of PowerToys, any chance we can get specs of machine maybe as well so we can see if maybe there is a lag in winkey+prtscn and when you couple the two it happens?

No, That's exactly what I am talking about though!...No one needs a screenshot of the shortcut guide, so even after waiting for the guide to appear, it should hide when we press PrtSc. On quick tapping, it works fine.
For instance, if someone wants to take a screenshot from a video for some reason and they hold Win key and wait for the exact moment but then the guide shows up and...well, you know what I am talking about ( I know it is a rare scenario, but practically it makes more sense that the guide is hidden when we want to take a screenshot )

@aryanrai2001

if someone wants to take a screenshot from a video for some reason and they hold Win key and wait for the exact moment

For that scenario make sense to first turn off the shortcut guide, because even if we manage to hide the shortcut guide before Windows process Win + PrintScreen, it would be a very bad experience to have the shortcut guide showing up anyway.

Yeah, But the shortcut guide has a preview for a reason...I posted this issue because I experienced it and I can't really explain why but it is a little annoying if you are to slow some times and it captures the shortcut guide instead.
My point is, software should not include anything that results in a redundant output. Even if the scenario I mentioned is very less likely to be encountered, we should not be forced to turn the feature off and turn it back on every time. It would be handy if the guide did not appear in the screenshot.
Sometimes when I take a screenshot this happens (guide fading in):

Think about it. Who would ever want to take a screenshot with this beautiful shortcut guide photobombing?
Another example, If someone doesn't know that Win + PrtScr is for screenshot and intentionally holds Win key long enough for the guide to show up (that's what the guide is for), they will then have to release the win key for the guide to disappear and the press both the keys simultaneously to take a screenshot. Or just do it how a sane person would do by pressing it without releasing the win key and then feeling like a moron when discovering that they took the screenshot of the guide instead. I hope now it's easier for the geniuses to wrap their head around the problem but if still no, then thank you for the response on my feedback, I guess I'm not gonna use this feature.

you can increase the time as well to show.
we're also experimenting with WinKey+?


clone button to clone from self jobs, or even search more jobs in "Simplest Job Submission Page"

For JobType, is there any details about it? And there could be a clone button to clone from self jobs, or even search more jobs.
Originally posted by @squirrelsc in https://github.com/Microsoft/pai/issues/2238#issuecomment-468507594

I thought this request over again, as we want to make the Simple Job Submission as simple as possible, we should leave the clone stuff at the job list table and marketplace instead of the submission form.


Add new member tracking policy with configurable SSH commands

Allows easy creation of new load balancer entities by defining tracking policies in YAML that execute the required commands over SSH when an entity is added or removed.

@aledsage @neykov I added a test and implemented the suggested changes; should be ready for merge now

LGTM - one very minor comment for how to dramatically reduce the test time from 3 seconds to a few milliseconds. It adds up to a surprisingly high number when too many of our tests did sleeps!

LGTM from me as well, merging.

Thanks @neykov


Fixed bug - Certain static member names cannot be used due to non overridable member names on the constructor function type.

Proposed patch for issue #442.
Introducing a set of contextually reserved identifier names seems like a big deal, so I'll happily go back and set that up in whatever way seems best, if anyone has suggestions. I'm new at this so that's what I came up with. I think I added the test correctly and the rest of the baselines look good. I had to modify one test because it was using 'name' as a static identifier name. I don't believe the test was specifically testing that bug, but possibly one that was actually being caused by this issue, I changed the property name from 'name' arbitrarily to 'beep' and I don't believe it will affect the test.
I look forward to a review of this and suggestions from everyone. I've never done a PR so if I did this incorrectly please let me know :+1:

Hi @cjbarre, I'm your friendly neighborhood Microsoft Pull Request Bot (You can call me MSBOT). Thanks for your contribution!

In order for us to evaluate and accept your PR, we ask that you sign a contribution license agreement. It's all electronic and will take just minutes. I promise there's no faxing. https://cla.microsoft.com.

TTYL, MSBOT;

@cjbarre, Thanks for signing the contribution license agreement so quickly! Actual humans will now validate the agreement and then evaluate the PR.
Thanks, MSBOT;

Hey @cjbarre, thanks for the PR!
Right now your checks are in the grammar checking code, whereas I would suggest you should perform the check in checkVariableLikeDeclaration.
I feel like a better approach would be to check whether or not the members exist within the global Function interface.
That might prompt a question as to whether or not we should enforce the same restrictions on an interface with a call/construct signature. My feeling is no, but maybe others could weigh in. @ahejlsberg @RyanCavanaugh @JsonFreeman

@mhegazy what do you think of checking the Function interface?

@mhegazy what do you think of checking the Function interface?

i agree this is a cleaner approach.

Agreed about the Function interface. But to clarify something, overriding properties inherited from Object.prototype works, but from Function.prototype does not work? Is that the general rule?
@DanielRosenwasser for your question, I think interfaces with c/c signatures should not have this check. The reason is because interfaces are merely descriptive. My understanding of this check is that it is erroring on code that will try to override these properties, which is not what an interface is doing.

Right now your checks are in the grammar checking code, whereas I would suggest you should perform the check in checkVariableLikeDeclaration.

@DanielRosenwasser I agree that sounds like a much better place for something like this.

I feel like a better approach might be to check whether or not the members exist within the global Function interface.

This will ensure that every member on the global Function interface will be checked and centralize the location of these reserved identifier names. It also makes the intention of the code more clear. Sounds good to me!

I think we need a lit bit more information here; preferably something that will point that classes constructors are inherently functions. something like:

Duplicate identifier 'name'. Class constructor functions implicitly have a property with the same name

Absolutely @mhegazy, would you mind explaining this

this makes static declarations with name "toString" for instance illegal, if you are using a map, use ts.hasProperty to check if the property exist on the object it self and not its prototype chain.

a little further?

@DanielRosenwasser for your question, I think interfaces with c/c signatures should not have this check. The reason is because interfaces are merely descriptive. My understanding of this check is that it is erroring on code that will try to override these properties, which is not what an interface is doing.

@JsonFreeman Doesn't defining an interface imply that most of the time it will be implemented at some point? Could it be confusing if someone tries to do this:
interface A {
  static name; // No error
}

class B implements A {
   static name; // Error
}

I think I understand your position, that TypeScript interfaces can be useful without implementations and aren't the same as typical language interfaces like in C# where an interface will always have some sort of implementation, right?
@DanielRosenwasser @mhegazy @JsonFreeman Thanks a lot for the review guys I appreciate it! I have a lot to learn about the compiler :P

@mhegazy meant that if you index into the object with the symbol name like you're currently doing, it will perform a lookup in the object's prototype as well. Since that object's prototype is Object, there will be existing properties like toString, so if your symbol's name is "toString", you'll accidentally say that the lookup succeeded.
We have a function called hasProperty which takes care of this issue, so you could use that.
If you end up using the Function type, I think we have other helper functions. Something like getPropertyOfType.

@cjbarre in your change you have a check like:
  if (node.kind === SyntaxKind.Identifier && reservedStaticPropertyNames[node.symbol.name])

checking if the object reservedStaticPropertyNames has a property with value node.symbol.name is not correct, as it will check properties on the object it self (e.g. length, name, arguments, caller) as well as on its prototype, Object in this case. Object has a set of predefined members like toString and valueOf, so now your look up will return true if your symbol is toString, what you should use instead is hasOwnProperty to make sure you are not looking up prototype properties.
Here is a sample i ran in my browser F12 console.
var map = {"a" : "a"};
> undefined
!!map["a"];
> true
!!map["toString"];
> true
map.hasOwnProperty("a");
> true
map.hasOwnProperty("toString");
> false

@mhegazy @DanielRosenwasser Thanks guys I understand now! I'm going to use the Function type, so I'll be sure to check out those helper functions.
Any opinions on @JsonFreeman's comments on whether or not interfaces with c/c signatures should have to follow the rules?

I agree with @JsonFreeman. we should only do this checking for static properties on classes (and merged namespaces* as well), but not on anything with a call/construct signature.

here is a test:

class C {
}

namespace C {
     export var name: string;  // should be a duplicate property declaration as C already have a "name" property from the Function interface.
}

@mhegazy Good point about the merged declarations. What about when the class or namespace is ambient? Again, ambients are just descriptive. So should these properties be allowed for ambients?
Here are some interesting examples:
declare class C {
    static name: string;
}

class C { }
declare namespace C {
    export var name: string;
}

declare class C { }
declare namespace C {
    export var name: string;
}

declare class C { }
namespace C {
    export var name: string;
}

I think you are right. ambient should not be errors. we do not know how it was implemented.

@mhegazy but what about the very last example?

i would say error. you are trying to add a function with the same name to an existing class, which possibly will break some functionality, so i would assume you want to know about it.

Yes, so the rule would be that if the property declaration itself is non-ambient, it is an error.

correct

@cjbarre please let us know if you have any questions.

@mhegazy I definitely will, having a busy week. I think the situation has been complicated a little more than the original request. I'm not yet familiar with the concept checking merged namespaces and checking for c/c signatures.

Feel free to ping @DanielRosenwasser, myself, or @JsonFreeman if you have any questions. here is some documentation about declaration merging in general https://github.com/Microsoft/TypeScript-Handbook/blob/master/pages/Declaration Merging.md

@mhegazy @JsonFreeman @DanielRosenwasser
Opinions on a different diagnostic message for namespace merge conflicts? I think it's less obvious than when trying to declare a conflicted static property on a class.

Cannot export an identifier named 'name' in a namespace declaration that is being merged with a class declaration. Class constructor functions implicitly have a property with the same name.

Something to that effect?

"Duplicate property declaration" error is fine along with some explanation of "Class constructors implicitly has a property 'name`"

I am not a fan of the word "implicit" being used in an error message because I think it confuses most users (except implicit any errors). I would say something like "Static property 'name' inherited from type Function cannot be overriden". @cjbarre while I think it is nice to distinguish the merged declaration case, I can't think of a good wording that won't sound confusing.

Initially suggested at https://github.com/Microsoft/TypeScript/issues/442#issuecomment-169521416
Why not compile
class C {
    static name = 'something';
    static arguments = 'args';
    static caller = 'caller';
}

console.log(C.name); // 'C'
console.log(C.arguments); // null
console.log(C.caller); // null

to something like
var C = (function () {
    function C() {
    }

    C.__statics = {
        name: 'something',
        arguments: 'args',
        caller: 'caller'
    };

    return C;
})();
console.log(C.__statics.name); // 'something'
console.log(C.__statics.arguments); // 'args'
console.log(C.__statics.caller); // 'caller'

?

You can't arbitrarily sometimes rewrite names in a structural type system.
Consider some code like this
interface HasName {
  name: string;
}
class Foo {
  static name = 'fooClass';
}
let bar: HasName = { name: string };
let q = Math.random() > 0.5 ? Foo : bar;
console.log(q.name);

@cjbarre are you still perusing this PR? if so please refresh it and resolve merge conflicts.

Closing in favor of https://github.com/Microsoft/TypeScript/pull/12065


Hub design

@jdegoes
I cleaned up a very basic implementation of PubSub that I did for work. It's basically a wrapper around a Ref[List[Queue[A]]] that allows multiple receivers for each published item.
Is that similar to what you had in mind for Hub?
What do you think should be the primitives and operations?
Let me know if I can adapt this for inclusion in ZIO.

@ghostdogpr @iravid
How about if we split into covariant / contravariant parts, and use Stream for subscription, so the user can filter / etc. as they like (orthogonal).
trait ZHub[-I, +O] {
  def subscribe: Managed[Nothing, Stream[Nothing, O]]

  def publish(i: I): UIO[Unit]

  def contramap[I1](f: I1 => I): Hub[I1, O]

  // Etc.
}

I'm not sure if the Managed around Stream is necessary. Ideally it would be dropped. Need to see about that, though.

@jdegoes
OK for splitting. How about E and R? Shall we go all the way and have 6 type parameters here too? Or shall we restrict things like mapM to a UIO?
About the return type of subscribe, I like using Stream better than a callback. The only reason I didn't use it was that we need a way to "unsubscribe" and clean up the related queue, but we don't have that event if we return a stream. Managed solves that issue so it sounds good to me. If we dropped it, how could we unsubscribe?

I ended up with
def subscribe(queueSize: Option[Int]): UIO[Managed[Any, Nothing, Stream[Any, Nothing, A]]]

which is even more complex.
Managed because I need an event to unsubscribe and clean up the resources.
UIO because I need to create the queue beforehand in order to clean it up in Managed.release
override def subscribe(queueSize: Option[Int]): UIO[Managed[Any, Nothing, Stream[Any, Nothing, A]]] =
  for {
    queue <- queueSize.fold(Queue.unbounded[A])(Queue.bounded[A])
    _     <- state.update(queue :: _)
  } yield Managed.make(IO.succeed(Stream.fromQueue(queue)))(_ => state.update(_.filterNot(_ == queue)))

Not really satisfied 😕

@ghostdogpr I think your design makes sense. To simplify you could lift the queue creation into Managed:
override def subscribe(queueSize: Option[Int]): UIO[Managed[Any, Nothing, Stream[Any, Nothing, A]]] =
  for {
    queue <- Managed.fromEffect(queueSize.fold(Queue.unbounded[A])(Queue.bounded[A]))
    stream <- Managed.make(state.update(queue :: _).const(Stream.fromQueue(queue)))(_ => state.update(_.filterNot(_ == queue)))
  } yield stream

@iravid Thanks! I didn't realize I could do that.

I did the split into covariant and contravariant parts.
Things I'm still not so sure about:

Is it worth allowing mapM and contramapM using any R and E? We would have 6 type parameters just like Queue.
I exposed all queue strategies to subscribe. That is the most flexible, but is that needed? It could also be defined in make for all the queues.


Will Not Turn On TV

When my TV is off the home app shows no response message for the TV Power switch. Also in homebridge it is throwing out the error “webOS - Error: connect ETIMEDOUT <IP_ADDRESS>:3000” when it is turned off. Obviously when the TV is on the message goes away along with the no response message in the Home app. Any way to fix this? My LG is correctly connected via Wi-Fi.

Is this issue fixed?


docs: add EU-1 region

Definition of Ready

[ ] I am happy with the code
[ ] Short description of the feature/issue is added in the pr description
[ ] PR is linked to the corresponding user story
[ ] Acceptance criteria are met
[ ] All open todos and follow ups are defined in a new ticket and justified
[ ] Deviations from the acceptance criteria and design are agreed with the PO and documented.
[ ] No debug or dead code
[ ] My code has no repetitions
[ ] Critical parts are tested automatically
[ ] Where possible E2E tests are implemented
[ ] Documentation/examples are up-to-date
[ ] All non-functional requirements are met
[ ] Functionality of the acceptance criteria is checked manually on the dev system.

closed in favour of https://github.com/zitadel/zitadel/pull/7230


Proper way to persist and recover data from disk

I tried several hacks on the result buffer of serialize with no luck. Is there an API for persisting/recovering data ?
serialize returns Uint8Array so this is how I'm persisting it:
const flatgeobuf = serialize(fileContent)
fs.appendFileSync(path.join(__dirname, '../data/geo/states.fgb'), Buffer.from(flatgeobuf));

But I cannot recover the model (only errors)!
const pickle = fs.readFileSync(path.join(__dirname, '../data/geo/states.fgb'))
// 1
// const ab = new ArrayBuffer(pickle.length);
// const view = new Uint8Array(ab);
// 2
// deserialize(pickle)
// 3
const view = new Uint8Array(pickle.buffer);
deserialize(view)

All don't work.
Thanks a lot !!

Not sure what is going on there but as you can see from test cases at https://github.com/flatgeobuf/flatgeobuf/blob/master/src/ts/geojson.spec.ts, serialize and deserialise should work.

I've added a roundtrip to disk in this node example - https://github.com/flatgeobuf/flatgeobuf/blob/master/examples/node/index.js.
It's your writing part that is wrong. I'm not sure why you are using appendFileSync and Buffer.from but that works too.. if you delete the file before running of course.

Thanks a lot for providing an example. I will try that. Yes I agree me neither I don't know I just used append like the default option to write something in a file (unconsciously)
Thanks again

Programming while unconscious is dangerous. 😜


v2 Istio - Remove older Istio charts before release

We are only releasing with Istio 1.7.1, so should remove the 1.6.x/1.7.0 charts prior to release.

Should be handled via https://github.com/rancher/rancher/issues/28872
@bmdepesa want to close this and use that instead or leave this ? Other issue has multiple things along with it but that is how cleanup will be handled.


[LLC][Core] Prove grow-up story for Pageables

There are currently tests for the grow-up story for one GET operations in Azure.Core.Experimental's Tests project:

LLC Test
Model Cast Test
Error Response Test

We would like to add tests that prove the grow-up story for Pageables as well.  These should:

[ ] Test that LLC returns Pageable<BinaryData> for a Pageable method
[ ] Test that BinaryData can be cast to OutModel
[ ] Test that a grow-up helper method can be added that returns Pageable<OutModel>

Initial work done on Pageables here, before handing off to Alexander.

Duplicate of https://github.com/azure/autorest.csharp/issues/1944


Error on example page

Hi. I'm trying to run the example page to understand better how this api works, and I'm not having success.
I'm getting KeyError: 'refresh_token' error, and I don't know why. My patreon_creator_refresh_token is right.
LOG: https://pastebin.com/KaZV0PXU
Config file: https://pastebin.com/NgTTNf4G

Closing, assuming this is fixed with updates to example.  Please re-open if you're still having trouble.


[Function expose] Codeunit 7307 Whse.-Activity-Register Code

In Codeunit 7307 Whse.-Activity-Register the functions LocationGet and GetItemUnitOfMeasure2  (why 2? where's the original?) would have to be global and external and return via VAR the getted Location/ItemUnitOfMeasure (so you can get rid of the global variables).
LOCAL LocationGet(LocationCode : Code[10])
IF LocationCode = '' THEN
  CLEAR(Location)
ELSE
  IF Location.Code <> LocationCode THEN
    Location.GET(LocationCode);

LOCAL GetItemUnitOfMeasure2(ItemNo : Code[20];UOMCode : Code[10])
IF (ItemUnitOfMeasure."Item No." <> ItemNo) OR
   (ItemUnitOfMeasure.Code <> UOMCode)
THEN
  IF NOT ItemUnitOfMeasure.GET(ItemNo,UOMCode) THEN
    ItemUnitOfMeasure.INIT;

The function UpdateWhseShptLine should be global + external and the variable WhseShptLine should be a local (instead of a global).
TY

Ah thank you :)

What is the reason you require UpdateWhseShptLine to be external?
(Had to check again)
When exploding a BOM-item on saleslines, we don't change the the BOM-item to a textline.
When the components get picked, we need to know if everything is picked for the BOM-item.
We changed the Code function in COD7307 to handle this.

Now in order to have the same functionality with events, we have to duplicate the functions LocationGet, GetItemUnitOfMeasure2 and UpdateWhseShptLine in our subscriber codeunit (with no changed logic).
When these functions becomes global and external, we can just call them from our subscriber.
Thanks

Thanks for the reply.
We've gone ahead with your request to make UpdateWhseShptLine external. We usually include these types of changes in the next minor release, so look for it there.


Comment Lines in Data Files

If a line begins with "%" in the date file, it should be ignored by the parser.  Even if the comment line appears inside of a matrix definition.

Updated the parser to not consider a line if it begins with '%' (in the data matrix for the various network objects).
Cases which the current changes in the parser will not be able to handle when the information regarding a bus is commented :

The bus is being used in some branch definition.
The generator information regarding the bus is still present in the file.
The bus location regarding the bus is still present.

All the above cases create an anomaly in the file. Support for the above will be added if such cases are encountered.
Please review and close.

I tested the file which inspired this bug and it still does not parse.  I will send it to you for testing.

The following updates have been made in the parser:

The parser will not consider any line whose first character is '%' (after the data in the line has been trimmed for white spaces).
As the name of attributes/properties for the elements are now being read from the rules, the parser will ignore any extra content/value for an element which exceeds the property count i.e. any content after the ';' will be ignored.


Login to store manager

What does this PR do?
It creates a login page for the admin and the store attendant.
Description of the tasks completed

Created a feature branch and a UI directory
Added HTML for a login page
Added CSS for the login page
Added two images

How can you test this?
Clone this repository to your local machine and run the login.html file to view the user interface
What are the relevant pivotal tracker stories
#161049231

nice UI
one thing though...why are you making a PR to master
make your PR to gh-pages branch from your ft branch

Brick wall very very creative.

Nice work, however the color of the various text in the form are different. Store manager and Sign in are white in color, but Username and Password are black in color.
Conforming to a single font color would make it better.

Nice work, however the color of the various text in the form are different. Store manager and Sign in are white in color, but Username and Password are black in color.
Conforming to a single font color would make it better.

Thanks. I will make the necessary changes and initiate another pull request


Adds updater for organization limits

Gateway https://github.com/code-kern-ai/refinery-gateway/pull/119
Model submodule https://github.com/code-kern-ai/refinery-submodule-model/pull/36
Admin dashboard: https://github.com/code-kern-ai/admin-dashboard/pull/62
Refinery UI: https://github.com/code-kern-ai/refinery-ui/pull/125
Updater https://github.com/code-kern-ai/refinery-updater/pull/28

merge with dev open

[ ] resolved

I think the config service should also have a pr for the base_config file (services_to_notify)

[ ] resolved


Ruby gem build error

Gem::Ext::BuildError: ERROR: Failed to build gem native extension.

    /Users/jared/.rvm/rubies/ruby-2.2.2/bin/ruby -r ./siteconf20151005-174-1pparyi.rb extconf.rb
checking for dlopen() in -ldl... yes
checking for inflate() in -lz... yes
checking for gpr_now() in -lgpr... yes
checking for grpc_channel_destroy() in -lgrpc... yes
creating Makefile

make "DESTDIR=" clean

make "DESTDIR="
compiling rb_byte_buffer.c
compiling rb_call.c
compiling rb_channel.c
rb_channel.c:219:7: error: implicit conversion loses integer precision: 'long' to 'grpc_connectivity_state' [-Werror,-Wshorten-64-to-32]
      NUM2LONG(last_state),
      ^~~~~~~~~~~~~~~~~~~~
/Users/jared/.rvm/rubies/ruby-2.2.2/include/ruby-2.2.0/ruby/ruby.h:618:21: note: expanded from macro 'NUM2LONG'
#define NUM2LONG(x) rb_num2long_inline(x)
                    ^~~~~~~~~~~~~~~~~~~~~
1 error generated.
make: *** [rb_channel.o] Error 1

make failed, exit code 2

Gem files will remain installed in<EMAIL_ADDRESS>for inspection.
Results logged to<EMAIL_ADDRESS>

I have the same problem.

I see that you are buidling on a Mac - can you provide a bit more info

how did you install gRPC ?
what MacOS version are you using ?

gRPC was installed using homebrew
grpc/grpc/grpc: stable 0.11.0, HEAD
gRPC is the next generation open source RPC library and framework
http://www.grpc.io/
/usr/local/Cellar/grpc/0.11.0 (100 files, 4.2M) *
  Built from source
From: https://github.com/grpc/homebrew-grpc/blob/master/Formula/grpc.rb

OS X Version: 10.11 (15A284)

Seeing this issue in Travis CI as well:
https://travis-ci.org/cisco/cisco-nxapi/jobs/95355222
$ git clone https://github.com/grpc/grpc.git
$ cd grpc
$ git submodule update --init
$ make
$ sudo make install
$ cd src/ruby/
$ gem build grpc.gemspec
$ gem install --local --force grpc-*.gem
Building native extensions.  This could take a while...
ERROR:  Error installing grpc-0.11.1.gem:
	ERROR: Failed to build gem native extension.

    current directory: /home/travis/.rvm/gems/ruby-2.0.0-p647-clang/gems/grpc-0.11.1/ext/grpc
/home/travis/.rvm/rubies/ruby-2.0.0-p647-clang/bin/ruby -r ./siteconf20151209-16667-ifuup8.rb extconf.rb
creating Makefile

current directory: /home/travis/.rvm/gems/ruby-2.0.0-p647-clang/gems/grpc-0.11.1/ext/grpc
make "DESTDIR=" clean

current directory: /home/travis/.rvm/gems/ruby-2.0.0-p647-clang/gems/grpc-0.11.1/ext/grpc
make "DESTDIR="
compiling rb_channel_credentials.c
compiling rb_channel.c
rb_channel.c:221:7: error: implicit conversion loses integer precision: 'long' to 'grpc_connectivity_state' [-Werror,-Wshorten-64-to-32]
      NUM2LONG(last_state),
      ^~~~~~~~~~~~~~~~~~~~
/home/travis/.rvm/rubies/ruby-2.0.0-p647-clang/include/ruby-2.0.0/ruby/ruby.h:592:21: note: expanded from macro 'NUM2LONG'
#define NUM2LONG(x) rb_num2long_inline(x)
                    ^~~~~~~~~~~~~~~~~~~~~
1 error generated.
make: *** [rb_channel.o] Error 1

make failed, exit code 2

The Travis build @glennmatthews posted was fixed by changing rvm ruby version from ruby-2.0.0-p647-clang to ruby-2.0.0-p648.
The fixed Travis build is here:  https://travis-ci.org/cisco/cisco-network-node-utils/jobs/98156451

@murgatroid99  I expect this to be obsolete once we release the 0.13 gems.

We are now shipping pre-built packages for Ruby, this issue shouldn't be relevant anymore.


SPL ETH ---> ERC20 Conversion Endless failure loop 3+ days

Hello, I know very little about programing but very involved in cryptocurrencies. I recently sent two transactions each from Sollet wallet SPL ETH to my ERC20 Meta Mask via Sollet's native conversion feature. However, both transfers are stuck in "Completing to transfer" for days now. When they time out after 50 blocks, once I click on ETH tab on Sollet wallet, Meta will reopen and ask to confirm contract interaction. If I accept it repeats the same fail after 50 blocks. If I rejects it will just ask again next time I click on the Sollet Wrapped ETH tab. Any ideas? Willing to pay $500 for anyone that can get these two TX returned or sent. Thank you for your time! Cheers, Adam

Please join the discord for bridge support. Lots of help is given there.


docs(simplepropstable): updating layout of props tables

#317

Codecov Report

Merging #869 (20a986c) into dev (101269a) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##              dev     #869   +/-   ##
=======================================
  Coverage   86.96%   86.96%
=======================================
  Files         175      175
  Lines        4551     4551
  Branches     1554     1554
=======================================
  Hits         3958     3958
  Misses        292      292
  Partials      301      301

Impacted Files
Coverage Δ

...t-magma-dom/src/components/Accordion/Accordion.tsx
100.00% <ø> (ø)

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.


App idea 1

Conditions for submitting an app idea

[X] I have read and agree to the conditions above
[ ] I would like to develop this app myself

Describe your app idea
NES Emulator with tons of games including: Super Mario Bros. with cheats.

https://repo.webosbrew.org/apps/com.retroarch

sorry bro. i use retroarch now. A months ago it said "premission denied" for adding .nes files for it.


Setup repository for product documentation

To better support OpenRefine we are undertaking a project to improve documentation. Documentation source files will live in a separate Github repo in the OpenRefine org, and from there be published to a documentation platform.
This issue is to setup the new repository
See https://docs.google.com/document/d/1VtzXjSqrliAp1R8Xy3yARXIiN5NuV0dNf4apvJz4rl8/edit# for more detail

@wetneb @ostephens Didn't we agree to put the documentation in the OpenRefine Repository itself? And to publish the website we can use an outsourcing script or script to generate docs dynamically from the given URL.

To better support OpenRefine we are undertaking a project to improve documentation. Documentation source files will live in a separate Github repo in the OpenRefine org, and from there be published to a documentation platform.

@kushthedude for the technical reference documentation we'll definitely be doing this - via javadocs. I think for the product reference documentation we need a separate repo. I think we can still encourage contributors to update the docs as they change behaviour of the tool.
(definitions of technical reference vs product reference given at https://docs.google.com/document/d/1VtzXjSqrliAp1R8Xy3yARXIiN5NuV0dNf4apvJz4rl8/edit#)

Did we not also agree to store the source for the user manual in the main repository?
My understanding from the meeting we just had was that I would set up a repository to host GitHub Pages deployment for the docs, but the source of the docs would stay in the main repository.

One advantage to having a separate repo is that permissions can be managed separately from the main source code repo.
Also, re:

we can encourage contributors to update the docs as they change the behaviour of the tool

writing good quality code and writing good quality user documentation are two very different skill sets. It's not uncommon for people to have one or the other, but not both.

About permissions, I am not really sure why we would want to grant a user access to the docs and not the code or conversely. Changes to both are done through pull requests anyway, the master branch is protected. If someone becomes disruptive in any area we can easily remove them. We are currently trying to invite contributors to the organization as soon as they start contributing, which lets them contribute to issue triage and become part of the team. I think this works pretty well so far. In my experience there is little risk that people start abusing permissions and start messing up in an area they don't know about.

writing good quality code and writing good quality user documentation are two very different skill sets. It's not uncommon for people to have one or the other, but not both.

That is true. I would actually expect two sorts of pull requests:

PRs which only contribute to the docs, expanding / improving the docs in some areas;
PRs which contribute to the code, and make the required updates to the docs, which should generally be quite minimal and not require a lot of creativity. For instance, if you are adding a new option to an importer, simply add a bullet point in the corresponding list in the docs, with two sentences explaining what the option does. You don't need to be good at writing documentation for that, it's just about imitating the rest of the page.

It's somewhat analogous to the Weblate integration: some people only contribute translations, and some others write code add the required messages when needed. It's useful to keep the two in the same repository because they evolve together.

About permissions, I am not really sure why we would want to grant a user access to the docs and not the code or conversely. Changes to both are done through pull requests anyway, the master branch is protected. If someone becomes disruptive in any area we can easily remove them. We are currently trying to invite contributors to the organization as soon as they start contributing, which lets them contribute to issue triage and become part of the team. I think this works pretty well so far. In my experience there is little risk that people start abusing permissions and start messing up in an area they don't know about.

writing good quality code and writing good quality user documentation are two very different skill sets. It's not uncommon for people to have one or the other, but not both.

That is true. I would actually expect two sorts of pull requests:

PRs which only contribute to the docs, expanding / improving the docs in some areas;
PRs which contribute to the code, and make the required updates to the docs, which should generally be quite minimal and not require a lot of creativity. For instance, if you are adding a new option to an importer, simply add a bullet point in the corresponding list in the docs, with two sentences explaining what the option does. You don't need to be good at writing documentation for that, it's just about imitating the rest of the page.

It's somewhat analogous to the Weblate integration: some people only contribute translations, and some others write code add the required messages when needed. It's useful to keep the two in the same repository because they evolve together.

Closed by #2513. For now we are trying a monorepo approach, let's see if it is viable.


Tutorial issue: Build failure due to python version

I keep getting the following error:
ERROR: Package 'nbdev-test' requires a different Python: 3.6.12 not in '<4.0,>=3.8'
The build logs can be found here: https://github.com/hiqbal2/nbdev_test/actions/runs/481370649
Not sure what I am doing wrong but I have the entire repo saved. The only difference I have is that I am using poetry for environment management and use python 3.8 on Mac Mojave (10.14.6).

@hamzahiqb @hamelsmu I ran into this problem. To anyone who uses poetry for dependency management and reading this, here are the steps to resolve:

edit .github/workflows, setup-python step to:

    - uses: actions/setup-python@v1
      with:
        python-version: '3.8' #or whatever version your system/pyenv is using
        architecture: 'x64'

Comment out the Install the library step

Add the following steps to install poetry and project dependencies. You can read more about them and about the caching feature from this link although at the time of writing, their install poetry and poetry config steps was outdated so I replaced with a new one.

    - name: Run image
      uses<EMAIL_ADDRESS>      with:
        poetry-version: 1.1.4 #you can add your own version or a matrix of versions here

    - name: Cache Poetry virtualenv
      uses: actions/cache@v1
      id: cache
      with:
        path: ~/.virtualenvs
        key: poetry-${{ hashFiles('**/poetry.lock') }}
        restore-keys: |
          poetry-${{ hashFiles('**/poetry.lock') }}

    - name: Set Poetry config
      run: |
        poetry config virtualenvs.in-project false
        poetry config virtualenvs.path ~/.virtualenvs

    - name: Install Dependencies
      run: poetry install
      if: steps.cache.outputs.cache-hit != 'true'

add poetry run before the nbdev_read_nbs and nbdev_test_nbs commands

You can see a complete example of the main.yml file I used here


TK5000 data not valid

Hello
We are getting data from TK5000, and it's written into the database. But all positions have valid = 0 in database.
We are getting the following data (log journal):
2015-03-27 08:49:07 DEBUG: [5032 <- <IP_ADDRESS>] - HEX:<PHONE_NUMBER>39393034372c32303135303332373037343930352c392e3337373333382c34372e3432323232362c302c3030302c3638342c302c320d0a
2015-03-27 08:49:07  INFO: device: 15, time: Fri Mar 27 08:49:05 CET 2015, lat: 47.422226, lon: 9.377338
The data seems to be correct in database. Do you have an idea why valid is 0?
Thank you very much.
Best Regards,
Silvan

Your device reports 0 visible satellites, so the location data is probably old.


Variable explorer error on sort by value

Description
What steps will reproduce the problem?

Open a populated nltk.Probability.FreqDist variable viewer
(Try to) sort it by value
Close it or scroll values

What is the expected output? What do you see instead?
No error messages
Please provide any additional information below
File "/usr/lib/python2.7/site-packages/spyder/widgets/variableexplorer/collectionseditor.py", line 250, in fetchMore
self.rows_loaded + items_to_fetch)
File "/usr/lib/python2.7/site-packages/spyder/widgets/variableexplorer/collectionseditor.py", line 179, in set_size_and_type
for index in range(start, stop) ]
IndexError: list index out of range
Traceback (most recent call last):
File "/usr/lib/python2.7/site-packages/spyder/widgets/variableexplorer/collectionseditor.py", line 250, in fetchMore
self.rows_loaded + items_to_fetch)
File "/usr/lib/python2.7/site-packages/spyder/widgets/variableexplorer/collectionseditor.py", line 179, in set_size_and_type
for index in range(start, stop) ]
IndexError: list index out of range
Version and main components

Spyder Version: 3.2.0
Python Version: 2.7.13
Qt Versions: 5.6.2, PyQt5 5.6 on Linux

Dependencies
pyflakes >=0.5.0  :  1.6.0 (OK)
pycodestyle >=2.3 :  2.3.1 (OK)
pygments >=2.0    :  2.2.0 (OK)
pandas >=0.13.1   :  0.18.0 (OK)
numpy >=1.7       :  1.11.0 (OK)
sphinx >=0.6.6    :  1.6.3 (OK)
rope >=0.9.4      :  0.10.5 (OK)
jedi >=0.9.0      :  0.10.2 (OK)
psutil >=0.3      :  5.2.2 (OK)
nbconvert >=4.0   :  5.2.1 (OK)
sympy >=0.7.3     :  1.0 (OK)
cython >=0.21     :  None (NOK)
qtconsole >=4.2.0 :  4.3.0 (OK)
IPython >=4.0;<6.0:  5.4.1 (OK)
pylint >=0.25     :  1.7.2 (OK)

Sample code
import nltk
from nltk.probability import FreqDist

with open('somecorpus.txt', 'r') as myfile:
    s_corpus=myfile.read()

fdist1 = FreqDist()

for sentence in nltk.tokenize.sent_tokenize(s_corpus):
    for word in nltk.tokenize.word_tokenize(sentence):
        fdist1[word] += 1

Where can we find 'somecorpus.txt'?

@ccordoba12 it is just a standard textual corpora, in other words, a text document :). You can get one at http://wortschatz.uni-leipzig.de/en/download/ (unfortunately the "small" one I use right now is not free to share). Also a bunch of textual corpora are available directly by invoking the nltk.download() function
Cheers

Ok, thanks for reporting. We'll take a look at this in a future release.

Thanks ! if you're not able to reproduce the bug just let me know, I'll try to reliably reproduce it again.

Got it, it happens if I first try to sort the view by value and then scroll through the list (~20,000 items).

Ok, this could happen because we're not taking sorting into account when asking for more values to display in the viewer.

I might be able to help eventually, although right now I'm not really any good with Python since I wanted to try switching from C++/Matlab to Python for data processing

I think this issue is related to #5232

Thanks @Prikers!


Fixed Android-WebView-Sample dependency versioning issue

Issue #:
The Android WebView demo fails to build because of a versioning issue from a dependency as it was using latest version instead of current.
Description of changes:
Set a specific version for the dependency. Also swapped folder casing to lowercase to match naming convention.
Testing

How did you test these changes?

Installed Java 11
Built the gradle project using ./gradlew build

Can these changes be tested using one of the demo application? If yes, which demo application can be used to test it?
No

By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

Can we change the name of the demo to lowercase as discussed in our channel?

Can we change the name of the demo to lowercase as discussed in our channel?

Changed


Problem resolving rosdep dependency

Hi.
I'm trying to build the catkin workspace, but I encounter this dependency problem:

rosdep install -y --from-paths . --ignore-src --rosdistro kinetic
Output: ERROR: the following packages/stacks could not have their rosdep keys resolved
to system dependencies:
learning_moveit: Cannot locate rosdep definition for [panda_moveit_motion_planning]

Currently, I'm running Ubuntu 16.04 with Ros Kinetic.

@biancofla Thanks for asking problem! I have fixed this bug. you can use git pull  command to get lastest code. In addition, because I'm still updating the contents of the repository, it is expected that it will be finished a few weeks later, so if you are not in a hurry, you can wait until I finish finally.


Better sleep

Agent now sleeps the required amount of time rather than one second every loop.
In theory, we could get rid of the existing ready function and if when_ready is negative then we run. I don't think it's worth it though.
Last two commits aren't related to this trait change directly, apologies if it causes conflicts with any of your work.

There is an issue where when_ready could go negative which would cause problems. Need to re-think this.

The above fix (check if > 0) would actually fail as well in that case... An easy fix like expr > 0 ? expr : 0 would fix the above (but induce problem if one periodicity is set to 0).

I will get onto this project again myself later tonight and look at this.

I added a default trait impl as a convince function, but left it overrideable in case gather() was a long-running function or required more than just time, such as a file lock or some other condition that ready() could fail. However, I realized that if when_ready passes and ready() fails, when_ready will go negative and overflow into a massively long sleep time.
I still like the idea of supporting a non-time based ready check, but not sure how to do it at the moment. The only easy solution is making ready a &mut self call so it can reset its last_call. I'll think on it some more. If you think of something feel free to commit to my fork!

I think the solution here is:
a) Modify when_read to use:
let periodicty_fixed = if  self.periodicity > 0 periodicity  else 1
And used periodicty_fixed instead of  self.periodicity in the fix
b) When checking the "when_ready" results add a map of:
map(x -> if x > 0 x else 0

That seems like a big gotcha for plugin developers though. Biggest problem I'm seeing now is that plugins don't have to be time based. Ready could be a ping, file check, or anything else.
Still, there are options

Make when_ready an optional trait function and let some default value run when it's not implemented.
Do away with it and sleep on a constant or runtime argument. It's really not that much of a resource drain. Hell, it could be in the agent config.
 Probably shouldn't with how immature rust still is there.

Leaning towards 2 and scraping this branch.


Static folder to dynamically load images or files using the pywebview-react-boilerplate

Here are the steps in what I am trying to achieve using the pywebview-react-boilerplate:

I click on a button in the Web GUI to execute the python script
The python script generates a image.png file and saves it to the Output folder.
The Web GUI loads the image.png from the Output folder and displays it.

I am struggling with step 3, the python script after generating the image.png returns the file path to the JavaScript that updates the front end, but it doesn't work..
a) How can I dynamically load an image or file during development and after compiling everything?
b) Is this the correct aproach to what I am trying to achieve?
c) Is it possible to load images or files dynamicaly from a folder outside the project folder like:

"C:\Users\Descktop\Output\image.png"

The easiest way would be probably is to use pywebview's built-in http server and save files to the folder shared by the http server.
https://pywebview.flowrl.com/blog/pywebview3.html#built-in-http-server

Before anything else, thank you for your previous response, really appreciate your help here.
I tried making a simple HTML page with the  pywebview's built-in like you suggested, but I can't load any image outside the DIR where the "index.html" is.. and that is not helpful for what I am trying to accomplish.
Could you please make a demo on how could I dynamically load images from any folder on my PC with a simple Pywebview HTML page setup example?

As I see it you should either save dynamic files to the same directory as your html is served (or its subdirectory) or use JS API to serve dynamic files from whatever location.


ladder only rundewords

In D2R you can make all the old ladder only runewords in non-ladder or singleplayer. I just made an insight for example and I don't play ladder. Only the new 2.4 runewords are ladder only.

Thanks this is now fixed with @TrangOul 's PR - the ladder only tags have been removed from 1.10 runewords.


Finalize v0.9.0

[x] Closes #1214
[x] I am familiar with the contributing guidelines
[x] Adds description and name entries in the appropriate "what's new" file in docs/sphinx/source/whatsnew for all changes. Includes link to the GitHub Issue with :issue:`num` or this Pull Request with :pull:`num`. Includes contributor name and/or GitHub username (link with :ghuser:`user`).
[x] Pull request is nearly complete and ready for detailed review.
[x] Maintainer: Appropriate GitHub Labels and Milestone are assigned to the Pull Request and linked Issue.

Ok @mikofski's url works, someone else merge this if they're good with that change

Kevin do you want to tag too?

Shall I send out announcements? Unfortunately too late for NF August newsletter, but I'll let them know for September. Let me know if there's anything from the release notes that you want me to highlight.


Jr/ribbon modal

New newsletter-modal design

@carlmjohnson I tried loading {{ $newsletterAction := $.Site.Param newsletters-action}} in a number of different places to get it to work without any luck, so LMK if you have a better spot than this layouts/_default/index.html

In Hugo, local variables start with $, the current context starts with dot, and functions start with a lowercase letter. $.Site means "look at .Site on the root context for this block". It lets you move up a level from the context of a range or with block, but you're still stuck in the current template context. Because .Site is so useful, Hugo also has a verb that provides it, and unlike the context, you don't have to pass it around everywhere. I generally try to just always use site instead of .Site because it doesn't need a context. Try $newsletterAction := site.Param "newsletters-action" and see if that fixes it.