InfiniteLoader not actually rendering anything

I've set up an InfiniteLoader, but nothing is rendering. The collection has items, but nothing is spat out. Any ideas?
render() {
    const rows = this.state.rows
    const rowsCount = this.state.hasNextPage ? rows.length + 1 : rows.length

    // Only load 1 page of items at a time.
    // Pass an empty callback to InfiniteLoader in case it asks us to load more than once.
    const loadMoreRows = this.state.nextPageLoading ? () => {} : this.loadNextPage

    // Every row is loaded except for our loading indicator row.
    const isRowLoaded = ({ index }) => !this.state.hasNextPage || index < rows.length

    // Render a list item or a loading indicator.
    const rowRenderer = ({ index, key, style }) => {
      if (!isRowLoaded({ index })) {
        console.log("LOADING") // NEVER GETS CALLED
        return(
          <div style={style}>
            Loading...
          </div>
        )
      } else {
        console.log(rows[index]) // NEVER GETS CALLED
        return(
          <MyRow key={index}
            row={rows[index]} />
        )
      }
    }

    console.log(rows) // SHOWS AN ARRAY WITH PLENTY OF ROWS
    return(
      <InfiniteLoader
        isRowLoaded={isRowLoaded}
        loadMoreRows={loadMoreRows}
        rowCount={rowsCount}>
        {({ onRowsRendered, registerChild }) => (
          <AutoSizer>
            {({ height, width }) => (
              <List
                height={height}
                width={width}
                ref={registerChild}
                onRowsRendered={onRowsRendered}
                rowCount={this.state.totalCount}
                rowHeight={46}
                rowRenderer={rowRenderer}
              />
            )}
          </AutoSizer>
        )}
      </InfiniteLoader>
    );
  }

Hey @TrevorHinesley,
As the new-issue template asks, questions shouldn't really be filed as issues. There's a react-virtualized Slack channel where people hang out and answer questions and there's also Stack Overflow if you prefer that instead.
Issues are reserved for bug reports and feature-requests. This helps keep the project somewhat more maintainable for me. 😄
If, after troubleshooting, you're convinced you've found a bug then feel free to reopen this issue. It's probably just a misunderstanding or slight misuse of the API though and the Slack channel can probably get you sorted out pretty quickly.

Sorry about that @bvaughn. Thanks for clarifying!

S'ok


Boggle might want a minor update

Now that liftA2 is a method of Applicative, Boggle should probably use it in the underlying applicative wherever it would now use fmap with <*>. I don't know if Boggle could benefit from its own custom liftA2. I haven't read far enough to see, but I'm guessing no. One more thing: I see no support for using the underlying <*, *>, or <$.

This stack of operations is built around <$> and <*>. Another design could provide more support for liftA2 or <* . At this point I think that plumbing those through might just interfere with the demonstrative purpose of the package.

I'm going to close this until there are some concrete changes to consider.


BAU Remove cypress local dependency

Cypress is a massive dependency and requires unzipping, give CI a break
Ref: https://github.com/alphagov/pay-toolbox/pull/53

Closed alongside https://github.com/alphagov/pay-jenkins-library/pull/111


not ssr friendly

The photoswipe UI is compiled and is appended to document object during  the created() hook.
https://github.com/GuoQichen/vue-pswipe/blob/08ebf7ad2875e35bef03db463f13e436dadb5908/src/components/photoswipe.vue#L220-L222
https://github.com/GuoQichen/vue-pswipe/blob/08ebf7ad2875e35bef03db463f13e436dadb5908/src/utils.ts#L188-L198
This is not SSR friendly. UI component's compiling and mounting should be split into two operations, and mounting operation should go to the mounted() hook.

👍  This is a good idea, look like this ? Can you make a PR ?
    created() {
        UI.mount()
    }
    mounted() {
        UI.append()
        this.gallery = this.$refs.gallery
        if (!this.lazy) this.setImageSize()
        this.openPswp()
    }

👍  This is a good idea, look like this ? Can you make a PR ?
    created() {
        UI.mount()
    }
    mounted() {
        UI.append()
        this.gallery = this.$refs.gallery
        if (!this.lazy) this.setImageSize()
        this.openPswp()
    }


Use mutant 0.8.1 and support --since

@backus What do you think about adding since: HEAD~1 to config/mutant.yml?
This would require that every future commit to mbj/devtools will require mutation coverage of modified code, which imho is a good idea.

Would you want to enable mutation testing for devtools itself too then? Mutant is disabled for devtools itself I believe: line 18 of mutant.rake

@backus I think that's because at the time devtools was written before mutant and there was a ton of specs we'd need to backfill and we didn't think it was worth the effort at the time. However, in this case, we can "draw a line in the sand" and say that all future changes must be mutation covered, which I think is a good compromise.
@mbj wdyt?

However, in this case, we can "draw a line in the sand" and say that all future changes must be mutation covered, which I think is a good compromise.

Lets do that, but not in this PR. This one is about adding a configuration option, not improving devtools build setup.
Also note I want to totally rewrite devtools, for supporting local and container paralellism, based on mutants actor implementation. This way we can speed up builds on containerized platforms such as circle CI.
Also mutant has a long standing branch for adding its own (much more powerful) config file support, that ultimatively will make a larger portion of devtools features redundant. https://github.com/mbj/mutant/pull/247

@backus Thx for your contribution.

Lets do that, but not in this PR

@mbj Ok sounds good to me. We can make a follow-up PR that adds this.


[Bug]: NOT A BUG - I want to know how to change how many iterations it does. Seems to be on 4.

Is ths issue about the extension?

[X] Yup, this is for sure about the extension

What happened?
Despite having iterations:2 on the openOutpaint menu on the left of the canvas it still does a minimum of 4. Also when pressing the + button to do more iterations, it again does 4.
Is there anyway to change this so that I can choose to do 5/6 or whatever to start with and any further iterations to be chosen?
I havent posted in feature request as I assume that the feature I am looking for already exists somewhere.
Steps to reproduce the problem
n/a
What should have happened?
n/a
Commit where the problem happens
05052c05d87753cfc2f65017828fdcc1b8a83cce
What platforms do you use to access openOutpaint?
Windows
What browsers do you use to access the UI ?
Microsoft Edge
Browser Extensions/Addons
n/a
AUTOMATIC1111 webUI Commandline Arguments
--xformers --medvram --api
Additional information
No response

just out of curiosity, you've got the batch size set to 1 as well, correct?  batch size determines how many images are rendered in a single "batch" process, and iterations is how many times to run a batch.
i don't exactly use edge... ever... with openOutpaint, but it definitely works as expected here; if you push f12, open the "network" tab, and look at the payload subtab for the POST request to txt2img/img2img - what's passed for the batch_size and n_iter parameters?
this is 4x images via 2x batch, 2x iterations:

this is 3x images via 3x batch, 1x iteration:

this is 6x images via 2x batch, 3x iteration in the extension

so it definitely seems to be working in both standalone and extension as far as i can test on my machine :/

you're just leaving them at their defaults of 2

This is the issue. Thanks :)
I knew it wasnt a Bug but didnt have an option other than that to choose.


problem linking android version of a game

I am trying to build an android version of my app on OSX. I have installed the android sdk and android ndk (9) from homebrew ( and updated ANDROID_SDK_ROOT and NDK_ROOT to point to these new SDK locations) and upgraded to 0.9.9 for rapidgame and did a prebuild. That built successfully. Also, did a remove lib and rapidgame init . in the main directory. My app compiles cleanly for iOS and OSX, and am on to android. Granted this is my first time compiling an android app, and searched the internet for most of the issues that I have come across so far. I saw the note in the issues log about including cocos_zlib_static so that problem is gone. I am down to the last one. The process is at the linking stage and it can't resolve getPositionPercent(). I went down the path of including cocos_ui_static which then wanted 10 more static libs before asking for cocos_ui_static again. So, I stopped there. My Android.mk linking flags and static lib definitions looks like:
LOCAL_LDFLAGS := -Wl,—allow-multiple-definition
LOCAL_WHOLE_STATIC_LIBRARIES := libcocos2dx-prebuilt
LOCAL_WHOLE_STATIC_LIBRARIES += cocospngstatic cocosjpegstatic cocostiffstatic cocoswebpstatic
cocoscurlstatic cocosfreetype2static spidermonkeystatic websocketsstatic cocoschipmunkstatic
cocoszlibstatic
and the linking output:
ARCH=armeabi
APP_CPPFLAGS=-frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -std=c++11 -fsigned-char -DCOCOS2D_JAVASCRIPT -DCOCOS2D_DEBUG=1
make[1]: Entering directory `/Users/...projectinfohere.../Projects/android'
[armeabi] Compile++ thumb: cocos2djs_shared <= main.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= AppDelegate.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= Game.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= GameScene.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= MenuScene.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= AdminLayer.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= BallsLayer.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= BorderLevelLayer.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= Level.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= OverlayLayer.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= RotatorItem.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= HighScoreLayer.cpp
[armeabi] Compile++ thumb: cocos2djs_shared <= RotatorLayer.cpp
[armeabi] SharedLibrary  : libcocos2djs.so
jni/../../../lib/cocos2d/x/lib/Debug-Android/armeabi/libcocos2dx-prebuilt.a(CCNodeReader.o):CCNodeReader.cpp:function cocostudio::timeline::NodeReader::loadNode(rapidjson::GenericValue<rapidjson::UTF8, rapidjson::MemoryPoolAllocatorrapidjson::CrtAllocator > const&): error: undefined reference to 'cocos2d::ui::Widget::getPositionPercent() const'
jni/../../../lib/cocos2d/x/lib/Debug-Android/armeabi/libcocos2dx-prebuilt.a(CCNodeReader.o):CCNodeReader.cpp:function cocostudio::timeline::NodeReader::loadNode(rapidjson::GenericValue<rapidjson::UTF8, rapidjson::MemoryPoolAllocatorrapidjson::CrtAllocator > const&): error: undefined reference to 'cocos2d::ui::Widget::getPositionPercent() const'
collect2: error: ld returned 1 exit status
Any thoughts?

Hi nanocore.
Just to be clear, you tried something like this, right? Just for more information as I don't have access to a Mac (although in principle it should work the same on Windows), could I ask you to compile again with cocos_ui_static included and send me the output?

Yes, I did. but here is the output with cocos_ui_static and the call import-module,ui added:
CONFIG=Debug
ARCH=armeabi
APP_CPPFLAGS=-frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -std=c++11 -fsigned-char -DCOCOS2D_JAVASCRIPT -DCOCOS2D_DEBUG=1
make[1]: Entering directory /Users/greggjensen/dev/RotatEm/Projects/android' [armeabi] Compile++ thumb: cocos2djs_shared <= main.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= AppDelegate.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= Game.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= GameScene.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= MenuScene.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= AdminLayer.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= BallsLayer.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= BorderLevelLayer.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= Level.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= OverlayLayer.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= RotatorItem.cpp [armeabi] Compile++ thumb: cocos2djs_shared <= HighScoreLayer.cpp make[1]: *** No rule to make target /Users/greggjensen/dev/RotatEm/Projects/android/../../lib/cocos2d/x/java/mk/cocos2d-x/extensions/assets-manager/AssetsManager.cpp', needed by `obj/local/armeabi/objs-debug/cocos_extension_static/assets-manager/AssetsManager.o'.  Stop.
make[1]: *** Waiting for unfinished jobs....
And this is what I was mentioning before that I then add cocos_extensions_static which then wants something else which then wants something else...  until it comes back around to wanting cocos_ui_static again.
Appreciate the help!  I have 2 other much bigger projects coming very soon, so I need to understand this process so that it goes a bit smoother for those.  Hence, my start on something small.  And I may run into a bigger problem after I get this compiled as I don't have a physical android device and will be trying the emulator in (I assume) the android studio.  So, as a tangent I would be interested in suggestions about a physical device for testing.  This project is targeted at the phones (ie, smaller playing field).

Have you made absolutely sure you are doing a clean build (make clean && make)?

Well, it seems maybe the template Android.mk isn't sufficient for your needs. It could be that you need to do the same thing for the rest of the static libraries that you rely on as you did for cocos_ui_static. Maybe only including all of them will silence the errors for each of them individually. See this for example. Basically, try adding all the "something elses" and see if that works.

The Android emulator is extremely slow. You should definitely find someone with an Android phone who's willing to test your game. I would gladly volunteer (I have an LG G3) after exams are over next week for me.

Tangential question: I've recently added a script that will automatically update your C/C++ source files in Android.mk based on the changes you make in Projects/. This update occurs each time you run make, and there is an ignore file where you can list files you wish to exclude from the Android-specific build. Do you think that might be useful so you don't need to fiddle with Android.mk every time you create or delete a source file?

Yes, many times ;-)
I have done this a couple of times too, but I haven't started with the libcocos2d-prebuilt and add from there. Actually, what things make up that prebuilt library?
Once I get over this hurdle I may take you up in that.
I think it would have helped the very first time I tried to build as u thought that it would already do that. So, I had to find the android.mk and update it manually.   So yes this will help, but probably won't address my specific issue.

My iPhone sent this ...

Well, it seems maybe the template Android.mk isn't sufficient for your needs. It could be that you need to do the same thing for the rest of the static libraries that you rely on as you did for cocos_ui_static. Maybe only including all of them will silence the errors for each of them individually. See this for example. Basically, try adding all the "something elses" and see if that works.
The Android emulator is extremely slow. You should definitely find someone with an Android phone who's willing to test your game. I would gladly volunteer (I have an LG G3) after exams are over next week for me.
Tangential question: I've recently added a script that will automatically update your C/C++ source files in Android.mk based on the changes you make in Projects/. This update occurs each time you run make, and there is an ignore file where you can list files you wish to exclude from the Android-specific build. Do you think that might be useful so you don't need to fiddle with Android.mk every time you create or delete a source file?
—
Reply to this email directly or view it on GitHub.

1 (4). Yeah, that's why it was tangential. I just wanted to make sure someone else thought it was useful, as it's going in the next release.
2 (2). You can see what gets built by going to rapidgame/src/proj.android/build.sh. RapidGame is stored in two different places on Mac I believe: ~/Library/Developer/RapidGame and /usr/local/lib/node_modules/rapidgame, so if you don't find a src folder in one place, try the other. At the bottom of the build script you'll see what goes into cocos2d-x. I checked and there's nothing missing from the prebuilt library, as the purpose is to prebuild cocos2d-x in its entirety.

One more thing. This is a cocos2d-x project and not cocos2d-js, right? I'm 99.9% certain for various reasons that you're project is cocos2d-x and not JS, but I want to remove any ambiguity about that.

 I just may have found an error in build.sh! It's related to the JS bindings though, so nothing to do with your particular problem.

Could I bother you to include all the missing static libraries (the relevant ones) and send me the output of the build again?

SOLUTION BELOW
First off, sorry for the small mistakes and any unclear language from yesterday. It was late here :) Anyway, I tried to build a project myself after adding cocos_ui_static to Android.mk, and found out like you did that you go down a dependency rabbit hole. Obviously, everything you need should be in the prebuilt library. So I tracked down the files and functions/methods referred to in your original error. It turns out I can't find CCNodeReader.cpp. It should be stored in rapidgame/src/cocos2d-js/frameworks/js-bindings/cocos2d-x/cocos/editor-support/cocostudio/ActionTimeline/CCNodeReader.cpp, but it's not there. I checked the cocos2d-x Github page and searched for the file in the folder where the v.3.4 reference says it should be. My only conclusion can be that CCNodeReader was removed between v3.4 and v3.6. Browsing through their releases proves this. I checked 3.5 as well and found CCNodeReader was still there.
Ta-da! So, the question shouldn't be why doesn't your Android project compile, but rather why your Mac and iOS projects do. Your source code must rely on CCNodeReader somewhere, so the problem lies with the fact that your project now links to the v3.6 library. The way to fix everything in a way that takes the least mental effort would be to muck around with the library version that gets downloaded by RapidGame, and then prebuild all the libraries again. Of course, this will take a lot of time on your computer, but alternatively you could figure out how to replace your deprecated code so it is compliant with 3.6. If you want to know how to do the former option, here are the steps:
DISCLAIMER
I'm assuming this is the first time you have updated RapidGame in a while, meaning when you created your project, you were linking to cocos2d-x-3.2 (RapidGame 0.9.2 to 0.9.5). It might therefore be safer to download v3.2 instead of 3.5, as there may be additional deprecated Cocos API calls that your code relies on.

Find rapidgame.js in one of the two directories I mentioned earlier and open it in a text editor.
On lines 33 and 34, change the bits on the end from cocos2d-js-v3.6.zip to cocos2d-js-v3.5.zip.
Save and close.
Delete the latest symlink and the 0.9.9 folder.

Run rapidgame create cocos2dx "TestProj" com.comp.testproj.
Wait for RapidGame to prebuild cocos2d-x-3.5.
Delete the dummy project and remove the lib symlink in your actual project and run rapidgame init in the directory.
Your project should now compile for every platform.

Based on the above info--the fact that the problem isn't with RapidGame--I consider the issue solved :) However, I'll wait until you reply with any comments/questions, or just letting me know if you're satisfied with the two potential solutions. You can close the issue yourself when you read this, otherwise I will wait until I get a response that you're happy with the solution before I close the issue.

OMG!! You went way overboard, I am so very appreciative!!!  You described my environment to a tee.   I did start with rapid game 9.3 and went up to 9.5.  In this process I removed these old builds and brought down 9.9. But did NOT recreate the game's directory. Just did the remove lib and did the rapidgame init. The interesting part is that I don't know that the cocos2dx library actually rebuilt during the rebuild stage as it went to success way to quickly. Looking at the log I didn't see the files being complied just the library being built. I assumed that was correct. I need to do what you have said and probably remove everything that rapidgame has built and see if my iOS project still builds. I bet it does. It is probably getting it from some place that need to find and remove. Then start over. I can pull my sources out and even rebuild the project. Is the update in rapidgame to automatically put the sources in the Android.mk ? Not that I have that many files but it sets an expectation for me.
Again thanks for the Help, I think this is on the right track.
My iPhone sent this ...

On Jun 14, 2015, at 5:20 AM, Samuel Ørsnæs<EMAIL_ADDRESS>wrote:
SOLUTION BELOW
First off, sorry for the small mistakes and any unclear language from yesterday. It was late here :) Anyway, I tried to build a project myself after adding cocos_ui_static to Android.mk, and found out like you did that you go down a dependency rabbit hole. Obviously, everything you need should be in the prebuilt library. So I tracked down the files and functions/methods referred to in your original error. It turns out I can't find CCNodeReader.cpp. It should be stored in rapidgame/src/cocos2d-js/frameworks/js-bindings/cocos2d-x/cocos/editor-support/cocostudio/ActionTimeline/CCNodeReader.cpp, but it's not there. I checked the cocos2d-x Github page and searched for the file in the folder where the v.3.4 reference says it should be. My only conclusion can be that CCNodeReader was removed between v3.4 and v3.6. Br owsing through their releases proves this. I checked 3.5 as well and found CCNodeReader was still there.
Ta-da! So, the question shouldn't be why doesn't your Android project compile, but rather why your Mac and iOS projects do. Your source code must rely on CCNodeReader somewhere, so the problem lies with the fact that your project now links to the v3.6 library. The way to fix everything in a way that takes the least mental effort would be to muck around with the library version that gets downloaded by RapidGame, and then prebuild all the libraries again. Of course, this will take a lot of time on your computer, but alternatively you could figure out how to replace your deprecated code so it is compliant with 3.6. If you want to know how to do the former option, here are the steps:
DISCLAIMER
I'm assuming this is the first time you have updated RapidGame in a while, meaning when you created your project, you were linking to cocos2d-x-3.2 (RapidGame 0.9.2 to 0.9.5). It might therefore be safer to download v3.2 instead of 3.5, as there may be additional deprecated Cocos API calls that your code relies on.
Find rapidgame.js in one of the two directories I mentioned earlier and open it in a text editor.
On lines 33 and 34, change the bits on the end from cocos2d-js-v3.6.zip to cocos2d-js-v3.5.zip.
Save and close.
Delete the latest symlink and the 0.9.9 folder.

Run rapidgame create cocos2dx "TestProj" com.comp.testproj.
Wait for RapidGame to prebuild cocos2d-x-3.5.
Delete the dummy project and remove the lib symlink in your actual project and run rapidgame init in the directory.
Your project should now compile for every platform.
Based on the above info--the fact that the problem isn't with RapidGame--I consider the issue solved :) However, I'll wait until you reply with any comments/questions, or just letting me know if you're satisfied with the two potential solutions. You can close the issue yourself when you read this, otherwise I will wait until I get a response that you're happy with the solution before I close the issue.
—
Reply to this email directly or view it on GitHub.

Numbered list again to sort my thoughts :)

You're spot on about the build log. Some of the libraries at least are only being linked together from the already compiled object files. The actual time it should take to prebuild cocos2d-x for every possible arch and config should take around 2 hours.

You don't need to recreate the game's directory at all. After the proper libraries are prebuilt, all you need to do to update your project is exactly as you described: cd $MyGameDir && rm lib && rapidgame init .

Yes, just nuke everything related to rapidgame (node has an uninstall command, but you have to be in the right directory, so just make sure everything in ~/Library/Developer/RapidGame and /usr/local/lib/node_modules/rapidgame gets deleted) and do a fresh install. Then make the changes to rapidgame.js such that RapidGame will download the source files for cocos2d-x-3.x (whatever version you think is best, from 3.2 to 3.5). Then create a new project somewhere, which will cause RapidGame to create 0.9.9 and latest and prebuild the libraries for the version you specified at the top rapidgame.js. For clarity, RapidGame downloads cocos2d-js, which is built on top of cocos2d-x and therefore includes everything you need.

After that, your project should compile on EVERY platform. The way you describe the current state of the libraries on your computer is a bit confusing, but my understanding is that somehow your Mac and iOS project are linking to the 3.2 libraries, and somehow Android's libraries were updated to 3.6. You can find the library archive files themselves in rapidgame/0.9.9/cocos2d/x/lib/[PLATFORM].

I don't know when we'll release the next version, but you can get all the main functionality right now by adding README.html (recently updated and especially meant for those unfamiliar with Android), build_files.py, makefile and makeignore from here into your Projects/android/ directory, and then every time you run make, your C and C++ files  in Projects will be updated in LOCAL_SRC_FILES in Projects/android/jni/Android.mk.

You should have noticed that when the Android libraries are prebuilt, RapidGame outputs "Prebuilding Android undefined..." As assurance, nothing is going wrong, but the string to output wasn't set correctly in v0.9.9 and has already been fixed.

Hit me up with more questions and progress (!), cause I'm interested in hearing how it goes and I want to make sure everything works on your end, even though the issue is closed.

I removed everything in ~/Library/Developer/RapidGame and changed rapidgames.js to download 3.5.  Before the build started, there were several errors about not being able to apply patches:
exec error: Error: Command failed: error: patch failed: frameworks/js-bindings/cocos2d-x/cocos/renderer/CCGLProgramState.cpp:138
error: frameworks/js-bindings/cocos2d-x/cocos/renderer/CCGLProgramState.cpp: patch does not apply
error: patch failed: frameworks/js-bindings/cocos2d-x/cocos/renderer/CCGLProgramState.h:76
error: frameworks/js-bindings/cocos2d-x/cocos/renderer/CCGLProgramState.h: patch does not apply
error: patch failed: frameworks/js-bindings/cocos2d-x/cocos/renderer/CCGLProgramState.cpp:138
error: frameworks/js-bindings/cocos2d-x/cocos/renderer/CCGLProgramState.cpp: patch does not apply
error: patch failed: frameworks/js-bindings/cocos2d-x/cocos/renderer/CCGLProgramState.h:76
error: frameworks/js-bindings/cocos2d-x/cocos/renderer/CCGLProgramState.h: patch does not apply
Probably OK, so continuing and the build appears to be succeeding.   Will respond to this thread after the android build of my app.

Progress!  Built cocos2dx 3.5 and then iOS and Mac versions with no problem.  And, the android verison got past the previous linking issue!!!  Now, I have some research to do to understand the build targets as I am taking the defaults, and the latest issue seems to be with it.  The error is:
ant -Dsdk.dir=/usr/local/opt/android-sdk -Dplugin.dir=$(cd ../../lib/cocos2d/x/java && pwd) debug
Buildfile: /Users/...projectinfohere.../Projects/android/build.xml
-set-mode-check:
-set-debug-files:
-check-env:
[checkenv] Android SDK Tools Revision 24.3.2
[checkenv] Installed at /usr/local/opt/android-sdk
-setup:
[echo] Project Name: ...ProjectInfoHere....
[gettype] Project Type: Application
-set-debug-mode:
-debug-obfuscation-check:
-pre-build:
-build-setup:
[getbuildtools] Using latest Build Tools: 22.0.1
[echo] Resolving Build Target for ...ProjectInfoHere...
BUILD FAILED
/usr/local/opt/android-sdk/tools/ant/build.xml:538: Unable to resolve project target 'android-18'
Total time: 0 seconds
make: *** [all] Error 1

I resolved this by adding the API build 18 (and then API build 10 that it wanted after that).  Then I stumbled over the build.xml file not have the correct tools location.  The error was:/usr/local/opt/android-sdk/tools/ant/build.xml:694: Execute failed: java.io.IOException: Cannot run program "/Users/greggjensen/Library/Developer/RapidGame/0.9.9/cocos2d/x/java/cocos2d-x/${aapt}" (in directory "/Users/greggjensen/Library/Developer/RapidGame/0.9.9/cocos2d/x/java/cocos2d-x"): error=2, No such file or directory
This was solved by changing the tools section in: /usr/local/opt/android-sdk/tools/ant/build.xml
with the following:

Next is to actually get it to run...

Oh no! Did you read the Android README I had linked you to? Maybe I should've accented it more, as the Android API problem and the build tools problem could've both been resolved by taking a look at it. The main thing I think you're missing is setting up all the environment variables. But take a look! If you can't find the answers in the README, let me know.

After setting your environment variables, you shouldn't need to edit the build.xml file, so you can revert the changes you made in it to see for yourself. After going through the slightly annoying but necessary setup laid out in the README (these things are simply required for Android development and outside of RapidGame's automation scope), you won't need to touch anything for future projects, meaning you can create a new template project and just say make and it works. Also, I believe the reason you got those errors about failed patches is because Nathanael had modified the cocos2d-x sources a bit and set those changes in rapidgame/src/cocos2d.patch. These modifications were of course intended to be applied to the cocos version that RapidGame downloads (3.6). But it appears everything still went fine on that front for you :)
If you go back and check the README for RapidGame, you'll see that we link to the Android README in the requirements near the top, but I guess its placement is more geared toward someone installing RapidGame for the first time and not someone updated their version. I just hope that's the case at least, because we want as many people as possible who are interested in Android development to read through that README as well.

Yes I had read that README a couple of times but maybe I was just focused away from what it tried to say to get it. In the end I have a successful build, but haven't run it I am android environment yet.  I bet the next project will be easier.  Thanks for all your help!
My iPhone sent this ...

On Jun 14, 2015, at 11:03 PM, Samuel Ørsnæs<EMAIL_ADDRESS>wrote:
After setting your environment variables, you shouldn't need to edit the build.xml file, so you can revert the changes you made in it to see for yourself. After going through the slightly annoying but necessary setup laid out in the README (these things are simply required for Android development and outside of RapidGame's automation scope), you won't need to touch anything for future projects, meaning you can create a new template project and just say make and it works. Also, I believe the reason you got those errors about failed patches is because Nathanael had modified the cocos2d-x sources a bit and set those changes in rapidgame/src/cocos2d.patch. These modifications were of course intended to be applied to the cocos version that RapidGame downloads (3.6). But it appears everything still went fine on that front for you :)
If you go back and check the README for RapidGame, you'll see that we link to the Android README in the requirements near the top, but I guess its placement is more geared toward someone installing RapidGame for the first time and not someone updated their version. I just hope that's the case at least, because we want as many people as possible who are interested in Android development to read through that README as well.
—
Reply to this email directly or view it on GitHub.

Thanks and good luck!
P.S. If you create an emulator in AVD Manager (you'll want to create an ARM device of course for several reasons), you can do make start-emulator and make run-emulator in a new shell after that and at the very least see if your app launches successfully. If you have an .apk and want to see if it runs on a physical Android device and are comfortable with it, send me an email (you can find my address on my Github page).
Otherwise good luck again and hope the next project goes smoother! Let us know if any future issues pop up.


[ API ] Add Tensor CPP API for Auto Grad

In this PR,
. Add skeleton Tensor Class in cpp api which inherite the
nntrainer::var_grad.
. include setter and getter of source layer which create this
tensor.
. Add unittest case
Resolves:
Self evaluation:

Build test:	 [X]Passed [ ]Failed [ ]Skipped
Run test:	 [X]Passed [ ]Failed [ ]Skipped

:memo: TAOS-CI Version: 1.5.20200925. Thank you for submitting PR #2385. Please a submit 1commit/1PR (one commit per one PR) policy to get comments quickly from reviewers. Your PR must pass all verificiation processes of cibot before starting a review process from reviewers. If you are new member to join this project, please read manuals in documentation folder and wiki page. In order to monitor a progress status of your PR in more detail, visit http://ci.nnstreamer.ai/.

:octocat: cibot: @jijoongmoon, api/ccapi/include/tensor_api.h does not include Doxygen tags such as @file @brief @author @bug. You must include the Doxygen tags in the source code. Please refer to a Doxygen manual at http://github.com/nnstreamer/TAOS-CI/blob/main/ci/doc/doxygen-documentation.md

:octocat: cibot: @jijoongmoon, A builder checker could not be completed because one of the checkers is not completed. In order to find out a reason, please go to http://ci.nnstreamer.ai/nntrainer/ci/repo-workers/pr-checker/2385-202312111620060.48623108863831-2fc56642a9c6ed8302a9625c7e0c651527ea190d/.


Fixed jimple2cpg Source Code Path Misconfiguration Bug

Fixed bug where paths are misconfigured if a file is given as the source code path.
Fixed issue where unnormalised paths would induce a similar issue. e.g. /path/../to/./code

Thanks for the fast fix, now the road is clear for https://github.com/joernio/joern/pull/770


Linux update flow is not very user friendly

When I start my Code on Linux I always get the notification that an update is available but that notification just points me to the general download location, not the right build for my update channel.
Can we not just download the right RPM/DEB package in the background and open it using the package manager, similar to how we do it on windows with the installer?
/cc @joaomoreno

The smoothness is still blocked by signing, I feel like just doing it ourselves and owning the keys.

@Tyriar even with signed bits, I would like to just click a button in VS Code that downloads the package and opens the package manager to run the update.

@bpasero when the repo is signed it will be the OS notifying the user, not VS Code. Then just launch the updater and press the button.
There is potential to streamline this further but it would come after the repo is signed. For example show a message box which runs sudo apt-get update && sudo apt-get install -y code (on Ubuntu anyhow) after an admin prompt then restarts code.

@Tyriar note that i have any update info disabled on my Ubuntu because I had it so many times that an update would totally break my Linux in Parallels. I would still prefer a way to do this from within the application.
How does Chrome do it?

@bpasero our system is modeled basically exactly after how Chrome's is. It's what Atom has been wanting to do as well.

So you can not update from within the application?

@bpasero I'd think it's unwise to go against convention for starters and roll our own update system. Calling into apt-get, or whatever the OS' package management system is if it can be detected from within VS Code seems achievable.
Users do have a choice in package managers though, so we may try to update via apt-get when it was installed using aptitude or something. Apparently this was a problem in the past but not anymore, but that's just one example.

@bpasero The current solution is also temporary. Would a Do not ask again for this version button work?

There's a "never show again" button which seems to work fine?

Oh... @bpasero ?

@Tyriar @joaomoreno I am used to an experience for update where I acknowledge the update from within VS Code and it runs. Currently on Linux I never update because this experience does not exist. I am asking to make the same experience possible on Linux for stable and insiders.

Just to add my 2¢, the preferred experience on Linux is that the package manager takes care of updating installed packages, and applications do not interfere with it.
In my opinion, an application should not even try to call the package manager to try triggering an update, since it is not the concern of the application if or when the package management does the updating.
No offense, but handling updating in the application itself is bad practice on Linux, imho.

Yeah don't take my point of view as general Linux behaviour, I just disabled any automatic updates in the package manager because applying them always nukes my Linux VM.
I think if I had an action from the update message that just opens the package manager for me to do the right clicks to perform the update is also totally fine.

@bpasero You can also upgrade specific single packages using package manager, for apt it is 'apt-get install --only-upgrade mypackage' iirc. If you leave out the '--only-upgrade' parameter, it will install the package if it isnt already installed.
So basically you'd have 'sudo apt-get install vscode' (or whatever the package is called), and it is done.

I think we should still leave the in-app notification in but delay it a week or so, so it only annoys people who aren't updating their OS. I'm going to close this since #229 and #2973 already exist.

@Tyriar can we at least directly link to the right deb package from the update notification? I think that would speed up my update flow quite a bit because it could just download after click via browser and then when I open it the update happens from the package manager.

@bpasero right now it's powered by updateUrl in product.json, there would need to be a different value for each 3 builds (deb, rpm, tar.xz) but they all share the build assets. Seems like a mess to get into fiddling with that as then the gulp task vscode-linux-x64 would need to be split into 3 tasks different tasks just for the product.json. Messing with product.json after it's built could cause weird race condition issues otherwise.


visual studio for generated lib porblem

Hi serizba, thanks for your wounderful job.
It is ok to use cppflow2 to load the savedmodel and show the predication result from visual studio c++ generated exe file.
But, I met a problem after I turned the cpp file into dll and lib and made the implicit invocation of them.
The console got stuck after showing  Successfully opened dynamic library cudart64_101.dll. Could you please help me to solve the problem? Thank you.

Can you try to wrap https://github.com/serizba/cppflow/blob/dbca38ce06b606fde80a3c7f3293e7694316ab71/include/cppflow/context.h#L44 into a function?
// untested
inline context* get_global_context() {
static context global_context;
return &global_context;
}

@ljn917
Thanks for your reply.
But unfortunately, with adding the code you provided, the dll and lib cant be generated.
To be more specific to my original question, here is a screenshot of the implicit invocation result:

Here is the modified context.h code:
`
..........code
namespace cppflow {
inline bool status_check(TF_Status* status) {
    if (TF_GetCode(status) != TF_OK) {
        throw std::runtime_error(TF_Message(status));
    }
    return true;
}

class context {
    public:
        static TFE_Context* get_context();
        static TF_Status* get_status();

    private:
        TFE_Context* tfe_context{nullptr};

    public:
        explicit context(TFE_ContextOptions* opts = nullptr);

        context(context const&) = delete;
        context& operator=(context const&) = delete;
        context(context&&) noexcept;
        context& operator=(context&&) noexcept;

        ~context();
};

// TODO: create ContextManager class if needed
inline context* get_global_context() {
    static context global_context;
    return &global_context;
}

}
...............
`

You also need to modify all the references to global_context to get_global_context()->.... I think the only place to change is line 51.

@zhwj888 Can you test PR #88?

@ljn917
Just did the same thing as your sample modification. But failed to generate lib and dll file.

@zhwj888 Do you mean PR #88?

@ljn917
Yes.

@zhwj888  What is the error message? Note that PR #88 and the sample code I sent before are different.

@ljn917
Yes, my change is the same.
And I need to download the language pack, since the errors which are related to context.h are many.

It is wired. I got no issue with gcc.
Can you try to compile one of the examples with PR #88 first? Thanks.

@ljn917
Some of the errors:
'TFE_Context *cppflow::context::get_context(void)': symbol cannot be defined within namespace 'cppflow'
error C2888: 'TF_Status *cppflow::context::get_status(void)': symbol cannot be defined within namespace 'cppflow'
error C2888: 'cppflow::context::context(TFE_ContextOptions *)': symbol cannot be defined within namespace 'cppflow'
error C2065: 'get_status': undeclared identifier
error C2664: 'TFE_Context *TFE_NewContext(const TFE_ContextOptions *,TF_Status *)': cannot convert argument 2 from 'TF_Status *(__cdecl *)(void)' to 'TF_Status *'
There is no context in which this conversion is possible

Of course, I m gonna try the example.

@ljn917
got same errors from tensor example

@zhwj888 Is it possible to post all the error messages?

@ljn917
E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(51,48): error C2888: 'TFE_Context *cppflow::context::get_context(void)': symbol cannot be defined within namespace 'cppflow' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(55,45): error C2888: 'TF_Status *cppflow::context::get_status(void)': symbol cannot be defined within namespace 'cppflow' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(60,55): error C2888: 'cppflow::context::context(TFE_ContextOptions *)': symbol cannot be defined within namespace 'cppflow' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(61,35): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(64,69): error C2664: 'TFE_Context *TFE_NewContext(const TFE_ContextOptions *,TF_Status *)': cannot convert argument 2 from 'TF_Status *(__cdecl *)(void)' to 'TF_Status *' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(64,60): message : There is no context in which this conversion is possible 1>D:\libtensorflow-gpu-windows-x86_64-2.3.0\include\tensorflow/c/eager/c_api.h(99,36): message : see declaration of 'TFE_NewContext' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(66,63): error C2664: 'TFE_Context *TFE_NewContext(const TFE_ContextOptions *,TF_Status *)': cannot convert argument 2 from 'TF_Status *(__cdecl *)(void)' to 'TF_Status *' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(66,54): message : There is no context in which this conversion is possible 1>D:\libtensorflow-gpu-windows-x86_64-2.3.0\include\tensorflow/c/eager/c_api.h(99,36): message : see declaration of 'TFE_NewContext' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(68,31): error C2664: 'bool cppflow::status_check(TF_Status *)': cannot convert argument 1 from 'TF_Status *(__cdecl *)(void)' to 'TF_Status *' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(68,22): message : There is no context in which this conversion is possible 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(17,17): message : see declaration of 'cppflow::status_check' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(71,53): error C2888: 'cppflow::context::context(cppflow::context &&) noexcept': symbol cannot be defined within namespace 'cppflow' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(76,64): error C2888: 'cppflow::context &cppflow::context::operator =(cppflow::context &&) noexcept': symbol cannot be defined within namespace 'cppflow' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\context.h(81,32): error C2888: 'cppflow::context::~context(void)': symbol cannot be defined within namespace 'cppflow' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(133,83): warning C4267: 'argument': conversion from 'size_t' to 'int', possible loss of data 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(135,81): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(135,118): error C2679: binary '=': no operator found which takes a right-hand operand of type 'initializer list' (or there is no acceptable conversion) 1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333\include\memory(1183,17): message : could be 'std::shared_ptr<TFE_TensorHandle> &std::shared_ptr<TFE_TensorHandle>::operator =(std::shared_ptr<TFE_TensorHandle> &&) noexcept' 1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29333\include\memory(1172,17): message : or       'std::shared_ptr<TFE_TensorHandle> &std::shared_ptr<TFE_TensorHandle>::operator =(const std::shared_ptr<TFE_TensorHandle> &) noexcept' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(135,118): message : while trying to match the argument list '(std::shared_ptr<TFE_TensorHandle>, initializer list)' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(136,31): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(167,83): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(168,31): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(181,81): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(181,118): error C2679: binary '=': no operator found which takes a right-hand operand of type 'initializer list' (or there is no acceptable conversion) 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(181,118): message : while trying to match the argument list '(std::shared_ptr<TFE_TensorHandle>, initializer list)' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(182,31): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(186,38): error C2065: 'get_context': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(186,71): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(187,31): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(189,26): error C3536: 'op': cannot be used before it is initialized 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(189,61): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(190,31): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(195,43): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(196,31): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(197,24): error C2664: 'void TFE_DeleteOp(TFE_Op *)': cannot convert argument 1 from 'int' to 'TFE_Op *' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(197,22): message : Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast 1>D:\libtensorflow-gpu-windows-x86_64-2.3.0\include\tensorflow/c/eager/c_api.h(252,28): message : see declaration of 'TFE_DeleteOp' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(205,86): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(207,91): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(209,31): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(237,77): error C2065: 'get_status': undeclared identifier 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(237,107): error C2679: binary '=': no operator found which takes a right-hand operand of type 'initializer list' (or there is no acceptable conversion) 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(237,107): message : while trying to match the argument list '(std::shared_ptr<TF_Tensor>, initializer list)' 1>E:\cppflow-cppflow2\cppflow-cppflow2\include\cppflow\tensor.h(238,35): error C2065: 'get_status': undeclared identifier

Can you try to merge the two cppflow namespace into one?

@ljn917
It is weird, after the change #include  can not work with message:There are too many errors for the IntelliSense engine to function correctly

I never used IntelliSense.... so I cannot help here. I tried to compile the code with both gcc 10 and clang 11 under linux, and there was no error.
Can you try a newer version or a different version of VS?

@ljn917
Thanks for your patience.
Well, the strange thing is I commented off the #include ** cppflow/ops.h**, IntelliSense errors dissappeared. But, all the cppflow2 functions are labeled by red wave lines even with #include cppflow/cppflow.h.

Maybe ignore IntelliSense errors and try to compile directly?

@ljn917
Nah, failed, too many MSVC error reports.....
Gonna make a try to fix it tommorrow.
Once the problems got fixed, I will make the reply.
Anyway, cppflow2 is a wonderful library!

@ljn917
I fixed the problem，now it works fine
Its my problem indeed， I forgot to put "}" after merging of namesapace.
Thanks for the help.

@zhwj888 Good to know it works.
Can you do me a favor and also test pr #88 without any changes? Thanks.

@ljn917
No problem, glad I can do some contribution to this marvelous project.
Gonna test it tommorow morning.
By the way, just want to make sure, do you mean the file with Avoid variable shadowing?

@zhwj888 Yes. I just want to make the pr can be compiled correctly on windows. In my opinion, merging cppflow namespace should not be necessary.

@ljn917
Ok, I tested it, it works fine.

@zhwj888 Thanks a lota


nothing appened how to debug ?

Hi kmturley,
I'm trying to use your plugin, but after new post update, or new post, nothing append to my bitbucket pipeline.
I have followed all the steps, but I'm wondering if you're not missing the workspace parameter in the call to the api.
Is the plugin still working ? Did I missed something ?
How can I debug what is wrong ?

I believe the Wordpress and Bitbucket apis have both changed since I made this plugin.
You can debug by adding echo statements into the code:
function publish_static_hook($id) {
  echo 'publish_static_hook';
  echo $id;
  echo '
https://api.bitbucket.org/2.0/repositories/'.$bitbucket_project.'/pipelines
';
  echo '
'.print_r($data, true).'
';
  echo '
'.print_r($response, true).'
';
}

I'm not planning to support this moving forward, but you are welcome to open a PR if you figure out a fix!

Hi @kmturley, It's very easy to correct.
'https://api.bitbucket.org/2.0/repositories/'.$bitbucket_username.'/'.$bitbucket_project.'/


Decision Record: Automated generation of release definitions

Add a DR for Release Definition Generator
Link to file
https://github.com/dxatscale/sfpowerscripts/blob/372b4dde9300753dda5ef184e8af85f51bce02dc/decision records/release/006-release-defn-generator.md
Checklist
All items have to be completed before a PR is merged

[x] Adhere to Contribution Guidelines
[x] Updates to Decision Records considered?
[ ] Updates to documentation at DX@Scale Guide considered?
[x] Tested changes?
[x] Unit Tests new and existing passing locally?

Codecov Report

Merging #1106 (372b4dd) into develop (d87bafd) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff            @@
##           develop    #1106   +/-   ##
========================================
  Coverage    60.72%   60.72%
========================================
  Files           54       54
  Lines         1790     1790
  Branches       389      389
========================================
  Hits          1087     1087
  Misses         658      658
  Partials        45       45

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

@Schuchie FYI

@vuha-acn  I have addressed most of your queries in the updated docs. For Questions 7 & 8, they are part of existing release definitions


Apple-cake functionality issues

Below I added functional issues (and I'll update it more):

Functionality
Styles
Status
Comment
Details

SignIn/LogIn with email and password

working

User can login successfully by using their email and password

SignIn/LogIn - confirmation sms

absent

After user fill in their email and password he had to enter code from sms to login

Contacts: create contact

to do

User can successfully create the contacts

Contacts: can’t delete Relationship type: https://www.screencast.com/t/TSG5kLFfnc

Should this be fixed?
User can't clear/delete contacts. Is it should be this way?

SignOut/Logout

absent

User can log out from the app by clicking LogOut button

Tour

working

1) go on Home page and see active pink dot by clicking on "?" button from NOT Home page; 2) run it by clicking on "?" button

Can you add some more background detail please and link with t https://waffle.io/RippleOSI/combined-development-view/cards/5c791211396b6602620eb51b

This issue linked to the issue https://github.com/LeedsCC/Helm-PHR-Project/issues/105

We are now using Apple-Cake to test the old version of PulseTile React for Helm only.

@kuvakina can you update here please, is further work required on this?

@PhilBarrett tested it briefly, everything working except for logout: https://www.screencast.com/t/am9rjYwvRr and shows this error: https://www.screencast.com/t/C7TxvNLdo when click a second time on UserName: https://www.screencast.com/t/qTLORX8tG1cL

very helpful thanks @kuvakina
can we please confirm the version of React/React Admin on this box please.
My info is it is  PulseTile React

see updated tests here;
https://docs.google.com/spreadsheets/d/18VNGRjsZYmp-MnuyMBt4WjMmAQ6H7Wp2En5ePPULygc/edit?usp=sharing
NB Apple Cake now got earlier version of PulseTile React on afaik, to be confirm

@tony-shannon please can you provide a comment on outstanding asks re documentation

before we close this can we please ask @BogdanScherban  to write up :
how to set up Pulse React from scratch, ie Core + Plugins + Theme + Generator to build for project (eg Helm) file

@tony-shannon
If we want to create Helm version on ReactJS, we should  use this npm module:
https://www.npmjs.com/package/generator-helm-phr
This is Generator, which based on Yeoman technology. Generator has detailed description. If you want to use it, you should do following:

Check, that versions of node, npm and git at your local machine correspond do required;
Install all required dependencies
Run sub-generators one-after-other in the order from description.

In this case Helm on ReactJS will be created automatically.

thanks @BogdanScherban  and the output from this is the build file?

Please can you add the build file to this path or related
https://github.com/PulseTile/PulseTile-React-Core/tree/master/build

@tony-shannon @PhilBarrett could we close this issue, as we don't have Apple-cake server right now?


Creepjs detects it...

Hi the creepjs can detect real info using workers. Is there any solution for that?

Thank you for submitting this issue!
Indeed, support for worker injection is in our scope right now. Unfortunately, injecting code in the (service/shared) worker environment is not as simple as doing it in the "plain browser" environment itself. We are closely monitoring the progress on both automation libraries and will add worker support as soon as it is possible.

Thank you for submitting this issue!
Indeed, support for worker injection is in our scope right now. Unfortunately, injecting code in the (service/shared) worker environment is not as simple as doing it in the "plain browser" environment itself. We are closely monitoring the progress on both automation libraries and will add worker support as soon as it is possible.

I think that is why many paid multilogin type service providers use their own modified chromium.

@barjin @wireguard-dev It seems like the biggest issue here is the lack of init script support in service workers. worker-evaluate isn't a good fit because it can only be called after a worker has been spawned, which is too late to override the object prototypes before the scripts get a chance to execute its fingerprinting logic. At best we end up in a race condition to try and inject custom scripts while the web worker is waiting.
In the past I've solved for this problem by intercepting the egress script requests that fetch the javascript backing the web worker. The browser / page context needs to fetch the script javascript before spawning a server worker, so these should still be routed through browserContext.route(url, handler[, options]). If we fetch the script from the desired remote and prepend the fingerprinting init script before it, we should get the desired object primitives before the service worker has a chance to run.
Since fingerprint-injectoralready renders this init script as a single string payload (from here. It seems like all we need here would be:

Ensure the object primitives are compatible with service workers. Some APIs like for DOM access or synchronous events are disabled, so we would have to make sure we aren't trying to patch these inappropriately. Otherwise fingerprinting services might be able to detect the presence of these monkeypatched objects and throw an error.
Add a handler for page.route within attachFingerprintToPlaywright that filters for request.resourceType() or request.serviceWorker(). I'll have to check which one is present in these service worker loading requests.
In this router, continue to conduct the fetch through the browser context.
Pretend the init script from the injector to this script and return the script to the browser.

Does this sound like a reasonable route forward?

Thank you @piercefreeman (and sorry @wireguard-dev for taking this long :) )! Exactly as you say, the injection needs to take place before all other JS execution.
In fact, there is a (somewhat stale) branch here (see the last commit) following the exact approach you described. Feel free to merge it and try it out locally. This does perform "worker injection", but unfortunately doesn't capture ServiceWorker or SharedWorker requests (most likely due to Playwright limitations).
Without stable support from PW/PP, I cannot really give any estimates on this as of now. The partial support (for regular Workers only) still needs some testing (mainly performance-wise), but it could make it to npm somewhat soon :)

@barjin I wrote a MITM proxying library to work around chromium issues where it won't intercept some traffic. It should support that ServiceWorker/SharedWorker use case over both http and https. If you're interested in giving it a spin:
https://github.com/piercefreeman/grooveproxy

@wireguard-dev Can you elaborate a bit on what service blobs you're referring to?
The proxy server should capture all packets that are going out the network, though. Just like providing a third party proxy server in chromium or requests - it'll route all packets through the middle layer. So in theory it should be possible to manipulate them and mock them with fingerprint injection logic. If you have more info on the context I'll be able to be more specific.

@wireguard-dev This case gets us a bit outside the scope of the original thread, which was doing request interception over the network from shared workers.
For this particular case I think the answer is to pre-inject an override to the SharedWorker constructor, via the parent code that launches the shared worker in the first place. If a bytes payload is provided then it will append on the custom logic to the base64 encoded payload. Either that or some future chromium or playwright support that allows you to inspect the script of the shared worker before processing begins.

Any update?

Thank you everyone for the great ideas! (and sorry for taking so long, again). Long story short - injecting the browser data into workers using the base64 encoded payloads seems more than doable. I'll do some research and will get back to you all with the results.
As for the 'regular' workers, i.e. the ones initiating network requests - every way of injecting those (I can come up with) results in a performance downgrade. @piercefreeman 's proxy library looks great - make sure to check it out! - but unfortunately, we cannot use it in fingerprint-suite just yet - we have to keep our dependencies slim. Our main downstream library crawlee handles advanced networking on itself - and introducing another proxy manipulating the requests might easily result in some (potentially fatal) Mexican standoff situation :)

Any update?

Thank you for submitting this issue!
Indeed, support for worker injection is in our scope right now. Unfortunately, injecting code in the (service/shared) worker environment is not as simple as doing it in the "plain browser" environment itself. We are closely monitoring the progress on both automation libraries and will add worker support as soon as it is possible.

I think that is why many paid multilogin type service providers use their own modified chromium.

Hi! Do you have any resources about how to modify chromium? I'm trying to build a software exactly like Multilogin


API: default probe coordinate pulled from CAD

overview
Tiny PR, updates the default probe-center coordinate to the position calculated from the machine's CAD model.
This only affects the first time a machine is tip-probed during factory calibration. After that, this value is never used again.
needs following testing:

[x] Remove machine's config.json
[x] Deck calibrate, save the new config.json
[x] Check that probe_center value is not be present in config
[x] Tip-probe in App, save the new config.json
[x] Check that instrument_offset values are present
[x] Check that probe_center value is unchanged from previous config

Just ran deck calibration and App tip-probe to ensure the robot-config is being mutated as expected. Below are the results:
Config before deck-calibration:
{}

Config after deck-calibration:
{
    "gantry_calibration": [
        [
            1.0002711937950854,
            0.0014471780028943587,
            0.0,
            -1.3119726487517478
        ],
        [
            -0.0008135813852579499,
            0.9829232995658467,
            0.0,
            6.012328944808101
        ],
        [
            0.0,
            0.0,
            1.0,
            -24.50000000000002
        ],
        [
            -6.264209483981372e-18,
            0.0,
            0.0,
            1.0
        ]
    ],
    "probe_center": [
<PHONE_NUMBER>033196,
<PHONE_NUMBER>317678,
        75.08000000000007
    ]
}

Config after in-App tip-probe:
{
    "gantry_calibration": [
        [
            1.0002711937950854,
            0.0014471780028943587,
            0.0,
            -1.3119726487517478
        ],
        [
            -0.0008135813852579499,
            0.9829232995658467,
            0.0,
            6.012328944808101
        ],
        [
            0.0,
            0.0,
            1.0,
            -24.50000000000002
        ],
        [
            -6.264209483981372e-18,
            0.0,
            0.0,
            1.0
        ]
    ],
    "instrument_offset": {
        "right": {
            "single": [
                -0.050731911321975076,
                0.08897868965306088,
                0.0
            ]
        }
    },
    "probe_center": [
<PHONE_NUMBER>033196,
<PHONE_NUMBER>317678,
        75.08000000000007
    ],
    "tip_length": {
        "p300_single": 51.785
    }
}

Just ran deck calibration and App tip-probe to ensure the robot-config is being mutated as expected. Below are the results:
Config before deck-calibration:
{}

Config after deck-calibration:
{
    "gantry_calibration": [
        [
            1.0002711937950854,
            0.0014471780028943587,
            0.0,
            -1.3119726487517478
        ],
        [
            -0.0008135813852579499,
            0.9829232995658467,
            0.0,
            6.012328944808101
        ],
        [
            0.0,
            0.0,
            1.0,
            -24.50000000000002
        ],
        [
            -6.264209483981372e-18,
            0.0,
            0.0,
            1.0
        ]
    ],
    "probe_center": [
<PHONE_NUMBER>033196,
<PHONE_NUMBER>317678,
        75.08000000000007
    ]
}

Config after in-App tip-probe:
{
    "gantry_calibration": [
        [
            1.0002711937950854,
            0.0014471780028943587,
            0.0,
            -1.3119726487517478
        ],
        [
            -0.0008135813852579499,
            0.9829232995658467,
            0.0,
            6.012328944808101
        ],
        [
            0.0,
            0.0,
            1.0,
            -24.50000000000002
        ],
        [
            -6.264209483981372e-18,
            0.0,
            0.0,
            1.0
        ]
    ],
    "instrument_offset": {
        "right": {
            "single": [
                -0.050731911321975076,
                0.08897868965306088,
                0.0
            ]
        }
    },
    "probe_center": [
<PHONE_NUMBER>033196,
<PHONE_NUMBER>317678,
        75.08000000000007
    ],
    "tip_length": {
        "p300_single": 51.785
    }
}

Great. I'm fine with this, but if you don't mind let's merge #1225 first and then rebase and make the change in data.


AttributeError: module 'tensorflow._api.v2.train' has no attribute 'Optimizer'

Trying to run bert_joint on Google Colab but ran into AttributeError: module 'tensorflow._api.v2.train' has no attribute 'Optimizer'. I assume this is because Google colab is using a different version of tensorflow. What version do you use?

I just had the same issue a few minutes ago; I downgraded tensorflow to v1.15 and now the error is gone. I think the cause of the error is that tf.train.Optimizer is deprecated and removed in tensorflow v2.

Yes downgrading helped! Thanks!


how to use multicore cpu to do prediction?

I suspect this should be done automatically. If not, then you'll probably have better chances finding a solution when getting in touch with the developers of the backend (i.e. tensorflow, theano, ...) that you are using.
Also, have you considered to get some help through help-sites like stackoverflow? I have a suspicion that your question might belong there, rather than in these issue-sections of the projects you are using (unless it would indeed turn out to be a bug).


Use homestore 6.x

This PR provides features

To use homestore 6.x which supports vetoing the shard create or blob put when PG or shard is not ready respectively.

HomeObject Metrics and also durable entities to ensure that blob_id, count etc are all made durable and loaded after restart

Start HttpServer and provide metrics, objlife counter, settings related endpoints

LGTM

Codecov Report
Attention: Patch coverage is 53.20197% with 95 lines in your changes are missing coverage. Please review.

Project coverage is 69.42%. Comparing base (0f1b2ff) to head (4d82f31).

Additional details and impacted files
@@            Coverage Diff             @@
##             main     #159      +/-   ##
==========================================
- Coverage   72.40%   69.42%   -2.98%
==========================================
  Files          30       30
  Lines        1377     1472      +95
  Branches      137      148      +11
==========================================
+ Hits          997     1022      +25
- Misses        300      370      +70
  Partials       80       80

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.


CF Worker: better detection for binding type

Changed the way the Worker script detects the type of object in the env dictionary. No functionality changes, just using the name of the object's constructor rather than heuristics to determine the type of binding

/ok-to-test


Weird bug can't click next

I am currently redesigning a client's website and updated the plusslider to the newer version. It's a nice plugin but I have to click to all items first (dots do change). For example http://floradetuinen.nl/portfolio/moderne-tuin/ I don't know how to fix. Can you help me out? Would be cool :+1:

Hi Richard. Remove this from your style.css file - Line 439:
	display: block;
}```

That should fix the problem.

Thanks!! Was indeed display:block; Thanks for helping me out. I didn't know I had the lines of the older plusslider plugin left.


New Crowdin translations

Enjoy!

But I just merged this! :grin:
Maybe we should switch to translation pull…

Can't help that the new version has pulled in more translations
Maybe we should set it up that you pull the translations on build rather .. though i love seeing the translations pop in

Squash, squash, squash... I wish Crowdin would intelligently condense stuff like identical changes made to every language into a single commit.

Decided to start editing the credits into the commit history directly while I squash. Should make writing the changelog easier...


use neo-tree as netrw replacement?

it's possible?

There is no built in feature to enable this behavior. It could always be added if enough people are interested.

@cseickel  When I run nvim MyFolder it's netrw be opened. I would like to have neo-tree to be opened.

@max107 @nyngwang @danilshvalov
Question for anyone following this issue, now or in the future: If Neo-tree opens when you open a directory in nvim instead of netrw, what then happens when you open a file from the tree?
A. The current behavior, which is to create a split for the file you open and make Neo-tree a sidebar.
B. Behave like netrw and have the file take over the current window.
Second question, is the netrw replacement request:
C. mostly about what happens when opening a directory, or
D. mostly allowing the tree to be browsed in place of the target window instead of as a separate sidebar
E. equally about both aspects of netrw

A. The current behavior, which is to create a split for the file you open and make Neo-tree a sidebar.
B. Behave like netrw and have the file take over the current window.

My cases is not considered: Most of the time I prefer to run nvim project instead of nvim proj_file. I will provide my opinion once this is considered.

@nyngwang I think what you are saying, based on this and other conversations, is that you want to fluidly move between netrw style, sidebar, and floats depending on the situation. Is that accurate?
I don't think I posed the first question clearly. Let me restate to make sure there is no misunderstanding:

You open nvim with nvim project_folder
The only window is Neo-tree, opened to the folder you specified just like netrw would do
You find the file you want to open and open it.
Does that file now:
A. open in a split, leaving Neo-tree as a sidebar in your preferred position?
B. take over the current window, replacing Neo-tree?

I think it sounds like you choose A and C, because it is the most open ended solution that is the quickest path to "all of the above"

is that you want to fluidly move between netrw style, sidebar, and floats depending on the situation. Is that accurate?

The problem of nvim-tree.lua is that it doesn't provide a floating tree so in my past experience with it this is now that accurate.

Why? Personally, I do this because when the filetree occupies the entire window, the content is left-aligned, but I like to be shown near the center of my screen (so why I set my the default position on the right side)

That was the missing piece of information that was confusing me! Wouldn't it be more efficient if step 2 was changed so that:

You open nvim with nvim project_folder
There is an empty buffer, with Neo-tree also open and focused in your preferred position, as specified in your config (left, right, or float)
You find the file you want to open and open it.
Nothing unusual happens here...

@cseickel: I like this one :) I think people would like to see everything organized "their-way" before making the first decision too!

OK, here's a proposal on how to handle these requests:

Add a hijack_netrw option that makes Neo-tree handle opening directories
In that situation, Neo-tree will open as specified in your config
Add a new window.position value as an option in that config: in-place, meaning netrw style in the same window where it was called from
Include new vim command variations that allow overriding your default position with whatever suits you at the moment, to be handled in #31
If Neo-tree was opened with a position of in-place, then files will opened in the same window. If not, it will pick a window using the current logic designed for sidebars and floats.

I think this covers all possible variations of what people may want. I'll let this sit for at least a few days to collect comments.

Status update: I released part of this solution, which is that Neo-tree now hijacks netrw automatically. It will open in whatever position you have specified in your config when you open a directory in nvim. If anyone actually wants to use netrw as an option, let me know and I'll put in a flag to disable this functionality.
What we don't have yet is the new "in-place" position option, we are still limited to sidebar or floating window. I am still working on the "in-place" option.

This is in main right now and I think it is done. I changed the position name from "in-place" to "split". If you want to use netrw style all the time, set "split" as your position:
require("neo-tree").setup({
  filesystem = {
    window = {
      position = "split",
    },
  }
})

If you only want to use it as "split" style sometimes, use the new  "InSplit" commands:
NeoTreeRevealInSplit
NeoTreeRevealInSplitToggle
NeoTreeShowInSplit
NeoTreeShowInSplitToggle

@cseickel i updated neo-tree to latest commit and problem still exists

@max107 I think I got it this time.


Dunner Dry Run

Dunner do somecommand --dry-run will pull the images fro Docker hub but will not run the commands, just like dry run in other applications.

@ayushjn20 I broke down #31 into two tasks

I guess not just pulling of image from Docker hub, but all other stuff like mounting directories except running the commands should be included.
Shall I proceed like this?

agree, yes, proceed

Closed with reference to #65


Some clean-up

Using consistent uppercase for names, a little punctuation and grammar
correction. Nothing major.

:+1:  thanks!


[Feature request] Removal Of Colored Headings

Is your feature request related to a problem? Please describe.
Headings are invisible or ugly when a Dark color is set as Windows primary color.

Describe the solution you'd like
Headings should always be white-colored just like paragraphs and other elements.

If you agree (or not agree) with @vasanthdeveloper, please give him a vote.

Closing the thread since there is no demand here by other users.


Add a PR template to help improve PR descriptions

Please make sure you cover the following points:

What is the problem that this PR is trying to fix?
This should help remind people to add context to their PR's. It should decrease the effort necessary for review and help people looking back on changes later in time. The testing instructions give a good indication of the PR's impact and help catch easily preventable bugs.

What approach did you choose and why?
Add the PR template, as described here: https://github.com/blog/2111-issue-and-pull-request-templates

How can you test this?
Open a PR against a repo that already includes a template.
I tested it on https://github.com/bogdanap/Deluge, feel free to play around with that repo.

What feedback would you like?

Is this worth having?
Are these questions meaningful enough?
Is my English correct, is there a better way to express these questions?

This fixes https://github.com/travis-pro/team-blue/issues/726


winget and python installations

Description of the new feature / enhancement
I wish winget would not suggest any major upgrades for Python when different versions of Python are installed.
For example, when Python v3.9 and Python v3.10.5 are installed on the same system, winget will still offer an upgrade from 3.9.13 to 3.10.5, although v3.9.13 and v3.10.5 are up to date.
Proposed technical implementation details
I want winget to check for the availability of minor updates for each version of Python instead.
Each version of Python, i.e., Python 3.8, Python 3.9, Python 3.10, should have its own line in winget upgrade as it is with winget list.

Seems like this is the same as #476 ?

Not so sure, I'm not suggesting blocking a program but rather separate it based on its major versions, just like winget list does.

@denelon python versions have been now put under separate package identifiers, so this can be marked as fixed.


Remove rosbag2_storage_mcap

rosbag2 also has an mcap_vendor package. This unreleases this repository so that rosbag2 can be released on rolling.

This was already done on Humble: https://github.com/ros/rosdistro/pull/35829


Document how to look at dask worker logs from GCP

Ref https://2i2c.freshdesk.com/a/tickets/426

I'm going to merge this as is for now, can add additional docs on finding namespaces later.


Add the Bloometa card in Discover

teh issuer will be ready soon

same kind of process than Tezotopia card

issuer is ready


Emmet go to next/prev edit point ignores newlines with whitespace

#27316

VSCode Version: Code - Insiders 1.13.0-insider (c2a17a7929259d3d2643cb3f98478e994a39605b, 2017-05-30T05:12:15.312Z)
OS Version: Linux x64 4.10.0-21-generic
Extensions:

Extension
Author
Version

EditorConfig
EditorConfig
0.9.3

lorem-ipsum
Tyriar
1.0.0

sort-lines
Tyriar
1.3.0

theme-sapphire
Tyriar
0.2.1

vscode-svgviewer
cssho
1.4.1

tslint
eg2
0.15.0

git-project-manager
felipecaputo
1.3.2

md-navigate
jrieken
0.0.1

vscode-scss
mrmlnc
0.6.2

seti-icons
qinjia
0.1.3

#27316

Go to next edit point lands here:

From https://docs.emmet.io/actions/go-to-edit-point/ :

...quickly traverse between important code points:

between tags
empty attributes
newlines with indentation

nice catch

:wink: :fishing_pole_and_fish:

This isn't fixed, I repro'd build out of master using the following code:

Fixed with https://github.com/Microsoft/vscode/commit/4d4d9cac5f643c386aa76c5b0299829e839d6c39


implement openssf best practices changes

What does this PR do?
This PR implements changes to the repository to align us more closely with OpenSSF and CNCF best practices. Below is a summary and explanation of all the changes:
OpenSSF Badges
These badges are displayed in the readme so that anyone can view them and see how the repository is adhering to these practices. The Best Practices badge can be filled out and viewed in more detail here.
The Scorecard badge gives the repository a score based on how secure it is. A summary of that can be found here.
Scorecard GitHub Workflow
This is tied to the Scorecard badge and is the code scanning aspect of it. This provides vulnerability scanning on the repository and will provide us with information regarding found vulnerabilities. More information about this scanning can be found here.
CLOMonitor Exemption
This exemption has been added to every devfile repository as we decided we are not going to implement it.
Contributing
In order to standardize our repositories and adhere to the best practices we should have contributing instructions for anyone who wants to add to this project. The contributing file is the same format as all of the other devfile repositories. For the issues section I included a link to the issues contained in this repository as it looks like you are storing issues there instead of in devfile/api.
What issues does this PR fix or reference?
fixes https://github.com/devfile/api/issues/1389
Is it tested? How?

All changes were either made to documentation files or by adding new files unrelated to the project function.
PR Checklist

[ ] E2E tests pass (when PR is ready, comment /test v8-devworkspace-operator-e2e, v8-che-happy-path to trigger)

[ ] v8-devworkspace-operator-e2e: DevWorkspace e2e test
[ ] v8-che-happy-path: Happy path for verification integration with Che

I don't have write access to this repo, would one of the approvers be able to merge? Thank you :)


Add track-based callback with shuffle per track

I created an issue with a feature request for essentially doing a track-based callback and shuffle while still tethered to the main clock, so as not to generate multiple instances of uClock and having to synchronize them.
This allows track-based sequencers which use uClock to have track-based control over step counting and shuffle settings. This enables things like applying microtiming/shuffle on steps for individual tracks, rather than microtiming/shuffle on steps for a pattern as a whole.

Another thing that would be nice is the ability for any negative shuffle amount on the first step to be triggered on the next bar of the pattern. So like, if the clock is running, and if the first step has a negative shuffle, trigger it the next time around.
I have noticed an issue sometimes when placing a negative shuffle on a step next to a positive shuffle on an adjacent step, it seems to throw the timing off entirely. I can probably record an example at some point. Not really sure I can find the issue in the current code.

Ok, I think I fixed the issues mentioned in my comment above. I will apply it to the standard non-track-based API as well.

Hi @grayxr ,
Thank you for this contribution! i will try to review and make some tests asap on this PR.


"Available to spend" is missing on Ramp account.

All other accounts have "Available to spend". Not seeing it here.
Also "Available to Spend" > "Available to spend" across all accounts.

Cannot reproduce. Available to spend is visible, tested in build 218 and 219. The screen shot above is from UX design.

-Not able to reproduce this on dev app v1.5.0(250)


Add open/closed field support for issue index

A couple of notes:

Future changes should refactor arguments into a struct
This filtering only is supported by meilisearch right now
Issue index number is bumped which will cause a re-index
Issue type should be added as well to support searching between issues & PRs

Future changes should refactor arguments into a struct

@techknowlogick I'm working on this, that's why I sent some splitted PRs to improve indexing. 😂
Don't worry, this PR won't cause too much conflict, but if you are still doing something like this PR, please let me know.

Blocking so it doesn't get merged before I add issue type as well.


Regexp functions flagged as not deterministic

Hello,
I am wondering why the regexp functions are not flagged with SQLITE_INNOCUOUS and SQLITE_DETERMINISTIC.
It is giving me an error when trying to use regexp_replace in a generated column.
sqlite> .load ./re
sqlite> create table test as select "name" as name;
sqlite> alter table test add column new_name generated always as (regexp_replace(name,'.','N'));
Runtime error: error in table test after add column: non-deterministic functions prohibited in generated columns

Marked functions as deterministic in 0.15.3.


Improve get_class resiliency

What does this PR do?
Implement the same defensive approach we have in the Three library: be sure symbol_name can't go around when it's either NULL or worse, un-initialized.
Motivation
get_class function from Six API occurs in several cases we're debugging, this is a shot in the dark so investigations will continue but better safe than sorry here.
Additional Notes
Wanted to add tests but it's overly complicated to recreate cases where the previous behaviour can be exploited. Let's just be good C citizens here.

@truthbk PyErr_Fetch() clears the error on the interpreter, so no need to move PyErrorClear() right after PyErr_Fetch in _fetchPythonError.
That said your comment is valid, the _fetchPythonError function itself assumes that all the Py API calls are successful, we could/should be more cautious there

I'm using PyType_IsSubtype instead of PyObject_IsSubclass for consistency with the PyType_Check we do at the beginning (i.e. let's use the Type API everywhere when dealing with classes). I believe the two are equivalent in our use case provided that we don't use __subclasscheck__ within the integrations class herarchy.


pull request for e2e test at 02/06/2017 01:26:07

:white_check_mark: Validation status: passed
For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.


clean-repo-sidebar throws an error in attempting to move a nonexistent report link

Description
In the clean-repo-sidebar feature, the following code (source link) was introduced to the moveReportLink function in #6500 to select the "Report repository" button, which is used afterwards to move it to the bottom of the sidebar:
const reportLink = select('.Layout-sidebar a[href^="/contact/report-content"]')!.parentElement!;
However, the code throws an error due to the non-null assertion operator when the select function above returns an null value in repositories owned by the user (see figures below) where report link does not exist.
How to replicate the issue + URL

Navigate to the home page of a repository that you have ownership or collaborator access on, such as https://github.com/fregante/GhostText
The error occurs

Figure 1
The error occurs in a repository home page where the report button does not exist

Figure 2
The same issue, on Firefox

Extension version
23.5.10
Browser(s) used
all supported browsers

Duplicate of https://github.com/refined-github/refined-github/issues/6569

Actually it's not quite the same reason, so I'll reopen this and send a PR


vip-manager --version displays wrong version  (2.4.0 instead of 2.6.0)

Hello
Version in main.go hasn't been updated.
version = "2.4.0"
Thanks

What exactly binary displays version 2.4.0?

I built from source (go build)


remove obsolete EC <IP_ADDRESS>/126 from entries

enzyme.dat:
ID   <IP_ADDRESS>
DE   Transferred entry: <IP_ADDRESS>9, <IP_ADDRESS>0, <IP_ADDRESS>1 and <IP_ADDRESS>2.
//
ID   <IP_ADDRESS>
DE   Transferred entry: <IP_ADDRESS>9, <IP_ADDRESS>0, <IP_ADDRESS>1 and <IP_ADDRESS>2.

We still have:
id: GO:0016273
name: arginine N-methyltransferase activity
def: "Enables the transfer of a methyl group from S-adenosyl-L-methionine to an amino group of an arginine residue." [GOC:mah]
xref: EC:<IP_ADDRESS>

also several synonym mappings to [EC:<IP_ADDRESS>] and [EC:<IP_ADDRESS>], and a comment [EC:<IP_ADDRESS>] in a definition

I could make each of these entries. Maybe old term can be parent as seems very generic. Then any annotations would need to be transfered to the correct term?
EC <IP_ADDRESS>9  RHEA:48096 This eukaryotic enzyme catalyzes the sequential dimethylation of one of the terminal guanidino nitrogen atoms in arginine residues, resulting in formation of asymmetric dimethylarginine residues.
EC <IP_ADDRESS>0 RHEA:48108 The enzyme catalyzes the methylation of one of the terminal guanidino nitrogen atoms in arginine residues within proteins, forming monomethylarginine, followed by the methylation of the second terminal nitrogen atom to form a symmetrical dimethylarginine.
EC <IP_ADDRESS>1 RHEA:48100 Type III protein arginine methyltransferases catalyze the single methylation of one of the terminal nitrogen atoms of the guanidino group in an L-arginine residue within a protein.  Unlike type I and type II protein arginine methyltransferases, which also catalyze this reaction, type III enzymes do not methylate the substrate any further.
EC <IP_ADDRESS>2  RHEA:48116 methylates the the Delta-nitrogen atom of arginine residues within proteins.

Agree! :+1:

I would can the RHEA defs directly though

Theses terms were  already in GO with different names and more textual definitions but having the EC cross refs.  Adding RHEA to these to fix. (eventual def will come from RHEA).
Done


Block number in csv file

Currently the block number specified in a csv file [first value of the two] plays no part other than being the first value of a record. There are two options: either leave it as is or have it actively participate in a simulation. In the first case it's much simpler and probably better for running btcsim but it currently accepts csv files that we literately don't care about the one of the two fields ie. half the csv file. In the second case, we will have to add some restrictions about compliance of the block numbers in the csv file (comparison with matureBlock, maxBlocks, every block number must be different from the rest, etc.) which won't be a gain for btcsim other than accepting a well-defined csv only.

This can be marked completed and closed as we are now accepting block height as the first CSV column.


Create CameraView Control Panel

This panel will first control brightness and zooming in every camera view.
It should be poped-up on double clicking mouse button.
It should be either validated by ok or canceled by cancel actions.

Let's do this in a further life...


Create test.java

PR Type
tests

Description

Added a new Java class Mainx.
Implemented a mainx method that prints "Hello World".

Changes walkthrough 📝
Relevant filesTests

test.javaAdded a new Java class with a main method

test.java
Added a new Java class Mainx.  Implemented a mainx method that prints "Hello World".

+5/-0

💡 PR-Agent usage:
Comment /help on the PR to get a list of all available PR-Agent tools and their descriptions

Summary by CodeRabbit

New Features

Added a new Java class that prints "Hello World" to the console.

Preparing review...

Persistent review updated to latest commit https://github.com/gyliu513/langX101/commit/b5a48418af599071ae832b6e9e98b69bf18581ad

/improve


Search for apps outside /Applications

Trying to find&launch /Users/flamefork/Development/tizen-studio/TizenStudio.app.
Quick comparison with Spotlight:

@Flamefork 👍 Fixed in version 0.0.2