Add is_partly_paid to GraphQL API

What I'm trying to achieve
Since https://github.com/mirumee/saleor/pull/3398 introduces is_party_paid, same field should be added to graphql and then the storefront could use this field to determine whether showing pay button or not in order detail page. This is because partial payment is not supported. The pay button shouldn't show once the order is partly paid. Currently we only have is_paid field https://github.com/mirumee/saleor/blob/ecf9823ac695cc3ee1b37f601f154a36e4949c0f/saleor/graphql/order/types.py#L265-L268 in GraphQL api to determine the order payment status.

I'm not sure I agree with adding a ton of boolean flags to the API. Could these not be handle by a single status field with an enum? The order is either unpaid, partially paid or fully paid, it can't be two or three at the same time.

Yeah, I agree, using enum is a better design. But it is fine to have different property/flag in the model which is added in #3398.
This issue can be used for tracking adding this feature, as for implementation, we could use enum or any better solution. :D


Update maximum allowed birth year to 2019

Description
LEARNER-7383
LEARNER-7382

@farhan-arshad-dev Please review it

@farhan-arshad-dev I have addressed the issues.


No longer useful for Google links

Undirect does nothing now. Google no longer uses an intermediary redirect for search result links. Instead, they submit an XHR request to their tracking service when a link is clicked (taken from the ping="…" attribute):
…

Thanks for the report @quinncomendant , I'll have a look into this - I've noticed the XHR doesn't always happen, which is a bit weird.
My main motivation of this library was removing the interstitial page and fixing up the "copy link to clipboard" functionality.  These 2 things are no longer factors - do you get any value out of the extension anymore?
I'm trying to justify continued maintenance of the extension given the value proposition has dropped significantly.
Let me know your thoughts.

Both of your main issues (the interstitial page and fixing up the "copy link to clipboard" functionality) no longer exist.
If that is all the extension does, it no longer has any value.
The extension may have a large user base, many of whom may not realize it can be uninstalled. If you decide to stop maintaining the extension, perhaps you could push an update that turns the extension into a "stub" with a note displayed to the user that it may be uninstalled. Otherwise, you could also push some other useful features, such as disabling Google's new style of hyperlink tracking for improved privacy.
I use uMatrix, which can disable hyperlink auditing, so it's all I need, for now.

Finally have had time to look at this - I note that Facebook support is still fine - so there may be some value if you're in the habit of clicking on Facebook ads.
I've pushed a new version out with just Facebook search results - but I won't be using this extension anymore, and will recommend anyone who asks to just uninstall it.

Google still has redirects for me on Android using Google Chrome.

Info:

Android 13
Google Chrome version 117.0.5938.153


Multi-module build with each module having a different version.

How do I configure the plugin to give each module a different version? I have found similar plugins that do handle this, by allowing each model to have its own prefix and add adding a tag for each module. None of those other plugins are as easy to use as this one.

That's not possible. And I don't think it would be wise to allow that. Using the commit history to decide whether to create a version or not and whether to make it a major, minor or bugfix version does only work nicely when the whole repository is versioned as a whole. How do you want to create a tag of a repository when you only want to tag some folders?
You should really think about splitting your repositories and look into using Gradle's composite build feature.


I'm trying to retrieve firebase data and read the values one by one

Hi, im students from indonesian and I'm a beginner in IOT and want to try to retrieve all the values in Firebase and read them one by one and and I get an error in this part of the code`
FirebaseJson json;
FirebaseJsonData Jsondata
json.get(Jsondata, "/alarm");
if (Jsondata.success)
{
        FirebaseJson json3;
        Jsondata.getJSON(json3);
        size_t count = json3.iteratorBegin();
        for (size_t i = 0; i < count; i++)
        {
            FirebaseJson::IteratorValue value = json3.valueAt(i);
            Serial.println(value.value.c_str());
            if(String(value.value.c_str()) == time){
              Serial.println("the time is same");
              }
        }

        Serial.println();
        json3.iteratorEnd();
}

else{
Serial.println("Failed to get the alarm");
Serial.println(json.errorPossition);
}
 but when I try the code on the serial monitor it says like this
Failed to get the alarm
-1
Failed to get the alarm
-1
Failed to get the alarm
-1
Failed to get the alarm
-1
and this is the data that is in firebase
{ "alarm": {
"-NQF0Wy4BqMRi-8Twr8y": "14:16",
"-NQF0i1yEN3g3mqLCUOO": "02:16",
"-NQF0kbTvQcDEqFQbz6X": "02:16",
"-NQF0nSiEXBn9weXgnKR": "19:09",
"-NQG7KoHsv674oETJ2s6": "16:13",
"-NQP5ONwpNvqrKmXVyE8": "15:13"
}}`
I'm sorry if you don't understand my words because I used Google Translate to translate the words earlier

Because the key or path to parse JSON data is not valid.
The path should include the UID key like this.
json.get(Jsondata, "/alarm/-NQF0Wy4BqMRi-8Twr8y");
The UID key will be auto generated by Firebase when you call Firebase.pushXXX.
I recommend using query to filter data instead when you don't know the UID key.
https://github.com/mobizt/Firebase-ESP8266/blob/master/examples/DataFilter/DataFilter.ino
The UID key can be obtained from fbdo.pushName() after you called Firebase.pushXXX


File explorer tries to open project even when path doesn't exist

If I have an existing project in a folder, and I try to create a new project as a sibling with a name that starts with the name of the existing project, the file explorer treats the new path as if it were an existing project.
e.g. in /home/me/projects/ there is a project1 project.
Open file explorer, navigate to projects start typing project1a (i.e. aiming so that path is /home/me/projects/project1a
It's in the new project state until the 1 is typed, then it switches to open project state, and stays that way even after typing the a.

@NickSeagull this issue, as is described by vertexcite is fixed, but now, if you enter a directory name that does not exist manually (without choosing it by the file manager), there is no error thrown, and neither is the directory created, nothing happens.
What do you think we should do about it? I'd say we create the directory and initiate a project inside if the directory does not exist 🤔

That would be a solution. Another one would be to make the text input read only, what do you think?

@NickSeagull I think that is limiting flexibility, a user might want to copy paste a location to the input (specially if it's a long one). I'll create a PR for that.

Thank you! Closing 🙏


added helm charts for golang and node apps

The Artifact Hub is another place you can list your repos. To do that, you login (or create an account), create an organization, and list your repository. You can link it to a user or organization.


Doc color

Pull Request Checklist:

[x] This PR addresses an already opened issue (for bug fixes / features)

This PR fixes #126

[ ] (If applicable) Documentation has been added / updated (for bug fixes / features).
[ ] (If applicable) Tests have been added.
[x] HISTORY.rst has been updated (with summary of main changes).

[x] Link to issue (:issue:number) and pull request (:pull:number) has been added.

What kind of change does this PR introduce?

Add a page for colomaps in the doc

Does this PR introduce a breaking change?
Other information:

@Zeitsperre do you know how to fix the issue with RtD ?

Thank you !


Random refactoring, preparing for fixing Prop tycking

These commits have been in my disk for so long so I have made up my mind to create a PR for them

bors r+


Cannot open louvain.csv.gz

Hi,
I have downloaded the louvain.csv.gz file. But I cannot extract it. Tried gunzip, reading it through python and R but getting the error that it is Not a gzipped file.
Can someone please point to what am I missing?
Thank you!

You need to click the Download button here: https://github.com/theislab/scanpy_usage/blob/master/170522_visualizing_one_million_cells/results/louvain.csv.gz :)

GitHub shows a page for every file where you can access its history and so on. I assume you did “right click → save as” on above link instead of clicking it?


Gamma Correction

When I try to adjust gamma images get corrupted:
http://imgur.com/a/eH70z
http://imgur.com/a/hlF98
http://imgur.com/a/m5vOS
I thought you might want to know.

I can reproduce this, seems to be caused by our video patches. I'll have a look.

Fixed in next release.


Could not install node-julia, could not find julia directory

<EMAIL_ADDRESS>install C:\JSwork\node_modules\node-julia
node-gyp rebuild

C:\JSwork\node_modules\node-julia>if not defined npm_config_node_gyp (node "C:\Program Files\nodejs\node_modules\npm\bin\node-gyp-bin\....\node_modules\node-gyp\bin\node-gyp.js" rebuild )  else (node  rebuild )
Warning: Missing input files:
C:\bin\libjulia.dll
C:\bin\libopenlibm.dll
Building the projects in this solution one at a time. To enable parallel build, please add the "/m" switch.
Generating libjulia.lib
CREATE_STATIC_LIBS : error : Unable to find C:\bin [C:\JSwork\node_modules\node-julia\build\nj.vcxproj]
C:\JSwork\node_modules\node-julia\build\nj.targets(28,5): error MSB3721: The command "call python "..\tools\create_julia_libs.py" "--bin" "C:\bin" "--files" "libjulia.dll"" exited with code 1. [C:\JSwork\node_modules\node-julia\build\nj.vcxproj]

<EMAIL_ADDRESS>install C:\JSwork\node_modules\node-julia
node-gyp rebuild

In what directory is julia installed?

A problem is that the build fails if there is a space in the path b132c1b fixes that.


HBASE-28719 Use ExtendedCell in WALEdit

Let's see how things going on

:confetti_ball: +1 overall

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ClientAPI=1.43 ServerAPI=1.43 base: https://ci-hbase.apache.org/job/HBase-PreCommit-GitHub-PR/job/PR-6108/1/artifact/yetus-general-check/output/Dockerfile

GITHUB PR
https://github.com/apache/hbase/pull/6108

Optional Tests
dupname asflicense javac spotbugs checkstyle codespell detsecrets compile hadoopcheck hbaseanti spotless

uname
Linux 26c6eac3cd60 5.4.0-1103-aws #111~18.04.1-Ubuntu SMP Tue May 23 20:04:10 UTC 2023 x86_64 x86_64 x86_64 GNU/Linux

Build tool
maven

Personality
dev-support/hbase-personality.sh

git revision
master / 2faac7ece1bc09b09bd075546b03cb406812b9ab

Default Java
Eclipse Adoptium-17.0.11+9

Max. process+thread count
84 (vs. ulimit of 30000)

modules
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_ Other Tests _

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GITHUB PR
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Optional Tests
javac javadoc unit compile shadedjars

uname
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Build tool
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Personality
dev-support/hbase-personality.sh

git revision
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Default Java
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Test Results
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replacing master with main for k/k8s.io links

Signed-off-by: RinkiyaKeDad<EMAIL_ADDRESS>
Needed for kubernetes/k8s.io#1597

/lgtm

/approve
/kind cleanup
/wg naming


Add slide_o_mix as developer

Link to GitHub repository
https://github.com/jenkinsci/pipeline-as-yaml-plugin/
When modifying release permission
List the GitHub usernames of the users who should have commit permissions below:

@slide

This is needed in order to cut releases of the plugin or component.
If you are modifying the release permission of your plugin or component, fill out the following checklist:

### Release permission checklist (for submitters)
- [x] The usernames of the users added to the "developers" section in the .yml file are the same the users use to log in to [accounts.jenkins.io](https://accounts.jenkins.io/).
- [x] All users added have logged in to [Artifactory](https://repo.jenkins-ci.org/) and [Jira](https://issues.jenkins.io/) once.
- [x] I have mentioned an [existing team member](https://github.com/orgs/jenkinsci/teams) of the plugin or component team to approve this request.

@jonesbusy for approval as current maintainer
When enabling automated releases (cd: true)
Follow the documentation to ensure, your pull request is set up properly. Don't merge it yet.
In case of changes requested by the hosting team, an open PR facilitates future reviews, without derailing work across multiple PRs.
Link to the PR enabling CD in your plugin

### CD checklist (for submitters)
- [ ] I have provided a link to the pull request in my plugin, which enables CD according to the documentation.

### Reviewer checklist
- [ ] Check that the `$pluginId Developers` team has `Admin` permissions while granting the access.
- [ ] In the case of plugin adoption, ensure that the Jenkins Jira default assignee is either removed or changed to the new maintainer.
- [ ] If security contacts are changed (this includes add/remove), ping the security officer (currently `@Wadeck`) in this pull request. If an email contact is changed, wait for approval from the security officer.

There are IRC Bot commands for it.

Approved


Expand documentation to include guidance on injecting HttpClient directly in controllers, view components and tag helpers

I was recently involved in an interesting discussion on StackOverflow, related to a question where the OP was attempting to inject HttpClient in a view component's constructor. Even though the view component was properly registered with a typed client in Startup.cs, an exception was still being thrown during injection.
Turns out that even though view components can be dependency injected in general (including even IHttpClientFactory), you cannot inject HttpClient without adding:
services.AddMvc().AddViewComponentsAsServices();

The same goes for controllers and tag helpers, which have their own .AddControllersAsServices() and .AddTagHelpersAsServices() extensions, respectively. The documentation here is completely silent on this.

Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

@Rick-Anderson I'd be very happy to help, but in this case I no longer think this is something that should be documented. I reproduced the issue in 2.2, just in case it had been "fixed" there, but I then realised that using a View Component, Tag Helper or Controller as a typed client actually just doesn't make a lot of sense. I did also dig into why DI doesn't work for it out of the box, which I might write up into the existing answer, but I think it's all intentional and might be better left alone.
Let me know if you'd like me to go into more detail on it all here, but I would fully expect that the PU team would agree that this just isn't a sensible scenario and isn't something they'd want to encourage.

Great info - closing the issue. CC @chrisdpratt


feat(qbittorrent): :wrench: Change to app-template

Description of the change
Updated to app-template beta version
Refactor to new template outline
Remove VPN container and inline as another container
Benefits
Removes needs of a separate VPN configuration for one application
Possible drawbacks
Unknown as the app-template is in beta form and not public release
Applicable issues
See drawbacks

2.x app-template released, this is no longer needed.


Issues with BED Files

HI @Karenxzr
I'm experiencing issues with BED files when running the PhenoSV module, as illustrated in the attached errors. The errors are from bed files format probably, and I am unable to resolve them.
Could you please take a look and suggest possible solutions?
Thank you for your assistance!
python3 phenosv/model/phenosv.py --sv_file ~/structural_varinats/merged_vcfs/output.bed --target_folder test1/ --target_file_name Final_out

Traceback (most recent call last):
File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/phenosv.py", line 177, in
main()
File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/phenosv.py", line 150, in main
pred = of.phenosv(None, None, None, None, sv_df, annotation_path, model, elements_path, feature_files, scaler_file,
File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/../model/operation_function.py", line 552, in phenosv
if sv.shape[1]==5:
AttributeError: 'NoneType' object has no attribute 'shape'

output.zip

I have tried several times with .csv format also please have a look, but i am still getting the same errors
output.csv
python3 phenosv/model/phenosv.py --sv_file ~/structural_varinats/merged_vcfs/output.csv --target_folder test1/ --target_file_name Final_out
Traceback (most recent call last):
  File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/phenosv.py", line 177, in <module>
    main()
  File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/phenosv.py", line 150, in main
    pred = of.phenosv(None, None, None, None, sv_df, annotation_path, model, elements_path, feature_files, scaler_file,
  File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/../model/operation_function.py", line 552, in phenosv
    if sv.shape[1]==5:
AttributeError: 'NoneType' object has no attribute 'shape'

Hi, I tested top 20 lines of your output.csv file and worked fine. please use absolute path for the path of --sv_file. It seems PhenoSV did not read your input data correctly.
python3 phenosv/model/phenosv.py --sv_file /Users/zhuoranx/Documents/ResearchProject/PhenoSV/PhenoSV/data/test2.csv --target_folder /Users/zhuoranx/Documents/ResearchProject/PhenoSV/PhenoSV/data --target_file_name test_out

-target_folder /Users/zhuoranx/Documents/ResearchProject/PhenoSV/PhenoSV/dat

Hi @Karenxzr thank you for your fast response I have tried several runs using absolute path still gives the same errors please have a look :(( Do I need to use pip install .
python3 phenosv/model/phenosv.py --sv_file /home/tigem/h.poddar/structural_varinats/PhenoSV/data/output.csv --target_folder /home/tigem/h.poddar/structural_varinats/PhenoSV/data/ --target_file_name test1
Traceback (most recent call last):
  File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/phenosv.py", line 177, in <module>
    main()
  File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/phenosv.py", line 150, in main
    pred = of.phenosv(None, None, None, None, sv_df, annotation_path, model, elements_path, feature_files, scaler_file,
  File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/../model/operation_function.py", line 552, in phenosv
    if sv.shape[1]==5:
AttributeError: 'NoneType' object has no attribute 'shape'

UPDATE: I found that the issue only occurs when processing the entire output.csv file, which contains almost 13,000 structural variants (SVs). When working with a subset of 30 lines from the same file, everything functions correctly without any errors. It seems the problem arises when handling a larger dataset. Could you please advise on possible solutions to address this?
test_run results:-
test_out.csv

Hi @Karenxzr,
Do you have any suggestions for converting VCF files to CSV or BED formats? Currently, I am using vcf2bed to convert VCF files to BED format and then manipulating the data to create a CSV file, as shown in the sample data. Any advice or alternative approaches would be greatly appreciated.
Thank you!

I have identified the issue with my input.csv file, which contained some unrecognized SVTYPE [i.e, ACGGGGCAGGGAGGGCCCCTCTAGAAGCCACCTGTGCAGAC like this ] entries. After removing those and ensuring the CSV file only includes known SVTYPE, I am still encountering an error. Could you please suggest some ideas or solutions for this issue?
PS: However the PhenoSV runs after emitting this error and generates a csv output with results, Please the csv file for reference.
combined.csv.out.csv
Thank you in advance for your help!
command applied using SLURM
eval "$(conda shell.bash hook)"
conda activate phenosv

CONFIG_FILE="/home/tigem/h.poddar/structural_varinats/PhenoSV/input_files.txt"
TARGET_FOLDER="/home/tigem/h.poddar/structural_varinats/PhenoSV/final_test"
phenosvsh="/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/phenosv.sh"
THREADS=64
mapfile -t INPUT_FILES < "$CONFIG_FILE"
SV_FILE="${INPUT_FILES[$SLURM_ARRAY_TASK_ID]}"

echo "Processing SV file: ${SV_FILE}"
echo "Target folder: ${TARGET_FOLDER}"

    bash "${phenosvsh}" "${SV_FILE}" "${TARGET_FOLDER}" "${THREADS}" 'HP:0000707,HP:0007598'

echo "PhenoSV processing completed for ${SV_FILE}!"

Traceback (most recent call last):
  File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/phenosv.py", line 177, in <module>
    main()
  File "/net/<IP_ADDRESS>/home/tigem/h.poddar/structural_varinats/PhenoSV/phenosv/model/phenosv.py", line 122, in main
    sv_df.columns = ['CHR', 'START', 'END', 'ID', 'SVTYPE']
  File "/home/tigem/h.poddar/miniconda3/envs/phenosv/lib/python3.10/site-packages/pandas/core/generic.py", line 5588, in __setattr__
    return object.__setattr__(self, name, value)
  File "pandas/_libs/properties.pyx", line 70, in pandas._libs.properties.AxisProperty.__set__
  File "/home/tigem/h.poddar/miniconda3/envs/phenosv/lib/python3.10/site-packages/pandas/core/generic.py", line 769, in _set_axis
    self._mgr.set_axis(axis, labels)
  File "/home/tigem/h.poddar/miniconda3/envs/phenosv/lib/python3.10/site-packages/pandas/core/internals/managers.py", line 214, in set_axis
    self._validate_set_axis(axis, new_labels)
  File "/home/tigem/h.poddar/miniconda3/envs/phenosv/lib/python3.10/site-packages/pandas/core/internals/base.py", line 69, in _validate_set_axis
    raise ValueError(
ValueError: Length mismatch: Expected axis has 1 elements, new values have 5 elements


Unable to import ezc3d

I've installed it successfully but I face issue while importing in colab.

Hi @ancy18
Could you paste the error message?


1.1.2 breaks parameter validation with @Valid annotation

To raise a bit more awareness of a comment I placed on a specific commit.
https://github.com/spring-projects/spring-graphql/commit/4c3e75a1e92c3be2c606d6421929cf9432e27b7c#commitcomment-102568551
In 1.1.2 parameter validation was changed to somehow also support the @Validated annotation on individual arguments. This, however, did break validation with the @Valid annotation for us.
To elaborate a bit on our scenario; we use spring-graphql with kotlin and coroutines, and have input objects with nested @Valid annotations.

Can you provide something more specific to reproduce the scenario?

I've created a sample application with some of the type definitions of our application, with spring-graphql pinned to 1.1.1. When you run the playground and perform the following mutation you'll see validation errors in the application log:
mutation {
  createCustomerDetails(input:{
    email:"",
    name:"",
    phoneNumber:"",
    locale:"",
    deliveryDetails: null
  }) {
    id
  }
}

When you remove the override for the 1.1.1 version, and rely on 1.1.2 provided through the boot started no validation errors are logged, and the application errors on the TODO(..) statement.

Thanks for the sample, I see the problem.

This should be fixed now in 1.1.3 snapshots.


Add molecular dynamics example

~Not asking for feedback, this is for collaborating with @streeve~

Ready for review

The example with the current parameters runs in a few seconds on Cuda. On the host, however, it takes 50 seconds in the release build on my workstation, and approximately forever in debug build (which our CI uses).

Interestingly, it actually did not time out in the CI. The Clang debug build ran in 68 seconds, and the PGI one in 120 seconds. SYCL runs in release, and all other are using device. So maybe it's not a big deal.


The menu title is incorrect

Issue Report Checklist

[ ] Searched the issues page for similar reports
[ ] Read the relevant sections of the Spyder Troubleshooting Guide and followed its advice
[ ] Reproduced the issue after updating with conda update spyder (or pip, if not using Anaconda)
[ ] Could not reproduce inside jupyter qtconsole (if console-related)
[ ] Tried basic troubleshooting (if a bug/error)

[ ] Restarted Spyder
[ ] Reset preferences with spyder --reset
[ ] Reinstalled the latest version of Anaconda
[ ] Tried the other applicable steps from the Troubleshooting Guide

[ ] Completed the Problem Description, Steps to Reproduce and Version sections below

Problem Description
What steps reproduce the problem?

Tools - Preferences - Code completion and syntax checking - Code style and formatting, "Line length" - "Maximum allowed rows" should be "... Maximum columns"

What is the expected output? What do you see instead?
Paste Traceback/Error Below (if applicable)

PASTE TRACEBACK HERE

Versions

Spyder version:
Python version:
Qt version:
PyQt version:
Operating System name/version:

Dependencies

PASTE DEPENDENCIES HERE

ver 5.5.6

Hey @int0x09, thanks for reporting. It seems that's an error of the Chinese translation of the Spyder interface because no such text is present in English:

Could you confirm if that's the case?

"Maximum allowed line length"--->"Maximum allowed columns"

@int0x09, so do you have this problem only with the Chinese version of Spyder?

Closing due to lack of response.


Incorrect handling of errors in the worker thread

Improved error handling.
Fixes #481

Thanks for the PR, please fix the typo in the name of test file i think it should be queuejob_controller_ex_test.go

I think this fixed.


fix(security): bypass allowed cmds

using control operators, you can use disallowed commands. see screenshot below for example.
this fix simply creates a list of all known operators that can be used and checks the input for them.

Hi,
Using a temp docker container (for each console request) witch has docker client cli that for running command is safer than doing this

Using a temp docker container (for each console request) witch has docker client cli that for running command is safer than doing this

yeah, maybe safer, but definitely not as performant. i doubt you can do any real damage with only 4 commands, anyway. blocking control operators is probably the best solution.


(MAINT) Remove the execute bits from test files

Mostly a tidiness change but I couldn't see a compelling reason for Beaker test files to have their execute bits set.

CLA signed by all contributors.

@kurtwall could you fix the typo in the commit summary (in git not the PR itself)?

@joshcooper Think I did this right.


docs: Automated Changelog Update for v5.0.0-beta5.28

copilot:all
Automated changes by create-pull-request GitHub action

🤖 Generated by lychee action
Summary

Status
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1273

✅ Successful
369

⏳ Timeouts
0

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903

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Multiple authors appears in a page but not in a post

Apologies for additional issues ...
I have implemented multiple authors as specified
The author appears as it should on a page, but not in a post.
A template file, I assume
But which?
Here is my repo:
https://github.com/freerbeing/peoplespoetry
Netlify deploy:
https://startling-bunny-d5adab.netlify.app/

Hello @freerbeing not a bug probably a problem with the configs. Feel free to open a topic in discussions. Closing this as this is not an issue. Also you can check my personal site as I use that feature for the post titled "Apes and Kittens in the Music Industry" - https://github.com/nunocoracao/nunocoracao.com


Persisting G4HepEmParameters together with G4HepEmData

As discussed in meetings and in https://github.com/apt-sim/AdePT/issues/70, we need to "connect up" Geant4 and AdePT/Vecgeom materials/solids/physics. The G4HepEmData and GDML sides are taken care of or in progress, one thing I noticed as missing though is G4HepEmParameters. This is used both for data table init and for runtime calculations, so use of G4HepEmData will require the corresponding G4HepEmParameters. In the hybrid G4+GPU case that's fine, but for the split serialize/deserialize use case, we should also serialize G4HepEmParameters.
There are several ways to achieve this, the neatest I've seen being @hahnjo's creation of a G4HepEmState struct
struct G4HepEmState {
  G4HepEmData data;
  G4HepEmParameters parameters;
};

which would be easy to persist and has the required consistency. Should we introduce this type in G4HepEmData and the corresponding (de)serialization?

Just a gentle bump for feedback on this - it's needed to progress with apt-sim/AdePT#70 and apt-sim/AdePT#87, and I think it'd be a generally useful struct as there are a few places where parameters and data have to be passed together in G4HepEmRun.
I have a rough implementation (and corresponding persistancy) but thinking about the above, I'm not sure if
struct G4HepEmState {
  G4HepEmData data;
  G4HepEmParameters parameters;
};

or
struct G4HepEmState {
  G4HepEmData* data; // owned by G4HepEmState?
  G4HepEmParameters* parameters; // ditto?
};

// init/free functions

Either work, though the later feels more in line with the rest of G4HepEm.

Both of them are fine to me.
Regarding their ownership:
G4HepEmData is the top level collection of data structures and do not depend on any states. A top level manager creates one object from this data structure at initialisation that can be used concurrently during the run. When G4HepEm is used in Geant4, this top level manager is the master thread G4RunManger when it initialises the physics. Similarly, when data are loaded from the disc, it's probably done by a top level manager that creates the corresponding top level G4HepEmData structure and holds/shares etc..
The same is true for the G4HepEmParameters.
Most of the top level G4HepEmRun run-time functionalities, that are used heavily both on the host and device, require to pass a pointer to these data structures (that are read-only at run-time).

Thanks @mnovak42, I'll use pointers for consistency with the rest of G4HepEmData and for now make it a non-owning(*) "view" of the parameters and data.
(*) i.e. it will simply hold the pointers and never manipulate them (i.e. allocate or deallocate).


roles and contributions must be agreed

The tutor, @paolo-demagistris-polito is perplexed on Emin position. He seems to be in a "reactive" mode, waiting for some inputs he hasn't described at all...
Therefore, as an act of governance, it is necessary to write down some basic terms of agreement on Client (@paolo-demagistris-polito ) and developer (Emin).

done


Use new RocketModFix Unturned Redist packages

Opposed, refer to #development in Discord.

Opposed, refer to #development in Discord.

Should be resolved now


Update bazel docs in getting started and add example code

This ended up being more of a bazel update than finishing #809, but release early release often! Happy to wait until after #1341 is done and update the docs accordingly. Right now it is based on current main.

This PR now closes #1341
@birkskyum Now the Bazel config also works with unpaid Apple developer accounts. 👍


It seems the backend infra was designed for 1 AZ/1 region deployment

For high availability and DR-1 we need to deploy in production with more than 1 AZ and at least 1 extra region.  Fiacc as discussed please follow on this issue.

Hi!
The backend is designed to be deployed into all the available zones in a given region (and it currently is)
The database itself is AuroraDB with point in time recovery which provides a very short window of data loss (regarding disaster recovery).
Happy to discuss more about this but deploying the data layer across more than one region would require significant changes into the infrastructure.

at a minimum muli-regional RDS - active/passive replication

We're now using a multi-AZ replica for RDS. Regional failure will be addressed in #20


Revert videoMap implementation with RoQ codec

Apply revert patch by @bmorel for c64b504cc3a8e5428ed010c38509751dea1e1b8a and 870df5bfd029c00fa2301072f23b3090e7bd7989 from:

https://github.com/DaemonEngine/Daemon/issues/936#issuecomment-1783933562

I modified the patch to fix some merge issues with external_deps/build.sh for historical purpose (this commit can still build the broken Theora codec on Linux).

Remove broken and unsafe OGM (Theora) support again.

Remove broken cinematic mode and command again.

The videoMap feature is working again, currently only with legacy RoQ format.
Here is mxl-school map on viewpos 699 1228 304 -58 -7:

Fixes #936:

https://github.com/DaemonEngine/Daemon/issues/936

See also:

https://github.com/Unvanquished/Unvanquished/issues/2798

I was opening the dpk from Sweet's server to see the roq file and noticed that the license states "This map [...] may NOT be modified IN ANY WAY". So that DPK version, which adds various files, renames files, etc., would seem to be in violation. The original can't be loaded because it uses an underscore in the map name. Is there any legally available test data?
Looking over the code a bit, I see various buffer overflow problems (e.g. reading 65536+8 from a buffer of size 65536, I think I saw a writing one too but forget where). Please don't merge until I have confirmed that there are no obvious security holes.

So that DPK version, which adds various files, renames files, etc., would seem to be in violation.

Is printing a docx modifies the text in the docx? The format is totally different though people would say the work is not modified, the story would be carried without modification.
Anyway, here is a test map:
https://dl.illwieckz.net/b/unvanquished/test-assets/map-test-video_2.1-20231106-091111-e20b56a.dpk
This uses the Tremulous splash, but downscaled to 256×256 because it looks like RoQ video as map texture should not be larger, and stripped from source because map video can't play sound.
I downscaled it and stripped sound this way (ffmpeg knows how to convert to RoQ, including both video and sound if there is):
ffmpeg -i splash.roq -an  -vf scale="256:256" tremulous-splash-256.roq

Is printing a docx modifies the text in the docx? The format is totally different though people would say the work is not modified, the story would be carried without modification.

Yes, printing would involve creating a modified digital version of the document.  The Creative Commons ND licenses explicitly allow "technical modifications" so that a work can be used in different formats. (Stuff you do in private and don't distribute seems to usually fall under fair use exceptions though, so the printing thing would not be infringement.)
I think a better analogy with the mxl-school DPK (converted pak format and added minimaps among other stuff) would be converting the docx to a PDF, adding a table of contents, and distributing it to other people.

I did not change that map in any way.

I did not change that map in any way.

OK, then freem or someone else did it. It has minimaps so it's clearly been modified for Unvanquished.

I did not change that map in any way.

OK, then freem or someone else did it. It has minimaps so it's clearly been modified for Unvanquished.

The BSP was unchanged. Only the package was modified.

Those topics have multiple levels. We don't consider a book being modified if the wording is not modified, some page layout can be considered part of the work too, but every print of the book will not be considered a modification, despite you can be 100% sure the paper will not be the same. A book author will complain his work was modified if that's not the story he wrote. This is a moral right, for example : « I don't want to be attributed for a work that is not mine ». Anyway this is totally off topic.
This PR is about keeping compatibility with legacy formats, this is not related to how people bring legally formats (we even legacy pk3 support), and we can produce test assets if needed. We better do this kind of talk in forums to discuss how to deal with legally assets, etc.

Anyway, here is a test map:
https://dl.illwieckz.net/b/unvanquished/test-assets/map-test-video_2.1-20231106-091111-e20b56a.dpk

Thanks, it works. The mxl-school repacking is now a moot point for me, as long as it doesn't use any features not used in the test map.

Anyway, here is a test map:
https://dl.illwieckz.net/b/unvanquished/test-assets/map-test-video_2.1-20231106-091111-e20b56a.dpk

Thanks, it works. The mxl-school repacking is now a moot point for me, as long as it doesn't use any features not used in the test map.

What the test map doesn't do is to apply some filter to the video (school map does it). I can extend the test map to add some more extended uses case, but at least this is good enough to check that the video plays, and we can extend the test map later.

Hmm something missing from the test map is two different videos playing at once. There is a lot of global variable abuse so that would be important to test.

Here is an updated map with two videoMap surface, the one on the right having intentional flickering effect (so we can verify the effect is applied):
https://dl.illwieckz.net/b/unvanquished/test-assets/map-test-video_2.1-20231107-010139-59e1280.dpk
Right now it plays the same RoQ file in both surfaces, we may want to try to play two RoQ files. Actually the movie used for the RoQ file in mxm-school is Nosferatu from 1922 and is in public domain so maybe we can reuse that file.

Here is an updated map with two different RoQ files played at the same time:
https://dl.illwieckz.net/b/unvanquished/test-assets/map-test-video_2.1-20231107-023827-9a75c8e.dpk
There is indeed a bug when the two RoQ movies are not the same, right now the engine can't display both of them at the same time. If only one move is on screen, it works.
The map is made in a way it's easy to have two movies on screen at the same time, or only one.
I used excerpts from some public domain movies:

on the left: Excerpt from Admiral Ushakov (1953), battleship scene, color.
on the right: Excerpt from The Kid (1921 original cut), regrets scene, black & white, with some flicker effect applied on it.

I did not change that map in any way.

OK, someone else did though. It has minimaps so it's clearly been modified for Unvanquished.

I wonder who, then. Or there's a disagreement about what is "changing".
Adding a minimap? This could be done by engine when a map gets downloaded (and perhaps it should do this, would make map packages easier to do, and would allow for minimap improvements to happen without needing a new package)...
Moving files around? Not sure that'd be considered a modification neither...
I'm pretty sure that people would not argue against repacking of their map if the map's bsp, textures, models, and other "script files" are not modified (for example to modify entities or shaders for a different game). In fact, without unzipping a map, one can not know the licence, so it seems rather logic to me that it only applies to the files in the archive, instead of to the archive itself.
Anyway: I'm a lawyer as much as I consider the importance of "did someone changed that map?", which is: not at all.

I'm working on cleaning this up. Luckily there is a lot of code that can be deleted. For example the smootheddouble, half, and samplesPerPixel options can never be set (this is true in ioq3 as well), so the code gated behind them can be deleted.

On the slipher/roq branch you can now play two videos at once. There's still a lot of work to be done though.

Thanks! This looks very good, that's awesome !
Do you want a test map with a RoQ video larger than 256×256? Previously it didn't worked but if that's a bug (and not a design limitation), it would be nice to have it fixed.
I assume the Frame_yuv_to_rgb2 function to be reusable in the future if we do a WebM/VP9 implementation. To make it easy to revert this function if we need it one day I redid my branch with that code being removed in a single commit that can be reverted without bringing back other unwanted things.
I made it in a way your branch should be easily rebased on mine (except maybe some easy to fix conflict in your remove unused stuff and garbage comments commit but maybe not and it should be straightforward).

Do you want a test map with a RoQ video larger than 256×256? Previously it didn't worked but if that's a bug (and not a design limitation), it would be nice to have it fixed.

I wonder if it worked in q3. If the mxl-school one (designed for q3) was exactly this size that kind of suggests no... there is a ton of unreachable dead code in the ioq3 video code so the fact that there is code for something doesn't mean it ever worked. If it doesn't work in ioq3 I don't want to spend more than like 15 minutes on that.

I assume the Frame_yuv_to_rgb2 function to be reusable in the future if we do a WebM/VP9 implementation. To make it easy to revert this function if we need it one day I redid my branch with that code being removed in a single commit that can be reverted without bringing back other unwanted things.

I don't really care about this since I think the ioq3 version is a better reference anyway. I plan to add a comment linking to that in case any removed feature turns out to be needed. Our version is mostly the same except bit-rotted and with minor API migrations.

I wonder if it worked in q3.

Documentation I read said it didn't.

Must be 256x256 to be played correctly in-level by vanilla Q3/OA. If the RoQ has to be used inside menus (full screen) instead of inside a map, it should be safe up to 512x512.
-- https://openarena.fandom.com/wiki/RoQ

I do not agree with some opinions @slipher has expressed here. But I do agree with their opinion that it might be more future-proof to not support RoQ videos, and maybe support some other video codec in the future.

Some other video codec would also be fine, any RoQ videos could be converted for the purposes of porting legacy maps to Unvanquished.

As said in chat, while I believe it would be good to have a newer and state-of-the-art codec, the same way we have WebP and CRN for images, I believe it is good to keep compatibility with the legacy video format of the engine, the same way we keep TGA image support.
The format may be lossless, the code may be rusty and may have some limitations (no more than 256×256 size, etc.) but it actually works and proves the videoMap mechanism works. It means we have a reference implementation we can compare to when implementing newer codecs. It means that if we implement another codec one day, we would be able to check if a regression when using videoMap would come from the codec integration or from the videoMap implementation itself, since we would have two codecs to test. And in fine, this means we can use videoMap feature right now, before any other codec is implemented.

The nice thing about adding a real video library would be that besides the goofy video on a wall thing, we could use it for the demo video recording. It's annoying to have to make a 1 minute long AVI weighing a gigabyte and then transcode it.

Yes but one problem I want us to avoid reproducing is trying to climb too high steps in one go when we can reach lower steps first and end with “nothing” because we look for “better good”:

Getting videoMap working with RoQ is a lower step.
Once done, cleaning-up RoQ code is a lower step.

After than, we can try to add a new codec, like webm/vp9 or av1.
This next step would be implementable either for videoMap, either for recording, but only one of them at first, then we would implement it for the other task.
In fact, I would not be surprised if implementing a new codec would be easier to be done as an alternative to AVI recording than as an alternative to RoQ videoMap, and I would be totally fine if we go on the recording side first. This for multiple reasons:

next-gen codec recording:

maybe tweaking recording is easier to do than videoMap,
recording issues doesn't affect all players, only the ones recording,
tweaking recording doesn't bring any security issues from randomly downloaded content from the internet,
AVI is not really what expects people who want to record a game, this is not considered “good enough”.

next-gen codec videoMap:

RoQ is already “good enough” for videoMap to provide kind of “GIF like” low resolution animations for some surfaces.

A pretty bad shortcoming that we haven't discussed yet is the way that the video stops playing when you're not looking at and resumes where you left off when you look again. It would be better if the video's time advanced consistently regardless of whether is rendered, which would allow synchronizing the video with other map elements such as movers. The crappy behavior is obligated by the ROQ format because it doesn't have keyframes. If you wanted to keep the timing consistent you'd have to either potentially decode the whole video during one frame, or always continue decoding even when the video is not being seen. A decent video format has keyframes which allow jumping to any time point with only a little processing. It would be unfortunate if we gave the stopping and starting behavior to other video formats in the name of consistency. Thoughts?

Given that there are converters for roq to any other media format, I think we should encourage conversion to something modern.
No q3 map can be played on Unvanquished as is anyways right?

RoQ shortcomings compared to what other codecs deserve a dedicatd thread:

https://github.com/DaemonEngine/Daemon/issues/961

TL;DR:

It's fine to implement with another codec a feature that RoQ can't do.
There is no request to port back to RoQ features other codecs can do.
The behavior of videoMap RoQ in Dæmon is not expected to be less or more than what Quake 3 / Tremulous did, with same shortcomings.

After digging into the code, I understand that a video frame is loaded just like any other texture image, so there shouldn't be any difficulty in handling images of different sizes, just need to change 256, 256 to the actual dimensions. (Earlier I saw a complicated RE_StretchRaw function but it turned out to be dead code.) So I'm willing to try videos with dimension 512, smaller than 256, or non-square - it should only take a minute.

Hmm, I tried to encode a 640×360 video but I ffmpeg aborted with:
[roqvideo @ 0x7f03f8001d40] Dimensions must be divisible by 16

@slipher here is an updated map:

https://dl.illwieckz.net/b/unvanquished/test-assets/map-test-video_2.1-20231113-084535-c164c77.dpk

A 128×128 video on the left (Asteroid animation from Public Domain Archive), a 1280×720 video on the left (excerpt from Big Buck Bunny, CC By 2.5).

Given that there are converters for roq to any other media format, I think we should encourage conversion to something modern.
No q3 map can be played on Unvanquished as is anyways right?

mxl-school is a perfect example of "Q3 map loaded in Daemon Engine"

I mean you always need to do additional work like repackaging, crunching, creating layouts, etc...

Superseded by #966.


better wording for heroku manual

This PR is not needed thanks to PR #190 once it gets merged. Just saying

@VladTheImpaller Close the PR?

Yes that's cool. @ALEEF02

No he is telling you to close it @VladTheImpaller xD click the close button down below.


Upload only to pypi if new release

I did some non-breaking basic changes to the Bundestag-API - repo.
During the PR the deutschland-generator-action runs:  see here
Since there are no changes to the Python package the action returns an error during uploading to pypi:
25hWARNING  Error during upload. Retry with the --verbose option for more details.
ERROR    HTTPError: 400 Bad Request from https://upload.pypi.org/legacy/
         Only one sdist may be uploaded per release.
Error: Process completed with exit code 1.

Should we check before uploading if during the runtime a new release has been created?
Or should we change the action itself. At the moment the action runs on every push see api-doc-template
I think the commit and the publishing to pypi should only run if the PR is merged (a push on the main branch).
What do you think @wirthual ?

Also happend here: https://github.com/bundesAPI/hochwasserzentralen-api/actions/runs/3226957076/jobs/5281127654

I agree, we need to come up with a clean solution for this.
Maybe it would be a good idea to work with tags for the release of packages.
If a new tag is created, we inject the tag version into the pyproject.toml before the build and only trigger the upload if its a new tag. This would also overcome the manual need for updating the tag in the code.

Maybe we can use https://github.com/marketplace/actions/yaml-update-action to update the generate_config.yaml -file to inject the name of the tag as a packageVersion.


Keep dropdown user user-menu open

Issue type:

[x ] Feature request
[ ] Bug report
[ ] Documentation

Environment:

AdminLTE Version:  version 2.4.0
Operating System:  Windows 10
Browser (Version):  Chrome (Latest)

Description:
Is there a way to keep the user menu dropdown open after a click in the user menu?   I want to add a set of tabs, but as soon as you click a tab, the entire menu closes.  How can I only make the menu close when I click the top level user name menu?  Basically close it the same way you open it.

Found it's more of an issue with how Bootstrap handles it the dropdowns.
This worked for me:
$("a.dont-close-dropdown").on("click", function(e){
    e.stopPropagation();
});


How can I access the title property if I use a custom renderTitle function

react-native-router-flux v3.34.0
react-native v0.31

How can I access the title property if I use a custom renderTitle function?
Is it somehow possible to pass this.props.title this function?
...
<Router>
     <Scene renderTitle={myTitleFunction} title="HelloWorld" />
</Router>
....

You could do the following:
<Router>
     <Scene renderTitle={() => myTitleFunction("myTitleName")} />
</Router>

You can even dynamically set the title if you wish via Actions.refresh() within componentWillMount.
Example:
Actions.refresh({
   renderTitle: () => {
      //my title content here
   }
});


⚠ Bofrost.at has degraded performance

In c5cd470, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1193 ms

Resolved: Bofrost.at performance has improved in e627a3b.


Specifying storage adapter filesystem results in gridfs

Error generating storage_adapter code
In Meteor Kitchen when specifying a collection named "files" of type = "file_collection" with storage_adapter = "filesystem" the downloaded JSON-file still contains the right specification, storage_adapter is "filesystem", but when generating the meteor code using meteor-kitchen locally the code in the "files.js" shows:
this.Files = new FS.Collection("files", {
stores: [new FS.Store.GridFS("files")]
});
This is not a filesystem but gridfs definition.
Below the correct solution (based on the example at https://github.com/CollectionFS/Meteor-CollectionFS#creat-the-fs-collection-and-filestore )
Note: When no upload path is defined, it defaults to the "cfs/files" upload directory.
this.Files = new FS.Collection("files", {
//	stores: [new FS.Store.GridFS("files")]  <== This is generated by MK and is wrong. Should be next line.
stores: [new FS.Store.FileSystem("files")]      // The corrected statement that works fine.
});
After applying the correct code, the application works fine and stores uploaded files and images in the cfs/files directory.
Is there something I forget to specify in the json-file at meteorkitchen.com ?
The full json is included below. It is based on the example-upload with minor changes to some extra fields and, of course, the storage_adapter.
Greetz,
Bart Uelen
{
"application": {
"collections": [
{
"name": "files",
"type": "file_collection",
"storage_adapters": [
"filesystem"
]
},
{
"name": "gallery",
"type": "collection",
"fields": [
{
"name": "title",
"title": "Title",
"required": true,
"type": "string"
},
{
"name": "fileId",
"title": "File",
"input": "file",
"file_collection": "files",
"file_container": "file",
"type": "string"
},
{
"name": "hyperlink",
"title": "Hyperlink",
"type": "string"
},
{
"name": "sequence",
"title": "Sequence",
"required": true,
"type": "integer",
"default": "0"
}
]
}
],
"queries": [
{
"name": "gallery",
"collection": "gallery",
"options": {
"sort": [
"sequence"
]
}
},
{
"name": "gallery_empty",
"collection": "gallery",
"filter": {
"_id": null
},
"find_one": true
},
{
"name": "gallery_edit",
"collection": "gallery",
"find_one": true,
"filter": {
"_id": ":galleryId"
}
}
],
"free_zone": {
"pages": [
{
"name": "home",
"components": [
{
"name": "gallery",
"title": "Example Gallery",
"type": "custom_component",
"custom_template": "client/views/files/gallery",
"query_name": "gallery"
}
],
"pages": [
{
"name": "insert",
"components": [
{
"name": "form",
"title": "Add new file",
"type": "form",
"mode": "insert",
"query_name": "gallery_empty",
"submit_route": "home",
"cancel_route": "home"
}
],
"type": "page"
}
],
"type": "page"
},
{
"name": "gallery_edit_page",
"query_name": "gallery_edit",
"route_params": [
"galleryId"
],
"close_route": "home",
"back_route": "home",
"type": "page",
"components": [
{
"name": "gallery_edit_form",
"query_name": "gallery_edit",
"mode": "update",
"submit_route": "home",
"cancel_route": "home",
"back_route": "home",
"type": "form"
}
]
}
],
"components": [
{
"name": "main_menu",
"type": "menu",
"class": "nav navbar-nav",
"items": [
{
"title": "Example gallery",
"route": "home",
"icon_class": "fa fa-home"
}
]
}
],
"type": "zone"
},
"public_zone": {
"type": "zone"
},
"private_zone": {
"type": "zone"
},
"packages": {},
"title": "Upload to filesystem"
}
}

Hi @bartuelen
everything is ok with your code - thatis bug in the kitchen.
Thanks for bug-catch and solution, I'll try to implement it next week (sorry, I cannot do it promptly)
:+1:

@bartuelen fixed in v0.9.55, will be uploaded later today.

Hi @bartuelen fixed and uploaded, please check it out and close this issue if it worked. :+1:

Petar,
Thanx.
I'm testing it right now for a small new app called 33rpm.
33rpm? Yes that is old, indeed!
About some old vinyl recordings I am converting them into MP3 and put
them in the app.
Songs from the '70 and early '80 from last century. Getting entimental
... :-)
Just curious if I will store them plainly into a MongoDB collection or
in external FSfilesystem store.
I'll experiment and see what is best, depending on size and playback
behaviour.
To be cont'd ...
Greetz,
Bart
Petar Korponaić schreef op 2016-01-18 20:54:

Hi @bartuelen [1] fixed and uploaded, please check it out and close
this issue if it worked.
--
Reply to this email directly or view it on GitHub [2].

Links:
[1] https://github.com/bartuelen
[2]
https://github.com/perak/kitchen-site/issues/213#issuecomment-172634393

@bartuelen wow! 33rpm vinyls - that's super cool! :D
BTW, if you store directly to mongo collection, you are limited to 16mb per document. And it quickly complains on memory limit if you have bunch of documents and try to sort them. That's why I think storing them inside regular mongo collection is not good idea.
Also, there is super-simple way to upload files: https://www.filestack.com but it's not free (actually 250 file uploads per month is free). It works client-side only, shows their built-in popup window for upload, and when file is uploaded it is sent to their server at random URL. Your application receives the URL and stores URL into database. Simple like that (but unfortunately - not free).


Travis CI builds failing

Over in PR #245 I've noticed my Travis CI build is failing. This struck me as strange since it was a documentation only update. The build log says the error is RangeError: Maximum call stack size exceeded related to uglify-js.
I found the error mentioned in an Uglify-JS issue which was reportedly resolved by updating Uglify-JS. So I tried updating gulp-uglify to v1.5.1 but still received the same error on my machine.
I wondered if maybe it was related to the Node.js version, so I dramatically switched to Node v5.0.0 (the latest stable version) and tried again. This time it worked without error.
Has anyone else experienced this issue?

I've noticed the Travis CI builds being pretty iffy as well. Would be interested in exploring a solution!

Fixed in #257 by lessening vendor.js build and upgrading to node 4.x


Buffering issues after new update

Add-on name: Jiotv
Add-on version: 2.3.0
Kodi version: Kodi 19.3
Operating system version/name: Mi BOX 4K

Describe the bug
After the latest update, facing buffering issues in most of the channels.
checked the internet speed and it looks fine, tried clearing cache and reinstallaing the addon, didnt solve the issue.
Can you please check it?

Yes lot of buffering issue

@iMro0t, can we get zip file link of earlier version (2.2.2)?

@iMro0t get it from here https://github.com/botallen/plugin.video.jiotv/releases/tag/v2.2.2

Yes so many buffering. Can't even play HD channels for a second


Country reappears after it gets back into the viewport

Mapsui Platform
MAUI, Blazer (Web samples)
https://mapsui.com/samples/
Category: Styles
Sample: ThemeStyle on shapefile
Describe the bug
Countries are hidden when they're not in the viewport anymore and showed again once in the viewport. I assume this is done specifically to optimize performance of the map, but maybe it's possible to change this behavior?
To Reproduce
It's easy  to reproduce just by panning the map.
Expected behavior
Countries to be kept "visible" when out of viewport.
Video
https://github.com/user-attachments/assets/546b0e58-19f8-462e-9370-a572d6e29795

You are using the 'Layer' class?
I have seen this too and it looks weird indeed. Perhaps it should be fixed by only removing items from the Layer cache (I think that is where te problem is) if it far outside the current extent. Maybe we should filter on an extent that is grown by the size of the extent, so, it would be nine times bigger.

Yes, I use Layer class. Could you please point me to the "right" place in the source code so I could try to debug and potentially fix this?

The Layer fetches the data from the IProvider and puts it in a local cache, replacing the previous cache. If you do not have a large amount of data in the source all data could stay in the Layer once it is fetched.
I think your best option is to create your own Layer and solve it in a way that suits your data. Perhaps doing just one initial fetch for the whole extent, and using that cache in all later fetches.

Sorry for jumping in, but I think it isn't the responsibility of the Layer to cache data. From my understanding the Layer holds a Provider and Styles for drawing the Features returned by the Provider.
Btw. that in mind, the MemoryLayer should be removed, because it combines Layer and Provider. Same to WritableLayer.

There are a lot of options I am considering to improve this. One thing I have in mind it let the Layer be not much more than a configuration class, and do the fetching and possible caching on the outside. But there are many options and many aspects to keep in mind.

For testing purposes I've implemented this custom GeoJsonProvider and it does prove the idea of increasing the extent actually solves the issue:
public class CustomGeoJsonProvider : IProvider
{
    private readonly GeoJsonProvider _geoJsonProvider;

    public CustomGeoJsonProvider(GeoJsonProvider geoJsonProvider)
    {
        _geoJsonProvider = geoJsonProvider;
    }

    public MRect GetExtent()
    {
        return _geoJsonProvider.GetExtent();
    }

    public Task<IEnumerable<IFeature>> GetFeaturesAsync(FetchInfo fetchInfo)
    {
        MSection section = new(fetchInfo.Section.Extent.Grow(200), fetchInfo.Resolution);
        FetchInfo fetchInfoCopy = new FetchInfo(section, fetchInfo.CRS, fetchInfo.ChangeType);

        return _geoJsonProvider.GetFeaturesAsync(fetchInfoCopy);
    }

    public string CRS
    {
        get => _geoJsonProvider.CRS;
        set => _geoJsonProvider.CRS = value;
    }
}

However, I would trust the author more on a proper way of fixing this 😄


feature/TRACEFOSS-2512 Frontend/Backend Global Search

[Trace-X Root] Kudos, SonarCloud Quality Gate passed!
  0 Bugs   0 Vulnerabilities   0 Security Hotspots   5 Code Smells
 88.7% Coverage  0.0% Duplication

check code smells


[smurf] [uflow]

Would it be possible to create a simple custom training workflow for smurf and uflow?
Both these modules run into some or the other issues for a custom training..

To train on a custom dataset, you will need to produce your own TF-records with the expected fields. I would advise modeling off of one of the existing data generation scripts, such as: https://github.com/google-research/google-research/blob/master/smurf/data_conversion_scripts/convert_flying_chairs_to_tf_records.py
You should then be able to use the generic loader to train on your custom dataset: https://github.com/google-research/google-research/blob/master/smurf/data/generic_flow_dataset.py


libui: invert the link between the quit action and the related menu entry

if i define
menuItem = uiMenuAppendQuitItem(menu);

i get a menu item that will automatically call uiOnShouldQuit() which should then be defined.
i would preferable to create the quit menu as a normal menu entry and further marking it something special.

from the qt documentation:
http://doc.qt.io/qt-5/osx-issues.html

Each QAction has a menuRole property which controls the special placement of application menu items; however by default the menuRole is TextHeuristicRole which mean the menu items will be auto-detected by their text.

http://doc.qt.io/qt-5/qaction.html#menuRole-prop

I would not go for an heuristic.

I could solve this by using MenuActions (as in Qt): #9bbaae2b41b


bug fetching from rss

hello,
I have an alternate error sometimes when I'm trying to fetching from RSS.
In particular I'm trying to fetch Youtube videos using public feed rss per each channel. Normally works fine, but some channels are not possible to fetch. In console the error is:
in server side:
[zombts.com] Exception while invoking method 'fetchFeeds' TypeError: Cannot call method 'replace' of undefined[zombts.com]
[zombts.com]     at Object.decode (/opt/zombts/app/programs/server/npm/telescope-post-by-feed/node_modules/he/he.js:221:15)[zombts.com]
[zombts.com]     at packages/telescope-post-by-feed/lib/server/fetch_feeds.js:28:1[zombts.com]
[zombts.com]     at Array.forEach (native)[zombts.com]
[zombts.com]     at FeedHandler.handleFeed [as _callback] (packages/telescope-post-by-feed/lib/server/fetch_feeds.js:18:1)[zombts.com]
[zombts.com]     at FeedHandler.DomHandler._handleCallback.DomHandler.onerror (/opt/zombts/app/programs/server/npm/telescope-post-by-feed/node_modules/htmlparser2/node_modules/domhandler/index.js:51:8)
    at FeedHandler.onend (/opt/zombts/app/programs/server/npm/telescope-post-by-feed/node_modules/htmlparser2/lib/FeedHandler.js:90:39)
    at Parser.onend (/opt/zombts/app/programs/server/npm/telescope-post-by-feed/node_modules/htmlparser2/lib/Parser.js:307:32)
    at Tokenizer._finish (/opt/zombts/app/programs/server/npm/telescope-post-by-feed/node_modules/htmlparser2/lib/Tokenizer.js:838:12)
    at Tokenizer.end (/opt/zombts/app/programs/server/npm/telescope-post-by-feed/node_modules/htmlparser2/lib/Tokenizer.js:829:25)
    at Parser.end (/opt/zombts/app/programs/server/npm/telescope-post-by-feed/node_modules/htmlparser2/lib/Parser.js:335:18)
    at packages/telescope-post-by-feed/lib/server/fetch_feeds.js:73:1

in client side:
Error invoking Method 'fetchFeeds': Internal server error [500]

any idea?

@Kikobeats Give me RSS url that raises error, please.

It sounds like maybe the post-by-feed package is assuming that the item.description fields exists when it doesn't? But yeah the specific URL would be useful.

@delgermurun for example this
https://gdata.youtube.com/feeds/api/users/UCpalEleA0JfTYgwocI-JoFg/uploads
(between others)
@SachaG yes, I think that is something like these

I just tried that feed and I didn't get any error?
On Tue, Jan 6, 2015 at 9:17 AM, Kiko Beats<EMAIL_ADDRESS>wrote:

@delgermurun https://github.com/delgermurun for example this
https://gdata.youtube.com/feeds/api/users/UCpalEleA0JfTYgwocI-JoFg/uploads
(between others)
@SachaG https://github.com/SachaG yes, I think that is something like
these
—
Reply to this email directly or view it on GitHub
https://github.com/TelescopeJS/Telescope/issues/673#issuecomment-68806353
.

I tried too and works fine. By the way, I sent PR that checks description exists or not.

I tried locally with debug mode and item.description the problem is item.description.
before:
I20150106-11:26:35.245(1)? { id: 'http://gdata.youtube.com/feeds/api/videos/oDypCGzbv-U',
I20150106-11:26:35.245(1)?   title: 'Experimental & Bauchklang Freestyle @ Human Beatbox Festival',
I20150106-11:26:35.246(1)?   link: 'https://www.youtube.com/watch?v=oDypCGzbv-U&feature=youtube_gdata',
I20150106-11:26:35.246(1)?   pubDate: Tue Jun 10 2014 05:28:34 GMT+0200 (CEST) }
I20150106-11:26:35.251(1)? Exception while invoking method 'fetchFeeds' TypeError: Cannot call method 'replace' of undefined
I20150106-11:26:35.252(1)?     at Object.decode (/Users/josefranciscoverdugambin/Projects/zombts/zombts.com/packages/telescope-post-by-feed/.npm/package/node_modules/he/he.js:221:15)
I20150106-11:26:35.252(1)?     at packages/telescope-post-by-feed/lib/server/fetch_feeds.js:31:1
I20150106-11:26:35.252(1)?     at Array.forEach (native)
I20150106-11:26:35.252(1)?     at FeedHandler.handleFeed [as _callback] (packages/telescope-post-by-feed/lib/server/fetch_feeds.js:18:1)
I20150106-11:26:35.252(1)?     at FeedHandler.DomHandler._handleCallback.DomHandler.onerror (/Users/josefranciscoverdugambin/Projects/zombts/zombts.com/packages/telescope-post-by-feed/.npm/package/node_modules/htmlparser2/node_modules/domhandler/index.js:51:8)
I20150106-11:26:35.253(1)?     at FeedHandler.onend (/Users/josefranciscoverdugambin/Projects/zombts/zombts.com/packages/telescope-post-by-feed/.npm/package/node_modules/htmlparser2/lib/FeedHandler.js:90:39)
I20150106-11:26:35.253(1)?     at Parser.onend (/Users/josefranciscoverdugambin/Projects/zombts/zombts.com/packages/telescope-post-by-feed/.npm/package/node_modules/htmlparser2/lib/Parser.js:307:32)
I20150106-11:26:35.253(1)?     at Tokenizer._finish (/Users/josefranciscoverdugambin/Projects/zombts/zombts.com/packages/telescope-post-by-feed/.npm/package/node_modules/htmlparser2/lib/Tokenizer.js:838:12)
I20150106-11:26:35.253(1)?     at Tokenizer.end (/Users/josefranciscoverdugambin/Projects/zombts/zombts.com/packages/telescope-post-by-feed/.npm/package/node_modules/htmlparser2/lib/Tokenizer.js:829:25)
I20150106-11:26:35.253(1)?     at Parser.end (/Users/josefranciscoverdugambin/Projects/zombts/zombts.com/packages/telescope-post-by-feed/.npm/package/node_modules/htmlparser2/lib/Parser.js:335:18)

after the item is added and I think that embeddly get the description scrapping the URL


crash found

2014-10-05 21:44:17.199 islami[3350:53606] * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '* -[NSURL URLByAppendingPathComponent:]: component, components, or pathExtension cannot be nil.'
*** First throw call stack:
(
0   CoreFoundation                      0x000000010edf73f5 exceptionPreprocess + 165
1   libobjc.A.dylib                     0x000000010ea90bb7 objc_exception_throw + 45
2   CoreFoundation                      0x000000010edf732d +[NSException raise:format:] + 205
3   Foundation                          0x000000010c56d1f2 -[NSURL(NSURLPathUtilities) URLByAppendingPathComponent:] + 84
4   islami                              0x000000010b37fd76 -[TWRDownloadManager URLSession:downloadTask:didFinishDownloadingToURL:] + 774
5   CFNetwork                           0x000000010bbf1820 __82-[NSURLSession delegate_downloadTask:didFinishDownloadingToURL:completionHandler:]_block_invoke + 38
6   Foundation                          0x000000010c634ccf __NSBLOCKOPERATION_IS_CALLING_OUT_TO_A_BLOCK + 7
7   Foundation                          0x000000010c574b32 -[NSBlockOperation main] + 98
8   Foundation                          0x000000010c557104 -[__NSOperationInternal _start:] + 645
9   Foundation                          0x000000010c556d13 __NSOQSchedule_f + 184
10  libdispatch.dylib                   0x000000010fdd57f4 _dispatch_client_callout + 8
11  libdispatch.dylib                   0x000000010fdbdbf4 _dispatch_queue_drain + 1417
12  libdispatch.dylib                   0x000000010fdbd506 _dispatch_queue_invoke + 235
13  libdispatch.dylib                   0x000000010fdbfff7 _dispatch_root_queue_drain + 682
14  libdispatch.dylib                   0x000000010fdc163c _dispatch_worker_thread2 + 52
15  libsystem_pthread.dylib             0x000000011016bef8 _pthread_wqthread + 314
16  libsystem_pthread.dylib             0x000000011016efb9 start_wqthread + 13
)
libc++abi.dylib: terminating with uncaught exception of type NSException

Did you find a solution? Would you be so kind to make a pull request with the fix? Can't understand from the error you posted where is the problem.

I am too getting this error, has anyone got the solution

is this issue is resolved or not ?


Weird distortion/smearing of textures near the edges all around the screen.

This one has been an issue for me on both your mod and the og Alias Isolation for the longest time (when they worked lol. Alot of the time they would freeze or crash too. The 1.1.3 of this one for example, which was thankfully fixed). It's not game breaking (thankfully) and is barely noticeable when you are actually playing, but when it comes to taking screenshots can look quite jarring as you can see here.
Not much to add other than that one time the mod worked flawlessly (it was the og one I think), and that was after I discovered that my SSD was borked (had damaged cluster. Probably was a restored one, because it came with a PC. Yes, the PC was bought, not put together by myself, amateurish I know), and I changed it for a new one, installing my OS there, while putting everything else on the completely fresh HDD I had (it was sitting in a box unpacked for months when I was considering whether to build PC myself or buy it). But after several months, I tried to launch the game and then it all went to hell again - freezing on launch and all, Reinstalled the mod and it worked, but this artifact returned.
Specs:

Game store: Steam
OS version: Windows 10 Pro 22H2 10.0.19045.4170
GPU model: Sapphire Radeon RX 470
GPU driver and version: AMD (Adrenaline) 24.1.1
CPU: 12-Core Intel Xeon E5-2670 v3, 2700 MHz (27 x 100)
Mod version: 1.1.4.

Additional note:
Still cannot download 2024-01 Security Update for Windows 10 Version 22H2 for x64-based Systems (KB5034441), but I don't remember if I started having issues with Alias when that started happening but pretty sure it was before that update was even available (or before I tried installing it)
Also - the current version of the mod voids the in-game cursor with a basic desktop one.

Thanks for the very detailed report!
If I understand it right, that looks like Chromatic Aberration, if by smearing, you mean the red-like blurring around the edges of the screen?
You can turn that off in the DELETE menu of Alias, you should double-check it's off in the game settings as well.
I'll probably make Alias force on specific graphics settings in the engine instead of the user needing to manually set them for the mod to work.
It should disappear when Chromatic Aberration is disabled in the mod's DELETE menu, the original author added a custom shader for it, I presume to make it work with TAA properly.
I'm not a huge fan of it as a visual effect, I could probably change it as the default, but I don't honestly know how many people use it.
The default CA intensity does seem excessive.

Also yeah, I need to find a way to fix the mouse cursor changing

Thanks for the instant response!
Yeah, I think that's what it is. The texture just looks "smeared" to me, like they were washed or smth lol. You can see it best by looking at the text (compare the "EMERGENCY" on the save station, and "OVERVIEW" on the either one of the signs. Coincidentally this effect shows itself the worst around text, and bright textures).
Can I ask how to access the Alias Isolation menu? I am using your mod and thought it doesn't have a GUI? Also checked README and it didn't say anything about it either, only how to turn on or disable the mod in run time (which, last time I checked, which I did with 1.1.2 I think, would kinda break the mod if you disabled and then enabled the mod too much and too quickly)

OMG I am so stupid. You literally access a menu with DELETE.
And OMG x2 that fixed it! You are a treasure sir, thank you for your amazing mod!
(Btw, please don't change the look of that menu, I REALLY like how old school it looks, weirdly fitting to the game's aesthetic, even if very much distinctly different)

Glad that sorted it out, thanks for the detailed report anyhow!
Lol I was thinking of changing the menu to mimic the colour of the computer terminals in-game, but that's just the default look of the menu library I use, glad you like it!
I do find the mod's default CA intensity to be a bit much, I think that the default setting of 0.5 for CA is too much.
I'll maybe try and tweak it to more closely match what the stock/base-game CA does.
It's probably blurring/smearing too much because the intensity of CA in the mod by default is set a bit too high.
It ends up creating this "blurred" or "smeared" effect in the corners of the screen (the mod's CA shader intentionally reduces CA in the center of the screen to preserve sharpness).


[v5 alpha] About immutable updates.

Describe the bug
Here is a demo: https://codesandbox.io/s/hopeful-hertz-ocvp6e
Here's what really confused me:
// 1. not working, do NOT trigger re-render
dataset.k = "B";
dataset = { ...dataset };
queryClient.refetchQueries({ queryKey: ["dataset"] });
// 2. working,trigger re-render
dataset = { ...dataset, k: "B" };
queryClient.refetchQueries({ queryKey: ["dataset"] });

so what difference between
dataset.k = "B";
dataset = { ...dataset };

and
dataset = { ...dataset, k: "B" };

I don't know that they are any different, they all produce different object references than before。
But it does produce different results. Does react-query do anything special？
I created a discussion about the problem。https://github.com/TanStack/query/discussions/5496
Your minimal, reproducible example
https://codesandbox.io/s/hopeful-hertz-ocvp6e
Steps to reproduce
demo: https://codesandbox.io/s/hopeful-hertz-ocvp6e
Expected behavior
Both trigger re-render
How often does this bug happen?
Every time
Screenshots or Videos
No response
Platform
macOS
Tanstack Query adapter
None
TanStack Query version
^5.0.0-alpha.38
TypeScript version
No response
Additional context
No response

we've discussed this before. By writing to dataset directly, you manipulate the entries in the queryCache directly. Then, when our structural sharing functionality kicks in after the fetch, it sees that both objects (data in the cache and data returned from the queryFn) are the same and it thus opts out of re-rendering.


haskell-ghc-mod doesn't support local GHC using Stack

I'm creating a project using Stack that uses a different GHC version from $(which ghc). This causes
Haskell-ghc-mod: ~/.cabal/bin/ghc-mod check ~/project/File.hs failed with error code 1
cabal: At least the following dependencies are missing:
base >=4.7 && <5
ghc-mod: readProcess: cabal "configure" "--with-ghc=ghc" (exit 1): failed

because my local GHC doesn't support base >=4.7 && <5 but the one I'm stack building with does. Is there a way to configure haskell-ghc-mod to recognise and use GHCs on stack path when possible?

You could play with additionalPathDirectories setting, which prepends those to PATH before running ghc-mod. That said, Stack support in ghc-mod is limited at best, see https://github.com/kazu-yamamoto/ghc-mod/issues/498

That totally a bug in ghc-mod. Honestly I forgot we were using the executables in cabal-helper ;)
See https://github.com/kazu-yamamoto/ghc-mod/issues/564

That issue was fixed. And ghc-mod works with stack now, but I haven't got it working in Atom yet… Note that newer update to ghc-mod is available, but this Atom package still says "Supported ghc-mod versions are from 4.1.0 to <IP_ADDRESS>." — is that enforced or just outdated docs?

That's not enforced, but <IP_ADDRESS> isn't supported officially (although it
works most of the time, it sometimes doesn't, and I can't do much about
that here). If there was another release, I've missed it, and will update
docs accordingly after testing.
7 сент. 2015 г. 11:29 пользователь "Aaron Wolf"<EMAIL_ADDRESS>написал:

That issue was fixed. And ghc-mod works with stack now, but I haven't got
it working in Atom yet… Note that newer update to ghc-mod is available, but
this Atom package still says "Supported ghc-mod versions are from 4.1.0 to
<IP_ADDRESS>." — is that enforced or just outdated docs?
—
Reply to this email directly or view it on GitHub
https://github.com/atom-haskell/haskell-ghc-mod/issues/44#issuecomment-138232928
.

The latest git version of ghc-mod is required for supporting Stack right now. The next full hackage release will include those fixes. So, for this to fully work, we will need both that update to ghc-mod and for this to work with it.
I tested with the latest git ghc-mod and running Atom did make ghc-mod do a lot of CPU work, but I didn't successfully get any useful results in Atom.

Look, current development branch is obviously not supported officially,
since I have no control over ghc-mod repo. To be frank, I don't have time
to hotfix all compatibility issues before actual release, it's that simple.
When it does release, I will rush to get it working. Until release,
everything in ghc-mod is subject to sudden change. If you're desperate, PRs
are always welcome. Sorry, but I just can't help here.
2015-09-07 20:31 GMT+03:00 Aaron Wolf<EMAIL_ADDRESS>
The latest git version of ghc-mod is required for supporting Stack
right now. The next full hackage release will include those fixes. So,
for this to fully work, we will need both that update to ghc-mod and
for this to work with it.
I tested with the latest git ghc-mod and running Atom did make ghc-mod
do a lot of CPU work, but I didn't successfully get any useful results in
Atom.
—
Reply to this email directly or view it on GitHub
https://github.com/atom-haskell/haskell-ghc-mod/issues/44#issuecomment-138346345
.

I wasn't asking you to do anything right now, I was clarifying for the ticket's reference  sake what the status is. And I did want to know for reference whether there was a coded block about versions versus just being in the docs. Thanks

@lierdakil the next release is probably going out soon so you should probably catch up before that happens ;)

Okay, I've tested current HEAD at the moment (ce1d9d1), and it works with Atom pretty much like it should. Didn't try with stack though. @wolftune, could you check if it works with cabal projects for you? If not, could you enable 'Debug' option in haskell-ghc-mod settings and post dev. console output?

holy moly, it worked! @DanielG as soon as this ghc-mod update is released to hackage, I think it will work to even try installing with Stack, and this should generally then be all set, this ticket will be done!
I must say, as much as this works, it's pretty slow and resource-intense, but maybe pretty usable on a more powerful computer.

@wolftune make sure you're using this (https://github.com/kazu-yamamoto/ghc-mod/commit/64379a7c56f4e1d6efa44439ec9be8e644b43faa) commit it fixes reloads being super slow.

@DanielG I did have that already, and yes, I would not describe it as "super slow" just as "quite slow". It's like laggy and such. I wish I had some better indication of the process and wish it was really quite fast, but it's definitely better than "super slow".

Type/info queries are expected to be slowish the first time around, but if
you're using ghc-modi backend, then subsequent queries should be relatively
fast. On really big projects it can still take a second or two though,
according to my experience.
Check and lint are not meant to be fast (I.e. I use non-interactive
interface for those, as it's more robust, although can be considerably
slower), so those can take a little while.
Not sure if I can do much about it on my end.
11 сент. 2015 г. 11:52 пользователь "Aaron Wolf"<EMAIL_ADDRESS>написал:

@DanielG https://github.com/DanielG I did have that already, and yes, I
would not describe it as "super slow" just as "quite slow". It's like
laggy and such. I wish I had some better indication of the process and wish
it was really quite fast, but it's definitely better than "super slow".
—
Reply to this email directly or view it on GitHub
https://github.com/atom-haskell/haskell-ghc-mod/issues/44#issuecomment-139491253
.

@lierdakil I tested it too and as you said Type/Info queries on non stack projects worked like you described(like 1-2 seconds), but I agree with @wolftune 's description of the stack projects problem, it is definitely "quite slow" as in 10 seconds now,  as compared to 30 seconds "super slow" -  before https://github.com/kazu-yamamoto/ghc-mod/commit/64379a7c56f4e1d6efa44439ec9be8e644b43faa landed.

@xavier83 it all works on stack projects too! That's what I tested.

How can I use haskell-ghc-mod in stack-based project? I haven't cabal-install, and in this case ghc-mod must have parameter --with-stack with path to stack. So in Settings of haskell-ghc-mod package should be field for specify of path to stack.

@denisshevchenko

add ghc-mod-<IP_ADDRESS> to your stack.yaml extra-deps (and anything else it complains about too)
stack install ghc-mod
which ghc-mod and copy that path and put it in haskell-ghc-mod settings as the path for ghc-mod and ghc-modi (add the i for the latter of course)

That's it.

Sorry, it doesn't work. I have this version ghc-mod:
$ ghc-mod --version
ghc-mod version <IP_ADDRESS> compiled by GHC 7.10.2

And I've added full path to ghc-mod and ghc-modi in Packages -> Haskell Ghc Mod -> Ghc Mod Path and Packages -> Haskell Ghc Mod -> Ghc Modi Path. But after that I got this error again:
ghc-mod: cabal: readCreateProcess: runInteractiveProcess: exec: does not exist (No such file or directory)

As I understand, ghc-mod cannot work with Stack without --with-stack parameter. But I can't find this parameter in haskell-ghc-mod package...

And yes, I know about this:
there is one caveat though if

dist/setup-config exists in a Cabal-project directory ghc-mod will continue
using cabal-install instead of Stack so if you want to use Stack instead
simply remove that file or the whole directory. You also need at least Stack
version <IP_ADDRESS> for this to work."

Ok, It works now. Thanks.

Looks like this can be closed

@denisshevchenko Would you mind sharing how you got it to work?
When in a non-global project I get the same error you had:

ghc-mod: cabal: readCreateProcess: runInteractiveProcess: exec: does not exist (No such file or directory)

In the global project, it works.

I also get the same error. Would love to know how you got it working.

@WillSewell @hamsterdam delete "dist/" directory from the root of your project

@ruslantalpa I did that, but every time I used ghc-mod check from within atom, it would be recreated. I solved the issue by using the version of ghc in the global stack directory on my system.

I get the same Atom error after following all advice above. ghc-mod check works fine from command line for both Stack/non-Stack located .hs files and also works inside Atom for non-Stack located .hs files. But trying to check (cmd-s) a Stack located .hs file in Atom gives me the above error.
$ which ghc-mod = /home/eric/.local/bin/ghc-mod (set to same in Haskell-ghc-mod)
$ which ghc = /home/eric/.stack/programs/i386-linux/ghc-7.10.2/bin/ghc
extra-deps: [ghc-mod-<IP_ADDRESS>] in project stack.yaml
no dist folder in project root directory (but .stack-work/dist exists)
Stumped. How do I ghc-mod check files interactively within Atom and within a Stack project.
Thanks.


[Cantina-Low-11]: Only full repayments after loan duration has been passed

This PR modifies the repayment flow to check if the timestamp the repayment is being made at is equal to or past the loans due date. If it is, partial payments are not accepted only full repayments. This change is necessary to protect borrowers from a lender who will wait for a partial repayment after the loan duration has ended to claim the collateral. Meaning the borrower looses the partial repayment amount and defaults on the loan.
Various tests have been updates to conform to this new repayment logic.

Hmm, I think this approach has potential downsides for users - if they have approvals open and try to only do a partial repayment, the downside is that more funds might leave their wallet than expected.
Based on the principle of least surprise, I think it might be safer to have the function revert if amount is less than the full repayment amount returned by _prepareRepay. Otherwise I could see someone feeling like they got burned because they only wanted to partially repay but ended up losing funds.

Yeah I agree, made this change to include a revert statement instead. WHile doing this, I found the RC_ZeroAmount error in errors/Lending.sol was not being used anymore so I replaced it with this new error.


Figure out what's wrong with the advanced filter compared to the table filter

Advanced filtering works fine. Inconsistencies lay with the select options and the difference between survey extracts in dev and prod databases (dev has ~533,000 and prod has ~240,000)

Double checked the functionality between the two. Brennen will update the databases


hyprpm update cannot checkout the correct version

Regression?
No
System Info and Version
 System/Version info
The only relevant info is the output of hyprctl version, so I will post that instead:
Hyprland, built from branch  at commit 918d8340afd652b011b937d29d5eea0be08467f5  (flake.lock: update).
Date: Tue Jun 25 12:06:02 2024
Tag: v0.41.2, commits: 4886

flags: (if any)

Description
hyprpm update  failed with "Headers version mismatch. Please run hyprpm update to fix those."; which is ironic, since that was the command I was running.
Note that as I posted above, the output of hyprctl version did not contain a branch, only a commit message. This means that in CPluginManager::updateHeaders, the following happens:
1, Hyprland version is fetched
    const auto HLVER = getHyprlandVersion();

After that point, HLVER.branch is an empty string, while HLVER.hash should contain the correct commit hash (I didn't check if it is indeed correct, but it should be, based on the output of hyprctl version).
2, Hyprland repo is cloned
This works as expected; after the clone, HEAD points to the main branch
3, The updater tries to checkout the correct version
This is the problematic step:
    ret = execAndGet("cd " + WORKINGDIR + " && git checkout " + HLVER.branch + " 2>&1");

You can find it here:  https://github.com/hyprwm/Hyprland/blob/main/hyprpm/src/core/PluginManager.cpp#L467
The issue here is that HLVER.branch is an empty string, which means that git checkout is run without any further arguments; it doesn't check out anything, just prints the current HEAD, which points to the main branch.
After that, the update obviously breaks at some point because of the version mismatch.
I think this is simple to solve; we should use HLVER.hash instead of HLVER.branch. First of all, it seems like branch is not always available in hyprctl version. Second of all, branches are typically mutable objects in Git. Contributors push to branches, which moves the branch forward. This means that if I installed the foo branch at some point, there is no guarantee that foo will point to the exact same version (unless there's some strict policy about this in Hyprland). Commit hashes and tags are typically immutable, so they are a much better fit to find an exact version of Hyprland.
Additional notes:

I use Arch Linux, just ran a system update (pacman -Syu), rebooted the system, and that's when this problem occured.
I did the following workaround:

Run gdb --args hyprpm update

Added a breakpoint after the problematic call (the git checkout)

After the breakpoint was hit, I manually checked out the correct version (using the commit hash)

I ran continue in gdb

Now the correct version was checked out, so hyprpm update ran successfully

How to reproduce
Run hyprpm update on a version where hyprctl version returns an empty string for the branch (for example, the current version in the Arch Linux repository)
Crash reports, logs, images, videos
No response

doooop #6948
the reason is a submodule was deleted

it's still a dupe, it will show as linked in the original issue


Split the concepts of creature and things moving on map

Party/Enemy/Creature is very muddy currently, needs a more clear model

CreatureFluffBundle -> ActorFluffBundle
CreatureChildBundle -> ActorChildBundle
Creature/CreatureBundle/... to now creature/ plugin
Party/Enemy remains in Actor


Blocking connections with a wrench

Is there any sort of ETA on this at all?
Currently without this pipe networks take a ton of space and are massively complex.

Agreed. I'm having an issue right now where I have no other choice but to have the pipes next to each other but having them connected doesnt work with the setup

Personally, I would prefer it connections could be blocked using covers instead of having to hit pipes with a wrench.

Any ETA on this at all?


Ability to Roll Saving Throws when not proficient

I was wondering if you could add the option to roll a Saving Throw from the ability modifier, in the case a monster is not proficient but still needs to roll to save. I understand that there are additional checks on the back-end where you're actually preventing the Default functionality, however I was thinking something like how you handle Item/Spell cards: Left Click for Ability Checks, Right Click for Saving Throws.
Occasionally I'll have an ability that situationally enhances a monster's Saving Throw, and something like this would make things more transparent.

Yeah, it's something I would like to do. For most cases just rolling the ability check is sufficient, but if there is some automation applying for saves only, I get how it can be an issue.
I just have to decide on an the right interaction. I don't think I want to use right click, since that's "edit" for other stuff. And modifier keys conflict with stuff like Better Rolls that use them extensively.
I haven't decided the right route to take yet, I could easily just let the user reveal all saves with a switch, but I don't really like that option either.

Now possible in the v2,0.0 Beta
Manifest


Fixed incorrect KinematicBody::_move normal return

Previously, the dictionary returned by KinematicBody::_move had an incorrect normal. Instead, the normal was a copy of the collision position.

You might want to add collider velocity like #10298 did to 2D.

Added collider velocity

Looks good. Would you mind squashing the two commits together? See docs.godotengine.org/en/latest/community/contributing/pr_workflow.html#mastering-the-pr-workflow-the-rebase for instructions.

Commits have been squashed, should be gourd to go


Fix a few warnings

There are so many more. Mostly about loading NIBs the wrong way and old alert panels. I just couldn’t tackle them all now. And this is just catching up on what Xcode 9 shows. 😭

FWIW, I've pushed this, which has some things you might be interested in. It's somewhat dated, but apart from the process-related changes — that I'm sure are not ready for prime time — feel free to cherry-pick the parts you might need (alerts, mostly). This brings down warnings to 73 (though I guess I'm not seeing the ones from NDProcess anymore 😉).

Thanks @tiennou. I’ve cherry-picked anything that wasn’t related to processes.


Windows: make plans using default RunEngine interruptible using CTRL-C

On windows, the following is not interruptible using ctrl-c:
from bluesky.run_engine import RunEngine
import bluesky.plan_stubs as bps
RE = RunEngine()
RE(bps.sleep(999))

The same plan is interruptible under linux.
Note: it is interruptible on windows if you have imported matplotlib and matplotlib happens to be using one of the qt backends - that case has special handling already.
Description
The underlying problem is that on windows, threading.Event.wait() cannot be interrupted by ctrl-c. See CPython issue 80116 for details.
I think the approach in this PR means that:

block() still returns as soon as possible after the event is set
CTRL-C events are handled reasonably responsively for interactive users (within 0.1 secs)
The approach on linux is unchanged and continues to use a non-polling approach - which in theory is slightly more efficient

I chose 0.1 seconds fairly arbitrarily as a "reasonably responsive" wait timeout for an interactive user, my feeling is we probably don't need to expose this as a configuration parameter as people can always use a custom during_task arg to the runengine if they need special behaviour.
Motivation and Context
At ISIS we run on windows and are starting to use bluesky.
While we can already solve this for our use-case by passing a windows-specific during_task into the run engine constructor, I think it would be better if the default run-engine constructor did this.
How Has This Been Tested?

CTRL-C handling is tricky to test in an automated way, but I've added a unit test that checks we call wait() with short timeouts on windows and retains existing behaviour on linux.
Manually tested on windows
Manually tested on linux in a python:3.11 container

Did you mean to close this / was it handled someplace else?

We're handling this locally by passing a similar during_task to our local RE constructors - happy to reopen, just closed it as part of regularly tidying up my stale PRs...

I think it reasonable to improve the behavior on windows upstream!


Docker Deployment

**More Enhancement Request **

Docker Image
Build Jar

The request "Docker Image" I can understand.
What exactly do you mean by "Build Jar"?
Could you please elaborate a bit more?

I just came across this by chance. It might be a solution, perhaps it is not. Anyhow.
https://mkyong.com/docker/docker-and-java-application-examples/


Updating to 01.00.29

I think it is o.k. to go ahead and release this, but first let's tag version 28.  Then we can release cmor 3.4 with table version 29.  Is that o.k.?

Version 28 has now been tagged: https://github.com/PCMDI/cmip6-cmor-tables/releases/tag/<IP_ADDRESS>


Physics Optimization

Some small optimization points about physics:

[ ] Optimize wasm environment judgment.
[ ] The normalization of quaternion into physics.
[ ] Optimize the physical update queue.
[ ] Layer filter optimization.
[ ] Optimize physical system interface design.

Migrate to https://github.com/orgs/ant-galaxy/projects/47/views/1


we have a possible memory leak

so when loading a large file in to memory i noticed that aprox half of the file stays in the memory, even after closing the file

Fixed in my rewrite.
Reopen if the issue appears again


tests: add reconnect test

as promised last week, this new test examines

redisClusterAsyncCommandToNode
reconnects
functionality without cluster mode enabled. this is handy for applications wanting to support both cluster and standalone mode, and don't want all their reply callbacks in two forms (redisClusterAsyncContext for cluster and redisAsyncContext for standalone) :)

The clusterclient_reconnect_async.c is quite similar to the clusterclient_async.c, except it sends the next command after receiving a reply from the previous command. It also works for standalone Redis nodes (without cluster mode), and uses the redisClusterAsyncCommandToNode function to send the command to the first node. If it receives any I/O error, the program performs a reconnect.
Naming is hard though and I'm open to any renames, or other suggestions/improvements of course.

Hey, Guys.

Hey, Guys.