AshelyCPP for game entities

Hey everyone.
While using LibGDX I have played around with a very unique and simple entity framework called Ashley. It makes adding entities to the game much more simple and straightforward.  See here https://github.com/libgdx/ashley and here https://github.com/libgdx/ashley/wiki/Framework-overview and here as well https://github.com/libgdx/ashley/wiki/How-to-use-Ashley
I find Ashley fits very  well with Godot's modular approach. Ashley makes it easier to add actors and items (objects) to the game.
There is a port of Ashley for C++ here https://github.com/SgtCoDFish/AshleyCPP
Would be nice to add AshleyCPP into Godot. You could add an Ashley class to Godot and make it usable from GDScript.  The normal way is to code each unit individually but with Ashley you only code unique properties (called components) and assign those properties to an entity. You could even add an Entity node in the engine that you can tag it with properties you defined.  You can also update properties dynamically making all affected entities update as well rather than iterating trough entities. You get much more control and more streamlined code. You can also create entity families like races, factions, classes etc.
I guess I'm thinking this more of a plugin than a core feature.

Doesn''t  seem very useful given the way Godot works, but if you feel this
can benefit someone feel free to make a module
On Tue, Jul 28, 2015 at 4:17 AM, trollworkout<EMAIL_ADDRESS>wrote:

Hey everyone.
While using LibGDX I have played around with a very unique and simple
entity framework called Ashley. It makes adding entities to the game much
more simple and straightforward. See here https://github.com/libgdx/ashley
I find Ashley fits very well with Godot's modular approach. Ashley makes
it easier to add actors and items (objects) to the game.
There is a port of Ashley for C++ here
https://github.com/SgtCoDFish/AshleyCPP
Would be nice to add AshleyCPP into Godot and make it much more easy to
create things in the game. You could add an Ashley class to Godot and make
it usable from GDScript. The normal way is to code each unit individually
but with Ashley you only code unique properties and assign those properties
to an entity. You could even add an Entity node in the engine that you can
tag it with properties you defined.
—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/2311.

I'm gonna try to play around with it see if I can make a module or plugin.

Godot already has an entity component system, so this seems pretty redundant to have.

Godot does?  I have not seen it, how do you use it to added a new component to a node and how do you make a system to acquire all components of a certain type to operate over them?

I guess you should read the docs or tutorials, I have the feeling you don't
quite grasp the way godot works
On Aug 2, 2015 8:15 PM, "OvermindDL1"<EMAIL_ADDRESS>wrote:

Godot does? I have not seen it, how do you use it to added a new component
to a node and how do you make a system to acquire all components of a
certain type to operate over them?
—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/2311#issuecomment-127082955.

I guess we should make a godot for unity users tutorial
On Aug 2, 2015 10:13 PM, "Juan Linietsky"<EMAIL_ADDRESS>wrote:

I guess you should read the docs or tutorials, I have the feeling you don't
quite grasp the way godot works
On Aug 2, 2015 8:15 PM, "OvermindDL1"<EMAIL_ADDRESS>wrote:

Godot does? I have not seen it, how do you use it to added a new
component
to a node and how do you make a system to acquire all components of a
certain type to operate over them?
—
Reply to this email directly or view it on GitHub
<https://github.com/okamstudio/godot/issues/2311#issuecomment-127082955
.

—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/2311#issuecomment-127093964.

Never used unity myself, just made a multitude of component entity systems in the past.  I am curious as to the design of Godot however since above states it is of that style since as far as I have seen and used it I have thought that it was a normal scenegraph style engine with heavy nodes that do their own processing, not an uncommon style, I am just more preferring a standard entity/component data-driven style with dumb data components and functional Systems that operate over them, but I have not seen that through Godot yet, although I have only seen the scripting side of it as I am assisting a group on one of their projects and not using it for my own work, but if you can point me to a standard data driven entity style system in it then I would be highly curious about it as that was one of my big reservations in recommending Godot to them initially.  Thus far I have ended up building a data driven entity system in gdscript for them with dumb data components and externally running systems as it has provided a much needed speed boost for a few of their setups that were rather heavy in node count previously...

Looked over the source, not finding anything representing dataflow at all, seems to be a fairly generic class overuse structure, way too much inheritance, nothing dataflow found?

Godot is not entity component. It is not exactly scenegraph either even if
it can work as such. It's much more similar to the way Qt works than
anything else.
You can, however, emulate the entity-component workflow using empty child
nodes with scripts. I really dislike that approach because it's too
programmer centric, so it will never be implemented in Godot.
On Sun, Aug 2, 2015 at 10:55 PM, OvermindDL1<EMAIL_ADDRESS>wrote:

Never used unity myself, just made a multitude of component entity systems
in the past. I am curious as to the design of Godot however since above
states it is of that style since as far as I have seen and used it I have
thought that it was a normal scenegraph style engine with heavy nodes that
do their own processing, not an uncommon style, I am just more preferring a
standard entity/component data-driven style with dumb data components and
functional Systems that operate over them, but I have not seen that through
Godot yet, although I have only seen the scripting side of it as I am
assisting a group on one of their projects and not using it for my own
work, but if you can point me to a standard data driven entity style system
in it then I would be highly curious about it as that was one of my big
reservations in recommending Godot to them initially. Thus far I have ended
up building a data driven entity system in gdscript for them with dumb data
components and externally runn ing systems as it has provided a much needed
speed boost for a few of their setups that were rather heavy in node count
previously...
—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/2311#issuecomment-127097775.

Nope, you will not find what you are looking for. As said before, Godot is
a very visual tool and all the design is focused on presenting a clear view
of what scenes do functionally at a glance. The entity/component
architecture goes against this. The whole idea of Godot is that programmers
contribute, don't design or command.
On Sun, Aug 2, 2015 at 11:14 PM, Juan Linietsky<EMAIL_ADDRESS>wrote:

Godot is not entity component. It is not exactly scenegraph either even if
it can work as such. It's much more similar to the way Qt works than
anything else.
You can, however, emulate the entity-component workflow using empty child
nodes with scripts. I really dislike that approach because it's too
programmer centric, so it will never be implemented in Godot.
On Sun, Aug 2, 2015 at 10:55 PM, OvermindDL1<EMAIL_ADDRESS>wrote:

Never used unity myself, just made a multitude of component entity
systems
in the past. I am curious as to the design of Godot however since above
states it is of that style since as far as I have seen and used it I have
thought that it was a normal scenegraph style engine with heavy nodes
that
do their own processing, not an uncommon style, I am just more
preferring a
standard entity/component data-driven style with dumb data components and
functional Systems that operate over them, but I have not seen that
through
Godot yet, although I have only seen the scripting side of it as I am
assisting a group on one of their projects and not using it for my own
work, but if you can point me to a standard data driven entity style
system
in it then I would be highly curious about it as that was one of my big
reservations in recommending Godot to them initially. Thus far I have
ended
up building a data driven entity system in gdscript for them with dumb
data
components and externally runn ing systems as it has provided a much
needed
speed boost for a few of their setups that were rather heavy in node
count
previously...
—
Reply to this email directly or view it on GitHub
<https://github.com/okamstudio/godot/issues/2311#issuecomment-127097775
.

—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/2311#issuecomment-127099631.

--
OkamStudio

I thought so, that artist centric is why I recommended it to that other group, they picked it up fast, and they can add dummy nodes of mine to other nodes to add functionality I programmed for them so I do rather little work comparatively.  I am still curious what KillerJaguar meant by Godot having an entity/component system as I still do not see it.  And what is it that reduz meant by my not understanding the archetype as what he described seems to be precisely what I have considered Godot to be, yet he said I am not grasping how it works so I am curious what I am missing as there seems to be contradictory information here:

KillerJaguar states Godot already has such a system.

reduz says it does not.

And I think you all miss the point of a good dataflow system, which is to minimize programming and maximise artist decisions.  From what I have heard of Unity it is not such a system but some rather nasty amalgamation that combines the components and systems into one very heavy, very non reusable...thing...
Regardless, as long as it is not a class-splosion (which Godot is admittedly getting very close to, the nodes being individually scriptable is holding off the big issues with this style) then generally it is fine as that style is beyond difficult for the programmers and entirely unusable for artists...

I was wrong

Yeah it need to be said loudly and clearly: Unity DON'T use any kind of proper Component/Entity System", it should not be mistaken. Also from my very little experience with Unity I can say it would be a lot easier to implement such system in Godot than in Unity and in fact everyone can do this, so don't see any need to bother main developers :)

Indeed, Component/Entity is a subtype of dataflow, meaning a steamed data pipeline, absolutely great for cache, speed, and great dynamic connections that requires no programmer control.  The t-machine articles are good but they still miss a little, not enough dataflow focus.

Ashley is one possible solution but there are plenty of other similar libraries that do the same thing. These libraries provide a clean and simple and unified API for entities so you don't have to repeat code or you don't have to repeat entity properties. For example you define Strength, Agility, Speed, Attack Speed etc once for all entities.
Here is a wiki article about the concept of an entity system
https://en.wikipedia.org/wiki/Entity_component_system

All i am saying is Godot to provide an ECS out of the box that can be used to create any type of game much more effectively by providing a clean code/game scripting structure so you don't have to think about how to organize code but just start scripting.

Godot will never officially ship with ECS, it uses a different type of
architecture which works fine, and you can replicate ECS using empty child
nodes if you so much want to.
On Tue, Aug 4, 2015 at 4:04 PM, trollworkout<EMAIL_ADDRESS>wrote:

All i am saying is Godot to provide an ECS out of the box that can be used
to create any type of game much more effectively by providing a clean
code/game scripting structure so you don't have to think about how to
organize code but just start scripting.
—
Reply to this email directly or view it on GitHub
https://github.com/okamstudio/godot/issues/2311#issuecomment-127720665.

thank you reduz. i still want to play around with ashley or perhaps another ecs as a module or plugin see if it can be useful at all.

Yeah, like I said above it was not too hard to replicate it in gdscript, though the node count increases message times on my tests, fairly significantly in some cases, that needs some optimizing, but otherwise it works fine, just have your component nodes register and unregister themselves to a global context or so.

@OvermindDL1 I guess the performance would increase a lot if you would create your CES in c++ not gdscript

Not my game, I tend to use raw ogl in C++ myself, this is for a few people who are not versed in programming.  That does not seem like a gdscript issue though, rather that issue seemed to be inefficiencies in how messages are handled, especially in regards to input it seemed.

@trollworkout I'm curious have you succeeded with bringing Ashley to Godot land?

@kubecz3k, Don't criticise things you don't know [Unity 3D in this case].

kubecz3k: Unity DON'T use any kind of proper Component/Entity System.
As it's pointed out in one of the articles you linked in your comment (http://entity-systems-wiki.t-machine.org/) Unity 3d IS based on a Component/Entity System:

entity-systems-wiki.t-machine.org:
More Information
A well-known game engine implementing a Component/Entity System is Unity.
In Unity game logic implementation is placed inside components instead of systems, but from designer's pow it makes no difference: to add or modify the behaviour or look of a GameObject (i.e. entity) the designer needs to add a component or modify it's data (i.e. no programmer required...). Even furtherer: it's not very different from programmer's pov: the code you place in the Update function of a component is the same code you'd place inside the main loop of a system.
P.S.
 Not because of it's architecture or features (in my opinion it's an amazingly powerful and flexible engine-IDE pair) but because it's proprietary.
To understand the prevoius sentence I HIGHLY recommend reading The Free Software Definition and other free software philosophy documents to everyone who didn't read them yet.

not going to happen officially, so closing


chore: fix typos in comments

Some small typos I noticed while looking at the source code.

@aklinker1 Thank you Aaron! Great spots and glad this has been highlighted.
Merging now, and will release soon.


Update awsscv_vmx_packager.py

Refer https://github.com/amazon-connect/amazon-connect-salesforce-scv/issues/26
Issue #, if available:
Description of changes:
Initialized connect_client.
By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

If you see the screenshot that i have attached, while executing the code is running into error. I think it's variable scoping issue. Either marking it global would have resolved this problem. Hence i simply re-initialized it.

Moved the connect_client reference to the start of the function. Updated all ZIP files for cloudformation. This edit is no longer required. Thank you for validating that the change was missing from the deployment.


[main] Upgrade to latest dependencies

core repositories are cut -creydr
/cc knative-extensions/client-writers
/assign knative-extensions/client-writers
Produced by: knative-extensions/knobots/actions/update-deps

/approve
/lgtm


preserveSize = true

When i set the following : this.cropperSettings.preserveSize = true;
this.data.image returns null when image resolution is very large. 20000px+; Works fine on smaller images tough.

I'm getting same error.
I'm getting this message in console:
"EXCEPTION: [Exception... "Failure"  nsresult: "0x80004005 (NS_ERROR_FAILURE)"  location: "JS frame :: http://.../src/imageCropper.js :: ImageCropper.prototype.drawImageIOSFix :: line 977"  data: no]"

Also It cannot handle the crop ratio in small images(LIke I kept AspectRatio true and my cropper ratio is 1:1 aka square but in output I'm getting stretched Image of random ratio).


fix: #505 search bar hover

Change autocomplete border in theme

The theme removed the border but the hover adds one creating the layout shift so I'm setting the border as transparent instead

Looks good! You just need to increment the version in package.json

Updated


iOS 18 emojis

Hi,
I was wondering if we could add iOS 18 emoji pngs?

I'll try to squish out some time to work on this around Christmas. Contributions are always welcome if anyone wants to take a stab at it!

I do own a Mac, if you have documentation on how to rip these emojis I’m happy to look at it.

Actually, which ones are the new emoji? These ones? https://www.unicode.org/emoji/charts-16.0/emoji-released.html
I cannot find any relevant information about these emoji having already been released by Apple. @neo773 do you have any pointer? Thanks!


AO / DA cost views missing from our Enrollment Details

hey so I am a sub owner and I want to see costs in azure.portal for my subs.
the EA Admin cannot see the AO or DA cost views options under the enrolment so we cannot enable them.
there also appears to be several more options under Azure Marketplace than in the screenshot here.

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

ID: d9a24617-6e6b-fc3c-9f92-725408469468
Version Independent ID: f49e797c-3e5f-fbe0-2877-7c601cb08130
Content: Troubleshoot Azure enterprise cost views
Content Source: articles/billing/billing-enterprise-mgmt-grp-troubleshoot-cost-view.md
Service: billing
GitHub Login: @rthorn17
Microsoft Alias: banders

Thanks for the Comment. We are actively investigating and will get back to you soon.

@aaronhughesdelt incase you haven't seen this, check out the documentation on assigning enrollment account scope access to see if that resolves your issue. If not please respond and we will gladly investigate further.
Cheers.

@femsulu hey the link didn't sort anything, the issue is around the enterprise admin account, the AO and DA cost view options (Enabled/Disabled; shown in https://docs.microsoft.com/en-us/azure/cost-management/assign-access-acm-data#enable-access-to-costs-in-the-ea-portal) are not viewable and therefore this access cascaded down.
We have created the Account owner and subs under a SQL Server EA if that makes any difference.


ERROR [px4] Startup script returned with return value: 512

$ make px4_sitl jmavsim                                                                                -- PX4 version: v1.11.0-rc3-432-gc01fabaf11                                                                             -- PX4 config file: /cygdrive/c/SPB_Data/Firmware/boards/px4/sitl/default.cmake                                         -- PX4 config: px4_sitl_default                                                                                -- PX4 platform: posix                                                                                -- PX4 lockstep: enabled                                                                                -- cmake build type: RelWithDebInfo                                                                                -- The CXX compiler identification is GNU 9.3.0                                                                         -- The C compiler identification is GNU 9.3.0                                                                           -- The ASM compiler identification is GNU                                                                               -- Found assembler: /usr/bin/cc                                                                                -- Check for working CXX compiler: /usr/bin/c++.exe                                                                     -- Check for working CXX compiler: /usr/bin/c++.exe -- works                                                            -- Detecting CXX compiler ABI info                                                                                -- Detecting CXX compiler ABI info - done                                                                               -- Detecting CXX compile features                                                                                -- Detecting CXX compile features - done                                                                                -- Check for working C compiler: /usr/bin/cc                                                                            -- Check for working C compiler: /usr/bin/cc -- works                                                                   -- Detecting C compiler ABI info                                                                                -- Detecting C compiler ABI info - done                                                                                -- Detecting C compile features                                                                                -- Detecting C compile features - done                                                                                -- Building for code coverage                                                                                -- Found PythonInterp: /usr/bin/python3 (found suitable version "3.6.9", minimum required is "3")                       -- build type is RelWithDebInfo                                                                                -- PX4 ECL: Very lightweight Estimation & Control Library v1.9.0-rc1-450-g4c2355a                                       -- ROMFS: px4fmu_common                                                                                -- Configuring done                                                                                -- Generating done                                                                                -- Build files have been written to: /cygdrive/c/SPB_Data/Firmware/build/px4_sitl_default                               [0/759] git submodule src/drivers/gps/devices                                                                           [1/759] git submodule src/lib/ecl                                                                                [2/759] git submodule mavlink/include/mavlink/v2.0                                                                      [6/759] git submodule Tools/jMAVSim                                                                                [758/759] cd /cygdrive/c/SPB_Data/Firmware/build/px4_sitl_...mware /cygdrive/c/SPB_Data/Firmware/build/px4_sitl_default SITL ARGS                                                                                sitl_bin: /cygdrive/c/SPB_Data/Firmware/build/px4_sitl_default/bin/px4.exe                                              debugger: none                                                                                program: jmavsim                                                                                model: none                                                                                world: none                                                                                src_path: /cygdrive/c/SPB_Data/Firmware                                                                                build_path: /cygdrive/c/SPB_Data/Firmware/build/px4_sitl_default                                                        empty model, setting iris as default                                                                                SITL COMMAND: "/cygdrive/c/SPB_Data/Firmware/build/px4_sitl_default/bin/px4.exe" "/cygdrive/c/SPB_Data/Firmware/build/px4_sitl_default"/etc -s etc/init.d-posix/rcS -t "/cygdrive/c/SPB_Data/Firmware"/test_data                                INFO  [px4] Creating symlink /cygdrive/c/SPB_Data/Firmware/build/px4_sitl_default/etc -> /cygdrive/c/SPB_Data/Firmware/build/px4_sitl_default/tmp/rootfs/etc                                                                                ______  __   __    ___                                                                                | ___ \ \ \ / /   /   |                                                                                | |/ /  \ V /   / /| |                                                                                |  __/   /   \  / /| |                                                                                | |     / /^\ \ ___  |                                                                                _|     /   /     |_/                                                                                px4 starting.                                                                                INFO  [px4] Calling startup script: /bin/sh etc/init.d-posix/rcS 0                                                      /cygdrive/c/SPB_Data/Firmware/build/px4_sitl_default/bin/px4-alias.sh: line 42: `source': is a special builtin          ERROR [px4] Startup script returned with return value: 512

@stijojoseph Could you be more descriptive on what you were trying to do, and what is not working for you?

I get same issue. when I try run make px4_sitl jmavsim on my windows10

@Jaeyoung-Lim @xdwgood
issue was solved same day itself
Firmware/platforms/posix/src/px4/common/px4-alias.sh_in
Line 31 in a244883
replace 'source' with 'rs'
source() {
gets rid of the error 512 'source': is a special builtin but then it fails because of rc.vehicle_setup invoking NuttX path scripts -> No such file or directory e.g. with multicopter here:
Firmware/ROMFS/px4fmu_common/init.d/rc.vehicle_setup
replace 'source' with 'rs'
Lines 80 to 84 in a244883
Load mixer and configure outputs.
source /etc/init.d/rc.interface
Start standard multicopter apps.
source /etc/init.d/rc.mc_apps


[1402] Extend csv export to include all fields

Context
https://trello.com/c/kB2QSJ2I/1402-m-extend-csv-export-to-include-all-fields
Changes proposed in this pull request

updated export columns to include all from google sheet
some columns highlighted red on google sheet has been left blank as they are not available for now, can be added in future as they are added.

Guidance to review

From trainee list page click "Export these records"

 [M] Extend csv export to include all fields

FYI, we might need to extend https://github.com/DFE-Digital/register-trainee-teachers/pull/1186 to cover the new fields.

FYI, we might need to extend #1186 to cover the new fields.

Fixed merge conflicts.

@edwardhorsford

A couple issues with this:

Trainee url seems to be to localhost, not the environment URL

This is set in the environment file, it should have the correct URL for production.

Status - I'd expect QTS recommended or EYTS recommended or QTS awarded or EYTS awarded rather than Qualification recommended and Qualification awarded. If we don't store this it's not essential.

These are the states:

draft: Draft
apply_draft: Apply Draft
submitted_for_trn: Pending TRN
trn_received: TRN received
recommended_for_award: Qualification recommended
withdrawn: Withdrawn
deferred: Deferred
awarded: Qualification awarded
qts_recommended: QTS recommended
qts_awarded: QTS awarded
eyts_recommended: EYTS recommended
eyts_awarded: EYTS awarded

please can we remove highest_qualification

Removed

can we export values for course_qualification_type - eg postgrad or undergrad? I think we send this to dttp so have a way of deriving it from the route.

Carded separately

Can we export the course allocation subject?

Added

I missed course name in the spec - could we add it after course code? eg the Publish string name for the course.

added

withdraw date format should probably match defer date format

Converted to date format

international address seems to be inserting too many returns

I have added some processing to remove the new lines, address will be on one line comma separated

Nationalities should not be lowercase I think?

Fixed

Some fields we collect could contain commas - I think we need to quote some of our strings - eg degree grade other.

The CSV generator will quote the values if there is comma in the value.

I don't think bursary value should output if trainee isn't explicitly applying for bursary

Fixed

Early years bursary tier doesn't output helpfully - I selected Tier 1, but the output is 0. Could we output something like Tier 1?

Fixed

Unsure:

Provider id is showing as a 3 letter string - is this correct?

This is what the factory generates in dev/test.

These are the states:

draft: Draft
apply_draft: Apply Draft
submitted_for_trn: Pending TRN
trn_received: TRN received
recommended_for_award: Qualification recommended
withdrawn: Withdrawn
deferred: Deferred
awarded: Qualification awarded
qts_recommended: QTS recommended
qts_awarded: QTS awarded
eyts_recommended: EYTS recommended
eyts_awarded: EYTS awarded

I'm not seeing qts_recommended or eyts_recommended or qts_awarded or eyts_awarded. Only the more generic qualification_recommended or qualification_awarded - ideally what's exported would  match what we see when we view the record. The two types aren't mutually exclusive - but on the basis of what I see from the export, I don't know how we'd ever get the more specific ones.
As an example, the record with id 15/16-344 is in the state QTS recommended on the site, but when exported says qualification_recommended.
Other than that, all looking good 👍

@edwardhorsford
Status should now be same as the views.


Ember 4 compat

A patch covering this change landed in https://github.com/html-next/ember-raf-scheduler/pull/11/files#diff-074f0f33a01959be14ae87ab778b6645ec78852b05b9b427e9890197fbab9167R6


Running konata on MacOS Moajve

I have downloaded the most recent binary (v0.34, konata-darwin-x64.tar.gz) under MacOS Mojave and copied konata.app into /Applications.
When I launch it, it takes a minute or so to crash, and the crash report is attached below. (I also had this issue with a previous version on MacOS High Sierra)
konata_2020-07-23-120239_Admins-MacBook-Air.txt

Thank you for sending your report.
This issue seems to be derived from the following issue in Electron, which is a framework used in Konata. (I found the following issue from debug messages such as EXC_BREAKPOINT included in your crash report.
https://github.com/electron/electron/issues/19626
There are descriptions about some workarounds in the above issue page. Can you try to add --no-sandbox argument to Konata when you launch it? It may fix the issue.

I can reproduce this issue with Electron 5.0.11, 6.0.12 and v7.0.0-beta.6, but not with Electron 4.2.11.
I also can't reproduce it if I start the app with --no-sandbox argument.--disable-gpu argument does not seem to have any effect. I'm using macOS 10.14.6 and electron-builder 21.2.0.

I can no longer reproduce this bug after updating my system to macOS 10.15.1 (Catalina). Looks like it occurs only on macOS 10.14.x. running Electron >= 5.x app packaged for MAS.

Thank you for your quick response. Using --no-sandbox does not immediately fix the problem, but I’ll look at the link you sent to see if I can develop a better understanding. I’ll let you know if I find a solution.
Unfortunately, I don’t plan to upgrade to macOS 10.15, but I will be upgrading to macOS 11 later in the year, so that may be a fix. I could also compile the software from source which may solve the problem.
Best wishes
Vashti

On 24 Jul 2020, at 03:05, Ryota Shioya<EMAIL_ADDRESS>wrote:
Thank you for sending your report.
This issue seems to be derived from the following issue in Electron, which is a framework used in Konata. (I found the following issue from debug messages such as EXC_BREAKPOINT included in your crash report.
electron/electron#19626
There are descriptions about some workarounds in the above issue page. Can you try to add --no-sandbox argument to Konata when you launch it? It may fix the issue.
I can reproduce this issue with Electron 5.0.11, 6.0.12 and v7.0.0-beta.6, but not with Electron 4.2.11.
I also can't reproduce it if I start the app with --no-sandbox argument.--disable-gpu argument does not seem to have any effect. I'm using macOS 10.14.6 and electron-builder 21.2.0.
I can no longer reproduce this bug after updating my system to macOS 10.15.1 (Catalina). Looks like it occurs only on macOS 10.14.x. running Electron >= 5.x app packaged for MAS.
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I performed further investigation and I understood that this issue is related to code signing required by Apple. Apple recently requires code signing to each binary and I think that my app cannot be launched without the code signing in any Mac OSs. Actually, my friend using the latest Mac OS couldn't launch this app.
The following issue page is related to this problem.
https://github.com/electron/electron/issues/22656
Sadly, code-signing licenses aren't free, but they seem to cost about $100 each year.
So, instead of using a pre-built binary, I recommend that you launch it manually. I modified some code and pushed it so that users can launch this app easily. Please try the following steps.

Install node.js from https://nodejs.org
Clone this repository
Move to the root directory of this repository
Type npm install (this step needs to be done once)
Type npx electron . (not "npm", but "npx")

Thanks for the further information. I’ll look at your suggestion in the next few days.
Best wishes
Vashti

On 27 Jul 2020, at 02:52, Ryota Shioya<EMAIL_ADDRESS>wrote:
I performed further investigation and I understood that this issue is related to code signing required by Apple. Apple recently requires code signing to each binary and I think that my app cannot be launched without the code signing in any Mac OSs. Actually, my friend using the latest Mac OS couldn't launch this app.
The following issue page is related to this problem.
electron/electron#22656
Sadly, code-signing licenses aren't free, but they seem to cost about $100 each year.
So, instead of using a pre-built binary, I recommend that you launch it manually. I modified some code and pushed it so that users can launch this app easily. Please try the following steps.
• Install node.js from https://nodejs.org
• Clone this repository
• Move to the root directory of this repository
• Type npm install (this step needs to be done once)
• Type npx electron . (not "npm", but "npx")
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You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

And it works!
Thank you for your work. I am looking forward to using konata — so much better than an ascii view of the pipeline.
Best wishes
Vashti

On 27 Jul 2020, at 02:52, Ryota Shioya<EMAIL_ADDRESS>wrote:
I performed further investigation and I understood that this issue is related to code signing required by Apple. Apple recently requires code signing to each binary and I think that my app cannot be launched without the code signing in any Mac OSs. Actually, my friend using the latest Mac OS couldn't launch this app.
The following issue page is related to this problem.
electron/electron#22656
Sadly, code-signing licenses aren't free, but they seem to cost about $100 each year.
So, instead of using a pre-built binary, I recommend that you launch it manually. I modified some code and pushed it so that users can launch this app easily. Please try the following steps.
• Install node.js from https://nodejs.org
• Clone this repository
• Move to the root directory of this repository
• Type npm install (this step needs to be done once)
• Type npx electron . (not "npm", but "npx")
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

I am very glad that Konata finally works on your machine!
I hope this tool will help you in your research/development.
For me, this issue is also an important opportunity to think about how to distribute this software to users. Maybe I will change how to distribute it from a pre-built binary...
Thank you.


Fixes for the Timecraft project

Found out that our project https://github.com/stealthrocket/timecraft was already mentioned in the WASM landscape but with some errors. This PR fixes the category, add a proper logo, descriptions, etc.
Pre-submission checklist:
Please check each of these after submitting your pull request:

[ ] Are you only including a repo_url if your project is 100% open source? If so, you need to pick the single best GitHub repository for your project, not a GitHub organization.
[ ] Is your project closed source or, if it is open source, does your project have at least 300 GitHub stars?
[ ] Have you picked the single best (existing) category for your project?
[ ] Does it follow the other guidelines from the new entries section?
[ ] Have you added your SVG to hosted_logos and referenced it there?
[ ] Does your logo clearly state the name of the project/product and follow the other logo guidelines?
[ ] Does your project/product name match the text on the logo?
[ ] Have you verified that the Crunchbase data for your organization is correct (including headquarters and LinkedIn)?
[ ] ~30 minutes after opening the pull request, the CNCF-Bot will post the URL for your staging server. Have you confirmed that it looks good to you and then added a comment to the PR saying "LGTM"?

LGTM!


Suggestion only either matches first letter or partial word

Thanks for posting this!
I've been tinkering around with it a bit and I noticed if I type the first letter of a word in the suggestions array I get a suggestion (or more if there are more matches); however if I type more than that the suggestions stop appearing. So for instance if I type K I see "Kolkata" but if I type anything from Ko to Kolkata I see no results.
If I type a segment of the word and omit the first letter, it appears to always work. So for example, if I type anything from o to olkata I get a suggestion.

This should have been more obvious and I'm embarrassed I didn't realize sooner, it's just a question of case sensitivity. I'll leave this here for posterity so you hopefully don't hear about it again!


tcp buf config

Small TCP send buffer is filled when RC is used and stream became corrupted.
Changed TcpEndpoint to maintain packet structure in stream.

RTC-12722


Consolidating state files

What is the problem you're trying to solve
We currently have:
StateDir:
ls -lA ~/.local/share/nerdctl/1935db59/containers/default/431f831244a436778b81cfd332e5f9395707b9f63ae9b02ca5307cb2b4c8fa31/
total 208
-rw------- 1 dmp dmp 185103 Dec  2 20:06 431f831244a436778b81cfd332e5f9395707b9f63ae9b02ca5307cb2b4c8fa31-json.log
-rw------- 1 dmp dmp    258 Dec  2 16:02 431f831244a436778b81cfd332e5f9395707b9f63ae9b02ca5307cb2b4c8fa31-json.log.1
-rw-r--r-- 1 dmp dmp      3 Dec  2 12:59 hostname
-rw------- 1 dmp dmp     73 Dec  2 12:59 lifecycle.json
-rw------- 1 dmp dmp     66 Dec  2 12:59 log-config.json
-rw-rw-r-- 1 dmp dmp      0 Dec  2 12:59 oci-hook.createRuntime.log
-rw-rw-r-- 1 dmp dmp      0 Dec  2 12:59 oci-hook.postStop.log
-rw-r--r-- 1 dmp dmp     43 Dec  2 12:59 resolv.conf

And separately, EtcHosts:
ls -lA ~/.local/share/nerdctl/1935db59/etchosts/default/431f831244a436778b81cfd332e5f9395707b9f63ae9b02ca5307cb2b4c8fa31/
total 8
-rw-r--r-- 1 dmp dmp 260 Dec  2 16:02 hosts
-rw-r--r-- 1 dmp dmp 465 Dec  2 12:59 meta.json

I do not know if there was a reason for keeping these separate?
From a glance, it looks like etchosts is unnecessary and could be folded inside the container statedir.
Thoughts?
Describe the solution you'd like
Merge.
Additional context
No response

Initially this was /var/lib/nerdctl/hosts.d/<NS>/<ID> (#63) and then moved to the current layout in #65.
I don't remember why I didn't consolidate everything in the single dir 😓 .
Probably because the networking stuff relates to CNI and nerdctl itself rather than to containerd.

Initially this was /var/lib/nerdctl/hosts.d/<NS>/<ID> (#63) and then moved to the current layout in #65.
I don't remember why I didn't consolidate everything in the single dir 😓 . Probably because the networking stuff relates to CNI and nerdctl itself rather than to containerd.

All fine.
Let me see if I can come up with something smooth to transition them without too much legacy handling code (these are just transient anyhow, it should be fine).


[BUG] Publisher pipeline in ADO is unable to identify new files in last Commit

Release version
v4.2.0
Describe the bug
after committing a new API in Azure DevOps repo, as shown below:
2023-07-17T21:55:34.1903987Z ##[section]Starting: Create API specs and info files in DevOps.APIOps repo 2023-07-17T21:55:34.2874364Z ============================================================================== 2023-07-17T21:55:34.2874695Z Task         : PowerShell 2023-07-17T21:55:34.2874936Z Description  : Run a PowerShell script on Linux, macOS, or Windows 2023-07-17T21:55:34.2875156Z Version      : 2.200.0 2023-07-17T21:55:34.2875310Z Author       : Microsoft Corporation 2023-07-17T21:55:34.2875549Z Help         : https://docs.microsoft.com/azure/devops/pipelines/tasks/utility/powershell 2023-07-17T21:55:34.2875896Z ============================================================================== 2023-07-17T21:55:35.6225294Z Generating script. 2023-07-17T21:55:35.6623549Z ========================== Starting Command Output =========================== 2023-07-17T21:55:35.6852861Z ##[command]"C:\WINDOWS\System32\WindowsPowerShell\v1.0\powershell.exe" -NoLogo -NoProfile -NonInteractive -ExecutionPolicy Unrestricted -Command ". 'D:\agent3\_work\_temp\29df9549-d633-41b5-942b-75265dbf12e4.ps1'" 2023-07-17T21:55:36.1176311Z Clone URL is https://pw1appdvop01.ibddomain.net/AdvisorGroup/Applications/_git/DevOps.APIOps 2023-07-17T21:55:36.1187665Z Clone template artifacts from APIOps repo 2023-07-17T21:55:36.4185332Z Cloning into 'DevOps.APIOps'... 2023-07-17T21:55:40.9227168Z Already on 'master' 2023-07-17T21:55:40.9227528Z M	P1.API.Sample/P1.API.Sample.csproj 2023-07-17T21:55:40.9228343Z Your branch is up to date with 'origin/master'. 2023-07-17T21:55:40.9355751Z Convert P1.API.Sample -- replace '.' with '-' 2023-07-17T21:55:40.9375040Z API Name is P1-API-Sample 2023-07-17T21:55:40.9384669Z Check if folder for this API exists (was previously published) 2023-07-17T21:55:40.9714333Z D:\agent3\_work\365\s\DevOps.APIOps\APIOps-artifacts\apis\P1-API-Sample doesn't exist (hasn't been published before) 2023-07-17T21:55:40.9724448Z Creating D:\agent3\_work\365\s\DevOps.APIOps\APIOps-artifacts\apis\P1-API-Sample folder 2023-07-17T21:55:41.0010407Z  2023-07-17T21:55:41.0010859Z  2023-07-17T21:55:41.0014000Z     Directory: D:\agent3\_work\365\s\DevOps.APIOps\APIOps-artifacts\apis 2023-07-17T21:55:41.0014201Z  2023-07-17T21:55:41.0014411Z  2023-07-17T21:55:41.0020560Z Mode                LastWriteTime         Length Name                                                                   2023-07-17T21:55:41.0023940Z ----                -------------         ------ ----                                                                   2023-07-17T21:55:41.0028207Z d-----        7/17/2023   4:55 PM                P1-API-Sample                                                          2023-07-17T21:55:41.0041128Z Copying apiInformation.json template to D:\agent3\_work\365\s\DevOps.APIOps\APIOps-artifacts\apis\P1-API-Sample 2023-07-17T21:55:41.0109413Z Replacing apiInformation.json values... 2023-07-17T21:55:41.0347455Z Copying D:\agent3\_work\365\s/P1.API.Sample.json to specification.json 2023-07-17T21:55:41.0593195Z Fixing API Title in D:\agent3\_work\365\s\DevOps.APIOps\APIOps-artifacts\apis\P1-API-Sample\specification.json (replace 'dotnet-swagger v<IP_ADDRESS>' with API name) 2023-07-17T21:55:41.0802913Z Saving specification.json and apiInformation.json changes to repo... 2023-07-17T21:55:42.5717244Z Already on 'master' 2023-07-17T21:55:42.5717622Z Your branch is up to date with 'origin/master'. 2023-07-17T21:55:42.5787038Z Adding files... 2023-07-17T21:55:42.8198468Z Committing added files... 2023-07-17T21:55:43.2603059Z [master 0ce5f6e] Adding P1.API.Sample specs 2023-07-17T21:55:43.2603447Z  2 files changed, 417 insertions(+) 2023-07-17T21:55:43.2604129Z  create mode 100644 APIOps-artifacts/apis/P1-API-Sample/apiInformation.json 2023-07-17T21:55:43.2604512Z  create mode 100644 APIOps-artifacts/apis/P1-API-Sample/specification.json 2023-07-17T21:55:43.2672186Z Status: 2023-07-17T21:55:43.5189733Z apiInformation.json 2023-07-17T21:55:43.5190040Z specification.json 2023-07-17T21:55:43.5261301Z Pushing changes to origin... 2023-07-17T21:55:47.7817147Z To https://pw1appdvop01.ibddomain.net/AdvisorGroup/Applications/_git/DevOps.APIOps 2023-07-17T21:55:47.7817846Z    eea8b53..0ce5f6e  master -> master 2023-07-17T21:55:47.7905503Z  2023-07-17T21:55:47.7905666Z  2023-07-17T21:55:47.8508688Z ##[section]Finishing: Create API specs and info files in DevOps.APIOps repo
when Publisher pipeline is run with “publish-artifacts-in-last-commit” setting, it doesn’t changed files in lass commit, and hence doesn’t publish the new API, even though it picked the correct Commit ID:
2023-07-17T21:57:58.0867273Z ##[debug]Evaluating condition for step: 'Run publisher for QA environment' 2023-07-17T21:57:58.0869082Z ##[debug]Evaluating: SucceededNode() 2023-07-17T21:57:58.0869534Z ##[debug]Evaluating SucceededNode: 2023-07-17T21:57:58.0870495Z ##[debug]=> True 2023-07-17T21:57:58.0870940Z ##[debug]Result: True 2023-07-17T21:57:58.0871462Z ##[section]Starting: Run publisher for QA environment 2023-07-17T21:57:58.1878149Z ============================================================================== 2023-07-17T21:57:58.1878433Z Task         : PowerShell 2023-07-17T21:57:58.1878668Z Description  : Run a PowerShell script on Linux, macOS, or Windows 2023-07-17T21:57:58.1878872Z Version      : 2.200.0 2023-07-17T21:57:58.1879042Z Author       : Microsoft Corporation 2023-07-17T21:57:58.1879317Z Help         : https://docs.microsoft.com/azure/devops/pipelines/tasks/utility/powershell 2023-07-17T21:57:58.1879625Z ============================================================================== 2023-07-17T21:57:59.2545695Z ##[debug]VstsTaskSdk 0.11.0 commit 7ff27a3e0bdd6f7b06690ae5f5b63cb84d0f23f4 2023-07-17T21:57:59.4492161Z ##[debug]Entering D:\agent3\_work\_tasks\PowerShell_e213ff0f-5d5c-4791-802d-52ea3e7be1f1\2.200.0\powershell.ps1. 2023-07-17T21:57:59.4589545Z ##[debug]Loading resource strings from: D:\agent3\_work\_tasks\PowerShell_e213ff0f-5d5c-4791-802d-52ea3e7be1f1\2.200.0\task.json 2023-07-17T21:57:59.4861166Z ##[debug]Loaded 13 strings. 2023-07-17T21:57:59.4921590Z ##[debug]SYSTEM_CULTURE: 'en-US' 2023-07-17T21:57:59.4958044Z ##[debug]Loading resource strings from: D:\agent3\_work\_tasks\PowerShell_e213ff0f-5d5c-4791-802d-52ea3e7be1f1\2.200.0\Strings\resources.resjson\en-US\resources.resjson 2023-07-17T21:57:59.5219462Z ##[debug]Loaded 13 strings. 2023-07-17T21:57:59.5477098Z ##[debug]INPUT_ERRORACTIONPREFERENCE: 'stop' 2023-07-17T21:57:59.5553629Z ##[debug]INPUT_WARNINGPREFERENCE: 'default' 2023-07-17T21:57:59.5595696Z ##[debug]INPUT_INFORMATIONPREFERENCE: 'default' 2023-07-17T21:57:59.5636990Z ##[debug]INPUT_VERBOSEPREFERENCE: 'default' 2023-07-17T21:57:59.5677675Z ##[debug]INPUT_DEBUGPREFERENCE: 'default' 2023-07-17T21:57:59.5718021Z ##[debug]INPUT_SHOWWARNINGS: 'false' 2023-07-17T21:57:59.5760657Z ##[debug] Converted to bool: False 2023-07-17T21:57:59.5803580Z ##[debug]INPUT_FAILONSTDERR: 'true' 2023-07-17T21:57:59.5833607Z ##[debug] Converted to bool: True 2023-07-17T21:57:59.5873146Z ##[debug]INPUT_IGNORELASTEXITCODE: 'false' 2023-07-17T21:57:59.5902765Z ##[debug] Converted to bool: False 2023-07-17T21:57:59.5941262Z ##[debug]INPUT_PWSH: 'true' 2023-07-17T21:57:59.5970808Z ##[debug] Converted to bool: True 2023-07-17T21:57:59.6023001Z ##[debug]INPUT_WORKINGDIRECTORY: 'D:\agent3\_work\361\s' 2023-07-17T21:57:59.6159246Z ##[debug]Asserting container path exists: 'D:\agent3\_work\361\s' 2023-07-17T21:57:59.6200255Z ##[debug]INPUT_TARGETTYPE: 'inline' 2023-07-17T21:57:59.6249714Z ##[debug]INPUT_SCRIPT: 'Set-StrictMode -Version Latest 2023-07-17T21:57:59.6269111Z ##[debug]$ErrorActionPreference = "Stop" 2023-07-17T21:57:59.6287790Z ##[debug]$VerbosePreference = "Continue" 2023-07-17T21:57:59.6307534Z ##[debug]$InformationPreference = "Continue" 2023-07-17T21:57:59.6326911Z ##[debug] 2023-07-17T21:57:59.6346439Z ##[debug]& "D:\agent3\_work\_temp\publisher.exe"                 2023-07-17T21:57:59.6366314Z ##[debug]if ($LASTEXITCODE -ne 0) { throw "Running publisher failed."} 2023-07-17T21:57:59.6385381Z ##[debug] 2023-07-17T21:57:59.6405209Z ##[debug]Write-Information "Execution complete."' 2023-07-17T21:57:59.6486517Z ##[debug]INPUT_RUNSCRIPTINSEPARATESCOPE: 'false' 2023-07-17T21:57:59.6505875Z ##[debug] Converted to bool: False 2023-07-17T21:57:59.6552860Z Generating script. 2023-07-17T21:57:59.6797621Z ##[debug]AGENT_VERSION: '2.210.1' 2023-07-17T21:57:59.7586722Z ##[debug]AGENT_TEMPDIRECTORY: 'D:\agent3\_work\_temp' 2023-07-17T21:57:59.7618189Z ##[debug]Asserting container path exists: 'D:\agent3\_work\_temp' 2023-07-17T21:57:59.7789348Z ##[debug]Asserting leaf path exists: 'C:\Program Files\PowerShell\7\pwsh.exe' 2023-07-17T21:57:59.7804590Z ========================== Starting Command Output =========================== 2023-07-17T21:57:59.8059696Z ##[debug]Entering Invoke-VstsTool. 2023-07-17T21:57:59.8169902Z ##[debug] Arguments: '-NoLogo -NoProfile -NonInteractive -ExecutionPolicy Unrestricted -Command ". 'D:\agent3\_work\_temp\e5c3081e-3044-4b6c-8f6e-fc533f438594.ps1'"' 2023-07-17T21:57:59.8197287Z ##[debug] FileName: 'C:\Program Files\PowerShell\7\pwsh.exe' 2023-07-17T21:57:59.8221784Z ##[debug] WorkingDirectory: 'D:\agent3\_work\361\s' 2023-07-17T21:57:59.8278359Z ##[command]"C:\Program Files\PowerShell\7\pwsh.exe" -NoLogo -NoProfile -NonInteractive -ExecutionPolicy Unrestricted -Command ". 'D:\agent3\_work\_temp\e5c3081e-3044-4b6c-8f6e-fc533f438594.ps1'" 2023-07-17T21:58:01.8507258Z dbug: Microsoft.Extensions.Hosting.Internal.Host[1] 2023-07-17T21:58:01.8525640Z       Hosting starting 2023-07-17T21:58:01.9377305Z info: Publisher[0] 2023-07-17T21:58:01.9391523Z       Beginning execution... 2023-07-17T21:58:01.9468214Z info: Publisher[0] 2023-07-17T21:58:01.9482496Z       Getting files from commit ID 0ce5f6ee15bcd3c1d88390260a6f95dafea8d325... 2023-07-17T21:58:02.0230718Z info: Microsoft.Hosting.Lifetime[0] 2023-07-17T21:58:02.0244956Z       Application started. Press Ctrl+C to shut down. 2023-07-17T21:58:02.0255987Z info: Microsoft.Hosting.Lifetime[0] 2023-07-17T21:58:02.0267284Z       Hosting environment: Production 2023-07-17T21:58:02.0277617Z info: Microsoft.Hosting.Lifetime[0] 2023-07-17T21:58:02.0290164Z       Content root path: D:\agent3\_work\361\s 2023-07-17T21:58:02.0301053Z dbug: Microsoft.Extensions.Hosting.Internal.Host[2] 2023-07-17T21:58:02.0311403Z       Hosting started 2023-07-17T21:58:02.7351764Z info: Publisher[0] 2023-07-17T21:58:02.7374349Z       Processing modified files in commit ID... 2023-07-17T21:58:02.9109670Z info: Publisher[0] 2023-07-17T21:58:02.9122433Z       Execution complete. 2023-07-17T21:58:02.9134378Z info: Microsoft.Hosting.Lifetime[0] 2023-07-17T21:58:02.9145240Z       Application is shutting down... 2023-07-17T21:58:02.9155752Z dbug: Microsoft.Extensions.Hosting.Internal.Host[3] 2023-07-17T21:58:02.9165877Z       Hosting stopping 2023-07-17T21:58:02.9176242Z dbug: Microsoft.Extensions.Hosting.Internal.Host[4] 2023-07-17T21:58:02.9188085Z       Hosting stopped 2023-07-17T21:58:03.0128382Z Execution complete. 2023-07-17T21:58:03.0472066Z ##[debug]$LASTEXITCODE: 0 2023-07-17T21:58:03.0752527Z ##[debug]Exit code: 0 2023-07-17T21:58:03.0795896Z ##[debug]Leaving Invoke-VstsTool. 2023-07-17T21:58:03.0880956Z ##[debug]Leaving D:\agent3\_work\_tasks\PowerShell_e213ff0f-5d5c-4791-802d-52ea3e7be1f1\2.200.0\powershell.ps1. 2023-07-17T21:58:03.1250688Z ##[section]Finishing: Run publisher for QA environment
Expected behavior
after committing a new API in Azure DevOps repo, when Publisher pipeline is run with “publish-artifacts-in-last-commit” setting, it should identify the new API, and deploy it to target APIM instance
Actual behavior
when Publisher pipeline is run with “publish-artifacts-in-last-commit” setting, it didn't identify changed files in lass commit, and hence didn’t publish the new API, even though it picked the correct Commit ID
Reproduction Steps

Use "Azure DevOps Server 2022" with DOTNET version v6.0.7

 Ensure target APIM instance doesn’t have new API

Clone the repo which has content created by Extractor pipeline.
Create a new folder with the new API name under “apis” folder
Create “apiInformation.json” and “specification.yaml” files with correct content for the new API
Commit Changes to the repo which has the Publisher pipeline set to be triggered for any changes to the repo.
Note down Commit ID
Publisher Pipeline is triggered with default setting of “publish-artifacts-in-last-commit”
Confirm in Publisher pipeline logs that it correctly picked correct Commit ID
Confirm Publisher pipeline ran successfully
Check target APIM instance that new API was not deployed.
Run Publisher pipeline manually with setting “publish-all-artifacts-in-repo”
Check target APIM instance that new API was deployed.

Can you check which files were modified in commit ID 0ce5f6ee15bcd3c1d88390260a6f95dafea8d325?

Commit 0ce5f6ee15bcd3c1d88390260a6f95dafea8d325 had 2 files added – apiInformation.json and specification.json

publisher's ParseDiffTreeOutput is expecting new lines specific to the runtime environment

Our DevOps is on-prem Windows installation. I was running publisher on Windows, so expected \r\n. However, list of files returned by Git's command has new lines in Unix format. Can that be the issue?

@guythetechie any thoughts?

@dlibov can you push a pr and we will be more than happy to merge it.

PR created

Looking forward to having this bug fixed! Have a lot of strange issue with the publisher not being able to push changes from a Windows Agent myself as well.

@ahmedbham  didn't you create a pr at one point? I noticed that the pr doesn't exist anymore. What am I missing?


cell push fwup updates

Cell should allow fwup updates to be pushed over the network.

This has worked for a bit now.


Check more places for Parquet encryption configs

Fixes #6471.  Updates the tagging code to check for encryption configs in the write options, Hadoop configuration and the Spark runtime configuration, in that order.

build

build


Avoid serialization of the objectID

In order to avoid to have to do something like
$indexer = new Algolia\AlgoliaSearchBundle\Indexer();
list($primaryKey, $unusedOldPrimaryKey) = $indexer->getPrimaryKeyForAlgolia($entity);
$index->getObject($primaryKey);
```

to get the objectID of a entity

Given todays tightly coupled design, there are a lot of things we can improve.
Flagging all the feedback of this kind as V3 to be sure we don't miss it.


Fix error with non-default base path

Bug Description
Failure to build when the vite config base is anything but the default /.
Reproduction

Run npm init @vitejs/app, any profile will do.
cd to the created project directory.
Run npm i -D @small-tech/vite-plugin-sri.
Add vite.config.js:

import { defineConfig } from 'vite'
import sri from '@small-tech/vite-plugin-sri'

export default defineConfig({
  base: "/somewhere/",
  plugins: [sri()]
})

Run npm run build.

Expected behaviour
  <script type="module" crossorigin="" src="/assets/index.[hash].js" integrity="sha384-[something]"></script>
  <link rel="stylesheet" href="/assets/index.[hash].css" integrity="sha384-[something]">

Actual behaviour
TypeError: Cannot read property 'code' of undefined
    at calculateIntegrityHashes (file:///./node_modules/@small-tech/vite-plugin-sri/index.js:46:31)
    at initialize.$.asyncForEach (file:///./node_modules/@small-tech/vite-plugin-sri/index.js:54:17)
    at transformIndexHtml (file:///./node_modules/@small-tech/vite-plugin-sri/index.js:62:21)
    at applyHtmlTransforms (.\node_modules\vite\dist\node\chunks\dep-cb562f8f.js:24645:27)
    at Object.generateBundle (.\node_modules\vite\dist\node\chunks\dep-cb562f8f.js:24605:32)

Environment

vite-plugin-sri v1.0.1
vite v2.3.6

Ah, nice catch. Thank you for the pull request. Will merge shortly.

@andylizi Tests are currently failing with this PR:
not ok 4 TypeError: Cannot read property 'base' of undefined
  ---
    operator: error
    stack: |-
      TypeError: Cannot read property 'base' of undefined
          at calculateIntegrityHashes (file:///home/aral/small-tech/vite-plugin-sri/index.js:50:87)
          at initialize.$.asyncForEach (file:///home/aral/small-tech/vite-plugin-sri/index.js:60:17)
          at Object.transformIndexHtml (file:///home/aral/small-tech/vite-plugin-sri/index.js:68:21)
          at Test.<anonymous> (file:///home/aral/small-tech/vite-plugin-sri/test/index.js:46:29)
          at processTicksAndRejections (internal/process/task_queues.js:95:5)

This is actually an issue with the tests as they – like the code, previously – do not use the base path from the configuration.
Would you be kind enough to update them to call configResolved on the imported sri instance with a base of / for the existing test and to add a new test for when base is something other than root?
(Let me know if you don’t have time to do this currently and I’ll be happy to do it.) :)

In the progress of writing the test I discovered that base can be a full url so the plugin will think it's a remote source. Oops.
Will redo the PR properly in a bit.

All done!

Thank you so much, Andy :)

Any chance we can get this merged, pretty please?
Thanks :)


Open YouTube Channel instead of user

When I input my YouTube Name in the _social.yml it opens an other channel, because it tries to open youtube.com/user/Nikurasu and this is an other user. The URL to my channel is:
https://www.youtube.com/channel/UCcwpq3E1Nx-_DDPcBu_c9gg
I also tried to insert my channel ID but this also won't work. How can I Link my channel?

What I can do is add the possibility to add a youtube channel using like a channel attribute.
I will work on that

Well user does not make much sens, so I update the documentation for it to use the youtube token of the channel as specified

Thanks, I haven't that much time the last days. But thanks for the reply

Yup, test it and let me if it's all good for you ;)

It works like a charm. Feel free to test it also on www.nikurasu.xyz


Refactor dataframe and column name mutation logic

Several small refactors, features and fixes related to SQLAlchemy engines:

Add flag to disable aliases in db_engine_specs. By default engines support aliases; this is only disabled on Pinot for now. If the engine doesn't support aliases, labels aren't added to columns (see screenshot below). This is done by replacing the self.get_label() function with a self.make_sqla_column_compatible(), that returns a label if those are supported and the original column if not.
Merge old column name mutation logic with the new one via query_str_ext.labels_expected.
Move dataframe logic back to connectors/sqla/models.py from db_engine_specs.py and merge it with the column renaming logic from before.
Add max_column_name_length property to db_engine_specs, and default to MD5 hash if column name is exceeded. Add max lengths to engines that were easy to find by googling.
Fix a few edge cases where subqueries with double underscored aliases would not render properly if column length restriction was exceeded.
Fix a few linting errors in db_engine_specs.

Example
When creating a chart on Pinot where COUNT(*) is calculated grouping by playerID, the result shows up like before:

Looking at the query, the alias is gone, making it regular PQL:

FYI @agrawaldevesh please check this and give comments when you have the time. I tested this with your fork of pinot_dbapi (I assume that's the one you are using for now).

Codecov Report

Merging #6847 into master will increase coverage by 0.02%.
The diff coverage is 80%.

@@            Coverage Diff             @@
##           master    #6847      +/-   ##
==========================================
+ Coverage   56.32%   56.35%   +0.02%
==========================================
  Files         527      527
  Lines       23528    23535       +7
  Branches     2781     2781
==========================================
+ Hits        13251    13262      +11
+ Misses       9866     9862       -4
  Partials      411      411

Impacted Files
Coverage Δ

superset/db_engine_specs.py
54.85% <69.23%> (+1.02%)
:arrow_up:

superset/connectors/sqla/models.py
81.23% <88.23%> (-0.27%)
:arrow_down:

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LGTM. My main question is wrt to should we always set labels_expected and stamp that back in ? I am curious if that would break something ? Perhaps something in the explore flow might break ?
Thanks for cleaning this !

I am wondering if there are any semantic changes wrt to how the queries are created for each DB ?
Longer term, this stuff is still fragile and not well unit tested. We should consider adding unit tests for this that actually assert the query shapes (perhaps by parsing out the generated queries using the sqlparser/moz-parser). The current test infra, surprisingly does not really test this: It merely runs the tests for three dummy test environments: No customer is probably going to use postgres, mysql or sqlite to do actual data warehouse visualizations.

@agrawaldevesh agreed, it would be neat to have an extras_require section for every officially supported engine in setup.py, with some minimal semantic validation for each. Also, if commercial DWs like BigQuery, Snowflake, Athena, Redshift would like to offer free testing servers, more comprehensive integration tests could be added for those.

Looks great now. I don't have any more comments :-). I will test this patch on my Pinot installation today too.

I can confirm that the patch works on my Pinot installation. So I think it's good to go.

Thanks, I'll give this one more spin on my test rig before submitting for committer review.

@betodealmeida @mistercrunch This is now ready for review.

FYI, I stumbled on some unrelated errors when testing this, will work through those first before removing WIP.

@agrawaldevesh @betodealmeida @mistercrunch This is (again) ready for review, sorry for prematurely flagging this as done earlier. No big changes since @agrawaldevesh 's initial review, just some small refinements.

LGTM

LGTM to me too :-)

@mistercrunch @betodealmeida , I am wondering when would this PR be merged in. As soon as this one goes in, I want to https://github.com/apache/incubator-superset/pull/6831 on top and resubmit that.


Firebase Realtime Database

This a really awesome project and I am more than just impressed as a developer. I am already implementing it into a project that am about to launch and it might just become the defacto module(s) for me going forward.
However, I was wondering if you have started looking into Firebase's Realtime Database as I would like to extend the user details captured during the first time a user logs into an app using Firebase.Authentication. The Firebase documentation confirms that the user details (user ID, email and photoURL) are stored in a different location from the Realtime Database and as such developers cannot include additional fields when they want to capture specific user details e.g. phone number. As a work around, a developer would be required to extend this via their Realtime Database.
I'll therefore appreciate it if you could guide me on how best I can approach this.

I have merged in the work bolav has done on the database feature. It's doesnt have documentation or an example yet though. I will get to those when I can.

We have docs now


Xiaomi Purifier 3C new revision support

Xiaomi Purifier 3C now has a few revisions:
zhimi.airpurifier.mb4 (old one, fully supported)
zhimi.airp.mb4a (new one, partically supported - only on/off)
BUT, if you fill "model" in config manually as old one - all works!
MANY THANKS to @merdok! Hope this issue will fix soon)

Thanks!
Due to me currently working on a bigger update, the soonest i can add full support for the device will be january, but since it works with the old model then it should be fine for now!

Support is now added in version 1.0.0!


Volume Bug Fix

Before change when the volume UI was opened and the slider was clicked the volume control would close. when reopened and clicked on the the volume control slider would become sticky to the mouse

Hi @oryan504 thank for your PR! You're awesome!
This bug is already fixed in branch RC-1.4.0 that we want to release soon!
You can check the fix here: https://github.com/videogular/videogular/commit/80b06d0782190fcefe25bd4562d469e18644bee6
Additionally, you're in v1.2.8 and current release is v1.3.2 so you should update before sending a PR or we all can lose changes!


Project Reorganization, Changes to SpriterDotNet Behaviour

So didn't want my first pull request to have so much restructuring, but it kind of came down to it.
Cloned the repo, SpriterDotNet itself loaded up no problems. So collaboration is good there.
SpriterDotNet.MonoGame needed the MonoGame tools, but after installation, worked just fine.
However, I thought it odd that the solution was under the MonoGame folder instead of at root, so I have moved the Solution to the top level and have it including SpriterDotNet and SpriterDotNet.MonoGame.
Then it was on to SpriterDotNet.Unity... This is where the bulk of my changes came into place.
Basically the only two folders you need to keep around in a Unity game are Assets and ProjectSettings. However, if you are making a library that will eventually be distributed as a .unitypackage, you mainly want to just work out of the Assets folder alone, as a unitypackage is not going to bring settings over. Another reason for removing ProjectSettings from the Repo is that it doesn't play nice with newer versions of unity. Since I just updated to 5.2.0 and I believe this was last committed at 5.1.1, my Unity made a ton of new ProjectSettings entries etc. Because ProjectSettings contains the Input Mappings I changed the controls of the SpriterDotNetBehaviour to use the standard axes and the Jump key instead of the custom keys that were set up. This is also for the purpose of .unitypackage deployment as the Horizontal and Vertical axes as well as the Jump key are basically going to be in every package by default, and a user would need to add the p,o,space etc. keys in their project just to look at the demos.
Another issue is with different versions of Visual Studio. I see that you're on 2013, I'm on 2015 community. Unity-VS integration just works with new versions of Visual Studio, but even when I create a project/solution, the names don't come out the same as when you make them. So I have removed and ignored these folders in the project. I understand this might be a bit of a hassle so long as you are on 2013, but since Unity basically just compiles all the CS files under its Assets folder directly, having a project and a solution in version control doesn't mean much. Leaving them agnostic to the development enviroment also leaves the repository open for collaboration from users who prefer to use MonoDevelop or a plain text editor (at least on the unity side of things).
Finally, I reorganized the Folders in the Assets folder. When this is released as a unitypackage, we'll probably not want to clutter the workspace of the user, so I have moved everything into a SpriterDotNet and a SpriterDotNetExamples folder with a bit deeper hierarchy.
I understand that these are some sweeping changes, but I really want to get the Unity part of the project into a state that is easy to pull for contribution as well as easy to package for standalone distribution. Feel free to pull down my fork and make sure that you can still develop without too much hassle as well.

Hey, good work.
I agree on the location of the .sln in the root. I treat MonoGame as the official example so it makes sense to include it in the root sln.
I also migrated to Unity 5.2 and VS2015 so removing the Unity VS Tools makes perfect sense.
Just a few things:

You removed the SpriterDotNet.dll from the unity example and now it doesn't compile when you do a clean checkout. The latest .dll should always be committed as part of the example to be usable straight out of the box.

Also, on a clean checkout there's an error on play because the spriterData field is null so you have to reimport.

The textbox in the Unity UI sticks outside the panel

Could you please stick to the naming/indentation conventions I already use? I want it to be consistent across all projects/examples. Specifically, pascal case public fields and if statements in the same line if they're without {}.

I'll be happy to merge as soon as you fix these few details. Be sure to test it on a clean checkout. Also, could you please squash all the commits into a single one?


Title Field Display Name

Not sure if this question has already been asked and answered, if so sorry.
Why doesn't the provision engine include the 'Title' field (and supporting fields) customizations to it's Display Name property?
I have multiple custom tables I want to have in my provisioning template but when I use Get-PnPProvisioningTemplate it never includes the custom 'Title' display name properties. Therefore when I apply the template to another site, the lists 'Title' field isn't the same as the source site.

Hi Everyone,
I got the same issue, even I changed field title (DisplayName) in the XML file, but when I run command Apply-PnPProvisioningTemplate, site columns are created without changing Field Title (DisplayName).
Thanks,
Phu

Hi,
I got the same issue. I also changed the Display name of the title fields in several lists. Additionally i made title a not mandatory field.
As parithon descriped the title field is not included in the ProvisioningTemplate. Can you help with this please?

Thanks @prawnz for sharing the answer that we already shared as a "pattern". I will close this item.

Hi! I tried to do the same either with field "LinkFilename" and "FileLeafRef". I wanted to rename the column "name" into something else... but didnt success. Please could you suggest me some approach to solve this ? thanks!!


Add OpenShift V3 CLI

See https://github.com/openshift/origin/releases

done in https://github.com/cloudbees/java-build-tools-dockerfile/commit/27d67167dff0d15fec725a9b002f37867381cbb4


Cocoapods support for visionOS

[x] I've read, understood, and done my best to follow the *CONTRIBUTING guidelines.

Problem
Alamofire doesn't have support for visionOS when using Cocoapods.
Feature Request
The podspec file is missing the deployment_target designation for visionOS. We have to use a forked podspec for Alamofire that includes s.visionos.deployment_target = '1.0' to make Cocoapods install the pod. Please include this. I'm happy to make the PR unless there's something trivial that I'm missing here regarding requirements of compatibility. Thank you!
Value to Alamofire
Alamofire will be usable with Cocoapods in apps targeting visionOS.

If you already have a fork with the changes, can you do a PR with the solution?

Sure! I see that the currently required minimum version of Cocoapods for Alamofire is 1.12.0. visionos was introduced in 1.13.0. Would you prefer to keep this requirement (-> s.visionos.deployment_target = "1.0" if s.respond_to?(:visionos)) or is it okay to bump?

This has been fixed by #3845, which will go out in the next release.


Chef 14 Support

Cookbook version
0.1.6
Chef-client version
14.8.12
Platform Details
CentOS 7
Scenario:
The latest release does not support Chef 14, however I notice there are subsequent commits which add this in.  Using the version of the cookbook in the master branch works.  So it looks like it just needs a new release making.
Steps to Reproduce:
Add any control_groups_entry entry to a recipe
Expected Result:
chef-client run converges
Actual Result:
================================================================================
           Error executing action `create` on resource 'control_groups_entry[docker]'
           ================================================================================

           NoMethodError
           -------------
           undefined method `platform_family' for #<Chef::Node::Attribute:0x0000000004398010>

           Cookbook Trace:
           ---------------
           /tmp/kitchen/cache/cookbooks/control_groups/recipes/default.rb:1:in `from_file'
           /tmp/kitchen/cache/cookbooks/control_groups/providers/entry.rb:7:in `block in class_from_file'

Hey @WheresAlice thanks for opening an issue!
we've recently taken ownership of control_groups and it needs a big overhaul. If you want to drop by the #sous-chefs channel we can probably figure out how to get this done.
We have a meeting tonight which I'll bring this up in 👍


2.4 beta

@istornz  nice job with the new feature -enc  just update my map-server and the latest 2.4 code, recompiled and really like the new IV addition to your app! Great work!

@TRingo1 Thanks a lot 👍

How do I update???

@istornz Can you explain to me how to update my code to 2.4? or @TRingo1 If you have time?

PokeGO V2.4 is now available on the AppStore :+1:
https://itunes.apple.com/us/app/ipokego-for-pokemon-go/id1138277066?l=fr&ls=1&mt=8


Added CSV export support.

This PR adds CSV export support. This can be used with the .import command in sqlite for significantly faster data imports over the INSERT approach.
Importing into sqlite can be done as follows:
.open "C:\\path\\to\\pdb.sqlite"
.mode csv
.import "C:\\path\\to\\pdb.csv" tablename

On the Windows kernel binary (ntkrnlmp) this approach takes approximately 30 seconds and 31MB of CSV, versus 233MB of SQL commands and 8+ hours (I cancelled before it completed).

Hi @gsuberland,
thx for the contribution. Sry it took me so long, I seldom check my emails :-)
Regards,
Georg


"afh" added to BepInEx log everytime I speak, but no actions happen

"afh" added to BepInEx log everytime I speak, but no actions happen.
I am religiously trying to get this to work, I have tested my voice recognition in Phasmophobia and it works just fine, which I believe uses the Microsoft voice recognition aswell.
I'm a techy so know all the troubleshooting and it simply will not work

This is a dumb issue I accidently caused. Making sure you use version 1.0.1 of VoiceRecognitionAPI should fix the problem.


Notification of disabled providers in ui

If providers are disabled, reflect that in the UI and remove unnecessary control availability.
Bug fix for _ENABLED environment variables.

Thanks for your pull request and apologies for my slow review.
I would just like to clarify your second bullet point:

Bug fix for _ENABLED environment variables.

What bug exactly is this fixing? Currently, if the user does not provide a true or false environment var for each provider enabled setting, then it defaults to false. From what I can see, your code just replicates this via a lambda function?

No apologies necessary.  Thanks for the cool project.
Take for example DIGITALOCEAN_ENABLED, prior to the fix if you had any value specified in that environment variable, then it would have been interpreted as enabled.  Meaning, if you had DIGITALOCEAN_ENABLED=False, this would have been enabled.  If DIGITALOCEAN_ENABLED=b3uh289, this would have been enabled.
I hope that is helpful.  Please don't hesitate to reach out if you have any other questions, always happy to help.

I'm not seeing this same issue having tried setting DIGITALOCEAN_ENABLED = b3uh289. DO stays disabled in this scenario. In manager.py, it checks each provider enabled setting is set as True, see below. I'm not sure how you're seeing this issue.
https://github.com/claffin/cloudproxy/blob/de1b45b9543b6900a904e69cabd45f061c0b102b/cloudproxy/providers/manager.py#L34

I've had to hotfix in https://github.com/claffin/cloudproxy/commit/cb989741f7f1c392830f26fd307b00c87b370a2d which now supersedes a part of what you originally included in your PR as I only just realized it fixed a breaking change introduced previously, just needed to get it out asap.


Individually edit and reformat parts of the resume

Hi, I love your Reactive Resume app, but I found some issues that hinder my capability to make an outstanding resume. Using the Onyx layout, my address information comes out twice, which is unnecessary. Further more, I found that my professional email address is too long to be posted beside the email icon and ends up spanning two lines, being split at an inconvenient location. However, if the icons could be shifted just a little bit over to the left I could easily make it one line. if you could consider making these changes it would be greatly appreciated.

Closing this in favor of Reactive Resume v3 release.
If you continue to face this issue, please raise a new one and I'll have a look at it as soon as I can.
In the meantime, if you are able to, please consider donating to keep supporting the project: https://www.buymeacoffee.com/AmruthPillai :)
Thank you!


Update generated client design

Purpose
$subject
New design example: https://github.com/sameerajayasoma/bal-persist-design-prototypes/tree/main/rainier-sample
Fixes: https://github.com/ballerina-platform/ballerina-standard-library/issues/3927
Examples
Checklist

[x] Linked to an issue
[ ] Updated the specification
[ ] Updated the changelog
[x] Added tests

@niveathika please approve and merge


Update registry img

The image has been pushed to docker hub.

Coverage remained the same at 54.994% when pulling ff0c569ae61f36ee12f3a8650abb4e79635bfa83 on reasonerjt:update-registry-img into 7b0646760cc54c77c8394d0d8879c98310684835 on vmware:release-1.1.0.

Coverage increased (+0.05%) to 55.041% when pulling c827a25638639755668752390503356868175014 on reasonerjt:update-registry-img into 7b0646760cc54c77c8394d0d8879c98310684835 on vmware:release-1.1.0.

There are several 2.6.0 in docs/user_guide.md, make/dev/docker-compose.yml and tests/docker-compose.test.yml, should we change them?

yes I will do it @ywk253100  thanks!

Coverage remained the same at 54.994% when pulling c64c8bb04eb63706db61e0ac298134387dab974a on reasonerjt:update-registry-img into 7b0646760cc54c77c8394d0d8879c98310684835 on vmware:release-1.1.0.


In iOS 14 Updated devices injectedJavascript callBack not receiving Webview onMessage Method

Bug description:
Hi
We are doing a payment integration app using react-native-webview. After the payment has been processed there will be a call back received on message Webview. But In iOS 14 Updated devices this injectedJavascript callBack has not triggered.
In iOS 14 Updated devices InjectedJavascript callback not receiving Webview onMessage Method.
The other iOS lower version (< 14 )of devices it working as expected and the android device also it working five.
Expected behavior:
Need to work on all latest iOS version updated devices.
My Code:
const INJECTEDJAVASCRIPT =       const meta = document.createElement('meta');       window.checkoutError = function(){ window.ReactNativeWebView.postMessage('checkout-error') };       window.checkoutSuccess = function(){ window.ReactNativeWebView.postMessage('checkout-success') };       const script = document.createElement("script");       script.setAttribute("data-error", "checkoutError");       script.setAttribute("data-success", "checkoutSuccess");       script.onload = function() { checkOut() };       document.getElementsByTagName('head')[0].appendChild(script);    ;
<WebView
      source={{ html }}
      originWhitelist={['*']}
      javaScriptEnabled={true}
      onNavigationStateChange={this._onNavigationStateChange}
      onMessage={this.handleMessage}
      injectedJavaScript={INJECTEDJAVASCRIPT}
      mixedContentMode={'always'}
    />

handleMessage = (d) => {
const { navigation } = this.props;
const msg = d.nativeEvent.data;
switch (msg) {
case 'checkout-success':
return his.paymentSuccess();
case 'checkout-error':
return navigation.goBack();
default:
return console.log(ONMESSAGE: , msg);
}
}
Environment:

OS: iOS
OS version: iOS 14
react-native version: 0.63.3
react-native-webview version: 11.0.2

postMessage doesn't seem to work in ios14 version.
It works fine on Android.

postMessage doesn't seem to work in ios14 version.
It works fine on Android.

Hi, I tried it out on iOS 14 and it works fine.
const INJECTED_JAVASCRIPT = `(function() {
  window.ReactNativeWebView.postMessage(JSON.stringify(window.location));
})();`;

<WebView
  source={{ uri: 'https://google.com' }}
  injectedJavaScript={INJECTED_JAVASCRIPT}
  onMessage={(msg) => console.log(msg)}
/>

Hi, I tried it out on iOS 14 and it works fine.
const INJECTED_JAVASCRIPT = `(function() {
  window.ReactNativeWebView.postMessage(JSON.stringify(window.location));
})();`;

<WebView
  source={{ uri: 'https://google.com' }}
  injectedJavaScript={INJECTED_JAVASCRIPT}
  onMessage={(msg) => console.log(msg)}
/>

I have same issue (
and @danielfx90 fix didn't work for me

I have same issue (
and @danielfx90 fix didn't work for me

Also having this issue.

Appears to be a react-dom issue? Observer is undefined.

TypeError: undefined is not an object (evaluating 'window.webkit.messageHandlers.observer.postMessage')

^^ That is the output from the WebView component, not the main JSContext

Tested in 14.4 and 14.3: not working. Going to test 13.* now.

I solve my problem via onNavigationStateChange - track changes in webView url and based on needed condition fire related  action.

Wow, that’s a horrible workaround but I’ll take it

@danielfx90 the problem I am noticing is that as soon as you put the post message reference in a function, it then breaks, but your example where it is exposed doesn’t. I’ll stick together an example of mine tomorrow.

@danielfx90 the problem I am noticing is that as soon as you put the post message reference in a function, it then breaks, but your example where it is exposed doesn’t. I’ll stick together an example of mine tomorrow.

Any reason why mine doesn't break? I haven't touched the library since then, and therefore did not look further into this issue, but the feature on our app is still working. It is certainly odd.

Here's what breaks for me:

TypeError: undefined is not an object (evaluating 'window.webkit.messageHandlers.observer.postMessage')

const CLOSE_MESSAGE = 'close';
const onMessage = useCallback(
    (event) => {
      const {
        nativeEvent: { data },
      } = event;

      if (data === CLOSE_MESSAGE) {
        navigation.goBack();
      }
    },
    [navigation],
  );

  const INJECTED_JAVASCRIPT = `
  (function() {
    // This works fine, as does running the function in the safari console
    window.ReactNativeWebView.postMessage("${CLOSE_MESSAGE}");
    // This doesn't - it's set in the window of the webview but firing it causes the error mentioned.
    // Running it directly in the browser does work.
    window.onClose = () => {
      window.ReactNativeWebView.postMessage("${CLOSE_MESSAGE}");
    };
  })();
  `;

  return (
    <WrappedWebView
      source={{ uri: `https://someurl.com/` }}
      injectedJavaScript={INJECTED_JAVASCRIPT}
      onMessage={onMessage}
    />
  );

Nope, it was an issue with something else entirely on the front end. Ignore all the above from me.

I'll just leave a note that this may be the cause though:
window.checkoutSuccess = function(){
  window.ReactNativeWebView.postMessage('checkout-success');
};

As opposed to this:
window.ReactNativeWebView.postMessage('checkout-success');

I've a feeling the first one is silently failing.


N-axis Translating Effector

Tickets addressed: #812
Review: By commit
Merge strategy: Merge (no squash)

Description

First commits add the module, unit test and documentation. The other commits add an example scenario of an extending boom arm.
Verification

A unit test is added to the module, plus a scenario is included for more realistic results.
Documentation

Added an rst file that points to the paper where all the math is developed.
Future work

N/A.

Don't forget to add release notes!


Fix RemotePlugins typescript type

@chrisradek

Ah, I guess we could view this as a breaking change if someone were passing in their own CDN settings (seems unlikely outside of tests though)

Ah, I guess we could view this as a breaking change if someone were passing in their own CDN settings (seems unlikely outside of tests though)

Microsoft/Typescript philosophy? Types are never breaking changes :-)


Adding initial Android SDK INSTALLER template

For https://issues.jboss.org/browse/FH-4148
Adding an initial screen, for an Android Installer.
the template currently renders like:

@matzew Overall this looks good.
There's currently an issue to remove the fake templates as they were only there for the purposes of the demo really. So I think we can probably close this and use the contents when creating the APB.
One other note is that the name Android SDK Installer may not be descriptive enough for what someone will actually use it for.
I think something like Mobile CI/CD would be more understandable. We could then explain in the description that this service will install the Android SDK if you type yes into the licence agreement field.
Any thoughts?

it is something that will install the SDK to openshift/jenkins
On Thu, 28 Sep 2017 at 11:26, Aiden Keating<EMAIL_ADDRESS>wrote:

@matzew https://github.com/matzew Overall this looks good.
There's currently an issue to remove the fake templates as they were only
there for the purposes of the demo really. So I think we can probably close
this and use the contents when creating the APB.
One other note is that the name Android SDK Installer may not be
descriptive enough for what someone will actually use it for.
I think something like Mobile CI/CD would be more understandable. We
could then explain in the description that this service will install the
Android SDK if you type yes into the licence agreement field.
Any thoughts?
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Build failure on Error Prone warnings

This PR prepares core-java for https://github.com/SpineEventEngine/config/pull/122.
It makes sure that the build yields no warnings.

@armiol, PTAL.