text:
deploy for this.properties.sampleText

After deploy, where i can set this.properties.sampleText ?

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

ID: cbc14882-1021-df0e-73c1-95d049f091d7
Version Independent ID: eda24750-4e60-f05c-a6bb-0cc017dfe9ed
Content: Build your first Field Customizer extension
Content Source: docs/spfx/extensions/get-started/building-simple-field-customizer.md
Product: sharepoint
Technology: sharepoint-framework
GitHub Login: @spdevdocs
Microsoft Alias: spdevdocs

Hi,
I haven't tested the solution mentioned in this thread while I tested below solution with similar approach to do configuration by clientSideComponentProperties.
  public onRenderCell(event: IFieldCustomizerCellEventParameters): void {     // Use this method to perform your custom cell rendering.         var prefix=JSON.parse(this.context.field.clientSideComponentProperties).sampleText;     const text: string =${prefix}: ${event.fieldValue}`;
event.domElement.innerText = text;

event.domElement.classList.add(styles.cell);

}`
Set-PnPField -List "MyListCSR" -Identity "Percentage" -Values @{ClientSideComponentProperties='{"sampleText": "LeePnP"}'}
Result:

Lee
Microsoft SharePoint Community Support

authors: OS-Lee quantrpeter


text:
Luckperms add

Hey,
I love using your skift addon. im using Luckperms on my server and i could really need a settemp permission feature so i also could set temp permission for my players without making the console run the command. hope it can be implemented in the next update.

Okey, thank for the help 👍

source: gharchive/issue

repo: Sharpjaws/SharpSK

license: mit

license_type: permissive

license_source: bigquery


text:
Failed to find style 'numberPickerStyle' in current theme

I keep getting this error in Android Studio when previewing the layout. Do I need to declare a style in my theme for the numberPickerStyle attribute? The sample app does not appear to have anything like that. Thanks!
Failed to find style 'numberPickerStyle' in current theme

Fixed at v2.4.2

Nice, thanks! Great library you have made =)

license: MIT

license_source: github-api


text:
Create Scan a Product Screen

Hi, Can I get this issue assigned to me?

Hi, Can I get this issue assigned to me?

Hi @Sarvaswa-Mohata When will you be concluding this task?

authors: Sarvaswa-Mohata peculiaruc


text:
Add new data in sheet

Problem is - Read a xls file via sheetjs and after reading need to append data to it and write the workbook as physical file.
Not able to find any example, where new rows and columns are added to existing sheet.
Is there any way to achieve this result?

Yes, it isn't well documented, but it is possible.
First you need to update sheet !ref property
if you cells are out of !ref range, they won't be processed.
After that you need to pass object with t,v,s fields to chosen cell
sheet[desired_cell]={t:'s',v:'test'};
I would suggest using Protobi's fork, because it supports styling.

Hello, could you explain can I add new values in an existing file by using this code ? Is the problem in this line : var range = {s: {c:10000000, r:10000000}, e: {c:0, r:0 }}; ?
var XLSX = require('XLSX')
function datenum(v, date1904) {
if(date1904) v+=1462;
var epoch = Date.parse(v);
return (epoch - new Date(Date.UTC(1899, 11, 30))) / (24 * 60 * 60 * 1000);
}
function sheet_from_array_of_arrays(data, opts) {
var ws = {};
var range = {s: {c:10000000, r:10000000}, e: {c:0, r:0 }};
for(var R = 0; R != data.length; ++R) {
for(var C = 0; C != data[R].length; ++C) {
if(range.s.r > R) range.s.r = R;
if(range.s.c > C) range.s.c = C;
if(range.e.r < R) range.e.r = R;
if(range.e.c < C) range.e.c = C;
var cell = {v: data[R][C] };
if(cell.v == null) continue;
var cell_ref = XLSX.utils.encode_cell({c:C,r:R});
		if(typeof cell.v === 'number') cell.t = 'n';
		else if(typeof cell.v === 'boolean') cell.t = 'b';
		else if(cell.v instanceof Date) {
			cell.t = 'n'; cell.z = XLSX.SSF._table[14];
			cell.v = datenum(cell.v);
		}
		else cell.t = 's';

		ws[cell_ref] = cell;
	}
}
if(range.s.c < 10000000) ws['!ref'] = XLSX.utils.encode_range(range);
return ws;

}
/* original data */
var data = [[1,2,3],[true, false, null, "sheetjs"],["foo","bar",new Date("2014-02-19T14:30Z"), "0.3"], ["baz", null, "qux"]]
var ws_name = "SheetJS";
function Workbook() {
if(!(this instanceof Workbook)) return new Workbook();
this.SheetNames = [];
this.Sheets = {};
}
var wb = new Workbook(), ws = sheet_from_array_of_arrays(data);
/* add worksheet to workbook */
wb.SheetNames.push(ws_name);
wb.Sheets[ws_name] = ws;
/* write file */
XLSX.writeFile(wb, 'test.xlsx');

At a high level, you need to insert cell objects and update the worksheet range.  Here's a simple function to add a cell to a worksheet:
function add_cell_to_sheet(worksheet, address, value) {
	/* cell object */
	var cell = {t:'?', v:value};

	/* assign type */
	if(typeof value == "string") cell.t = 's'; // string
	else if(typeof value == "number") cell.t = 'n'; // number
	else if(value === true || value === false) cell.t = 'b'; // boolean
	else if(value instanceof Date) cell.t = 'd';
	else throw new Error("cannot store value");

	/* add to worksheet, overwriting a cell if it exists */
	worksheet[address] = cell;

	/* find the cell range */
	var range = XLSX.utils.decode_range(worksheet['!ref']);
	var addr = XLSX.utils.decode_cell(address);

	/* extend the range to include the new cell */
	if(range.s.c > addr.c) range.s.c = addr.c;
	if(range.s.r > addr.r) range.s.r = addr.r;
	if(range.e.c < addr.c) range.e.c = addr.c;
	if(range.e.r < addr.r) range.e.r = addr.r;

	/* update range */
	worksheet['!ref'] = XLSX.utils.encode_range(range);
}

For example, using the write demo to generate sheetjs.xlsx, here's how you would set F6 to 12345:
var XLSX = require('xlsx');
var wb = XLSX.readFile('sheetjs.xlsx');
add_cell_to_sheet(wb.Sheets.SheetJS, "F6", 12345);
XLSX.writeFile('sheetjs-new.xlsx', wb);

I got this error on above script
TypeError: Cannot set property 'F6' of undefined

The documentation for this module is a shit stain.

@reviewher `s comment is perfect!
Why is this function not part of the xlsx module?

authors: hiob10hiob mca22120 moosecodes reviewher talhakhan-softtech upasana-shah zyuhel

repo: SheetJS/js-xlsx


text:
Continue Nyaplot and highcharts

[x] nyaplot js file and highcharts js files added. Nyaplot iruby notebook example added.
[x] Line graph example is added : http://nbviewer.jupyter.org/github/shekharrajak/daru-view/blob/nyaplot_highcharts/spec/dummy_iruby/Highcharts - line graphs.ipynb

All exxamples : http://nbviewer.jupyter.org/github/shekharrajak/daru-view/tree/nyaplot_highcharts/spec/dummy_iruby/

Highcharts examples added in spec/dummy_iruby .
Merging it for now.

source: gharchive/pull-request

repo: Shekharrajak/daru-view


text:
how to build and train our own dataset ？

I have an obj model, how to build a dataset like him (a set of 24 pictures)，using 3Dsmax ?  How to take this group of pictures ？

You only need to make sure that your rendering setting (extrinsic/intrinsic/look at) is the same as that of the SoftRas.

You only need to make sure that your rendering setting (extrinsic/intrinsic/look at) is the same as that of the SoftRas.

thank you for your reply ！It's hard for me to do this, could you please share some more details？When I use 24 cameras and render these pictures in 3dsmax, The result is always wrong and can't train the models.

Hi, the camera position seems correct. I assume they are all with 30degree of elevation. Can you show me some of your rendered images. Have you tried to compare your renderings with that in the dataset, e.g. same id with similar appearance? I have no idea about what you meant “wrong”.

Yes, Thank you!
I can get similar rendered images now:
This is a set of images in the your dataset:
But when I use my dataset, the Loss declines slowly, and 3D reconstruction effect is worse than yours. I think some parameters are still different.
When I use your dataset, the model of the plane appeared immediately just train two or three times, that' incredible !
------------------ 原始邮件 ------------------
发件人:                                                                                "ShichenLiu/SoftRas"                                                                                @.>;
发送时间: 2021年6月9日(星期三) 下午4:50
@.>;
抄送: "Say that @.@.>;
主题: Re: [ShichenLiu/SoftRas] how to build and train our own dataset ？ (#82)
Hi, the camera position seems correct. I assume they are all with 30degree of elevation. Can you show me some of your rendered images. Have you tried to compare your renderings with that in the dataset, e.g. same id with similar appearance? I have no idea about what you meant “wrong”.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

Sorry I couldn't find your images. Do you mind uploading them to a public storage, e.g. google drive?

Sorry I couldn't find your images. Do you mind uploading them to a public storage, e.g. google drive?

It's my dataset:

Sorry I couldn't find your images. Do you mind uploading them to a public storage, e.g. google drive?

It's my dataset:

and It's yours:

This is weird, can you send me the numpy you used? I want to try it on my side.

This is weird, can you send me the numpy you used? I want to try it on my side.

Can I communicate with you by email， It will be better.

The rendering process in the current code does not include textures, and the reconstruction basically only considers contours and shapes. How can I add the texture of the model, and whether the reconstruction effect will be better after adding it.

repo: ShichenLiu/SoftRas


text:
project is keep getting faild on vercel

Describe the bug
A clear and concise description of what the bug is. run command is showing error
To Reproduce
Steps to reproduce the behavior:

Go to '...'
Click on '....'
Scroll down to '....'
See error

Expected behavior
A clear and concise description of what you expected to happen.
Screenshots
If applicable, add screenshots to help explain your problem.
Desktop (please complete the following information):

OS: [e.g. iOS]
Browser [e.g. chrome, safari]
Version [e.g. 22]

Smartphone (please complete the following information):

Device: [e.g. iPhone6]
OS: [e.g. iOS8.1]
Browser [e.g. stock browser, safari]
Version [e.g. 22]

Additional context
Add any other context about the problem here.

Bro atleast explain the bug instead of copy pasting template

authors: ShivaBhattacharjee gusfing

repo: ShivaBhattacharjee/AnimeTrix


text:
does it work with Expo?

does not work for React Native Web with Expo :(

does not look like it's working for React Web with Expo :(

You need to use the aws4-fetch library on web.

authors: ShivamJoker victoravr


text:
Hackdays dev console overhaul

WHY are these changes introduced?
See https://hackdays.shopify.io/projects/18849

WHAT is this pull request doing?
See project and commits for details
How to test your changes?
Remove broken links for pos-ui extensions

Create a POS ui extension
Run dev and open the dev console.
Assert that the POS UI extensions are displayed without links (other than the mobile QR code)

Fix cursor and capitalization styles

Create some extensions
Run dev and open the dev console.
Assert that extension targets are not capitalized, and that only clickable links show the pointer cursor.

Remove unused show/hide methods

Regression.

Post-release steps

Measuring impact
How do we know this change was effective? Please choose one:

[x] n/a - this doesn't need measurement, e.g. a linting rule or a bug-fix
[ ] Existing analytics will cater for this addition
[ ] PR includes analytics changes to measure impact

Checklist

[x] I've considered possible cross-platform impacts (Mac, Linux, Windows)
[x] I've considered possible documentation changes

🎩 Tophat
Remove broken links for pos-ui extensions
Before (main)
https://github.com/Shopify/cli/assets/6130520/cbb3269b-ae58-47f0-b7b1-a4812312d645
After (ml/dev-console)
TODO

authors: MitchLillie billfienberg

repo: Shopify/cli


text:
consumer: fix another race pointed out by Maxim

Take the previous refactor to its logical conclusion by handling all the
error logic in the brokerConsumer, not the responseFeeder. This fixes the race
to close the dying channel (since the brokerConsumer can just close the trigger
instead as it has ownership).
At the same time, refactor updateSubscriptionCache into handleResponses, and
inline the "new subscriptions" bit into the main loop; otherwise we end up
processing the previous iterations results at the very beginning of the next
iteration, rather than at the very end of the current one.
@horkhe @Shopify/kafka should fix the issue reported https://github.com/Shopify/sarama/pull/484#issuecomment-125328327

This temporarily breaks a test which #485 re-fixes, so I've merged this fix in there and we can land them together.

repo: Shopify/sarama


text:
Fix documents for deprecated session_storage

Documents for ShopifyAPI::Context.setup is outdated. Due to https://github.com/Shopify/shopify-api-ruby/pull/1055, configuring the API with session_storage is now deprecated.

I've signed the CLA

repo: Shopify/shopify-api-ruby


text:
Getting The Error 403 from the Shopify  @shopify/shopify-api/node_modules/node-fetch/lib

Issue summary
Before opening this issue, I have: Check on repo issue not found the similer issue.
If you report this error, please include this id: 7b57a278-39f7-4276-aa64-32c520d94fbe-1719408957

[ ] Upgraded to the latest version of the relevant packages

@shopify/* package and version:

"@shopify/app-bridge": "^3.7.7",
"@shopify/app-bridge-react": "^4.1.3",
"@shopify/polaris": "^13.4.0",
"@shopify/polaris-viz": "^9.3.0",
"@shopify/shopify-api": "^10.0.0",

Node version:    v20.14.0

Operating system: Ubuntu

[ ] Set { logger: { level: LogSeverity.Debug } } in my configuration, when applicable  -? Setup the Debug level
Checked that this  an issue with a Shopify API

white loading the React app and the React app bridge getting those issue. from the backend  Shopify
Expected behavior
Shopify Api and Auth call work properly or it show the Correct full error ?
Actual behavior
What actually happens?
Shopify app is not loading
Steps to reproduce the problem

Create New Shopify app with CLI
do the appp installing in dev store after few day app is not loading

Debug logs
 request to https://***-dev-app-runing.myshopify.com/admin/oauth/access_token failed, reason:
    at ClientRequest.<anonymous> (/home/*****/node_modules/@shopify/shopify-api/node_modules/node-fetch/lib/index.js:1501:11)
    at ClientRequest.emit (node:events:519:28)
    at TLSSocket.socketErrorListener (node:_http_client:500:9)
    at TLSSocket.emit (node:events:519:28)
    at emitErrorNT (node:internal/streams/destroy:169:8)
    at emitErrorCloseNT (node:internal/streams/destroy:128:3)
    at process.processTicksAndRejections (node:internal/process/task_queues:82:21) {
  type: 'system',
  errno: 'ETIMEDOUT',
  code: 'ETIMEDOUT'
}
![Uploading Shopify api - Error -- 400 Bad req -- Screenshot.png…]()

Hi @adventuretocode from your log there seems to have been a timeout. Could you try re-running dev to see if the issue persists?

authors: adventuretocode matteodepalo

repo: Shopify/shopify-app-js


text:
Support for bulk update of metafields?

The main API docs indicate that it's possible to set multiple metafields on a product with a single API call by including them as part of a product update. Is there anyway to do this through the ruby API?
https://help.shopify.com/api/reference/product#update

Not working for me either...

I've got a product like this:
v = ShopifyAPI::Variant.find(7760165896236)
v.metafield=[{namespace: 'product', key: 'product_id', value: '12345xyz', value_type: 'string'}]
v.save
#=> true

v = ShopifyAPI::Variant.find(7760165896236)

### v does not contain the metafield

@wakproductions Does this still happen if you fix the typo you have for v.metafield? It should be plural: v.metafields. If that doesn't work, I would try using a ShopifyAPI::Metafield instance in the array instead of a Hash.

2.4.1 :010 > shopify_shop.metafields = [
  ShopifyAPI::Metafield.new({ namespace: 'my-app', value: 'hi', key: 'hello', value_type: 'string'})
]
 => [#<ShopifyAPI::Metafield:0x007fd91a3b9bb0 @attributes={...}, @prefix_options={}, @persisted=false>]
2.4.1 :011 > shopify_shop.save
ActiveResource::ClientError: Failed.  Response code = 406.  Response message = Not Acceptable.
	from (irb):11

@travishaynes I made the correction you suggested and it now seems to work. Thanks!
@jagthedrummer I don't think you need to enclose it in a ShopifyAPI::Metafield.new... just make it the hash: shopify_shop.metafields = [{ namespace: 'my-app', value: 'hi', key: 'hello', value_type: 'string'}]

You can also bulk add metafields this way:
product = ShopifyAPI::Product.find(12341234)
product.update_attributes(metafields: [{ namespace: 'test', key: 'test', value: 1, value_type: 'integer' }])

Updating / overriding does not work this way, though.

authors: jagthedrummer onedanshow travishaynes wakproductions


text:
yarn deploy not updating CSS to Shopify server

Problem
CSS deployed to the server does not correspond to local SCSS.
Replication steps
I have tried to deploy multiple times, empty the cache from the browser, and the local change is still absent from the server.
More Information
In local I have this code :
.header {   background: $white;   padding-top: 20px;   position: relative;   width: 100%;   z-index: 2; }
But if I inspect the layout.theme.css file, I have :
.header {     background: #fff;     padding-top: 20px;     position: relative;     width: 100%;     z-index: 1 }
The z-index is wrong.
Therefore, my project manager cannot see my bug fix.

After some check, I'd say the build task is the problem. If I look at the layout.theme.css file inside the local dist folder, the z-index is also wrong. And if I run the yarn start task, I can see the correct CSS in the browser.

I realized while testing that this is CSSNano who changes the z-index value.
Maybe z-index optimisation of CSSNano should be at false by default ?

Interesting @et1421. I was totally unaware of this optimization. Could you create a new issue with specific details of the CSSNano z-index problem and close this one?

repo: Shopify/slate


text:
Theme download gives 404 Not Found

What happened
When I run theme download -e=2018v1 I get a 404 Not Found error.
[2018v1]: 212 / 214 [==================================================]  99 %
[2018v1] error downloading asset: Asset Perform Retrieve to  at host xxx.myshopify.com
    Status: 404 Not Found
[2018v1]: 213 / 214 [==================================================] 100 %
[2018v1] error writing asset: open /Users/luke/path/xxx.com/code[2018v1]: 214 / 214 [==================================================] 100 %

What I expected to happen
I hoped that all files from that theme would be downloaded, according to the theme.lock file.
Steps to reproduce

Run theme download -e=2018v1 from git project folder.

My Environment
OS (including version): macOS High Sierra, 10.13.5
Themekit version: ThemeKit 0.7.5 darwin/amd64
Ignore Files(if any): none

Me too, I think.
Fix
Please add the filepath/filename to 404 errors.
Error
When I download a folder. I sometimes get 404 errors.
Cause
The error is caused by a file in the folder being wrong - (renamed, edited etc). If I do each file one by one I can find the problem file and fix the problem.
The error is because of a file being out of sync. Such as renamed or edited. I suspect file date and name is being checked, and any miss match gives a 404 error. But it is not showing what file causes the error.
Related error
templates/customers  is a folder and so gives an error - would be good if it could ignore folders
My Environment
ThemeKit 0.7.5 windows/amd64
Windows 10

Thank you for the investigation! However, a few questions. Themekit already does not request folders, are you seeing an error with that folder name specifically in the requested action?
Second the filename is missing which is why there is a 404 and that is why there is a blank in the error message. I have not yet narrowed down why that is.

I found that if I rename my environment to 2018v.1 or 2018ver1 or just add one more character after the v, it will work. What didn't work was 2018v1. Don't know if there is a limit on how many characters the env name needs to be or the balance of letters and numbers? Either way, seems to be working again for me.

Tanema, Thanks for explaining, that helps.

Themekit already does not request folders:

Like this:
$ theme download -e=development templates/*
[development]: 20 / 21 [====================================>--]  95 %
[development] error downloading asset: Asset Perform Retrieve to  at host site.myshopify.com
        Status: 404 Not Found
[development]: 21 / 21 [=======================================] 100 %

the filename is missing which is why there is a 404
Also, looks to happen with date sync. Not sure the error is 404, but some error and no indication of what file caused the error.

So when you run theme download -e=development templates/* themekit is not expanding the asterisk. Your command line expands it, so the problem is that you are basically running theme download -e=development templates/customers This may be a clue why you are getting that error though because if you try to download templates/customers directly, you will get a 404 and themekit will not be able to identify it within the project either. This seems the be an issue with passing wildcards into themekit
➜  theme download -e=development templates/customers
[development]: 0 / 1 [--------------------------------------------------------------------]   0 %
[development] error downloading asset: Asset Perform Retrieve to  at host can-i-buy-a-feeling.myshopify.com
        Status: 404 Not Found
[development]: 1 / 1 [====================================================================] 100 %

This has been fixed in the v0.8.0 release. It will now handle wildcard flags and directories a lot more gracefully.

authors: eddyparkinson lukehatfield tanema

repo: Shopify/themekit


text:
OGP画像がWebPでOKそうならWebPにする

Pagesの制限が1GBなのでなるべく節約したい

ついでに幅1200px高さ630pxにしてもいいかも

WebPだとslackで表示できなかった
twitterとfacebookはOKだったのでアプリによるっぽい
slackで対応するまでまつ
WebPにするときは，thumbnail/ を一括でJPG->WebPするコマンドを作る


text:
Engineer efficiency factor corrections

Corrected the engineer efficiency factor for ModuleResourceHarvester and ModuleResourceConverter in the background simulation. Also included the engineer efficiency factor in planner calculations and tooltips.
Found the correct formula for the engineer bonus in this forum post.
Hope my edits are not to messy ;)

Not messy at all, thank you :-)

I did some little changes. In vessel_analyzer I store max exp level for all 3 crew types (could turn out useful in future), then some minor tweaks in the recipe_name generation in planner (good idea using the part name, BTW), and finally I'm using your formula for the asteroid drill module in background.

authors: ShotgunNinja gotmachine

repo: ShotgunNinja/Kerbalism

license: unlicense


text:
Health estimate is extremely misaligned

See attached image for example:

Health Estimate Version: 2.0.2
FoundryVTT Version: 0.7.6
PF2e System Version: 1.10.15.2210
When the world is started, the labels are correct, and they stay that way until the first time the scene is changed.

Same for me. Running Health Estimate Version 2.0.2
FoundryVTT Version 0.7.5
D&D 5E Version 0.98
No other modules running for testing purposes. For a moment I thought the module wasn't working at all, until I saw the WAAY offset health estimate bottom right.
https://gyazo.com/4ec7253c26f2f9cb0ae7a685173da240

This is resolved as of version 2.0.3, although I do continue to see the issue presented in https://github.com/Shylight/healthEstimate/issues/6

repo: Shylight/healthEstimate


text:
Not working on Expo and iOS Simulator

The button simply does not appear on screen. Some propType warnings are thrown:
Warning: Failed prop type: Invalid props.style key 'fontSize' supplied to 'View'.
Warning: FAB: type specification of prop 'style' is invalid; the type checker function must return 'null' or an 'Error' but returned a function. You may have forgotten to pass an argument to the type checker creator (arrayOf, instanceOf, objectOf, oneOf,oneOfType, and shape all require an argument).

Were you able to fix the second warning? I am getting this too. The FAB is working though.

No. Since I only needed a very simple button, I gave up and created my own.

replace style: PropTypes.shape with  style: PropTypes.shape({})   in index.js (node_modules)
export default class FAB extends Component {
static propTypes = {
buttonColor: PropTypes.string,
iconTextColor: PropTypes.string,
onClickAction: PropTypes.func,
iconTextComponent: PropTypes.element,
visible: PropTypes.bool,
snackOffset: PropTypes.number,
style: PropTypes.shape({}),
};

The latest publish version contains the fix for this issue, reopen and let me know if the issue is still unresolved.

authors: SiDevesh akaFTS darkwater84 samdeen

repo: SiDevesh/React-Native-FAB


text:
feat: create sds-icon

Description:
As a user, I want to be able to use icons in my applications.
Applications:

CMS / Website
Embedded devices
On premise
digital services

Therefore we need easy and performant ways to include complete icon libraries and individual icons. They also have to be customizable in regards to coloring and overriding the icon library (brandability).
System icons (directly used in our own components) need to be bundled and still be overridable (e.g. chevron in accordion).

[!Important]
We need to investigate, how accessibility works with web fonts! For more information have a look at the font awesome docu and this accessible icons docu

[!Note]
For now we will put the icons on hold and and leave them as they are. We got a first working draft for them (so they can be used in form elements like buttons etc.), but they are more complex and need more time to investigate.

DoD:

[ ] Decide which pattern to use (see below)
[ ] Create the component
[ ] Create documentation

[ ] example for asset bundling

[ ] Create stories
[ ] Create tests

Rationale:
The need for displaying one to many icons may arise in various places of an application. Also, multiple components may want to display icons as part of their layout (e.g. the Caret Sign used in most drop-downs to indicate it is open or closed).
Do we need to include following icons: https://brand.sick.com/document/14/ ?
Features:
The component should provide an easy way to display a given glyph from a icon font. Currently, we plan to support Material Icon. It must be discussed if we want to either use the slotted content or a prop as source of the glyph.
Example:
<!--
Usage with a slot.
Note we will also have to make sure to strip any white space, otherwise example B will not work
-->

<!-- Example A: Use "action/save" as the glyph -->
<sds-icon>action/save</sds-icon>

<!-- Example B: Use "action/save" as the glyph. We have to make sure to strip white space! -->
<sds-icon>
  action/save
</sds-icon>

<!-- Example C: Use a prop named "glyph" -->
<sds-icon glyph="action/save"></sds-icon>

Further input for the creation of the icon:
there are applications, that can not use assets. They only can have one big file for the whole application. Therefore we need the possibility to make the icons available with javascript.
Possible way to achieve this with the shoelace icons:

write a generator which automatically creates an object from the svg´s of the item library. Result will look something like this

{   'chevron-down': "<svg>...</svg>",   'chevron-left': "<svg>...</svg>", }

make the result available in the icon library
the result can be used by others via overriding the resolve function of shoelace icon. For an example see how shoelace handles its system icon (https://github.com/shoelace-style/shoelace/blob/next/src/components/icon/library.system.ts shoelace doc )

authors: kirchsuSICKAG schilchSICKAG

repo: SickDesignSystem/sds


text:
Investigate blog post about ideal square for a piece with SF

https://lichess.org/@/jk_182/blog/using-stockfish-to-identify-ideal-squares/x3U2g3NP

https://chessenginelab.substack.com/p/using-stockfish-to-identify-ideal

repo: Siderite/lichessTools


text:
Compile the ipa

Someone could write a small guide on how to compile the ipa with Xcode? I would be very grateful

It is not useful for you if you could not compile it.

authors: XDavide sohsatoh


text:
Joining Pulumiverse with this provider?

Hello @prom3theu5, I bumped into your 1Password Pulumi provider today. I was wondering if you are interested in joining Pulumiverse, the community around shared maintenance of providers, components, code snippets and other Pulumi related resources.
Joining forces would mean the following:

this repository is transferred to the Pulumiverse Github organization.
you remain the core maintainer of this repository
we can help out with finding additional maintainers
we can help out with supporting shared build setup
...

If you have more questions, you can ask them here and I will follow up in this issue, or you can jump into the #pulumiverse channel on the Pulumi Community Slack.

Sorry for the late reply on this one
Notifications for this repo were swept up by an inbox rule - I mainly monitor the upstream 1Password terraform provider repo for potential changes
I think this is a good idea

repo: SimCubeLtd/pulumi-onepassword


text:
Camera Bug

black screen , and camera not opening.
after following all the steps mentioned and solving compile time error , i am getting this in android app. and there was no error.

@sanjay-kandpal Thank you for using our repo and apologies for the issue caused!
Could you please provide us more details like the device details including Android version, Device model etc.? It would be more helpful to reproduce this error.
Looking forward to your response. Thank you!

Android version: 14. tried on samsung s23, nothing phone 2, motorola Edge 50 fusion.

@yashwantgowla-simform any updates ?

Hello @sanjay-kandpal,
Thank you for your patience, and apologies for the delayed response.
I've taken a closer look at the issue, and it seems there are several possible causes for this behavior. Based on the device details alone, it’s difficult to pinpoint the exact cause. Some potential reasons for the issue include:

Camera permission issues
Incorrect ARCore configurations
The wrong renderer pipeline being used
Outdated or mismatched dependency versions
Possibly unsupported AR devices (though this doesn't seem to be the case here)
Other factors that may not be immediately obvious

There are already a number of related discussions in the community, which could provide some helpful insights. I recommend checking them out to see if any solutions apply to your specific situation.
Additionally, I've created and tested an AR project on my end. You may find it useful to refer to the configurations in this project to see if there are any discrepancies with your own setup. You can access the project using the link below:
Project Link
I hope this helps clarify things and leads you in the right direction. If you have any further questions or need more assistance, feel free to reach out!


text:
Fix static content support

This aims to fix static content support i.e. contents of the simpla-text should be set to the Simpla buffer for saving later iff there's no content remotely, or already set in the buffer.

[x] Set content to buffer if no content remotely
[ ] Do not set content to buffer if buffer is dirty

Given text now uses simpla-element-behavior, its not text's responsibility to deal with static content, instead simpla-element-behavior should deal with when to set text's value to buffer for loading static content.

repo: SimplaElements/simpla-text


text:
Unexpected result when applying transformation to .mha image

Dear all,
I have two CT images of the knee which are segmented using a neural network. I have converted these segmentations into two .stl meshfiles and registered these using a coherent point drift algorithm in matlab. Applying the rotation translation to the moving pointcloud shows good results (see fig below). When I superimpose the meshfile onto the targetimage, this also gives the expected result.

Now I would like to apply the same transformation to the .mha imagefile using SimpleITK. I've tried this by writing a transform file and using the script below to execute the transform.
transformfile.txt
This however does not give me the results I was looking for, as there is no overlap in the image structures (or in the image at all for that matter). Unfortunately I'm unable to figure why it isn't working as I expect.
I'm hoping someone can point me in the right direction.
Thanks in advance for any responses.
Hans
p.s. As the new image direction I use an identity matrix. The moving image has a (1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 1.0) as a direction, could this be (part of) the issue? However if I take the new direction = img.GetDirection(), the resulting resample space is completely blank.
import numpy as np
import SimpleITK as sitk
import math

inpath = 'imagetoberotated.mha'
outpath= 'output.mha'
transform = 'transformfile.txt'

img = sitk.ReadImage(inpath)

extreme_points = [img.TransformIndexToPhysicalPoint((0,0,0)),
                  img.TransformIndexToPhysicalPoint((img.GetWidth(),0,0)),
                  img.TransformIndexToPhysicalPoint((img.GetWidth(),img.GetHeight(),0)),
                  img.TransformIndexToPhysicalPoint((0,img.GetHeight(),0)),
                  img.TransformIndexToPhysicalPoint((0,0,img.GetDepth())),
                  img.TransformIndexToPhysicalPoint((img.GetWidth(),0,img.GetDepth())),
                  img.TransformIndexToPhysicalPoint((img.GetWidth(),img.GetHeight(),img.GetDepth())),
                  img.TransformIndexToPhysicalPoint((0,img.GetHeight(),img.GetDepth()))]

affine = sitk.ReadTransform(transform)
inv_aff = affine.GetInverse()
extreme_points_transformed = [inv_aff.TransformPoint(pnt) for pnt in extreme_points]

min_x = min(extreme_points_transformed)[0]
min_y = min(extreme_points_transformed, key=lambda p: p[1])[1]
min_z = min(extreme_points_transformed, key=lambda p: p[2])[2]
max_x = max(extreme_points_transformed)[0]
max_y = max(extreme_points_transformed, key=lambda p: p[1])[1]
max_z = max(extreme_points_transformed, key=lambda p: p[2])[2]

nw_spacing = img.GetSpacing()
nw_direction = np.eye(3).flatten()

nw_ori = [min_x, min_y, min_z]
nw_Defaultpixelvalue = float(-2048)
sz_out1 = [math.ceil((max_x-min_x)/nw_spacing[0]),math.ceil((max_y-min_y)/nw_spacing[1]),math.ceil((max_z-min_z)/nw_spacing[2])]

resamp1img = sitk.Resample(img,sz_out1,affine,sitk.sitkLinear,nw_ori,nw_spacing,nw_direction,nw_Defaultpixelvalue)
sitk.WriteImage(resamp1img,outpath)

Hello @1989HD,
Not clear exactly what it is you want to do. Below is my understanding:

Blue points - extracted in fixed image coordinate system.
Red points - extracted in moving image coordinate system.
Registration using coherent point drift yields an affine transformation, not rotation-translation. This transformation maps points from the fixed image coordinate system to the moving image coordinate system. You applied the transformation to the blue points and they were mapped close to the red ones.

Here is what's not clear:
4. You want to: (a) define a grid in the fixed coordinate system and resample the moving image using that, or (b)  define a grid in the moving coordinate system and resample the fixed image?
In both cases I'd recommend starting with the grid defined by the images, don't define your own unless you know how to position it relative to the image.
If option (a) then use the transformation as is and the fixed image defines your grid. If option (b) then use the inverse transformation tx.GetInverse() and the moving image defines your grid.

Hi @zivy
Thanks for your response and sorry for the confusion.
I have two CT images, both in their own coordinate system. I have segmented both images and made them into pointclouds (these pointclouds overlap their corresponding images) I then used a rigid registration (so only translation and rotation)on these pointclouds, with the picture above as the result (red = fixed, blue = moving).
From this registration I have a rotationmatrix and translationvector that I would like to apply to the .mha image to superimpose the images. For this I use the script above.
As I apply the same rotation and translation to the image, I would expect the same results as with the pointclouds, i.e. superimposed tibiae. I do get an outputimage, but when I overlay the target and moving image, the tibiae are not superimposed. I do not understand why this is the case and what I'm doing wrong.
I hope this clarifies my question!
Regards
Hans

Hello @1989HD ,
Based on the transformation file you provided, you are not doing rigid registration (rotation, translation), you are doing affine (rotation, translation, scaling, shearing and reflection). The resulting matrix does not represent a rotation (RR^T=1 and det(R) =1).
Are you using this matlab function? If yes, did you specify the optional transformation type? Default transformation type isn't rigid. Two possible issues: (1) The matlab result isn't a rotation matrix and the writing operation is fine. (2) The matlab result is a rotation and the writing operation modifies the data somehow.
Finally, ignoring the transformation type, I would suggest simply to resample the moving image onto the fixed image grid using the transformation you obtained. This will work for all transformation types.
import SimpleITK as sitk

fixed_image = sitk.ReadImage('fixed_image.mha')
moving_image = sitk.ReadImage('moving_image.mha')
tx = sitk.ReadTransform('transformfile.txt')
moving_resampled = sitk.Resample(moving_image, fixed_image, tx, sitk.sitkLinear, 0.0, moving_image.GetPixelID())

@zivy Thanks again for your reply!
Actually I'm using a different CPD algorithm that does result in a rigid transformation. There is no shearing, scaling or reflection. I write this to a transform file (.txt) from Matlab. When I calculate the dot(T,T') I do get 1 actually. The reason why you do not find the matrix to be orthogonal could be probably a precision error? http://itk-users.7.n7.nabble.com/Problems-with-the-orthogonal-rotation-matrix-in-versorRigid3DTransform-td26941.html
The reason why I use Affine instead of any other transform is that it is (to my knowledge at least) is the only transformfile which directly contains a 3x3 rotation matrix (although flattened), and thus not requires for me to convert the rotations to another format. Am I right to assume that when other parameters like transform.Scale & transform.Skew are all zero, this is equivalent to a rigid transformation?  I will write it into a .tfm that is suitable for a VersorRigid3DTransform.
With respect to the resampling grid, your method will indeed give me the correct resampling grid if the transformation is done right, thanks! I will try this to get the transform right. However, I believe this might cause part of the moving image to fall out of the resampling grid, and I'm also interested in that part.
Regards,
Hans

Hello @1989HD,
Easiest approach is to use the Euler3DTransform (clear understanding of the rotation parameterization, three angles as opposed to unit quaternion).  Use its SetMatrix and SetTranslation methods.
The problem with the transformation file you provided is that it doesn't represent a rigid transformation, this isn't a precision issue, the matrix has a determinant of -1, so it isn't a rotation it's a reflection. I suspect the implementation of the CPD algorithm you are using admits reflections, similar to the issue solved by Umeyama vs. Arun's algorithm for absolute orientation - nothin new under the sun), code below shows this:
import SimpleITK as sitk
import numpy as np

tx = sitk.AffineTransform(sitk.ReadTransform('transformfile.txt'))
np_mat = np.array(tx.GetMatrix()).reshape(3,3)
np.linalg.det(np_mat)

With respect to resampling grid size, you can take the grid defined by the fixed image (spacing, direction cosine matrix) and simply enlarge it (bigger size, and move the origin based on the new size you use - how it pads the original grid).

repo: SimpleITK/SimpleITK


text:
【RFR】添加订阅相关的4个接口

添加订阅相关的4个接口: 查询订阅列表、根据topic查订阅列表、取消订阅、订阅
添加相关demo
验证通过

+1

+1

authors: SimpleMessageNotification atlanssia

repo: SimpleMessageNotification/smn-sdk-net


text:
Hello World | 且听风吟

https://singingkettle.github.io/2017/07/16/hello-world/

test

ok


text:
Simple pipes (buildcraft pipes) incompat

Mod Name
Simple pipes
Mod Homepage
https://www.curseforge.com/minecraft/mc-mods/simplepipes
Minecraft version
1.20.1
Describe the bug
crash on startup / boot
Steps to reproduce

download mod and connector
launch game
boom

Logs
https://gist.github.com/awesomebossdj7/fbd27dfa24b636efa3722d9015855b31 (has both crash and log)
Additional context
really cool mod, hope its fixable 🙏

Duplicate of https://github.com/Sinytra/Connector/issues/478

repo: Sinytra/Connector


text:
Wakes and Explosive Enhancement

Tried to run it with Wakes and Explosive Enhancement from 1.20.1, placing all 3 inside a multiplayer modpack for CurseForge required to play on a server and got this error.
"The game crashed whilst unexpected error
Error: java.lang.NullPointerException: Cannot invoke "xaero.map.events.Events.handleRenderTick(boolean)" because "xaero.map.WorldMap.events" is null"

Please follow the mod compatibility issue template as explained in the README

What README exactly?

https://github.com/Sinytra/Connector/blob/master/README.md

Did all 3 steps in the Usage Guide. Didn't work.


text:
Sway crashes when trying to reload config

I don't know if anyone else has this problem, but whenever I try to reload the config file, sway crashes.
The strange thing is though, that coredumpctl does not show any core dumps (does this mean that it isn't an actual crash?)
Here is the what is in the log immediately after I tell sway to reload:
Handling command 'reload'
Loading config from /home/aaron/.config/sway/config
Performing configuration file reload
handling config command 'set $mod Mod4'
handling config command 'set $up    k'
handling config command 'set $down  j'
handling config command 'set $left  h'
handling config command 'set $right l'
handling config command 'set $term urxvt'
handling config command 'set $resize 5'
handling config command 'font pango:Fira Mono 10'
Error on line 28 'font pango:Fira Mono 10': Unknown/invalid command
handling config command 'gaps outer 12'
Arranging layout for 0x626060 (ROOT '(null)')
Arranging layout for 0x626060 (null) 0.000000x0.000000+0.000000,0.000000
Arranging output 'eDP-1' at 0.000000,0.000000
Arranging layout for 0x1d302a0 (OUTPUT 'eDP-1')
Arranging layout for 0x1d302a0 eDP-1 1366.000000x768.000000+0.000000,0.000000
Arranging layout for 0x1d1db30 (WORKSPACE '1')
Arranging layout for 0x1d1db30 1 1342.000000x716.000000+12.000000,12.000000
-> Found panel for this workspace: 1366x28, position: 1
Arranging workspace '1' at 12.000000, 12.000000
focus:R      |(0x626060)(p:(nil)   )(f:0x1d302a0)(h:-1)Type:root|layout:-    |w:   0|h:   0|x:   0|y:   0|g:  0|vis:t|children: 1|name:(null)
|focus:X     |(0x1d302a0)(p:0x626060)(f:0x1d1db30)(h: 1)Type:op  |layout:-    |w:1366|h: 768|x:   0|y:   0|g: -1|vis:t|children: 1|name:eDP-1
|-focus:K    |(0x1d1db30)(p:0x1d302a0)(f:(nil)   )(h:-1)Type:ws  |layout:Horiz|w:1342|h: 716|x:  12|y:  12|g: -1|vis:t|children: 0|name:1
handling config command 'gaps inner 15'
Arranging layout for 0x626060 (ROOT '(null)')
Arranging layout for 0x626060 (null) 0.000000x0.000000+0.000000,0.000000
Arranging output 'eDP-1' at 0.000000,0.000000
Arranging layout for 0x1d302a0 (OUTPUT 'eDP-1')
Arranging layout for 0x1d302a0 eDP-1 1366.000000x768.000000+0.000000,0.000000
Arranging layout for 0x1d1db30 (WORKSPACE '1')
Arranging layout for 0x1d1db30 1 1342.000000x716.000000+12.000000,12.000000
-> Found panel for this workspace: 1366x28, position: 1
Arranging workspace '1' at 12.000000, 12.000000
focus:R      |(0x626060)(p:(nil)   )(f:0x1d302a0)(h:-1)Type:root|layout:-    |w:   0|h:   0|x:   0|y:   0|g:  0|vis:t|children: 1|name:(null)
|focus:X     |(0x1d302a0)(p:0x626060)(f:0x1d1db30)(h: 1)Type:op  |layout:-    |w:1366|h: 768|x:   0|y:   0|g: -1|vis:t|children: 1|name:eDP-1
|-focus:K    |(0x1d1db30)(p:0x1d302a0)(f:(nil)   )(h:-1)Type:ws  |layout:Horiz|w:1342|h: 716|x:  12|y:  12|g: -1|vis:t|children: 0|name:1
handling config command 'floating_modifier $mod'
handling config command 'bindsym $mod+Return exec $term'
bindsym - Bound Mod4+Return to command exec urxvt
handling config command 'bindsym $mod+Shift+q kill'
bindsym - Bound Mod4+Shift+q to command kill
handling config command 'bindsym $mod+d exec dmenu_run.sh'
bindsym - Bound Mod4+d to command exec dmenu_run.sh
handling config command 'focus_follows_mouse no'
handling config command 'bindsym $mod+$left  focus left'
bindsym - Bound Mod4+h to command focus left
handling config command 'bindsym $mod+$down  focus down'
bindsym - Bound Mod4+j to command focus down
handling config command 'bindsym $mod+$up    focus up'
bindsym - Bound Mod4+k to command focus up
handling config command 'bindsym $mod+$right focus right'
bindsym - Bound Mod4+l to command focus right
handling config command 'bindsym $mod+Left  focus left'
bindsym - Bound Mod4+Left to command focus left
handling config command 'bindsym $mod+Down  focus down'
bindsym - Bound Mod4+Down to command focus down
handling config command 'bindsym $mod+Up    focus up'
bindsym - Bound Mod4+Up to command focus up
handling config command 'bindsym $mod+Right focus right'
bindsym - Bound Mod4+Right to command focus right
handling config command 'bindsym $mod+Shift+$left  move left'
bindsym - Bound Mod4+Shift+h to command move left
handling config command 'bindsym $mod+Shift+$down  move down'
bindsym - Bound Mod4+Shift+j to command move down
handling config command 'bindsym $mod+Shift+$up    move up'
bindsym - Bound Mod4+Shift+k to command move up
handling config command 'bindsym $mod+Shift+$right move right'
bindsym - Bound Mod4+Shift+l to command move right
handling config command 'bindsym $mod+Shift+Left  move left'
bindsym - Bound Mod4+Shift+Left to command move left
handling config command 'bindsym $mod+Shift+Down  move down'
bindsym - Bound Mod4+Shift+Down to command move down
handling config command 'bindsym $mod+Shift+Up    move up'
bindsym - Bound Mod4+Shift+Up to command move up
handling config command 'bindsym $mod+Shift+Right move right'
bindsym - Bound Mod4+Shift+Right to command move right
handling config command 'bindsym $mod+g splith'
bindsym - Bound Mod4+g to command splith
handling config command 'bindsym $mod+v splitv'
bindsym - Bound Mod4+v to command splitv
handling config command 'bindsym $mod+f fullscreen'
bindsym - Bound Mod4+f to command fullscreen
handling config command 'bindsym $mod+s layout stacking'
bindsym - Bound Mod4+s to command layout stacking
handling config command 'bindsym $mod+w layout tabbed'
bindsym - Bound Mod4+w to command layout tabbed
handling config command 'bindsym $mod+e layout toggle split'
bindsym - Bound Mod4+e to command layout toggle split
handling config command 'bindsym $mod+Shift+space floating toggle'
bindsym - Bound Mod4+Shift+space to command floating toggle
handling config command 'bindsym $mod+space focus mode_toggle'
bindsym - Bound Mod4+space to command focus mode_toggle
handling config command 'bindsym $mod+a focus parent'
bindsym - Bound Mod4+a to command focus parent
handling config command 'bindsym $mod+b focus child'
bindsym - Bound Mod4+b to command focus child
handling config command 'bindsym $mod+Shift+minus move scratchpad'
bindsym - Bound Mod4+Shift+minus to command move scratchpad
handling config command 'bindsym $mod+minus scratchpad show'
bindsym - Bound Mod4+minus to command scratchpad show
handling config command 'bindsym $mod+comma  workspace prev'
bindsym - Bound Mod4+comma to command workspace prev
handling config command 'bindsym $mod+period workspace next'
bindsym - Bound Mod4+period to command workspace next
handling config command 'bindsym $mod+1      workspace 1'
bindsym - Bound Mod4+1 to command workspace 1
handling config command 'bindsym $mod+2      workspace 2'
bindsym - Bound Mod4+2 to command workspace 2
handling config command 'bindsym $mod+3      workspace 3'
bindsym - Bound Mod4+3 to command workspace 3
handling config command 'bindsym $mod+4      workspace 4'
bindsym - Bound Mod4+4 to command workspace 4
handling config command 'bindsym $mod+5      workspace 5'
bindsym - Bound Mod4+5 to command workspace 5
handling config command 'bindsym $mod+6      workspace 6'
bindsym - Bound Mod4+6 to command workspace 6
handling config command 'bindsym $mod+7      workspace 7'
bindsym - Bound Mod4+7 to command workspace 7
handling config command 'bindsym $mod+8      workspace 8'
bindsym - Bound Mod4+8 to command workspace 8
handling config command 'bindsym $mod+9      workspace 9'
bindsym - Bound Mod4+9 to command workspace 9
handling config command 'bindsym $mod+Shift+comma  move container to workspace prev'
bindsym - Bound Mod4+Shift+comma to command move container to workspace prev
handling config command 'bindsym $mod+Shift+period move container to workspace next'
bindsym - Bound Mod4+Shift+period to command move container to workspace next
handling config command 'bindsym $mod+Shift+1      move container to workspace 1'
bindsym - Bound Mod4+Shift+1 to command move container to workspace 1
handling config command 'bindsym $mod+Shift+2      move container to workspace 2'
bindsym - Bound Mod4+Shift+2 to command move container to workspace 2
handling config command 'bindsym $mod+Shift+3      move container to workspace 3'
bindsym - Bound Mod4+Shift+3 to command move container to workspace 3
handling config command 'bindsym $mod+Shift+4      move container to workspace 4'
bindsym - Bound Mod4+Shift+4 to command move container to workspace 4
handling config command 'bindsym $mod+Shift+5      move container to workspace 5'
bindsym - Bound Mod4+Shift+5 to command move container to workspace 5
handling config command 'bindsym $mod+Shift+6      move container to workspace 6'
bindsym - Bound Mod4+Shift+6 to command move container to workspace 6
handling config command 'bindsym $mod+Shift+7      move container to workspace 7'
bindsym - Bound Mod4+Shift+7 to command move container to workspace 7
handling config command 'bindsym $mod+Shift+8      move container to workspace 8'
bindsym - Bound Mod4+Shift+8 to command move container to workspace 8
handling config command 'bindsym $mod+Shift+9      move container to workspace 9'
bindsym - Bound Mod4+Shift+9 to command move container to workspace 9
handling config command 'bindsym $mod+Shift+c reload'
bindsym - Bound Mod4+Shift+c to command reload
handling config command 'bindsym $mod+Shift+r restart'
bindsym - Bound Mod4+Shift+r to command restart
handling config command 'bindsym $mod+Shift+e exit'
bindsym - Bound Mod4+Shift+e to command exit
handling config command 'output * background ~/Pictures/wallpapers/ocean-dark.jpg fill'
Config stored for output * (enabled:-1) (-1 x -1 @ -1, -1) (bg /home/aaron/Pictures/wallpapers/ocean-dark.jpg fill)
handling config command 'bar {'
Configuring bar bar-0
handling config command 'mode dock'
Setting mode: 'dock' for bar: bar-0
handling config command 'position bottom'
Setting bar position 'bottom' for bar: bar-0
handling config command 'strip_workspace_numbers no'
Enabling workspace numbers on bar: bar-0
handling config command 'colors {'
handling config command 'background #343d46'
Setting background color #343d46ff for bar: bar-0
handling config command 'statusline #eff1f5'
Setting statusline color #eff1f5ff for bar: bar-0
handling config command 'separator #323232'
Setting separator color #323232ff for bar: bar-0
handling config command 'focused_workspace #a3be8c #65737e #eff1f5'
Setting focused_workspace_border color #a3be8cff for bar: bar-0
Setting focused_workspace_bg color #65737eff for bar: bar-0
Setting focused_workspace_text color #eff1f5ff for bar: bar-0
handling config command 'active_workspace #4f5b66 #5f676a #eff1f5'
Setting active_workspace_border color #4f5b66ff for bar: bar-0
Setting active_workspace_bg color #5f676aff for bar: bar-0
Setting active_workspace_text color #eff1f5ff for bar: bar-0
handling config command 'inactive_workspace #4f5b66 #4f5b66 #a7adba'
Setting inactive_workspace_border color #4f5b66ff for bar: bar-0
Setting inactive_workspace_bg color #4f5b66ff for bar: bar-0
Setting inactive_workspace_text color #a7adbaff for bar: bar-0
handling config command 'urgent_workspace #bf616a #65737e #eff1f5'
Setting urgent_workspace_border color #bf616aff for bar: bar-0
Setting urgent_workspace_bg color #65737eff for bar: bar-0
Setting urgent_workspace_text color #eff1f5ff for bar: bar-0
handling config command '}'
End of bar colors block
handling config command '}'
End of bar block
handling config command 'exec xrdb ~/.config/x11/Xresources -I$HOME'
Ignoring 'exec xrdb ~/.config/x11/Xresources -I$HOME' due to reload
handling config command 'exec pulseaudio --start'
Ignoring 'exec pulseaudio --start' due to reload
Arranging layout for 0x626060 (ROOT '(null)')
Arranging layout for 0x626060 (null) 0.000000x0.000000+0.000000,0.000000
Arranging output 'eDP-1' at 0.000000,0.000000
Arranging layout for 0x1d302a0 (OUTPUT 'eDP-1')
Arranging layout for 0x1d302a0 eDP-1 1366.000000x768.000000+0.000000,0.000000
Arranging layout for 0x1d1db30 (WORKSPACE '1')
Arranging layout for 0x1d1db30 1 1342.000000x716.000000+12.000000,12.000000
-> Found panel for this workspace: 1366x28, position: 1
Arranging workspace '1' at 12.000000, 12.000000
focus:R      |(0x626060)(p:(nil)   )(f:0x1d302a0)(h:-1)Type:root|layout:-    |w:   0|h:   0|x:   0|y:   0|g:  0|vis:t|children: 1|name:(null)
|focus:X     |(0x1d302a0)(p:0x626060)(f:0x1d1db30)(h: 1)Type:op  |layout:-    |w:1366|h: 768|x:   0|y:   0|g: -1|vis:t|children: 1|name:eDP-1
|-focus:K    |(0x1d1db30)(p:0x1d302a0)(f:(nil)   )(h:-1)Type:ws  |layout:Horiz|w:1342|h: 716|x:  12|y:  12|g: -1|vis:t|children: 0|name:1
Error: Signal 11. Printing backtrace
Backtrace: sway(error_handler+0x2b) [0x41b88b]
Backtrace: /usr/lib/libc.so.6(+0x33680) [0x7f997ae09680]
Backtrace: sway(free_flat_list+0x6) [0x41be66]
Backtrace: sway(read_config+0x402) [0x40cc12]
Backtrace: sway(load_config+0x79) [0x40ce99]
Backtrace: sway() [0x40acb7]
Backtrace: sway(handle_command+0x1a3) [0x407003]
Backtrace: sway() [0x4139a0]
Backtrace: /usr/lib/libwlc.so.0(+0x1935c) [0x7f997b7f035c]
Backtrace: /usr/lib/libwlc.so.0(+0xd95c) [0x7f997b7e495c]
Backtrace: /usr/lib/libwayland-server.so.0(wl_event_loop_dispatch+0x72) [0x7f997b183242]
Backtrace: /usr/lib/libwayland-server.so.0(wl_display_run+0x25) [0x7f997b1819a5]
Backtrace: /usr/lib/libwlc.so.0(wlc_run+0xec) [0x7f997b7fce8c]
Backtrace: sway(main+0x323) [0x406383]
Backtrace: /usr/lib/libc.so.6(__libc_start_main+0xf0) [0x7f997adf6610]
Backtrace: sway(_start+0x29) [0x4063c9]
[wlc] Parent exit (29504)
[wlc] Restoring vt 2 (0x4) (fd 0)

Make sure you have the latest version of sway.
If you have the latest version then please run addr2line on the backtrace lines and post the result.
You can use this script to make it a bit easier. Just run:
$ cat log | python addr2line_sway.py /path/to/sway

I do have the latest version of sway and this is what I got:
Backtrace: sway(error_handler+0x2b) [0x41b88b]
/home/aaron/devel/sway/sway/output.c:135

Backtrace: sway(free_flat_list+0x6) [0x41be66]
/home/aaron/devel/sway/sway/resize.c:67

Backtrace: sway(read_config+0x402) [0x40cc12]
/home/aaron/devel/sway/sway/commands.c:2111

Backtrace: sway(load_config+0x79) [0x40ce99]
/home/aaron/devel/sway/sway/commands.c:2161

Backtrace: sway() [0x40acb7]
/home/aaron/devel/sway/sway/commands.c:1483

Backtrace: sway(handle_command+0x1a3) [0x407003]
/home/aaron/devel/sway/sway/commands.c:448

Backtrace: sway() [0x4139a0]
/home/aaron/devel/sway/sway/focus.c:83

Backtrace: sway(main+0x323) [0x406383]
/home/aaron/devel/sway/sway/commands.c:210

Backtrace: sway(_start+0x29) [0x4063c9]
/home/aaron/devel/sway/sway/commands.c:215

None of that makes sense.

Indeed, is it the same sway binary you used when producing the log and when running addr2line?

I'll see what I can figure out when I get home.
I might have actually used the wrong sway binary ...

Sorry about that, it does look like I used two different sway binaries.
Using the manually compiled binary, this is what I got:
Backtrace: bin/sway(error_handler+0xaa) [0x41e144]
/home/aaron/devel/sway/common/log.c:147

Backtrace: bin/sway(free_flat_list+0x3d) [0x41e6ca]
/home/aaron/devel/sway/common/stringop.c:87 (discriminator 1)

Backtrace: bin/sway() [0x40daee]
/home/aaron/devel/sway/sway/config.c:57

Backtrace: bin/sway() [0x40dc39]
/home/aaron/devel/sway/sway/config.c:83 (discriminator 3)

Backtrace: bin/sway(read_config+0x39d) [0x40e50c]
/home/aaron/devel/sway/sway/config.c:319

Backtrace: bin/sway(load_config+0xfc) [0x40e144]
/home/aaron/devel/sway/sway/config.c:210

Backtrace: bin/sway() [0x4095d3]
/home/aaron/devel/sway/sway/commands.c:1099

Backtrace: bin/sway(handle_command+0x2ef) [0x40d411]
/home/aaron/devel/sway/sway/commands.c:2299

Backtrace: bin/sway() [0x414ca4]
/home/aaron/devel/sway/sway/handlers.c:374

Backtrace: bin/sway(main+0x3b8) [0x41aee0]
/home/aaron/devel/sway/sway/main.c:203

Backtrace: bin/sway(_start+0x29) [0x405e99]
??:?

Does this make any more sense?

authors: SirCmpwn aouelete mikkeloscar

repo: SirCmpwn/sway


text:
[1.18.2] AE2 integration, weird CPU Name

I've tried to figure out how to set a specific CPU for scheduleCrafting, but was not able to do.
Now I've found the weird name.

in addition I would like to suggest a craftingOutput Variable for CPUs if it is busy.
I would like to create a crafting request script, and it would be really useful to know if a request for the item is already being processed.

sorry wrong repo.

repo: SirEdvin/Peripheralium


text:
RimWorld Steamworks update

Hi, I'm the Community Manager for Ludeon Studios - there is a Steamworks update coming out for RimWorld on April 6. Since TookitPolls is "using: Steamworks", your mod needs to be updated for it to work with the new Steamworks API. Please update ahead of time so that your mod doesn't break!
The official announcement is here: https://store.steampowered.com/news/app/294100/view/3128319129435462402
Some mod authors are discussing this issue in our Official Development server on discord here:
https://discord.gg/SuTeKfdcpH

Done 👍🏼

authors: SirRandoo pheanox

repo: SirRandoo/ToolkitPolls


text:
Add more human-friendly info to serializations?

I don't actually expect this to be merged as-is -- this is my first foray into Rust, and I'm sure that I'm being quite boneheaded about how I'm going about this.  I'm mostly putting this out here as a proof-of-concept.  (As an aside, JWP has been an absolutely invaluable tool for making mods for Borderlands 3, so many thanks for the project!)
Anyway: I think it'd be nice if the JWP serializations included a bit more information which could be useful to humans looking at the dumps.  For instance, here's the default serialization of an object from Borderlands 3: https://gist.github.com/apocalyptech/1d78a45e5f37c0927ca36084e646c80b
Easy enough, certainly, but with my hacked-up code, I'm generating a serialization like this: https://gist.github.com/apocalyptech/f34013bdb14cde48d5fedd909c754b9d
Specifically, adding in the is_asset and object_name vars from FObjectExport helps make it pretty clear which is the "main" export in the .uasset file (though is_asset isn't always a help there).  Explicitly enumerating the exports helps to follow the links through each export, too...  For instance, the main UsabilityData_Resonator export has an EnabledCondition which chains over to export 3.  With the exports explicitly numbered (and the linked types enumerated in the export stanza as well), it's pretty trivial to glance through and get a feel for the structure of everything in there.
Obviously that can be done without all the extra info as well, but it's kind of nice to have it all laid out in front of you.  Even if this kind of info isn't available by default, perhaps it'd make sense to have a CLI argument which could add it in?  Complicating this slightly is that I'm not sure if Fortnite assets would find this useful at all -- as I say, I've been using it on BL3, which may be structured differently.
Anyway, let me know if it's something you'd be interested in; I could certainly have a go at patching it up a bit more sensibly, too.

Oh, looks like I'd accidentally also commited a change which lets JWP read from .umap files in there.  In BL3, at least, they package map assets as .umap but they seem to be the exact same format as .uasset.

Happy to add something like this, although maybe not the export index since that's just the order that the array is in, and not much else.
Serializing umaps is fine, it works that way in Fortnite as well, just with some extra data at the end that so far hasn't meant much.
With that said, I'm not comfortable adding so many unsafe blocks just for serializing extra fields, nor using static containers to keep some state around.

Yeah, I'd been assuming that my methods here were pretty terrible - as I say, I didn't expect this to actually get pulled in.  More just a proof-of-concept than anything else.  I wasn't really sure how else to propagate the object refs around, honestly, without passing pointers all over the place, but that's likely my Rust inexperience showing through.  :)

authors: SirWaddles apocalyptech

repo: SirWaddles/JohnWickParse


text:
[Next.js][Multi-project] Dynamic assets resolution

Description / Motivation

Pre-compile styles during bootstrap stage
Watch components under src/projects/<project>/components folders
Generate project components index files under src/temp/projects/<project>.ts

Testing Details

Types of changes

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

Requested another round of PR review, since new approach for css generation is added

repo: Sitecore/jss


text:
[Next.js] Exclude ComponentProps functions from the client bundle

[x] This PR follows the Contribution Guide
[x] Changelog updated

Description / Motivation
This pull request aims to enhance the security of the app by excluding getStaticProps and getServerSideProps (component level data fetching functions) from the client bundle. This change ensures that secret values are not exposed to the client side.
Please note that in development mode, these values are exposed regardless. This is a known behavior and is not considered a security issue.
Resolves #1615

Testing Details

[x] Unit Test Added
[x] Manual Test/Other - added getStaticProps/getServerSideProps to existing components and imported a secret variable. Secret variable is not included in a bundle (in production mode)

Types of changes

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

Great work and thank you!!! 🎉

@illiakovalenko, thanks for your work on this! The loader works well, but there are a couple of issues with the test pattern in componentPropsPlugin:
It's tailored for Windows paths, causing issues on other systems.
It only matches .tsx files, limiting file type flexibility.
I recommend updating the pattern to:
test: /src[\\\/]components[\\\/].*\.(js|jsx|ts|tsx)$/,

This should ensure compatibility across all systems and with various file types.

@matthewgisonno Good point
I will add it as a follow-up for us. It's possible to make it more flexible. Currently, it's tied to the existing next.js starter


text:
Controle op '23'

urls en tekstbestanden bijgewerkt voor urls waarin '23' stond of staat.

Ziet er goed uit, maar ik heb het nog niet getest.

authors: Eegee Sjors

repo: Sjors/verkiezingen-processen-verbaal


text:
Invoke-CM... detect actual My Documents folder

replace $env:UserProfile\Documents with $([System.Environment]::GetFolderPath("Personal"))

I don't doubt that will work, but I'm curious why it's necessary?  Have you seen issues with "$($env:USERPROFILE)\Documents"?

Appending "Documents" to the $env:UserProfile is fine as long as Folder Redirection / OneDrive Known Folder Move, etc. hasn't been enabled.  But when the actual location of Documents gets changed then the output will go to the wrong place... or error since "$env:UserProfile\Documents" may not even exist.

Ah! That makes perfect sense now. I forgot that it doesn't use deep linking to redirect. I will make the change asap

authors: ChadSimmons Skatterbrainz

repo: Skatterbrainz/CMHealthCheck


text:
Servers won't create?

So I'm now just trying to use skungee server instances and I'm  getting an issue:
It says:

but never says anything else, even if I let it sit for a while
Also I want to let you know It's on a ubuntu 16 VPS

When stopping the bungeecord, I also get greeted with this error:
6:46:10 ERROR]: Exception disabling plugin ServerInstances java.lang.NoSuchMethodError: me.limeglass.skungee.objects.packets.BungeePacket.<init>(ZLme/limeglass/skungee/objects/packets/BungeePacketType;[Lme/limeglass/skungee/objects/SkungeePlayer;)V         at me.limeglass.serverinstances.objects.WrappedServer.shutdown(WrappedServer.java:379) ~[?:?]         at me.limeglass.serverinstances.managers.ServerManager.shutdownAll(ServerManager.java:110) ~[?:?]         at me.limeglass.serverinstances.ServerInstances.onDisable(ServerInstances.java:53) ~[?:?]         at net.md_5.bungee.BungeeCord.independentThreadStop(BungeeCord.java:472) ~[BungeeCord.jar:git:Waterfall-Bootstrap:1.15-SNAPSHOT:b02f64c:327]         at net.md_5.bungee.BungeeCord.access$000(BungeeCord.java:99) ~[BungeeCord.jar:git:Waterfall-Bootstrap:1.15-SNAPSHOT:b02f64c:327]         at net.md_5.bungee.BungeeCord$5.run(BungeeCord.java:412) ~[BungeeCord.jar:git:Waterfall-Bootstrap:1.15-SNAPSHOT:b02f64c:327] [06:46:10 INFO]: Closing IO threads
(keep in mind the server still just says starting up)

hellooooo

Is this error still present in the latest Skungee and latest ServerInstances?

1.0.4 fixes

authors: RealRigBot TheLimeGlass

repo: Skungee/ServerInstances


text:
[Error reading the PacketPlayInLook of packet null]

paper 1.16.2
skript 2.5 b3
proxy error
19:00:06 [INFOS] [Skungee] Something went wrong within Skungee.
19:00:06 [INFOS] [Skungee] Please report this error to the developers of Skungee so we can fix this from happening in the future.
19:00:06 [INFOS]
19:00:06 [INFOS] [Skungee] Report this at https://github.com/TheLimeGlass/Skungee/issues. You can also message one of the Skungee developers.
19:00:06 [INFOS]
19:00:06 [INFOS] [Skungee] Stack trace:
19:00:06 [INFOS] [Skungee] java.lang.IndexOutOfBoundsException: readerIndex(0) + length(4) exceeds writerIndex(2): PooledUnsafeDirectByteBuf(ridx: 0, widx: 2, cap: 2)
19:00:06 [INFOS] [Skungee]     at io.netty.buffer.AbstractByteBuf.checkReadableBytes0(AbstractByteBuf.java:1477)
19:00:06 [INFOS] [Skungee]     at io.netty.buffer.AbstractByteBuf.readInt(AbstractByteBuf.java:810)
19:00:06 [INFOS] [Skungee]     at io.netty.buffer.AbstractByteBuf.readFloat(AbstractByteBuf.java:857)
19:00:06 [INFOS] [Skungee]     at me.limeglass.skungee.bungeecord.protocol.handlers.ProtocolLookHandler.handlePacket(ProtocolLookHandler.java:39)
19:00:06 [INFOS] [Skungee]     at me.limeglass.skungee.bungeecord.protocol.channel.ChannelHandler.lambda$write$0(ChannelHandler.java:35)
19:00:06 [INFOS] [Skungee]     at java.base/java.util.ArrayList.forEach(ArrayList.java:1541)
19:00:06 [INFOS] [Skungee]     at me.limeglass.skungee.bungeecord.protocol.channel.ChannelHandler.write(ChannelHandler.java:35)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeWrite0(AbstractChannelHandlerContext.java:717)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeWriteAndFlush(AbstractChannelHandlerContext.java:764)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.write(AbstractChannelHandlerContext.java:790)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.writeAndFlush(AbstractChannelHandlerContext.java:758)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.DefaultChannelPipeline.writeAndFlush(DefaultChannelPipeline.java:1020)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannel.writeAndFlush(AbstractChannel.java:299)
19:00:06 [INFOS] [Skungee]     at net.md_5.bungee.netty.ChannelWrapper.write(ChannelWrapper.java:57)
19:00:06 [INFOS] [Skungee]     at net.md_5.bungee.UserConnection.sendPacket(UserConnection.java:172)
19:00:06 [INFOS] [Skungee]     at net.md_5.bungee.connection.DownstreamBridge.handle(DownstreamBridge.java:128)
19:00:06 [INFOS] [Skungee]     at net.md_5.bungee.netty.HandlerBoss.channelRead(HandlerBoss.java:113)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357)
19:00:06 [INFOS] [Skungee]     at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:103)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357)
19:00:06 [INFOS] [Skungee]     at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:103)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357)
19:00:06 [INFOS] [Skungee]     at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:324)
19:00:06 [INFOS] [Skungee]     at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:296)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357)
19:00:06 [INFOS] [Skungee]     at io.netty.handler.timeout.IdleStateHandler.channelRead(IdleStateHandler.java:286)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:357)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.DefaultChannelPipeline$HeadContext.channelRead(DefaultChannelPipeline.java:1410)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:379)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:365)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:919)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.epoll.AbstractEpollStreamChannel$EpollStreamUnsafe.epollInReady(AbstractEpollStreamChannel.java:792)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.epoll.EpollEventLoop.processReady(EpollEventLoop.java:475)
19:00:06 [INFOS] [Skungee]     at io.netty.channel.epoll.EpollEventLoop.run(EpollEventLoop.java:378)
19:00:06 [INFOS] [Skungee]     at io.netty.util.concurrent.SingleThreadEventExecutor$4.run(SingleThreadEventExecutor.java:989)
19:00:06 [INFOS] [Skungee]     at io.netty.util.internal.ThreadExecutorMap$2.run(ThreadExecutorMap.java:74)
19:00:06 [INFOS] [Skungee]     at java.base/java.lang.Thread.run(Thread.java:834)
19:00:06 [INFOS]
19:00:06 [INFOS] [Skungee] Information:
19:00:06 [INFOS] [Skungee]   Skungee: 1.0.15
19:00:06 [INFOS] [Skungee]   Bungee: git:BungeeCord-Bootstrap:1.16-R0.4-SNAPSHOT:aa22fe6:1530
19:00:06 [INFOS] [Skungee]   Game version: 1.8.x-1.16.x
19:00:06 [INFOS] [Skungee]   Protocol version: 751
19:00:06 [INFOS] [Skungee]   Java: 11.0.8 (OpenJDK 64-Bit Server VM 11.0.8+10-post-Ubuntu-0ubuntu118.04.1)
19:00:06 [INFOS] [Skungee]   OS: Linux amd64 4.15.0-112-generic
19:00:06 [INFOS]
19:00:06 [INFOS] [Skungee] Thread: Thread[Netty IO Thread #10,5,main]
19:00:06 [INFOS] [Skungee] Cause: [Error reading the PacketPlayInLook of packet null]
19:00:06 [INFOS]
19:00:06 [INFOS] [Skungee] End of Error.

Disable Packets in the config.yml of Bungeecord. They're experimental, and not going to be supported in future versions.

authors: TheLimeGlass mathcover

repo: Skungee/Skungee


text:
Softlock during Permanent Polymorph

(please excuse me if this isn't formatted properly, i have hardly used github and don't know the etiquette)
While playing Noita Together v0.9.40 on the Noita Aug 20th beta branch, with death penalty set to Respawn, permanent polymorph causes a softlock and severely lags the game.
After repeatedly chaotic polymorphing myself, my noita was in a permanent polymorph state. When I died, the respawn text appeared on screen and fixed the camera, but the player character didn't actually die. I continued to take damage ticks, and I was able to still control my character, and I never respawned in a holy temple. The game also lagged an incredible amount during all of this, making the character very difficult to control. Closing and reopening the game only removed my ability to control the character. My friends were able to complete the game by kicking me from the room.
Linked are replay gifs of me dying in perma poly state, and me moving around in the softlocked state. These were recorded with the in-game function,
https://ovengoats.neocities.org/noita-20230825-231632-13910925-00358830.gif
https://ovengoats.neocities.org/noita-20230825-231706-13910925-00359138.gif

Just did some testing to see some things...
This might be related to "Permanent polymorph is permanent" from the March release build. It seems that trying to restore the player character after permanent polymorph is no longer possible (serialized player data is deleted when perma-polyed). Unfortunately a lot of this is in-engine so options are limited via lua-scripting.
For respawn or death-penalty runs, might just be easiest to prevent perma-poly from ever happening by forcing world state's player_polymorph_random_count to stay below the perma-poly risk threshold (85). For "end run" death penalty, a death while perma-polyed should end the run anyway.
Given that the game is unwinnable when perma-polymorphed (I believe you can't grab the sampo or activate the Work), not much reason to support cases beyond that. It's also a pretty fringe case to begin with :smile:

authors: ovengoats tehkab

repo: SkyeOfBreeze/noita-together


text:
ATTN can not import create prameter how can I fix this

You probably had another Sollumz version previously installed, make sure to uninstall any versions you have and install the newest one. Afterward, restart blender just in case.
If you still have issues, ask in the Discord server. The issue tracker is for actual bug reports.

authors: alexguirre gigiiontwitch

repo: Skylumz/Sollumz


text:
integration "scripts/deploy.js" and "scripts/get_servers.ts" from "SkynetLabs/skynet-js"

Hello @kwypchlo, @MSevey and skynet team,
I would like to port the two scripts "scripts/deploy.js" and "scripts/get_servers.ts" from "SkynetLabs/skynet-js" to "SkynetLabs/nodejs-skynet".
I also modified "get_servers.js" a little bit so that you can use commandline arguments "--dev" / "--free" / "--pro" and "--custom=" to better filter a list of servers can.
For the "Portal_Server_List" I took the list from the "SkynetLabs/siasky-tools" repo and uploaded it to skynet.
If you want, can I change the script so that you can load "Portal_Server_List" as a ".json" file from the folder?
Since the script "scripts/deploy.js" is already javascript, we only need to include it unchanged in "SkynetLabs/nodejs-skynet". I can't test it because I don't have an hns domain. You should just test again if you want.
Can I finish a new RP, or should I wait until we finish this RP ( https://github.com/SkynetLabs/nodejs-skynet/pull/195 )?

Hello @kwypchlo,
I made a really nice "scripts/get_servers.js" for "SkynetLabs/nodejs-skynet" from "scripts/get_servers.ts" from "SkynetLabs/skynet-js".
Could be very helpful.
I'm ready to push it in a new RP but will wait until this one ( https://github.com/SkynetLabs/nodejs-skynet/issues/195 ) is ready.

Hello @parajbs! Thank you for coming up with the pull request however as I explained in https://github.com/SkynetLabs/nodejs-skynet/pull/202#issuecomment-1279542444 those script should not get ported to this repository.

authors: kwypchlo parajbs

repo: SkynetLabs/nodejs-skynet


text:
Wrong behaviour on error state.

Report
What did you do?
ℹ I have added latest version and try to use textfield with validation and have problems with error colors.
What did you expect to happen?
Expect to have error color on title and text.
What happened instead?
Only title was colored with error color, but text has black color. It looks like different symbols, eg. "@" "," "." break some logic with colors.

Environment
ℹ Please fill in this section with information about your environment
Xcode Version: 13.1
SkyFloatingLabelTextField Version: 4.0
Deployment Target: iOS 15+
Base SDK:
Method of Integration: CocoaPods
Project that demonstrates the issue
ℹ Please link to a project we can download that reproduces the issue if applicable.
Here is small video that shows wrong behaviour.
https://user-images.githubusercontent.com/14241858/142494756-d89314b8-6d9e-436e-b061-984ac865432d.mov
Here is the code, where I change error message, there is no other code that work with textfield.

@alexeybolv It shows the same behaviour for me as well but looks like it is an issue with the OS. Check this for a solution which worked for me, if may be it could help you as well.

@ami-aman thank you, this workaround works for me! Hope, it will be fixed in next iOS versions.

authors: alexeybolv ami-aman

repo: Skyscanner/SkyFloatingLabelTextField


text:
wizytowka poldek

wizytówka kursanta

Należy odrzucić – naruszenie zasad społeczności!!!

Haters gonna hate...

Polecam się na przyszłość ;)

authors: PolfB clavestel

repo: SlackMap/git-training


text:
Не удается осуществить миграцию базы

Описание
При попытке осуществить миграцию - возникает ошибка  relation "event" does not exist in line 0, из-з этого падает миграция и, при попытке осуществить ее повторно - возникает другая ошибка Dirty database version, хотя, при этом, schema_migrations не появляется в базе.
Шаги воспроизведения

Поднимаю postgres
make compose-up

Проверяю, что создалась нужная база

Делаю миграцию
make migrate-up

Возникает ошибка:
2024/09/10 18:12:57 Start buffering 20240910124719/u postgres
2024/09/10 18:12:57 Read and execute 20240910124719/u postgres
2024/09/10 18:12:57 error: 2 errors occurred:
        * migration failed: relation "event" does not exist in line 0: BEGIN;

Пробую повторно сделать миграцию
make migrate-up

Возникает ошибка:
migrate -path migrations -database 'postgres://user:pass@localhost:5432/involvio?sslmode=disable' -verbose up
2024/09/10 18:34:24 error: Dirty database version 20240910124719. Fix and force version.
make: *** [migrate-up] Error 1

Надо было поменять местами 2 запроса:
CREATE TABLE user_event (
                            user_id INTEGER REFERENCES "user"(id) ON DELETE CASCADE,
                            event_id INTEGER REFERENCES event(id) ON DELETE CASCADE,
                            PRIMARY KEY (user_id, event_id)
);

CREATE TABLE event (
                       id INTEGER PRIMARY KEY,
                       name VARCHAR(255),
                       description VARCHAR(255),
                       begin_date TIMESTAMP,
                       end_date TIMESTAMP
);


text:
EnderIO crashes if I do a thing

Issue Description:
I tried (roughly) the following code:
if (tileentity.getClass().getName().startswith("enderio")) {
    World oldWorld = tileentity.worldObj;
    tileentity.worldObj = new FakeWorld() {
        public TileEntity getTileEntity(BlockPos bp) {
            return new DummyTileEntity(itemStack);
        }
    };
    tileentity.update();
    tileentity.worldObj = oldWorld;
}

and it crashed.
What happens:
It crashes.
What you expected to happen:
Power to go into my seeds.
Steps to reproduce:

Uh. Write a mod that does the above? I'm not gonna publish this code because IT CRASHES.

Affected Versions (Do not use "latest"):
No, seriously, can we just get PULL? This is getting kinda ridiculous, isn't it?

Use broken code get broken results. We just so happen to explicitly prevent hacky crap like this, but in any mod it would eventually fail, just less obviously so. Your 3 strikes are up.

repo: SleepyTrousers/EnderIO

license: Unlicense


text:
Graphic Glitch with Facades and Machines while using a shader

Issue Description:
Bugged textures for machines and facades
What happens:
The machines and facades become reflective and scattered with fine lines of shadow, while using a shader. Seems to be dependent on the time of day.

What you expected to happen:
Just render it like the rest
Steps to reproduce:

Select Seus v11 or Sildurs Extreme Shader with or without volumetric lighting
And see for yourself

Affected Versions (Do not use "latest"):

EnderIO: 1.10.2-2.3.1.193
EnderCore: 1.10.2-0.4.1.66-beta
Minecraft: 1.10.2
Forge: 12.18.3.2422
Using a NVIDIA GTX 1070

Your most recent log file where the issue was present:
The Game doesn't crash so I figured that the log wouldn't help much...

Is there a fix for this yet? I would love if my machines didn't look like this :I

No idea what's happening there. Our machines are normal json models, we do not mess with the rendering.

The same thing happens in TE, caused by disabled overlays for input/output. Would it be possible and worth it to add an option to disable all overlays?
I tried to make a similar fix like in the link by making all of the overlay textures transparent, but I wasen't able to get it to work... Although I don't really understand what the TE fix actually does.

The issue with TE had completely different artifacts (z-fighting)
There are no IO-overlays in the pictures above. Also, the artifacts follow the bodies of the machines and are not in the plane of the overlays
the overlays are just a normal part of the json model, too. They are not rendered on the same plane as the bodies of the machines.

Has this issue been analysed since @InvicTech originally posted it?
Here are 2 more screenshots of EnderIO 1.10.2-3.1.183 with Sildurs Vibrant Shaders 1.21 High (all types, Lite to Extreme, produce the same effect).

Our machines are normal json models, we do not mess with the rendering.

still true...

What could be different in the EnderIO json models, compared to e.g. TE models, that would cause a shader to render like this?
By the way, I noticed some Extra Utilities 2 1.5.2 machines causes the same rendering issue.

I have absolutely no idea as I know nothing at all about shaders...

@legslikecinderella
If I were you, I'd just move onto 1.12.2. More or less all mods were updated for this version and work much better. And the render issues also stopped occurring in my case ;D

Good advice, thanks

authors: HenryLoenwind InvicTech Pleune jacob814 legslikecinderella


text:
EnderIO combined with AE2 and ThermalExpansion

Issue Description:
EnderIO does not replace all Flour-Items from AppliedEnergistics2. The Pulverizer from ThermalExpansion normally produces AppliedEnergistics2 Flour, but in combination with EnderIO it just produces AppliedEnergistics2 Disabled Item. All other grinders (like SAG-Mill, Grindstone, etc.) produce the EnderIO dustWheat.
What happens:
ThermalExpansion's Pulverizer produces AppliedEnergistics Disabled Item.
What you expected to happen:
ThermalExpansion's Pulverizer should produce EnderIO's dustWheat.
Steps to reproduce:

Install AppliedEnergistics2, ThermalExpansion and EnderIO
Place a Pulverizer, power it and put Wheat in it.
AppliedEnergistics2 Disabled Item is produced
...

Affected Versions (Do not use "latest"):

EnderIO: 1.12.2-5.0.21
EnderCore: 1.12.2-0.5.18
Minecraft: 1.12.2
Forge: 14.23.3.2655
AppliedenErgistics2: rv5-stable-11
ThermalExpansion: 1.12.2-5.4.2.25-universal

Your most recent log file where the issue was present:
https://pastebin.com/j70dXmY2

https://github.com/AppliedEnergistics/Applied-Energistics-2/issues/3437


text:
Access Forbidden after logging in steam

Hi!
I'm not sure why this issue comes up after logging in. Should I somehow connect it with my database?
https://gyazo.com/db8289efa046db6ce272a2bc5d6b63ee

There are constantly issues with free hosting providers.
I don't think there is any problem with the libary. Please close this issue.
You can and should develop locally using a server suite like XAMPP or WiNGINX.
Free hosting is always very limited and should not be used for anything besides maybe a family/event website.

authors: BlackCetha Vicsuka


text:
Rework AuthUpdateApp

This PR is for reworking EntraMfaPrefillinator.AuthUpdateApp. I originally set it up as an ASP.NET Core minimal API application; however, I started looking into other ways of handling how queue messages are processed. Specifically with Azure Container App Jobs.
This is a brief overview of the changes:

Change the project from an ASP.NET Core app to a standard .NET console app.
It will pull queue messages itself when it's ran.

I'm still working on this change and I'm not going to guarantee that this will get merged.

Definitely processes much slower when there are a large amount of messages in the queue. That'll usually be limited to the first run, which would mean that the first run would take much longer to complete.
It won't be a problem for the delta runs, but maybe I can have each instance process multiple messages at once?

Got processing the max messages it can pull at one time (32) implemented. The majority of instances are completing within 20 seconds. There are some outliers taking longer, but that's to be expected since it'll inevitably get throttled by the Graph API.
With 25 instances running at any one time, I'm seeing about 1,600 - 2,000 messages being processed per minute. That's actually far more than just through the Dapr + Web API method. Like I mentioned earlier, this would only be a problem for the first run if you have a large amount of users. Pretty sure I would scale the max number of instances down after that.

This is actually the better option to go with. Going to merge once checks complete.


text:
chore(vault): add snapshot script

Type
Enhancement

Description

This PR introduces a new shell script for handling Vault snapshots.
The script provides functionality for saving and restoring snapshots, validating required parameters and environment variables, and displaying usage instructions.
The script uses AWS S3 for storing the snapshots, and it includes error handling to ensure that all required parameters and environment variables are provided.
The script also includes a function to discover the leader node of the Vault cluster.

Changes walkthrough
Relevant filesScript

vault-snapshot.shAddition of Vault Snapshot Handling Script

scripts/vault-snapshot.sh

Added a new shell script for handling Vault snapshots.
The script includes functions for saving and restoring snapshots, as   well as validating required parameters and environment variables.
It also includes a usage function to guide users on how to use the   script.
The script uses AWS S3 for storing the snapshots.

+166/-0

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/describe

repo: Smana/demo-cloud-native-ref


text:
🛑 My blog(github.io) is down

In aa7abbd, My blog(github.io) (https://smartbrave.github.io/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: My blog(github.io) is back up in fb9c283.

repo: SmartBrave/uptime


text:
🛑 My blog(CDN) is down

In e27c9c4, My blog(CDN) (https://sbrave.cn) was down:

HTTP code: 0
Response time: 0 ms

Resolved: My blog(CDN) is back up in 1ef4568.


text:
feat: Added device includeHealth and includeStatus options

Added the includeHealth and includeStatus options for the devices list and get methods. These are currently supported in the proper API version and save a lot of API calls in many common scenarios. Also updated the client get, put, post, etc. methods to accept headers, rather than forcing the endpoint to have to drop back to request.

:tada: This PR is included in version 1.5.0 :tada:
The release is available on:

GitHub release
npm package (@latest dist-tag)

Your semantic-release bot :package::rocket:

authors: bflorian smartthingspi


text:
A lightweight, flexible library for Facebook, koala

https://github.com/arsduo/koala

LG :+1:  I think we could use this library to accelerate our development.!!!!

HI

repo: Smartibuy/SecondHand-ler


text:
Anyway to "consume" an event?

Hi,
Not sure if this is the right place to ask, but is there a way to "consume" an event that has been listened to? For instance, if I notice the "a" key has been pressed, could I prevent it from typing a character?
I've only found:
https://wayland.freedesktop.org/libinput/doc/latest/configuration.html#send-events-mode
https://github.com/Smithay/input.rs/blob/1afe2ee868c89c62c9920a760313609d612d0a1f/src/device.rs#L1283
But it looks like that would prevent the entire device from sending events? Same thing with EVIOCGRAB with ioctl as far as I can tell. Is there really no other way to do this besides then emulating and echoing the input received when preventing other programs from reading from the device?
Thanks!

Sorry, I totally forgot about this issue.
That is not what libinput does. libinput just gives your access to different input devices in an orderly fashion. There is no way to prevent other users of libinput (or other programs using the kernel apis directly) to receive them as well.
libinput is a very low-level library. If you want to intercept inputs you need something more high-level and support for that feature in your desktop environment.

Sorry, I totally forgot about this issue.
That is not what libinput does. libinput just gives your access to different input devices in an orderly fashion. There is no way to prevent other users of libinput (or other programs using the kernel apis directly) to receive them as well.
libinput is a very low-level library. If you want to intercept inputs you need something more high-level and support for that feature in your desktop environment.

No problem, thanks for responding!

No problem, thanks for responding!

authors: Drakulix emhagman


text:
🛑 MPC Homepage is down

In 061264a, MPC Homepage (https://www.minorplanetcenter.net) was down:

HTTP code: 0
Response time: 0 ms

Resolved: MPC Homepage is back up in 59082fc after 2 minutes.

repo: Smithsonian/upptime


text:
🛑 NEOCP is down

In f37c8e6, NEOCP (https://minorplanetcenter.net/iau/NEO/toconfirm_tabular.html) was down:

HTTP code: 0
Response time: 0 ms

Resolved: NEOCP is back up in 36ddd1e after 4 minutes.


text:
Changing priority of the call

Describe the feature
An ability for dispatch to choose a main call when they start code 100. This call will be displayed in another colour.
Also if unit presses panic button while he is attached to a call, this call changes its colour.
Additional Context
No response

Are you able to provide an image example for this? I'm not 100% sure what you mean here

Are you able to provide an image example for this? I'm not 100% sure what you mean here

So when press code 100 button you can choose one active call and will become red, will have a red dot near it or something like that. Because not everybody understands who has an emergency traffic and who must hold their messages on radio.