text:
Unexpected return data of mock function after initialization in setUp function

The Mock function ABC() initializes the setUp function, ABC IgnoreAndReturn (0),
and then in the test case, I modified the return value ： ABC IgnoreAndReturn (1)
Then when I first called the ABC function, I still received a return value of 0.
when I continued to call the ABC function return 1 normally.
Maybe I don't know how to use it. If that's the case, I'm sorry
Thanks

Return values are queued in the order you've specified. Therefore, by the time your test runs, you've told CMock that you don't care how many times the function is called. The first time it is called, it should return 0. The second time it is called, it should return 1. Because you've used IgnoreAndReturn, it doesn't care if it's more or less times than specified... any extra times it will continue to send whatever you specified last.

thanks, this is a silly question, sorry for taking up your time......

No worries!
"Silly" questions (I didn't actually find it to be silly) point out where we could improve our documentation and education. Getting into testing isn't simple. Keep it up!

repo: ThrowTheSwitch/Ceedling


text:
🛑 Melon Ticket is down

In 49572f4, Melon Ticket (https://ticket.melon.com) was down:

HTTP code: 406
Response time: 796 ms

Resolved: Melon Ticket is back up in 1504fa3.

source: gharchive/issue

repo: TicketOpen/status

license: MIT

license_type: permissive

license_source: github-api


text:
Add (optional) flag to specify output directory

Added a(n optional) flag that allows the specification of an output directory.
I tested it against the comic downloading tool, and it works as expected!
I was unable to test the novel downloading portion, because the novel detection doesn't seem to work. I don't think it was my changes- I ran the code with none of my edits on several novels, and it detected them as comics. :/
I tried to figure out the 'ep-epub-contents' bit you were using to differentiate, but I don't know pyQuery enough to figure out exactly how you were doing it, or what might be wrong. (That text is present on both novel pages and comic pages.)
If you can figure out how to fix it, and would prefer I merge after that, feel free to say so and I'll rebase after the fix and submit this pull request again!

The novel detection is sadly broken and that will possibly stay that way for a few weeks, because I lack the time and motivation rn. (I will still happily merge nice pull requests ^^)

(Your novel building section was quite nice. That's a lovely way to save those in a good format, instead of just dumping the html or something!)

I've added the extended flag alias to both the code and the readme!

Hi and I have a Question I am a complete beginner to programming and still in the processing of learning. I have windows python and i'm a little stuck on your directions. It would be greatly appreciated if you could help me out. To be specific I do not know how to navigate to repo location that needs to be downloaded and how to install the pip modules.

source: gharchive/pull-request

authors: Kiyahdarling Ruthalas TilCreator

repo: TilCreator/Tapas-Comic-Downloader


text:
Add Vamana storage spec

What
Add Vamana storage spec.
Also cleans up code in a few places I noticed issues while reading code to write this.
Testing

Looks nice.
Tests pass.

Thank you!

authors: ihnorton jparismorgan

repo: TileDB-Inc/TileDB-Vector-Search


text:
Int8 training in PEFT gives this error. Downgrading to 0.35.0 is not an option and 0.37.0 throws this error.

cuda_setup.add_log_entry("WARNING: Compute capability < 7.5 detected! Only slow 8-bit matmul is supported for your GPU!", is_warning=True)

NameError: name 'cuda_setup' is not defined

Bitsandbytes was not supported windows before, but my method can support windows.（yuhuang）
1  open folder J:\StableDiffusion\sdwebui，Click the address bar of the folder and enter CMD
or WIN+R, CMD  。enter，cd /d J:\StableDiffusion\sdwebui
2  J:\StableDiffusion\sdwebui\py310\python.exe -m pip uninstall bitsandbytes
3 J:\StableDiffusion\sdwebui\py310\python.exe -m pip uninstall bitsandbytes-windows
4 J:\StableDiffusion\sdwebui\py310\python.exe -m pip install https://github.com/jllllll/bitsandbytes-windows-webui/releases/download/wheels/bitsandbytes-0.41.1-py3-none-win_amd64.whl
Replace your SD venv directory file（python.exe Folder） here（J:\StableDiffusion\sdwebui\py310）

repo: TimDettmers/bitsandbytes


text:
Slow inference on LLM model (CPU Bound?)

I tried to run starcoder LLM model by loading it in 8bit.
It works as expected but the inference is slow, one CPU core is running 100% which is weird given everything should be loaded
into the GPU (the device_map shows {'': 0}).
I tried using pytorch profiler and I am seeing this
------------  ------------  ------------  ------------  ------------  ------------  ------------  ------------  ------------  ------------  ------------  -------------------------------------------------------
        Name    Self CPU %      Self CPU   CPU total %     CPU total  CPU time avg     Self CUDA   Self CUDA %    CUDA total  CUDA time avg    # of Calls                                             Input Shapes
------------  ------------  ------------  ------------  ------------  ------------  ------------  ------------  ------------  ------------  ------------  -------------------------------------------------------
MatMul8bitLt        11.65%        1.214s        19.18%        1.998s     445.921us     390.375ms         9.73%     515.878ms     115.151us          4480                     [[4, 1, 6144], [6144, 6144], [6144]]
MatMul8bitLt        11.65%        1.214s        19.11%        1.991s     444.408us     391.215ms         9.75%     516.690ms     115.333us          4480                     [[4, 1, 6144], [6400, 6144], [6400]]
MatMul8bitLt        11.61%        1.210s        19.04%        1.983s     442.660us        1.068s        26.60%        1.197s     267.199us          4480                   [[4, 1, 6144], [24576, 6144], [24576]]
MatMul8bitLt        11.44%        1.192s        18.88%        1.967s     439.071us        1.154s        28.76%        1.281s     286.006us          4480                   [[4, 1, 24576], [6144, 24576], [6144]]

It shows that the CPU is stuck with MatMul8bitLt operations.
Another lead I am suspecting is that using accelerate.infer_device_map shows half of the layers on the CPU, so maybe the device map is not correct?
I am not very familiar with the internals of pytorch, so I am looking to this issue from a generalist IT pov, surely I am missing sth

I have been trying to figure this out for a week now with not much success. The forward function of MatMul8bitLt is definitely cpu bound.

Interested in this, as I am having the same issues.

The same for me for training https://github.com/TimDettmers/bitsandbytes/issues/465
It's slower than regular fp16

FWIW, I played around CTranslate2 lib, in streaming mode starcoder feels almost realtime !

authors: NeonBohdan ReewassSquared piratos qeternity


text:
Can someone help me understand input_name == "SCB" & self.weight.SCB

Looking at the chunk of code https://github.com/TimDettmers/bitsandbytes/blob/9e7cdc9ea95e9756d9f5621a0e2c7e2538363fae/bitsandbytes/nn/modules.py#L293 I'm having trouble understanding what this chunk of code does and what SCB refers to.
My 8bit PEFT LoRA training code seems to throw this as soon as it tries to save the steps, at least using the following:
transformers                  4.29.1
bitsandbytes                  0.38.1
peft                          0.3.0

Full traceback
████████████████████████████████████████████████████████████████████████| 200/200 [1:20:46<00:00, 21.49s/itTraceback (most recent call last):
  File "/home/llmadmin/lawrence/autoWSB/lora_train.py", line 188, in <module>
    train()
  File "/home/llmadmin/lawrence/autoWSB/lora_train.py", line 171, in train
    trainer.train()
  File "/home/llmadmin/anaconda3/envs/trainer/lib/python3.10/site-packages/transformers/trainer.py", line 1664, in train
    return inner_training_loop(
  File "/home/llmadmin/anaconda3/envs/trainer/lib/python3.10/site-packages/transformers/trainer.py", line 2062, in _inner_training_loop
    self._load_best_model()
  File "/home/llmadmin/anaconda3/envs/trainer/lib/python3.10/site-packages/transformers/trainer.py", line 2238, in _load_best_model
    load_result = model.load_state_dict(state_dict, False)
  File "/home/llmadmin/anaconda3/envs/trainer/lib/python3.10/site-packages/torch/nn/modules/module.py", line 2027, in load_state_dict
    load(self, state_dict)
  File "/home/llmadmin/anaconda3/envs/trainer/lib/python3.10/site-packages/torch/nn/modules/module.py", line 2015, in load
    load(child, child_state_dict, child_prefix)
  File "/home/llmadmin/anaconda3/envs/trainer/lib/python3.10/site-packages/torch/nn/modules/module.py", line 2015, in load
    load(child, child_state_dict, child_prefix)
  File "/home/llmadmin/anaconda3/envs/trainer/lib/python3.10/site-packages/torch/nn/modules/module.py", line 2015, in load
    load(child, child_state_dict, child_prefix)
  [Previous line repeated 4 more times]
  File "/home/llmadmin/anaconda3/envs/trainer/lib/python3.10/site-packages/torch/nn/modules/module.py", line 2009, in load
    module._load_from_state_dict(
  File "/home/llmadmin/anaconda3/envs/trainer/lib/python3.10/site-packages/bitsandbytes-0.38.1-py3.10.egg/bitsandbytes/nn/modules.py", line 298, in _load_from_state_dict
Traceback (most recent call last):
  File "/home/llmadmin/lawrence/autoWSB/lora_train.py", line 188, in <module>
    raise RuntimeError("Loading a quantized checkpoint into non-quantized Linear8bitLt is "
RuntimeError: Loading a quantized checkpoint into non-quantized Linear8bitLt is not supported. Please call module.cuda() before module.load_state_dict()

I can confirm the issue doesn't arise when using older repos.
bitsandbytes             0.37.2
transformers             4.28.1
peft                     0.3.0.dev0

#960 I have a similar issue


text:
Make 8-bit matrix multiplication compatible with cpuonly builds

While trying to use the latest release of bitsandbytes in hivemind, I faced an error after installing the library in a cpuonly mode (both from PyPI and from source): https://github.com/learning-at-home/hivemind/runs/7961913748?check_suite_focus=true#step:8:56
The gist of this error seems to be unprotected usage of torch.cuda.get_device_capability(), which fails for non-GPU builds of PyTorch. To handle this, I've moved the corresponding imports in the root of bitsandbytes inside the COMPILED_WITH_CUDA block and also moved the relevant function/class declarations inside the similar block to avoid accidental imports.
The solution appears to work locally (at least the tests pass), happy to improve on the PR if any additional work is needed.

Thank you, Max! We chatted about this and I used your suggestions and fixed this in 7e0fb655e1e040221054886fbee9d5682aa6e4e2 and ee5b947e63c2340405f25e4e83066f39292bc0ed and it has been deployed already.

authors: TimDettmers mryab


text:
Feat: merge two constraint streams

Is your feature request related to a problem? Please describe.
I'd like to be able to merge two constraint streams. In this case, I'm simulating an outer join, where (concretely) each employee has a number of shifts, and each shift gives some points. I want to penalise going under quota: this means that i need to detect the case when an employee has zero shifts, using something like this
UniConstraintStream<Pair<Employee, Integer>> unassignedEmployeeStream = constraintFactory.from(Employee.class)
    .ifNotExists(Shift.class, Joiners.equal(employee -> employee.getId(),
					    shift -> shift.getEmployeeId()))
    .map( employee -> Pair.of(employee, 0));

I then need to merge that constraint stream with the stream of employees that have at least one shift assigned.
Describe the solution you'd like
	UniConstraintStream<Pair<Employee, Integer>> allEmployeesWithPointsStream = employeeStream.concatenate(unassignedEmployeeStream);

union/concatenate or something similar. I don't much care whether one stream is exhausted first or if they take turns.
Describe alternatives you've considered
I could abstract it out so that there are two constraints involved, but i've already had to slice one conceptual constraint up into about four different parts, it's starting to get a bit messy.
Additional context
I think this is a duplicate of https://stackoverflow.com/questions/69380060/is-there-a-way-to-append-or-union-two-constraint-streams but I couldn't find the optaplanner jira mentioned, or an equivalent here.

What a coincidence, concat was just delivered in Timefold Solver 1.3.0 last week.
But thanks for reporting anyway!

authors: mwotton triceo

repo: TimefoldAI/timefold-solver


text:
2.0.8:  Enhance Shaman macro will not cast Feral Spirit

Using the following macro:
Sequences['Rot'] = {   Author="Kreitani",     SpecID=263,   Talents = "2,2,1,2,2,2,2",   Help = "ST - 2212222 ",   Default=1,   Icon='Spell_Shaman_ImprovedStormstrike',   MacroVersions = {     [1] = {       StepFunction = [[Sequential]],       KeyPress={         "/targetenemy  [noharm][dead]",         "/cast [combat] Doom Winds",         "/cast [combat] Flametongue",       },       PreMacro={       },         "/castsequence reset=/target  Flametongue, Rockbiter, Rockbiter, Rockbiter, Rockbiter",         "/cast Feral Spirit",       PostMacro={       },       KeyRelease={       },     },   }, }
.100 ms spamming of the macro freezes when it gets to Feral Spirit.  I can't get it to fire no matter where I place the cast (I've had it in the KeyPress, PreMacro, PostMacro, and KeyRelease)

What does
/gs debug
Tell you when you run this?
TimothyLuke

On 18 Jan 2017, at 1:31 pm, Bendder notifications@github.com wrote:
Using the following macro:
Sequences['Rot'] = { Author="Kreitani", SpecID=263, Talents = "2,2,1,2,2,2,2", Help = "ST - 2212222 ", Default=1, Icon='Spell_Shaman_ImprovedStormstrike', MacroVersions = { [1] = { StepFunction = [[Sequential]], KeyPress={ "/targetenemy [noharm][dead]", "/cast [combat] Doom Winds", "/cast [combat] Flametongue", }, PreMacro={ }, "/castsequence reset=/target Flametongue, Rockbiter, Rockbiter, Rockbiter, Rockbiter", "/cast Feral Spirit", PostMacro={ }, KeyRelease={ }, }, }, }
.100 ms spamming of the macro freezes when it gets to Feral Spirit. I can't get it to fire no matter where I place the cast (I've had it in the KeyPress, PreMacro, PostMacro, and KeyRelease)
—
You are receiving this because you are subscribed to this thread.
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Hi Tim,
Here's the debug output..  Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Totally skips the cast sequence and gets stuck on Feral Spirit.

Are these on the Global Cooldown Doom Winds and Flametongue?
KeyPress={ "/targetenemy [noharm][dead]", "/cast [combat] Doom Winds",
"/cast [combat] Flametongue"
If so these will block out your other line.  I'm guessing it's casting Flametongue over and over.
TimothyLuke

On 18 Jan 2017, at 10:11 pm, Bendder notifications@github.com wrote:
Hi Tim,
Here's the debug output.. Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Rot1,2,Feral Spirit,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Totally skips the cast sequence and gets stuck on Feral Spirit.
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I've modified the Keypress portion to be:
/targetenemy  [noharm][dead]
/cast [combat] Doom Winds
/cast [combat] Flametongue
/cast Feral Spirit
If Doom Winds is off cooldown, then everything fires as it should.  If Doom Winds is on cooldown, then the other 2 don't fire.  It's only an issue for trash pulls so I'm not overly worried about that (but would like to know why this happens).
In the main sequence though I had to break up the castsequence into multiple /cast's of Rockbiter and even then I don't get Crash Lightning to cast normally.  I've got:
/cast Rockbiter
/cast Rockbiter
/cast Rockbiter
/cast Crash Lightning

KeyPress works in a fallthrough method.  One of the limitations is that once if finds something on cooldown it stops.
for the first click of your macro it looks like
/targetenemy [noharm][dead]
/cast [combat] Doom Winds
/cast [combat] Flametongue  <-- GCD Ability Blocks everything after this.
/cast Feral Spirit
/cast Rockbiter

If any of those lines is on cooldown or are a GCD action it will stop there.  You may need to move Flametongue to the normal part of your macro.

Thanks for the clarification..  Makes total sense now..
Why though won't the /castsequence fire in the main sequence portion of the macro.  Is it the same thing causing it to not sequence through the casts (IE:  Flametongue is on cooldown, so the rockbiters don't fire off at all?)

I'm not sure - I think its related to #174

I can add on to this, there is something going on with castsequences and priority macro's in v2.0.9.  I'm adding some info here since it seems the most closely related open issue.  Castsequence lines are being processed, but not being shown in gs-debug.  This is true for both keypress and main sequence sections.  Here is a gs-debug for a macro with a single /cast line and 2 /castsequence lines:

after 2.0.10 later today - could you check this out again?  There were changes in #174 that are part of that release that should resolve this.

I upgraded to 2.0.10 and I still see the same behavior.  I tested two macro's, one with conditionals and one without.  In both cases, the priority sequence doesn't seem to be functioning.  Instead, the gs debug seems to show sequential, but the combat log actually seems like it is weighted to execute items towards the bottom of a macro more often that lines higher up (almost reverse priority, but not quite).  It seems to happen on multiple specs, as I have observed this testing on Balance druid, Frost Mage, and Aff lock.
Below is the output for a balance druid with the simple macro of:
/cast Solar Wrath
/cast Solar Wrath
/cast Solar Wrath
/cast Solar Wrath
/cast Sunfire
What happens in game is that you get 4 wraths, then it seems to just alternate between one wrath and one sunfire.  Here is the debug output:
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD Free,Not actively casting anything else.
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,5,Sunfire,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,1,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,2,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,3,Solar Wrath,Able To Cast,Resources Available,GCD In Cooldown,Not actively casting anything else.
Balance_ST3,4,Solar Wrath,Able To Cast,Resources Available,GCD Free,Casting Solar Wrath

authors: Bendder TimothyLuke scottrdavis

repo: TimothyLuke/GnomeSequencer-Enhanced


text:
🐞 - ExpressionChangedAfterItHasBeenCheckedError: Previous value for '_hosted_dropdown_focused': 'true'. Current value: 'false'

Which @taiga-ui/* package(s) are the source of the bug?
addon-editor
Please provide a link to a minimal reproduction of the bug
https://taiga-ui.dev/stackblitz
Is this issue blocking you?
Blocking
Description
I'm using the color selector and getting the error:
ExpressionChangedAfterItHasBeenCheckedError: Expression has changed after it was checked. Previous value for '_hosted_dropdown_focused': 'false'. Current value: 'true'

It only happens when the hosted dropdown is in the root and the color selector in a lazy loaded module. The error happens when clicking inside one of the inputs or opening the mode dropdown
Angular version
15.0.3
Taiga UI version
3.12.1
Which browsers have you used?

[X] Chrome
[ ] Firefox
[ ] Safari
[ ] Edge

Which operating systems have you used?

[X] macOS
[ ] Windows
[ ] Linux
[ ] iOS
[ ] Android

@Benny739 please give it a shot with latest version 3.13.0, I think this might have gotten fixed.

Since no response is given, I'll close it as I believe this issue was addressed in the mentioned PR.

repo: Tinkoff/taiga-ui


text:
ci: support spell-checker

PR Type
What kind of change does this PR introduce?

[ ] Bugfix
[ ] Feature
[ ] Refactoring
[x] Build or CI related changes
[ ] Documentation content changes

What is the new behavior?
Best practice for big projects:
https://github.com/prettier/prettier/blob/main/cspell.json
https://github.com/swc-project/swc/blob/main/cspell.json
https://github.com/webpack/webpack/blob/main/cspell.json

@vladimirpotekhin @nsbarsukov hello, please review me)

@nsbarsukov hello, please review me


text:
一旦駅に到着判定しないと最寄り駅が更新されない

バックグラウンドに入って本来アプリ的には通るべき駅を通らないでフォアグラウンドに戻ると通過した駅より前の駅が最寄駅になっている状態になってしまう

#161 でおそらく解決

repo: TinyKitten/TrainLCD


text:
gtsam crashed while detecting a loop

hello!as the picture shows.i want to add factor graph and loopclosure in A-loam,odomFactor and gpsFactor and loopFactor are added as you did in lio-sam.But it suddenly crashed while detecting a loop.and the path corrected extremely wrong look for your help thank you a lot
error:  Thrown when a linear system is ill-posed.  The most common cause for this error is having underconstrained variables.  Mathematically, the system is underdetermined.

Have you located which line gives you this error when you test LIO-SAM?

Have you located which line gives you this error when you test LIO-SAM? Is it happening at this line in mapOptimization.cpp?

yes, I also have this problem.
how to fix it?

Have you located which line gives you this error when you test LIO-SAM? Is it happening at this line in mapOptimization.cpp?

I am facing the same issue and it happen at this line. Below is the report from backward_ros.
terminate called after throwing an instance of 'gtsam::IndeterminantLinearSystemException'
  what():
Indeterminant linear system detected while working near variable
8646911284551352320 (Symbol: x0).

Thrown when a linear system is ill-posed.  The most common cause for this
error is having underconstrained variables.  Mathematically, the system is
underdetermined.  See the GTSAM Doxygen documentation at
http://borg.cc.gatech.edu/ on gtsam::IndeterminantLinearSystemException for
more information.
Stack trace (most recent call last) in thread 267974:
#21   Object "", at 0xffffffffffffffff, in
#20   Source "../sysdeps/unix/sysv/linux/x86_64/clone.S", line 95, in __clone [0x7fe3999e3292]
#19   Source "/build/glibc-eX1tMB/glibc-2.31/nptl/pthread_create.c", line 477, in start_thread [0x7fe3998a7608]
#18   Object "/usr/lib/x86_64-linux-gnu/libboost_thread.so.1.71.0", at 0x7fe3996de43a, in
#17   Object "/opt/ros/noetic/lib/libroscpp.so", at 0x7fe39a4562f4, in ros::AsyncSpinnerImpl::threadFunc()
#16   Object "/opt/ros/noetic/lib/libroscpp.so", at 0x7fe39a402f14, in ros::CallbackQueue::callOne(ros::WallDuration)
#15   Object "/opt/ros/noetic/lib/libroscpp.so", at 0x7fe39a402171, in ros::CallbackQueue::callOneCB(ros::CallbackQueue::TLS*)
#14   Object "/opt/ros/noetic/lib/libroscpp.so", at 0x7fe39a454138, in ros::SubscriptionQueue::call()
#13 | Source "/opt/ros/noetic/include/ros/subscription_callback_helper.h", line 144, in operator()
    |   142:   {
    |   143:     Event event(params.event, create_);
    | > 144:     callback_(ParameterAdapter<P>::getParameter(event));
    |   145:   }
      Source "/usr/include/boost/function/function_template.hpp", line 763, in call [0x55ee7a7a7047]
        760:       if (this->empty())
        761:         boost::throw_exception(bad_function_call());
        762:
      > 763:       return get_vtable()->invoker
        764:                (this->functor BOOST_FUNCTION_COMMA BOOST_FUNCTION_ARGS);
        765:     }
#12 | Source "/usr/include/boost/function/function_template.hpp", line 158, in operator()
    |   156:           else
    |   157:             f = reinterpret_cast<FunctionObj*>(function_obj_ptr.members.obj_ptr);
    | > 158:           BOOST_FUNCTION_RETURN((*f)(BOOST_FUNCTION_ARGS));
    |   159:         }
    |   160:       };
      Source "/usr/include/boost/function/function_template.hpp", line 763, in invoke [0x55ee7a794541]
        760:       if (this->empty())
        761:         boost::throw_exception(bad_function_call());
        762:
      > 763:       return get_vtable()->invoker
        764:                (this->functor BOOST_FUNCTION_COMMA BOOST_FUNCTION_ARGS);
        765:     }
#11   Source "/home/user/catkin_ws/src/SC-LIO-SAM/SC-LIO-SAM/src/imuPreintegration.cpp", line 385, in odometryHandler [0x55ee7a7a2dcf]
        382:         graphValues.insert(V(key), propState_.v());
        383:         graphValues.insert(B(key), prevBias_);
        384:         // optimize
      > 385:         optimizer.update(graphFactors, graphValues);
        386:         optimizer.update();
        387:         graphFactors.resize(0);
        388:         graphValues.clear();
#10   Object "/usr/local/lib/libgtsam.so.4.0.0", at 0x7fe39a128a7d, in gtsam::ISAM2::update(gtsam::NonlinearFactorGraph const&, gtsam::Values const&, gtsam::FastVector<unsigned long> const&, boost::optional<gtsam::FastMap<unsigned long, int> > const&, boost::optional<gtsam::FastList<unsigned long> > const&, boost::optional<gtsam::FastList<unsigned long> > const&, bool)
#9    Object "/usr/local/lib/libgtsam.so.4.0.0", at 0x7fe39a123748, in gtsam::ISAM2::updateDelta(bool) const
#8    Object "/usr/local/lib/libgtsam.so.4.0.0", at 0x7fe39a119203, in gtsam::ISAM2::Impl::UpdateGaussNewtonDelta(gtsam::FastVector<boost::shared_ptr<gtsam::ISAM2Clique> > const&, gtsam::FastSet<unsigned long> const&, gtsam::VectorValues&, double)
#7    Object "/usr/local/lib/libgtsam.so.4.0.0", at 0x7fe39a11f4fc, in unsigned long gtsam::optimizeWildfireNonRecursive<gtsam::ISAM2Clique>(boost::shared_ptr<gtsam::ISAM2Clique> const&, double, gtsam::FastSet<unsigned long> const&, gtsam::VectorValues&)
#6    Object "/usr/local/lib/libgtsam.so.4.0.0", at 0x7fe39a11ecba, in bool gtsam::internal::optimizeWildfireNode<gtsam::ISAM2Clique>(boost::shared_ptr<gtsam::ISAM2Clique> const&, double, gtsam::FastSet<unsigned long>&, gtsam::FastSet<unsigned long> const&, gtsam::VectorValues&, unsigned long&)
#5    Object "/usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.28", at 0x7fe399cc96a8, in __cxa_throw
#4    Object "/usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.28", at 0x7fe399cc93f6, in std::terminate()
#3    Object "/usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.28", at 0x7fe399cc938b, in
#2    Object "/usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.28", at 0x7fe399cbd910, in
#1    Source "/build/glibc-eX1tMB/glibc-2.31/stdlib/abort.c", line 79, in abort [0x7fe3998e6858]
#0    Source "../sysdeps/unix/sysv/linux/raise.c", line 51, in raise [0x7fe39990718b]
Aborted (Signal sent by tkill() 267963 1000)

stale

I also meet the problem. How to solve it??

stale

I also meet the problem. How to solve it??

Can you share us your config file and the sensors that you using?

Think u !
I use the livox bag,after modify the config file like:
Livox Horizon lidar:
sensor: livox
N_SCAN: 6
Horizon_SCAN: 4000
edgeFeatureMinValidNum: 1
The problem has gone！May be the problem is problem is caused by lidar ponit? I think it may caused by imu?
But I meet an other problem “Not enough features! Only 8 edge and 1394 planar features available.”,when using the livox bag.
However,when i use the Walking dataset,It is OK without any error or warning!

stale

I also meet the problem. How to solve it??

Can you share us your config file and the sensors that you using?

Think u !
I use the livox bag,after modify the config file like:
Livox Horizon lidar:
sensor: livox
N_SCAN: 6
Horizon_SCAN: 4000
edgeFeatureMinValidNum: 1
The problem has gone！May be the problem is problem is caused by lidar ponit? I think it may caused by imu?
But I meet an other problem “Not enough features! Only 8 edge and 1394 planar features available.”,when using the livox bag.
However,when i use the Walking dataset,It is OK without any error or warning!

hello，how do you deal this problem？

authors: Alex-Beh TixiaoShan XidianLemon plane-li pxc2017 qqngwzlb

repo: TixiaoShan/LIO-SAM


text:
Tools for CamLOS closest points

Create two methods with easy / explicit names in Rays:

one to compute the geometrically closest point of each LOS to an axis (using self.set_dsino() and returning only the distance, theta and pts
one to compute the points of minimum rho from a Plasma2D instance and returning rho, theta and the pts

Fixed in devel by PR #212

Create two methods with easy / explicit names in Rays:
* one to compute the geometrically closest point of each LOS to an axis (using self.set_dsino() and returning only the distance, theta and pts

What do you mean by axis?
In any case if an axis is a line, then there is already a function that is similar to this probably.

Yes, the functions in _GG are all already existing and operational, I just added extra methods to the Rays class with more explicit names from a tokamak point of view (axis = magnetic axis = circle in 3d)
Fixed

repo: ToFuProject/tofu

license: mit

license_source: bigquery


text:
Added tutorial for documentation

Created a video and a tutorial in the website to show how to create a geom using inkscape. The video is uploaded to my youtube channel, I don't know if tofu has a google account? or a youtube channel? but if so we can put it there
https://www.youtube.com/watch?v=BoZh2U7I8-g
I tried to link it from a local file but it was a bit difficult without using a sphinx extension.
Updated today with latest changes (possibility to change scale and r0 and now it's failing. See
https://tofuproject.github.io/tofu/auto_examples/tutorials/tuto_plot_create_geometry_from_svg.html#sphx-glr-auto-examples-tutorials-tuto-plot-create-geometry-from-svg-py
just loading the file works:

but uploading with r0 and scale:

The video is perfect!
Thanks :-)   👍
tofu does not have a youtube channel, although it probably should at some point.
In the meantime you we can include a link to your youtube channel in the doc ?
I'll look at the bug

I see you managed to embed the video in the doc from your channel, that's a very good solution  👍

Hum... I think the bug is because you choose a r0 such that the 2 structures vessel and struct1 have negative r values, which is not possible in toroidal geometry because R is always positive.
I'll add a safety check and explicit warning in the code, in a new PR,
In the meantime can you retry with r0 = 20 and r0 = -100 to check ?
r0 can basically be used to change the aspect ratio of the tokamak.

Question: what tools do you use to make that kind of tutorial video?
We should probably do more of them 👍

Hello @lasofivec! Thanks for updating this PR. We checked the lines you've touched for PEP 8 issues, and found:

In the file examples/tutorials/tuto_plot_create_geometry_from_svg.py:

Line 61:1: E402 module level import not at top of file

Oh, you are right, I was trying to center the poloidal cut and thus creating a badly defined torus!
Thanks!

For the video, I struggled a little bit. Mostly because I wanted to have a version with the subtitles on the video (not as additional track). But what I did was

screen record with Simple Screen Recorder (Recording was a breeze but doing all the steps without errors was time consuming 😅 )
I uploaded first to youtube and used their tool to write CC captions for instructions
Downloaded the subtitles
Converted the video from mkv to mp4
Used this answer https://askubuntu.com/a/1273657/226616 to "merge" the subtitles to the video

Idea:
We could use this new svg functionality to show users how they copy copy a published tokamak geometry and easily reproduce it in tofu:

open inkscape and import an image of a tokmaka poloidal cross-section taken from a published article
draw the elements you are interested it
save as svg
open ipython, import tofu, load config from svg

What do you think ?
Do you think you could make a tuto video using fig 1 of the article attached (DIIID) and include it in the doc on the same page as the one you just created ?
DIIID.pdf

P.S.: I'm introducing tofu to the PlasmaPy community tomorrow afternoon, during a 'lghtning talk ' (5-10 min), I would like to show that kind of nice functionalities,
Question: do you want to do the presentation ?  (I can still prepare the slides)

Yes I can do the video. Could you send me a svg of what you would want to have as a result and maybe the r0, z0 ? maybe the resulting config plot so I can try to recreate it

I don't know yet what the result should be,
Can you do a try or two trying to get a reasonable representation of the figure ?
It's also an opportunity to figure out what functionality ay be missing to make users' life easier.
It would be nice to get:

all PF coils
The double vessel (grey hash on the figure), as 2 vessels
The innermost vessel (what looks like a unique first wall approximation), as a third vessel


text:
Chore: Reintroduce parallelism in integration tests

The goal of this PR is to ensure that we are running tests efficiently to reduce the impact of adding more.
Running tests in parallel also helps expose race conditions and encourages writing tests that are self-contained.

Remove the xdist_group's that were causing the engine adapter integration tests to be pinned to a single worker. These are no longer needed now we use CircleCI to run each engine in its own workflow
Remove concurrent_tasks=1 from the yaml config. This means that the connection pools are created in multithreaded mode by default and concurrent_tasks=1 is only set for the tests that need it (essentially any test that uses a SQLMesh context to plan/apply and has duckdb configured for the state connection)
Add the ability to configure which schema the example project and sushi runs against. This allows parallel runs on cloud engines where we cant create a unique database per test run (BigQuery, Athena)

I also investigated the long-standing issues with Trino's metadata caching which causes the tests to be flaky. The tl;dr is that:

Only the Hive connector is affected, the Iceberg / Delta connectors have no issues
The caching options set in the Trino catalog config are the same as the defaults so I removed them
I spent a bunch of time trying to narrow the correctness issues down to Trino or the Metastore. After upgrading both to the latest available versions, I concluded that the issue is in Trino and metadata updates don't seem to immediately propagate between its threads internally
I was able to gain a decent reliability improvement by, when a table is created, immediately blocking until table_exists() returns True. This allowed comment registration to not silently fail and improved the reliability of test_ctas() in particular

The main speedups are before -> after:

test
before
after

cloud_engine_snowflake
13m29s
6m14s

cloud_engine_databricks
25m44s
9m33s

cloud_engine_bigquery
16m28s
8m0s

cloud_engine_athena
39m14s
14m29s

Remove the xdist_group's that were causing the engine adapter integration tests to be pinned to a single worker. These are no longer needed now we use CircleCI to run each engine in its own workflow

What would happen if I was running all the tests locally and not within CircleCI? Or if we updated CircleCI to run all the engine adapter tests together? It should be fine right?

What would happen if I was running all the tests locally and not within CircleCI? Or if we updated CircleCI to run all the engine adapter tests together? It should be fine right?

Yep, this still works as expected with make engine-up followed by make engine-docker-test.
Cloud engines are make engine-remote-test because they require specific environment variables to be set with the credentials. The environment variables to set are indicated by the guard-* clauses in the Makefile and also in the config.yaml

authors: eakmanrq erindru

repo: TobikoData/sqlmesh


text:
Does not compile (error: initializer element is not constant)

Hey, I tried to compile the server, but got an error at compile time, which I could not figure out how to resolve.
Playing with the frontend_ops declaration did not change the error.
OS: *buntu 18.04
Installed Packages: libsdl2-dev libpthread-workqueue-dev libvncserver-dev
Output of make:
rm -f shoreline
gcc -Ofast -Wall -march=native ring.c llist.c framebuffer.c sdl.c vnc.c network.c main.c -lpthread `pkg-config --libs --cflags sdl2 libvncserver` -D_GNU_SOURCE -o shoreline
In file included from sdl.h:7:0,
                 from sdl.c:9:
sdl.c:22:52: error: initializer element is not constant
 DECLARE_FRONTEND_NOSIG(front_sdl, "SDL2 Frontend", fops);
                                                    ^
frontend.h:32:41: note: in definition of macro ‘DECLARE_FRONTEND’
  struct frontend_def name = {frontname, frontops, sig}
                                         ^~~~~~~~
sdl.c:22:1: note: in expansion of macro ‘DECLARE_FRONTEND_NOSIG’
 DECLARE_FRONTEND_NOSIG(front_sdl, "SDL2 Frontend", fops);
 ^~~~~~~~~~~~~~~~~~~~~~
sdl.c:22:52: note: (near initialization for ‘front_sdl.ops’)
 DECLARE_FRONTEND_NOSIG(front_sdl, "SDL2 Frontend", fops);
                                                    ^
frontend.h:32:41: note: in definition of macro ‘DECLARE_FRONTEND’
  struct frontend_def name = {frontname, frontops, sig}
                                         ^~~~~~~~
sdl.c:22:1: note: in expansion of macro ‘DECLARE_FRONTEND_NOSIG’
 DECLARE_FRONTEND_NOSIG(front_sdl, "SDL2 Frontend", fops);
 ^~~~~~~~~~~~~~~~~~~~~~
In file included from vnc.h:7:0,
                 from vnc.c:3:
vnc.c:12:56: error: initializer element is not constant
 DECLARE_FRONTEND_SIG(front_vnc, "VNC server frontend", fops);
                                                        ^
frontend.h:32:41: note: in definition of macro ‘DECLARE_FRONTEND’
  struct frontend_def name = {frontname, frontops, sig}
                                         ^~~~~~~~
vnc.c:12:1: note: in expansion of macro ‘DECLARE_FRONTEND_SIG’
 DECLARE_FRONTEND_SIG(front_vnc, "VNC server frontend", fops);
 ^~~~~~~~~~~~~~~~~~~~
vnc.c:12:56: note: (near initialization for ‘front_vnc.ops’)
 DECLARE_FRONTEND_SIG(front_vnc, "VNC server frontend", fops);
                                                        ^
frontend.h:32:41: note: in definition of macro ‘DECLARE_FRONTEND’
  struct frontend_def name = {frontname, frontops, sig}
                                         ^~~~~~~~
vnc.c:12:1: note: in expansion of macro ‘DECLARE_FRONTEND_SIG’
 DECLARE_FRONTEND_SIG(front_vnc, "VNC server frontend", fops);
 ^~~~~~~~~~~~~~~~~~~~
Makefile:10: recipe for target 'shoreline' failed
make: *** [shoreline] Error 1

Oops, didn't catch that one.
Building with GCC 6 does not work while GCC 8 works perfectly. I'll look into that, thanks for reporting!

authors: LeoDJ TobleMiner

repo: TobleMiner/shoreline


text:
TST: make the WKB test robust for flavour of NaN

This test_wkb.py::test_point_empty test is failing on the shapely-2.0 branch with the latest pygeos. I think this is because pygeos is using Py_NAN to write the WKB with NaN values for empty geometries, and Py_NAN might be platform-dependent (the error on appveyor indicates the WKB includes a negative quiet NaN (-float(NaN)) instead of a plain quiet NaN, by checking on my linux laptop).
So this PR tries to make the test more robust, by using the default NaN representation from the system on which the test is running (which should match with the NaN value that pygeos is using, I think).

cc  @musicinmybrain does this look OK to ensure it still works on big-endian hosts as well?

Coverage remained the same at 77.846% when pulling 5e6cdf414553a21e31ec2bc0af29d6028847edda on jorisvandenbossche:wkb-robust-nan into 024f75af21dd469de2cc3072b6c1bf98e3907e98 on Toblerity:shapely-2.0.

Hmm, that didn't actually help for windows. Trying the approach used in pygeos then to check the unpacked bytes with isnan

cc @musicinmybrain does this look OK to ensure it still works on big-endian hosts as well?

The current code looks OK since it uses the big_endian=False option to shapely.wkb.dumps, so the resulting byte string should be little-endian regardless of the host endianness. The code also correctly uses '>' at the beginning of the struct.unpack format string to ensure the byte string is unpacked as little-endian.
I think that using math.isnan is a good approach. Except in the very rare cases where software actually uses the NaN “payload” bits to smuggle data around, there are too many ways that assuming a particular representation can go wrong.

Thanks! Yes, the final version that I pushed shouldn't be sensitive to little/big endian host anymore, since I force little_endian in the output. Of course that then also doesn't test the big endian is correct ..

repo: Toblerity/Shapely


text:
proof of concept of pitch modification

I should do this first as it might inform #38, which is quite an important puzzle piece

that was simpler than I expected! i love the web audio API!!

repo: TodePond/Arroost


text:
feat: 添加了首页文章列表置顶功能

如题：添加了首页文章列表置顶功能，效果如下图

非常感谢这个PR，但是代码执行效率似乎有待提升与优化。 我认为应该从order入手将sticky的文章排到最上面，而不是分两次查询将结果合并。
再次感谢你的支持与贡献，此PR可能暂时不会合并到主分支。
@Tokinx
是的，按排序处理一次查询应该是最优解，wp默认排序置顶应该会返回在最上面，但是因为现在的代码已经有了orderby=>date，我试着调整了现在的自定义查询条件，试了一下没有实现，最后没敢大改怕影响到其他统计，
上面的方案是参考了dux的做法，他的方案是为了满足自定义置顶id，放在这里确实不是最合适的，期待大佬有更优雅的方式

repo: Tokinx/Wing


text:
After the keyboard hook is activated, the Chinese input method candidate word toolbar cannot be displayed

在UOS系统下，使用自带的demo，运行后，UOS自带的中文输入法无法显示候选词栏不显示。这个可能是什么原因引起的？
Under the UOS system, when running the built-in demo, the Chinese input method provided by UOS cannot display the candidate word column. What could be the possible cause of this?
我测试了多个输入法，部分输入法存在这个情况。
I have tested multiple input methods, and some of them have this issue.

将nuget包版本降到3.1.3问题消失。
Reduce the version of the Nuget package to 3.1.3 and the issue will disappear.

Hello! Thanks for posting this issue!
Unfortunately, I'm not sure what can be the cause of this issue, as I've never worked with (and have never even seen) Chinese input methods, and I don't have the capacity to research them at this moment. As such, I'm not going to close this issue, but I'm not going to look into it either. Maybe, someone from the community can help here?
Also, please use only English as the language for the issue title, description and comments.

Thanks for your reply. and sorry for my poor English.
I found that libuiohook1.2 is working properly, but 1.3 has this issue

No need to apologize for English skills, as long as I can understand, it's all good :)
If you could also figure out which exact change made it not work properly, it would be great.

I'm closing this issue due to inactivity and inability to fix it, but we can continue the discussion, and I will reopen it if anything comes up.

repo: TolikPylypchuk/SharpHook


text:
Universitäts- und Landesbibliothek Düsseldorf

Suggestion by Patrick Sahle:
https://digital.ub.uni-duesseldorf.de/ms/oai/?verb=ListSets lead to another bunch of 10 collections that have IIIF manifests. "Universitäts- und Landesbibliothek Düsseldorf" would be the official name

Other libraries using Visual Studio should work the same (https://digital.ub.uni-paderborn.de, https://digitale-sammlungen.ulb.uni-bonn.de/ ...). I can check this.

That would be great. By the way, I'm converting my todo notes into issues here, so you'll see more of these popping up...

authors: TomDeneire alexander-winkler

repo: TomDeneire/pictor


text:
java.lang.RuntimeException: No libGDX environment.

Hi,
my application crashes at launch and here are the 2 relevant lines in the logcat that point out the issue:
java.lang.RuntimeException: No libGDX environment.
at bvm.(TwitterSystem.java:1057)
It happens when proguard is enable.
Can you indicate me which proguard instructions I have to specify to make it work ?

After some digging here's what I set to make it work:
-keep class com.badlogic.gdx.Gdx { *; }
-keep class com.badlogic.gdx.Application { ; }
-keep class com.badlogic.gdx.LifecycleListener { ; }
-keep class de.tomgrill.gdxtwitter. { *; }

Thanks, I will add to the readme.

authors: TomGrill Zarandor

repo: TomGrill/gdx-twitter


text:
trailing slash

Just returned to looking at Ocelot after a few months, good to see things have been progressing nicely.
Main thing I wanted to look at was the ability to work with prefixes as outlined here #86
I'm seeing a trailing slash being sent to the downstream service which results in a 404 and can't see why.
Here is my config:
    {
      "DownstreamPathTemplate": "/alert/{id}",
      "DownstreamScheme": "http",
      "DownstreamHost": "localhost",
      "DownstreamPort": 8010,
      "UpstreamPathTemplate": "/api/alert/{id}"
    }

Original Request: /api/alert/f346bdd5-9d4c-4aea-88d9-3f35c557554d
Proxied Request: /alert/f346bdd5-9d4c-4aea-88d9-3f35c557554d/
I've tried both the stable and unstable releases with the same result.  What am I doing wrong?

@danny-waite I think this might be something in .net we are using that adds the trailing slash. I'll take a look. Thanks for the interest in the project!!

no worries Tom, let me know when you've had chance to look, I don't mind digging deeper but thought it best to relay to you first since it seems like a fairly key issue. Would also be interested to know if Ocelot is being used in production and to what scale. Keep up the good work.

Ive had a look and for some reason I'm always setting the last character of the downstream path as / can't remember why so i'll figure that out and make it work properly..

I doubt anyone is using Ocelot in production. I'm hoping to use it at work one day. I did some performance testing and didn't notice any memory leaks...Ocelot adds a few ms to each http request in the environment I was testing on in Azure.

@danny-waite I've got a fix for this on a PR, just waiting for checks to finish and I'll merge it and create a build!

@danny-waite Ive just pushed a fix for this to nuget....Install-Package Ocelot -Version 1.4.10
I'm going to close the issue now as I think it is fixed...if you run into further problems let me know and I can feel like an idiot! :)
Thanks for submitting this issue :D

authors: TomPallister danny-waite

repo: TomPallister/Ocelot


text:
Test what's a more efficient scalable solution: cross-room communication for one show or just seperate rooms per show

What if 80.000 people want to joint one show?

Do I make sub-rooms that communicate to the host?
Or does it simply not make any sense and is it a matter of server space and other factors?

Made namespaces to based on a id made while adding a show. The id is saved to the db. I used an additional id instead of the objectId because I don't want to expose that. Although it's not a huge problem if I believe several online sources. But this works out.


text:
If maximum displacement is set too large, DVC code fails to run without giving reason why

E.g. I loaded images of size 26 in the Z direction. Translation of 0 in the Z direction in registration.
I changed the maximum displacement to the following values:
15 - DVC run failed with no reason given
10 - DVC run failed with no reason given
5 - Ran successfully
Perhaps this is an issue for the CCPi-DVC repo, I'm not sure

I suppose this depends also on the pointcloud. If the points fall outside the image I'd say we have a problem.

authors: lauramurgatroyd paskino

repo: TomographicImaging/iDVC


text:
Only notify when upgrading application, not on first usage

Thanks for the library. Would you be open to a pull request to only show the dialog if it is not the first run of the application?
Specifically, my use case is:

App is mature and is installed on many devices.
New users are still coming on board and installing for the first time.
A new version has substantial changes, which I want to:

Notify existing users about
Not bother new users about (because it isn't a change for them, it is just the way the app is)

I'm thinking: PresentationOption.ALWAYS_IF_UPGRADING, which will check the shared preferences for LAST_VERSION_CODE and only display if:

There is an existing value for this preference, and
The rules for PresentationOption.ALWAYS apply.

It is worth noting that in my example, I am introducing WhatsNew for the first time, so for this particular new feature, I'll likely just manually set the LAST_VERSION_CODE preference to the previous version code based on special knowledge I have about the app (e.g. if there are high scores already in the database - that indicates it was installed before and therefore the LAST_VERSION_CODE should be set and PresentationOption.ALWAYS_IF_UPGRADING will trigger the dialog, otherwise it should be blank and therefore PresentationOption.ALWAYS_IF_UPGRADING will not trigger the dialog (but WhatsNew will stil record the new version for future upgrades which require notification).
Although I could manually set the appropriate shared preferences, they are implementation details of this library, so would it also make sense to have some sort of WhatsNew.manuallySetPreviousVersion(versionCode: Int, versionName: String) to manage the situation where other people wish to incorporate the library for the first time?

Jj

repo: TonnyL/WhatsNew


text:
Re-implement(Optimize) select function

Here are stages of this PR:

[x] Utility functions and their unit tests
[ ] Replacing all operations on the self.selections in current component with new utility functions
[ ] Add intergration test for it
[ ] Add document to explain its menchanism

The visual tests for the utility functions in this PR: https://3bdhlh.csb.app/
Related issues:

#435
#425
#414

Hi @ndrsn, this PR doesn't need to be merged before all the stages of it are complete. I create this PR  right now because it can let every developers knows the there some core code is changing and let developers have a peek first.

Hi @ndrsn , How do you think this breaking changes:
In original selections property is a 2D array. The selection state is represented like this: self.selections[viewRowIndex] = [0,4,5];
But in this PR, selection property is a 1D array. Its each item is a selection descriptor. like this: self.selections[0] = {type: SelectionType.Rows, row0: 10, rows1: 20}.
There is code to export this property to public (https://github.com/TonyGermaneri/canvas-datagrid/blob/master/lib/intf.js#L1896-L1900).
And there are many places exported the this propert in the event to the user. like this https://github.com/TonyGermaneri/canvas-datagrid/blob/master/lib/publicMethods.js#L434-L439
Because I think it is necessary to change the implementation of selection property if we need to resolve issues I mentioned in this PR. This PR can't be merge if you don't accept this breaking change.
Waiting for your reply to continue changing code. Thanks

By the way, I think the property named columnIndex in here https://github.com/hangxingliu/canvas-datagrid/blob/master/lib/draw.js#L1157 needs to be changed. But it is a breaking change too because the visible cells can be access by public via grid.visibleCells
Because in the other place of this component. columnIndex is used for indicating the item index in the schema array. So it can mislead the developer to use it in the wrong place.

Because in the other place of this component. columnIndex is used for indicating the item index in the schema array. So it can mislead the developer to use it in the wrong place.

Not sure I completely follow — how would you propose we rename it? And would be renaming the columnIndex you're pointing at here, or the other location?

Do you think we would be able to have both versions (two names, grid.selections and grid. co-existing at the same time

Yep, I think it is a good idea. (Do you have any advise about naming the new property). I can define a getter for the public access. This getter can return an array like what original selection looks like from the new selection and it will print a warning on the console if anyone access it.

Not sure I completely follow — how would you propose we rename it? And would be renaming the columnIndex you're pointing at here, or the other location?

Because for the compatibility, I don't recommend to change it now. Because in the source code. The name columnIndex is used for indicating the column index of the view. (Like the variable name viewColumnIndex ) But somtimes the name columnIndex is used for indicating the item index of the schema. (Like the variable name boundColumnIndex ). I think we can discuss about this part in the future.

Do you have any advise about naming the new property

How about selectionList ? Since it's temporary until we've deprecated the old interface (and will keep it a private property?), it's not hugely important to get the naming exactly right, I think.

Not sure I completely follow — how would you propose we rename it? And would be renaming the columnIndex you're pointing at here, or the other location?

Because for the compatibility, I don't recommend to change it now. Because in the source code. The name columnIndex is used for indicating the column index of the view. (Like the variable name viewColumnIndex ) But somtimes the name columnIndex is used for indicating the item index of the schema. (Like the variable name boundColumnIndex ). I think we can discuss about this part in the future.

I think I understand! Ah yes, let's tackle that later — but good observation.

I do have a question regarding the RangeSelector type: why, if any reason, did you opt for col0/col1/row0/row1 ? It's a bit more verbose, but would startColumnIndex/endColumnIndex/startRowIndex/endRowIndex (or sans -index) work in this context as well? My worry is that a name like col0 or col1 would lead the user to think "what about col2 and col3?" — whereas start/end imply (in my mind) more that it's a bounded range. Feelings?

It's a bit more verbose, but would startColumnIndex/endColumnIndex/startRowIndex/endRowIndex (or sans -index) work in this context as well?

OK, I will replace them to these style after the features be tested. Because I was worry about the naming of properties are too long. I think we can use the naming you mentioned without -index.

startColumn
endColumn
startRow
endRow

OK, I will replace them to these style after the features be tested. Because I was worry about the naming of properties are too long. I think we can use the naming you mentioned without -index.

Your suggestion sounds good!
Note: A little context regarding this: my thinking regarding has changed in this respect over the years: I used to go for terse/short names, but I now believe code is read more than it is written thus should be optimized for reading and debugging over writing, so (IMHO) the more explicit and descriptivee the variable names the better. It's not a hard rule or anything, but compared to some of the legacy variable names c or s (from the days before we had bundlers and optimizers), I believe it's an improvement.

I used to go for terse/short names, but I now believe code is read more than it is written thus should be optimized for reading and debugging over writing

haha, same. I remeber I wrote things like a compiled JavaScript code. But after I touched some large projects. I changed my mind like what you said. And I have also started adding more comment on things that are hard to describe by the name. Thanks.

Hi @ndrsn , This PR is ready for review and merge. And I will write a document or blog on the next week about this new selection mechanism.

Hi @ndrsn, Thanks for your review and suggestions. I will modify the code tonight and ping you again

@ndrsn  Oh, thanks very much. missed these places.

All good to go! Thanks a lot, @hangxingliu!

authors: hangxingliu ndrsn

repo: TonyGermaneri/canvas-datagrid


text:
fdsa

Routes
/fdsa
Full routes
/fdsa/ff
Related documentation
https://docs.rsshub.app/asdf.html
What is expected?
BBB
CCC
DDD
What is actually happening?
QQW
EEE
Deployment information
Self-hosted
Deployment information (for self-hosted)
No response
Additional info
X

This is not a duplicated issue

[X] I have searched existing issues to ensure this bug has not already been reported

/wip

wip

/wip

/wip

/wip

/test
/epicgames/freegames

/test
/epicgames/freegames

/test
/epicgames/freegames

/test
/epicgames/freegames

/test
/epicgames/freegames

/test
/epicgames/freegames

/test
/epicgames/freegames

/test
/pincong/hot

/wip

/test
/epicgames/freegames

/test
/epicgames/freegames

/test
/epicgames/freegames

/test
/rsshub/sponsors

/test
/rsshub/sponsors

/test
/xiaohongshu/user/5c8889770000000016003acb/notes

repo: TonyRL/RSSHub


text:
Trouble using node-gyp to build node-sqlite3 in Windows XP

TooTallNate,
Per your request on the Google group, I am logging this issue about the problem that I run into when I use the node-gyp to try to build the node-sqlite3 module.
First off, I download the node-sqlite3 gyp branch zip files and explode them into my c:\internet_download\TooTallNate_SQLite3 folder.
I have also installed the MS Visual C++ 2010 Express version and Python v 2.7.2 for Windows.
Then I cd to this directory and type in node-gyp configure.
It appears that it successfully builds the "build" directory.
Then when I type node-gyp build, the following error shows up.  I think that this has something to do with the command issues by the build script.
C:\Internet_Download\TooTallNate_SQLite3>node-gyp build
info it worked if it ends with ok
spawn C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\msbuild.exe [ 'build/bindings.sln',
'/clp:Verbosity=minimal',
'/nologo',
'/p:Configuration=Release' ]
C:\Internet_Download\TooTallNate_SQLite3\build\bindings.sln.metaproj : error MSB4126: The specified solution configuration "Release
|MCD" is invalid. Please specify a valid solution configuration using the Configuration and Platform properties (e.g. MSBuild.exe S
olution.sln /p:Configuration=Debug /p:Platform="Any CPU") or leave those properties blank to use the default solution configuration
. [C:\Internet_Download\TooTallNate_SQLite3\build\bindings.sln]
ERR! Error: C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\msbuild.exe failed with exit code: 1
at Array.0 (C:\Documents and Settings<User Name>\Application Data\npm\node_modules\node-gyp\lib\build.js:139:25)
at EventEmitter._tickCallback (node.js:192:40)
ERR! not ok
However, when I manually issue the msbuild command with the following command line, it appears that it builds successfully because it does generate the "Release" directory under the "build" directory.  In the "Release" directory, it shows node_sqlite3.node, node_sqlite3.lib
C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\msbuild.exe build/bindings.sln /verbosity:m /
nologo /p:Configuration=Release;Platform="win32"
Perhaps the first parameter /clp:Verbosity=minimal may need to be read as /verbosity:minimal instead.
Then the /p:Configuration=Release needs to be /p:Configuration=Release;Platform="win32" or Platform="Any CPU".  In the bindings.sln file, it seems to specify Win32 in it.
Granted, I am not a msbuild person nor I am a platform build type person.  But it seems to work to finish the build.
Hope this helps.  Thanks.

These seem like fine changes to make to me. I'm mostly wondering what's different about your setup where this information is needed, because it hasn't been on any of the rigs I've tested on so far.
@piscisaureus maybe you could chime in here? Basically:

What's the difference between /clp:Verbosity=minimal (used in node's vcbuild.bat) and /verbosity:minimal?
Why/when is Platform="Win32" required for this setup? How come vcbuild.bat doesn't have to specify this?

authors: TooTallNate lforge

repo: TooTallNate/node-gyp


text:
rebuild: forward arguments to configure phase

The rebuild command currently ignores additional command line arguments. I think it makes sense to pass these arguments to the configure phase:
> node-gyp rebuild -- -I some.gypi

Thanks!

authors: TooTallNate agnat


text:
Some download url (such as: github zip) will not get response

Such as https://github.com/Toqe/Downloader/archive/master.zip, when I start downloading this uri.
It will get exception.
Because those links cannot get response, it will crash in CheckDownload(Uri url, IWebRequestBuilder requestBuilder) .

I can confirm your problem.
System.Net.WebException: Die zugrunde liegende Verbindung wurde geschlossen: Unerwarteter Fehler beim Senden.. ---> System.IO.IOException: Unerwartetes Dateiende oder 0 Bytes vom Transportstream erhalten.
   bei System.Net.FixedSizeReader.ReadPacket(Byte[] buffer, Int32 offset, Int32 count)
   bei System.Net.Security.SslState.StartReadFrame(Byte[] buffer, Int32 readBytes, AsyncProtocolRequest asyncRequest)
   bei System.Net.Security.SslState.StartReceiveBlob(Byte[] buffer, AsyncProtocolRequest asyncRequest)
   bei System.Net.Security.SslState.ForceAuthentication(Boolean receiveFirst, Byte[] buffer, AsyncProtocolRequest asyncRequest)
   bei System.Net.Security.SslState.ProcessAuthentication(LazyAsyncResult lazyResult)
   bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   bei System.Net.TlsStream.ProcessAuthentication(LazyAsyncResult result)
   bei System.Net.TlsStream.Write(Byte[] buffer, Int32 offset, Int32 size)
   bei System.Net.PooledStream.Write(Byte[] buffer, Int32 offset, Int32 size)
   bei System.Net.ConnectStream.WriteHeaders(Boolean async)
   --- Ende der internen Ausnahmestapelüberwachung ---
   bei System.Net.HttpWebRequest.GetResponse()
   bei Toqe.Downloader.Business.Utils.DownloadChecker.CheckDownload(Uri url, IWebRequestBuilder requestBuilder) in D:\dev\Downloader\Downloader.Business\Utils\DownloadChecker.cs:Zeile 28.

Changing the .NET Framework version of the Downloader projects to (for example) .NET 4.7.2 solves the problem (but creates a follow up problem: GitHub doesn't support resuming).

Resume is no matter.But how i can solve it on .net 4.5. Does it must change to 4.7.2?

I think the problem is due to the support of HTTP (and/or its features) in the used .NET Framework, although I don't have the time to examine the exact problem at the moment. Please use at least .NET Framework 4.6.2 to solve this.

I find the lower net framework

ServicePointManager.ServerCertificateValidationCallback = new RemoteCertificateValidationCallback(CheckValidationResult);
ServicePointManager.ServerCertificateValidationCallback += (s, cert, chain, sslPolicyErrors) => true;
ServicePointManager.SecurityProtocol = SecurityProtocolType.Tls12 | SecurityProtocolType.Tls11 | SecurityProtocolType.Tls;

Now, let's compact those uris.
Maybe those uris, response.Headers["Accept-Ranges"] = null && response.ContentLength = -1, we should compact it those case.

I think you shouldn't disable the validation of the server certificate, that will make you vulnerable to Man-in-the-middle attacks.

authors: Toqe jzlhll

repo: Toqe/Downloader


text:
modify values

How do I modify the value of the toml file in my cpp code? Is there such an interface?

There are several ways to do that.
const toml::value v1(42);                 // 1. construct from c++ value

toml::value v2;
v2 = "foobar";                            // 2. insert a value

toml::value v3 = toml::parse("example.toml");
v3.at("table").at("key") = "value";       // 3. basically the same as 2, `at` returns a toml::value&.
v3.at("array").as_array().push_back(3.14) // 4. cast to a non-toml value(here std::vector) and modify it

i mean,how can i modify the key's value that has been defined in toml file just whit a function or some interface which has defined in toml11.

for example,in some sense,i read some information from test.toml ,and,i used it。this part is clear in your readme.md document。
well,sometimes,i also need write some information to the test.toml to update information.
example:
test.toml
test = 10
after some operations in my cpp:
test.toml
test = 123

If I understand correctly, do you want to modify the toml file, not the data on memory? You can serialize toml file by passing toml::value to iostream or fstream.
toml::value v = toml::parse("test.toml");
v.at("test") = 123;
std::cout << std::setw(80) << v;

Note that you may need to add some io-manipulators(like setw) to format it in a readable form.

yes，i want modify the toml file.and,the method you give me in the email don't work,maybe,i need write some function to modify datas and save it to toml file by myself...

Could you explain what happens or paste the error message here?
I'm writing the full version of my solution. At least it works in my environment. Does it work?
#include "toml.hpp"
#include <iostream>

int main()
{
    toml::value v = toml::parse("test.toml");
    v.at("test") = 123;
    std::cout << std::setw(80) << v;
    return 0;
}

# test.toml

test = 10

it seems that only the data in the memoey is modifed
| |
wangxiaoyong1993
|
|
wangxiaoyong1993@126.com
|
签名由网易邮箱大师定制
On 8/31/2020 18:29，Toru Niinanotifications@github.com wrote：
Could you explain what happens or paste the error message here?
I'm writing the full version of my solution. At least it works in my environment. Does it work?
#include"toml.hpp"
#includeintmain()
{
toml::value v = toml::parse("test.toml");
v.at("test") = 123;
std::cout << std::setw(80) << v;
return0;
}
test.tomltest = 10
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

it seems that only the data in the memory is modified.

Left is the value of Consol,right is the value of toml file,and the programe is as same with your

It's because it outputs the contents on std::cout for quick checking. You can change it to std::ofstream("test.toml").

I mean, you can output the content to a file with the following code.
#include "toml.hpp"
#include <iostream>

int main()
{
    toml::value v = toml::parse("test.toml");
    v.at("test") = 123;
    std::ofstream ofs("test.toml");
    ofs << std::setw(80) << v;
    return 0;
}

ok,thanks.with io stream ,it's really can be resolve.and i have a suggest,after the function named parse called,the object returned has many information about the toml file on memory,so,if there are some inner functions to deal with it,perhaps,it's will be more efficient.
Thank you.


text:
[popover] suffix style units with px expclitly

Otherwise it simpy doesn't work

Codecov Report

Merging #264 into master will not change coverage.
The diff coverage is 100%.

@@           Coverage Diff           @@
##           master     #264   +/-   ##
=======================================
  Coverage   95.86%   95.86%
=======================================
  Files          70       70
  Lines        1499     1499
  Branches      222      222
=======================================
  Hits         1437     1437
  Misses         62       62

Impacted Files
Coverage Δ

src/components/Popover.vue
96.55% <100%> (ø)
:arrow_up:

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update e2c15c6...273ea0e. Read the comment docs.

authors: adimascio codecov-io

repo: ToucanToco/vue-query-builder


text:
Technogym Treadmill didn't pick up cadence and speed seemed to be janky

At the Berlin marathon expo the Hoka booth area had a nice Technogym treadmill. I noticed that a tablet is acquiring data, and after some fiddling around I was happy to see that it uses Bluetooth (the tablet was plugged in but only for charging purposes).
It turned out that the treadmill worked the same way as the NPE Runn device: it exposes FTMS Treadmill Data, but since that lacks the cadence data it also exposes an additional RSC (Running Speed and Cadence) sensor, and the cadence is picked up from there.
When I tried to connect with my app the cadence wasn't picked up and the speed looked janky. I recorded data both via nRF Connect and with my app.

LogExport25092022_184423_PM_all_[2].zip

What would really help is the nRF Connect log file, but I cannot seem to find it :(

Beta release 118 addresses this

2409202217.txt


text:
Fix/remote commits

Summary
Pull OA commits.

Issue resolved.

authors: isaackps nghaninn

repo: TradeTrust/tt-verify


text:
位置精度をBalancedまで落とせるかの調査

もし何回かテストして問題なさそうならBalancedに設定する

問題なさげ

repo: TrainLCD/MobileApp


text:
Dialog, Alert and Confirm

Add a new Dialog Cube, serving as a Base for new Alert and Confirm Cubes.

Rename Confirm and Alert to ConfirmDialog and AlertDialog

repo: Trampoline-CX/Cubes


text:
Add headpat opt-out role

A way to opt out of getting headpats has been requested, so the configuration now allows roles to be set such that if a user has any of those roles, the bot will not automatically headpat them when they say something like "ababababa" or whatever (this also controls the 1000 message headpat, so that can be re-enabled as well if desired).

The problem is that this would require a staff interaction for a user to get/remove headpats. I feel it would be better if users can do this on their own end without needing one such staff interaction. I also want to rework the server ids setup. Since I already have a mongo database for guild information, these ids could fit into that; but the interface is not quite user friendly enough for it, and there need to be more module enable/disable options. Not all servers may want to have a starboard, for example. See also #17 and #24

(i misclicked the button and didn't mean to close it quite yet, but i think the rework would be better than adding a role on ahort term now anyway..) (further discussion in staff server too)

authors: MysticMia hyper-neutrino

repo: TransGG/uncute-rina


text:
MacOS: fails to install - Module not found: Can't resolve 'react-markdown'

After getting stuck on "Initializing SuperAGI" on MacOS and various different errors on various Linux distros, I have now deleted everything and started from scratch, but the initial setup (docker-compose up --build) fails with
`Error: Module not found: Can't resolve 'react-markdown'
8 | import {fetchToolTemplateOverview, installToolkitTemplate} from "@/pages/api/DashboardService";
9 | import {EventBus} from "@/utils/eventBus";

10 | import ReactMarkdown from 'react-markdown';
11 | import axios from 'axios';
12 |
13 | export default function EachTool({template, env}) {

https://nextjs.org/docs/messages/module-not-found
Import trace for requested module:
./pages/Content/Marketplace/Market.js
./pages/Dashboard/Content.js
./pages/_app.js`
My Docker:
Client:
Cloud integration: v1.0.33
Version:           24.0.2
API version:       1.43
Go version:        go1.20.4
Git commit:        cb74dfc
Built:             Thu May 25 21:51:16 2023
OS/Arch:           darwin/arm64
Context:           desktop-linux
Server: Docker Desktop 4.20.1 (110738)
Engine:
Version:          24.0.2
API version:      1.43 (minimum version 1.12)
Go version:       go1.20.4
Git commit:       659604f
Built:            Thu May 25 21:50:59 2023
OS/Arch:          linux/arm64
Experimental:     false
containerd:
Version:          1.6.21
GitCommit:        3dce8eb055cbb6872793272b4f20ed16117344f8
runc:
Version:          1.1.7
GitCommit:        v1.1.7-0-g860f061
docker-init:
Version:          0.19.0
GitCommit:        de40ad0

Running npm install react-markdown doesn't fix. My package.json is
{
"dependencies": {
"axios": "^1.4.0",
"react-markdown": "^8.0.7",
"react-toastify": "^9.1.3"
}
}
and running "npm install" returns no errors but still, the erorr message above persists.

SOLUTION: fixed by not using the git command from the instructions and manually downloading the source code zip instead.
And then getting stuck on "Initializing SuperAGI" anyway, with this:
superagi-proxy-1            | 2023/06/27 09:50:50 [error] 33#33: *78 connect() failed (111: Connection refused) while connecting to upstream, client: 172.19.0.1, server: , request: "GET /api/configs/get/env HTTP/1.1", upstream: "http://172.19.0.5:8001/configs/get/env", host: "localhost:3000", referrer: "http://localhost:3000/"

Thanks for looking into this Stoovie, I am getting the same original error.
Just doing a full docker compose with the missing line added in the package.json.

but the line was never missing. it was always there and yet i was getting the error

We are looking into this urgently. Thanks for calling this out!

We have fixed this issue @Stooovie . Please pull latest pull and try again and let us know if you face any other issues.

Yes! It is now working for me, at least!  Thank you.

Hey, finally it installs and works fine on MacOS for me! thanks!

authors: Agnosaru Stooovie neelayan7

repo: TransformerOptimus/SuperAGI