text:
生成表格内容不正确

Issue description
1.按照提供的插件, 模仿写了一份, 发现新复制的行, [name], [phone]不会被替换,而是替换的模板行
2.内容错乱
poi-tl version
1.9.1
Minimal test code to reproduce the issue
public void render(ElementTemplate eleTemplate, Object data, XWPFTemplate template) {
        RunTemplate runTemplate = (RunTemplate)eleTemplate;
        XWPFRun run = runTemplate.getRun();

        try {
            if (!TableTools.isInsideTable(run)) {
                throw new IllegalStateException("The template tag " + runTemplate.getSource() + " must be inside a table");
            } else {
                XWPFTableCell tagCell = (XWPFTableCell)((XWPFParagraph)run.getParent()).getBody();
                XWPFTable table = tagCell.getTableRow().getTable();
                run.setText("", 0);

                int templateRowIndex = this.getTemplateRowIndex(tagCell);
                if (null != data && data instanceof Iterable) {
                    Iterator<?> iterator = ((Iterable)data).iterator();

                    // 获取模板行
                    List<XWPFTableRow> templateRowList = new ArrayList<>();
                    for (int i = 0; i < this.number; i++) {
                        templateRowList.add(table.getRow(templateRowIndex + i));
                    }

                    TemplateResolver resolver = new TemplateResolver(template.getConfig().copy(this.prefix, this.suffix));
                    boolean firstFlag = true;

                    int insertPosition = templateRowIndex + 2;
                    while(iterator.hasNext()) {

                        List<XWPFTableCell> cellList = new ArrayList<>();

                        for (XWPFTableRow templateRow : templateRowList) {

//                            XWPFTableRow xwpfTableRow = table.insertNewTableRow(insertPosition);
//                            XWPFTableCell xwpfTableCell = xwpfTableRow.addNewTableCell();
//                            xwpfTableCell.setText(templateRow.getTableCells().get(2).getText() + insertPosition);

                            table.insertNewTableRow(insertPosition);
                            this.setTableRow(table, templateRow, insertPosition);
                            XmlCursor newCursor = templateRow.getCtRow().newCursor();
                            newCursor.toPrevSibling();
                            XmlObject object = newCursor.getObject();
                            XWPFTableRow nextRow = new XWPFTableRow((CTRow)object, table);
                            nextRow.getCtRow().set(object);
//                            if (!firstFlag) {
//                                List<XWPFTableCell> tableCells = nextRow.getTableCells();
//                                Iterator var18 = tableCells.iterator();
//
//                                while(var18.hasNext()) {
//                                    XWPFTableCell cell = (XWPFTableCell)var18.next();
//                                    CTTcPr tcPr = TableTools.getTcPr(cell);
//                                    CTVMerge vMerge = tcPr.getVMerge();
//                                    if (null != vMerge && STMerge.RESTART == vMerge.getVal()) {
//                                        vMerge.setVal(STMerge.CONTINUE);
//                                    }
//                                }
//                            } else {
//                                firstFlag = false;
//                            }
                            this.setTableRow(table, nextRow, insertPosition);

                            XWPFTableRow row = table.getRow(insertPosition);
                            row.getTableCells().get(1).setText("" + insertPosition);

                            cellList.addAll(row.getTableCells());

                            insertPosition++;
                        }

                        RenderDataCompute dataCompute = template.getConfig().getRenderDataComputeFactory().newCompute(iterator.next());
                        cellList.forEach((cellx) -> {
                            List<MetaTemplate> templates = resolver.resolveBodyElements(cellx.getBodyElements());
                            (new DocumentProcessor(template, resolver, dataCompute)).process(templates);
                        });
                    }
                }

//                table.removeRow(templateRowIndex);
            }
        } catch (Exception var22) {
            throw new RenderException("HackLoopTable for " + eleTemplate + "error: " + var22.getMessage(), var22);
        }
    }

Minimal Docx template file
https://srv28.fileconverto.com/download.php?hash=bec857d7894a3aa8e84233b1234cadc4
https://sukiui.com/i/2022/08/17/p6ct91.docx

已经自己解决了

repo: Sayi/poi-tl


text:
Make a npx command to update the bot

Add a npx command to update the ticket-bot in one command with several warnings about the fact that for some new features to be applied you have to add it manually in the configuration or maybe add it automatically?

yeah

source: gharchive/issue

authors: CamPCatDev Sayrix

repo: Sayrix/Ticket-Bot

license_type: permissive

license_source: github-api


text:
In Intro: move the components down below the concepts

Per @russellhaering's request

Thanks, +1

source: gharchive/pull-request

authors: robert-chiniquy russellhaering

repo: ScaleFT/docs

license_source: bigquery


text:
Colors on box node are different than expected

Hi @ThomasGorisse and others!
Thank you for your efforts regarding this library.
I'm using implementation "com.gorisse.thomas.sceneform:sceneform:1.20.5" version of the lib.
I would like to put an image onto the front face of a box node.
Furthermore, I would like to color the sides of the box with white color.
I experience the following:

the colors of the box image differ (too yellow) from the original image. (I would like to have the same colors)
the side colors of the box are also rather yellow than white
the side colors are different even though white is set for each side.

Right:

Left:

Bottom:

Top:

Video:
https://user-images.githubusercontent.com/4050385/155222133-af65e524-3dad-4290-96c9-28804585be73.mp4
My Activity with the SceneView:

import android.content.Context
import androidx.appcompat.app.AppCompatActivity
import android.os.Bundle
import android.view.MotionEvent
import com.google.ar.core.exceptions.CameraNotAvailableException
import com.google.ar.sceneform.HitTestResult
import com.google.ar.sceneform.SceneView
import com.google.ar.sceneform.math.Vector3
import com.google.ar.sceneform.rendering.Color
import io.supercharge.the3dmodelsampleapp.nodes.DragTransformableNode
import com.google.ar.sceneform.ux.FootprintSelectionVisualizer
import com.google.ar.sceneform.ux.TransformationSystem
import java.lang.Exception
import com.google.ar.sceneform.rendering.Renderable
import com.google.ar.sceneform.rendering.MaterialFactory
import com.google.ar.sceneform.rendering.Texture
import io.supercharge.the3dmodelsampleapp.nodes.BoxFactory
import android.graphics.BitmapFactory

import android.graphics.Bitmap

import android.content.res.AssetManager
import java.io.IOException
import java.io.InputStream
import io.supercharge.the3dmodelsampleapp.nodes.BoxMaterials
import java.util.concurrent.CompletableFuture
import java.util.concurrent.CompletionStage

class SceneViewActivity : AppCompatActivity() {

    lateinit var sceneView: SceneView

    override fun onCreate(savedInstanceState: Bundle?) {
        super.onCreate(savedInstanceState)
        setContentView(R.layout.activity_scene_view)
        sceneView = findViewById(R.id.sceneView)
        addNodeToScene()
    }

    override fun onPause() {
        super.onPause()
        sceneView.pause()
    }

    private fun addNodeToScene() {

        val canvasWidth = 5f
        val canvasHeight = 8f
        val canvasThickness = 2.0f

        val boxWidth: Float = canvasWidth / canvasHeight
        val boxHeight = 1f
        val boxDepth: Float = canvasThickness / canvasHeight

        val boxWidthHalf = boxWidth / 2
        val boxHeightHalf = boxHeight / 2
        val boxDepthHalf = boxDepth / 2

        val transformationSystem = makeTransformationSystem()
        val node = DragTransformableNode(1f, transformationSystem)

        val bitmapFromAsset = getBitmapFromAsset(this, "giraffe.jpg")
        val whiteColor = Color(resources.getColor(R.color.white, null))
        val blackColor = Color(resources.getColor(R.color.black, null))

        val sideMaterial = MaterialFactory.makeTransparentWithColor(this, whiteColor)
        val blackMaterial = MaterialFactory.makeTransparentWithColor(this, blackColor)

        val materialFront = Texture.builder().setSource(bitmapFromAsset).build()
            .thenCompose { texture ->
                MaterialFactory.makeTransparentWithTexture(this, texture)
            }

        val combinedDataCompletionStage: CompletionStage<BoxMaterials> = CompletableFuture.allOf(
            materialFront, sideMaterial, blackMaterial
        ).thenApply {
            BoxMaterials(
                sideMaterial.join(),
                sideMaterial.join(),
                materialFront.join(),
                blackMaterial.join(),
                sideMaterial.join(),
                sideMaterial.join(),
            )
        }

        combinedDataCompletionStage.thenApply { boxMaterials ->
            val renderable: Renderable = BoxFactory.makeCube(
                size = Vector3(boxWidth, boxHeight, boxDepth),
                center = Vector3(boxWidthHalf, boxHeightHalf, boxDepthHalf),
                materials = listOf(
                    boxMaterials.bottom,
                    boxMaterials.left,
                    boxMaterials.front,
                    boxMaterials.back,
                    boxMaterials.right,
                    boxMaterials.top,
                )
            )

            renderable.collisionShape = null
            node.renderable = renderable

            node.localPosition = Vector3(-boxWidthHalf, -boxHeightHalf, -boxDepthHalf)
            sceneView.scene.addChild(node)
            node.select()

            sceneView.setBackgroundColor(getColor(R.color.white))

            sceneView.scene
                .addOnPeekTouchListener { hitTestResult: HitTestResult?, motionEvent: MotionEvent? ->
                    transformationSystem.onTouch(
                        hitTestResult,
                        motionEvent
                    )
                }
        }
    }

    fun getBitmapFromAsset(context: Context, filePath: String): Bitmap? {
        val assetManager: AssetManager = context.assets
        val istr: InputStream
        var bitmap: Bitmap? = null

        try {
            istr = assetManager.open(filePath)
            bitmap = BitmapFactory.decodeStream(istr)
        } catch (e: IOException) {
            // handle exception
        }

        return bitmap
    }

    private fun makeTransformationSystem(): TransformationSystem {
        val footprintSelectionVisualizer = FootprintSelectionVisualizer()
        return TransformationSystem(resources.displayMetrics, footprintSelectionVisualizer)
    }

    override fun onResume() {
        super.onResume()

        try {
            sceneView.resume()
        } catch (e: CameraNotAvailableException) {
            e.printStackTrace()
        }
    }

    override fun onDestroy() {
        super.onDestroy()

        try {
            sceneView.destroy()
        } catch (e: Exception) {
            e.printStackTrace()
        }
    }
}

Notes:

BoxFactory.makeCube() is a copy of ShapeFactory.makeCube() with an extension that you can set different materials per sides
the DragRotationController is used from this repo of chnouman: https://github.com/chnouman/SceneView/blob/master/app/src/main/java/com/nouman/sceneview/nodes/DragRotationController.kt
I've tried overriding the mainLight and Environment, with which I could reach a paler effect, but that yellowish color remained.

val defaultMainLight: Light by lazy {
        LightManager.Builder(LightManager.Type.DIRECTIONAL).apply {
            val (r, g, b) = Colors.cct(15_000.0f)
            color(r, g, b)
            intensity(100_000.0f)
            direction(0.28f, -0.6f, -0.76f)
            castShadows(true)
        }.build()
    }

sceneView.mainLight = defaultMainLight
            sceneView.environment?.indirectLight?.apply {
                intensity = 30000f
            }

I've uploaded the source code here:
https://github.com/BalazsR/3dmodelsampleapp
Please could you help me how I could remove that yellowish effect and have the same white color on all sides?

Meanwhile, I got some help from https://github.com/lokiiarora @lokiiarora, thank you again for the help, great community!
The following override could help quite much:
val newEnvironment = assets.open("studio_small_04_1k.hdr")
            .useBuffer<Environment?> { buffer: ByteBuffer -> HDRLoader.createEnvironment(buffer) }
        sceneView.environment = newEnvironment

In this case, we've switched off the skyboxEnvironment by setting skyboxEnvironment = null
fun HDRLoader.createEnvironment(
        hdrBuffer: Buffer,
        specularFilter: Boolean = defaultSpecularFilter
    ) = createTexture(Filament.engine, hdrBuffer)?.use { hdrTexture ->
        Filament.iblPrefilter.equirectangularToCubemap(hdrTexture)
    }?.let { cubemap ->
        HDREnvironment(cubemap = cubemap, skyboxEnvironment = null, specularFilter = specularFilter)
    }

Furthermore, we've reduced the material roughness in order to get rid of the glossy effect:
material.setFloat(MaterialFactory.MATERIAL_ROUGHNESS, 1f)

By reducing the light intensity, a quite similar result could be reached:
sceneView.environment?.indirectLight?.apply {
                intensity = 15000f
            }

I also had trouble with the yellowing effect and ultimately just got rid of the indirect light and added a different light to the scene:
        scene.renderer?.setIndirectLight(null)
        scene.renderer?.setMainLight(null)
        val light = Light.builder(Light.Type.DIRECTIONAL)
            .setColor(Color(android.graphics.Color.WHITE))
            .setFalloffRadius(5f)
            .setShadowCastingEnabled(false)
            .setIntensity(30_000f)
            .build()

        val lightNode = Node()
        lightNode.parent = scene.scene
        lightNode.localPosition = Vector3(0f, 0f, 0f)
        lightNode.light = light

Maybe also try switching the left and right vertices:
        val vertices = java.util.ArrayList(
            Arrays.asList(
                // Bottom
                Vertex.builder().setPosition(p0).setNormal(down).setUvCoordinate(uv01).build(),
                Vertex.builder().setPosition(p1).setNormal(down).setUvCoordinate(uv11).build(),
                Vertex.builder().setPosition(p2).setNormal(down).setUvCoordinate(uv10).build(),
                Vertex.builder().setPosition(p3).setNormal(down).setUvCoordinate(uv00).build(),
                // Right
                Vertex.builder().setPosition(p5).setNormal(right).setUvCoordinate(uv01).build(),
                Vertex.builder().setPosition(p6).setNormal(right).setUvCoordinate(uv11).build(),
                Vertex.builder().setPosition(p2).setNormal(right).setUvCoordinate(uv10).build(),
                Vertex.builder().setPosition(p1).setNormal(right).setUvCoordinate(uv00).build(),
                // Back
                Vertex.builder().setPosition(p6).setNormal(front).setUvCoordinate(uv01).build(),
                Vertex.builder().setPosition(p7).setNormal(front).setUvCoordinate(uv11).build(),
                Vertex.builder().setPosition(p3).setNormal(front).setUvCoordinate(uv10).build(),
                Vertex.builder().setPosition(p2).setNormal(front).setUvCoordinate(uv00).build(),
                // Front
                Vertex.builder().setPosition(p4).setNormal(back).setUvCoordinate(uv01).build(),
                Vertex.builder().setPosition(p5).setNormal(back).setUvCoordinate(uv11).build(),
                Vertex.builder().setPosition(p1).setNormal(back).setUvCoordinate(uv10).build(),
                Vertex.builder().setPosition(p0).setNormal(back).setUvCoordinate(uv00).build(),
                // Left
                Vertex.builder().setPosition(p7).setNormal(left).setUvCoordinate(uv01).build(),
                Vertex.builder().setPosition(p4).setNormal(left).setUvCoordinate(uv11).build(),
                Vertex.builder().setPosition(p0).setNormal(left).setUvCoordinate(uv10).build(),
                Vertex.builder().setPosition(p3).setNormal(left).setUvCoordinate(uv00).build(),
                // Top
                Vertex.builder().setPosition(p7).setNormal(up).setUvCoordinate(uv01).build(),
                Vertex.builder().setPosition(p6).setNormal(up).setUvCoordinate(uv11).build(),
                Vertex.builder().setPosition(p5).setNormal(up).setUvCoordinate(uv10).build(),
                Vertex.builder().setPosition(p4).setNormal(up).setUvCoordinate(uv00).build()
            )
        )

Not sure if that has an effect but that's what I have locally

Your issues come from the same thing.
Here is the culprit you are looking for:
https://github.com/SceneView/sceneform-android/blob/master/core/assets-sources/environments/default_environment.hdr
The default HDR used to generate the .ktx IBL (IndirectLight) and the .ktx cubemap skybox is in fact a quite sunny indoor house.
To disable/change them, in Sceneform, you have to call the setter:
sceneView.environment = sceneView.environement.apply {
    indirectLight = null
    skybox = null
}

I know they should be val for more comprehension but it's like that for a java compatibility reason.
You can use the HdrLoader wich will generate the IBL, skybox and apply specular filter if you need.
Use KtxLoader to load pre generated ktx files.
Use the suspend or the async ones to load your files from any location including http
The sceneView.mainLight is a Light.Type.SUN with an intensity of 150 000
It can be changed and it is now a LightNode of type directional quite near by default from your @realmaxbuster
Disable the main light:
sceneView.mainLight = null

Those both environment and light might have issues on Sceneform mostly because of the way they are load to mix between coroutines and java.
Everything has just (today) been completely renew to have a clean 3D experience not only a sub AR framework.

Hi @realmaxbuster and @ThomasGorisse,
thank you for the tips.
Unfortunately, I can't find the perfect solution among environment HDRs.
I'm browsing https://polyhaven.com/ suggested by @lokiiarora .
I've found https://polyhaven.com/a/studio_small_08 , which is quite a balanced environment regarding light from each direction, however, its lights are too pale. It has a negative effect on the color and image materials of my cube. The side colors and front image also become too pale, and I couldn't find any way to increase the temperature of the environment light.

I was playing with the main light by using LightManager, and I could create a light that would be perfect for me.
    sceneView.mainLight = LightManager.Builder(LightManager.Type.DIRECTIONAL).apply {
            val (r, g, b) = Colors.cct(5_500.0f)
            color(r, g, b)
            intensity(100_000.0f)
            direction(0.0f, -0.0f, -0.26f)
            castShadows(true)
        }.build()

However, I can make only one light from this, but I would need this light for each side of my cube in order to have the same coloring on each side.
I've tried
sceneView.renderer?.addLight(light1)
sceneView.renderer?.addLight(light2)
...

but seemingly the 2nd one overrides the 1st.
I've also tried the method suggested by @realmaxbuster  :
       scene.renderer?.setIndirectLight(null)
       scene.renderer?.setMainLight(null)
       val light = Light.builder(Light.Type.DIRECTIONAL)
           .setColor(Color(android.graphics.Color.WHITE))
           .setFalloffRadius(5f)
           .setShadowCastingEnabled(false)
           .setIntensity(30_000f)
           .build()

       // light1
       Node().apply {
          parent = scene.scene
          localPosition = Vector3(0f, 0f, 0.5f)
          this.light = light
       }

       // light2
       Node().apply {
          parent = scene.scene
          localPosition = Vector3(1f, 0f, 0.5f)
          this.light = light
       }

However, the localPosition doesn't do anything seemingly.
The com.google.ar.sceneform.rendering.Light has a direction variable.
I believe I should modify that one in order to change the light position.
Default: private Vector3 direction = new Vector3(0.0f, 0.0f, -1.0f);
But unfortunately that's private and can't be modified.
Do you happen to know any solution that allows placing like 5-6 pieces of lights into the scene?

In my understanding @BalazsR ,
You should be playing with the intensity of the environment map / IBL rather than lights on the scene.
As a brief understanding, the goal is to have global illumination rather than selective ones of the sides and lights would not help you achieve that, global illumination would.
If playing with intensity doesn't work, you could play the metallic / roughness of the properties of the material for it to reflect more.

@lokiiarora is right.
If I well understand you want a totally light independent model, that's it?
If this is the case, you shouldn't change the way the lights are emitted on your scene but rather change the way your model receive them.
You can for exemple programatically change the emissive parameters instead of the base ones:
https://github.com/SceneView/sceneview-android/blob/0c5f44f4329d06d9654c24455abe2d4135001cdb/sceneview/src/main/kotlin/io/github/sceneview/material/MaterialInstance.kt#L98-L108
// ************
// Emissive Map
// ************
fun MaterialInstance.setEmissiveIndex(value: Int) = setParameter("emissiveIndex", value)
fun MaterialInstance.setEmissiveColor(r: Float = 0.0f, g: Float = 0.0f, b: Float = 0.0f) =
    setParameter("emissiveFactor", Float3(r, g, b))

fun MaterialInstance.setEmissiveMap(
    texture: Texture,
    textureSampler: TextureSampler = TextureSampler2D()
) = setTexture("emissiveMap", texture, textureSampler)

Don't forget to call this if you are replacing the source gltf values:
renderableInstance.setEmissiveIndex(0)

Or directly from your model using Blender:

Please reopen the issue if the last answer doesn't helped.

Now my last version seemed sufficient, so I've stopped doing more investigation and going deeper.
Thank you again @ThomasGorisse and @lokiiarora for your detailed help!

authors: BalazsR ThomasGorisse lokiiarora realmaxbuster

repo: SceneView/sceneform-android


text:
Как связаться с автором?

Добавьте, пожалуйста, контакты для связи. Есть небольшое предложение. Мой Телеграм https://t.me/MarketKernel

Додана контактна форма в футері

authors: MarketKernel Olezha

license: MIT


text:
⚠ Jenkins Plugins Artifactory has degraded performance

In 8fc4da9, Jenkins Plugins Artifactory (https://get.jenkins.io/plugins/artifactory/) experienced degraded performance:

HTTP code: 200
Response time: 1444 ms

Resolved: Jenkins Plugins Artifactory performance has improved in 9e23770 after 12 minutes.

repo: Schmitzis/Uptime


text:
⚠ Jenkins Plugins Artifactory has degraded performance

In 22963db, Jenkins Plugins Artifactory (https://get.jenkins.io/plugins/artifactory/) experienced degraded performance:

HTTP code: 200
Response time: 1196 ms

Resolved: Jenkins Plugins Artifactory performance has improved in cb9b488 after 14 minutes.


text:
⚠ Jenkins Plugins Artifactory has degraded performance

In d398987, Jenkins Plugins Artifactory (https://get.jenkins.io/plugins/artifactory/) experienced degraded performance:

HTTP code: 200
Response time: 1332 ms

Resolved: Jenkins Plugins Artifactory performance has improved in 3e9eeda after 46 minutes.


text:
⚠ Jenkins Plugins Artifactory has degraded performance

In 4bfa432, Jenkins Plugins Artifactory (https://get.jenkins.io/plugins/artifactory/) experienced degraded performance:

HTTP code: 200
Response time: 3113 ms

Resolved: Jenkins Plugins Artifactory performance has improved in 991fec4 after 1 hour, 30 minutes.


text:
报错：function with index 509 not defined

AssertionError: function with index 509 not defined
大佬，请问怎么解决呢？

没事，我自己解决了😂服务器驱动掉了


text:
Implement icon from figma downloading cli tool

Discussed in https://github.com/SchwarzIT/onyx/discussions/184

Originally posted by JoCa96 January 23, 2024
Currently the designers need to maintain the Icons in two places: Figma & and our internal Schwarz Icon Repo.
We should evaluate if its possible to use Figma as a Single-Source-of-Truth.
Why
Currently the designers need to maintain the Icons in two places: Figma & and our internal Schwarz Icon Repo.
We should evaluate if its possible to use Figma as a Single-Source-of-Truth. The Icon Library - UX Schwarz IT Figma file should we used for the icon source and for the @sit-onyx/icons npm package, the icons should be imported automatically (on a schedule, e.g. daily) from this Figma file and released.
Acceptance criteria

[x] Download icon SVGs from Figma
[x] Get meta data (category, icon name, alias names)
[x] Optimise downloaded icons
[x] If changes exists: Publish new version of @sit-onyx/icons with changeset + changelog
[x] check when to run the pipeline regularly (e.g. daily, weekly etc.)
[x] Implement generically (only download + meta data), so it can be used also for other icon libraries (e.g. pass Figma file as parameter etc.). Maybe similar or as enhancement of our Figma CLI utility?
[x] is an onyx independent solution
[x] Icon docs supports search by alias names

Follow up tickets

#1802
#1803

Approval

Icon docs
Figma CLI docs
[x] approved by designer @jannick-ux
[x] approved by dev @MajaZarkova

Implementation Details
Figma REST API

@MajaZarkova For review: #1813

authors: larsrickert mj-hof

repo: SchwarzIT/onyx


text:
Switch from gene to protein

http://uri.neuinfo.org/nif/nifstd/nlx_cell_100209 is a CUT but it is defined using the Calb2 gene instead of the protein.  We should be consistent with CUTs and use proteins unless it is explicitly stated that they do not express the protein.

Cuts now use the phenotype indicator when available and will be updated to use the indicator in cases where it is not currently available.

authors: memartone tgbugs

repo: SciCrunch/NIF-Ontology


text:
Simplify the makeSnapshot script

Differences in behavior:

HEAD is packaged, not the working copy
The final tar.gz is written to the current directory, not one directory up

Closes #333

Pls make the prefix the same as the git tag

@szilvajuhos I changed the prefix

authors: marcelm szilvajuhos

repo: SciLifeLab/CAW

license: mit


text:
Fix output directories

Fix output directories (HaplotypeCaller was not recognized by annotate.nf)

PR checklist

[X] PR is a hotfix against master branch
[X] This comment contains a description of changes (with reason)
[X] Ensure the test suite passes (./scripts/test.sh -p docker -t ALL).
[X] CHANGELOG.md is updated

Looks good to me. Have you tested it? Tests wont run since it's a hotfix...

authors: MaxUlysse alneberg

repo: SciLifeLab/Sarek


text:
Metadata and Solution interfaces - Multiple order of magnitude faster solution retrieval

Adds metadata and solution interfaces

@ChrisRackauckas Everything passing except invalidations, is this ok to merge?


text:
Several updates to web project

Updated to .NET 8
Updated to Bootstrap 5.3.3
Use libman for client side packages
Enabled razor runtime compilation in dev
Added fav icon
Removed the footer
Added theme switcher

For your consideration.  This will be the first of many updates that I want to make to the website sample.  Please note that .NET 7 is out of support in less than 2 weeks so I updated it to .NET 8 while I was in there.

Agreed, especially because I'm only using 6 of those icons.  This is my first time using the new Bootstrap Icons, I've only used Font Awesome icons in the past.  There's a way that I can what I need from a CDN without pulling the entire module which includes the  individual icon files.  I'll do that for now and see if that helps.

it looks ok to me. it seems that there is a conflict in ModelOptions.cs. Could you solve this one before merge the PR?
I was thinking on introducing the capability to use Multi-Modal models on the Web UI. I would like to know your plans to change the Web UI to not duplicate work.

Merging this PR now, thank you a lot for the contribution!

authors: AsakusaRinne Lamothe SignalRT

repo: SciSharp/LLamaSharp


text:
tf.py_function, how to?

How to write this example in C#?
d = tf.data.Dataset.from_tensor_slices(['hello', 'world'])
# transform a string tensor to upper case string using a Python function
def upper_case_fn(t: tf.Tensor):
  return t.numpy().decode('utf-8').upper()
d = d.map(lambda x: tf.py_function(func=upper_case_fn,
          inp=[x], Tout=tf.string))
list(d.as_numpy_iterator())

Thanks

@mhjabreel Check this example: https://github.com/SciSharp/TensorFlow.NET/blob/07c7835a036d4963a5a5b33aca94f29adb4b7a7d/test/TensorFlowNET.UnitTest/Dataset/DatasetTest.cs#L117


text:
Prerequisites

[X] I have searched all issues/PRs to ensure it has not already been reported or fixed.

Criteria

[X] Reasonably well-known and widely used (e.g. if it's a GitHub project, it should have at least 100 stars and/or 50 forks)
[X] English interface (or at least English documentation)
[X] Latest stable version
[X] Full version (i.e. not a trial version)
[X] Fairly standard install (e.g. uses a version-specific download URL, no elaborate pre/post install scripts)

Name
Vortex
Description
Nexus Mod Manager
Homepage
https://www.nexusmods.com/about/vortex/
Download Link(s)
https://github.com/Nexus-Mods/Vortex/releases/download/v1.9.5/vortex-setup-1.9.5.exe
Some Indication of Popularity/Repute
The Mod Manager for NexusMod which is widely used by modders and gamers.
It has 723 stars on github.

Vortex has been in the games bucket, but was removed due to this issue.

repo: ScoopInstaller/Extras

license: Unlicense


text:
wingetui@3.1.1: decompress error

CLI Output:
wingetui: 3.1.0 -> 3.1.1
Updating one outdated app:
Updating 'wingetui' (3.1.0 -> 3.1.1)
Downloading new version
WingetUI.Installer.exe (51.2 MB) [============================================================================] 100%
Checking hash of WingetUI.Installer.exe ... ok.
Uninstalling 'wingetui' (3.1.0)
Unlinking ~\scoop\apps\wingetui\current
Installing 'wingetui' (3.1.1) [64bit] from 'extras' bucket
Loading WingetUI.Installer.exe from cache
Extracting WingetUI.Installer.exe ... ERROR Exit code was 1!
Failed to extract files from C:\Users\ryand\scoop\apps\wingetui\3.1.1\WingetUI.Installer.exe.
Log file:
  ~\scoop\apps\wingetui\3.1.1\innounp.log

Content of ~\scoop\apps\wingetui\3.1.1\innounp.log:
Signature detected: Inno Setup Setup Data (6.3.0)
This is not directly supported, but i'll try to unpack it as version 5602
; Version detected: 6300
Critical error: The setup files are corrupted. Please obtain a new copy of the program.
Signature detected: Inno Setup Setup Data (6.3.0)
This is not directly supported, but i'll try to unpack it as version 5602
; Version detected: 6300
Critical error: The setup files are corrupted. Please obtain a new copy of the program.

Likely related: #13444.

Confirmed! The fix linked above solves the issue. Closing as duplicate.

Relates to #13444, ScoopInstaller/Main#6065.
With scoop v0.5.0+:
scoop bucket add versions
scoop install versions/innounp-unicode

and retry update/installation.


text:
Prerequisites

[X] I have searched all issues/PRs to ensure it has not already been reported or fixed.

Criteria

[X] Reasonably well-known and widely used (e.g. if it's a GitHub project, it should have at least 100 stars and/or 50 forks)
[X] English interface (or at least English documentation)
[X] Latest stable version
[X] Full version (i.e. not a trial version)
[X] Fairly standard install (e.g. uses a version-specific download URL, no elaborate pre/post install scripts)

Name
GoofCord
Description
An alternative standalone Discord client
Homepage
https://github.com/Milkshiift/GoofCord
Download Link(s)
https://github.com/Milkshiift/GoofCord/releases
Some Indication of Popularity/Repute
~191 stars ⭐

Relates to Milkshiift/GoofCord#19.

authors: Milkshiift aliesbelik


text:
tiddlydesktop: Add version 0.0.18

Closes #11065

[X] I have read the Contributing Guide.

/verify

authors: StarsbySea aliesbelik


text:
pterm: Add version 0.77

PuTTY 0.77 added the pterm application which is a wrapper around the Windows Command Prompt or other Windows Console applications. It is not included in the main PuTTY installation package.

Closes #8628

Relates to #XXXX

[x] I have read the Contributing Guide.

/verify

You can use 0.77 (or $version) in place of latest in the URLs

/verify


text:
where is the "open in a new window" ?

Hello;
In the previous version I use (it was 4.0.48 I believe) there was "open in a new window" choice when we right click on the graph. It was so useful for me because I was able to enlarge the graph. Now I updated in to 4.1.11 and saw that It was removed.
Could you add it back in future revisions ?
Thank you.
Screenshot from 4.0.48 demo

screenshot from 4.1.11

Hi @ademkaya, thanks for noting this! This was an oversight in the transition from ScottPlot 4.0 to 4.1. I'll add this to the triage list #716 and fix it before I remove the "beta" tag from this new version

Thanks for the quick fix @bclehmann! For some reason I thought this would be a lot more complex. A true/deep fix means solving #819, but this is a strong improvement as it is so thanks!

authors: ademkaya swharden

repo: ScottPlot/ScottPlot


text:
Hot/cold system for Hunter Tracking Device

Suggestion from Tman:
someone is 200< blocks away "the target is too far" (in slanted dark red)
someone is 200~100 "the target is X blocks away" (in red)
someone is 100~50 "the target is X blocks away" (in orange)
someone is 50~10 "the target is X blocks away" (in lime)
someone is 10> "the target is here" (in bold dark green)

This could also solve #12
When a target leaves the server, we could just always display that the target is far away, instead of an error message.

Idea from Huskarmen: the device will take longer to beep if the target is further away. Remove the text based distance.

repo: Scubakay/final-stand


text:
Update JDK to 21

Current config (target 20 and with --enable-preview) have issue with newer JDK version (e.g. latest LTS, 21, see error). Since this project use new Java features, I suggest to switch to JDK 21.

Thank you - I am good with this, will wait for @cliffclick  and @XmiliaH to opine

I would like to see this merged. I always need to change it locally.

Other changes in this pull request:

Add cache to CI's maven;
fix a pom issue and fix runtime warning for antlr;
enable CI for each pull request.

Please could you direct the PR to chapter5?

authors: XmiliaH dibyendumajumdar oraluben

repo: SeaOfNodes/Simple


text:
EOS-18888: hare_setup.py is redundant and must be removed

Solution : hare_setup.py was copied as is into hare_mp/main.py. We don't need to maintain duplicated code,
so that hare_setup.py is removed and all other components (like Provisioner) start using hare_mp/main.py (and thus hare_setup executable) instead.
Signed-off-by: Supriya Chavan supriya.s.chavan@seagate.com

Can one of the admins verify this patch?

repo: Seagate/cortx-hare


text:
Prevent null element in schemas with ignored fields

Hi, thanks for your library! I'm finding it very helpful.
I needed to include a helper object into a struct from which I was creating a schema. On this field, I added the tag json:"-" to allow both encoding/json and bqschema to ignore it. Unfortunately, the JSON output of the schema then includes a null in the "fields" array corresponding to this ignored field.
I fixed this behavior in 8fa16a0 and made a few minor cleanups in the following commit. (They prevent needing to import the package in the tests.)
Hoping you'll find these changes amenable.
Cheers,
—cw

Beyond the question on the test package naming the rest of the code looks good.  Once we determine the answer to that question. I will gladly merge in this pull request.  Thanks for the pull request.

Thanks for the merge! Your point about test coverage is interesting. I hadn't thought of that before.

authors: SeanDolphin cee-dub

repo: SeanDolphin/bqschema


text:
Fix performance issue with buffer handling

Prior to this commit, when not using expect, Lori would allocate a new
buffer each time a call was made because, we were truncating to the
length of data read rather than chopping off whatever was available.
Thanks to Richard Kallos for pointing this out.
Closes #35

I verified this passes locally. It failed CI right now because the latest required Pony image isn't up on DockerHub yet.

repo: SeanTAllen/lori


text:
USER STORY: Home Page

As a student, I will want to have a nicely designed homepage so that I will easily be able to find what I'm looking for.

Better layout/placement of buttons.
Only TBD is logo design

Resource:
https://m3.material.io/

For now, hold off on the icon/color change idea. Let's just do NSC mascot and colors.

Let's make more categories like dress and shoes pictures below for all of the products @ https://github.com/SeattleColleges/belindas-closet-android/blob/main/app/src/main/java/com/example/belindas_closet/model/Product.kt

authors: brinkbrink taylorpapke

repo: SeattleColleges/belindas-closet-android


text:
Bad argument #1 to 'gmatch' (string expected, got nil)

Getting the above error when attempting to save with 2.0

chunk_3: (4863,5-59)


text:
Register StochasticNeighborhoodEmbeddings

@JuliaRegistrator register

@JuliaRegistrator register

Registration pull request created: JuliaRegistries/General/51866
After the above pull request is merged, it is recommended that a tag is created on this repository for the registered package version.
This will be done automatically if the Julia TagBot GitHub Action is installed, or can be done manually through the github interface, or via:
git tag -a v0.1.0 -m "<description of version>" 106a698ac93e45f7da9d260c61450b23c4733bc9
git push origin v0.1.0

authors: JuliaRegistrator SebastianAment


text:
update marker clusterer to v3-utility-library repository.

Issue description
Currently agm/js-marker-clusterer uses an old and deprecated library js-marker-clusterer instead of the updated markerclustererplus

duplicate of #1284

repo: SebastianM/angular-google-maps


text:
476 international standing order submission

Issue: https://github.com/SecureBankingAccessToolkit/SecureBankingAccessToolkit/issues/476
New: International Standing Order submission and details functional tests for versions 3.1.8, 3.1.9, 3.1.10
General Bug fixes:

Fixed a general bug where the mandatory fields test for all kinds of APIs were not executed
Fixed general issues on the InternationalScheduled payments tests

wrong api defined
wrong operations defined
wrong link used in tests - urlWithInternationalPaymentId instead of urlWithInternationalScheduledPaymentId

@jorgesanchezperez I have renamed the classes that you reviewed and also similar classes that had the name too long to fit in the same naming convention for the payment details tests. The names should be much more clear now.


text:
(Support) Missing TestResult while using nunit-console.exe

Hello,
Is there a way to start tests with cmd command and get TestResult.xml?
I was trying to use:
nunit-console.exe "path to my nunit tests" /config:name /run:NBi.NUnit.Runtime.TestSuite.ExecuteTestCases
The tests start successfully but don't generate TestResult.

Nevermind.
On NUnit website i found solution:
nunit-console.exe "path to my nunit tests" /config:name /run:NBi.NUnit.Runtime.TestSuite.ExecuteTestCases /work:workFolderName /out:TestResult.xml

repo: Seddryck/NBi


text:
Encounter problem in format function

Monolog version 3.
we are using 3.7 version. the format function signature changed from array $records to LogRecord $record.
I changed all array $record to LogRecord object but when I try to clear the cache in Symfony I get this exception:
TypeError {#9879
  #message: "Monolog\Logger::handleException(): Argument #2 ($record) must be of type Monolog\LogRecord, array given, called in myproject/vendor/monolog/monolog/src/Monolog/Logger.php on line 393"
  #code: 0
  #file: "./vendor/monolog/monolog/src/Monolog/Logger.php"
  #line: 710
  trace: {
    ./vendor/monolog/monolog/src/Monolog/Logger.php:710 { …}
    ./vendor/monolog/monolog/src/Monolog/Logger.php:393 { …}
    ./vendor/monolog/monolog/src/Monolog/Logger.php:657 { …}
    ./vendor/symfony/console/EventListener/ErrorListener.php:48 { …}
    ./vendor/symfony/event-dispatcher/Debug/WrappedListener.php:116 { …}
    ./vendor/symfony/event-dispatcher/EventDispatcher.php:220 { …}
    ./vendor/symfony/event-dispatcher/EventDispatcher.php:56 { …}
    ./vendor/symfony/event-dispatcher/Debug/TraceableEventDispatcher.php:139 { …}
    ./vendor/symfony/console/Application.php:1064 { …}
    ./vendor/symfony/framework-bundle/Console/Application.php:96 { …}
    ./vendor/symfony/console/Application.php:301 { …}
    ./vendor/symfony/framework-bundle/Console/Application.php:82 { …}
    ./vendor/symfony/console/Application.php:171 { …}
    ./bin/console:47 {
      › $application = new Application($kernel);
      › $application->run($input, $output);
      ›
      arguments: {
        $input: Symfony\Component\Console\Input\ArgvInput {#2 …}
        $output: Symfony\Component\Console\Output\ConsoleOutput {#25 …}
      }
    }
  }
}

make sure all your processors are returning a LogRecord

what do you mean from processors?

I get this new exception.
User Deprecated: Since symfony/monolog-bridge 6.4: The "Symfony\Bridge\Monolog\Logger" class is deprecated, use HttpKernel's DebugLoggerConfigurator instead

repo: Seldaek/monolog


text:
Added Java example for Web Elements documentation.

Update to Web Elements documentation. Added code example implementation in Java.

Pushed multiple areas of changes into one PR. Will create separate ones for consistency.

repo: SeleniumHQ/docs


text:
🛑 🎩 Personal website is down

In d129747, 🎩 Personal website (http://www.selrahcd.com/) was down:

HTTP code: 404
Response time: 143 ms

Resolved: 🎩 Personal website is back up in 4300903.

repo: SelrahcD/uptime


text:
Enhance: Update PropType index in AccordionTitle

Earlier AccordionTitle's prop index used to type check only for number,
now it also supports a string.
Fixes: https://github.com/Semantic-Org/Semantic-UI-React/issues/2478
Signed-off-by: bp bharatzvm@github.com

Codecov Report

Merging #2483 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master    #2483   +/-   ##
=======================================
  Coverage   99.74%   99.74%
=======================================
  Files         154      154
  Lines        2707     2707
=======================================
  Hits         2700     2700
  Misses          7        7

Impacted Files
Coverage Δ

src/modules/Accordion/AccordionTitle.js
100% <ø> (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 9e29d73...6cc05a6. Read the comment docs.

Looks like the corresponding typings in AccordionTitle.d.ts were already set correctly.  We're good to merge here, thanks!

Released in semantic-ui-react@v0.78.0.

authors: bharatzvm codecov-io levithomason

repo: Semantic-Org/Semantic-UI-React


text:
chore: replace lodash invoke with optional chaining

This PR takes the original work of https://github.com/Semantic-Org/Semantic-UI-React/pull/4428 and addresses the import comments, as well as some other linting errors. I used his commit directly, so they appear as the author, thus properly crediting them in my opinion.
Semantic UI React is the only package we're using that requires lodash, so I'd like to help get closer to the point where you can stop depending on it.

I'm not sure what the type of onMouseLeave in the Rating.js component should be to satisfy the failing test.


text:
Issue with Grid's row first column

I have a grid with two columns inside a row, somehow and empty space is added to the bottom of the first column. Even with a different number of columns, that space occurs only on the first column.

Wonder it may be something related to font-size in collections/grid, is there a way to correct it?

I think, everything is fine
tested in osx: latest chrome, firefox, safari, opera
jsfiddle here: http://jsfiddle.net/gabormeszoly/kgL252tx/1/

Glad to hear!

authors: gabormeszoly jlukic tecoad

repo: Semantic-Org/Semantic-UI


text:
wrong card margin first-last child ver.1.9.3

I fix this:
.ui.card:first-child {
margin-top: 0.75em;
}
.ui.card:last-child {
margin-bottom: 0.75em;
}

olso,  "pointing dropdown" dont work under "ui menu"

Groups of cards should be ui cards card no?

Thank you @jlukic for the solution. I had the same margin issue of .ui.cards margins, and it's been resolved by changing .ui.cards > .ui.cards to .ui.cards > .cards. It might be helpful pointing it out somewhere.

Can anyone make a JSFiddle of the code thats producing issues? I'd like to debug more.

Here it is: http://jsfiddle.net/hbasc2w1/2/
Check first child and last child margins. The reason why someone do this could be that they start with .ui.card, and then expand  it to .ui.cards > .ui.card. The inner .ui.cards should be .cards.

I understand now, I'll fix ui card inside ui cards to have same formatting as ui card card

yes, without ui card looks good: http://jsfiddle.net/ukboporu/

Fixed in next

authors: gabormeszoly jlukic lightstore morteza


text:
[Label] use transparent basic label backgrounds

Issue
Currently, basic labels have a background color of #FFF !important.  This makes them unusable on backgrounds of other colors.
Proposal
I propose the background for basic labels instead be transparent.  This way they are usable on any background.  Transparent basic backgrounds are also consistent with ui basic button.
Comparison

This is an old issue and basic label has been implemented post 2.1
It's in the docs Here

@vinayakkulkarni The issue is not that there were no basic labels, but that it’s inconsistent with other components. I’ll reopen it as enhancement, will submit a PR as soon as I can.

See #6220

authors: Banandrew levithomason vinayakkulkarni


text:
Usage with FontAwesome 5 Pro

How do I use FontAwesome 5 Pro into my project? It seems like I can't use the regular or light icons on the header.

        Configure

            Determine the columns and rows for the seat layout. Then, label the seat accordingly.

The problem with the code above is that it doesn't display the FA5's regular icon, it displays FA5's solid icon instead.
Example output:

Help, thanks!

In my new PR I have done a report of FA5 using some new scripts I write. I have the ability to ship the scripts and allow users to port FA into semantic themselves. This will allow users to add FA5 Pro to semantic without leaking the icons.
Currently I need to proof check the scripts and rule out any bugs with them before I make them public.

Hey @hammy2899! Just checking in to see if the scripts you had written to help users port FA5 Pro into Semantic are ready for primetime. Was about to dig into doing this manually but figured I'd check here first ;) Thanks!

@sinalet They are "ready" but I am not happy with them, I was just talking about them the other day with someone and was talking about rewriting them, I will give you a ping when I make them public 😃

authors: hammy2899 omarqe sinalet


text:
Create Sticky component

Here is the original one: https://semantic-ui.com/modules/sticky.html.
Please have a look at contributing.md for instructions on how to contribute and submit a PR.

Hello, I would like to pick up this issue!

Any news if this is going to be added?

repo: Semantic-UI-Vue/Semantic-UI-Vue


text:
JS: Generalize global access paths to include local ones

Renames the GlobalAccessPath module to AccessPath and generalizes it to deal with access paths relative to a given SourceNode root.
The predicates GlobalAccessPath::{fromReference,fromRhs} are helpful internally, but felt clunky as part of the public API so we now expose AccessPath::{getAReferenceTo,getAnAssignmentTo} instead.
Type tracking can step through these access paths. This is modelled as store/loads edges that step into/out of the root node using the whole access path as if it was a single property name.
This means we treat x.foo.bar and x["foo.bar"] as the same thing, which is a bit sleazy but probably fine for type tracking purposes. We could tag the strings to avoid this potential clash if we're willing to pay the overhead.
There is a modest performance cost and an equally modest number of new call edges.

There's an evaluation on default.slugs from a slightly earlier version but that's the security suite only. I'll start do a full evaluation.

@asger-semmle, I think you mentioned that there were new evaluation results? Or are you still rerunning?

Here's the full evaluation. I messed up the re-run of the slowest slugs, a new is underway.

The re-run of the 10 slowest slugs looks much better.

I'd like to merge this unless you have any further change requests @max-schaefer?

authors: asger-semmle max-schaefer

repo: Semmle/ql


text:
Setup Chakra UI

Fixes #24
Added and setup Chakra UI.
This does not involve the addition of a theme as there is a separate issue for it: #34
Steps for testing
This assumes you already have starchart setup locally

npm install
npm run dev
navigate to localhost:3000 and see that the app works

I changed the index page to use the components you linked. I also added some styles to change the font size so the change should be visible now

repo: Seneca-CDOT/starchart


text:
Don't limit duplicates by default

In Survey #1, 78.6% of respondents prefer that the default does not limit duplicates in a pod. I think the question was a bit flawed, but regardless we should change the default over.

The limit cards per rarity setting looks highly advanced and not something users want to adjust frequently.
I can hardly believe users prefer an all-random card pool over a more realistic experience which limiting provides due to the underlying print runs wizards uses in real boosters?!
Maybe implement a reasonable exponential decreasing chance of duplicates and remove the option completely? So that more than 2 rares or 1 mythic of a type are not impossible but normally don't happen. (But have a tick box with "100% randomized cards within each slot for each booster"?)

The limit cards per rarity setting looks highly advanced and not something users want to adjust frequently.
I can hardly believe users prefer an all-random card pool over a more realistic experience which limiting provides due to the underlying print runs wizards uses in real boosters?!
Maybe implement a reasonable exponential decreasing chance of duplicates and remove the option completely? So that more than 2 rares or 1 mythic of a type are not impossible but normally don't happen. (But have a tick box with "100% randomized cards within each slot for each booster"?)

I agree that this is a fairly advanced thing that people won't want to fiddle with much. It's especially hard if we change the defaults to "no duplicate limitation" by changing the default numbers to 99 for each, because then people won't have a quick sense of what numbers to punch in to provide some limitation, and so for people that think this is an important feature, maybe the right thing is to wrap up the current values in a single checkbox that just says "Limit duplicates in pod" and explains the details on hover. This takes away some granularity of control, but speeds things up, provides a suggestion, and save a bunch of UI space.
As for user preference, here's the preferences from the survey we ran:

8 out of 43 respondents (18.6%) wanted to limit duplicates by default, whereas the other 81.4% indicated that they want the default changed, they don't want a duplicate limit option at all, or they don't think this is representative of real drafting. Without having laid out the questions perfectly (I should have explained the current performance, and made the options a more balanced set of "A only, A by default with an option for B, option between A or B and default doesn't matter to me, B by default with an option for A, B only, no opinion"), I'm willing to accept this was skewed a little bit. But still, the overwhelming proportion of users do prefer an all-random card pool (that is, individual booster won't have duplication within one pack, but pods may).
As for what really happens: cognitive biases around randomized results can be very strong, especially when individuals have emotional stakes in the situation, so I suspect most people have stronger opinions and convictions on this topic than they should, and that without careful analysis most people overestimate how knowledgable they are about the reality. My own approach to evaluation how Arena probably solves this problem is to imagine how I would have implemented it, and I think that makes it likely to be either A) completely random because that's the easiest thing to execute, or B) the same as paper, because there's value to resembling the paper game, but I lean toward A because it would be way less effort and developers tend to be short on time, because they might not have access to the information on the print colation early enough in the development cycle, and because Occam's Razor basically says we should lean toward it being the simplest process vs attributing complexity wee don't have evidence for. I think it's most important that we imitate what would happen in Arena versus what happens in paper, but paper is worth considering because there's a chance Arena is modeled after that.
For paper, I know that collation/print rules historically meant boxes were not purely random, to the point that with older sets you could predict what would be in some packs based on others. But I also have the impression that over time the boxes have approached random (hence why we don't see that box mapping as a big problem in retail today), and we've heard anecdotes of 3 of the same rare in one box. Also, if you draft with packs from different boxes, then there's certainly no duplicate prevention.
In summary, I could be persuaded to mimic (and document) Arena's performance in the app if someone determined what that performance is with data we can see so that we can challenge the analysis. Without that, I think we should defer to user preference, which seems to be allowing duplicates to occur. As for exponentially decreasing chances, there's an emergent exponential decrease in the way the independent events and their probabilities work out, which I think is why players are surprised when they see duplicates, but I don't think we should outright prevent them or further lower their likeliness.

For paper, I know that collation/print rules historically meant boxes were not purely random, to the point that with older sets you could predict what would be in some packs based on others. But I also have the impression that over time the boxes have approached random (hence why we don't see that box mapping as a big problem in retail today), and we've heard anecdotes of 3 of the same rare in one box. Also, if you draft with packs from different boxes, then there's certainly no duplicate prevention.

This is where I'm at right now. The limits were added to address concerns of players seeing 2 or 3 duplicate rares regularly. I knew it wasn't weird statistically speaking, but thought that maybe - having heard of box mapping and the like - that feeling was due to real life experience with retail boxes. Now I kinda doubt it.
Honestly I'm inclined to just double the default values. It will still convey enough meaning to be understood, leave the setting accessible for those who want it and won't affect regular drafting meaningfully.

Doubling them is a pretty solid way to keep the options around and indicate rough proportions without really imposing much of any real limitation in practice. I think the biggest drawback would be when some users don't have an idea of how irrelevant those defaults are likely to be (and for other values they set, how restrictive or irrelevant those may be). A secondary drawback is that it's a lot of options and screen real estate to support this. So, if we do that, I'd suggest circling back on usage data after a few months, with the idea of removing the option at that time if it's under-utilized. Alternatively, I think just removing the options or wrapping them up into a single checkbox, defaulted off, that sets the current values ("limit duplicates") would also work well. But the change you mentioned or any of these two would be an improvement over current performance, so I'm relatively happy with any of them.

Doubled limits by default e67afea34da512fb0a391d082f2e88819b01c6d6

Will call this done because I think the doubled limits effectively accomplish this

authors: Senryoku tooomm wrmacrae

repo: Senryoku/MTGADraft


text:
Output format is float values only — integer format not supported

Datasheet says an output format must be specified when starting the measurement with the “Start Measurement command”; 2 output formats are supported:

Measurement Output Format:
0x03: Big-endian IEEE754 float values
0x05: Big-endian unsigned 16-bit integer values

It seems this implementation supports only the float format today.
https://github.com/Sensirion/embedded-uart-sps/blob/master/sps30-uart/sps30.c#L40
#define SPS30_SUBCMD_MEASUREMENT_START  { 0x01, 0x03 }
What is the benefit of receiving float values from the sensor? Datasheet says sensor precision is never better than 10 μg/m3. I.e. fractional digits in float values could be considered "unwanted" precision, and may not mean much.
Am I correct to understand the default float output format is in fact not more precise than integer format? And that, for all intents and purposes, float values should be rounded to integers?
"Datasheet SPS30 - Particulate Matter Sensor for Air Quality Monitoring and Control"
Mass concentration precision1,2 for PM1 and PM2.53 0 to 100 μg/m3 ±10 μg/m3
100 to 1000 μg/m3
Mass concentration precision1,2 for PM4, PM104 0 to 100 μg/m3 ±25 μg/m3
100 to 1000 μg/m3

Hi @rwaldura
You're absolutely correct in your assessment. As far as I'm aware, the float output was simply there first during development and we stuck with it.
The choice of output format was provided, IIRC, because some platforms have buffer limits (e.g. we noticed some Arduinos). Using a uint16_t, we're thus shrinking the demands on the buffer size. Otherwise, floats might be easier if that's the type you intend to convert to anyway for your application.
I'll close the issue, but you're welcome to open it again if you have further questions.
Kind regards
Andreas

Thank you for this clear explanation, much appreciated.

authors: abrauchli rwaldura

repo: Sensirion/embedded-uart-sps


text:
非推奨 google.maps.Marker

概要
現在使用している google.maps.Marker からの移行が必要
https://developers.google.com/maps/documentation/javascript/advanced-markers/migration?hl=ja
地図ライブラリ側はまだ未対応
https://github.com/JustFly1984/react-google-maps-api/issues/3337
ただし駅ピンはパフォーマンスの問題からgooglemaps api を直接使用しているためライブラリ更新以外にも対応が必要
translated in English:

Currently used google.maps.Marker must be migrated to AdvancedMarker.
https://developers.google.com/maps/documentation/javascript/advanced-markers/migration?hl=ja
but react-google-maps/api does not support it yet.
https://github.com/JustFly1984/react-google-maps-api/issues/3337
Note: due to performance issue of markers, googlemaps api is directly been used now.
So waiting for library update is not enough for my case.

I think you would get more attention if you write in english.

If number of markers is large (>10000) and their visibilities are changed frequently, performance issue can be seen in my project.
I implemented my own MarkerCluster(er) component which is flexible for large numbers of markers.
https://github.com/Seo-4d696b75/ekisagasu/blob/main/src/components/map/MarkerCluster.tsx


text:
🛑 MedicoVet is down

In c0ad6b8, MedicoVet (https://medicovet.eu) was down:

HTTP code: 429
Response time: 1566 ms

Resolved: MedicoVet is back up in 8d4107a after 7 minutes.

repo: SeoWeb/upptime


text:
Permission denied

I get permission denied on iPhone 13 pro iOS 16.1.2. Any help?

ios15.5 13pro max The same prompt Permission denied

I have been facing the same issue too! iOS 16.2 on my iPhone 14 Pro Max!

This is because there’s no root helper and you’re all on versions that a root helper wouldn’t even work on

repo: SerenaKit/Santander


text:
🛑 Campaigns - dev is down

In 3d401a7, Campaigns - dev (https://net.env.parcoapp.com/campaigns) was down:

HTTP code: 503
Response time: 36 ms

Resolved: Campaigns - dev is back up in 168c83d.


text:
Error executing git-flow config list command

Summary:
I'm encountering an error while using the "GitFlow" extension in Visual Studio Code. When I try to execute the git-flow config list command, it fails with the following error message:
ERROR: (61ms) [/opt/homebrew/bin/git-flow config list] ERROR: Error: Command failed: /opt/homebrew/bin/git-flow config list

Environment:

Operating System: [e.g., macOS Big Sur 11.5.1]
Visual Studio Code version: [e.g., 1.60.1]
Git version: [e.g., 2.39.2 (Apple Git-143)]
"GitFlow" extension version: [e.g., 1.0.0]

Steps to Reproduce:

Install and activate the "GitFlow" extension in Visual Studio Code.
Open a project with Git version control initialized.
Run the git-flow config list command.

Expected Behavior:
The git-flow config list command should execute successfully and display the Git-Flow configuration details.
Actual Behavior:
The command fails to execute, and the error message mentioned above is shown in the output.
Additional Information:

The path to the git-flow binary is correctly set in the extension settings as /opt/homebrew/bin/git-flow.
The git-flow binary is installed and executable in the specified path.

Screenshots:
If applicable, please attach any relevant screenshots that might help in understanding the issue.
Additional Context:
I've already tried the following troubleshooting steps:

Updating the extension to the latest version.
Verifying that the path to the git-flow binary is set correctly.
Checking for compatibility between the extension, Git version, and git-flow version.
Restarting Visual Studio Code after making configuration changes.

Despite these efforts, the issue persists. I'm unable to use the git-flow commands through the extension.
Any assistance or insights into resolving this problem would be greatly appreciated.

Hello,
/opt/homebrew/bin/git-flow is not my piece of tech. It is created by other people. My extension just uses this command line tool. If you cannot run commands of git flow in a terminal, my extension will not work. Unfortunately, I cannot debug git flow CLI tool for it is written in bash, which is outside of my scope of expertise.

I had the same issue. looks like this extension is based on the archived gitflow-avh instead of the currently active gitflow

I had the same issue. looks like this extension is based on the archived gitflow-avh instead of the currently active gitflow

Currently active? Last commmit 12 years ago. AVH 5 years ago.

authors: Serhioromano alexmf91 bkmeneguello

repo: Serhioromano/vscode-gitflow


text:
Generalize to AddressToAddressWhitelist from OracleWhiteList

Renamed var and descriptions

Pull Request Test Coverage Report for Build 7336

32 of 32 (100.0%)  changed or added relevant lines in 1 file are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 100.0%

Totals

Change from base Build 7317:
0.0%

Covered Lines:
1509

Relevant Lines:
1509

💛  - Coveralls

authors: coveralls richardliang

repo: SetProtocol/set-protocol-contracts


text:
Sanity checks for nil entries

Running the script showed two code sections where an error can appear when file input or objects are not initialized properly. To prevent a crash of the script the boolean conditions need to be adjusted to check for this states:

https://github.com/SettRaziel/bsi_cert_bot/blob/5c51e4437d0b7798dd1ce4558899d10b9bb8c3d7/lib/cert_bot/rss_handler.rb#L113 If the parameter handler is not initialized the call of the module variable will return nil, which lets the following method call happen on the nil object
https://github.com/SettRaziel/bsi_cert_bot/blob/5c51e4437d0b7798dd1ce4558899d10b9bb8c3d7/lib/cert_bot/io/cache_cleaner.rb#L18 Reading a line that is not formatted as expected "{wid_string};{timestamp}" leads to nil error, e.g. if an empty line occurs in the file where the processed advisories are stored

Done with #16.


text:
Customizable UserInput GUI

Old Use of "read" and new Command "advread" are working.
Overloaded the ShowDialog and synced with latest commits.

Made a few small changes to this on the master branch

I Can't see the changes you made on Commits page forgive me.

Forgot to push, sorry. https://github.com/Seuntjie900/DiceBot/commit/1d4d9ab12ca92676678a0476383c7841219fae00

O yeah i see now.
Yes it looks more clear.Thanks for upgrade :)
I Will try to work on multi lang support tomorrow.


text:
can i tie shaders to events in psych engine

Describe your problem here.
So, I wanna know if its possible to tie shaders to events? Similar to how the Hypnos Lullaby mod does it (although its an entirely different engine) Can I do it via Lua or will I have to do source? (please say I can do Lua)
Are you modding a build from source or with Lua?
Lua
What is your build target?
Windows x64
Did you edit anything in this build? If so, mention or summarize your changes.
No response

yes! just initiate the shader onCreate() in the event and then onEvent() actually apply it to the sprite

yes! just initiate the shader onCreate() in the event and then onEvent() actually apply it to the sprite

Do you mind explaining or showing me some example? Im not really good at coding lmao-

authors: Thimque naether

repo: ShadowMario/FNF-PsychEngine


text:
Issue with building

Describe your problem here.
PS D:\FNF\FNF-OSEngine-1.5.1> lime test windows
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1810: characters 22-28 : lime.utils.Float32Array should be lime.utils.DataPointer
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1810: characters 22-28 : ... For function argument 'params'
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1815: characters 22-28 : lime.utils.Float32Array should be lime.utils.DataPointer
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1815: characters 22-28 : ... For function argument 'params'
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1831: characters 24-30 : lime.utils.UInt32Array should be lime.utils.DataPointer
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1831: characters 24-30 : ... For function argument 'params'
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1836: characters 24-30 : lime.utils.Int32Array should be lime.utils.DataPointer
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1836: characters 24-30 : ... For function argument 'params'
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1841: characters 24-30 : lime.utils.Int32Array should be lime.utils.DataPointer
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeOpenGLRenderContext.hx:1841: characters 24-30 : ... For function argument 'params'
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeWindow.hx:143: characters 5-23 : lime._internal.backend.native.NativeOpenGLRenderContext should be lime.graphics.OpenGLES2RenderContext
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeWindow.hx:144: characters 5-23 : lime._internal.backend.native.NativeOpenGLRenderContext should be lime.graphics.WebGLRenderContext
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeWindow.hx:150: characters 6-24 : lime._internal.backend.native.NativeOpenGLRenderContext should be lime.graphics.OpenGLES3RenderContext
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/_internal/backend/native/NativeWindow.hx:151: characters 6-25 : lime._internal.backend.native.NativeOpenGLRenderContext should be lime.graphics.WebGL2RenderContext
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/graphics/WebGL2RenderContext.hx:4740: characters 74-75 : lime.utils.Float32Array should be lime.utils.DataPointer
C:/HaxeToolkit/haxe/lib/lime/7,8,0/src/lime/graphics/WebGL2RenderContext.hx:4740: characters 74-75 : ... For function argument 'v'
C:/HaxeToolkit/haxe/lib/flixel/4,8,1/flixel/group/FlxGroup.hx:473: characters 80-91 : Type not found : ObjectClass
C:/HaxeToolkit/haxe/lib/flixel-addons/git/flixel/addons/text/FlxTypeText.hx:8: characters 8-29 : Type not found : flixel.sound.FlxSound
source/PlayState.hx:75: characters 8-22 : Type not found : vlc.MP4Handler
C:/HaxeToolkit/haxe/lib/flixel-addons/git/flixel/addons/text/FlxTypeText.hx:77: characters 26-34 : Type not found : FlxSound

Are you modding a build from source or with Lua?
Lua
What is your build target?
Windows x64
Did you edit anything in this build? If so, mention or summarize your changes.
Yes, I edited Project.xml to change the window title

Downgrade to 4.2.5 Haxe
plus uninstall all libraries you installed from hmm (they are located at .haxelib)
change hmm.json to this code, and run again to install all libraries everything should be good:
{
  "dependencies": [
    {
      "name": "lime",
      "type": "haxelib",
      "version": "8.0.1"
    },
    {
      "name": "openfl",
      "type": "haxelib",
      "version": null
    },
    {
      "name": "flixel",
      "type": "haxelib",
      "version": "5.2.2"
    },
    {
      "name": "flixel-addons",
      "type": "haxelib",
      "version": null
    },
    {
      "name": "flixel-tools",
      "type": "haxelib",
      "version": null
    },
    {
      "name": "flixel-ui",
      "type": "haxelib",
      "version": null
    },
    {
      "name": "hxcpp",
      "type": "haxelib",
      "version": null
    },
    {
      "name": "tjson",
      "type": "haxelib",
      "version": null
    },
    {
      "name": "hxjsonast",
      "type": "haxelib",
      "version": null
    },
    {
      "name": "hxCodec",
      "type": "haxelib",
      "version": "2.6.1"
    },
    {
      "name": "hscript",
      "type": "haxelib",
      "version": null
    },
    {
      "name": "hxcpp-debug-server",
      "type": "haxelib",
      "version": null
    },
    {
      "name": "discord_rpc",
      "type": "git",
      "dir": null,
      "ref": "master",
      "url": "https://github.com/Aidan63/linc_discord-rpc"
    },
    {
      "name": "hscript-ex",
      "type": "git",
      "dir": null,
      "ref": "master",
      "url": "https://github.com/ianharrigan/hscript-ex"
    },
    {
      "name": "linc_luajit",
      "type": "git",
      "dir": null,
      "ref": "master",
      "url": "https://github.com/nebulazorua/linc_luajit"
    }
  ]
}

ok now im getting these 2 errors
D:/FNF/FNF-OSEngine-1.5.1/.haxelib/flixel-addons/3,1,1/flixel/addons/text/FlxTypeText.hx:8: characters 8-29 : Type not found : flixel.sound.FlxSound source/PlayState.hx:75: characters 8-22 : Type not found : vlc.MP4Handler D:/FNF/FNF-OSEngine-1.5.1/.haxelib/flixel-addons/3,1,1/flixel/addons/text/FlxTypeText.hx:78: characters 26-34 : Type not found : FlxSound

Ah I forget, since you downgraded you need to change code a little bit, see compiler tells you what you need to change to make it work simply rename libraries and everything will be alright.

i only get D:/FNF/FNF-OSEngine-1.5.1/.haxelib/flixel-addons/3,1,1/flixel/addons/text/FlxTypeText.hx:8: characters 8-29 : Type not found : flixel.sound.FlxSound D:/FNF/FNF-OSEngine-1.5.1/.haxelib/flixel-addons/3,1,1/flixel/addons/text/FlxTypeText.hx:78: characters 26-34 : Type not found : FlxSound nothing else

i had the same problem but i know how to fix it
go into ur command promt and type in
haxelib remove lime
and then
haxelib install lime

authors: J0nathan550 coolaydang ytboogy


text:
Making it so you can have an actual loading screen

What feature do you want to get added on the base engine?
Making it so you can have an actual loading screen for whatever mod you're making. Doing it via lua is impossible cause theres a different between a loading screen and a png that flashs up for a couple of seconds and preloads nothing. And doing it via source is a nightmare with how much of a nightmare working with it is. I don't care how. Just please make it so it's not this softlocky mess
To test your sight, and reliability, please select the option of what should NOT be requested.
Stage Editor, 6K+ support, and winning icons.

there is a loading screen
but 1.0 isn't out yet

there is one, it will come with the next release
https://github.com/user-attachments/assets/a66996da-4516-4fcd-b4b3-7bf435d452fa

authors: CrusherNotDrip crowplexus iampauleps


text:
Is someone else having problem with setObjectCamera()?

Describe your bug here.

And yes, this happens to every single time i use setObjectCamera, and yes the object tag exists, it even checks if it actually exists before calling the function
Note this doesn't happens on 1.0 pre-release
Command Prompt/Terminal logs (if existing)
No response
Are you modding a build from source or with Lua?
Lua
What is your build target?
Windows
Did you edit anything in this build? If so, mention or summarize your changes.
Nope that's Psych Engine 1.0

Psych Engine 1.0 changed the LUA Script API, so bunch of LUA scripts won't work.

Yes, but how do i fix this error? setObjectCamera() doesn't work anymore
Is there any other functions that do the same thing?
Or we'll have to wait for an hotfix update?

You and everyone will have to wait for the hotfix update, that maybe will come soon, idk

Had this bug too, the game says "hud" and "other" are invalid cameras

setObjectCamera doesn't work in version 1.0. Temporarily, you can use this:
setProperty('Object.camera', instanceArg('NameCamera'), false, true)
Use that until it's fixed.

setObjectCamera doesn't work in version 1.0. Temporarily, you can use this: setProperty('Object.camera', instanceArg('NameCamera'), false, true) Use that until it's fixed.

That works, thank you very much

Using this method i made this:
local actualSetObjectCamera = setObjectCamera

function setObjectCamera(object,camera)
	if stringStartsWith(version, '1.0') then
		if string.lower(camera) == "game" then camera = "camGame" end
		if string.lower(camera) == "camgame" then camera = "camGame" end

		if string.lower(camera) == "hud" then camera = "camHUD" end
		if string.lower(camera) == "camhud" then camera = "camHUD" end

		if string.lower(camera) == "other" then camera = "camOther" end
		if string.lower(camera) == "camother" then camera = "camOther" end

		if (camera == "camGame") or (camera == "camHUD") or (camera == "camOther") then
			setProperty(object..'.camera',instanceArg(camera),false,true)
		end
	else
		actualSetObjectCamera(object,camera)
	end
end

Which replaces setObjectCamera function with this method for v1.0

and with your code @LizSparkle i made this:
local actualSetObjectCamera = setObjectCamera function setObjectCamera(object,camera) if stringStartsWith(version, '1.0') then if string.lower(camera) == "game" then camera = "camGame" end if string.lower(camera) == "camgame" then camera = "camGame" end if string.lower(camera) == "hud" then camera = "camHUD" end if string.lower(camera) == "camhud" then camera = "camHUD" end if string.lower(camera) == "other" then camera = "camOther" end if string.lower(camera) == "camother" then camera = "camOther" end if (camera == "camGame") or (camera == "camHUD") or (camera == "camOther") then setProperty(object..'.camera',instanceArg(camera),false,true) end else actualSetObjectCamera(object,camera) end end
this is all your code in 1 line

authors: AziziPGM Contra-Sakar SantiagoCalebe Tiphy03 underscoreBon


text:
Cannot build game

Describe your bug here.
If I try to build psych 1.5, it will result in a message stating source/Song.hx:65: characters 27-41 : Array access is not allowed on {+ length : Int }.
Command Prompt/Terminal logs (if existing)
No response
Are you modding a build from source or with Lua?
Source
What is your build target?
Windows
Did you edit anything in this build? If so, mention or summarize your changes.
No.

im almost about to lose it, UPDATE YOUR HAXE AND STOP MAKING DUPLICATES

wdym, im not resending anything
and do i just install haxe 4.2.4 and be done with it?

wdym, im not resending anything and do i just install haxe 4.2.4 and be done with it?

By duplicates I mean people already made issues about this and have been answered
and yes install 4.2.4

wdym, im not resending anything and do i just install haxe 4.2.4 and be done with it?

By duplicates I mean people already made issues about this and have been answered and yes install 4.2.4

now it's just telling me that lime test windows isn't a command

wdym, im not resending anything and do i just install haxe 4.2.4 and be done with it?

By duplicates I mean people already made issues about this and have been answered and yes install 4.2.4

now it's just telling me that lime test windows isn't a command

try reinstalling everything you need for fnf then

wdym, im not resending anything and do i just install haxe 4.2.4 and be done with it?

By duplicates I mean people already made issues about this and have been answered and yes install 4.2.4

now it's just telling me that lime test windows isn't a command

try reinstalling everything you need for fnf then

Error: Could not find haxelib "linc_luajit", does it need to be installed?

do you know how to read the README.md

do you know how to read the README.md

i have a 2 pixel wide brain lmao

do the following commands on the cmd:
haxelib install flixel
haxelib git flixel-addons https://github.com/HaxeFlixel/flixel-addons
haxelib install flixel-ui
haxelib install hscript
haxelib install newgrounds
haxelib install polymod
haxelib git discord_rpc https://github.com/Aidan63/linc_discord-rpc

if it says haxelib is invalid, open cmd on the haxe directory

none of this helped me it just says the same thing /:

wdym, im not resending anything and do i just install haxe 4.2.4 and be done with it?

By duplicates I mean people already made issues about this and have been answered and yes install 4.2.4

now it's just telling me that lime test windows isn't a command

try reinstalling everything you need for fnf then

Error: Could not find haxelib "linc_luajit", does it need to be installed?

Use haxelib install linc_luajit

authors: CrusherMods Fablisothebottle Reycko snazzyostrich tposejank


text:
Sudden Major Lag

What is your question?
Never lagged or had issues before but suddenly, I've downloaded the newest build, and its extremely laggy for some reason? Is this an issue in general or is it just me? Just wanted to ask and see in case if it wasn't just me.

Ive havent had any problems with the newest build, maybe try checking if its a problem with your antivirus or something

authors: MaybeMaru neonvore


text:
how to change (only where the notes spawn)

What is your question?
how to change where the notes spawn without moving the note line preferebly on lua but source is ok too

with modcharts

u read it wrong


text:
Frame X y Frame Y

What is your question?
What do frameX , frameY , framewhithdX and frameheightY work for in an XML?

frameX means the x position of that 1 frame
frameY means the y position of that 1 frame
and idk how to explain frameiwidthx or y

this shit ain't psych engine

authors: Dancraft87 FlintIshe ShadowMario


text:
Dialogue fix for Mac

A smarter version of another pr that should not have been closed.

Thanks @beeanie

your welcome

instead of #if mac instead make it #if macro

please

idk what that does

instead of #if mac instead make it #if macro

I don’t know what that does.

its bascially mac but its macro

actually it dosn't work i just tested it

actually it dosn't work i just tested it

Mac or macro?

let me test it agian

actually nevermind

it works

When I tested it, I think it didn’t work for the very first time but it worked every other time.

aw


text:
hoes cannot accept sigils of socketing

Shouldn't this be a thing? Hoes can be enchanted, so I thought this should be a thing...

Hoes do not have affixes and so cannot be socketed.
I have no plans to add it either

repo: Shadows-of-Fire/Apotheosis


text:
Porting to version 1.12.2 ❓

I'm trying to port the whole mod 1.16.5 to version 1.12.2 but there are parts in 1.16.5 where I don't understand how you did to change the state of the declarations such as CRITERIA that is in the AdvancementTriggers.class class since this is a private attribute. If you could give me an explanation on how to take it, I would appreciate it

You should not be trying to backport this project.

Ok, but i want to try, thanks

authors: Shadows-of-Fire jajanotecreo


text:
[Feature Request] Stats sheet

Please add a way to see your current attributes.

I recently try a mod with the this feature and it has a affix system like apotheosis, this mod's stats sheet is able to show the stats modifier of other mod and the final number of particular attribute. https://github.com/Minecraft-LightLand/L2Artifacts

This is slated for 6.3.0

authors: JWTHDYTWA Shadows-of-Fire rtxyd


text:
Crash

The program keeps crashing its self even though I did nothing to the system.

Thanks for telling us, we will look into this. Any further information, such as what version of modern flyouts you are using and windows version would be helpful.
This appears to be a duplicate of #116 and #100

repo: ShankarBUS/ModernFlyouts


text:
[Bug] ParseLatinFont function returns minor font

The ParseLatinFont function returns minor font. Its possible that the font on the shape is a major font

From what I could gather, the development can be done by using PlaceHolder Class
https://docs.microsoft.com/en-us/dotnet/api/documentformat.openxml.presentation.placeholdershape?view=openxml-2.8.1
By inspecting the XML of the document, I think that the shape class in this project can keep a mapping of the placeholder values which can then map to the applied Layout xml and pick the major or minor value by reading ListStyle and using the appropriate level LevelXParagraphProperties
https://docs.microsoft.com/en-us/dotnet/api/documentformat.openxml.drawing.liststyle?view=openxml-2.8.1

Yep, I think you are right. Honestly, I am not happy about the current placeholders parsing. BTW, I have not good investigated PlaceholderShape class, but it seems, does not have direct access to the corresponding shape on Slide Layout. Manual searching by PlaceholderShape.Index should be done to get placeholder content from the Slide Layout.
In addition to ListStyle, there is a case when DefaultTextStyle from the presentation level should be parsed to get font data.
Working on the fix...

Yes, the manual searching is the part where I am stuck, thinking about it.

Closed via 0.16.1 release.
Feel free to re-open or create a new one if you find a bug in font data parsing.

authors: adamshakhabov rahul-dutt-sharma

repo: ShapeCrawler/ShapeCrawler


text:
Removed methods from SPComponentLoader in 1.5+

Category

[X] Question
[ ] Typo
[ ] Bug
[ ] Additional article idea

Expected or Desired Behavior
I expect the methods, specifically getManifests and loadComponentById to still be available in SPComponentLoader in SPFx 1.5 and later. These methods are super important if you need to build dynamic and performant solutions. Why have these methods been removed/deprecated? Or do you suggest alternatives to dynamically load SPFx components?
Observed Behavior
Aforementioned methods does no longer exist and is marked with Excluded from this release type:
Steps to Reproduce
Look at the  .d.ts files and compare 1.4 and 1.5 for sp-loader

Bumping this for attention @patmill & @lucaband

Sorry - didn't see this the first time round.  So those two methods are marked as Alpha/internal, and we we removed in the great API scrub of '1.5.  Let me see what we can do to move them at least to beta.
Pat.

Thanks @patmill  - I can attest that they perfectly and have been for quite a few versions, so feel free to move directly to GA :-)

authors: patmill wictorwilen

repo: SharePoint/sp-dev-docs