text:
Feature/hhd historic data

🚨 WIP: Not ready for merge yet

Closing as the PR seems to have gone stale. Feel free to reopen should this feature need implementation down the line.

authors: brettpalmberg krashanoff

repo: USACE/instrumentation-api


text:
add button to reset zoom on overview map

Resolves USEPA/TADAShiny#86

Codecov Report

Merging #355 (3b0890c) into develop (b025c2e) will increase coverage by 0.04%.
The diff coverage is 0.00%.

:exclamation: Current head 3b0890c differs from pull request most recent head a9266eb. Consider uploading reports for the commit a9266eb to get more accurate results

:exclamation: Your organization needs to install the Codecov GitHub app to enable full functionality.
@@             Coverage Diff             @@
##           develop     #355      +/-   ##
===========================================
+ Coverage    53.38%   53.43%   +0.04%
===========================================
  Files           12       12
  Lines         2986     2987       +1
===========================================
+ Hits          1594     1596       +2
+ Misses        1392     1391       -1

Files
Coverage Δ

R/Figures.R
0.00% <0.00%> (ø)

... and 2 files with indirect coverage changes
:mega: Codecov offers a browser extension for seamless coverage viewing on GitHub. Try it in Chrome or Firefox today!

source: gharchive/pull-request

authors: codecov-commenter renaemyers

repo: USEPA/TADA

license_type: permissive

license_source: github-api


text:
added some phony total pop numbers to 2015 county export file

first timer here, fingers crossed!

Looks great!

authors: dblodgett-usgs jshourds-usgs

repo: USGS-R/wateRuse


text:
footer caption bug fix

Changes made:
Description
Replaces previous functionality with a mutation observer.  We watch the img inside the full img container, and if its src changes, we switch the caption.  So this covers clicks and arrow keys, basically any things that changes the src fires the function.
Testing:
Before making this pull request, I:

[ ] Cleaned the code the way Vue likes it - run 'npm run lint --fix'
[ ] Made sure all tests run
[ ] Ran WAVE plugin 508 compliance tool

I can confirm this has been checked on:

[x] Chrome
[x] Safari
[ ] Edge
[x] Firefox
[ ] Samsung Internet
[ ] Internet Explorer 11 (not supported, but still needs at least a working user redirect page)

Confident we can use the mutation observe api https://caniuse.com/?search=observer
Worked for all my browsers and phone, let me know if it works for you.

repo: USGS-VIZLAB/snow-to-flow


text:
[Feature Request]: Replace numbers with corresponding word and vice versa

Is there an existing issue for this?

[X] I have searched the existing issues

Feature Description
Replace numbers with corresponding word in a string and vice versa in string_manipulation
3 functions:

One to replace just numbers to corresponding word
"6 years ago there were five." becomes "Six years ago there were five."

One to do the inverse
"There are eight men but now 5." becomes "There are 8 men but now 5."

And one that swaps both
"6 years ago there were eight men" becomes "Six years ago there were 8 men"

Record

[X] I agree to follow this project's Code of Conduct
[X] I want to work on this issue
[X] I'm willing to provide further clarification or assistance if needed.

Full Name
Amber
Participant Role
GSOC

Could you let me know if there will be single digit numbers or multiple digits?

I would like to work on this please assign this to me. I have implemented the code for single digit conversions
Name : Sanat Kumar Gupta
Participation : GSSOC'24 ext, hackoctober

source: gharchive/issue

license: MIT


text:
Enhance and Structure the Contributors Section

Pull Request for PyVerse 💡
Requesting to submit a pull request to the PyVerse repository.

Issue Title
Enhance and Structure the Contributors Section

[x] I have provided the issue title.

Info about the Related Issue
The aim of the project is to create an organized and comprehensive contributors section that highlights the contributions of various developers in a visually appealing manner.

[x] I have described the aim of the project.

Name
Alolika Bhowmik

[x] I have provided my name.

GitHub ID
alo7lika

[x] I have provided my GitHub ID.

Email ID
alolikabhowmik72@gmail.com

[x] I have provided my email ID.

Identify Yourself
Mention in which program you are contributing (e.g., WoB, GSSOC, SSOC, SWOC).
GSSoC Contributor

[x] I have mentioned my participant role.

Closes
*Closes: #735 *

[x] I have provided the issue number.

Describe the Add-ons or Changes You've Made
I have enhanced the contributors section by structuring it with clear visuals, adding GitHub links, and ensuring it follows the repository's formatting guidelines.

[x] I have described my changes.

Type of Change
Select the type of change:

[ ] Bug fix (non-breaking change which fixes an issue)
[x] New feature (non-breaking change which adds functionality)
[ ] Code style update (formatting, local variables)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] This change requires a documentation update

How Has This Been Tested?
I tested the contributors section on multiple devices and browsers to ensure it displays correctly and the links function as intended.

[x] I have described my testing process.

Checklist
Please confirm the following:

[x] My code follows the guidelines of this project.
[x] I have performed a self-review of my own code.
[x] I have commented my code, particularly wherever it was hard to understand.
[x] I have made corresponding changes to the documentation.
[x] My changes generate no new warnings.
[x] I have added things that prove my fix is effective or that my feature works.
[x] Any dependent changes have been merged and published in downstream modules.

@ruhi47 , @shaansuraj, @TheChaoticor , @UTSAVS26  the task has been completed. Kindly Review it.

@alo7lika everytime when contributor contribute did they need to add their name and I'd themselves in the readme file or there is some workflows runs behind to add them automatically?

@UTSAVS26  made some changes. Kindly review it.

@UTSAVS26 made some changes. Kindly review it.

@ruhi47 , @shaansuraj, @TheChaoticor


text:
avalon_mm_bfm_pkg readdatavalid, wrong data

Hi,
there seems to be a problem in the avalon_mm_bfm if you configure it with use_readdatavalid        => true.
If avalon_mm_if.readdatavalid is high the bfm waits another rising edge and a bit and then samples avalon_mm_if.readdata.
I fixed this by commenting out the waits....
@@ -581,8 +582,8 @@ package body avalon_mm_bfm_pkg is
       if timeout then
         alert(config.max_wait_cycles_severity, proc_call & "=> Failed. Timeout waiting for readdatavalid");
       else
-        wait until rising_edge(clk);
-        wait_until_given_time_after_rising_edge(clk, config.clock_period/4);
+        --wait until rising_edge(clk);
+        --wait_until_given_time_after_rising_edge(clk, config.clock_period/4);
       end if;

     else  -- not waitrequest or readdatavalid - issue read, wait num_wait_states before finishing the read

Could you check please?
kind regards
Frank

Hi Frank,
You are absolutely correct.
This is changed in UVVM 2.0 to be released very soon.
Best regards
Espen
From: soundart [mailto:notifications@github.com]
Sent: Tuesday, January 31, 2017 1:12 PM
To: UVVM/UVVM_All
Cc: Subscribed
Subject: [UVVM/UVVM_All] avalon_mm_bfm_pkg readdatavalid, wrong data (#10)
Hi,
there seems to be a problem in the avalon_mm_bfm if you configure it with use_readdatavalid => true.
If avalon_mm_if.readdatavalid is high the bfm waits another rising edge and a bit and the samples avalon_mm_if.readdata.
I fixed this by commenting out the waits....
@@ -581,8 +582,8 @@ package body avalon_mm_bfm_pkg is
if timeout then
alert(config.max_wait_cycles_severity, proc_call & "=> Failed. Timeout waiting for readdatavalid");
else
·            wait until rising_edge(clk);

·            wait_until_given_time_after_rising_edge(clk, config.clock_period/4);

·            --wait until rising_edge(clk);

·            --wait_until_given_time_after_rising_edge(clk, config.clock_period/4);
·          end if;
·      else -- not waitrequest or readdatavalid - issue read, wait num_wait_states before finishing the read
Could you check please?
kind regards
Frank
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHubhttps://github.com/UVVM/UVVM_All/issues/10, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AQAGEcyKu6Tr68yuoB81WmN_P46pJ5cVks5rXyT0gaJpZM4LyjVL.

Hi Epsen,
thank you for the confirmation.
kind regards
Frank

Workaround in git thanks!

authors: UVVM soundart

license: mit

license_source: bigquery


text:
Duplicated Blueprint JS CSS styles

We are loading a large amount of extra stylesheet data, at least on some pages. This obviously impacts loading.
This is from the /maps/@id page:

This also seems to happen for our own styles:

repo: UW-Macrostrat/web


text:
Errors in compiling

I get these erros while attempting to build the solution

You need to install windows sdk version 10.0.17134.0.

Please install .net framework version 4.6.1

@matthew4850 I need 4.7.2 for other projects, can I install 4.6.1 along with 4.7.2?

yeah, just go back into the visual studio installer and check ".NET Framework 4.6.1 SDK"

Seems it is already enabled

Could you repost the image?

Could you repost the image?

Sure, looks as GitHub fucked the picture

I have also chosen to target 4.6.1 for the project

When you open up the solution in visual studio, do you see this

If so press ok then build sodiumC and then try to build quarrel.

When you open up the solution in visual studio, do you see this

If so press ok then build sodiumC and then try to build quarrel.

Yes, I see that, but I still get the error when building the solution, should I directly build the app?

Try building sodiumC then building quarrel.

Building sodiumC had no problems, but building Quarrel wasn't succesful

For who's struggling building the old quarrel, those steps worked for me:

download the required .NET framework version;
build the solution;
build SodiumC;
deploy Quarrel

repo: UWPCommunity/Quarrel


text:
R&D on code coverage tools

[ ] add a label in the readme about how many code convert by this program commulativley

Will do it after all testing will be done


text:
stateless session creation policy (gh-345)

test in two VMs

Testing was done in two VMs without any issues.


text:
Teleportation fails, if the user points to a trigger volume

The teleportation cursor stops the search for a suitable location at the first collider hit.
It should instead parse all hits, until it finds the first inpassable collider or a surface suitable for teleportation.

fixed in commit 41f13f5

repo: UbiKampus-ohtu/xr-demonstrator


text:
Moving genomics.py3 to python 3.10

Still WIP (few broken tests), but almost ready

Sorry - was too optimistic - tomorrow is another day

repo: Ultimagen/VariantCalling


text:
🛑 Solagro is down

In 9622c96, Solagro (https://solagro.org) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Solagro is back up in 1c2384c.

repo: UnSeulT/upptime


text:
🛑 API is down

In c1343a4, API (https://api.unirev.xyz/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: API is back up in f51df95 after 1 hour, 1 minute.

repo: UniExperiment/status

license: Unlicense


text:
in ver 2.0, how to use multiple selection with ckeditor?

And provide the followings :

Operating system : MAC OS
Laravel version : 5.5.x
Package version : dev-master

I'm trying to use new function Multiple Selection with CKEditor, but when I clicked button of "confirm", always return first one or last one.

Text editors like CKEditor are designed to select only on image/file each at one time. So we pass only one url to their callback as well.

@streamtw Hi! But how select multiple files as standalone button mode?

Multiple selection can be enabled by click the "multiple selection button" in the action bar.

repo: UniSharp/laravel-filemanager


text:
Need to restart Pluto to make change of functions in Functions.j take effect

I find this quite inconvenient to test the app. Is there any workaround?

I think this is not necessary. Besides using Revise you can also press the reload button on top left.

I find this quite inconvenient to test the app. Is there any workaround?

As @filchristou said, there is a reload button in the top left that you can press for the notebook to rerun. It basically does the same as selecting all cells and rerunning them.

Oh, thank you! I did not notice that reload button! I used Browser's refresh button to reload the page.

authors: Niels1006 filchristou liuyxpp


text:
🛑 Elmhurst Chicago Stone is down

In 14d7082, Elmhurst Chicago Stone (https://www.ecstone.com/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Elmhurst Chicago Stone is back up in 1080783 after 7 minutes.

repo: UniSynTechnologies/Upptime


text:
🛑 Evergreen Senior Living is down

In 75650e6, Evergreen Senior Living (https://evergreenslc.com/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Evergreen Senior Living is back up in 31bb9ea after 7 minutes.


text:
🛑 KleenRite is down

In a1bb1f6, KleenRite (https://www.kleenrite.net) was down:

HTTP code: 500
Response time: 1410 ms

Resolved: KleenRite is back up in dcabb26 after 6 minutes.


text:
🛑 Champaign County Environmental Stewards is down

In 626db06, Champaign County Environmental Stewards (https://www.ccenvstew.com/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Champaign County Environmental Stewards is back up in 058ab65 after 15 minutes.


text:
PyPI release pulls numpy 2.0.0rc1 for python 3.12

Hi folks,
I'm seeing something a bit strange on geocat-comp logs. For python 3.12 only, cftime seems to be pulling the numpy release candidate by default.
From https://github.com/NCAR/geocat-comp/issues/598:

For python 3.11, cftime pulls numpy>1.13.3 (log)
Collecting numpy>1.13.3 (from cftime->geocat-comp)
Downloading numpy-1.26.4-cp311-cp311-manylinux_2_17_x86_64.manylinux2014_x86_64.whl.metadata (61 kB)

For python 3.12, though (log):
Collecting numpy>=1.26.0b1 (from cftime->geocat-comp)
Downloading numpy-2.0.0rc1-cp312-cp312-manylinux_2_17_x86_64.manylinux2014_x86_64.whl.metadata (60 kB)

Pip should not install a pre-release candidate without explicitly asked to. Maybe you are hitting this issue: https://github.com/pypa/pip/issues/7579

Right, but the workflow of our actions haven't changed.
Locally (mac-os) on a fresh environment, here's what I see.
(base) ➜  ~ conda create -n temp-cftime python=3.12
Retrieving notices: ...working... done
Channels:
 - conda-forge
 - defaults
Platform: osx-arm64
Collecting package metadata (repodata.json): done
Solving environment: done

==> WARNING: A newer version of conda exists. <==
    current version: 24.1.1
    latest version: 24.3.0

Please update conda by running

    $ conda update -n base -c conda-forge conda

## Package Plan ##

  environment location: /Users/anissaz/miniconda3/envs/temp-cftime

  added / updated specs:
    - python=3.12

The following packages will be downloaded:

    package                    |            build
    ---------------------------|-----------------
    libsqlite-3.45.3           |       h091b4b1_0         805 KB  conda-forge
    ------------------------------------------------------------
                                           Total:         805 KB

The following NEW packages will be INSTALLED:

  bzip2              conda-forge/osx-arm64::bzip2-1.0.8-h93a5062_5
  ca-certificates    conda-forge/osx-arm64::ca-certificates-2024.2.2-hf0a4a13_0
  libexpat           conda-forge/osx-arm64::libexpat-2.6.2-hebf3989_0
  libffi             conda-forge/osx-arm64::libffi-3.4.2-h3422bc3_5
  libsqlite          conda-forge/osx-arm64::libsqlite-3.45.3-h091b4b1_0
  libzlib            conda-forge/osx-arm64::libzlib-1.2.13-h53f4e23_5
  ncurses            conda-forge/osx-arm64::ncurses-6.4.20240210-h078ce10_0
  openssl            conda-forge/osx-arm64::openssl-3.2.1-h0d3ecfb_1
  pip                conda-forge/noarch::pip-24.0-pyhd8ed1ab_0
  python             conda-forge/osx-arm64::python-3.12.3-h4a7b5fc_0_cpython
  readline           conda-forge/osx-arm64::readline-8.2-h92ec313_1
  setuptools         conda-forge/noarch::setuptools-69.5.1-pyhd8ed1ab_0
  tk                 conda-forge/osx-arm64::tk-8.6.13-h5083fa2_1
  tzdata             conda-forge/noarch::tzdata-2024a-h0c530f3_0
  wheel              conda-forge/noarch::wheel-0.43.0-pyhd8ed1ab_1
  xz                 conda-forge/osx-arm64::xz-5.2.6-h57fd34a_0

Proceed ([y]/n)?

Downloading and Extracting Packages:

Preparing transaction: done
Verifying transaction: done
Executing transaction: done
#
# To activate this environment, use
#
#     $ conda activate temp-cftime
#
# To deactivate an active environment, use
#
#     $ conda deactivate

(base) ➜  ~ conda activate temp-cftime
(temp-cftime) ➜  ~ pip install cftime
Collecting cftime
  Using cached cftime-1.6.3-cp312-cp312-macosx_11_0_arm64.whl.metadata (8.6 kB)
Collecting numpy>=1.26.0b1 (from cftime)
  Downloading numpy-2.0.0rc1-cp312-cp312-macosx_14_0_arm64.whl.metadata (60 kB)
     ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 60.9/60.9 kB 580.7 kB/s eta 0:00:00
Using cached cftime-1.6.3-cp312-cp312-macosx_11_0_arm64.whl (221 kB)
Downloading numpy-2.0.0rc1-cp312-cp312-macosx_14_0_arm64.whl (5.0 MB)
   ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 5.0/5.0 MB 457.8 kB/s eta 0:00:00
Installing collected packages: numpy, cftime
Successfully installed cftime-1.6.3 numpy-2.0.0rc1

Right, but the workflow of our actions haven't changed.

Yep. That is why I believe you are hitting that bug I mentioned above.

repo: Unidata/cftime


text:
fix for 'day out of range error' (issue #49)

Fix was to restore the fix added in https://github.com/Unidata/netcdf4-python/issues/75, which was removed at some point because we thought it was no longer needed.  Apparently it is.
Also removed import of python math module, used numpy instead.

Turns out the error is associated with numpy's 'even rounding' which causes 0.5 to be rounded to 0.0.  Using 'round half up' fixes this without having to add a small offset to the julian day.


text:
Problem with F-Droid repository?

I'm testing the F-Droid repositories listed here, and it seems that UnifiedPush's one could not be properly read by F-Droid app.
Thank you!

Seems like it was removed because all apps are in the main repo now: https://fosstodon.org/@unifiedpush/107342640989240819

Seems like it was removed because all apps are in the main repo now: https://fosstodon.org/@unifiedpush/107342640989240819

This issue can be closed for this reason

authors: EdoSecco jugendhacker p1gp1g

repo: UnifiedPush/gotify-android


text:
No tests are generated for simple function with parameters without annotations

Description
Sometimes MyPy cannot properly guess type of parameters so starting to iterate over improper types till timeout occurs.
To Reproduce
class NoTestsProblem:
    def __init__(self):
        self.board = []

    def set_position(self, row, col, symbol):
        self.board[row][col] = symbol
        return symbol

    def start(self):
        self.set_position(1, 2, "O")

Steps to reproduce the behavior:

Add to Python project the code above
Invoke test generation for set_position function

Expected behavior
Tests are supposed to be generated.
Actual behavior
No test are generated.
Visual proofs (screenshots, logs, images)
idea.log contains following information:
2023-02-17 16:44:08,416 [6012745]   INFO - STDOUT - | UtBot - PythonTestCaseGenerator   | Inferred annotations: no_tests_bug.NoTestsProblem, builtins.str, builtins.list[typing.Any], builtins.list[typing.Any]
2023-02-17 16:44:08,418 [6012747]   INFO - STDOUT - | UtBot - PythonApi                 | Provider ReduceValueProvider accepts type no_tests_bug.NoTestsProblem
2023-02-17 16:44:08,419 [6012748]   INFO - STDOUT - | UtBot - PythonApi                 | Provider ListValueProvider accepts type builtins.list[typing.Any]
2023-02-17 16:44:08,419 [6012748]   INFO - STDOUT - | UtBot - PythonApi                 | Provider ConstantValueProvider accepts type builtins.list[typing.Any]
2023-02-17 16:44:08,419 [6012748]   INFO - STDOUT - | UtBot - PythonApi                 | Any does not have provider
202
...
....

2023-02-17 16:44:29,690 [6034019]   INFO - STDOUT - | UtBot - PythonEngine              | Evaluation with prohibited exception. Substituted types: no_tests_bug.NoTestsProblem, builtins.str, builtins.list[typing.Any], builtins.list[typing.Any]. Exception type: builtins.TypeError
2023-02-17 16:44:29,931 [6034260]   INFO - STDOUT - | UtBot - PythonEngine              | Evaluation with prohibited exception. Substituted types: no_tests_bug.NoTestsProblem, builtins.str, builtins.list[typing.Any], builtins.list[typing.Any]. Exception type: builtins.TypeError
2023-02-17 16:44:30,154 [6034483]   INFO - STDOUT - | UtBot - PythonEngine              | Evaluation with prohibited exception. Substituted types: no_tests_bug.NoTestsProblem, builtins.str, builtins.list[typing.Any], builtins.list[typing.Any]. Exception type: builtins.TypeError
2023-02-17 16:44:30,374 [6034703]   INFO - STDOUT - | UtBot - PythonEngine              | Evaluation with prohibited exception. Substituted types: no_tests_bug.NoTestsProblem, builtins.str, builtins.list[typing.Any], builtins.list[typing.Any]. Exception type: builtins.TypeError

Already fixed in #1817

repo: UnitTestBot/UTBotJava


text:
Initial incremental ALC and partial TypeCache support

Implemented missing APIs required to get closer to the Editor in CoreCLR mode.
With relevant Unity changes those allow to build Editor and built-in resources.

TypeCache related functionality:

mono_image_get_table_rows - generic metadata table element count method
coreclr_image_get_custom_attribute_data - metadata table CustomAttribute type and parent token information
mono_assembly_get_assemblyref - AssemblyRef name for token
mono_unity_class_get - Type by TypeDef token with enforced type loading
mono_get_method - MethodBase by MethodDef token with enforce method loading

ALC related functionality:

mono_domain_create_appdomain/mono_domain_unload - Mono domain simulation with ALC
MonoDomain* is used for the ALC intptr gchandle

mono_image_get_table_rows/coreclr_image_get_custom_attribute_data/mono_assembly_get_assemblyref  is done in C++ code for performance reasons (C# api has iterator semantic, while native Unity code and .NET Runtime uses random access semantic). The logic of metadata enumeration will be done further in C# without embed-host need in the Unity Editor
ALC logic currently allows to load incrementally new assemblies and abandon the previous ones. Unloading is fundamentally not possible atm due to the NullGC.
The ALC code will need to be revised - I'm suggesting to have 3 ALC for now: 1) DefaultALC - created with the domain, 2) "system" ALC - a place for immutable Unity assemblies or dependencies, 3) unloadable ALC - potentially unloadable assemblies
Other changes:

Fixed mono_class_get_type_token
Use s_AssemblyDir and s_AssemblyPaths as a lookup path for ALC
Return TRUE for mono_thread_has_sufficient_execution_stack - not sure if we really need this check
Removed EnablePreemptiveGC mono_unity_thread_fast_detach - it seems like we should not change the state of the thread otherwise CoreCLR expectations fail. Potentially may need to restore state when we detach if we really need to change thread GC mode.
Added "\n" to the log messages

I am okay with embedding API in C++ ATM; we can revisit later. I'm less clear about the unloadable ALC support being added, and defer to @simonferquel on what makes sense.

@joncham @simonferquel I've reverted ALC change which will be done on the Editor side and left only TypeCache and general fixes needed to move forward with the Edtior

authors: alexey-zakharov joncham

repo: Unity-Technologies/runtime


text:
Don't play on awake in game mode (USDU-247)

Hello,
It works fine un edit mode, but when I do the build, the camera movement is freezed at the start of the game.
I create 3d models on Tilt Brush VR with the camera path, I export the modeles in .glb then the camera path in .usda
Everything works fine in editor mode, the timeline is played, but the game builds don't work, timeline don't start. The view is static and nothing happen.
It's very usefull for my workflow to use camera path from Tilt Brush instead Cinemachine who is very complicated.
Help would be very appreciated !
I have tryed with Unity 2021.3.2f1 LTS
and with 2019.4.25f1 LTS
Any idea to solve it?
Thank you

Hi @Gildas310 , could you share the .usda file you're seeing this issue with please?

Hi @Gildas310 , could you share the .usda file you're seeing this issue with please?

Hi,
I put the usda here because it's forbidden here
http://www.gildas-lightpainting.com/web/Jedi_Desert_20.usda
(Now a friend makes me a functionnal component to use usda in Unity)
Thank you

repo: Unity-Technologies/usd-unity-sdk


text:
Reading data from module internals of URScript

I am trying to read data from one of the variables declared inside the URScript file. For instance, to check for safety aspects, I declare a variable inside *.urscript file that uses the module internals function 'global joint_torques = get_joint_torques()' as described in the Script Manual of Universal Robots. While the URScript file has access to this data, can this data be accessed by a high-level script where I implement my fancy controller? If so, how?

@VishnuDevA7 currently, the actual torque on the joints are not publish by the controller.
One work around is to add URScript code that saves the return values from get_joint_torques() to six double_register, thereby you are able to receive them through RTDE.
See http://help.universal-robots.com/OTHER/ScriptwebG5/Content/prod-scriptmanual/G5/write_output_float_register.htm?Highlight=write_output_float_register

Closing due to inactivity.

authors: VishnuDevA7 fmauch urrsk


text:
searching result is not accuracy in chinese

I search '白光半魔晶石贰', i means ‘白光半魔晶石贰型’ , result contains none correct results.

Fixed with https://github.com/Universalis-FFXIV/mogboard-next/commit/2149acdab3833cb0a190dc4b47f0f65b3e66f999

repo: Universalis-FFXIV/Universalis


text:
"The system cannot find the file specified"

same bro

authors: KolpixTV minhlongdev

repo: UnlegitMC/Luminous

license: WTFPL


text:
Set commute_level for workplace assignment distinctly from boundary geography

In terms of steps, it would require some edits to 3.2.2_assign_primary_zone_work.py:

Edit possible_zones_work before it is used here. The zones all match the boundary_geography resolution. If boundary_geography is OA, we should replace each possible_zones to it's parent MSOA and use that as possible_zones_work

After the assignment, each activity is mapped to an MSOA. If the boundary_geography is OA, we need to sample oan OA from the chosen MSOAs. This should be done before this step

Originally posted by @Hussein-Mahfouz in https://github.com/Urban-Analytics-Technology-Platform/acbm/issues/52#issuecomment-2396454928

This is particularly useful if we are running on a big study area. The workzone assignment optimization problem might not be feasible at a high resolution (OA level) for a city like London. Running the problem at a lower resolution (MSOA level) would significantly reduce the number of variables.
One question to answer before implementing: Under what scenario would it be insufficient to run the entire pipeline at a lower resolution (e.g. MSOA level)?

authors: Hussein-Mahfouz sgreenbury


text:
worked once, then failed

The reason being that the token provided has a 24-hour lifespan. Refreshing this token manually every day is not a prod solution.
Is there any way to exchange this user token for a long-lived one?

I stopped paying for my MidJourney account, so I cannot proceed with any development for now.
If you'd like to offer me a month of MidJourney, I can integrate a new OAuth and update the project. Alternatively, you could allow me to use an existing account. Up until now, I had borrowed my wife's account to build the library.

I can provide you an account.

authors: UrielCh devranerogul madc0w

repo: UrielCh/midjourney-client


text:
Race condition when publishing selected fields from collection that contains more fields on .insert()

This pertains to this issue:
https://forums.meteor.com/t/issue-with-subscribing-to-certain-fields-in-mongo-collection-crash-when-insert-new-document/29759
Way to reproduce error:
Publish a collection that only contains certain fields you want from that collection
ex. Collection.find({},{fields:{field1:1,field2:1}});
Subscribe to that collection.
Have a page/view open that displays those variables reactively.
Do an .insert() on that collection or do a Meteor.method() that will insert into that collection
Bad news.... :(
Questions you may have:
This is the only publish being subscribed to that updates that Collection on the client(minimongo).
It will also crash the app if a remote client does an .insert()
If {fields:{field1:1,field2:1}} is removed from that publish, the error goes away.
This crash happens client-side only.

what error exactly do you get?

This issue was moved to Urigo/angular-meteor#1473

authors: barbatus dotansimha slippyC


text:
Way to disable / configure Fetchache Plugin

Is your feature request related to a problem? Please describe.
relates to https://github.com/Urigo/graphql-mesh/issues/4752
Describe the solution you'd like
Way of disabling fetchache ideally per handler or globally
e.g.:
plugins:
  - fetchache
    enabled: false

Describe alternatives you've considered
fetchache is in hardcoded list of initial plugins.
There is no way how to disable it.

It is disabled by default already in the latest release.

Thanks for clarification.
When I was debugging #4752 I saw hardcoded list.
I'm on "@graphql-mesh/runtime" "0.44.17" so I'll try to upgrade to latest

Closing this issue now. Let's track it there.

authors: ardatan lkrzyzanek

repo: Urigo/graphql-mesh


text:
Unable to detach role

In gitlab by @A-Lawrence on Jan 11, 2016, 23:43
production.ERROR: exception 'Symfony\Component\Debug\Exception\FatalErrorException' with message 'Call to a member function first() on null'

In gitlab by @A-Lawrence on Feb 1, 2016, 21:57
Status changed to closed by commit 32db26b819b5b49a66783482cfcd6b38e331ac60

In gitlab by @A-Lawrence on Feb 7, 2016, 23:09
mentioned in commit 32db26b819b5b49a66783482cfcd6b38e331ac60

repo: VATSIM-UK/core


text:
User datasets:  Add  link to standalone map for ISA user datasets

closes #550
This PR add a link to the standalone map for user datasets that have map data. It is using the relatively new hasMap property of the eda study record.
@jernestmyers I assigned you, so you are aware of these changes. Do you see any conflicts with your VDI work?

I'm not seeing any conflicts with this work. LGTM.

authors: dmfalke jernestmyers

repo: VEuPathDB/web-monorepo


text:
Add signal strength (RSSI) into packet format and add data types

Update transmit header for signal strength field. Use the smallest data type possible. Update tests.

Update transmit header
Add command and response data type
Add/Update tests

#45 is the PR for this issue, right?

authors: David-Rey thomasmholder

repo: VIP-LES/EosLib


text:
Check the right netgen is installed

If you are installing netgen on a debian system you are probably going to get the netgen mesh generator and not the netgen tool for LVS. It would be good if OpenRAM checked that you had the right netgen installed.

We now use a Docker setup with specified versions used.
4a400b225de01334b920a4a3058fff695faccd9f

authors: mguthaus mithro

repo: VLSIDA/OpenRAM


text:
🛑 b2b MarketingServices is down

In 2acd7ca, b2b MarketingServices (https://b2b-marketingservices.de/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: b2b MarketingServices is back up in 6f1a92f after 8 minutes.


text:
Default comparer incorrectly reports trees as equal

The simple test case below fails. Tried debugging it and didn't see anything glaringly obvious.
Looks like an incredibly useful project otherwise.
   [TestFixture]
    public class TreeTests
    {
        [Test]
        public void RobTreeDiff()
        {
            var t1 = T(1, T(2));
            var t2 = T(1, T(2, T(3)));

            AssertObjectsDiffer(t1, t2);
        }

        public static ITreeNode<TData> T<TData>(TData data, params ITreeNode<TData>[] children)
        {
            var node = new TreeNode<TData>(data);
            foreach (var c in children)
                node.ChildNodes.Add(c);
            return node;
        }

        public static void AssertObjectsDiffer<T>(T expected, T actual)
        {
            var comparer = new Comparer<T>();
            Assert.IsFalse(comparer.Compare(expected, actual, out var differences));
        }
    }

    public interface ITreeNode<TData>
    {
        TData Data { get; }

        IList<ITreeNode<TData>> ChildNodes { get; }
    }

    public class TreeNode<T> : ITreeNode<T>
    {
        public T Data { get; }

        public IList<ITreeNode<T>> ChildNodes { get; }

        public TreeNode(T node)
        {
            this.Data = node;
            this.ChildNodes = new List<ITreeNode<T>>();
        }
    }

@RobSwDev good catch. Comparer doesn't compere properties of the parent interfaces. It will be fixed in the next version.
For now the easiest way to fix it is to change ChildNodes type from IList<....> to List<>.

Fixed in 1.3.1


text:
LocationManager

fails on 2nd login of world in same game session

A large amount of changed files, but most are new images & tiny cosmetic changes to autogenerated documentation markdown files

repo: Valheim-Modding/Jotunn


text:
VRF cannot decompile old vmat_c files properly

Describe the bug
self explanatory.
The file:
toolswhite.zip
Relevant log output or exception with stacktrace
Failed to extract 'materials/tools/toolswhite.vmat_c': System.ArgumentOutOfRangeException: Index value mismatch 0x36 at position 0 (0x01C46536). (Parameter 'packedValue')
   at ValveResourceFormat.CompiledShader.ChannelMapping..ctor(UInt32 packedValue) in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\CompiledShader\ChannelMapping.cs:line 57
   at ValveResourceFormat.CompiledShader.ChannelBlock..ctor(ShaderDataReader datareader, Int32 blockIndex) in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\CompiledShader\ShaderDataBlocks.cs:line 788
   at ValveResourceFormat.CompiledShader.ShaderFile.ParseFile() in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\CompiledShader\ShaderFile.cs:line 183
   at ValveResourceFormat.CompiledShader.ShaderFile.Read(String filenamepath, Stream input) in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\CompiledShader\ShaderFile.cs:line 101
   at ValveResourceFormat.IO.GameFileLoader.<LoadShaderFromDisk>g__TryLoadShader|20_0(VcsProgramType programType, VcsPlatformType platformType, VcsShaderModelType modelType, <>c__DisplayClass20_0&) in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\IO\GameFileLoader.cs:line 232
   at ValveResourceFormat.IO.GameFileLoader.LoadShaderFromDisk(String shaderName) in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\IO\GameFileLoader.cs:line 257
   at ValveResourceFormat.IO.GameFileLoader.LoadShader(String shaderName) in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\IO\GameFileLoader.cs:line 290
   at ValveResourceFormat.IO.ShaderDataProvider.GetInputsForTexture_Internal(String textureType, Material material)
   at ValveResourceFormat.IO.MaterialExtract.GetTextureUnpackInfos(String textureType, String texturePath, Boolean omitDefaults, Boolean omitUniforms)+MoveNext() in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\IO\MaterialExtract.cs:line 138
   at ValveResourceFormat.IO.MaterialExtract.ToValveMaterial() in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\IO\MaterialExtract.cs:line 200
   at ValveResourceFormat.IO.MaterialExtract.ToContentFile() in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\IO\MaterialExtract.cs:line 49
   at ValveResourceFormat.IO.FileExtract.Extract(Resource resource, IFileLoader fileLoader) in D:\a\ValveResourceFormat\ValveResourceFormat\ValveResourceFormat\IO\FileExtract.cs:line 171
   at GUI.Forms.ExtractProgressForm.ExtractFile(Resource resource, String inFilePath, String outFilePath, Boolean flatSubfiles) in D:\a\ValveResourceFormat\ValveResourceFormat\GUI\Forms\ExtractProgressForm.cs:line 366

What game does this happen in
SteamVrbeta
Reference file in a Source 2 game
materials/tools/toolswhite.vmat_c
Expected behavior
it shound not decompile the file
What version of VRF are you using?
9.0.3293

Can you upload the failing compiled shader (vcs) files that this material uses?

repo: ValveResourceFormat/ValveResourceFormat


text:
Step Numbers Doubled

Hello Lars,
Your implementation of Intro.JS for Xojo Web is great!
When exploring the library I noticed that when Run, the "step numbers" are double the number expected for each step (expecting 1 of 5, 2 of 5, 3 of 5, 4 of 5 etc... are displaying respectively as 2 of 5, 4 of 5, 6 of 5, 8 of 5 etc).
The screen shot from your library shows an example, step 8 of 5.
Thank you for sharing the library publicly.
Kind regards, Andrew

allright, then simply fix it and provide the sollution over a pull-request 😊
This is open source, so feel free to contribute.

authors: VanDerLars andrewdickey


text:
SimpleFog prevents Scene from rending

Newest version of Foundry (0.7.8) and Dnd (1.2.0) has compatibility issues with SimpleFog. It prevents the whole scene(s) to render.

The project was forked. This link works with current stable Foundry. https://github.com/League-of-Foundry-Developers

repo: VanceCole/simplefog


text:
🛑 TomatenKuchen is down

In bd462d1, TomatenKuchen (https://api.tomatenkuchen.eu/api/stats) was down:

HTTP code: 502
Response time: 364 ms

Resolved: TomatenKuchen is back up in e9e55f2.

repo: Vanilla-Minigames/Status


text:
Scalability question

Can this generator handle 100,000 or a million particles? What do you estimate the runtime would be using supercomputers (these)? (Using some Or what are the O(...) runtimes for the LS or FBA algorithms?

Hi Helveg,
the running time varies with the contraction rate (which determines your final density). See Fig. 2a and 2c in https://pubs.rsc.org/en/content/articlehtml/2014/sm/c3sm52959b . If i recall correctly running time is roughly linear with the contraction/compression rate and for the compression rate 1e-2 for the LS algorithm (10 000 particles) it is ~2 minutes, for 1e-5 it is a couple of days (which roughly fits the linear scaling). Also, it is roughly linear with the number of particles. I.e. for compression rate 1e-2 for one million particles you will need ~200 minutes (but it is just a rough guess, also if my recollections are correct). I ran the algorithm up to 300 000 particles, it worked fine. A colleague of mine could run his own implementation of the Jodrey-Tory algorithm for one million particles (but this algorithm produces much lower densities for a comparable running time). I presume the program shall run fine for 1 million particles.
The algorithms here are not well parallelizable, so they run on a single CPU thread on a supercomputer as well, so generation will be roughly the same in speed or even slower then on your PC or laptop (depends on supercomputer CPUs). You can benefit from a supercomputer if you need to generate thousands or millions of packings, then you can run generation for all of them in parallel. Also, a supercomputer may have better or more suitable for the hardware compilers (IBM or Intel). But i don't remember if i tested the program with them. GCC is for sure a safe option.
Best,
Vasili

authors: Helveg VasiliBaranov

repo: VasiliBaranov/packing-generation


text:
フウセンカズラスポナー

フウセンカズラを使うギミックのために、フウセンカズラが壊れたら補充されるギミックが必要

プレイヤーが自分で空気を出せるようにする


text:
Feature user data change

TASK

Feature: Endpoints para cambiar datos de usuario

Description
Crear los endpoints para que el usuario pueda modificar sus datos (email/username) o eliminar su cuenta.
También se han creado el GlobalExceptionHandler para manejar los errores y que llegue al frontend un mensaje con el error.
EndPoints:

GET: userByID:

GET: userByEmail:

GET: userByUsername:

PUT: userByID (aquí se puede editar tanto el email como el username o ambos):

DELETE: userByID:

ErrorHandler:

User not found:

Email already exits:

Username already exist:

Grande Pepito! La unica cosa si es posible no usar las put y delete, por motivos de seguridad, pero es un consejo para el resto esta bien

No entiendo muy bien a que te refieres con motivos de seguridad. 🤔
El metodo PUT se utiliza par editar elementos que ya estan creados (en este caso si queremos tener un endpoint para editar/modificar el username o email, es el método correcto que hay que utilizar).
El POST solo se emplea para crear nuevos registros, no para editar.
El metodo DELETE se necesita para que el usuario pueda eliminar sus datos si quiere. 🙂

repo: VaultShield/backend


text:
PseudoC mis-matched / unbalanced parenthesis

Version and Platform (required):

Binary Ninja Version: Latest dev 4494
OS: N/A

Bug Description:
Parenthesis are sometimes mis-matched in pseudo-c
Steps To Reproduce:

Open attached executable
Switch to Pseudo C
Navigate to 0x119e

Expected Behavior:
Parenthesis should be matched.
Screenshots:

mismatched.out.zip

This is fixed in 3.5.4497-dev. The quotes were being turned into close parentheses.

authors: CouleeApps psifertex


text:
Changing the size of a type does not change the size of the type inheriting from it

Thanks @emesare for creating these steps!

Create empty view
Add the following types:

struct baseStruct __packed {}; // Make sure this is zero-sized

struct __base(baseStruct, 2) test __packed
{
    uint8_t first;
    uint8_t second;
};

Add uint8_t field to baseStruct
bv.types["test"].width incorrectly reports 2 instead of 3

Related to https://github.com/Vector35/binaryninja-api/issues/4604
Related to #4542

Fixed in 3.6.4750


text:
"Please check your internet connect" loop bug

Bug reported by @Ceeper00

Thanks for finding the bug @Ceeper00 😄
Caused by unstable code deployed to production.
Currently fixing this bug from happening again by splitting
the project into "Stable" &  "Beta" version.
Will post more updates on this soon and will close this issue once confirmed fixed so you'll be updated as well.

repo: VedAstro/VedAstro


text:
Methods for specifing what areas are reachable in a game for navigation.

One thing I would appreciate is a way to provide a depth texture or something similar to help provide navigation information to neuro, in addition to what is on screen. I feel this will help her navigate better in 3D environments, especially if it's a top-down view. I think navigation methods/info is something that needs discussion, hence this issue.

So is she only gonna play text-based games? Not everything can be represented as text.

Yep, as it says in the readme, this API is only for games that can be converted to and represented as text.

Sorry, let me rephrase. Why did you guys point me to this API on the discord if so? I know there are a lot of people who frankly don't know how to program or how AI works, but you shouldn't assume that everyone is like that. I know there are a lot of idots, but I always start with the assumption that someone is mistaken or misunderstanding something rather than stupid or uneducated.
Also, isn't it kinda passive aggressive to have in the readme a specific line about CSGO, I get that that was what I originally spoke with vedal about, but either he or one of you guys could have explicitly stated a lack of interest in that. I was planning on writing a implementation for Baldur's Gate 3, but now I don't know if this sort of attitude is something I can support.
I'm not dumb. I know multi-modal models are expensive to run. And to be perfectly frank I get why you aren't supporting such input. I just am a little frustrated with the assumption that a lot of people in CS and related fields have developed over the last 10 or so years that everyone is stupid until proven smart. I started programming when I was in elementary school like Vedal and over the past 21 years of my life that I've been programming I've seen society get more and more computer savy, right up until the point where everyone jumped on the "everyone is an idiot, so let's make computers idiotproof" train. And now zoomers can't even use a word processor. People are just as smart now as they ever were, the issue is nobody is challenged anymore, so nobody learns.
Honestly this post is kinda a rant at this point, but what I'm trying to say is: Don't assume.

Sorry, i guess I read too much into it, my apologies. I have a habit of skipping to the API reference for a lot of projects due to the docs usually being too handholding and verbose to waste my time on. It bit me in the ass here, my apologies.

repo: VedalAI/neuro-game-sdk


text:
docker compose updated

https://trello.com/c/CtuAVDe0/30-dockerize-node-container-3
Node container as been created and tested working

The merge conflict has been resolved. This branch can be merged now.

repo: VediYD/Vespira


text:
Size estimation for customer how not move data to M365 yet

Is your feature request related to a problem? Please describe.
Customers more often start to inform themself before starting the migration to M365. It would be nice to figure out
at this stage how many space they need to move onprem Exchange or Sharepoint to M365
Describe the solution you'd like
A way to get needed data from Exchange (must) and Sharepoint (nice to have because Sharepoint onPrem is rare)

Certainly possible, looking at the Exchange PowerShell module all the parts are there:
https://learn.microsoft.com/en-us/powershell/module/exchange/get-mailboxstatistics?view=exchange-ps
OR
https://learn.microsoft.com/en-us/powershell/module/exchange/get-exomailbox?view=exchange-ps
Same with the SharePoint:
https://learn.microsoft.com/en-us/powershell/module/sharepoint-online/get-sposite?view=sharepoint-ps
It'll need a bit more research; the other problem is that on-prem Exchange and SharePoint are, as you said, quite rare so testing could be an issue.

authors: marcohorstmann shapedthought

repo: VeeamHub/veeam-calculators