text:
Feature Extraction for Custom Video - GPU not compatible?

Hi again,
I'm testing the feature extraction function on my custom video. From the root, I'm running:
python Features/VideoFeatureExtractor.py \
--path_video 'Download/BWF TV (Copy)/20210317-20210321 YONEX All England Open Badminton Championships 2021/20210319 - YONEX All England Open 2021 _ Day 3 - Kento Momota (JPN) [1] vs Lee Zii Jia (MAS) [6].mp4' \
--path_features='Download/BWF TV (Copy)/20210317-20210321 YONEX All England Open Badminton Championships 2021/features.npy' \
--PCA=Features/pca_512_TF2.pkl \
--PCA_scaler=Features/average_512_TF2.pkl

And getting quite a long error:
2021-09-09 13:55:54.204894: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcudart.so.10.1
2021-09-09 13:55:55.004666: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcuda.so.1
2021-09-09 13:55:55.027734: I tensorflow/stream_executor/cuda/cuda_gpu_executor.cc:982] successful NUMA node read from SysFS had negative value (-1), but there must be at least one NUMA node, so returning NUMA node zero
2021-09-09 13:55:55.028163: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1716] Found device 0 with properties:
pciBusID: 0000:0b:00.0 name: GeForce RTX 3090 computeCapability: 8.6
coreClock: 1.695GHz coreCount: 82 deviceMemorySize: 23.68GiB deviceMemoryBandwidth: 871.81GiB/s
2021-09-09 13:55:55.028178: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcudart.so.10.1
2021-09-09 13:55:55.029177: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcublas.so.10
2021-09-09 13:55:55.030163: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcufft.so.10
2021-09-09 13:55:55.030307: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcurand.so.10
2021-09-09 13:55:55.031239: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcusolver.so.10
2021-09-09 13:55:55.031700: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcusparse.so.10
2021-09-09 13:55:55.033647: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcudnn.so.7
2021-09-09 13:55:55.033742: I tensorflow/stream_executor/cuda/cuda_gpu_executor.cc:982] successful NUMA node read from SysFS had negative value (-1), but there must be at least one NUMA node, so returning NUMA node zero
2021-09-09 13:55:55.034211: I tensorflow/stream_executor/cuda/cuda_gpu_executor.cc:982] successful NUMA node read from SysFS had negative value (-1), but there must be at least one NUMA node, so returning NUMA node zero
2021-09-09 13:55:55.034623: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1858] Adding visible gpu devices: 0
2021-09-09 13:55:55.034969: I tensorflow/core/platform/cpu_feature_guard.cc:142] This TensorFlow binary is optimized with oneAPI Deep Neural Network Library (oneDNN)to use the following CPU instructions in performance-critical operations:  AVX2 FMA
To enable them in other operations, rebuild TensorFlow with the appropriate compiler flags.
2021-09-09 13:55:55.059732: I tensorflow/core/platform/profile_utils/cpu_utils.cc:104] CPU Frequency: 3393815000 Hz
2021-09-09 13:55:55.060647: I tensorflow/compiler/xla/service/service.cc:168] XLA service 0x5563c9e3d200 initialized for platform Host (this does not guarantee that XLA will be used). Devices:
2021-09-09 13:55:55.060669: I tensorflow/compiler/xla/service/service.cc:176]   StreamExecutor device (0): Host, Default Version
2021-09-09 13:55:55.130591: I tensorflow/stream_executor/cuda/cuda_gpu_executor.cc:982] successful NUMA node read from SysFS had negative value (-1), but there must be at least one NUMA node, so returning NUMA node zero
2021-09-09 13:55:55.131080: I tensorflow/compiler/xla/service/service.cc:168] XLA service 0x5563c99bee50 initialized for platform CUDA (this does not guarantee that XLA will be used). Devices:
2021-09-09 13:55:55.131093: I tensorflow/compiler/xla/service/service.cc:176]   StreamExecutor device (0): GeForce RTX 3090, Compute Capability 8.6
2021-09-09 13:55:55.131224: I tensorflow/stream_executor/cuda/cuda_gpu_executor.cc:982] successful NUMA node read from SysFS had negative value (-1), but there must be at least one NUMA node, so returning NUMA node zero
2021-09-09 13:55:55.131729: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1716] Found device 0 with properties:
pciBusID: 0000:0b:00.0 name: GeForce RTX 3090 computeCapability: 8.6
coreClock: 1.695GHz coreCount: 82 deviceMemorySize: 23.68GiB deviceMemoryBandwidth: 871.81GiB/s
2021-09-09 13:55:55.131750: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcudart.so.10.1
2021-09-09 13:55:55.131779: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcublas.so.10
2021-09-09 13:55:55.131790: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcufft.so.10
2021-09-09 13:55:55.131799: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcurand.so.10
2021-09-09 13:55:55.131807: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcusolver.so.10
2021-09-09 13:55:55.131814: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcusparse.so.10
2021-09-09 13:55:55.131823: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcudnn.so.7
2021-09-09 13:55:55.131868: I tensorflow/stream_executor/cuda/cuda_gpu_executor.cc:982] successful NUMA node read from SysFS had negative value (-1), but there must be at least one NUMA node, so returning NUMA node zero
2021-09-09 13:55:55.132376: I tensorflow/stream_executor/cuda/cuda_gpu_executor.cc:982] successful NUMA node read from SysFS had negative value (-1), but there must be at least one NUMA node, so returning NUMA node zero
2021-09-09 13:55:55.132841: I tensorflow/core/common_runtime/gpu/gpu_device.cc:1858] Adding visible gpu devices: 0
2021-09-09 13:55:55.132860: I tensorflow/stream_executor/platform/default/dso_loader.cc:48] Successfully opened dynamic library libcudart.so.10.1

After the Terminal hanging for a few minutes, I get:
Traceback (most recent call last):
  File "Features/VideoFeatureExtractor.py", line 200, in <module>
    FPS=args.FPS)
  File "Features/VideoFeatureExtractor.py", line 66, in __init__
    classes=1000)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/keras/applications/resnet.py", line 517, in ResNet152
    input_tensor, input_shape, pooling, classes, **kwargs)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/keras/applications/resnet.py", line 171, in ResNet
    x = layers.Conv2D(64, 7, strides=2, use_bias=use_bias, name='conv1_conv')(x)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/keras/engine/base_layer.py", line 926, in __call__
    input_list)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/keras/engine/base_layer.py", line 1098, in _functional_construction_call
    self._maybe_build(inputs)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/keras/engine/base_layer.py", line 2643, in _maybe_build
    self.build(input_shapes)  # pylint:disable=not-callable
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/keras/layers/convolutional.py", line 204, in build
    dtype=self.dtype)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/keras/engine/base_layer.py", line 614, in add_weight
    caching_device=caching_device)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/training/tracking/base.py", line 750, in _add_variable_with_custom_getter
    **kwargs_for_getter)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/keras/engine/base_layer_utils.py", line 145, in make_variable
    shape=variable_shape if variable_shape else None)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/variables.py", line 260, in __call__
    return cls._variable_v1_call(*args, **kwargs)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/variables.py", line 221, in _variable_v1_call
    shape=shape)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/variables.py", line 199, in <lambda>
    previous_getter = lambda **kwargs: default_variable_creator(None, **kwargs)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/variable_scope.py", line 2597, in default_variable_creator
    shape=shape)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/variables.py", line 264, in __call__
    return super(VariableMetaclass, cls).__call__(*args, **kwargs)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/resource_variable_ops.py", line 1518, in __init__
    distribute_strategy=distribute_strategy)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/resource_variable_ops.py", line 1651, in _init_from_args
    initial_value() if init_from_fn else initial_value,
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/keras/initializers/initializers_v2.py", line 397, in __call__
    return super(VarianceScaling, self).__call__(shape, dtype=_get_dtype(dtype))
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/init_ops_v2.py", line 561, in __call__
    return self._random_generator.random_uniform(shape, -limit, limit, dtype)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/init_ops_v2.py", line 1044, in random_uniform
    shape=shape, minval=minval, maxval=maxval, dtype=dtype, seed=self.seed)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/util/dispatch.py", line 201, in wrapper
    return target(*args, **kwargs)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/ops/random_ops.py", line 288, in random_uniform
    shape = tensor_util.shape_tensor(shape)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/framework/tensor_util.py", line 1029, in shape_tensor
    return ops.convert_to_tensor(shape, dtype=dtype, name="shape")
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/framework/ops.py", line 1499, in convert_to_tensor
    ret = conversion_func(value, dtype=dtype, name=name, as_ref=as_ref)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/framework/constant_op.py", line 338, in _constant_tensor_conversion_function
    return constant(v, dtype=dtype, name=name)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/framework/constant_op.py", line 264, in constant
    allow_broadcast=True)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/framework/constant_op.py", line 275, in _constant_impl
    return _constant_eager_impl(ctx, value, dtype, shape, verify_shape)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/framework/constant_op.py", line 300, in _constant_eager_impl
    t = convert_to_eager_tensor(value, ctx, dtype)
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/framework/constant_op.py", line 97, in convert_to_eager_tensor
    ctx.ensure_initialized()
  File "/home/wilsonchan/anaconda3/envs/SoccerNet-FeatureExtraction/lib/python3.7/site-packages/tensorflow/python/eager/context.py", line 539, in ensure_initialized
    context_handle = pywrap_tfe.TFE_NewContext(opts)
tensorflow.python.framework.errors_impl.InternalError: CUDA runtime implicit initialization on GPU:0 failed. Status: device kernel image is invalid

I'm using an RTX 3090, and it seems it isn't compatible. It seems I need to "rebuild TensorFlow with the appropriate compiler flags"?
I tried re-installing TensorFlow with pip install tensorflow but nothing was updated.
If you or your team has any leads on what the issue is I'd greatly appreciate it if you'd let me know! Thank you so much for reading this issue, again.

Sorry, just realized this is a TensorFlow issue and not about SoccerNet. Apologies for opening the issue here!


text:
ant-design-vue 1.x(for vue2) support

The old project of vue2 is also worth enjoying the charm of intelligent completion 🥳

This will be a big job. I currently have no plans to maintain ant-design-vue1. If you are interested, you can refer to the ant-design-vue5 file and make a copy to make corresponding changes. Welcome to PR.

fixed in #39

source: gharchive/issue

license: MIT

license_type: permissive

license_source: github-api


text:
StringBuilder.GetChunks

Is it possible to polyfill StringBuilder.GetChunks?

can u try 5.1.0

Works great, thanks!

authors: SimonCropp gao-artur

repo: SimonCropp/Polyfill


text:
Old reference to Message

In doc/publishing_messages.md you will notice // $event is an instance of Message. This occurred twice in the file but was only corrected in one occurrence.

Could you submit a pull request :)?

I did it myself :)

authors: matthiasnoback nesl247 ruudk

repo: SimpleBus/Asynchronous

license: mit

license_source: bigquery


text:
Adding support for choosing specific auth backends

Currently there is no way to choose a specific auth backend other than defining a custom TokenObtainPairSerializer with an overridden validate method and making a custom TokenObtainPairView from that.
It is not too much work but it would be great if there was a setting that let us choose one or multiple specific authentication backends to be used instead of all the ones defined in the auth backend settings.
My specific use case for such a feature is the following:
On top of checking for username and password I want to check that the device that attempts to login is registered as a verified device in my backend. However I still want to have access to my simple email/password login through login.
If you think this is a valid issue I wouldn't mind working on it.

Does #279 solve this? Used to check only is_active , but now we can use a custom callable to check.

It sure does! Thank you.

authors: Andrew-Chen-Wang Augustinio


text:
Ques: How to open Experimental Web Platform features ???

I want to make an acrylic effect like an UWP app but, I can't use backdrop-filter:blur(10px) in my project, and I'm eager to know what should I do to make this works..

In main/index.js change initial window options:
mainWindow = new BrowserWindow({         webPreferences: { experimentalFeatures: true },          [...] })
backdrop-filter should work (tested on electron 4.0.7)

Thank you !! So helpful.

repo: SimulatedGREG/electron-vue


text:
Mod Compatibility Thread

Discussed in https://github.com/Sinytra/Connector/discussions/12

Originally posted by Su5eD August  8, 2023
Mod Compatibility
A maintained list of known mods and compatibility state in regards to Connector.
Help us test!
We welcome any help. If you have tested or experienced issues with a mod and would like let us know, just comment on this post and we'll look into listing the mod. Thanks!
Compatibility statuses

✅Compatible - This mods is tested and verified to be compatible with Connector
⚠Functional - This mod loads with Connector, but might contain bugs
❌Incompatible - This mod is not compatible with Connector

Status list

📦 Mod Name
🔗 Link
❓ Status
🗒 Notes

LambDynamicLights
Modrinth
✅

Tech Reborn
CurseForge
✅

Terrestria
Modrinth
✅

Traverse
Modrinth
✅

Immersive Portals
Modrinth
⚠Functional
Likely to cause bugs when used with other (Forge) mods. See the issue tracker for ongoing issues

amecs api
GitHub
❌
Conflicting mixins with Forge's keybind API

Forge Config API Port
CurseForge
❌
Provides modified versions of Forge config classes

Reach Entity Attributes
GitHub
❌
Conflicts with Forge attribute modifiers

Sodium
Modrinth
❌
Conflicts with Forge's Early Loading Screen

FREX
Modrinth
❌
Conflicts with Forge's rendering pipeline

Indium
Modrinth
❌
Conflicts with Forge's rendering pipeline

It seems to be incompatible with this mod: https://modrinth.com/mod/infinite-dimensions
The perfect mod I have been searching for for ages, and I find it, get excited, hyped to try it out, and it crashed.
Also the 1.20.1 version of this mod is Fabric
https://modrinth.com/mod/conquest-reforged
And is also incompatible, causing a crash when it loads.

Please follow the issue template when reporting mod issues.

repo: Sinytra/Connector


text:
Connector 34 causes my modpack to crash, while Connector 29 did not

Minecraft version
1.20.1
Describe the bug
The same as the last issue I made, except slightly more annoyed
Steps to reproduce

Install Connector, that's it :)

Logs
https://gist.github.com/Its-Just-Luci/4aad6d8f480cfb12837cb0a4ebf21442
Additional context
No missing dependencies are present in the log file this time.

Plead read the issue template more carefully.

Before reporting, please ensure that:

You've installed a minimal set of mods required to reproduce the issue.
Issues with modpacks and excessive amount of mods will not be accepted, as they take a long time to diagnose.
Knowing which mods are causing problems allows us to focus on fixing the issue as soon as possible.
If you're unsure which mods might be at fault, try using binary search - removing half of installed mods
repeatedly until the faulty mod is found.

awesome, will do expect another issue report imminently.


text:
Implement pointer constraints

Spec is in wayland-protocols.

Further information from Enlightenment's implementation (as well as a little theory):
https://blogs.s-osg.org/introduction-relative-constrained-pointers-enlightenment/

Has this been implemented? I don't see any relevant commits.

No, but it's going to be implemented in wlroots.

authors: Laaas SirCmpwn zog34

repo: SirCmpwn/sway


text:
End automata cannot capture blocks

capture("block") always says "Block is in blacklist".
I think, the conditions seem to be inverted.
https://github.com/SirEdvin/Turtlematic/blob/77aa0bf9acb4300972da88cb1b2406f719492adb/src/main/kotlin/site/siredvin/turtlematic/computercraft/plugins/AutomataCapturePlugin.kt#L116
Minecraft 1.19.2 (Quilt)
Turtlematic 0.5.1

Oh, this my less favourite type of bugs, that reminds be that I desperately need a testing system.
Thanks, I will try to fix it shortly and post a new release

On 28 Dec 2022, at 10:09, Totto8492 @.***> wrote:
capture("block") always says "Block is in blacklist".
I think, the conditions seem to be inverted.
https://github.com/SirEdvin/Turtlematic/blob/77aa0bf9acb4300972da88cb1b2406f719492adb/src/main/kotlin/site/siredvin/turtlematic/computercraft/plugins/AutomataCapturePlugin.kt#L116
Minecraft 1.19.2 (Quilt)
Turtlematic 0.5.1
—
Reply to this email directly, view it on GitHub https://github.com/SirEdvin/Turtlematic/issues/3, or unsubscribe https://github.com/notifications/unsubscribe-auth/AA4KQ73DFA5CYY4RIE6PYGTWPPYSTANCNFSM6AAAAAATLBPP64.
You are receiving this because you are subscribed to this thread.

And ... done. Fixed in 0.5.2 release

Thanks!

repo: SirEdvin/Turtlematic


text:
Fix crafting recipes

The crafting recipe API has been mostly broken (see https://github.com/SirEdvin/UnlimitedPeripheralWorks/issues/34). This should make it work (and also make shaped recipes useful by not erasing information)

Thanks for contribution! I have also fixed getAllRecipesForType not working because of serialization and hope to make a release till the end of this week.

source: gharchive/pull-request

authors: Janrupf SirEdvin

repo: SirEdvin/UnlimitedPeripheralWorks


text:
Modulo 2.1

Bien hecho y revisado...

repo: SistemasTecTlaxiaco/juan


text:
Community Profiles checkbox is not validated

Description
The checkbox label on the Community Profiles stage reads: By providing the above information I understand and agree that my community contribution via the above channels may be shared with Sitecore Feeds, SitecoreLink, and other Sitecore Community projects.
This implies that a user must accept this in order to proceed. Proceeding forward does not block it, and changing stages changes the text to 'green' (which implies that I have accepted it or that this is a good state).
Also, the text reads as if the providing of the information is the agreement, not clicking the checkbox. Is the checkbox necessary at all? Or is it optional and somebody can opt out? If the latter, then the text needs to be updated.
Expected behavior
This should be validated that it has been selected, if it is mandatory.
If it is not mandatory and an applicant can opt out, then the text should be updated to reflect that "By clicking on this checkbox, I agree that my community contributions...".
Steps To Reproduce

Go to /Application
Advance your application to the Socials stage
Press 'Previous' to return to the previous step (Objectives)
Press 'Next' to return to the 'Socials' stage
The checkbox label will display in green.
Press "Next" to advance
No validation is done of the checkbox

Screenshots

This is a optional field, does not require validation.
I have updated the wording to be more accurate: https://github.com/Sitecore/MVP-Site/commit/89d3baf4b10b499d45d8b34baf387cd4d1cb0863

authors: jst-cyr mrtamasvarga

repo: Sitecore/MVP-Site


text:
processQueue() exceeds maximum call stack size

Describe the bug
Calling addReaction (or presumably other functions) to fast results in processQueue calling itself until it exceeds the stack size limit. Waiting a second between calls "solves" the issue.
To Reproduce
Steps to reproduce the behavior:

run:

import Client from "https://raw.githubusercontent.com/Skillz4Killz/Discordeno/master/src/module/client.ts";
import { addReaction } from "https://raw.githubusercontent.com/Skillz4Killz/Discordeno/master/src/handlers/message.ts";
import { Intents } from "https://raw.githubusercontent.com/Skillz4Killz/Discordeno/master/src/types/options.ts";

Client({
	token: "<bot-token>",
	intents: [Intents.GUILD_MESSAGES, Intents.GUILDS, Intents.GUILD_MESSAGE_REACTIONS],
	eventHandlers: {
		ready: ()=>{console.log("Ready!");},
		messageCreate: async (m)=>{
			if (m.content === "!react") {
				addReaction(m.channelID,m.id,"🔼");
				addReaction(m.channelID,m.id,"🔽");
				addReaction(m.channelID,m.id,"◀");
				addReaction(m.channelID,m.id,"▶");
			}
		}
	}
});

send !react on discord
crash:

error: Uncaught RangeError: Maximum call stack size exceeded
    const request = queue.shift();
                          ^
    at Array.shift (<anonymous>)
    at processQueue (requestManager.ts:39:27)
    at processQueue (requestManager.ts:60:21)
    at processQueue (requestManager.ts:60:21)
    at processQueue (requestManager.ts:60:21)
    at processQueue (requestManager.ts:60:21)
    at processQueue (requestManager.ts:60:21)
    at processQueue (requestManager.ts:60:21)
    at processQueue (requestManager.ts:60:21)
    at processQueue (requestManager.ts:60:21)

Expected behavior
No crash (and all reactions of the bot on discord)
Screenshots
chat-history in discord

Additional context
broken on branch: master
if I have enough time I want to clone the repo and try wrapping the recursive call into queueMicrotask (similar to process.nextTick in Node) or setTimeout.

@RubenArtmann Thank you for the bug report. I think this should be patched now. I also got an idea when i saw your code, not sure if you would like it but i also added a addReactions() that can be used to add multiple reactions.
// Will add all reactions as fast as possible without care of order
addReactions(channelID, messageID, reactionsStringArray)
// Will add all reactions one by one so it is in order
addReactions(channelID, messageID, reactionsStringArray, true)


text:
Leer Capítulo

Another good Spanish source

https://www.leercapitulo.com

repo: Skittyblock/aidoku-community-sources


text:
NameMC link in profile

I added it visible by default, I don't know if it should be hidden (and visible after clicking the ">" arrow)... I feel like there's a lot of links now; maybe we should hide some based on how often they are used? (do you have stats about this?)

Why is your guild torturing bob

Why is your guild torturing bob

reference from Wynncraft. Also my former Guild Master is in a guild with the same name on wynncraft.

repo: SkyCryptWebsite/SkyCrypt


text:
Hero header

Hero header
Placeholder email form

Duplicated: #16

repo: SkygearIO/auth-landing


text:
Do not implicitly re-generate web app state

fix #1409

Actually the entrypoint endpoint may also need to restore the state if the first step has error. Now I change the middleware to always generate a state if there is none. And StateProvider now requires sid to be present at all time.

Actually the entrypoint endpoint may also need to restore the state if the first step has error.

Do we need to care about the error in the first step in subsequent steps? After the error occurred, user is prompt to correct the information provided and retry the action. At this point, the auth flow is conceptually 'restarted', so I suppose there should be no need to refer back to the first error?

This is restricted by the Post/Redirect/Get pattern we have to use. If the first POST fails, we have to generate a state to store the error and redirect the user to the same path. The GET request will restore the state and display the error. So the state has to be there even for the first step.

I see, let's consider 4 cases:

GET entry step: may restore state for errors
POST entry step: always regenerate state
GET subsequent steps: must restore state
POST subsequent steps: must restore state

Is that correct?

Yes

authors: kiootic louischan-oursky

repo: SkygearIO/skygear-server


text:
🛑 Vultr Server (Cloudflare) is down

In a7d7414, Vultr Server (Cloudflare) (https://skywt.tech) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Vultr Server (Cloudflare) is back up in 916386c.


text:
2.0版本可以指定config么

文件运行目录中添加自定义finger.yaml规则时，发现2.0版本默认使用封装的config配置文件，导致自定义规则失效。

可以的，还是原来的路径或者使用参数指定
配置文件:
-acf, -api-config-file string      API配置文件 (default "config/api-config.yaml")
-nt, -nuclei-template string       指定存放Nuclei Poc的文件夹路径 (default "config/pocs")
-wy, -workflow-yaml string         指定存放workflow.yaml (指纹=>漏洞映射) 的路径 (default "config/workflow.yaml")
-fy, -finger-yaml string           指定存放finger.yaml (指纹配置) 的路径 (default "config/finger.yaml")
-dy, -dir-yaml string              主动指纹数据库路径 (default "config/dir.yaml")
-swl, -subdomain-word-list string  子域名字典文件路径 (default "config/subdomains.txt")

我在releases中找不到config.zip，请问该从哪里下载


text:
Feature Request: button for facades

Hey is it possible to make a button (switch) on facades so it can act as redstone switch ?
prefer also a red to green icon with a normal color and light (like project red)
thnx in advance :)

You can simply place a vanilla button on a facade.
About the rest: Sorry, I don't understand what you want.

The mod project red adds lights to MC, they also a have a button that emits light when active or pressed ON.
So my question is, can you add a button that makes the button glow (emit light) green when active (on) and red when deactivated (off)
Now you might ask why add this when project red has them, well first off all that means i need to add another mod just for a button and besides that, project red is very laggy. people say the core is a lag source. and my fps drop drop from 50 to 10 just by having that mod in my modpack and starting a new world let alone when i use a bunch of their stuff :(

Ok, that I understand. I'd like such a button myself, too.

Yay :) that would be totally awesome so all machine setups are clean and nice lookin :)

If you're moving ahead with this, can I toss in the idea that you make a toggle-type button in addition to the vanilla momentary-on button? (push on / push off)

Yeah that was the idea. Thnx for adding that info haha totally slipped my mind :o

Um, yeah. A push button that lights up while you press it isn't really useful ;)

Maybe for the compulsive ppl under us ;)

#1097 is very similar to this. It being a facade is a logical extension of the idea.

authors: Ezoteric Greylocke HenryLoenwind tterrag1098

repo: SleepyTrousers/EnderIO

license: Unlicense


text:
Hard to track bug. Crash when someone else (?jumping?) in water with Dark steel armor

It appears to be related to dark steel armor, though it could just be that I've only found one armor type that acts in the way the armor does.
I haven't narrowed down the exact enchant, either.  its a pain to track due to the many minutes of mod loading (Currently in All the Mods 3, and FtB Revelations), along with the multiplayer bit.
So it does only occur in multiplayer. If the person has dark steel armor on, and jumps around near another player, it will intermittently hard-freeze the java process. No CPU usage, no errors in log, just a hard freeze.  This doesn't happen to the one with the armor, but anyone else who is around.
This only happens on the client.  The server just sees no traffic and boots player after a while with a disconnect.  The client very rarely will recover within the period it takes for the connection to be still valid, but 99% of the time it doesn't recover for quite some time (I've left it for an hour just to test).
I've been tracking down the bug for a while, and only recently thought of dark steel armor due to noticing a lack of crashes when playing with another friend who was using FtB Revelations.  However as soon as I donned dark steel armor, enchanted it, and went diving around in water, my friend said his client froze.  He was using Botania armor at the time. We switched armors and I jumped around in the water for ~5 minutes with not even a peep.  Then he jumped a few times and I immediately froze.  I think it may have something to do with double jump.
I'm really sorry I don't have anything concrete with logs or anything, but there are no logs, and it's hard to find a friend that wants to spend loading times for 10 minutes every time to test this crash.  Hopefully someone with a stronger setup can test/help test.

Please use the format provided.
What version of enderio are you using
What version of forge are you using.
What enchantments are on the armor
Is the armor upgraded/empowered.

Ill do some testing with a friend and see if we can reproduce.

@tyler489

Didn't really seem to fit the normal format since I can't figure out why the heck it's crashing or what it's in relation to. I'll try to stick with it for any other posts though.
EnderIO-1.12.2-5.0.20 - EnderIO-1.12.2-5.0.26  are the ones I know for sure, there may be more.
forge 2641 - 2707
Any I could throw on it.  All of the EIO specific ones (Glider for the exclusive one), normally throw the enchant that repairs for XP on it as well, but that doesn't seem to apply.
Empowered, normally don't bother until I can get to empowered 4 since the armor degradation is meh.

Thanks for looking into it, it's been bugging me to distraction for a while now.
@HenryLoenwind tagging the issue with an asinine tag doesn't add to the ticket in any meaningful way.  If I didn't care, I'd just not post.  The fact that I went through the trouble to a) make a post at all, and b) tried to be as detailed as possible, indicates that I think devs would want to know what it is, as I'm sure there are others -- being affected and not realizing the cause, not having enough knowledge to know where to report the issue, or... not giving enough of a damn to report it.

We have a format for a reason. Your version of it provides us with little to no information to go off. Please use the specified format.

All information is already provided.

We don't have a "steps to reproduce" or the logs that are always available with the current state of minecraft which may contain information. If you can test it in an ender io-only instance that could help, but I understand if you cannot. If there are no logs at all, then something is severely wrong with your minecraft. A list of mods may be helpful, especially core mods.

@EpicSquid I'm guessing you didn't read the description.
Steps to reproduce, do stuff in water, or other liquids. (described in much more detail above)
Logs: No crash log because the game does not crash. It freezes hard. As in "java process borks and doesn't respond at all" hard.  So the logs look like a normal session aside from the sudden stop of logging. I also mentioned this above. I know how to read the logs fairly well, and would have included them if I had any crash logs or suspicious entries in the console.  However there are none.  which is why its baffling.
At first I thought this was an issue only I experienced.  Narrowed it down to liquids, then after months of dealing with it, friend complained about it about every time we'd set out together. Then a few other peeps chimed in with same issue. Noticed it only happened when I wore EIO armor (or they did if I was crashing). So thinking it was a modpack issue, we tried another server/pack, cheated in armor, jumped in water for a few minutes and he crashed, said so just after a double jump while in water.

Okay, this unfortunately isn't enough info for me to really be able to reproduce it as there are too many variables. If you can test it with an enderio-only pack, or try and remove as many core mods as possible, then that would be good. Also considering it is only happening to one user maybe corrupted player data? Its really hard to tell. Can you please attach whatever logs you have regardless, and perhaps use players sampler to test what is going on with it? A mod list would help as well. Also try updating graphics drivers, that could be related.
RE the format issue: The format we have defined makes the issue clear and concise, I could not tell from your original report what the issue was as there was a lot of story and speculation. A clear and concise report is what the format is designed for, that is all. The format you chose is also hard to understand from a glance, which I will admit is a minor issue, but it is extremely helpful for debugging if I can look over and see what the issue was and how to reproduce it in numbered steps without having to read the whole comment again.

I'm not sure if my chiming in is helpful (considering that at the moment I also have nothing concrete), but I believe I was experiencing this on my FTB Revelation 2.0 server. I didn't even get as far as narrowing it down to double jumping in liquids, but my friend crashed almost anytime I came near him. The only reason I even suspected EnderIO was because it was early enough in our world that I was only wearing my own crafted iron and some empowered dark boots I found in a dungeon chest. I thought, "This is a long shot, but I'll take these boots off." I did (and haven't bothered to craft any dark armor since) and he hasn't crashed again.
But after reading this and having something a bit more to work towards, I might do some further testing and chime back in with something concrete if I can find it.

@tyler489
My friend had to force quit, so no crash report I believe (or does force quitting still provide a crash report)?

Force quit doest generate one.

@ttamnedlog I am closing this issue as there isn't any usable information for the bug. If you do have it occur again please report it to the issue tracker and follow the formatting guides.

authors: EpicSquid Sakata-MC ttamnedlog tyler489


text:
Simple Question - block ID confusion

Hey Devs,
I'm running into a too-many-hostiles error with clearlagg, and I'm trying to use adamantinesheld to locate specific blocks. Problem is that the blockID's for the powered spawner don't work.
Is it something different than "enderio:block_powered_spawner" or "enderio:powered_spawner"?
Thanks!
MC: 1.12.2
eio: 5.0.31

enderio:block_powered_spawner is the correct one.


text:
Capacitors are lost when resetting devices in crafting

Issue description:
Capacitors are permanently lost when resetting a device in a crafting window. This could be solved by giving the player the capacitor back when resetting a device in a crafting window.
However, this might be a non-issue, as the player should probably remember to take the capacitor out before resetting a device. Whether this is something that needs to be fixed is up to you.
Steps to reproduce:

Create an Ender IO device, such as an alloy smelter.
Provide it with a capacitor.
Break it, either by mining it or using the yeta wrench.
Put it in a crafting window, either in your inventory or a crafting table, with nothing else.
The capacitor is lost.

Affected versions

Ender IO: 5.0.40
EnderCore: 0.5.45
Minecraft: 1.12.2
Forge: 14.23.5.2781
SpongeForge: No
OptiFine: Yes
Single-player or server: Server

Kinda intended.. capacitor data is stored in nbt and crafting it in the crafting grid is intended to remove nbt.

I guess so. It would be nice if the mod detected that the machine has a capacitor in it and gives it to you when you reset the NBT data, but I’m not expecting this to be implemented. Besides, most people will probably remember to remove the capacitor anyway (not me, though 🤷♂).

Clearing a machine does exactly what it's supposed to do: it clears the machine and resets it completely.
Sent from my iPhone

On 1. Apr 2019, at 15:48, Dimentive notifications@github.com wrote:
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Warning: (msg-24420-4.html).
Warning: Please read the "j-e-b-Attachment-Warning.txt" attachment(s) for more information.
I guess so. It would be nice if the mod detected that the machine has a capacitor in it and gives it to you when you reset the NBT data, but I’m not expecting this to be implemented. Besides, most people will probably remember to remove the capacitor anyway (not me, though 🤷♂).
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authors: Dimentive HenryLoenwind tyler489


text:
🛑 My blog(CDN) is down

In 3831e14, My blog(CDN) (https://sbrave.cn) was down:

HTTP code: 0
Response time: 0 ms

Resolved: My blog(CDN) is back up in ad3f992.

repo: SmartBrave/uptime


text:
The automated release is failing 🚨

:rotating_light: The automated release from the master branch failed. :rotating_light:
I recommend you give this issue a high priority, so other packages depending on you can benefit from your bug fixes and new features again.
You can find below the list of errors reported by semantic-release. Each one of them has to be resolved in order to automatically publish your package. I’m sure you can fix this 💪.
Errors are usually caused by a misconfiguration or an authentication problem. With each error reported below you will find explanation and guidance to help you to resolve it.
Once all the errors are resolved, semantic-release will release your package the next time you push a commit to the master branch. You can also manually restart the failed CI job that runs semantic-release.
If you are not sure how to resolve this, here are some links that can help you:

Usage documentation
Frequently Asked Questions
Support channels

If those don’t help, or if this issue is reporting something you think isn’t right, you can always ask the humans behind semantic-release.

Cannot push to the Git repository.
semantic-release cannot push the version tag to the branch master on the remote Git repository with URL https://x-access-token:[secure]@github.com/SmartGreenhouse-PC/Server.
This can be caused by:

a misconfiguration of the repositoryUrl option
the repository being unavailable
or missing push permission for the user configured via the Git credentials on your CI environment

Good luck with your project ✨
Your semantic-release bot :package::rocket:

:rotating_light: The automated release from the master branch failed. :rotating_light:
I recommend you give this issue a high priority, so other packages depending on you can benefit from your bug fixes and new features again.
You can find below the list of errors reported by semantic-release. Each one of them has to be resolved in order to automatically publish your package. I’m sure you can fix this 💪.
Errors are usually caused by a misconfiguration or an authentication problem. With each error reported below you will find explanation and guidance to help you to resolve it.
Once all the errors are resolved, semantic-release will release your package the next time you push a commit to the master branch. You can also manually restart the failed CI job that runs semantic-release.
If you are not sure how to resolve this, here are some links that can help you:

Usage documentation
Frequently Asked Questions
Support channels

If those don’t help, or if this issue is reporting something you think isn’t right, you can always ask the humans behind semantic-release.

Cannot push to the Git repository.
semantic-release cannot push the version tag to the branch master on the remote Git repository with URL https://x-access-token:[secure]@github.com/SmartGreenhouse-PC/Server.
This can be caused by:

a misconfiguration of the repositoryUrl option
the repository being unavailable
or missing push permission for the user configured via the Git credentials on your CI environment

Good luck with your project ✨
Your semantic-release bot :package::rocket:

repo: SmartGreenhouse-PC/Server


text:
🛑 MPC Homepage is down

In 6952bd9, MPC Homepage (https://www.minorplanetcenter.net) was down:

HTTP code: 0
Response time: 0 ms

Resolved: MPC Homepage is back up in 77a058c after 1 minute.

repo: Smithsonian/upptime


text:
🛑 MPC Homepage is down

In c8a362b, MPC Homepage (https://www.minorplanetcenter.net) was down:

HTTP code: 0
Response time: 0 ms

Resolved: MPC Homepage is back up in 3aecd9c after .


text:
🛑 NEOCP is down

In 21266b0, NEOCP (https://minorplanetcenter.net/iau/NEO/toconfirm_tabular.html) was down:

HTTP code: 0
Response time: 0 ms

Resolved: NEOCP is back up in c21b2e5 after 1 minute.


text:
🛑 NEOCP is down

In 60e93c6, NEOCP (https://minorplanetcenter.net/iau/NEO/toconfirm_tabular.html) was down:

HTTP code: 0
Response time: 0 ms

Resolved: NEOCP is back up in 245d704 after 1 hour, 24 minutes.

Resolved: NEOCP is back up in 60d21cd after 1 hour, 24 minutes.


text:
[packet_filter] limit the number of streams tracked by stateful filters

This patch adds a counts table to keep track of the number of entries in the conntracks tables.  When a track is over an arbitrary limit (2000 entries by default), the track() function won't do anything (not even analyse the packet).  This not only avoids extremely big (and unpredictably slow) tables, but also makes the 'tables full' state less susceptible to (intentional?) performance drops.
This limit doesn't affect the check() function, so a firewall won't drop existing streams, just won't keep track of new ones.

SnabbBot struck by the Github DDoS?

Yup, will rerun!

Oh it's luajit.org that is offline. I mailed Mike. Perhaps we should mirror luajit on Github.

Turns out the Snabb Lab IP address has exceeded its quota for git requests to luajit.org. See #436 for an attempted fix.

@javierguerragiraldez Could you merge or rebase onto master to pick up the change from #436? SnabbBot needs this change because the Snabb Lab is blocked currently from luajit.org.

done!  it rebased cleanly, hope the 'bot likes it :-)

authors: eugeneia javierguerragiraldez lukego

repo: SnabbCo/snabbswitch


text:
Snap 686

Changes proposed in this pull request
Changes for RR tests for retrying the operations in case of conflict.
Patch testing
Ran the RR tx hydra tests
Other PRs
(Does this change required changes in other projects- snappyData, spark, spark-jobserver, aqp? Add the links of PR of the other subprojects that are related to this change)

As discussed please modify for RC as well.

authors: kneeraj suranjan

repo: SnappyDataInc/snappy-store


text:
Container image bad http status: 403 Forbidden

windscribe-proxy client version v1.2.0 is starting...
main.go:195: WARNING  Failed to load client state: open /state/wndstate.json: no such file or directory. Performing cold init...
main.go:198: CRITICAL Cold init failed: Session call failed: bad http status: 403 Forbidden, headers: http.Header{"Cache-Control":[]string{"no-cache"}, "Cf-Cache-Status":[]string{"DYNAMIC"}, "Cf-Railgun":[]string{"..."}, "Cf-Ray":[]string{"..."}, "Connection":[]string{"keep-alive"}, "Content-Type":[]string{"text/html"}, "Date":[]string{"..."}, "Expect-Ct":[]string{"max-age=604800, report-uri=\"https://report-uri.cloudflare.com/cdn-cgi/beacon/expect-ct\""}, "Server":[]string{"cloudflare"}}, body: "\n\n"

Hi!
Old anonymous auth doesn't work anymore. Try to remove wndstate.json if it was created in program directory and specify login and password for windscribe account using -username and -password options.

authors: ShayBox Snawoot

repo: Snawoot/windscribe-proxy


text:
Reset Metadata (by HTTP or with User Script) Does Not Clear All Metadata Fields in ComicInfo.xml

Ideally removing metadata for a series would wipe all of the metadata from ComicInfo.xml in each file as well or just delete the ComicInfo.xml files in the books if ComicInfo.xml creation is enabled for that library. This might not be an issue normally if the metadata will be overwritten by new information, but in my case, the new information did not contain authors and artists, so the old author and artist metadata in the ComicInfo.xml file wasn't overwritten when adding in the new metadata with komf and I ended up with a mix of old info and new info for each book in the series.
The issue was resolved this time by using the following command-line script to search each cbz file in the affected folder (in place of /seriesfolder) for ComicInfo.xml and delete if present.
find /seriesfolder -iname '*.cbz' -exec zip -d {} ComicInfo.xml ;
After the files were gone, I used the HTTP endpoint to identify the files properly and add in the correct metadata.
If it helps, the affected series was the Asterix comic which as matching with the Asterisk manga even though I had tried to set the comic library to only use Comic Vine to match using the user script. I also tried setting all providers to exact name match but that didn't work either. I wasn't able to get Comic Vine results only until I disabled all other providers, and then I could only get the first 10 without the HTTP endpoint so in the end I had to use the HTTP method to get the right match as the one I needed was the 11th or 12th result.

There's already an undocumented query parameter removeComicInfo for both series and library endpoints
http://localhost:8085/{media-server}/reset/library/{libraryId}/series/{seriesId}?removeComicInfo=true

authors: RWoof Snd-R

repo: Snd-R/komf


text:
ld: symbol(s) not found for architecture x86_64

When i try to install node-vad, the error is raised. Thanks.
OS : osx 10.14(Mojave)
bindings.o
"v8::Value::ToInt32(v8::Localv8::Context) const", referenced from:
vad::vadAlloc_(Nan::FunctionCallbackInfov8::Value const&) in vad_bindings.o
vad::(anonymous namespace)::VADWorker::HandleOKCallback() in vad_bindings.o
"v8::External::Value() const", referenced from:
Nan::imp::FunctionCallbackWrapper(v8::FunctionCallbackInfov8::Value const&) in vad_bindings.o
"_node_module_register", referenced from:
_register_vad() in vad_bindings.o
"uv_default_loop", referenced from:
vad::vadProcessAudioBuffer(Nan::FunctionCallbackInfov8::Value const&) in vad_bindings.o
"uv_queue_work", referenced from:
vad::vadProcessAudioBuffer(Nan::FunctionCallbackInfov8::Value const&) in vad_bindings.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [Release/vad.node] Error 1
gyp ERR! build error
gyp ERR! stack Error: make failed with exit code: 2
gyp ERR! stack     at ChildProcess.onExit (/Users/test/.nvm/versions/node/v8.9.4/lib/node_modules/npm/node_modules/node-gyp/lib/build.js:262:23)
gyp ERR! stack     at emitTwo (events.js:126:13)
gyp ERR! stack     at ChildProcess.emit (events.js:214:7)
gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:198:12)
gyp ERR! System Darwin 18.0.0
gyp ERR! command "/Users/test/.nvm/versions/node/v8.9.4/bin/node" "/Users/test/.nvm/versions/node/v8.9.4/lib/node_modules/npm/node_modules/node-gyp/bin/node-gyp.js" "rebuild"
gyp ERR! cwd /Users/test/nodetest/node_modules/node-vad
gyp ERR! node -v v8.9.4
gyp ERR! node-gyp -v v3.8.0
gyp ERR! not ok
npm WARN grunt-ssh@0.12.9 requires a peer of grunt@~0.4.1 but none is installed. You must install peer dependencies yourself.

Hi, it has something with the native C code compilation. I never tried installing this library on OSX. I do have an OSX machine, I'll try to reproduce and fix it.

Hi, can you tell me how this issue is going?

Hi, I was a little busy so didn't have time to look at it. I have reproduced it and will try to fix it.

Same error here. Same OS. Let me know how I could help.

I've been a bit busy lately, you're always welcome to fix it yourself and do a pull request.

Excellent @mbarton! I've pull your PR and it works on my end as well.
@Snirpo a new release would be much appreciated once you get a chance.

I'll test it a bit create a new release. Thanks!

authors: Snirpo letspkt pdeschen

repo: Snirpo/node-vad


text:
reference python app layer example

create a python app instantiation example

docker
flask or flask-like?

I feel this was accomplished by the Jupyter notebook well enough for now.
https://github.com/SoMind/dtlab-scala-alligator/blob/master/examples/Basic NEO Actors.ipynb

repo: SoMind/dtlab-scala-alligator


text:
disclaimer fonction publique

Si la question a un rapport avec la fonction publique, afficher un disclaimer + les résultats SP

L'utilisateur doit choisir secteur privé ou secteur public.
L’utilisateur "secteur privé" doit se voir proposer uniquement des résultats secteurs privé.
L’utilisateur "secteur public" est invité à poser sa question, il est également informé que le site n'a pas vocation première à traiter du secteur public.

=> Kemar avait mis en place un système de filtres des termes fonction public dans ES, la liste est réutilisable ( et doit être complétée en passant).

un wording à proposer pour le texte à afficher ?

Le code du travail numérique,  n'a pas vocation à traiter des problématiques des agents publics des trois fonctions publics. En effet, il ne dépendent pas du droit du travail, mais de textes spécifiques. (Les agents publics ne pourront se prévaloir des réponses trouvées sur le code du travail numérique).
En tant qu'agent public, quelques réponses sont malgré tout à votre disposition sur l'onglet :"secteur public".

authors: jrduscher revolunet

repo: SocialGouv/code-du-travail-explorer


text:
🛑 medlé is down

In a63b9e7, medlé (https://medle.fabrique.social.gouv.fr/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: medlé is back up in c73dd1f.

repo: SocialGouv/upptime


text:
Not listed yet: motherboard.vice.com

The website at this url is unlisted: https://motherboard.vice.com/de

This site is now listed in the latest version of Global Consent Manager. Thank you for the notification and let us know if you have any more issues.

Also, note that the Mozilla Add-On release will only be updated when I've finished all of the current listing issues. Today or tomorrow.

authors: Nebrethar alanton

repo: SociallyCompute/Global-Consent-Manager


text:
Rpp straight-line-pass implementation

This PR contains new classes and modifications necessary for running the straight-line-pass for RPP.

LGTM

authors: ayakayorihiro marques-valeria

repo: SoftEngResearch/emop


text:
Little visual problems.

Hello. Here I am. 😃
I have a little list of bugs on version 1.4.0-beta.2:

Wrong rows direction. (since v1.3.0)

Overflow problems in Filter component. (since v1.2.0 but not sure. didn't test old versions.)

Man - thanks. I am finishing one thing and will try to fix them out this week

Tried 1.4.0-beta.4.

Filter: is not scrollable and the problem still exists.

Rows dirrection still inverted.

authors: Arteha wojtek-krysiak

repo: SoftwareBrothers/admin-bro


text:
NoResourceAdapterError: There are no adapters supporting one of the resource you provided

"@admin-bro/express": "^3.1.0",
"@admin-bro/mongoose": "^1.1.0",
"admin-bro": "^3.4.0",
"express": "^4.17.1",
"express-formidable": "^1.2.0",
Ubuntu 20.04
Ubunut, Nodejs, Express, MongoDB
const AdminBro = require('admin-bro');
const AdminBroExpress = require('@admin-bro/express');
const AdminBroMongoose = require('@admin-bro/mongoose');
const mongoose = require('mongoose');
const express = require('express');
const app = express();
AdminBro.registerAdapter(AdminBroMongoose);
const run = async () => {
try {
const mongooseDb = await mongoose.connect('mongodb://localhost/quiz', {useNewUrlParser: true, useUnifiedTopology: true});
const adminBro = new AdminBro({
databases: [mongooseDb],
rootPath: '/admin',
resources: [User,],
    })

    const router = AdminBroExpress.buildRouter(adminBro);
    app.use(adminBro.options.rootPath, router);
}
catch(e) {
    console.log(e);
}

}
run()

same error

same issue

Closing because the issue is old. If you still need help, please reopen.

authors: dziraf jaiyush2020 marwenbk sirramin

repo: SoftwareBrothers/adminjs


text:
⚠ SolarOscp has degraded performance

In b600ea2, SolarOscp ($SOLAROSCP_URL) experienced degraded performance:

HTTP code: 200
Response time: 500 ms

Resolved: SolarOscp performance has improved in 2951df9 after 9 minutes.

repo: SolarNetworkFoundation/upptime


text:
Support GameNetworkingSockets 1.3.0

Tried updating the library today and it seems like the connection between client and server just times out when connecting to a locally started  server.
I think this has to do with the changes to locking and threading made in that release, but I am not familiar enough with the soldat codebase to know how to best fix this (error messages say something about likely thread starvation, so seems to check out).

Thanks for checking out the new version so quickly. The release notes say that the open source headers are now compatible with the Steamworks SDK headers, but there are still some preprocessor directives in GameNetworkingSockets.pas which are specific to the open source version. I guess they're not required anymore, as when I took them out everything seemed to work. I'll investigate a little more thoroughly then make a PR.

I should give an update on this. It wasn't that bad to get v1.3.0 working with 64 bit Linux and Windows, but when I tried it on 32 bit builds it failed. Then I tried v1.2.0 on 32 bit builds and it also failed, so there is some problem with GNS on 32 bit builds. Also, the v1.3.0 release notes say it is compatible with Steamworks 1.51 but the Steam bindings in Soldat are for Steamworks 1.50. We should update both at the same time, but I haven't touched the steam code yet so I'm waiting until I get around to that to update this.

authors: BranDougherty sternenseemann

repo: Soldat/soldat


text:
Changes to make the lib compatible with godot 4.0+

Update for Godot 4.0+ Compatibility
Description
This update modifies the godot-polygon2d-fracture library to ensure compatibility with Godot 4.0+. The key changes include:

Adjustments to scripts and scenes to align with the new Godot 4.0+ API.
Updated .gitignore to include Godot 4.0+ specific files and directories.

Changes
.gitignore
Godot-specific ignores
.import/
.godot/
export.cfg
export_presets.cfg
Mono-specific ignores
.mono/
data_/
project.godot
config/features=PackedStringArray("4.2")
README.md
UPDATE v2.0.0 ported to Godot 4.0
Testing

Tested with Godot 4.2.2 to ensure compatibility and functionality.
Verified that all demo scenes and scripts work as expected.

Notes

The library now requires Godot 4.0+ to function correctly.
Feedback and further testing are appreciated to ensure full compatibility.

Thank you for considering this update!

Thanks a lot for doing this :)
I have not done anything in Godot for a while and I have not used Godot 4 at all, so thanks again for the work. I will take a look and test it as soon as possible.

I have made a branch for 1.4.x developement in case someone wants to use it / improve it for Godot 3.

The only other issues I found:

[ ] The UI seems to be placed/ anchored wrong
[ ] CutFracture Scene (1 scene when started) seems to have problems with the textures on the polygons

I am currently investigating it but I am not up to date with Godot anymore...

If you want to I can commit the fixes for the UI to the PR.

If you want to I can commit the fixes for the UI, the camera, and the texture problem to the PR. The commit would resolve all issues I found and I would merge the pull request after that.

For some reason, i'm not having the listed issues on my machine. But sure! Please, commit the fixes.

That's why I asked, because I tested it on windows & macOS and I had those issues both times...

You could download your version as a zip file and test it as a new project in Godot?
I am mainly interested in the camera zoom issue and the UI issues because I don't want to commit fixes for a problem that may not exist ;)

Damn i should've read this first. I thought this addon was abandoned.
I also made one😭
godot4-polygon2d-fracture.zip

Damn i should've read this first. I thought this addon was abandoned.
I also made one😭 godot4-polygon2d-fracture.zip

I guess there will be more ^^ It's not abandoned. I am waiting for Godot to improve its custom drawing performance before I am using it again. Until then I am just doing other stuff ;)

i think you should put a notice on the readme for godot 3 user to use the other branch?
I mean like more clearer notice

i think you should put a notice on the readme for godot 3 user to use the other branch? I mean like more clearer notice

I will do that!

authors: SoloByte etherealxx olixis


text:
Override ISolrOperations dependency injection lifetime

Hi,
I am attempting to consume the solr API from a IHostedService implementation (i.e. outside of a web application - this console application will maintain the search index).
As per the instructions, I am registering the necessary dependencies with this built-in call during ConfigureServices:
services.AddSolrNet("mysearch");
which internally registers the ISolrOperations<> type as having Scoped lifetime. This is fine for a web application where the scope is generally tied to the request lifetime but it does create issues when trying to inject my class which has a dependency on ISolrOperations into the IHostedService (since IHostedService has a lifetime of Singleton by default).
I have gotten around this by adding this line straight after the registration above which effectively replaces the Scoped lifetime with a Transient lifetime.
services.AddTransient(typeof(ISolrOperations<>), typeof(SolrInjectionServer<>));
Is there any particular reason why the lifetime is set to scoped and would there be any side-effects of making it transient or singleton? Would it be possible to override this behaviour in future?
Thank you!
g

Hi, I'm curious what issues does this cause?

Hi, I'm curious what issues does this cause?

Do you mean what issues does it cause if you don't use my workaround?
There is a DI exception raised during immediately during startup of the console application because you cannot inject a scoped service into a service with a singleton lifetime. The pattern to get around this is to inject a IServiceProvider and create a scope inside the singleton but I'm not in control of the hosting service and it seems like it's a waste of time if I could rather just change the lifetime of the solr service without any side-effects.

Ah yeah, I forget the MS container throws in that situation.
You can easily just change service lifetimes... something like this should work:
        static void MakeSolrNetTransient(IServiceCollection services)
        {
            var solrNetServices = services
                .Where(s => s.ServiceType.Namespace.StartsWith("SolrNet"))
                .Where(s => s.ImplementationInstance == null)
                .ToList();
            foreach (var service in solrNetServices)
            {
                services.Remove(service);
                if (service.ImplementationFactory != null)
                {
                    services.Add(ServiceDescriptor.Transient(service.ServiceType, service.ImplementationFactory));
                } else if (service.ImplementationType != null)
                {
                    services.Add(ServiceDescriptor.Transient(service.ServiceType, service.ImplementationType));
                }
            }
        }

authors: gdau mausch

repo: SolrNet/SolrNet


text:
Solving heroku bug

What does this PR do?

This PR is for solving the heroku bug

Description of Task to be completed?

Solving heroku bug

How should this be manually tested?

Open the browser and view https://visitafrica-backend.herokuapp.com/

Any background context you want to provide?
N/A
Screenshots (if appropriate)

Good

authors: BenieSereine LouangeMu


text:
add sms privacy

added sms privacy

Thanks 👍


text:
Make the drag class with a fixed width and height follow the mouse

Problem:
I would like to know if there is anyway to make the drag class follow the mouse when there is no handle specified for the list items and the drag class has a fixed height and width set on it. It follows the mouse and works as expected when I specify a drag handle, but without that it always pushes the dragClass DOM node to the left edge of the screen as shown in the gif below:

Codepen demonstrating the problem:
https://codepen.io/anumysore5/pen/qBWYMQb

@anumysore5 Did I already answer this for you somewhere else? If not I can answer now, but I think I remember answering this before

@owen-m1 No. You had answered a different question that I had previously - th eone where the dragclass would dock abruptly to the side (https://github.com/SortableJS/Sortable/issues/1607).
In this issue, I would like to know if there is a way to make the dragclass follow the mouse pointer instead of always pushing it to the left edge of the page.

@anumysore5 Upgrade to 1.10.0 and look at the changes I made here: https://codepen.io/owen-m/pen/ZEzdvwM?editors=1011

@owen-m1 Thank you so much. Works as required!

repo: SortableJS/Sortable


text:
Get item list with parent

I'm trying to get a list of all the items after sorting, along with their parents. How to do it? my code:
document.querySelectorAll( '.dd-list' ).forEach( element => {
        new Sortable(element, {
            group: 'nested',
            dataIdAttr: 'data-id',
            animation: 150,
            fallbackOnBody: true,
            swapThreshold: 0.65,
            handle: '.dd3-handle', // handle's class
            draggable: ".dd-item",
            store: {
                get: function (sortable) {
                    var order = localStorage.getItem(sortable.options.group);
                    return order ? order.split('|') : [];
                },
                set: function (sortable) {
                    var order = sortable.toArray();
                    console.log(order);
                    // (6) ["41", "42", "44", "43", "45", "46"] - and no child...
                }
            },
            onEnd: function (evt) {

            }
        });
    });

I need this same condition, get list array after update drag and drop in nested

group: {
                    name: 'nested',
                    pull: function (to, from) {
                        var toLvl = 0;
                        var el = to.el;
                        for (var i = 0; el.parentNode; i++, el = el.parentNode) {
                            if(el.parentNode.classList && el.parentNode.classList.contains("dd-list")) {
                                toLvl++;
                            }
                        }

                        if(toLvl > checklist_maxDepth) {
                            return false;
                        }
                        return true;
                    },
                },

Here is what I use:
    // Changed sorting within list
    onUpdate: function (evt) {
      let listId, listOrder, data;

      listId = evt.to.parentNode.getAttribute("data-id");
      listOrder = this.toArray(evt.to);
    },

    // Element is dropped into the list from another list
    onAdd: function (evt) {
      let itemId, newParentId, oldListOrder, newListOrder;

      itemId = evt.item.getAttribute("data-id");
      oldParentId = evt.from.parentNode.getAttribute("data-id");
      newParentId = evt.to.parentNode.getAttribute("data-id");

      oldListOrder = this.toArray(evt.from);
      newListOrder = this.toArray(evt.to);
    }
  });
}

authors: ddevsr ivanBell199 reimax


text:
Cannot install plugin

I am facin an issue trying to install the plugin. This is the report file.
I have already tried to install Python 2.7 which seemed to work for some people, but I still can't install.

Installing “arduino-upload@1.0.3” failed.Hide output…

serialport@4.0.7 install C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport
node-pre-gyp install --fallback-to-build

Compilazione dei progetti nella soluzione uno alla volta. Per abilitare la compilazione parallela, aggiungere l'opzione "/m".
MSBUILD : error MSB3428: impossibile caricare il componente di Visual C++ "VCBuild.exe". Per risolvere il problema, 1) installare .NET Framework 2.0 SDK, 2) Microsoft Visual Studio 2005 oppure 3) aggiungere al percorso di sistema il percorso del componente se questo � installato altrove.  [C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport\build\binding.sln]
Failed to execute 'C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\bin\node.exe C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\bin\..\node_modules\node-gyp\bin\node-gyp.js build --fallback-to-build --module=C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport\build\Release\serialport.node --module_name=serialport --module_path=C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport\build\Release' (1)
C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29
`-- (empty)
node-pre-gyp ERR! Tried to download(404): https://github.com/EmergingTechnologyAdvisors/node-serialport/releases/download/4.0.7/serialport-v4.0.7-electron-v1.3-win32-x64.tar.gz
node-pre-gyp ERR! Pre-built binaries not found for serialport@4.0.7 and electron@1.3.15 (electron-v1.3 ABI) (falling back to source compile with node-gyp)
gyp ERR! build error
gyp ERR! stack Error: C:\Windows\Microsoft.NET\Framework\v4.0.30319\msbuild.exe failed with exit code: 1
gyp ERR! stack     at ChildProcess.onExit (C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\node_modules\node-gyp\lib\build.js:276:23)
gyp ERR! stack     at emitTwo (events.js:106:13)
gyp ERR! stack     at ChildProcess.emit (events.js:191:7)
gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:215:12)
gyp ERR! System Windows_NT 6.3.9600
gyp ERR! command "C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\bin\node.exe" "C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\node_modules\node-gyp\bin\node-gyp.js" "build" "--fallback-to-build" "--module=C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport\build\Release\serialport.node" "--module_name=serialport" "--module_path=C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport\build\Release"
gyp ERR! cwd C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport
gyp ERR! node -v v6.9.5
gyp ERR! node-gyp -v v3.4.0
gyp ERR! not ok
node-pre-gyp ERR! build error
node-pre-gyp ERR! stack Error: Failed to execute 'C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\bin\node.exe C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\bin\..\node_modules\node-gyp\bin\node-gyp.js build --fallback-to-build --module=C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport\build\Release\serialport.node --module_name=serialport --module_path=C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport\build\Release' (1)
node-pre-gyp ERR! stack     at ChildProcess. (C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport\node_modules\node-pre-gyp\lib\util\compile.js:83:29)
node-pre-gyp ERR! stack     at emitTwo (events.js:106:13)
node-pre-gyp ERR! stack     at ChildProcess.emit (events.js:191:7)
node-pre-gyp ERR! stack     at maybeClose (internal/child_process.js:877:16)
node-pre-gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:226:5)
node-pre-gyp ERR! System Windows_NT 6.3.9600
node-pre-gyp ERR! command "C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\bin\node.exe" "C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport\node_modules\node-pre-gyp\bin\node-pre-gyp" "install" "--fallback-to-build"
node-pre-gyp ERR! cwd C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\node_modules\arduino-upload\node_modules\serialport
node-pre-gyp ERR! node -v v6.9.5
node-pre-gyp ERR! node-pre-gyp -v v0.6.32
node-pre-gyp ERR! not ok
npm WARN enoent ENOENT: no such file or directory, open 'C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\package.json'
npm WARN apm-install-dir-117417-8128-qsjo87.tkxbtymn29 No description
npm WARN apm-install-dir-117417-8128-qsjo87.tkxbtymn29 No repository field.
npm WARN apm-install-dir-117417-8128-qsjo87.tkxbtymn29 No README data
npm WARN apm-install-dir-117417-8128-qsjo87.tkxbtymn29 No license field.
npm ERR! Windows_NT 6.3.9600
npm ERR! argv "C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\bin\node.exe" "C:\Users\Angelo Dumitriu\AppData\Local\atom\app-1.17.0\resources\app\apm\node_modules\npm\bin\npm-cli.js" "--globalconfig" "C:\Users\Angelo Dumitriu\.atom\.apm\.apmrc" "--userconfig" "C:\Users\Angelo Dumitriu\.atom\.apmrc" "install" "C:\Users\ANGELO~1\AppData\Local\Temp\d-117417-8128-vw5w0b.zj31o9wwmi\package.tgz" "--runtime=electron" "--target=1.3.15" "--arch=x64" "--global-style"
npm ERR! node v6.9.5
npm ERR! npm  v3.10.5
npm ERR! code ELIFECYCLE
npm ERR! serialport@4.0.7 install: node-pre-gyp install --fallback-to-build
npm ERR! Exit status 1
npm ERR!
npm ERR! Failed at the serialport@4.0.7 install script 'node-pre-gyp install --fallback-to-build'.
npm ERR! Make sure you have the latest version of node.js and npm installed.
npm ERR! If you do, this is most likely a problem with the serialport package,
npm ERR! not with npm itself.
npm ERR! Tell the author that this fails on your system:
npm ERR!     node-pre-gyp install --fallback-to-build
npm ERR! You can get information on how to open an issue for this project with:
npm ERR!     npm bugs serialport
npm ERR! Or if that isn't available, you can get their info via:
npm ERR!     npm owner ls serialport
npm ERR! There is likely additional logging output above.
npm ERR! Please include the following file with any support request:
npm ERR!     C:\Users\ANGELO~1\AppData\Local\Temp\apm-install-dir-117417-8128-qsjo87.tkxbtymn29\npm-debug.log
npm ERR! code 1

Duplicate of #19

authors: Sorunome angelodumitriu

repo: Sorunome/arduino-upload


text:
No License

Please include a license for the project.

Jacob added a license file on Dec 27th, 2015. This issue can be Closed.

Apache License, Version 2.0 added by Jacob Lee.

repo: Sotera/newman


text:
🛑 Marcel Web is down

In 5628b9c, Marcel Web ($MARCEL_WEB) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Marcel Web is back up in 969e52e after 1 hour, 5 minutes.

repo: Source-Graphics-GmbH/upptime


text:
Client application is not known or is not authorized

Ik krijg in Firefox regelmatig de foutmelding "Client application is not known or is not authorized". Ik heb drie films opgenomen achterelkaar waarin de bug wordt getoond.
Het lijkt te maken te hebben of ik rechtstreeks naar pluff.nl ga of naar https://www.pluff.nl/search/teacher/Onk
In het laatste geval werkt het nooit (of ik nu wel of niet eerst naar de portal ga). In het eerste geval (rechtstreeks naar pluff.nl) werkt het wel als ik eerst naar de portal ga.
In andere browsers krijg ik nooit deze foutmelding.
https://dl.dropboxusercontent.com/u/633233/Pluff bugs/pluff2.avi
https://dl.dropboxusercontent.com/u/633233/Pluff bugs/pluff3.avi
https://dl.dropboxusercontent.com/u/633233/Pluff bugs/pluff4.avi

Heb het kunnen reproduceren. Dank voor de melding!

Als je https://pluff.nl gebruikt, dus zonder de www., dan werkt het wel. Ik zal in de toekomst een automatische redirect hiervoor maken.

Inloggen via https://www.pluff.nl/search/teacher/Onk werkt nu weer.


text:
Added Snake Game

Added Snake Game !
Issue No = #275

It's good, just add 4 on screen buttons for the directions.

authors: SohanRC Spandan-Bhattacharya


text:
Tags or auto sync optional

Hi,
When I'm importing new games I'm using a dedicated saved filter to see games that have no tags, categories and completion statuses - this is a 'new' game in my Playnite (i dont sync any of these when doing metadata download, i use my own tags etc.)
With this plugin, games are automatically synced and tagged, which messes up with my 'new' saved filter.
Is it possible to add a configuration option to skip adding tags? Or, if tags are used internally, can there be an option to not sync automatically?

Yes to both.
On my planned list of features.

Should be solved with v2.1.0. Now:

tags are optional
automatic syncing of newly added games is optional
Let me know, if it works for you :)

Yea, working great for me, thank :)

authors: SparrowBrain XenorPLxx


text:
How to show/hide hidden files and folders?

Ctrl+H doesn't work. I want to edit .bashrc.

For now just add it to your path.
Go $EDITOR ~/.bashrc and add an alias for ecode in your directory to call it from shell.
Then just ecode ~/.bashrc. If you're not working on a project in a project
directory in-editor filelists are generally not the best-case usage option.

You can open the directory and then over the file-tree press right click and "Show hidden files". But usually for any file in the file-system you'll want to just simply configure your file manager to open text files with ecode and that's enough.

Please for questions use the Discussions section here.

authors: Curculigo NullPlane SpartanJ

repo: SpartanJ/ecode


text:
no logs into nginx error log

Hello,
I have Ubuntu 16.04.4 LTS, nginx 1.12.2, modsecurity 3.0.2, modsecurity-nginx v1.0.0.
All blocked transactions are not logs into nginx error log, only in the auditlog (if SecAuditEngine are enabled).
Can you help me to understand because blocked transaction aren't logged into nginx error log file ?
Thanks
Manuel

I'm actually able to reproduce this using https://hub.docker.com/r/owasp/modsecurity/ v3-ubuntu-nginx tag

Thanks for the report folks.
I've confirmed this behaviour on the current version of ModSecurity-nginx. This is related with the log level in Nginx. I'm checking if this was due any change on the connector or Nginx itself.
For now, by changing the log level from the default of "error" to "warn" on the error_log should show the logs as expected.

Folks, the current investigation on this one suggests that it is not really an issue/bug with libModSecurity or the connector, but rather a behaviour change.
This issue has been addressed at https://github.com/SpiderLabs/ModSecurity-nginx/pull/116 but there's a decision to be made before merging into master as if it makes sense from technical perspective or if users that wish to see disruptive actions on the error_log should simply change the log level.

As such I'm closing this one. Please follow up on #116. Thanks!

for the record I needed to go not to warn but to info log level.

In fact, at info log level only the rule itself that blocked is being reported ... AKA the anomaly scoring rule so i'd say this is still an issue @victorhora

authors: ManuelRighi csanders-git victorhora

repo: SpiderLabs/ModSecurity-nginx


text:
Fix Gimbal Lock

Fix gimbal lock occured when rotating with euler angles

Fixed c187968f268c5571cbf4dbb068f8537196af29bf

repo: SpikedPaladin/Vessel


text:
Some links in the base/README.md are outdated

The README file for the base module lists the contents of the module with links to some specific packages. Some of those packages no longer exist.

Already fixed.

authors: alexander-yevsyukov dmdashenkov

repo: SpineEventEngine/base


text:
Update the README in Protoc plugin

In this PR we update an outdated README file in tools/protoc-plugin in order to reflect the current "under the hood" details of the plugin's workflow.
Since the last update, we've stopped generating launcher scripts, as the Protobuf Gradle plugin now supports launching executable JARs.

@armiol, PTAL.


text:
Course Groups

When we want to know how many times someone has run Hardrock, or what's the overall course record (odd or even year) for the Rattlesnake Ramble, we have no good way of computing that information, because OST does not know that the Hardrock Clockwise and CCW courses are related, or that the Ramble Even and Odd Year courses are related.
We should have a data structure that allows us to relate multiple courses in a group, similar to the way events are related in groups and series.
Which is the better analogy?
Events belong to event groups, meaning that every event has an event group, and an event group has one or more events. However events have a one-to-many relationship with event series, meaning that an event may be a member of zero or more event series, and an event series consists of zero or more (one or more in practical use) events.
A third option would be for a course to belong to a course group optionally, meaning that only certain courses would be grouped.
I think the event series analogy (with the many-to-many relationship) is best. This is the only way a course could belong to more than one course group. I can already think of at least one use case for this, which would be to show best efforts for a single course (Hardrock CCW), a close comparison group (Hardrock CCW and Hardrock CW), and a broad historical group (Hardrock CCW, Hardrock CW, and the original 1992/1993 courses).
What's the best name for this concept?
I'm immediately drawn to course_group or course_series. Not sure if either of these is right though.

This is done!

repo: SplitTime/OpenSplitTime


text:
ChangeValueEvent Proposal

This is more me typing this up for @Zidane.
ChangeValueEvent will happen any time a value is changed. Values will be mapped to their associated data parameter which was a system added in Minecraft 1.9.
We will need to add a new phase to the cause tracker that occurs at the end of the tick that will basically fire this event for all the data parameters whose values are being written to the client. This kind of system means that "ideally" only one ChangeValueEvent would occur per value per tick.
For example if an entity's health changes many times across the tick then we don't care for any of those values except the last one set during that tick.
Mod support is questionable but not impossible, we just have to review somehow rigging it in to this event (especially when few mods would have data API equivalent values for the data they have added to their own entities).
Any feedback is of course welcome. Any yelling can be directed to @Zidane.

What is the behaviour when a value is modified when called from a ChangeValueEvent?
Would this be put into the list for the next ticks list? Or would a second (third? fourth? fifth?) event be called?

@ZephireNZ I assume that no event would be fired, as listeners that are called after a listener that changes the value will see the new value.

I talked with gabizou at Minecon about this. The problem with only firing one event per value per tick is that it can be changed several times with different Causes. So I proposed having a single ChangeValueEvent subinterface for each Key; that way, the event can be fired multiple times per tick, and only listeners interested in that specific Key would receive events.
I've been busy since Minecon, though, and only got around to it this week. I began writing up some code yesterday, but then hit a roadblock today: offering DataManipulators with multiple Values. Ideally, they would all be fired together. Then I thought of another, very similar idea: using an event for each DataManipulator instead of each Key. It works with multiple values, and if an individual value changes, it can be wrapped in its corresponding DataManipulator and fired. The only requirement is that each Key must be tied to exactly one DataManipulator interface (although individual DataManipulators can still have multiple values).
I'm going to go to bed now; I'll get working on some code tomorrow. In the meantime, let me know your thoughts on this.

I'm almost done with the API side, and I have some ideas for the implementation. However, there's one problem: getting a default Cause when a plugin calls offer() without a Cause (the methods with a Cause aren't even implemented yet). SpongePowered/SpongeAPI#1370 should fix this, but it seems to have gone stale, despite being marked as a "major feature".

@JBYoshi the reason for it to become stale is because we're working on pushing API 6 for a 1.11 release sooner than later. The last time that we accepted major implementation changes it cost us a few months to officially update to 1.10.2 (remember how 1.9.4 was in bleeding for a while but didn't finish?). It is definitely something we will merge in, just not at this very moment.

Okay. Thanks for clarifying!

authors: Grinch JBYoshi ZephireNZ gabizou

repo: SpongePowered/SpongeCommon


text:
Implement Text compact methods

SpongeAPI | SpongeCommon
Implements Text compaction in a similar way to how I did it in Minejson

This will need to be re-done and re-target api-8. Bleeding is no longer a valid branch.

authors: Katrix gabizou


text:
i want to know where i can find this file <flacoco-1.0.6-SNAPSHOT-jar-with-dependencies.jar >

i cant find flacoco-1.0.6-SNAPSHOT-jar-with-dependencies.jar  anywhere

Hi @david9965 !
The file flacoco-1.0.6-SNAPSHOT-jar-with-dependencies.jar is located under the directory target.
This file is generated after you build flacoco locally. You can do so by running the following command:
mvn clean install -DskipTests

Unfortunately it does not work out.
[ERROR] Failed to execute goal org.apache.maven.plugins:maven-surefire-plugin:2.12.4:test (default-test) on project flacoco: There are test failures. [ERROR] [ERROR] Please refer to C:\Users\bfg\Downloads\flacoco-1.0.5\target\surefire-reports for the individual test results. [ERROR] -> [Help 1] [ERROR] [ERROR] To see the full stack trace of the errors, re-run Maven with the -e switch. [ERROR] Re-run Maven using the -X switch to enable full debug logging. [ERROR] [ERROR] For more information about the errors and possible solutions, please read the following articles: [ERROR] [Help 1] http://cwiki.apache.org/confluence/display/MAVEN/MojoFailureException
need i change the version number in the maven surefire plugin?

i got the jar by mvn clean package -Dmaven.test.skip=true
but got a other issue

java -jar  target\flacoco-1.0.5-SNAPSHOT-jar-with-dependencies.jar --projectpath examples\exampleFL1\FLtest1
[0] INFO Flacoco - Running Flacoco...
[63] INFO CoverageRunner - Tests found: 0
[63] INFO CoverageRunner - Tests executed: 0

Hi @david9965 !
The file flacoco-1.0.6-SNAPSHOT-jar-with-dependencies.jar is located under the directory target.
This file is generated after you build flacoco locally. You can do so by running the following command:
mvn clean install -DskipTests

Hope that clarifies your question :)

the more of the first issue

Please refer to C:\Users\bfg\Downloads\flacoco-1.0.4\target\surefire-reports for the individual test results.
at org.apache.maven.lifecycle.internal.MojoExecutor.doExecute2 (MojoExecutor.java:375)
at org.apache.maven.lifecycle.internal.MojoExecutor.doExecute (MojoExecutor.java:351)
at org.apache.maven.lifecycle.internal.MojoExecutor.execute (MojoExecutor.java:215)
at org.apache.maven.lifecycle.internal.MojoExecutor.execute (MojoExecutor.java:171)
at org.apache.maven.lifecycle.internal.MojoExecutor.execute (MojoExecutor.java:163)
at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject (LifecycleModuleBuilder.java:117)
at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject (LifecycleModuleBuilder.java:81)
at org.apache.maven.lifecycle.internal.builder.singlethreaded.SingleThreadedBuilder.build (SingleThreadedBuilder.java:56)
at org.apache.maven.lifecycle.internal.LifecycleStarter.execute (LifecycleStarter.java:128)
at org.apache.maven.DefaultMaven.doExecute (DefaultMaven.java:294)
at org.apache.maven.DefaultMaven.doExecute (DefaultMaven.java:192)
at org.apache.maven.DefaultMaven.execute (DefaultMaven.java:105)
at org.apache.maven.cli.MavenCli.execute (MavenCli.java:960)
at org.apache.maven.cli.MavenCli.doMain (MavenCli.java:293)
at org.apache.maven.cli.MavenCli.main (MavenCli.java:196)
at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0 (Native Method)
at jdk.internal.reflect.NativeMethodAccessorImpl.invoke (NativeMethodAccessorImpl.java:62)
at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke (DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke (Method.java:566)
at org.codehaus.plexus.classworlds.launcher.Launcher.launchEnhanced (Launcher.java:282)
at org.codehaus.plexus.classworlds.launcher.Launcher.launch (Launcher.java:225)
at org.codehaus.plexus.classworlds.launcher.Launcher.mainWithExitCode (Launcher.java:406)
at org.codehaus.plexus.classworlds.launcher.Launcher.main (Launcher.java:347)
Caused by: org.apache.maven.plugin.MojoFailureException: There are test failures.

Please refer to C:\Users\bfg\Downloads\flacoco-1.0.4\target\surefire-reports for the individual test results.
at org.apache.maven.plugin.surefire.SurefireHelper.reportExecution (SurefireHelper.java:83)
at org.apache.maven.plugin.surefire.SurefirePlugin.writeSummary (SurefirePlugin.java:176)
at org.apache.maven.plugin.surefire.SurefirePlugin.handleSummary (SurefirePlugin.java:150)
at org.apache.maven.plugin.surefire.AbstractSurefireMojo.executeAfterPreconditionsChecked (AbstractSurefireMojo.java:650)
at org.apache.maven.plugin.surefire.AbstractSurefireMojo.execute (AbstractSurefireMojo.java:586)
at org.apache.maven.plugin.DefaultBuildPluginManager.executeMojo (DefaultBuildPluginManager.java:137)
at org.apache.maven.lifecycle.internal.MojoExecutor.doExecute2 (MojoExecutor.java:370)
at org.apache.maven.lifecycle.internal.MojoExecutor.doExecute (MojoExecutor.java:351)
at org.apache.maven.lifecycle.internal.MojoExecutor.execute (MojoExecutor.java:215)
at org.apache.maven.lifecycle.internal.MojoExecutor.execute (MojoExecutor.java:171)
at org.apache.maven.lifecycle.internal.MojoExecutor.execute (MojoExecutor.java:163)
at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject (LifecycleModuleBuilder.java:117)
at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject (LifecycleModuleBuilder.java:81)
at org.apache.maven.lifecycle.internal.builder.singlethreaded.SingleThreadedBuilder.build (SingleThreadedBuilder.java:56)
at org.apache.maven.lifecycle.internal.LifecycleStarter.execute (LifecycleStarter.java:128)
at org.apache.maven.DefaultMaven.doExecute (DefaultMaven.java:294)
at org.apache.maven.DefaultMaven.doExecute (DefaultMaven.java:192)
at org.apache.maven.DefaultMaven.execute (DefaultMaven.java:105)
at org.apache.maven.cli.MavenCli.execute (MavenCli.java:960)
at org.apache.maven.cli.MavenCli.doMain (MavenCli.java:293)
at org.apache.maven.cli.MavenCli.main (MavenCli.java:196)
at jdk.internal.reflect.NativeMethodAccessorImpl.invoke0 (Native Method)
at jdk.internal.reflect.NativeMethodAccessorImpl.invoke (NativeMethodAccessorImpl.java:62)
at jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke (DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke (Method.java:566)
at org.codehaus.plexus.classworlds.launcher.Launcher.launchEnhanced (Launcher.java:282)
at org.codehaus.plexus.classworlds.launcher.Launcher.launch (Launcher.java:225)
at org.codehaus.plexus.classworlds.launcher.Launcher.mainWithExitCode (Launcher.java:406)
at org.codehaus.plexus.classworlds.launcher.Launcher.main (Launcher.java:347)
[ERROR]
[ERROR]
[ERROR] For more information about the errors and possible solutions, please read the following articles:
[ERROR] [Help 1] http://cwiki.apache.org/confluence/display/MAVEN/MojoFailureException

mvn clean install -DskipTests

thanks you ，i made it on ubuntu.

repo: SpoonLabs/flacoco


text:
[Suggestion] Style the lyrics view.

Please add the possibility to patch lyrics colors too, similar to windows's version where it's dark background and green text. Reading the lyrics with red backgrounds really destroys my eyes. I wonder why Spotify doesn't patch it itself.
Thank you :D

At this time, UI customization is not something I wish to entertain with this project. Outside of hiding podcasts and episodes on the homescreen, nothing else with the UI is customized unless it's an official feature/setting.. and the only reason the podcast hiding is included is because it's a simple one-liner patch (for now anyway).
I may reconsider this in the future, possible just removing color from lyrics background so it's always black background with grey/white letters... but picking and choosing colors is unlikely.
Spicetify is always an option for those who wish to theme and customize the UI.

@aleeeee1
I've added a new commandline argument to set lyrics background color to black, -l or --lyricsnocolor will trigger this.
The patch is targeting Spotify builds v1.2.0.1155 and up although only builds 1.2.19+ have been tested so far.
Users should consider this feature experimental until I have time to test more builds and see what new builds released in the future will look like.
Option flag has been added into the README "Options" section, but will not be considered a permanent feature until the -l option in the README gets a hyperlink pointing to the FAQ with a proper explanation.
I will not be adding lyric color customization.  Users wanting UI customization and color theming should stick to Spicetify.

repo: SpotX-Official/SpotX-Bash


text:
[Add] SPARKLY SHINY TEXT BUTTON

Details
Adding a sparkly shiny text button in the website!
Screenshots

Type of Contribution

[ ] Update to an existing Animated Button
[X] Adding a new Button
[ ] Resolving a bug
[ ] Proposal to the Repository
[ ] Changes related to documentation or README.md
[ ] Other Changes

Checklist

[X] I have checked the existing issues
[X] I have read the Contributing Guidelines
[X] I am willing to work on this issue
[X] I am a GSSoC'23 contributor

Please check #1346


text:
Added about-us page issue-1561

Fixes Issue #1561
@Spyware007
Closes #1561

Changes proposed
Created about page (its not complete yet this PR is for preview)
I have added,
1.AboutUs (Folder)
1.1. About.css
1.2.About.jsx
1.3.Contributor.jsx
1.4 ContributorData.jsx
2.Timeline
I have increased margin top only in the timeline.css file
Screenshots

Checklist

[ ] You've linked this PR to the correct issue.
[ ] You have checked that the code is working correctly.
[ ] You ⭐ the repository!

Note to reviewers

Can you upload some images to show the page.
Working video is highly appreciated.

Yup

@adity2911

I think all is good. Can you change the Project Admin picture to the real one.
@Spyware007 @Akanksha-202 Your thoughts?

@ManishaSwain8
Everything looks amazing!
Just a few fixes
The margin/padding in the top of the about page in web version is too big.
We were using module.css, so you have to migrate from About.css to About.module.css!
You can refer to any other component folder!

@ManishaSwain8 Thank you so much for your contribution! 🚀
Please ⭐ the repo if you like it!
You can create PRs to add animation as you know an animation library. 🔥
Looking forward to some more amazing contributions from you. 😀

@Spyware007 I have created new issue for adding animation in about us page..I will start working once assigned:)

@ManishaSwain8
Also check your discord dm!!


text:
Add HTTP 2.0 feature testing

We need the ability to:

Restrict test to http 1.1
Restrict test to http 2
Test server-push

Very interesting idea. In order of difficulty:

Restricting to 1.1 is easy. Just override Transport.TLSNextProto as per the http docs.
Restricting to http 2 is not so apparent to me, but we can read the Proto used from the response. That may be sufficient?
Not sure how to test server push. There is some code in the http2 package that looks feasable, but it is not clear how to use it. Still doing research there.

Still looking for a good way to verify push frames.
http://stackoverflow.com/questions/43852955/how-can-i-read-http-2-push-frames-from-a-net-http-request doesn't have anything too promising yet.
Links to https://github.com/golang/go/issues/18594 which is a discussion about adding higher level client support sometime in the future.

This is all low priority.  The push tests aren't important for now.

authors: captncraig tlimoncelli

repo: StackExchange/httpunit