text:
An error message for the Gradio library indicating that a validation error occurred while processing the event. Specifically, the error is caused by the missing "event_id" field

Traceback (most recent call last):
File "D:\anaconda\envs\pytorch\rich-text-to-image-main\lib\site-packages\gradio\queueing.py", line 347, in process_events
client_awake = await self.gather_event_data(event)
File "D:\anaconda\envs\pytorch\rich-text-to-image-main\lib\site-packages\gradio\queueing.py", line 220, in gather_event_data
data, client_awake = await self.get_message(event, timeout=receive_timeout)
File "D:\anaconda\envs\pytorch\rich-text-to-image-main\lib\site-packages\gradio\queueing.py", line 456, in get_message
return PredictBody(**data), True
File "D:\anaconda\envs\pytorch\rich-text-to-image-main\lib\site-packages\pydantic\main.py", line 164, in init
pydantic_self.pydantic_validator.validate_python(data, self_instance=pydantic_self)
pydantic_core._pydantic_core.ValidationError: 1 validation error for PredictBody
event_id
Field required [type=missing, input_value={'fn_index': 10, 'data': ...on_hash': '3yq8r3v8to9'}, input_type=dict]
For further information visit https://errors.pydantic.dev/2.4/v/missing

Interesting. May I know what is your version of gradio?

authors: pcxdi songweige

repo: songweige/rich-text-to-image


text:
line 14 in tasks.py in the demo app makes assumptions about the db which may not be valid for an async task

with two instances of pceleryd running, wild clicking on "delete" links in the web interface made it possible to schedule multiple delete-tasks for the same TaskItem, which resulted in an exception in the task (IndexError when trying to get the first item of an empty query) and in an BrokenPipe error in the web app server . While this is a minor bug, I think it would be a good thing to promote correct handling of asynchronous code in this demo app.

btw: running two instances of pceleryd has nothing to do with this issue. "wild clicking" is enough to reproduce the behaviour.

Yeah, I should probably clean the app up to show how to handle everything properly.  I built it just as a sample to see how configuration of pyramid_celery was done.   I'll clean up the demo tomorrow and push updates.
Thanks for the report

source: gharchive/issue

authors: sontek xrotwang

license: MIT

license_type: permissive

license_source: github-api


text:
feature: configure token expiration time

Some auth providers (like AzureAD) don't send information about access/refresh token expiration time in token response.
This change allows the user to provide access/refresh token expiration time via config.
Example of usage
import { AuthContext, AuthProvider, TAuthConfig, TRefreshTokenExpiredEvent } from "react-oauth2-code-pkce"

const authConfig: TAuthConfig = {
  ...
  tokenExpiresIn: 3600,
  refreshTokenExpiresIn: 86400
}

const UserInfo = (): JSX.Element => {
    const {token, tokenData} = useContext<IAuthContext>(AuthContext)

    return <>

Access Token

{token}

User Information from JWT

{JSON.stringify(tokenData, null, 2)}

    </>
}

ReactDOM.render(<AuthProvider authConfig={authConfig}>
        <UserInfo/>
    </AuthProvider>
    , document.getElementById('root'),
)

Thanks a lot for your contribution :)
I think this PR is a good addition. Giving users more flexibility and control.
However, you should note that AZ AD does return the expires_in-value, and the library will set the refresh_expires_in to be token_expires_in + 10min if no refresh_expires_in was returned in the token request. This should work just fine for most use cases.
Also, AZ AD will have different expipres_in-values for every token request. It's not always 3600. That could give you some trouble. So if you want to override the expire time like this, it should be a very conservative value.
All that aside, if users know what they are doing, providing them with this option is fine IMO.

Good, merging this now, and will create a new release :slightly_smiling_face:

source: gharchive/pull-request

authors: ivan-arch soofstad


text:
Update version modal

[x] J'ai testé sur iphone

[x] J'ai testé sur android

[ ] La nouvelle version de l'app est compatible avec l'ancienne version de l'API ? (J'ai teste en me mettant sur
master en api)

Oui parce que
Non parce que j'envoie un nouveau parametre de route

[ ] Je n'envoie pas de nouveau paramètre dans une route

Si j'en envoie un nouveau, explication et gestion de la compatibilite: l'api sera en prod avant la mep de l'application mobile

[ ] J'attends un nouveau champs en retour de l'api: j'ai géré le cas où il n'y est pas -np

[ ] J'appelle une nouvelle route: j'ai géré le cas ou la route n'existe pas. -np

[ ] Je n'ai pas changé de constante -np

J'ai ajouté une variable d'environnement : ajout des fichiers dans le dossier env

[x] Je l'ai ajouté dans env.dev et env.prod aussi

Cas d'usage : Lorsque j'ouvre l'application, si je n'ai plus une version maintenues, la modale de mise a jour s'affiche. Sinon j'ai une page blanche.

Deux petits soucis que l'on a eu dans cette pr :

le useEffect n'a pas besoin de dependance dans son tableau. Il y a des elements de reponses dans cet article https://reacttraining.com/blog/when-to-use-functions-in-hooks-dependency-array/ . J'ai l'impression que React considere que shouldUpdate ne depend que de variables/fonctions qui ne sont pas modifiés entre deux rendus, et que du coup il ne changera pas non plus.
Dans environment.ts, il considere que l'import des fichiers d'env est un import avec extension. On n'a pas reussi a trouver pourquoi mais on a l'impression que ca vient du fait qu'on a mis environment.ts en typescript.

Dans environment.ts, il considere que l'import des fichiers d'env est un import avec extension. On n'a pas reussi a trouver pourquoi mais on a l'impression que ca vient du fait qu'on a mis environment.ts en typescript.

as tu essaye de mettre les fichiers /env/env.local avec une extension ts ?

authors: cmolle sophiemoustard

repo: sophiemoustard/alenvi-erp-mobile


text:
add --stop-after semantic-extension

I think I need this. I want to be able to run the semantic extension but not the inferencer on every file. So I think I want to semantically make it feel like the semantic extensions are a pass before the inferencer.
Motivation
I want to run the extension but not the inferencer on every file
Test plan
Added one
See included automated tests.

After talking in person I'm going to try another route

repo: sorbet/sorbet


text:
Handle literal ranges the same way we handle other literal generics

Motivation
Currently, literal ranges are desugared into calls to Range.new for historical reasons:

@elliottt:
yes, i think it's sort of accidental that Range.new has a more precise type right now
looking at when it was first introduced, it was before generics existed in sorbet
so i think it was just code-modded forwards, while types like Array and Hash got more attention

This means that the type of literal ranges is determined by the Range.new signature which uses the type of the first argument.
This behaviour is 1) incoherent with other bare generics initialized through new:
T.reveal_type(Hash.new(a: 1, b: 2)) # Revealed type: T::Hash[T.untyped, T.untyped]
T.reveal_type(Array.new(1, 2)) # Revealed type: T::Array[T.untyped]
T.reveal_type(Range.new(1, 2)) # Revealed type: T::Range[Integer]

And 2) it's also brittle and leads to wrong types being inferred:
T.reveal_type(Range.new(1)) # Revealed type: T::Range[Integer(1)]

^ it's not a range of literal 1s, it's a T::Range[Integer].
This pull request changes the way we handle literal ranges to use a similar approach than for literal arrays and hashes:

literal ranges are kept in the tree instead of being desugared away as Range.new
The range initialization is rewritten into a Magic#buildRange
The magic is used to attach an intrinsic for the return type figuring the return type

There is also two changes related to ranges:

Removing the duplicated signature for Range::new and keeping only Range#initialize
Fixing the test for incorrect T::Range[Integer(1)]

This will also be fixing the behaviour of the T::Range[NilClass] discussed in https://github.com/sorbet/sorbet/pull/3313#discussion_r459127000 once https://github.com/sorbet/sorbet/pull/3313 is merged.
Test plan

See included automated tests.

@elliottt from our discussion I though we wanted them to be handled exactly the same way than other generics.

Could you remove the Range tree node, and switch to constructing the buildRange intrinsic directly in Desugar.cc

Yes, I dropped that commit and updated the expected desugar trees accordingly. The rest is unchanged.

@elliottt from our discussion I though we wanted them to be handled exactly the same way than other generics.
What I had meant there was that we should rely on the use of the constructor from T::Range[...] to propagate type information. I don't think that I made the approach I was thinking of clear enough, sorry for leading you down the wrong path there!

Yes, I dropped that commit and updated the expected desugar trees accordingly. The rest is unchanged.
Thanks! I'll re-review this today.

@elliottt I integrated your suggestions 👍
About the error: it seems that real world examples with different bounds can be used correctly:
(Time.now.utc - 2.hours)...Time.now.utc
                           ^^^^^^^^^^^^ # error: Range with incoherent bounds: Float and Time

 (Time.now .. Date::Infinity.new)
              ^^^^^^^^^^^^^^^^^^ # error: Range with incoherent bounds: Time and Date::Infinity

@elliottt I integrated your suggestions 👍
About the error: it seems that real world examples with different bounds can be used correctly:
(Time.now.utc - 2.hours)...Time.now.utc
                           ^^^^^^^^^^^^ # error: Range with incoherent bounds: Float and Time

 (Time.now .. Date::Infinity.new)
              ^^^^^^^^^^^^^^^^^^ # error: Range with incoherent bounds: Time and Date::Infinity

In this case is there a subtyping relationship between the bounds? Maybe we can reformulate the use of Types::equiv to a more permissive subtyping relationship?

In this case is there a subtyping relationship between the bounds? Maybe we can reformulate the use of Types::equiv to a more permissive subtyping relationship?

Let's discuss about this in another PR. I think the same test should be applied at least for T::Range.new, maybe also for Range.new.

We have a policy of testing changes to Sorbet against Stripe's codebase before
merging them. I've kicked off a test run for the current PR.  When the build
finishes, I'll share with you whether or how it failed. Thanks!
Stripe employees can see the build result here:
→ https://go/builds/bui_HuHJEeifJ8pnZ9

This will require a few internal changes to land -- I'll make them and then merge this PR.

Could you rebase this PR on master?

We have a policy of testing changes to Sorbet against Stripe's codebase before
merging them. I've kicked off a test run for the current PR.  When the build
finishes, I'll share with you whether or how it failed. Thanks!
Stripe employees can see the build result here:
→ https://go/builds/bui_HzB7Aga9620ibn

We have a policy of testing changes to Sorbet against Stripe's codebase before
merging them. I've kicked off a test run for the current PR.  When the build
finishes, I'll share with you whether or how it failed. Thanks!
Stripe employees can see the build result here:
→ https://go/builds/bui_HzDovrFYTmKRrs

Passing build on stripe CI: https://go/builds/bui_HzEICOkVebYcTX

authors: Morriar elliottt trevor-stripe


text:
Drop nonexistent 'to_utc_time' Date method

Motivation

Non-existent stdlib Date/DateTime method
https://ruby-doc.org/3.2.2/exts/date/Date.html
https://ruby-doc.org/3.2.2/exts/date/DateTime.html
Test plan

See included automated tests.

We have a policy of testing changes to Sorbet against Stripe's codebase before
merging them. I've kicked off a test run for the current PR.  When the build
finishes, I'll share with you whether or how it failed. Thanks!
Stripe employees can see the build results here:
→ https://go/builds/bui_Oo5veYMllUSRlO
→ https://go/builds/bui_Oo5vctNjmr5x3O
→ https://go/builds/bui_Oo5wvICJyCrRJz

authors: gustavompo neilparikh


text:
Refactor and add

В этом пулле:

Немного исправил ошибки с отношениями в бд, теперь точно нормально(НАДЕЮСЬ) :crossed_fingers:
Добавил функционал типа задачи(завершенная, ревью и т.д)
Для типов задач добавил функционал
Убрал из комментов repr в таблице task
Пофиксил валидацию по timestamp

Новые коммиты, обновись @SureDrope

Добавлена новая фича, перед тем как залить пулл - слей и отпулься @SureDrope

repo: sorxill/Tracker


text:
Spatial convolution multithread

Use the same instance of iSize to fix soumith#155
After fixing this for SpatialConvolution, I went ahead and made the the same changes to other modules. Are there any tests that I can run to make sure this did not break anything?

Nice!
I think that it could break saved models that haven't the iSize field (i.e., when you save a model before ever forwarding it).
Wouldn't it be better to simply lazily-initialize self.iSize = self.iSize or torch.LongTensor(4):zero() in createIODescriptors ?

i think we never save a model before forwarding it, it seems reasonable as a change. the lazy initialization wont work with the threading issue here.

@soumith that happened at least once in the past with me https://github.com/torch/nn/pull/712#issuecomment-196573630 , but I'd say it's fair enough change :)

Well, I just realized that there is a bug here.
I kept both the explicit initialization in the constructor and the lazy initialization in createIODescriptors.
The explicit initialization is needed so that the threads share the same tensor - if there were only the lazy initialization, then each thread would create its own copy of iSize, but they still end up using the same descriptors, which leads to the problem of descriptors sometimes not being the right size.
When I removed the lazy initialization and tried to train my model, it crashed due to iSize not being part of the saved model - because the model is loaded from loadcaffe, and I don't think cudnn.convert calls __init. But, with the lazy initialization you end up not fixing the threading issue.
Any recommendations?

Removed lazy initialization of iSize based on discussion above. It seems to still work fine based on my tests on AlexNet.

A month ago I have taken a stab at refactoring Convolution classes : a very outdated version is here https://github.com/borisfom/cudnn.torch/tree/R5_exp (FullConvolution changed fundamentally since then). However, it may give you some ideas. The most ROI on reuse I believe can be achieved extracting  the part that uses cudnnFind functons: this can be generalized across most classes, not just convolutions. Also, the selection of algo/workspace can be further improved by using new CUDNN FindEx functions.

I found some neat examples of taking advantage of Lua binding of C functions by name in the new RNN class contributed by NVidia folks here: https://github.com/borisfom/cudnn.torch/blob/R5/RNN.lua (createDescriptors etc).

authors: borisfom fmassa jonathanasdf soumith

license_source: bigquery


text:
onResize fires with empty object

Error:- Uncaught TypeError: Cannot read property 'width' of undefined
<Measure
    onResize={({ entry: { width, height } }) => dispatch({
        type: XXXX_XXXXX,
        payload: {
            width: Math.ceil(width),
            height: Math.ceil(height)
        }
    })}
>

Version:- 2.3.0

Ah, sorry I should have made this more clear in the 2.3.0 release that this could be a breaking change. It would probably be best to just bail out of onResize if no measurements were found on mount.

This should fix the issue for now:
<Measure
    onResize={({ entry }) => entry && dispatch({
        type: XXXX_XXXXX,
        payload: {
            width: Math.ceil(entry.width),
            height: Math.ceil(entry.height)
        }
    })}
>

I'll think about a better solution here. Do you think the existence of entry is enough? The unfortunate part is it needs to fire onResize both in componentDidMount and the resize observer, that's why there are two calls to onResize on initial render 😞.

repo: souporserious/react-measure

license: mit


text:
add options to enable supported markdown-rs extensions

It appears that rust markdown renderer that is used supports various CommonMark extensions. It would be nice to be able to enable them in application settings or have them all enabled by default. I would especially appreciate support for math extension.

already enabled.

repo: soupslurpr/BeauTyXT

license: ISC


text:
Gh 1

Description
Please include a summary of the change and which issue is fixed. Please also include relevant motivation and context. List any dependencies that are required for this change.
Fixes # (issue)
Type of change
Please delete options that are not relevant.

[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] Intermediate change (work in progress)

How Has This Been Tested?
Please describe the tests that you ran to verify your changes. Provide instructions so we can reproduce. Please also list any relevant details for your test configuration

[ ] Test A
[ ] Test B

Checklist:

[ ] Performed a self-review of my own code
[ ] npm test passes on your machine
[ ] New tests added or existing tests modified to cover all changes
[ ] Code conforms with the style guide
[ ] API Documentation in code was updated
[ ] Any dependent changes have been merged and published in downstream modules

done here https://github.com/sourcefuse/arc-ng-components/pull/6

https://github.com/sourcefuse/arc-ng-components/pull/6

repo: sourcefuse/arc-ng-components


text:
Disable autocompletion inside comments setting has no effect

Version
1.28.1
Describe the bug
As suggested in #3038 , I also find it extremely valuable to disable completion inside comments. In particular, it is especially bad when trying to build a table using the <tab> key for doc comments. Unfortunately, the new setting added in #3049 (    "cody.autocomplete.disableInsideComments": true) seems to have no effect in my Rust codebase.
Expected behavior
I expect the setting to function as described.
Additional context
https://github.com/user-attachments/assets/5b10f9d6-c9ca-4edc-9d23-e4e6b5e9d097

Thanks @jblachly I will make sure the product team sees this in the weekly community feedback report.

Seconding this - it fails in C# too. Also note that at the moment I don't believe there's any option for this in Jetbrains IDE's.

authors: jblachly jdorfman sextoncapital

repo: sourcegraph/cody


text:
Update Code Insights Direction page with Jason's feedback

@jyavorska Thanks for the feedback on this page!
I incorporated all your feedback about the page – except the "what's next and why" section.
We can discuss that feedback in our 1:1 – you noted in your feedback you'd prefer to limit it to the next 3 months, which I agree generally makes sense.
I noted on the page this is for essentially the next six months instead (but really only the next 4.5 months). That would take us through GA launch, as well as Q4 (it felt weird to me to cut Q4, which I'd have to do if I did only want to limit this for the next 3 months since we're still 1 month left in Q3). I did not specify this takes us "through GA" on the page in case we need to move features in/out of GA based on feedback and to limit the number of places we commit to a specific GA date publicly, based on marketing guidance.
Also, to your questions about whether this is feasible / "seems like a lot" in that timeframe, you are welcome to review our productboard roadmap where we have mapped it out if you're curious.  Some of the bullet points on this page sound large but are truly <1 week of work, if we do them in the right order. As of Monday, the whole team feels that this is an "ambitious but achievable" timeline, and I agree.

(Ah @jyavorska my bad – I think I had to merge back in main because it got out of date but had already checked it off my todo list before I waited for the tests to pass again and re-merge. Will adjust how I am checking my own stale PRs.)

repo: sourcegraph/handbook


text:
bug: java.util.concurrent.ExecutionException: org.eclipse.lsp4j.jsonrpc.ResponseErrorException: current user subscription  (...)

Plugin version: 5.3.27
IDE version: WS-241.13688.21
Stacktrace:
java.util.concurrent.ExecutionException: org.eclipse.lsp4j.jsonrpc.ResponseErrorException: current user subscription data not found

Error: current user subscription data not found
    at C:\snapshot\dist\agent.js
    at extractDataOrError (C:\snapshot\dist\agent.js)
    at C:\snapshot\dist\agent.js
    at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
    at async C:\snapshot\dist\agent.js
	at java.base/java.util.concurrent.CompletableFuture.reportGet(CompletableFuture.java:396)
	at java.base/java.util.concurrent.CompletableFuture.get(CompletableFuture.java:2073)
	at com.sourcegraph.cody.initialization.EndOfTrialNotificationScheduler.lambda$1$lambda$0(EndOfTrialNotificationScheduler.kt:44)
	at com.sourcegraph.cody.agent.CodyAgentService$Companion.withAgentRestartIfNeeded$lambda$1(CodyAgentService.kt:134)
	at com.intellij.openapi.application.impl.RwLockHolder$executeOnPooledThread$1.run(RwLockHolder.kt:154)
	at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:539)
	at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264)
	at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136)
	at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635)
	at java.base/java.util.concurrent.Executors$PrivilegedThreadFactory$1$1.run(Executors.java:702)
	at java.base/java.util.concurrent.Executors$PrivilegedThreadFactory$1$1.run(Executors.java:699)
	at java.base/java.security.AccessController.doPrivileged(AccessController.java:399)
	at java.base/java.util.concurrent.Executors$PrivilegedThreadFactory$1.run(Executors.java:699)
	at java.base/java.lang.Thread.run(Thread.java:840)
Caused by: org.eclipse.lsp4j.jsonrpc.ResponseErrorException: current user subscription data not found

Error: current user subscription data not found
    at C:\snapshot\dist\agent.js
    at extractDataOrError (C:\snapshot\dist\agent.js)
    at C:\snapshot\dist\agent.js
    at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
    at async C:\snapshot\dist\agent.js
	at org.eclipse.lsp4j.jsonrpc.RemoteEndpoint.handleResponse(RemoteEndpoint.java:209)
	at org.eclipse.lsp4j.jsonrpc.RemoteEndpoint.consume(RemoteEndpoint.java:193)
	at org.eclipse.lsp4j.jsonrpc.json.StreamMessageProducer.handleMessage(StreamMessageProducer.java:194)
	at org.eclipse.lsp4j.jsonrpc.json.StreamMessageProducer.listen(StreamMessageProducer.java:94)
	at org.eclipse.lsp4j.jsonrpc.json.ConcurrentMessageProcessor.run(ConcurrentMessageProcessor.java:113)
	at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:539)
	at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264)
	at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136)
	at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635)
	... 1 more

Hello @matheusmendesvila 👋
It has been fixed already in the Cody release 5.4.358. Please switch to it or any other available version at the moment you read it.

authors: matheusmendesvila mkondratek

repo: sourcegraph/jetbrains


text:
bug: com.intellij.serviceContainer.AlreadyDisposedException: Cannot create light service com.sourcegraph.cody.agent.CodyAgent because container is already disposed (container=Project(name=rpg, containerState=DISPOSE_COMPLETED, componentStore=/home/exigo/projects/rpg) (disposed))

Plugin version: 6.0-localbuild
IDE version: IC-221.5080.210
Exception: com.intellij.serviceContainer.AlreadyDisposedException: Cannot create light service com.sourcegraph.cody.agent.CodyAgent because container is already disposed (container=Project(name=rpg, containerState=DISPOSE_COMPLETED, componentStore=/home/exigo/projects/rpg) (disposed))
Stacktrace:
com.intellij.serviceContainer.AlreadyDisposedException: Cannot create light service com.sourcegraph.cody.agent.CodyAgent because container is already disposed (container=Project(name=rpg, containerState=DISPOSE_COMPLETED, componentStore=/home/exigo/projects/rpg) (disposed))
	at com.intellij.serviceContainer.ContainerUtilKt.throwAlreadyDisposedError(containerUtil.kt:34)
	at com.intellij.serviceContainer.ComponentManagerImpl.checkThatCreatingOfLightServiceIsAllowed(ComponentManagerImpl.kt:686)
	at com.intellij.serviceContainer.ComponentManagerImpl.getOrCreateLightService(ComponentManagerImpl.kt:659)
	at com.intellij.serviceContainer.ComponentManagerImpl.doGetService(ComponentManagerImpl.kt:622)
	at com.intellij.serviceContainer.ComponentManagerImpl.getService(ComponentManagerImpl.kt:584)
	at com.intellij.openapi.client.ClientAwareComponentManager.getFromSelfOrCurrentSession(ClientAwareComponentManager.kt:37)
	at com.intellij.openapi.client.ClientAwareComponentManager.getService(ClientAwareComponentManager.kt:22)
	at com.sourcegraph.cody.agent.CodyAgent$Companion.getInitializedServer(CodyAgent.kt:291)
	at com.sourcegraph.cody.agent.CodyAgent.getInitializedServer(CodyAgent.kt)
	at com.sourcegraph.cody.CodyFileEditorListener.lambda$fileOpened$2(CodyFileEditorListener.java:34)
	at com.intellij.openapi.application.impl.ApplicationImpl$1.run(ApplicationImpl.java:295)
	at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:515)
	at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264)
	at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1128)
	at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:628)
	at java.base/java.util.concurrent.Executors$PrivilegedThreadFactory$1$1.run(Executors.java:668)
	at java.base/java.util.concurrent.Executors$PrivilegedThreadFactory$1$1.run(Executors.java:665)
	at java.base/java.security.AccessController.doPrivileged(Native Method)
	at java.base/java.util.concurrent.Executors$PrivilegedThreadFactory$1.run(Executors.java:665)
	at java.base/java.lang.Thread.run(Thread.java:829)

just testing

It's turned out that I can't delete this issue, sorry!


text:
PRD: [JB] It's easy to copy code that Cody generates in chats

Description:
As a user, I want to copy and paste code that Cody suggests in a chat. Instead of having to highlight the code and press command+c and command+v, I want to see options to copy the code with one click or insert the code at my cursor in my project file.
Objectives:
Make copy and pasting code easy with one-click options to copy code or insert code at cursor. It's important that these are easily discoverable for the user.
### Acceptance Criteria:
- [ ] Easily discoverable "copy code" option
- [ ] Easily discoverable "insert at cursor" option

Design Tasks:
### Design Tasks

Engineering Tasks:
### Engineering Tasks

Related Docs:

PRD: Cody Chat and Commands

Moving this from "Done" to "To consider in planning" because we need to make sure that we still meet this criteria when we move to the new UI.

Moving this back to "Done" since we're still keeping the same chat UI in the sidebar, we're only moving to the new chat API in the agent. I may have used the phrase "move to the new chat UI" when I technically meant the new "chat API" (it was called "new chat UI" in VS Code)

From offline discussion with the team, we agreed that the current design leaves room for improvements because it does not feel idiomatic. Not a blocker for GA but worth looking into in the future. FYI @taylorsperry

authors: olafurpg taylorsperry


text:
Batch update dependencies

What should this PR do?
Resolves DEVED-232 by updating dependencies.
Why are we making this change?

Need to keep repo up-to-date.

What are the acceptance criteria?

Everything should work as it does in production.

How should this PR be tested?

Check out the branch, remove your node_modules, and install dependencies with npm ci.
Check that everything looks like it does in production.

Pull request process
Reviewers:

Test functionality using the criteria above.
Offer tips for efficiency, feedback on best practices, and possible alternative approaches and things that may not have been considered.
For shorter, "quick" PRs, use your best judgement on #2.
Use a collaborative approach and provide resources and/or context where appropriate.
Provide screenshots/grabs where appropriate to show findings during review.

Reviewees:

Prefer incremental and appropriately-scoped changes.
Leave a comment on things you want explicit feedback on.
Respond clearly to comments and questions.

Yup! And the Node upgrade — all tracked currently in Jira

repo: sourcegraph/learn


text:
Fix tests that weren't running and have grown out of sync

We observed that the tests for _test.go files weren't actually running.
@varungandhi-src figured out that TestMain implementation was actually incorrect (docs, fix: e5600856b74801d69ed788105667f5e52040c414)
On top of that, tests have grown out of sync, so required to be fixed:

Update CLI.md to make sure the tests pass
Pass correct input directory to snapshot formatter
Re-generate LSIF snapshots

Additionally:

Run the tests on CI with -v flag to see individual tests.

Test plan

[x] Verify that CI still passes and ensure that tests are actually run.
✅ https://github.com/sourcegraph/scip/actions/runs/4860777990/jobs/8665003910?pr=148#step:4:68

Issue for the flaky Typescript job: https://github.com/sourcegraph/scip/issues/149

repo: sourcegraph/scip


text:
Fix buffer corruption after resizing rows

Lines from the buffer were incorrectly being removed when the viewport was
resized. This change removes the lines when the cursor is above them, if not it
shifts the viewport down. Some basic jsdoc comments were added to some Terminal
properties for future reference.
Fixes #98
Fixes #99

Thanks a lot for this! The attached patch seems to be working great.

authors: Tyriar parisk


text:
Constants passes as strings but not objects

When I call
client.get_chats(
  TD::Types::ChatList::Main,
  9223372036854775807,
  0,
  10
).wait

I get
Failed to parse JSON object as TDLib request: Expected Object, got String
Error related to first argument.
client.get_chats(
  nil,
  9223372036854775807,
  0,
  10
).wait

BTW is ok.

Please, try
client.get_chats(
  TD::Types::ChatList::Main.new,
  9223372036854775807,
  0,
  10
).wait```

It works, thanks!

authors: benone funk-yourself

repo: southbridgeio/tdlib-ruby


text:
[Python] Update wheels packages name

Description

Update packages name on Setup.py of the python libraries to follow the same pattern of packages published in DotNet and JavaScript Microsoft.[package.name].

Add the cmd file to create the recognizer-suite package in order to have a wrapper package, like has JavaScript

Changes made

Update python packages name
Add create package cmd file in suite library

Testing
The appVeyor CI successfully runs as we expected.

like has JavaScript -> like JavaScript has

repo: southworkscom/Recognizers-Text


text:
[Java][DateTime] Enable and fix 'DateTimeModelExtendedTypes' tests

Proposed Changes
Enable 8 skipped DateTimeModelExtendedTypes tests in Java
Testing

Merged with MS Master.


text:
Publishing on a connection closed via the web interface panics in lapin

Closing the connection via the management interface and then trying to publish on a channel leads to a panic in lapin. The Connection::on_error handler is also not invoked when the connection is closed this way.
My application code drops the connection after a publish error is detected.
2020-04-06 09:10:09.306-0400 ERROR lapin::channel: Connection closed on channel 0 by 0:0 => AMQPError { kind: Hard(CONNECTIONFORCED), message: ShortString("CONNECTION_FORCED - Closed via management plugin") } => CONNECTION_FORCED - Closed via management plugin
[app messages]
2020-04-06 09:10:19.794-0400  INFO themis::rabbitmq: Sending message
2020-04-06 09:10:19.795-0400  INFO themis::rabbitmq: Send error
2020-04-06 09:10:19.795-0400  WARN lapin::close_on_drop: Failed to close on drop: InvalidChannelState(Closed)
thread 'tokio-runtime-worker' panicked at 'channel 0', /home/joe/.cargo/git/checkouts/lapin-6d0ac637088081ff/5e55919/src/connection.rs:133:9

Reopening for the error handler part

Perfect, I can now use the on_error to trigger an immediate reconnection.

authors: Keruspe jothan

repo: sozu-proxy/lapin


text:
Some trader assorts unlocked via quests have placeholder prices

There's a number of items that have a price of 6969 roubles, these are inserted by spt to ensure the assorts exist when we don't have any data on them.
If you spot any and can provide evidence via videos/screenshots of their cost/ buy limits on live. We can add them in.

Originally written by chomp

Missing values
Prapor
Level 3
62e7e7bbe6da9612f743f1e0 (GP-25 "Kostyor" 40mm underbarrel grenade launcher)
Unlocked via: Best Job in the World
Prapor
Level 3
5656eb674bdc2d35148b457c (40mm VOG-25 grenade)
Unlocked via: Best Job in the World
Jaeger
Level 4
5fc22d7c187fea44d52eda44 (SWORD International Mk-18 .338 LM marksman rifle)
Unlocked via: Hunter
Jaeger
Level 4
63920105a83e15700a00f168 (SOG Voodoo Hawk tactical tomahawk)
Unlocked via: Slaughterhouse

Originally written by chomp

Therapist
Propitol
Level 2
Quest: Ambulances Again

Originally written by chomp

Mechanic
6389c7f115805221fb410466 (Far-forward GPS Signal Amplifier Unit)
Level 4
Quest: 639670029113f06a7c3b2377 (Following the Bread Crumbs)

Originally written by chomp

Jaeger
63fc44e2429a8a166c7f61e6 Armasight Zeus-Pro 640 2-8x50 30Hz thermal scope
Level 4
Quest: 64e7b971f9d6fa49d6769b44 Huntsman Path Big Game

Originally written by chomp

repo: sp-tarkov/server

license: NCSA


text:
Wrong Bootstrapping result after addition.

I write some simple code as below:
params := tfhe.ParamsUint4.Compile()
enc := tfhe.NewEncrypter(params)
defer enc.Free()
evalKey := enc.GenEvaluationKeyParallel()
eval := tfhe.NewEvaluater(params, evalKey)
defer eval.Free()
a := enc.EncryptLWE(13)
b := enc.EncryptLWE(7)
c := eval.AddLWE(a, b)
fmt.Println(enc.DecryptLWE(c))
c = eval.Bootstrap(c)
fmt.Println(enc.DecryptLWE(c))

The output is 4 12.
When the addition result c is larger than the modulus 16, it seems the bootstrap result is always 16-c. May I ask if this is a bug or an inherent result?

Hi, thanks for writing this issue.
Unfortunately, this is an inherent result. You can observe the same behavior in TFHE-rs too.
The reason for this is that Functional Bootstrapping in TFHE is negacyclic. To circumvent this, messages are usually encoded with a bit of padding. However, in this example, the added result is larger than the message modulus, hence overflowing occurs and the padding bit gets sets to 1. This negates the evaluating function, so f(x) = x becomes f(x) = -x.
Solution to this problem would require implementing FDFB(Full Domain Functional Bootstrapping), which is a part of ongoing research.
Hope this helps!

Thank you very much for your response.
I carefully reviewed your code. Taking Uint4 as an example, it seems that you created a region for Uint5 and implemented modulo 32 additive homomorphism on LWE ciphertexts. During encryption and decryption, you reduce these modulo 32 numbers to Uint4. On the other hand, you uniformly adopted Programmable Bootstrapping, where simple Bootstrapping is treated as an example of {f(x) = x}.
This is a very clever implementation approach. In the Uint5 space, due to the negacyclic property, only 0 to 15 are actually usable. Therefore, you explicitly define the plaintext space as Uint4 to avoid potential errors caused by LUT.
However, I encountered some difficulties when trying to build certain algorithms using your code.
Scenario 1: I tried to construct an algorithm. In the Z16 space, it uses the following NLUT:
0 -> 3
1 -> 2
2 -> 6
3 -> 12
4 -> 10
5 -> 0
6 -> 1
7 -> 11
LUT[8+i] = 16 - LUT[i]
In your design, this process occurs on ParamsUint3. However, due to the properties of modulo 8, the mapping above is reduced to:
0 -> 3
1 -> 2
2 -> 6
3 -> 4
4 -> 6
5 -> 0
6 -> 1
7 -> 5
LUT[8, ..., 15] is the same as before.
At this point, unless ParamsUint5 is used and Bootstrapping is performed after each addition to limit the size of the plaintext, we cannot achieve the above operations in Z16.
Scenario 2: We have arrays A and B of length n, with all elements in Z16. We want to determine for how many i, A[i] = B[i]. This is feasible on ParamsUint4 because A[i], B[i] ∈ [0, 15], A[i] - B[i] ∈ [-15, 15], and only one Programmable Bootstrapping is needed to determine their equality. Subsequently, a simple accumulation is sufficient.
However, if A[i], B[i] undergo previous operations or have undergone Programmable Bootstrapping beforehand, due to the negacyclic property, the comparison mentioned above becomes infeasible on ParamsUint4(A[i] - B[i] may be 16). To solve this problem, we would need to use ParamsUint5 or even ParamsUint6, control the plaintext size through frequent Bootstrapping, and thus complete the computation. This undoubtedly introduces significant overhead.
The commonality in both scenarios is that as the computational circuit grows, we must increase the scale of the plaintext field and perform frequent Bootstrapping to complete the computation. Therefore, I would like to inquire if you have plans to implement multiplication on LWE ciphertext domains as well as naive Bootstrapping (i.e., ParamsUint3 -> Z16, f(x) = x).
Thank you for reading this issue, and look forward to your response.

Thanks for your detailed comment!
In scenario 1, I believe it is possible using GenLookUpTableFullInPlace and LWEDecodeCustom. GenLookUpTableFullInPlace allows to encode f(msg) -> plaintext, rather than f(msg) -> msg, and LWEDecodeCustom allows you to decode LWE plaintext with user supplied modulus and delta.
Here is an example:
params := tfhe.ParamsUint3.Compile()
enc := tfhe.NewEncrypter(params)
defer enc.Free()

eval := tfhe.NewEvaluater(params, enc.GenEvaluationKeyParallel())
defer eval.Free()

// Part of your LUT
f := func(x int) uint64 {
	if x == 7 {
		// You have to scale plaintext manually,
		// Since this function maps message to full encoded plaintext
		return 12 << params.DeltaLog()
	}
	return 0
}

lut := tfhe.NewLookUpTable(params)
eval.GenLookUpTableFullInPlace(f, lut)

ct := enc.EncryptLWE(7)
eval.BootstrapLUTAssign(lut, ct)

// Okay, perhaps I named this method wrong,
// but what this does is decrypt LWE ciphertext to LWE plaintext (undecoded).
ptOut := enc.DecryptLWEPlaintext(ct)
msgOut := enc.DecodeLWECustom(ptOut, 16, params.Delta()) // Force modulus to be 16
fmt.Println(msgOut)

This should output 12, as desired.
Scenario 2 is similar to Scenario 1, but for general, non-negacyclic LUT. This is called Full Domain Functional Bootstrapping(FDFB), and is generally really hard. There are few approaches developed, such as CLOT21, YXS+21. However, most of them requires two bootstrappings, which is computationally similar or even slower than just using larger parameters; CLOT21 is slightly faster than that, but parameter selection is not straightforward IIRC.
What you can do is to keyswitch to larger parameter, but I'm not sure it's better than using a larger parameter from the start.
Hope this helps!


text:
Update ResourceContainerFactory packaging parameters

Use CTBE parameters outlined in:
Goodliff, K. E., Stromgren, C., Dickert, Z., Ewert, M. K., Hill, J., & Moore, C. (2017). Logistics needs for future human exploration beyond low Earth orbit. AIAA SPACE and Astronautics Forum and Exposition. https://doi.org/10.2514/6.2017-5122

page 13

Thanks @aucoindan -- for posterity, the prior CTB parameters were based on a maximal shuttle "locker" configuration (e.g., see slides 22-25 on "Introduction to Habitability," Course Notes for ENAE 697 Space Human Factors and Life Support, David L. Akin, 2013).
The new data from Goodliff et al. above has lower tare mass from improved materials, mass capacity in line with the prior "strapped" configuration (probably driven by human factors more than anything), and volume/external volume driven by existing geometry.

authors: aucoindan ptgrogan

repo: space-logistics-org/spacenet-java


text:
The decelerator is really unfair as a weapon

Description
Rads through walls. Nukies have no counterplay except to shoot the wielder, especially when they're holding a point. Every other gun lets you take cover. See Round 43630 on Salamander for an example.

also it bounces off shuttle walls which does unbelievable amounts of damage

25 damage on a 20 shot weapon that goes through walls is way too high yeah.

needs to do way way way less damage and itll be fine i think

didn't Liltenhead's video's stated that it was not supposed to damage entities?

that got fixed

authors: Aisu9 Veritius deltanedas metalgearsloth mirrorcult


text:
Insect blood cannot be broken down

Description
Insect blood - unlike most other blood types - cannot be put into a centrifuge to reduce it to its base components. Judging by the recipe files, vox blood has the same issue, although this is made slightly more tolerable by the fact that it can be boiled into ammonia. As far as I can tell, insect blood is currently useless.
Reproduction
Put insect blood in a centrifuge.
Notice how it continues to be insect blood after it's been centrifuged.
Screenshots
N/A - had a video, but it's too large to add. Issue should be understandable without it, though.
Additional context
N/A

Vox have custom blood?

Vox have custom blood?

Correct - vox have anaerobic blood, or AmmoniaBlood as its prototype calls it.


text:
Mice can uncuff people

Description
Reporting this for someone else. Didn't actually test it so.
Reproduction
Spawn as human, cuff yourself, ghost, possess a mouse, and uncuff yourself.
Screenshots

Additional context

thanks veritius for reporting it for me

authors: Just-a-Unity-Dev Veritius


text:
Device link visualizer

About the PR
Adds a way to visualize device links from entities that use DeviceList on a client.
Screenshots

https://user-images.githubusercontent.com/76629141/188513730-f8a74222-06e1-407a-b3ff-5159a4e5a8b0.mov
Changelog

:cl:

add: Adds a way to see device links from entities that use device network linking.

Bagel update got merged, you're legally forbidden from breaking it.

Bagel update got merged, you're legally forbidden from breaking it.

should be fine, checked it pre-merge and all the links were OK (the issue i was having was because dirtying doesn't work pre-startup, so i instead put a hacky solution for it)


text:
feat: Medbay cryo pods

Fixes #11245
About the PR
This PR adds a new machine called cryo pods (or cryo cells). This is a medical machine which allows cooling down a patient to extremely low temperatures, without damaging them. This is useful paired with medicines that react on low temperatures such as cryoxadone. The machine also accepts a solution container to draw chemicals from, periodically injecting them in the mob at a specific rate (1 unit per second right now).
The machine requires a small atmos setup to work, a power amount slightly lower than clone pods and it can be tampered in several ways.

The machine requires an atmos setup to prepare an air mix at an acceptable pressure for mobs (one atmosphere) and with a low temperature (which can be achieved with the use of a freezer). Forgetting the pressure requirement can make the medical machine become a torture machine instead, quickly killing the patient with overpressurization (or due to no pressure aswell). The machine overrides the cold protection of the patient to 10°K.

Normally you can insert a mob (or yourself) by dragging it into the pod. Ejection works through the use of a verb. Ejection might not work if the pod is locked. This can be achieved by cutting a specific wire (mending solves it) or emagging it (which requires the machine to be rebuilt).

The machine circuitboard can be obtained by high level research (same as clone pods). This PR does not affects map (and I think those pods should be built rather than mapped in).

Once the patient is ejected, the cold protection is nullified. This means damage will start to stack. This is intended, medics can heal the tiny damage caused by this or prevent it somehow (heating the room, giving clothes, dunno).

The PR introduces two (somewhat?) important code tweaks. One is the ChangeDamageGetThresholdsEvent ref event which allows to override the temperature threshold similar to how it's done for the AtmosExposedGetAirEvent event. Another is a force argument flag to the Stand method of the StandingStateSystem to ignore overrides (this is needed to allow showing the mob contained within the cryo pod in certain cases).
Screenshots

Example of an atmos setup (the cryo pod itself can also be scanned with a gas analyzer to ensure everything's ok)

No power, the human inside is visible, floating within the pod.

Power available, the pod turns on automatically and begins to inject the human inside with chemicals

Interacting with the pod with an empty hand shows a shamelessly recycled health analyzer UI to monitor the patient with. The cryo pod in the picture also has its maintenance pod open.

The locking mechanism was tampered with and the ejection verb doesn't work.

Changelog

:cl:

add: Medbay can now obtain cryo pods, specialized cryogenics machines used to lower the temperature of a patient to extreme values somewhat safely to use specific chemicals, such as cryoxadone.

Just FYI, clonexadone has been removed from the game in #11253

Ah I missed that PR, thanks for telling me!
On a sidenote, there's a slight graphical glitch that happens when the pod's open and someone walks on the tile below it. I left it in because otherwise people who get ejected would appear under the pod, which IMO is uglier. Not sure if there's a way to solve this.

Also, I just rebased on the latest commit and removed the deprecated GasAnalyzable component.

Just FYI, clonexadone has been removed from the game in #11253

it was removed, but would probably be added again if it has a use, and it was removed becuase it's exactly the same as cryoxadone
if the chems just get different effects and such they can both exist again, no?

Ah I missed that PR, thanks for telling me!
On a sidenote, there's a slight graphical glitch that happens when the pod's open and someone walks on the tile below it. I left it in because otherwise people who get ejected would appear under the pod, which IMO is uglier. Not sure if there's a way to solve this.
Also, I just rebased on the latest commit and removed the deprecated GasAnalyzable component.

Probably would want to give the top the proper drawdepth and then just have the game deal with drawdepth on the pod portion when exiting. Doesnt climbing on the pod put it on top of it visually?

On a sidenote, there's a slight graphical glitch that happens when the pod's open and someone walks on the tile below it. I left it in because otherwise people who get ejected would appear under the pod, which IMO is uglier. Not sure if there's a way to solve this.

Unless it's been changed, the other medical machines have half-wall collision and are climbable. When the person is ejected they are automatically put into the climbing state.
This makes it collidable while not pushing players out.

Your gas analyzer scan looks like it uses the old gas analyzer before I reworked it. Looks like the cryo pod has a node container, but if you want to actually specify what mixes the gas analyzer displays, like having it instead display the gas mixture in the Cryo pod Component, you need to add a handler for GasAnalyzerScanEvent in the system. You can look at portable scrubbers for an example on this.

Thank you @theashtronaut , I've implemented the event handler as you stated, I decided to show both the cryo pod air and the port air since scrubbers do something similar and it makes sense for cryo pods aswell.
Thank you very much @vulppine for the review, I've addressed all the comments and I made all the events targeted since it makes no sense for any to be a broadcast.

code looks good. on testing ingame some notes:

1 canister is too high pressure for the cryopod at 73.15 with a small pipenet. i was still able to heal just fine, but something to note i suppose. nothing necessarily has to be done about this
people are fully conscious while within the cryopod. IMO they shouldnt be able to eject themselves from it, and it might be reasonable to just put them in a sleeping state?

Regarding 2, I was fairly conflicted on this point. I have a lot of bad experiences from ss13 where I'd be forgotten alone in a pod due to it putting the patient to sleep. I would really prefer to avoid causing the same experience to other players. If someone wants to use the cryo pod maliciously, the locking mechanism enabled either by an emag or by pulsing the right wire works. If it ends up being too easy for people to patch themself with a cryopod, though, it can easily be patched in a future PR.

The fix that was put in place for the "medical forgot about you" was that the cryopod will auto-eject patient that are finished and beep angerly when doing it to alert medical (not continuously, just when ejected). I think tying the auto-eject function to the hacked/wire side could be good, so a malicious player can disable the auto-eject feature should they want. It would let people perma-trap others though. Maybe there is also an auto-ejection after X minutes like 5 or 10 minutes, where it dumps the patient out eventually even if hacked just to stop perma-lock from happening? That way you would have plenty of time for nefarious deeds, but can't just shove people into a pod somewhere in maintenance and remove them from the game at the same time?

The fix that was put in place for the "medical forgot about you" was that the cryopod will auto-eject patient that are finished and beep angerly when doing it to alert medical (not continuously, just when ejected). I think tying the auto-eject function to the hacked/wire side could be good, so a malicious player can disable the auto-eject feature should they want. It would let people perma-trap others though. Maybe there is also an auto-ejection after X minutes like 5 or 10 minutes, where it dumps the patient out eventually even if hacked just to stop perma-lock from happening? That way you would have plenty of time for nefarious deeds, but can't just shove people into a pod somewhere in maintenance and remove them from the game at the same time?

I don't really see much difference between auto-ejection when fully healed vs letting the medic or the patient eject when they want. Also perma-trapping is already possible for antagonistic reason by either cutting the lock wire or by the use of an emag, but since patients do not fall asleep you can at least have the chance to scream for help, which is a fair balance imo. If you build a cryo pod in maintenance to lock people up, with the long do-after there is in place you would definitely need the victim cuffed, at that point you could remove them from the game in any other way as well, so I do not see a balance issue in this way.
I do not see any obvious balance pain point in the current implementation, my idea still is to get this PR in as is and see how the community uses the pods and balance them out if some unexpected OP use shows up.

I resolved the conflicts along with some small errors regarding refactors to ItemSlotsSystem (GetItem is now GetItemOrNull) and Body stuff (In the CanInsert method, I just had to swap SharedBodyComponent to BodyComponent). I've tested ingame and everything works.
I've noticed something bizarre though: the CO2 buildup generated by a patient breathing within a cryo pod is enormous: 0.08 mols of CO2 were being generated every gas analyzer UI refresh. This means that, with an atmos setup without a working gas filter, the patient will die of poison extremely quickly.
I've tried an isolated test in a 1x1 room and I noticed my mob (a lizard) was breathing out 0.02 mols of CO2. I'm not sure why it's x4 in a cryo pod, but 0.02 seems to also be too much according to mirrorcult.

There's only one issue left regarding cryo pods with a wall above them: you can enter the pod, you cannot eject yourself from the pod though since the wall somehow stops you. Also, if someone ejects you, you'll be pushed above the wall.

I'm not really sure how to handle this case, I'll need to think about it a bit more.

I refactored the code regarding the sprite offsetting when inside the cryopod to be handled by editing the clientside SpriteComponent Offset field, instead of editing the transform serverside, therefore the issues related to my last comments are now fixed. The PR should be good to go if all the tests pass.

Does this look okay with rotated eye?

It completely broke when rotating the eye haha, thank you for making me notice. I've used only a single directional sprite now which looks okay and works when rotating the eye as well.

The failing test seems to be related to the wrong license used in some rsi files completely unrelated to my PR, so I believe it's safe to say those can be ignored.

authors: Carbonhell EmoGarbage404 Kromabae ShadowCommander lapatison mirrorcult theashtronaut


text:
second round of radiator fixes

About the PR

makes radiators equalize pressure properly
has been tested ingame, works
Media

[ ] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Changelog

:cl:

fix: Fixed radiators being able to squeeze infinite gas into a pipe.

yes that big ass equation was uncommented


text:
Travel Camera

About the PR

Adds the Travel Camera to the game.
While this was primarily made to support the Tourist role space-wizards/docs#129, this change also adds the Travel Camera to maintenance as rare loot, and to the Syndicate uplink.
The Travel Camera is functionally similar to a Flash, though with one key difference: When used in target mode (i.e. Harm Mode + LeftClick, not AoS) the Travel Camera knocks the target down, similar to the effect seen when a Head Revolutionary converts someone. This is a 3 second stun (same as a conversion stun / banana peel slip) but can be avoided with the same methods used to resist normal flashes.

The Travel Camera stun can NOT be used to convert people to the Revolution.
The Travel Camera has 4 charges, and can't be recharged.
Available in the Uplink for 2 TC.

In a future PR, it could be possible to have the camera print out a photo of the area where it was taken. That's beyond the scope of this PR however.
Why / Balance

The Travel Camera adds a layer of deniability for Head Revolutionaries to prevent metagaming, as hearing a flashing noise away from Security is no longer a guaranteed way of ascertaining a Revolution is underway. It is also an okay offensive/defensive option that allows jobs normally resistant to slips (janitor, magboots) to be stunned, but the limited stun duration and amount keeps it from being oppressive.
The two most common ways the Travel Camera will be seen is via the non-antag Tourist role or as a Syndicate uplink item. It is also available as very rare maintenance loot, to give normal crew access and ensure it's not an item that makes you valid.
As a Syndicate item, it's not a great offensive purchase for its cost (compare to Syndicate soap, which stuns for 5 seconds). This is intentional; it makes the item a much more favorable choice when disguised as a Tourist, or if a Kill objective target is an aforementioned slip-resistant role. Unlike soap you can also not avoid the effect (by walking). The Travel Camera can also be used to cause panic for the crew that a Revolution might be underway.
Technical details

Adds the StunTime property for the FlashComponent, which when set enables the item to stun the target. This does not work when used in AoE flash mode.
The RevolutionaryRuleSystem also now makes sure to check that it's a Flash being used when converting, via an additional property in HeadRevolutionaryComponent
Media

Video:

Image:

[x] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

To be done

Make sure only Flashes can be used to convert Revolutionaries Done!
Change stun duration values Done!
Add to uplink Done!
Create sprites Done!

Changelog

:cl:

add: Added the Travel Camera, a flash item available as maintenance loot and via Uplink.

The uplink camera looks like a sidegrade on the extra bright (flashing) lantern, you should probably look into that if you didn't already.

The uplink camera looks like a sidegrade on the extra bright (flashing) lantern, you should probably look into that if you didn't already.

That's a fair point, I actually missed this! Comparing the two I think that they fulfill different purposes; while you can use the travel camera as an AoE flash, due to the limited number of uses you probably want to utilize it in the target mode instead. Flash lamp thus works much better for AoE with its many uses.
I changed the stun time back to the Rev stun time (3 seconds), which is the same as a banana peel slip. This allows time to cuff a target, but the loud noise makes it hard to use covertly. Nocturine is better for that.

Ended up removing the AoE completely:
a) Makes it easier to wear without accidentally using it (I didn't mention but of course you can equip the camera around your neck!)
c) Removes using a non-optimal feature of the item
b) Makes it more unique from the lantern
d) Will likely make it easier to implement and convey how to do the future Tourist "Photograph" objective

Cute

In addition to some code review changes, maintainers provided feedback to the Camera on the Tourist design proposal PR space-wizards/docs#129. My proposed changes are the following:
It now holds 10 charges, has no AoE flash (for balance and also to avoid triggering it accidentally when equipping), no longer trips the target.
Compare this to the Flash Lantern, which has 15 charges, AoE flash, but is also identifiable as contraband upon inspection. Essentially the Travel Camera trades 5 charges for making you not valid, and also serves as a good Tourist impersonation tool. It's also largely ineffective against Security due to their sunglasses, making it suboptimal for shitter behavior.

In a future PR, it could be possible to have the camera print out a photo of the area where it was taken. That's beyond the scope of this PR however.

It should be in scope. A camera that can't take pictures doesn't really make sense, and has too much overlap with the flash lantern.

In a future PR, it could be possible to have the camera print out a photo of the area where it was taken. That's beyond the scope of this PR however.

It should be in scope. A camera that can't take pictures doesn't really make sense, and has too much overlap with the flash lantern.

I agree that it is definitely a thing that the camera should do in the future and I am keen on having it implemented, but seeing as how it is primarily a tool for the proposed Tourist role to complete their objectives (especially now that Revs are removed and the flash interaction is no longer relevant), the camera being able to actually print photos is ultimately a nice-to-have from a gameplay perspective.

I dont think theres a point to this, even for head revs. We already had a pr to make a diffrent flash for revs (#22061, #23451) and they were both pretty much unwanted for revs.
Plus we no longer have revs now. And i dont know how i feel about giving tourist a flasher... as far as i know they aint supposed to get syndicate. So theres no point for them to get a flashing ability.
This is just a reskinned flasher. I would love to see it actually take photos instead.

I dont think theres a point to this, even for head revs. We already had a pr to make a diffrent flash for revs (#22061, #23451) and they were both pretty much unwanted for revs.

As listed in the PR starter post, the Travel Camera would not be able to be used by Head Revs to convert and this PR includes code specifically to prevent that. It is not designed to be another flash option like linked PRs. The interaction with the Revs gamemode would've not come from the item being used to convert, but to counter the metagame of crew hearing a flash and automatically assuming it's Revs.
Either way the point is moot now since Revs are gone.

And i dont know how i feel about giving tourist a flasher... as far as i know they aint supposed to get syndicate. So theres no point for them to get a flashing ability.

As listed in the Tourist design proposal https://github.com/space-wizards/docs/pull/129 the Tourist's use of a Travel Camera is to utilize it to complete some of their objectives. While I agree that on paper that the actual objective action is basically hitting someone with the camera object, including the flash component is an obvious and thematically fitting addition while also being straightforward to implement. I'd hate for the photography feature to be a blocker for implementing the Tourist role.
The Tourist will naturally have some charges left even after completing their objectives; the flash of the camera can then be used defensively or for further roleplay opportunities. An item capable of flashing is a relatively harmless role spawn item, especially compared to Detective or Bartenders (not to mention the entire Science department get flashes for free).

Neither do i think syndies would use it. "Blending in as a toursit" wont easily escape you sec

Once the Tourist is implemented the ability to disguise as them should be an option for Syndicate agents; part of the Tourist's design is the inability for crew to know that someone is a Tourist with 100% certainty, and antags should be able to exploit this. Due to the Tourist's objectives it won't be weird to see them requesting access to areas or personnel on the station.
Since the Tourist will spawn with the Travel Camera there must be alternate ways to get it, to ensure it's not being used as a way to verify the Tourist's legitimacy. Uplink and rare maintenance drop are the best ways to go about this.

Again, I fully support the ability for the camera to take photos and it should be a feature of it down the line. Considering the primary usage of the Travel Camera extends beyond that I do not see an issue with merging it without the photo feature.
I mean we have a surgery duffle bag in uplink, it's not like we're adverse to including things now that don't have the full functionality coded.

This PR is being set to draft until the Tourist PR is accepted (likely after the upcoming antag system rework)

Closed due to feature freeze May 10th-June 14th. Comment to have it reopen after this.

authors: 0x6273 Emisse SlamBamActionman UbaserB VasilisThePikachu asperger-sind


text:
Small Nymph Changes

About the PR

Nymphs can no longer talk by default, can emote, chirp, and open doors.
Why / Balance

Emoting & opening doors makes sense and should be in anyways.
Not talking is something I wanted at least the normal nymphs to do, but without doing some jank inheritance it's easier just to make all nymphs do it and some others suggested it anyways. More akin to pets now, at least, even if I think it's a little less fun.
Media

[X] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Breaking changes

Changelog

:cl: Lank

tweak: Nymphs can now open doors and chirp.
remove: Nymphs can no longer talk by default.

Drafting this because I want brain nymphs to be able to talk.


text:
Adding an AccessReader to a antimatter engine with engineering access

About the PR

Adding an AccessReader to a Antimatter Engine with engineering access
Why / Balance

By analogy with my last pull request #30394 with the addition of AccessReader  to a particle accelerator , this will make life more difficult for the raiders and also make the antagonists think a little more. Plus, it will protect you from manipulation by random guests of the department. This can be hacked using EMAG
Technical details

Media

The view from the player's face without access:

[x] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Breaking changes

Changelog

:cl: to4no_fix

tweak: Now engineering access is needed to interact with the antimatter engine

very bad for getting power going without any engis, now youd need to break ces locker to get an engi id

very bad for getting power going without any engis, now youd need to break ces locker to get an engi id

The same can be said about the presence of doors to the department in this case. It also complicates. I don't think this is worth focusing on.

doors can be opened freely once power is lost, the same cant be said for this

doors can be opened freely once power is lost, the same cant be said for this

They can be blocked before the light goes out. I say, it is not worth considering in this plane, since if there are really few players, a small map with automatic energy generation is suitable for them. And finding access is not a problem in any case.

ame is not that dangerous as singulo/tesla and it's the easiest power source in case of lack of engineers
without access to ame the only power source is solars what really won't be enough

ame is not that dangerous as singulo/tesla and it's the easiest power source in case of lack of engineers
without access to ame the only power source is solars what really won't be enough

If there are few players, a small map with automatic energy generation will suit them, as I said. And if for some reason you chose a large map with a small online, then either the captain or someone from the command will come to the rescue, or you can get into the captain's cabin and get an ID card. And the engine is quite dangerous if you do not make sure that someone has set extreme values. It will explode before the fuel runs out.

ame is not that dangerous as singulo/tesla and it's the easiest power source in case of lack of engineers
without access to ame the only power source is solars what really won't be enough

If there are few players, a small map with automatic energy generation will suit them, as I said. And if for some reason you chose a large map with a small online, then either the captain or someone from the command will come to the rescue, or you can get into the captain's cabin and get an ID card. And the engine is quite dangerous if you do not make sure that someone has set extreme values. It will explode before the fuel runs out.

Every low pop map with the exception of reach relies on the AME as the sole power source. Atlas can barely do it without an AME.
This just encourages stealing IDs just to setup power.

ame is not that dangerous as singulo/tesla and it's the easiest power source in case of lack of engineers
without access to ame the only power source is solars what really won't be enough

If there are few players, a small map with automatic energy generation will suit them, as I said. And if for some reason you chose a large map with a small online, then either the captain or someone from the command will come to the rescue, or you can get into the captain's cabin and get an ID card. And the engine is quite dangerous if you do not make sure that someone has set extreme values. It will explode before the fuel runs out.

Every low pop map with the exception of reach relies on the AME as the sole power source. Atlas can barely do it without an AME.
This just encourages stealing IDs just to setup power.

Unfortunately, I don't think so

ame is not that dangerous as singulo/tesla and it's the easiest power source in case of lack of engineers
without access to ame the only power source is solars what really won't be enough

If there are few players, a small map with automatic energy generation will suit them, as I said. And if for some reason you chose a large map with a small online, then either the captain or someone from the command will come to the rescue, or you can get into the captain's cabin and get an ID card. And the engine is quite dangerous if you do not make sure that someone has set extreme values. It will explode before the fuel runs out.

Every low pop map with the exception of reach relies on the AME as the sole power source. Atlas can barely do it without an AME.
This just encourages stealing IDs just to setup power.

Unfortunately, I don't think so

I like the idea of adding access for PA, because if it sabotaged it literally end of the shift.
But this don't work with AME. It's used as the main power supply on lowpop maps, where often engineers are simply absent. So players, in the absence of command, will be forced to break down the captain's or hop's locker to get access for setting up power that sounds not very good. The current situation with syndie when lowpop is already bad, given that they have no one to oppose them on the station, and with the introduction of such an update, players will be obliged to give someone access to install the AME, which will only make antags life easier.

Like when i'm playing engi (mostly playing on Goob) i just don't set up AME because it's much faster to start singulo/tesla or TEG.

I brought this up for discussion with the maintainers and the agreement was that this is not needed. Adding it to the particle accelerator was an exception due to the high griefing potential. Thank you for your contribution.

authors: BombasterDS Doctor-Cpu chavonadelal deltanedas lzk228 slarticodefast


text:
Add BarDrobe and Bar Backroom into Saltern

About the PR
This PR adds BarDrobe into the base game and a layout change which adds bar backroom into Saltern.
The backroom contains a BarDrobe and a booze storage (which was moved from the bar)
The BarDrobe contains:

2 tophats
2 beer goggles
2 service headsets
2 bartender jumpsuit
2 bartender jumpskirt
2 purple bartender's jumpskirt
1 kevlar vest

Sprites were taken from /tg/station
Screenshots

Changelog

:cl:

add: Bar backroom in Saltern
add: BarDrobe

Changelog seems broken, other than that looks good

That should fix it

The meta file should be good now, if there's anything that needs to be changed let me know.
BTW. I have added Black Shoes into the Bardrobe.

authors: BulletGrade Zumorica


text:
Server crash on repl input bug

The bug appears to be fixed. I ran 20,000 lines of irb and there were no errors. Feel free to delete any extra log files and console.logs before the merge, but it's probably a good idea to keep at least one console.log per function for now, at least until we write some tests. I also added some TODO comments to Repl.js.

Merged. Pulled your changes and tested. Works fine so far. I'll go ahead and remove the console.logs.

repo: spacecraft-repl/SpaceCraft


text:
Fix layer number type in global state

Closes #119

CI failure is expected as interface is changing, overriding and merging. This PR fixes a few more lingering references to layer ID type that should've been caught in #103.

repo: spacemeshos/api


text:
Add state root hash to mesh info in settings

Use /v1/stateroot
@IlyaVi - in some cases this field is empty even when the node is synced. We need to improve this API and also return the layer number of the state root hash and display it. @noamnelke - part of API changes.

if you will continue to reopen tasks without adding comments I'll close without doing anything

@avive what is missing here? additional data from node?

Add layer # of this state root. @noamnelke - is it always the last verified layer # ?

The state root displayed should always be the last state root known to the node and the layer that the hash is for.

Verified that you should use the last known verified layer. The root has is the root hash of that layer.

@IlyaVi - new global-state api returns both layer # and hash - please display layer when you migrate global state to use api 2.0

This is a nice feature but not as important as the core basic use cases of smapp 0.2 - wallet, transactions, etc... I would only work on it once the happy path for the basic use cases are fully working.

authors: IlyaVi avive

repo: spacemeshos/smapp


text:
Remove gulp util

Fixes #156

Thanks for the update. Looks good to me.

Thanks for catching it. You are right: vinyl is only used for the tests and should be a devDependency.

authors: demurgos spalger

repo: spalger/gulp-jshint


text:
FEATURE - Add force release for channels

Description
This PR adds a force flag to the sparkswap wallet release command that allows the user to force close all channels that are open w/ the exchange.
The Broker may run into an issue where it has open channels with the relayer, however the relayer may be down or offline. We want the broker to be able to close those channels HOWEVER the only way possible is by forcing the closing of the channel through the engines.
if the call to sparkswap wallet release fails, we will prompt the user to the user the --force flag if they understand that force releasing could take an extended amount of time AND this may add additional fees to the closing tx of the channel.
Related PRs
List related PRs if applicable
Todos

[ ] Tests
[ ] Documentation
[ ] Link to Trello

 Add force option to smart release

repo: sparkswap/broker


text:
Installation Issue

Hi guys,
I'm getting the following error when I try and run your issues.py

and the msr14 db is set up:

I simply ran your installation as you have posted on GH.

from the error it looks like you didn't run.
sudo apt-get install python2.7-mysqldb
also in the code the connection string needs to be changed so it is using the correct user and database name.
db = MySQLdb.connect("localhost","yourusername","yourpassword", "DatabaseName/msr14")
and there is a bug with the sql string.
sqlQuery needs to be changed to sql

Ok working. I recommend that you update your Install to get this squared away.

authors: germonprez jambunjo


text:
"(?) Test Connection" has slow and misleading output when used with mempool.space fee rate source

When using a Private Electrum server and setting the fee rate source to mempool.space I click the "(?) Test Connection" button. My internet connection doesn't actually have a route to mempool.space though. However, the output hangs on Connecting to tcp://xxxxxxxxxx .... If I wait a few minutes, eventually that will go away and it will say Connected to electrs ....... and the "Test Connection" button has a green check mark in it now.
There are a couple of problems:

The initial hang on Connecting to tcp://xxxxxxxxxx ... is not right because it was actually not hanging on connecting to the electrum server, instead if was hanging on connecting to mempool.space. I'm mislead because I think there is a problem with my electrum server, but there really isn't. I don't expect this "(?) Test Connection" button to need to access mempool.space and I'm never told when it does get a good connection to mempool.space when my internet connection does actually have a route to mempool.space.
The fee rate source of mempool.space won't work since my internet connection doesn't have a route there, but it hasn't told me that that isn't available. I'm not sure if it has secretly fallen back to the "Server" option for the fee rate source or if it isn't going to have any fee rates available.

The initial hang on Connecting to tcp://xxxxxxxxxx ... is not right because it was actually not hanging on connecting to the electrum server, instead if was hanging on connecting to mempool.space.

So I understand correctly - you have configured mempool.space as a fee rates source, but you don't have a route to it?
The question is: What is better here - that Test Connection tests the connection using the same method as it would for normal connections, or that it skips certain parts of that method to be more "correct"? I believe the former is better, since it would be a poor user experience indeed if Test Connection worked, but the normal app connection did not.
Fwiw, I configured mempool.space to a non-routable IP on my machine and Test Connection worked fine, so your issue must be that packets are being dropped.

The fee rate source of mempool.space won't work since my internet connection doesn't have a route there, but it hasn't told me that that isn't available. I'm not sure if it has secretly fallen back to the "Server" option for the fee rate source or if it isn't going to have any fee rates available.

Yes, Sparrow will fall back to the server's fee rate suggestions if mempool.space can't be reached, which always serve as a backup. This seems reasonable to me - suggesting that it is "secret" suggests there is something nefarious going on. What kind of behaviour were you expecting? The issue connecting to the fee rates source may be temporary, and is shown in the log file.

You are right, I did not write that correctly. I had packets dropped and not the lack of a route. Sorry for not stating that correctly, I didn't realize it was that significant of a difference.
Maybe "secret" was not the best word to use, maybe "actually" would have been more appropriate.
Anyway, I think Sparrow wallet falling back the electrum server is the right thing to do. Maybe it is the right thing to do to test everything at once, I just think it needs to be more clear what the test is actually doing.
Here is what I would encourage:

Click "Test Connection"
Try to connect to the electrum server first, since that is what the output says right now. If there is a failure, indicate that. If there is a success, indicate that. Also, it makes sense to check for the electrum server before checking if fee rates are available from mempool.space because you can't fall back to anything on the electrum server whereas if mempool.space is not accessible and your electrum server is, then you can fall back to something.
If the fee rate source is set to mempool.space, say that it is next trying to connect to mempool.space. If mempool.space is available, show that as a success. If mempool.space is not available, indicate that it is not available and that the electrum server's fee rate is being used as a fall back. Also warn them that if they know that they won't ever have a connection to mempool.space, consider changing the fee rate source to "server" so that sparrow won't be delayed every time it tries to get fee rates from mempool.space and it can't.
When selecting fees when sending, say somewhere to let people know if the fee source is mempool.space or the electrum server. AND/OR, when mousing over the Connection toggle in the lower right, also say that mempool.space is used on a second line of the tooltop (if it is in use).

Possibly the flaw with my request here is that an electrum server can have a huge banner printed out, so maybe there needs to be a separate box for the electrum server test and the fee rate source test?

I agree this could be improved, but it would be easy to overwhelm the user with different messages in Test Connection. I have some ideas - will update this once I have an approach I like.

I've improved this in a805d9e0 so that Sparrow does not request fee rate estimates from the configured fee rate source (if it requires an external call) on the initial connection. This allows Sparrow to connect and start loading the wallets from the server immediately. The external call, if required, is performed asynchronously immediately afterwards. This means Test Connection is now just connecting to the configured server, and Sparrow additionally connects much quicker when the server is local.

This is exactly what I want, but wondering for other people that are using the external sources if there should be some separate indicators saying if

Fee rates source,
Block explorer,
Exchange rate source, and
Software updates

are available? Maybe to the right of them you could have a little dot that is either red or green and then have a tooltip indicating the status of them? It seems as though you are automatically connecting to these sources in the background, so there is no reason to have a manual "Test Connection" button for each source. It does make sense to have a separate indicator for each source since they can all be different.

That's just far too much for the average user IMO - and connectivity to these services is not a pain point I'm seeing either. Not overwhelming the user with information is important :)

authors: AndySchroder craigraw

repo: sparrowwallet/sparrow


text:
The address generated by Sparrow is now missing, along with funds

I run Sparrow through Bitcoin Core.
On April 17, I sent funds from my Coinomi wallet to one of my Sparrow software wallets. On that same day, I did another tx from that same Coinomi wallet to my Sparrow-connected Trezor for cold storage.
Today, April 19, I wanted to withdraw funds from the Sparrow software wallet. When I opened it, the balance with the recent deposit was displayed for a second, but then immediately reverted back to the previous balance after syncing was completed. Fearing the worse, I checked my larger Trezor balance, and I was relieved to see the recent tx was still there.
Blockchain explorers and my own Bitcoin Core node confirm the tx. What's strange is that the Sparrow-generated address is no longer found in the Receive Addresses.
I tried importing the wallet on other clients, but to no avail.
This seems to be similar to issue #125
Thanks in advance for your help.

Can you try to determine the index of the address you used, and check it against the sequential address indexes in Sparrow? Indexes start at zero and count upwards, and are shown in a tooltip when hovering over the address.
I would also consider recreating the Sparrow wallet (reimporting the Trezor) and testing against a public server.

> Can you try to determine the index of the address you used, and check it against the sequential address indexes in Sparrow? Indexes start at zero and count upwards, and are shown in a tooltip when hovering over the address.
Thanks for your reply, very much appreaciated. The issue is that the address I used is no longer found in the wallet's Addresses list.
> I would also consider recreating the Sparrow wallet (reimporting the Trezor) and testing against a public server.
No issues with the Trezor wallet, it's with the wallet I created with Sparrow.
I also recreated the Sparrow wallet on another computer, but to no avail.

Thanks for your reply, very much appreaciated. The issue is that the address I used is no longer found in the wallet's Addresses list.

What we are trying to determine here is if there is a numerical break in sequential address indexes. Assuming you used the next unused address, you should be able to determine this from the address tooltips.
Are you using a passphrase with this Trezor?

What we are trying to determine here is if there is a numerical break in sequential address indexes. Assuming you used the next unused address, you should be able to determine this from the address tooltips.

Got it. I checked and there is no break in the sequence.
Now regarding the Trezor setup: I tried to open the wallet and I got an error. Immediately I suspected a deeper issue, and found the log file. This is not my expertise but there seems to be a lot of error messages. Would seeing the log help?

Yes you can go ahead and attach it here. What error did you get?

From the log file it appears that the wallet file is locked, which can happen if Sparrow is already running in a different process. Try to determine if there are multiple Sparrows open, and close them all before retrying. As a last resort, rebooting the computer can help.

Thanks for your continued input, very much appreaciated.
I shut everything down and rebooted the computer. Now when I try to open the wallet in question, I get the following error (see screenshot).
Thoughts?

I need to clarify: I have a SOFTWARE wallet, as well as a TREZOR-CONNECTED wallet with Sparrow.
It's the software wallet that has the issue, not the Trezor wallet.
If the software wallet is corrupted, can I use the "recovery tool" that's mentioned in the error message?

Ah, that makes it much clearer.
Re recovery, it will be easiest to recover from the seed words you wrote down when you created the software wallet.

When I opened it, the balance with the recent deposit was displayed for a second, but then immediately reverted back to the previous balance after syncing was completed.

Did you add a passphrase? This behaviour you have described happens when you use a different passphrase when opening your wallet. Every passphrase creates a different, valid wallet with different addresses.

Yes I did have been using the same passphrase since the creation of that wallet (Feb 20).

Incorrect passphrases are almost always responsible for these kind of issues, especially given the behaviour you have described. Consider if there are any other variations of your passphrase you may have entered, and try them out.

Already tried several variations, but to no avail

Take it slow and keep trying - it is very likely a typo. I'm going to close this issue off as passphrase related. Good luck with the search!

authors: craigraw iamelieus


text:
improve reproducible docs

apt-key add is deprecated, use /usr/share/keyrings and [signed-by=/path/key]
download key securely and verify digital signature
correct headers
default clone to https://, not git@
explain each step of adding the deb repo for the user to understand what is being done, so no mystery for new users

Good improvements, thanks for this.
I tend to use SDKman myself, so I am less familiar with the Debian repo approach.

authors: craigraw nyxnor


text:
fixed typo in imports (Gameframework/ -> GameFramework/) preventing compilation

Description
Changed imports that lead to compile-failures under Linux
This is a small fix that was needed to make things compile under Linux (and i would assume Mac). Windows is not affected.
See https://github.com/improbableio/UnrealEngine/tree/4.22-SpatialOSUnrealGDK-release/Engine/Source/Runtime/Engine/Classes/GameFramework as the path that is included.
Affected GDK-Branches: release, master
Affected SpatialOS-Branches: 4.22-SpatialOSUnrealGDK-release

Thanks very much for raising this @Drezil - the fix has been applied independently in another PR so closing this.

authors: Drezil ernopp

repo: spatialos/UnrealGDK


text:
Improve DX by specifying namespace for GD functions

Why: some of these functions are optional and can be not available in the installed PHP. When PHP couldn't find functions in the current and root namespaces, it reports a missing function in the current namespace. As a result, an Error message is misleading.
Example: Call to undefined function Spatie\Image\Drivers\Gd\imageavif()

With this small fix, the error message will be:
Call to undefined function imageavif()

Thanks!

authors: alies-dev freekmurze

repo: spatie/image


text:
Timeout errors in production instance

@kestewart reported seeing a "disconnect" error.  The following messages were found in the stderr logs:
[2021-02-10 17:33:50 +0000] [9] [CRITICAL] WORKER TIMEOUT (pid:16)
[2021-02-10 17:33:52 +0000] [224] [INFO] Booting worker with pid: 224
[2021-02-10 18:00:39 +0000] [9] [CRITICAL] WORKER TIMEOUT (pid:208)
[2021-02-10 18:00:40 +0000] [228] [INFO] Booting worker with pid: 228

The errors occurred while trying to validate or translate a rather large file.

Duplicate of #306 - Closing this one since the later has more specific suggestions

repo: spdx/spdx-online-tools


text:
Avoid false positive deprecation warning

Fixes # .
Do not warn about the schema's x-body-name being deprecated unless it is being used.
Changes proposed in this pull request:

Code behaviour is unchanged, if body name is set use it, otherwise fallback to the schema's (deprecated) name or "body" if nothing is set
If x-body-name is set in the schema, warn about deprecation and use (unless overridden by the request body).

Hi @lanzkron.
Thanks for the PR, but this was already fixed on the v2 branch (https://github.com/spec-first/connexion/pull/1521) and we'll cherry pick this to main. It hasn't been released yet, but I'll prepare a new release now.

Actually, the fix I mentioned just moves the issue.

Pull Request Test Coverage Report for Build 2477548682

3 of 3 (100.0%)  changed or added relevant lines in 1 file are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 94.342%

Totals

Change from base Build 2416536603:
0.0%

Covered Lines:
2651

Relevant Lines:
2810

💛  - Coveralls

@lanzkron I changed the target branch to v2. Could you remove the commits from main and rebase on v2?

I seem to have messed up the rebase. I'll close this PR and create a clean one on v2.
BTW the reason #1550 didn't work was because the second get gave a default "body" so it was never None.

authors: RobbeSneyders coveralls lanzkron

repo: spec-first/connexion


text:
Revit: updating geometry doesn't always work & creates duplicates

What package are you referring to?
Revit connector
Describe the bug
Reported in the forum: https://speckle.community/t/civil3d-alignment-revit/3508
Also, observed while receiving the standard geometry file from rhino
Possible reaseon: check that displayvalues or created curve arrays are using the parent obj application id when checking for updates
To Reproduce
receive the standard geometry file from rhino test stream multiple times in revit with setting set to update
Expected behavior
No duplicates are created
Optional: Affected Projects
potentially check for missing application ids from rhino, civil3d, autocad etc

Hey @clairekuang,
I'm able to replicate this while getting an Alignment that was updated in Civil3D.
I think the bug lies in this GetExistingElementByApplicationId method, because an alignment isn't simply one Revit element.

Is there a reason (another use case maybe?) that this function returns only the first element of the CreatedIds?

An Alignment has numerous underlying model lines and curves, so by deleting only the first curve while receiving some updates from Speckle will create duplicates for sure.

Yup this is exactly the issue! There isn't a known use case for only retrieving the first created obj iirc, it's just a bug - will get around to fixing this soon :)

repo: specklesystems/speckle-sharp


text:
Added instructions for install on MacOS + New plot in Jupyter notebook

Detailed instructions are included in the README for installing and running plyvel on MacOS
The jupyter notebook now contains a new section that generates a simple histogram of CLONE-lengths - this will be useful for visualizing how much data there is (and how long trajectories) .

Thanks Sukrit!

authors: sperezconesa sukritsingh


text:
Unable to configure to see copybooks

Hi,
first of all, thank you for your amazing work.

I've tried several ways to see my copy but can't manage to peek definition.
here's my settings.json :
"coboleditor.copybooks_nested": true,
"coboleditor.copybookdirs": [
".",
"\copy\",
"C:\mutp\copy\"
],
"coboleditor.copybookexts": [
"", " ", ".cpy",".*",
"cpy"]

My COPY elements are on C:\mutp\copy
There is no extension on any copy file. I've tried to add a ".cpy" on one of them : same result....

Is there any plan to find the unreachable code like in the "IBM Z Open Editor" extension (which can't read as many cobol dialects as yours) ?

thank you,
L.

With regards to the first question:
Can you give me an example of the actual COPY statement used because at the moment, I've just realised my little parser does only handle  COPY + single/double quotes and but not without quotes.
and the second, yes, I have considered it and I think I could at least do it for paragraphs/sections but not for entry-points or nested programs.

Thank you for the quick feedback !
My COPY orders have no single/double quotes. I've tried with quotes : it works !
Will you update your parser to consider orders without quotes ?
all the best,
L.
----- Mail original -----

De: "spgennard" notifications@github.com
À: "spgennard/vscode_cobol" vscode_cobol@noreply.github.com
Cc: "Ldspout" sputnikbar@free.fr, "Author"
author@noreply.github.com
Envoyé: Mardi 1 Octobre 2019 13:07:29
Objet: Re: [spgennard/vscode_cobol] Unable to configure to see
copybooks (#92)

With regards to the first question:
Can you give me an example of the actual COPY statement used because
at the moment, I've just realised my little parser does only handle
COPY + single/double quotes and but not without quotes.
and the second, yes, I have considered it and I think I could at
least do it for paragraphs/sections but not for entry-points or
nested programs.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub , or mute the thread
.

I've noticed the COPY aren't found when they have no extension...
here's my settings :
" coboleditor.copybookexts " : [
"" ,
" " , " .cpy " , " .* " , " . " ,
" cpy " ,
" scr " ,
" CPY " ,
" SCR " ,
" cbl " ,
" CBL " ,
" lst "
],
all the best,
L.
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À: "spgennard/vscode_cobol" vscode_cobol@noreply.github.com
Cc: "Ldspout" sputnikbar@free.fr, "Author"
author@noreply.github.com
Envoyé: Mardi 1 Octobre 2019 13:07:29
Objet: Re: [spgennard/vscode_cobol] Unable to configure to see
copybooks (#92)

With regards to the first question:
Can you give me an example of the actual COPY statement used because
at the moment, I've just realised my little parser does only handle
COPY + single/double quotes and but not without quotes.
and the second, yes, I have considered it and I think I could at
least do it for paragraphs/sections but not for entry-points or
nested programs.
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub , or mute the thread
.

I will look at both of these problems tonight.

Hi,
I now have the 5.4.1 version, but the issue still remains.

You need to give us an example of the line that has the "COPY" statement
that is not working.
On Wed, 2 Oct 2019 at 13:34, Ldspout notifications@github.com wrote:

Hi,
I now have the 5.4.1 version, but the issue still remains.
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--
Stephen Gennard
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Hi,
here's some examples :
copy "X-FD-FMVCPTCA". the COPY real name is X-XD-FMDCPTCA.CPY : it works
copy X-DA-FMVCPTCA. the COPY real name is X-DA-FMVCPTCA.CPY : it won't work
copy "X-FD-FCLIENT". the COPY real name is X-FD-FCLIENT : it won't work
copy DA-FCLIENT. the COPY real name is DA-FCLIENT.CPY : it won't work
So, for me, it only work for copies with .cpy and quotes.
----- Mail original -----
De: "spgennard" notifications@github.com
À: "spgennard/vscode_cobol" vscode_cobol@noreply.github.com
Cc: "Ldspout" sputnikbar@free.fr, "Author" author@noreply.github.com
Envoyé: Mercredi 2 Octobre 2019 14:51:40
Objet: Re: [spgennard/vscode_cobol] Unable to configure to see copybooks (#92)
You need to give us an example of the line that has the "COPY" statement
that is not working.
On Wed, 2 Oct 2019 at 13:34, Ldspout notifications@github.com wrote:

Hi,
I now have the 5.4.1 version, but the issue still remains.
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or mute the thread
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--
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authors: Ldspout spgennard


text:
Exposing compression enum as public

This allows users to define the compression algorithm, for example, using KafkaClient::set_compression.
Let me know if there's some other way to do this (I am pretty new to Rust).

Were you looking for this?

Ah, yes, thanks, sorry, I missed that pub use. Closing the PR.

repo: spicavigo/kafka-rust


text:
Add an option to disable extensions without uninstalling them

📝 Provide a description of the new feature
I would like to suggest the addition of a new feature to our software that allows users to disable extensions without the need to uninstall them. Currently, when a user wants to temporarily stop using an extension, they have to completely uninstall it, which can be inconvenient if they later want to reactivate the extension. This feature aims to enhance the user experience by providing a more flexible approach to managing extensions
➕ Additional Information
No response

#12

repo: spicetify/spicetify-marketplace


text:
[Turntable] Unable to exit the turntable. ESC not working.

Describe the bug
When I tried to exit the turntable using the ESC button, the entire app will freeze into a black screen. I have to restart the entire app to make it work.
To Reproduce
Steps to reproduce the behavior:

Config turntable extension
Play a song
Click on the Turntable button on the top left of the screen
Try to exit the Turntable with ESC

Expected behavior
After clicking ESC, the turntable should be exit and return to the normal page.
Specifics (please complete the following information):

Spotify version [1.1.81.604.gccacfc8c]
Spicetify version [2.9.4]
Theme name: Turntable

@Ruixi-Zhang It has been fixed, pls wait for the PR to be merged and try it. Thanks for your feedback.

authors: Ruixi-Zhang grasonchan

repo: spicetify/spicetify-themes