text:
deployed code can't find library

Hi, continuing the saga from my misguided PR....
Here is a minimal test case to reproduce my problem which is that when I deploy an app that depends on a specific package (which is installed in my virtualenv) the package can't be found. As mentioned before the package in question has no C code. One possible issue is that it is not already in a pip repository, it's in github, so you need a special pip command line (see below) to install it.
Here are the steps to reproduce it:
mkdir zaptest
cd zaptest
virtualenv venv
. venv/bin/activate
pip install -e "git+https://github.com/basespace/basespace-python-sdk.git#egg=src&subdirectory=src"
pip install zappa flask # this failed for some reason, but:
pip install --upgrade zappa flask #... this worked
vi zappa_settings.json

Contents of zappa_settings.json:
{
    "dev": { // The name of your environment
       "s3_bucket": "dtenenba-lmbda", // The name of your S3 bucket
       "app_function": "your_module.app" // The python path to your WSGI application function. In Flask, this is your 'app' object.
    }
}

Create the bucket:
aws s3 mb s3://dtenenba-lmbda
vi your_module.py

Contents of your_module.py are the same as my_app.py from the tutorial except I've added an import of the basespace package, so the whole thing looks like this:
from flask import Flask
from BaseSpacePy.api.BaseSpaceAPI import BaseSpaceAPI
app = Flask(__name__)

@app.route('/')
def index():
    return "Hello, world!", 200

# We only need this for local development.
if __name__ == '__main__':
    app.run()

Deploy and test:
zappa deploy dev
curl -i https://tu496brbai.execute-api.us-east-1.amazonaws.com/dev

curl returns:
HTTP/1.1 200 OK
Content-Length: 0
Connection: keep-alive
Date: Fri, 15 Jul 2016 16:44:56 GMT
Location:
Set-Cookie:
Status:
x-amzn-RequestId: 7650ab40-4aab-11e6-8aba-e1eb676565c9
X-Frame-Options:
X-Cache: Miss from cloudfront
Via: 1.1 affec1a0de50d1f690b08b468f7d2156.cloudfront.net (CloudFront)
X-Amz-Cf-Id: Je7OWSM9bdpmxGc5lRmKP3AZwYjiE5D77tPj3grYmP44npvRMRboTQ==

Kind of odd that it returns 200 though there was an error (and it did not return the Hello World message). zappa tail dev says:
[1468601096764] No module named BaseSpacePy.api.BaseSpaceAPI
[1468601096764] No module named BaseSpacePy.api.BaseSpaceAPI: ImportError
Traceback (most recent call last):
  File "/var/task/handler.py", line 249, in lambda_handler
    return LambdaHandler.lambda_handler(event, context)
  File "/var/task/handler.py", line 107, in lambda_handler
    return cls().handler(event, context)
  File "/var/task/handler.py", line 234, in handler
    raise e

Is there something I need to do to get this working or is it an issue in Zappa? Thanks in advance for your help.

I should mention that in an interactive python shell on my machine (in the virtualenv) I can load the basespace package just fine:
In [1]: from BaseSpacePy.api.BaseSpaceAPI import BaseSpaceAPI

In [2]:

So it's just on the deployment that I'm having a problem.

Although, hmm, it doesn't work in a python (as opposed to ipython) shell:
>>> from BaseSpacePy.api.BaseSpaceAPI import BaseSpaceAPI
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
ImportError: No module named BaseSpacePy.api.BaseSpaceAPI

I should note that ipython is installed in my virtualenv (as well as outside of it).

Maybe I am running into this issue , though it isn't clear if any of the solutions would work in the context of Zappa.

OK, solved this. The fix was to remove my virtualenv, recreate it, activate it, and before doing anything else, update pip inside the virtualenv:
pip install -U pip setuptools

Then I install my package from github as above, and other dependencies, and I can then import the package from within python, ipython, and the zappa deployment.

Weird! Thanks for chasing this one down and documenting it, too. Hopefully this helps some other people as well.

Just some more notes on this for me and anyone else who comes across this, because there is still more to this issue. I just ran across it again and additional steps were required to get things to work.
It turns out that if you have a virtualenv called env activated, and you run a command like this:
pip -e git+https://github.com/basespace/basespace-python-sdk.git@0e9d30790ec58fcf673534aeb62d3645b063fd14#egg=BaseSpacePy-master&subdirectory=src

...it will actually install the package in the src subdirectory of env, not the (e.g.) lib/python2.7/site-packages directory. Things will seem to work locally (i.e. you can import the package in your scripts and using python and ipython), but when deploying with zappa you will get an error in your zappa logs that the package cannot be found.
So the next thing I tried was cloning the repository of this other python package and installing it by using setup.py. First I uninstalled the current installation of the package and removed the src directory:
pip uninstall BaseSpacePy
rm -rf env/src

git clone git@github.com:basespace/basespace-python-sdk.git
cd basespace-python-sdk/src
python setup.py install

Although this installs the package in the "right place," I still had the same problem when deploying with Zappa. I then noticed that this package was installed in a different way than the others; whereas the others had a WHEEL file, this one did not. So I then tried to install this package as a wheel, and that was the ticket to success:
# first uninstall it cd basespace-python-sdk-src
pip uninstall BaseSpacePy
# we are still in the  basespace-python-sdk-src directory, so:
python setup.py sdist bdist_wheel # creates the wheel
pip install  dist/BaseSpacePy-0.3-py2-none-any.whl # installs the wheel

Now I was able to deploy to zappa and it found my library.
This approach seems like a bit of a hack, but it works. I'll probably write up a script to automate it. But it is a lot more complicated than the command I was using before, which was simply:
pip install -r requirements.txt

I guess the takeaway is that if you are instaling a package from github, especially one where the actual package code is in a subdirectory of the repository, things are not quite as straightforward.
I'm not sure how much of this (if any) is something that zappa has control over, or if it's a problem at the AWS Lambda level. So I won't reopen the issue at this point. It does seem that someone (whether it's Zappa or Lambda) is very finicky about how packages are installed in one's virtualenv.

Woah!
This is excellent sleuthing! Thanks very much for reporting back your findings!
I think this can actually be something that be incorporated into Zappa core, now that it has been accurately identified. This warrants a new ticket.
Would you mind starting a new ticket called "Properly Package Source and Non-Wheel Dependencies", with a link back to this issue? Thanks!

authors: Miserlou dtenenba

repo: Miserlou/Zappa


text:
Track stats over a period of time

It's hard to see what people using one hashtag have done over a certain time period -- would be cool if you could have some kind of custom time filter -- show me this hashtag since last Friday, or whatever.
This would especially be useful for recurring events or groups that map frequently -- hey, we did 500 edits last week, let's do 600 this week!

This might be a duplicate of #190

Let's call this a dupe.

source: gharchive/issue

authors: aawiseman mojodna

license_type: permissive

license_source: github-api


text:
Feature Request: Header Permalinks

For example in my post here https://elibroftw.github.io/posts/hugo_tutorial/,
it would be great if each heading also had the permalink beside it as seen https://gohugo.io/getting-started/quick-start/.
I'm not sure if it's a theme or hugo issue, but I'll leave it here for now.
I know this is the third issue I've created, but believe me when I say that your theme is the best dark theme for Hugo blogs. It's so good, that I didn't want to create a theme from scratch myself. So I applaud you for that.

Actually, can you make it like GitHub does it with the premalink icon on the left of each header and not the right?

Please check https://deploy-preview-129--hugo-theme-anubis.netlify.app/post/markdown-syntax/
Is that solution ok?

Yeah this is pretty good. I'm not so sure about the "#" symbol instead of a link symbol. It's up to you whether to stick to "#" instead of the usual link used by GitHub and Hugo.

Changed icon

Tried to change to svg, but there are problems with dark/light theme.

What was the problem exactly?

Thanks for the idea! Changed to SVG icon.

authors: Mitrichius elibroftw

repo: Mitrichius/hugo-theme-anubis

license: MIT


text:
Some events are added repeatedly

I used the plug-in for image viewing, In the plug-in, the window resize event is added. When I switch several pages, I find that the resize event has been added repeatedly.
Make a demo

example.js

function event(){
  document.addEventListener('resize',function (){
    console.log('add event');
  })
}

document.addEventListener("pjax:success", function() {
  console.log("Event: pjax:success", arguments);

  // Init page content
  initButtons();
  event();
});

document.addEventListener("DOMContentLoaded", function() {
  // Init Pjax instance
  pjax = new Pjax({
    elements: [".js-Pjax"],
    selectors: [".body", "title"],
    cacheBust: true
  });
  console.log("Pjax initialized.", pjax);

  // Init page content
  initButtons();
  event();
});

After clicking to switch the page several times, the event is added repeatedly

This is because your "pjax:success" event listener calls your event function that adds a "resize" listener, meaning that every time you load a new page with Pjax, you add a new listener.
You should either only call this function once, or remove any previously-added "resize" listeners before adding a new one.

authors: awnawnawn robinnorth

repo: MoOx/pjax

license: mit

license_source: bigquery


text:
postcss-custom-properties version fix to 6.2.0

hotfix

oops i made wrong pr. closing now.

Thanks but it's totally unecessary. You can just uninstall and reinstall cssnext and you will get this change ;)

fyi, postcss-custom-properties 6.3.0 which is released today changed its own default behaviour disabling transpiling custom properties into hard-coded values, and it sucks my day. anyway sorry for wrong pr.

^ disabling transpiling custom properties into hard-coded values
That is not accurate. The original var() rules are preserved. Browsers not supporting variables should not experience a change.

@japboy, a patch version 6.3.1 has been released that reverts the changes to these options, which are being restored in 7.0.0. I’d like to know more about what CSS was breaking for you, because I’m left to suspect you have some non-spec-compliant Custom Properties usage going on.

source: gharchive/pull-request

authors: MoOx japboy jonathantneal

repo: MoOx/postcss-cssnext


text:
Show a warning for invalid assets folder

ref https://github.com/MoOx/statinamic/pull/119#issuecomment-182474660

At the same time we should validate entire config and warn for weird things.

repo: MoOx/statinamic


text:
Errors when using new linked airplane config feature

Describe the bug
When testing the new linked configuration feature errors consistently occurred:
DataGrid Error

Exception Error

Mobiflight main window

Steps To Reproduce
Steps to reproduce the behavior:

Open Mobiflight beta 9.7.1.3
Start flight in MSFS2020
Open the aircraft mcc file in Mobiflight
Link aircraft loaded to current mcc.
Save mcc
Restart Mobiflight
Error occurs when at the end of loading the linked file.
Error continues happening with every restart.

Expected behavior
Linked config file is loaded uneventfully and works.
Actual behavior
DataGrid, Exception Error and blank Mobiflight screen.  Only course of action is to close Mobiflght.
Details

MobiFlight Version: BETA 9.7.1.3
FlightSim: MSFS2020
AddOn: PMDG 737 and ASobo CJ4

Additional context
If done early enough while loading, unticking the "Auto-Load linked configuration" option appears to allow Mobiflight to work without using the new feature.  As shown in the screenshots below, after unticking the option, Mobiflight appears to have lost the linked file information.  Note the menu does not show the  Open linked config option.

please add your config file here for testing. Thanks.

Some more quirks observed today related to this new feature:
Upon first starting Mobiflight, it will apparently not recognize there is a link already made.  In this case, I made a link to the Cessna C172 classic aircraft mcc on the previous run.  I loaded a different mcc file before exiting and restarted Mobiflight.

The "Open linked config" option in the menu is not active.
If I then load another mcc file, then Mobiflight loads the new file, but it now remembers that there is a linked config to the airplane in the sim.

When you are experiencing the problem, MobiFlight was stopped? Or Running? AutoRun is disabled, and it is also stopped. Not sure if that is because of the error.

The first issue might have been fixed with #1341

When you are experiencing the problem, MobiFlight was stopped? Or Running? AutoRun is disabled, and it is also stopped. Not sure if that is because of the error.

Mobiflight is Stopped. I never use Autorun.

nstalled 9.7.1.4
The errors upon auto loading a linked config are now gone.  Great!!!
However, if Auto-load is not active, and a different mcc file is loaded, on start of Mobiflight, the load linked configuration is not active.  If I then load another mcc file, then the load linked configuration is now active.
this is upon first start of Mobiflight with CJ4 loaded in the sim...

this is after loading another mcc file without exiting Mobiflight...

The CJ4 has the linked configuration, but this info is ignored upon first starting up Mobiflight.

ok. Thanks for the feedback, i might have not considered this case correctly.

Both issues are fixed now by
https://github.com/MobiFlight/MobiFlight-Connector/pull/1341
https://github.com/MobiFlight/MobiFlight-Connector/pull/1347

repo: MobiFlight/MobiFlight-Connector


text:
Contact iOS Team and Update One Another on UI Develpment

Def: Android and iOS team updates each other with development
DoD: Update wiki (if applicable).

https://raw.githubusercontent.com/MobileApps-Cascadia/texttrader-android/develop/TextTrader/app/src/main/res/drawable/TextTrader_Logo_white.png

https://raw.githubusercontent.com/MobileApps-Cascadia/texttrader-android/develop/TextTrader/app/src/main/res/drawable/TextTrader_Logo.png

repo: MobileApps-Cascadia/texttrader-android


text:
Feature Request: Ability to configure specific test cases to be enabled/disabled in custom schemes

It would be interesting to be able to configure at the xcodeproj macro level what test cases are enabled or not in a custom scheme. I can imagine different use cases here but one example is wanting to generate special scheme that test a particular grouping of test cases to troubleshoot issues.
For example, in the screenshot above say I want a custom scheme containing iOSAppMixedUnitTests but with only SwiftUnitTests enabled instead of all test cases in the target.

If we add support for this, it will be in the incremental generation mode. Right now that has the ability to enable/disable tests at the target level. I think we can add a way to do it for test classes and methods as well.

Adding that to the incremental generator only sounds good to me.

authors: brentleyjones thiagohmcruz


text:
Support Python 3.13

Description
Support Python 3.13 excluding:

torch
nmslib

PyTorch will likely support Python 3.13 in the coming months.
nmslib-metabrainz only supports until Python 3.12.
Type of change

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

How Has This Been Tested?
Before submitting a PR, please check yourself against the following list. It would save us quite a lot of time.

Have you read the contribution guide?
Have you updated the relevant docstrings? We're using Numpy format, please double-check yourself
Does your change require any new tests?
Have you updated the changelog file?

@feldlime Applied all the feedback, and CI passed. PTAL

For nmslib, I created Python 3.13 support PR at https://github.com/metabrainz/nmslib-metabrainz/pull/5
I don't expect it will released before this PR. Once it is released, I will create another PR.

repo: MobileTeleSystems/RecTools


text:
AJAX submit not firing when Enter pressed

When enter is pressed whilst selectr input is focused, this will not trigger the onsubmit event but instead directly submit the form to it's action. This is a problem for ajax forms and although intended as per the onsubmit specifications, I suggest this be changed to align with default behaviour of the standard select field. A fix would be to replace the line
if (that.el.form && typeof that.el.form.submit !== 'undefined') that.el.form.submit();
with
if (that.el.form && typeof that.el.form.submit !== 'undefined') that.el.form.dispatchEvent(new Event('submit'))

I second this solution. submit() will silently submits the form which is not ideal.


text:
Plugin ready for Bootstrap 5?

Motivation
Time flies and BS 5 is the minimum now if you use it :-)
Proposed Solution
Editing template so that it works with BS5
Alternatives
Not really
Additional Context
You can see on https://www.fysiowebdesign.nl/demo03/cookbook/id/2/clinical-assessment-cca (testing) how it can be... I am looking if i can use your plugin to give a website some extra structure but i mis the sorting option by number... Why is there a caption 2 times?
cookbook_template.zip

Hi @Alex-e107nl
Thanks. I'll look at implementing a Bootstrap 5 template as the default template.

but i mis the sorting option by number

Can you clarify what you mean?

Why is there a caption 2 times?

I haven't looked at your template, but I guess it's in there. I'll check.

Hi Moc,
i have changed some things, it is better now.... grid footer card is fitting much better now.. and added the image in the datatables...
https://www.fysiowebdesign.nl/demo03/cookbook/
Do not look at the colors, playing with bootswatch but it follows the theme perfectly :-)
cookbook_template.zip

Well you can now sort the recipes or newest first or oldest first but it would be nice if you can also sort it with a number you can  give to a recipe and than sort by number... ( Descending Or Ascending )

repo: Moc/cookbook


text:
TAESD(xl) previews failure

I've run into an issue: the TAESD previews stopped working after connecting ComfyUI as a plugin, both as A1111 plugin and standalone. The standalone configuration wasn't changed, and I don't remember updating it.
Chances are, the first run messed up something in my venv. There were no errors, but I saw the startup was odd and it was installing some libraries. Please, don't do that. The plugin shouldn't change ANYTHING in an existing installation unless it's absolutely essential for the extension's function.

The extension does not explicitly install anything in the venv, but comfyui may be responsible for this. Comfyui seems to be able to work with the venv of other repos according to their readme: https://github.com/comfyanonymous/ComfyUI#i-already-have-another-ui-for-stable-diffusion-installed-do-i-really-have-to-install-all-of-these-dependencies
Which is why I thought it wouldn't create issues to set it up like that. To launch comfyui in its own isolated venv, we may have to first fix the WebuiCheckpointLoader node so that it doesn't need to copy the entire state dict between the two processes.
Another quick but dirty solution would be to explicitly serialize and deserialize the state dict, which would be slower and will take even more memory.
Once this is done, we could replace runpy with a subprocess to launch comfyui.

Unfortunately I'm unable to reproduce the issue. Did you install multiple extensions simultaneously, or you are certain this is caused by this extension?

TAESD works fine with or without the extension on my side. Like @ljleb said, we do not explicitely install any additional dependencies other than the ComfyUI repo itself if the user presses a button.

The most likely case is that this is a problem with ComfyUI itself when using the same venv, not directly with this extension. I think this issue should be moved to the official ComfyUI repo.

Okay, it seems I've found the cause of this issue and fixed it with a dirty hack.
Turns out, the plugin somehow reconfigured the standalone instance of my ComfyUI to use A1111's venv.
And something in this venv conflicts with ComfyUI's TAESD implementation. I didn't find the exact file that was changed since I wasn't even considering shared venv precisely because of this issue, but I managed to fall back to the ComfyUI's own venv by temporarily renaming the venv folder in A1111, making it seemingly nonexistent.

How do you start comfyui usually? Whether you start comfyui or a1111 webui, you need to first activate a venv. How is this venv activated? IIUC, the extension cannot be directly responsible for which venv you activate before running one or the other.

Whether you start comfyui or a1111 webui, you need to first activate a venv. How is this venv activated on your setup? IIUC, the extension cannot be directly responsible for which venv is activated before running one or the other as the main script. It will use the a1111 webui venv when starting comfyui from the extension, but otherwise it should be completely up to you which venv is used to start a python program.

Closing this as no response from OP. Please @EriIaz reopen the issue with a description of how comfyui is started on your system if there is still an issue, so we can determine whether any part of the code needs to be fixed.

authors: EriIaz John-WL ljleb

repo: ModelSurge/sd-webui-comfyui


text:
弹幕服务器已挂

如题
api.prprpr.me

Fixed.

repo: MoePlayer/DPlayer


text:
Syntax Color C++

Colors do not match the same as Vscode in C++.
NVIM:

VSCODE:

Please check this one out https://github.com/nvim-treesitter/nvim-treesitter
It's a plugin that give you a better syntax highlighting.

Can confirm the colors look like in the "VSCODE" picture when using treesitter.
Make sure to run its setup in your config or else its not enalbed, a minimal example:
require("nvim-treesitter.configs").setup({
    auto_install = true,
    highlight = {
        enable = true
    }
})

authors: Anderson0xFF CyberMango TeamTamoad


text:
Question:  Maximum number of slaves

Hello, I have a quick question, what is the number of slaves possible on the same master, how does it manage this in relation to the binance restrictions? Thank you for your work by the way

Hello. There are no restrictions directly in the program, so the number of subordinates can be quite large.
But care must be taken to ensure that the request rate is not exceeded in accordance with the exchange restrictions.

The program uses web sockets to receive information about the order and update the balance.
But to send an order, the program uses a rest request.
And another rest request is sent when a market order is received, to get the current price of the symbol.

You can check the binance API frequency limit at the link: https://binance-docs.github.io/apidocs/spot/en/#limits

authors: alexandrebouttier mokolotron

repo: MohammedRashad/Crypto-Copy-Trader


text:
🛑 SAMAIRJ is down

In 5d8a5f9, SAMAIRJ (https://samairj.consejodeestado.gov.co/) was down:

HTTP code: 503
Response time: 622 ms

Resolved: SAMAIRJ is back up in 3a5d70f.


text:
Adding CSS to Blog Page

Enhance the blog page by incorporating more CSS styles to improve its visual appearance and layout, ensuring a cohesive and visually appealing design that aligns with the overall website theme.
Please assign me this issue under GSSoC'23.

I can make it look attractive please assign it to me @bkrayaguru931 under GSSoC'23.

Enhance the blog page by incorporating more CSS styles to improve its visual appearance and layout, ensuring a cohesive and visually appealing design that aligns with the overall website theme.
Please assign me this issue under GSSoC'23.

Hii, I think it's been raised by #262

close this @bkrayaguru931

repo: MonalikaPatnaik/UMatter


text:
🛑 Waddle Penguins Island - API is down

In f2db260, Waddle Penguins Island - API (https://api.waddlepenguins.me/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Waddle Penguins Island - API is back up in 9b6e931 after 6 minutes.

repo: MoonlightStudiosInt/status


text:
🛑 Files 3 Server is down

In abacdc7, Files 3 Server (https://files3.dink.cf/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Files 3 Server is back up in cb4a985.


text:
[新功能需求] wd-drop-menu-item的title支持自定义class或者slot

这个功能解决了什么问题？

该title目前无法对其添加class或者slot替换。

根据上图wd-drop-menu源码，menu-item的title写在menu组件内，无法通过给menu-item加自定义class来解决上述需求。
你期望的 API 是什么样子的？
<wd-drop-menu-item>
    <template #title>
        <view>xxxxxxx</view>
    </template>
</wd-drop-menu-item>

uniapp会给循环插槽额外包一层view，所以这个插槽不太好提供，至于需要修改样式，可以使用wd-drop-menu__item-title-text这个类选择器

authors: jasper-ops kqswzhyb

repo: Moonofweisheng/wot-design-uni


text:
Picker 选择器 修改colums的值和绑定状态的值，picker选择器里选中状态不更新

Wot Design Uni 版本号
1.3.8
平台
微信小程序
复现Demo地址（如不提供，issue将被直接关闭）
暂无
重现步骤
<button @click='change'>切换
<wd-picker
:columns="timeList"
v-model="timeIntervalId"
use-default-slot
custom-class="wd-picker"
@confirm="handleTimeConfirm"
>

{{ timeIntervalName }}

const timeIntervalId = ref('')
const timeList = ref([])
const change = ()=>{
timeList.value = res.data
timeIntervalId.value = res.data[0].id
}
期望的结果是什么？

实际的结果是什么？
wd-picker 传进来的modelValue已经更新但是setShowValue好像不生效
环境信息
No response
其他补充信息
No response

可以提供一下demo复现地址吗?


text:
Ability to rotate prop

What we are missing for perfect gameplay is ability to move props, because when you hide as prop, its rotation is static and you cant change it..im worried that its not able to make object dynamic / ragdoll object, which would be best (if player runs through other props, they move, except prop where is another player hidden).

In the original game at Garry's Mod you cannot do that, what you can do is just to grab the props with the "E" key and move them, if the prop you select is a player, you won't be able to move it.

repo: MoosheTV/PropHuntV


text:
Sequence length in dnc/dnc.py

While implementing bAbI task based on your code,
I've found that the sequence length is defined as a single integer for each batch in dnc.py.
For copy task, you fed the same length items for each batch (though its random),
but if each item in one batch varies in their length (like sentences in bAbI), shouldn't it be array of sequence lengths?  (size of batch)

Yes, it should be an array of sequence lengths, that's indeed a current limitation in the implementation,  and it's mentioned explicitly in the usage guide and implicitly in the to-dos.
The reason behind going with such a limiting design is performance as I'm using a kid of modest hardware. but I'm planning to remove that limitation, so I'll keep this issue open till then. However, this shouldn't be an obstacle for the bAbI task, as per the paper, their best performing model used a batch of size 1.

Oh I've missed that their batch size was 1. Thank you for your kind reply!

repo: Mostafa-Samir/DNC-tensorflow


text:
F-Droid release

Hi, it would be great if you could publish this app in F-Droid store.

I don't plan on publishing my app to F-Droid. I don't mind however to include an APK here on github for future releases.

I don't mind however to include an APK here on github for future releases.

That would be a start, thanks @Moustachauve! Can you please leave a note here when that's ready (maybe reopen this issue and just close it when the APK is there, so the closure would send the notice)?

I don't plan on publishing my app to F-Droid.

Would you be opposed to having it there if someone else took care for inclusion?

I don't mind having my app on F-droid if someone want to take care of it

Please! Couching for the A PK and the F-Droid release!

The APK for the latest release has been added to the release page https://github.com/Moustachauve/WLED-Native-Android/releases

Thanks @Moustachauve! I just pulled it and ran it through my library scanner (which btw is also used by F-Droid), which then complained about this:
Offending libs:
---------------
* Crashlytics (/com/crashlytics): NonFreeDep,Tracking
* Firebase Data Transport (/com/google/android/datatransport): NonFreeNet
* Google Mobile Services (/com/google/android/gms): NonFreeDep
* Firebase (/com/google/firebase): NonFreeNet,NonFreeDep
* Firebase Installations (/com/google/firebase/installations): NonFreeNet

5 offenders.

So it would not be eligible for F-Droid inclusion – and even for my repo I've got to think. Would it be possible to have a "foss build flavor" coming without those non-free components? Taking expected questions ahead:

for alternative analytics (which should then be opt-in), you can find some alternatives listed here. I guess the other 4 "offenders" have been dragged in my Crashlytics, but…
should Firebase be needed by your app itself (why?), you could probably replace that by appwrite or Supabase
if that gets us rid of all 5 above, there'd be no need of a separate build flavor if it's fine for you, and we could even try to bring it to F-Droid.org itself. I could consider accepting it into my repo if at least Crashlytics would be gone (but ideally also the other things "reaching out to Google"; with those proprietary things you never know what else they do and don't tell you).

@IzzySoft I just released a new version of the APK labelled "FOSS" that has all the analytic software stripped out (I believe).
Just a note that even on the official APK not labelled FOSS, the analytic is 100% opt-in and is disabled by default. Now there is also a version where that code is not even included. The source code for that version can be found in the "foss" branch of this github project: https://github.com/Moustachauve/WLED-Native-Android/tree/foss
Let me know if there is anything more that would be required. I will try to update that branch and include an APK of that version for every future updates here.

Thanks @Moustachauve! And just to point out: it's not that I'd not trust you – I just don't trust proprietary code, especially from a company known to be quite invasive to our privacy. So your help is much appreciated :star_struck:

I just released a new version of the APK labelled "FOSS" that has all the analytic software stripped out (I believe).

I can confirm that: my scanner didn't report any "offending libs" on the *FOSS.apk! So I've just added it to my repo, where it should show up with the next sync around 6 pm UTC. Be welcome to pick a badge e.g. from your Readme if you like – there's one that would match the existing PlayStore badge well :smiley:
From what I can see (I didn't yet check the source tree for JARs/AARs etc), this branch should be fine for F-Droid.org even (just as F-Droid builds from tags, they'd then with each release need a tag which points into that branch – unless you make it a build flavor instead; for my repo it's fine as it is but you might consider bringing tag name and versionName in sync: it's a little confusing that v2.2.4 holds version 2.2.5 :wink:)

Interestingly enough, the app does not show up on f-droid anymore at all it seems.

Interestingly enough, the app does not show up on f-droid anymore at all it seems.

Was it ever listed at F-Droid.org? I doubt it (and I cannot find a corresponding *.yml there in the metadata directory). As pointed out above, the app is in my repo – which you'd first need to add/enable with your F-Droid client.

Hi, it's available in IzzyOnDroid F-Droid Repository. You can enable this
repository if you wan to use it. This repo uses apk files published on
GitHub release pages.
https://apt.izzysoft.de/fdroid/index/apk/ca.cgagnier.wlednativeandroid

Oooooh, the last f-droid update seems to have deleted my added repositories. That explains a lot. I was like "i have added your repository for a long time whut?" My fault :p

Oooooh, the last f-droid update seems to have deleted my added repositories.

Probably not the last but a previous one: yes, repository handling got a complete overhaul, and there was an alpha (as far as I remember) that had this bug. Solved meanwhile – as luckily is your issue now. Enjoy!

I just released a new version of the APK labelled "FOSS" that has all the analytic software stripped out (I believe).

While I can confirm that, looking at the build.gradle it seems that if I built the app from source, Firebase would be back in. There's no build flavor to exclude that:
    implementation platform('com.google.firebase:firebase-bom:32.7.2')
    implementation 'com.google.firebase:firebase-crashlytics-ktx:18.6.2'
    implementation 'com.google.firebase:firebase-perf-ktx:20.5.2'

It says implementation – so it would be applied always. And your next release would probably have it back in unless you offer another manually built APK. May I suggest establishing build flavors – e.g. foss and google, then making those googleImplementation, @Moustachauve?

@IzzySoft I think that the main branch as of now can be considered free of proprietary code and would be compatible directly for F-droid.

@Moustachauve I've sent the latest APK through our scanners, and it seems I can confirm: they no longer list any (known) proprietary dependency, congrats! The only things coming up with them are:
Dangerous flags:
----------------
* usesCleartextTraffic

SigningBlock blobs:
-------------------
0x504b4453 (DEPENDENCY_INFO_BLOCK; GOOGLE)

usesCleartextTraffic: I guess those WLED devices are inside the local network and have no certificate, so communication with them happens via plain http – but otherwise there's no unencrypted traffic?
As for DEPENDENCY_INFO_BLOCK, that can easily be avoided with a small addition to your build.gradle:
android {
    dependenciesInfo {
        // Disables dependency metadata when building APKs.
        includeInApk = false
        // Disables dependency metadata when building Android App Bundles.
        includeInBundle = false
    }
}

For some background: that BLOB is supposed to be just a binary representation of your app's dependency tree. But as it's encrypted with a public key belonging to Google, only Google can read it – and nobody else can even verify what it really contains. More details can be found e.g. here: Ramping up security: additional APK checks are in place with the IzzyOnDroid repo.
As there no longer is a *FOSS*.apk at your releases (no longer needed, as you already explained), I'll now adjust the YAML metadata of the app here so the other APK will be fetched. Once you've confirmed my guess on usesCleartextTraffic I'll add that to the app's "green list" – and with the next release, hopefully the DEPENDENCY_INFO_BLOCK is gone as well, so all should be excellent :smiley:
Next thing, I've just checked whether your app is reproducible (see: Reproducible Builds, special client support and more at IzzyOnDroid) – and congrats, it is :partying_face: So v5.0.0 will show up with the next sync (around 7 pm UTC) having its green shield up, wonderful :smiley:
So the last thing remaining would be Fastlane metadata, enabling you to maintain how your app is presented (app description, graphics). I could send you a "starter package" with what is set up here at IzzyOnDroid currently, via PR, and you then are welcome to use the IzzyOnDroid Fastlane Documentation for guidance with adjusting it to your desire. What do you say?

authors: IzzySoft Moustachauve eisengrau kudlav natrius

repo: Moustachauve/WLED-Native-Android


text:
L&S - Red Pawn art assets

Need the right files for the Red Pawn in the right places :-)
Based on an oreon miniion we need:

[x] Animation in .md5anim format
[ ] Materials file in a .mat file format. I guess this is one of our simple file/asset (text) formats that references the texture png
[ ] Prefab that ties everything together
[x] Skeletal mesh in .md5mesh format which I guess is the model itself
[x] Texture png - this is the UV mapping thing that gives the model its skin

I've left placeholders with minimal content in https://github.com/MovingBlocks/Terasology/tree/develop/mods/lightAndShadow/assets as a simple example - works, too! If left as "oreon" in the prefab's Spawnable a placed "portal" will spawn the creature occasionally.

---
Want to back this issue? **[Post a bounty on it!](https://www.bountysource.com/issues/486387-l-s-red-pawn-art-assets?utm_campaign=plugin&utm_content=tracker%2F5279&utm_medium=issues&utm_source=github)** We accept bounties via [Bountysource](https://www.bountysource.com/?utm_campaign=plugin&utm_content=tracker%2F5279&utm_medium=issues&utm_source=github).

Moved to https://github.com/Terasology/LightAndShadow/issues/14.

authors: Cervator rzats

repo: MovingBlocks/Terasology


text:
Trying to add drag drop of items from inventory

Fixing #2218
.
I added an interaction region on all sides of the InventoryGrid, so the cells are put in the center of the screen (the offset is calculated by giving half of width left after drawing the cells).
There are 4 rectangular regions which need to be targetted. I have added all 4 with appropriate names.
I just tried to immitate the existing functionality of right click.. So the code is adapted version of onUseItemButton from LocalPlayerSystem
.
I Expected that if I drag an item out of the inventory cells (on the inventory screen) and drop it on empty area around the grid then it would get dropped on the terrain. I saw that on right click I could put items on the terrain. So, I used its code.
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But instead what happens is actually (i think) similar to if I press left click while inventory screen is not opened. i.e, the player tries to destroy the block which is just ahead (pointed to).
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I tried to debug it checking for the function calls and yes all the lines are being executed as required. The problem that I think (as @flo mentioned) is that I couldn't understand the parameters which are passed to onUseItemButton and hence duplicated it in a wrong way.
.
.
I will now try to add the overlay as suggested.

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Heya @genuinelucifer and thanks for giving this a try. Renamed the title real quick to make it clear this isn't for merging yet :-)
Pinging @flo or @Josharias for review sometime

Just a "Currently doesn't work" isn't very helpful. You don't even write what is not working .Typically information for a problem description is that you write

what you tried (steps to reproduce)
what you expected
what happened.
what you have tried already to solve it

When you create a pull request it is also good to write a short summary of what you changed and why.
I tried your branch out. When I open the inventory (via I hotkey) and click next to it, then a NullPointerException gets logged. The exception gets thrown in the interaction listener of InventoryGrid because the entity movingItem has no ItemComponent and saveComponent does not allow null values.
When you look at the usages (IDE feature!) of the movingItem field you will notice that it is actually a entity with a inventory and not a item (@Josharias: I think that name is quite missleading. Could you please rename the movingItem field to say "cursorInventory"? Also a javadoc would be nice (that explains what to expect and why it is an inventory and not directly the item end of note to Josharias)
e.g. when you use the "find usages" features you will find the following line in TransferItemCursor:
                        return InventoryUtils.getItemAt(charComp.movingItem, 0);

When you then look at getItemAt you will notice that it expects an entity with an inventory.
Also you will notice that the current location for the interaction catching is not optimal since it will also absorb all clicks that were intended for the toolbar at the bottom. So we probably need the "click => item drop" feature in an overlay that is below the overlay with the toolbar.
To find the location where the toolbar UI gets added to the screen I added a breakpoint to the initialize method of HudToolbar.  The toolbar gets added in MenuControlSystem to a instance of HUDScreenLayer. Sadly there is currently no way to define the order of initialization for systems. So it is not possible to have the toolbar added after a "item drop default handling" overlay.
So to me it looks like the simplest approach for now would be to add the new overlay in MenuControlSystem.
Another possibility would to add a new addInteractionRegion to Canvas that adds the region to the bottom of the interaction regions. Changes to the NUI interfaces is however something we should clearify with @immortius  first.
@immortius  any thoughts on that topic?

@Cervator @flo Thanks.
.
I've updated the PR with details. I'll try to implement the overlay and push the changes.

Thanks a lot @flo.
It now works as desired. I only couldn't try it with the toolbar as you said.
I'll try that and push the changes as soon as it gets done.

@flo I tried but could not find the toolbar you are talking about. All I could find was open the chat and cheat consoles. Interaction with them is not blocked by current inventory grid.
How to display the HUDToolbar?

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@flo Please Review. I have added the overlay as you said.
.
The only problem which I feel now is that if user hides the hud with h key then the drag drop also stops working. I don't know if should be considered as a bug or an intended feature.

Hey @genuinelucifer I tried to test this but either nothing is happening or I'm not sure what to test. I tried to pick up an item from an inventory (left click item) then move the cursor outside the inventory grid area to open space then left or right clicked and nothing happened. Tried dragging an item and releasing too. Tried player inventory and a chest.
As for the hud hiding with 'h' I'm remembering that doesn't hide the inventory screen which I would think it should. And if it did it would probably be intended for drag/drop to not work with everything hidden :-)

@Cervator When you left click outside the inventory grid please make sure that hud is visible (that is, you can see hearts and 8-9  square blocks around the bottom of screen).
.
If the inventory would be hidden with 'h' that would be surely ok.

Also if that doesn't work could you please place a break point on line number 45 if (mouseButton == MouseInput.MOUSE_LEFT) { in interactionListener in the file InventoryGridHud.java and run in debug mode to check if it is called when you left click outside the inventory grid.

Yep the break point triggers fine, even just left clicking without any inventory interaction at all. With the specific use case here it seems to validate that the item exists then does the `localPlayer.activateOwnedEntityAsClient(item) and keeps going for a while, I didn't trace too much further since I'm not sure what to look for :-) Item I picked up just stays on the cursor.
Also fun fact: same happens if you drop an item into the corners between inventory slots. That may not be desired, as a player could accidentally trigger this just moving items between slots inside the inventory grid area. I figure there must be some UI element that all the slots are nested inside that might be a better thing to look outside of.

I actually tried it again. I took a torch from the inventory grid and when I click outside the grid then exit inventory I find it lying on the ground. (Maybe you forgot to point at a nearby ground block? (just a wild guess)).
.

same happens if you drop an item into the corners between inventory slots.

This surely needs to be fixed. I just added the overlay and probably it gets all the clicks that are not handled by the cells and the toolbar.
I'll fix this in the next commit.

Oh, you have to be pointing at the ground? Had no clue - is that on purpose or just some consequence of needing a block's location to be dropping stuff?

It is because of needing the location to drop the object to.

hmm, for dropping items with the Q hotkey you don't need a location I would assume.

I think it's because when I press Q. The item does not appear on the
screen. It just vanishes!
With right click, it gets put on the terrain.

@Cervator I couldn't yet figure out how to clear the issue for drop between 2 cells. I cannot access the cells in an interactionListener and hence am unable to find which is the region between cells.
.

not sure what this line is for. Probably explaining it in comment would be good.

@flo That code was by mistake left there. I was trying something else and then forgot to remove those 2 lines. Thanks for pointing out

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@flo Is there a way to get InventoryGrid`` in my InventoryGridHud? I came to know that @Inwon't work. I also triedCoreRegistryand thenfind("inventory", InventoryGrid.class)But none worked... . Instead of accessingInventoryGridin another class, I also tried to define andInteractionListenerin the Grid itself but then I could not access thecellsfrom theinteractionListener```.
.
Any suggestions?

@genuinelucifer There isn't just necessarly 1 inventory grid visible at a time. e.g. when you activate a placed chest by pressing E, then you get 3 inventory grids: 1. the toolbar inventory grid, 2. the players inventory grid, 3. the chests inventory grid.
So you can't get "THE" inventory grid and also I am not sure how that would help.
CoreScreenLayer already registeres a interaction listener. I wonder why it isn't catching the drop event yet. Maybe you oculd investigate into that direction. e.g. if it handles the mouse event that causes the drop then the other interaction listener in your new class won't trigger a drop.

CoreScreenLayer already registeres a interaction listener

great

Maybe you oculd investigate into that direction.

Sure. Thanks for the help.

@flo I tried many things but could not activate the interactionListener of CoreScreenLayer...
.
Always, the interactionListener from cells is called and when I click between cells then the interactionListener from InventoryGridHud is called.
.
Isn't there a way to call the interaction listener of all the cells from the interactionListener of InventoryGrid such that any interaction between the cells could be handled in the InventoryGrid itself? Can't we somehow make the cells static (to be accessed from the interactionListener), although I didn't see static variables being used in this project anywhere.... So probably some other similar solution?

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If it is acceptable, I would like to propose the following solution to the problem:
.
Lets assign a depth value to every interactionregion as it is added. Keep on increasing the depth value by 1 on each addition. Also, provide additional function to give a required depth.
Ex: If I give the interactionRegion in InventoryGrid depth value which is sum of current priority plus the total number of cells then I can make sure that the call to handle the mouse click will go to my required interactionRegion. After this the interactionRegions from cells will be added and will be given priority as per the original numbering that was continuing (before adding InventoryGrid)...
This seems to be a solution which solves the current problem.
.
This might require changing the core way of how interactionRegions are being handled, so I would wait for a confirmation before trying to implement this.
.
Pinging @Cervator @flo for providing confirmation/denial to implement this.

I can't help answer the architecture part, but I can ping @rzats who may be interested in chiming in at the NUI level :-)

@genuinelucifer: the current canvas implementation already does something somewhat similar to what you're suggesting. To process mouse interaction, canvasImpl#processMousePosition iterates through the interactionRegions deque, starting from the last element - that way, recently added regions are given priority. (Region addition logic is located in this addInteractionRegion overload.)
That said, custom region priorities can be quite helpful if you want to add a UI region that does not have priority over all the previously added ones - they may not be relevant to this particular issue, but would definitely work as a separate feature!

@rzats Thanks for the references.
.
Actually, I thought about this issue because I wanted that the interactionListener of cells should fire and then of InventoryGrid and then that of InventoryGridHud... And it seemed the only way possible to me..
Although, there might be some other solution and I'll try to find them first.

CoreScreenLayer already registeres a interaction listener. I wonder why it isn't catching the drop event yet.

@flo finally I found that without any other top layer CoreScreenLayer is indeed catching the drop event. But since InventoryGridHud is covering the whole screen on top of CoreScreen Layer hence it is not catching the events...
.
I am really stuck and since I cannot access InventoryGrid from InventoryGridHud.
So, I made cells as final in InventoryGrid and then accessed it from interactionListener. Also, I had to make many static variables in the InventoryGrid to keep track of number of cells in 1 row and size of one cell. I did this because the only other solution that came to my mind (custom priority for interactionListener) seemed to be huge task specially since there are sooo many layers on one screen and I would have to change priority of each one of them for the required listeners to work!
.
Now, I am stuck with one small hurdle. I am unable to send a mouse click event to InventoryCell. I want that the cell's interactionListener be triggered. I tried onMouseEvent by changing a few parameters but it didn't work. Any help as to how to send this event to an InventoryCell? @rzats @Cervator @flo
.
I know that currently cells handle their own separate callbacks via their interactionListeners. But, since I have to add a layer on top I need to call their interactionListeners manually and then decide which clicks to handle and which to leave.

@genuinelucifer: can you please push the relevant modifications to your fork? It would really help with debugging the code to see why exactly the interactionListener trigger doesn't work. If you don't want to modify the PR, use a separate branch and then link it a comment.
Also (emphasis mine):

I had to make many static variables in the InventoryGrid to keep track of number of cells in 1 row and size of one cell.

Are you sure this is the right solution? Since the variables (and, presumably, related value checks) are static, they may cause unexpected behavior when several InventoryGrid elements are displayed (e.g. toolbar, extended inventory, chest inventory), especially if they have different row/cell sizes.

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can you please push the relevant modifications to your fork?

@rzats Done.

when several InventoryGrid elements are displayed

Sorry. I forgot about this. I just targetted one InventoryGrid. I thought all the grids are derived from separate classes. I guess then I'll have to incorporate the priorityQueue for interactionListeners?
Or, do you have another Idea to store size of cells and number of cells in one row (as canvas can't be accessed from interactionListener and hence the preferredSize can not be queried...

The problem with the cell.onMouseButtonEvent() call is that it calls CoreWidget.onMouseButtonEvent() (the class hierarchy being InventoryCell → ItemCell → CoreWidget) - which is an empty method. It's actually called (easy to verify by setting a debugger breakpoint), but does nothing at all.
To send an event to InventoryCell, you need to create an InventoryCell method that either exposes the interaction listener or passes along the NUIMouseClickEvent to it - in my opinion, the latter solution is more optimal.

Or, do you have another Idea to store size of cells and number of cells in one row (as canvas can't be accessed from interactionListener and hence the preferredSize can not be queried...

You can calculate these in onDraw().

passes along the NUIMouseClickEvent to it - in my opinion, the latter
solution is more optimal.

Great. Will try ti implement it :) Thanks.

You can calculate these in onDraw().

But then i can't access them in interactionListener. For that I will have
to make them 'final' but then i won't be able to update them in 'onDraw'.
Feels like a deadlock.

You can calculate these in onDraw().

But then i can't access them in interactionListener. For that I will have
to make them 'final' but then i won't be able to update them in 'onDraw'.
Feels like a deadlock.
.
.
My bad. I have been using C++ for so long that I never knew it was possible
in java. Finally got it working. Will try to polish everything and push the
final changes (working!  Hurray!) tomorrow.
Thanks a lot @rzats

@flo finally I found that without any other top layer CoreScreenLayer is indeed catching the drop event. But since InventoryGridHud is covering the whole screen on top of CoreScreen Layer hence it is not catching the events...
Actually what you write is not the case: The interaction listener in CoreScreenLayer does not even get added when the inventory is open as the InventoryScreen#isModal method returns false. The CoreSCreenLayer method only adds the interaction listener in onDraw if it is a modal dialog

    public void onDraw(Canvas canvas) {
        if (isModal()) {
            canvas.addInteractionRegion(getScreenListener());
        }

I tried making the InventoryScreen not modal and then it does indeed catch the events, but sadly it does catch mouse events that cover the complete visible screen and not just the dialog. That probably means that we can't add (without big restructuring) a general solution. that makes all clicks in dialogs not result in an item drop. It needs to be solved for each screen separately.
I think the main issue are the gaps between the inventory cells, which you can click accidentally when moving items. So lets simply set the InventoryCell margin in InventoryDefault.skin to 0 to close that gaps and we should have a solution that at least works for the screens in the engine/core. Modules need then to add additional interaction regions to their screens if they want to prevent unwanted item dropping.
Static variables and getting updating various inventory grids/cells should not be necessary. As @rzats pointed correctly out static variables cause more issues than they solve in that case.

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@flo I dropped the interactionListener from InventoryGrid and changed the margin to zero instead, as you suggested.
I tested it and it seems to work fine for me. Maybe @Cervator could confirm...
.
I'll fix the checkstyle warning after a few hours. Till then, if you could please review this.

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@genuinelucifer 	I added a few comments.
Also I think it would be probably a good idea to smash the commits together into a single one as there are a lot of commits that don't really provide value with their commit message to the version history. e.g. one commit is called "More Useless Code". If you don't know how to do that I can help you with that.

btw. before squashing or rebasing the commits I would always suggest to create a "backup" branch at the current HEAD location of your branch. That way you can easily go back to it should something go wrong.

Tried testing it. Maybe did something this time that I didn't last, as I can see the functionality - but only after one play session, creating a world, exiting the game, then reloading the world. First play session on creating the world the drop behavior from inventory did nothing.
Went back to double check and saw it function the second time - nice!
The items look oddly large as icons though, as if there is no margin inside the cells anymore. I was also still able to drop an item through the very center of corners between cells, although it was a lot harder than last time (were margins just tweaked so there'd be less interaction space between cells?)
Not enough time tonight to test deeper, but it is encouraging to see it work. Keep it up @genuinelucifer and we'll finally be done and merging this soon! :-)
As for dropping one item vs a stack, what about using left click for one, right click for the other? Could even activate the mousewheel like possible in an inventory cell (although only on down-wheel since picking stuff back up makes no sense in this context)

were margins just tweaked so there'd be less interaction space between
cells?

Yes. Other solutions seemed too complex. And @flo suggested this.

Keep it up @genuinelucifer and we'll finally be done and merging this
soon! :-)

Sure :)

As for dropping one item vs a stack, what about using left click for one,
right click for the other? Could even activate the mousewheel like possible
in an inventory cell (although only on down-wheel since picking stuff back
up makes no sense in this context)

Although this could be done but IMHO this would be more confusing. Instead,
since use can select the required amount of items from the cells, he should
only select the amount that he wishes to drop.

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were margins just tweaked so there'd be less interaction space between
cells?

Yes. Other solutions seemed too complex. And @flo suggested this.

Keep it up @genuinelucifer and we'll finally be done and merging this
soon! :-)

Sure. Thanks for testing... :)

As for dropping one item vs a stack, what about using left click for one,
right click for the other? Could even activate the mousewheel like possible
in an inventory cell (although only on down-wheel since picking stuff back
up makes no sense in this context)

Although this could be done but IMHO this would be more confusing. Instead,
since user can select the required amount of items from the cells, he should
only select the amount that he wishes to drop.

@flo I squashed the commits. Also, did the changes that you commented on. Please review again.
.
Also, what's your view on left click for dropping one item and right click for dropping the stack. (suggested by @Cervator)

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http://jenkins.terasology.org/job/TerasologyPRs/600/
Hooray Jenkins reported success with all tests good!

A left click drops the complete item stack into a item slot, So I think it should be analog for dropping items to the ground. Since you can pick up just a single item (with mouse wheel) to drop it outside, I don't think we need the functionality to drop a single item. Instead I think we could use right click for the feature @genuinelucifer implemented originally. Right click could activate the item (right click activates items when you have no UI open, so I think it would be consistent).
@genuinelucifer About the larger icons: As a quick solution you could remove the marign size change again and add instead an interaction region in the draw method of InventoryGrid that is below the inventory cells (order of adding regions determines which comes first). That interaction region could then catch all mouse events.

Right click could activate the item

And what about for multiple items? Loop through and activate each one?

Same as like when you activate the item stack via toolbar. Usually just 1 item gets placed. No special handling needs to be implemented.

but lets do the right click behavior in a separate pull request, so that this one gets done.

@flo I did the changes and squashed the commits. But now this PR has conflicts. I'll rebase and push again in a few minutes.

Refer to this link for build results (access rights to CI server needed):
http://jenkins.terasology.org/job/TerasologyPRs/601/
Uh oh, something went wrong with the build. Need to check on that

@flo Done. Please merge, if it's acceptable now.

Refer to this link for build results (access rights to CI server needed):
http://jenkins.terasology.org/job/TerasologyPRs/602/
Hooray Jenkins reported success with all tests good!

Tested it again and all seems right! Worked first try, icons looked nicer (or my imagination is playing tricks on me), a full stack dropped as a single item, and I couldn't drop anything through the corners anymore.
Merging at last, huzzah! Thank you @genuinelucifer and also many thanks to @flo (and @rzats!) for the review and pointers :-)
Submitted new issue for reference on the right click situation, please comment if interested! #2295

authors: Cervator GooeyHub flo genuinelucifer rzats


text:
Properly implement OnChangedBlock event for setBlocks() calls

Previously, #3757 attempted to fix the lack of the OnChangedBlock event being called when a block was placed by the player.
For the specific use case being tested, where the listener did not care about a LocationComponent, it was sufficient. But upon further review, it was still not being properly issued. Instead of the event being sent to the specific world-block entity that was being updated, it was being sent to the block type entity.
This time, the event should be sent to the proper location, and is being sent from the proper world provider.

Hooray Jenkins reported success with all tests good!

authors: GooeyHub Qwertygiy


text:
Bugfix: add excluded entity for rayTrace

looks like I might of removed part of the implementation when I migrated the logic. its not pressing to fix this right away since the old logic still work or we could just drop the method entirely. looks like we've been using this to filter out the character collider when the player is interacting with the world but not sure if its still a problem.

How would I tell the difference of before and after in-game?

the original method was broken without this exclusion check and it didn't seem to break anything :? the only methods that use this try to exclude just the player.

authors: pollend skaldarnar


text:
演奏終了後にやり直しを押すとリザルト画面に行く

演奏終了後にやり直しを押すとリザルト画面に行って音源がながれっぱなしでやり直しができません。終了後にもやり直せるようにしてほしいです。http://vimeo.com/435082917

こちらでもバグの再現ができましたので、修正いたします。

修正いたしました。ご確認ください。

修正が確認できました。ありがとうございます。


text:
Add binding to open debug info

it'd be nice to be able to open up the F3 menu (to view coordinates) without needing to hit a button on my keyboard or if someone's playing split screen and the controller player is lost and needs to be able to see them.
also, a virtual keyboard if possible for signs and chat would also be nice for the aforementioned reason (laziness or split screen with the other player using the keyboard)
it probably won't be easy to do, since you'd need to possibly make custom textures, but it'd be really valuable for those kinds of people.
Also, why do some bindings make a section go red when nothing else is bound to it? (left and right on dpad) i tried binding screenshot to dpad right and it just went red and essentially broke the button.
P.S: Switch pro controller works when using bluetooth, when wired windows is screwy and reads motion controls data as buttons, making the controller go crazy.

I can add a new binding to open the debug info.
Virtual keyboard is something on the todo list, it might be a while before it's added.
Screnshots are something that can be taken from anywhere (In-game/main menu/inventory). It's considered a universal bindings and will conflict with everything else if it has the same button assigned. The entire DPad is used to navigate the inventory and menus, so that's why binding screenshot to something on the Dpad will conflict.
There are very limited options on a controller compared to keyboard. Even the keyboard faces the same problem once you start adding a lot of mods. There is not a lot I can do to make everything work. I could make it so screenshots only work in-game (no inventories or menus) and that would fix the issue.

Added binding in https://github.com/MrCrayfish/Controllable/commit/cd6f9b61d99e4ab431ae9fa93fb556aa6cb23ac2

repo: MrCrayfish/Controllable


text:
WebWorker support round 3

Two issues have been filed for webworker support (#57, #996). I still would benefit from having better support for webworkers aside from forking and building my own version of jsPDF.  Currently even importing the version of jsPDF that is available on npm causes a crash with Uncaught ReferenceError: window is not defined. I have created a minimal runnable example at https://github.com/jsoo1/minimal-webworker-crash to demonstrate the issue. I think part of the webworker support issue is that there are really three problems:

Building and shipping a separate module for webworker support (like npm run build type=node)
Running a limited version of jsPDF in a worker context.
Supporting all plugins for webworkers
according to #57, the problematic plugins in webworkers are:

zlib
png_support and
acroform

Maybe some of 2 would be solved by 1.  I can think of one way to help with png_support. The OffscreenCanvas object should allow the worker to use canvas without the document or window.
In any case, thank you for this library and your maintenance. Would you accept any PRs for any of these goals?

I refactored alot since then. Most code is now window independent. I think even dropping that i should drop all the canvas fallback solutions for image processing. We have nearly all image formats supported (except tiff) so we should not regress to the old days.
Why not use the node build for the WebWorker Use Case? In the node build i dont bundle blob, FileSaver.
If you clone latest you can do npm run test-node

And yes. We accept pull requests

Thanks! I will try the node version out for my use case and report back.

So I think with just a couple changes, jsPDF could run in a webworker.

The node build is a little broken right now due to the reference to window on this line: https://github.com/MrRio/jsPDF/blob/master/rollup.config.js#L37
If the user can provide an interface for canvas (creation, creating dataURLs), I think jsPDF can run in a webworker with PNG support (one of my requirements)

Did you make progress with running jspdf in a worker?

I got close after adding parameters for creating a canvas. I am a bit stuck with the png support now.  It seems like the sizing of images is off.

I even would not need html2pdf. But I need image support. I would higly appreciate if jspdf worsk in webworker.

I managed to compile a version suitable for worker with jspdf.worker.conf.js as below.
I have to remove two occurences of
`window.tmp = ...´
import './src/license.js';
import './src/jspdf.js';

//import './src/modules/acroform';
import './src/modules/addimage';
import './src/modules/annotations';
import './src/modules/arabic';
import './src/modules/autoprint';
import './src/modules/canvas';
import './src/modules/cell';
import './src/modules/context2d';
import './src/modules/filters';
import './src/modules/fileloading';
import './src/modules/html';
import './src/modules/javascript';
import './src/modules/outline';
import './src/modules/jpeg_support';
import './src/modules/png_support';
import './src/modules/gif_support';
import './src/modules/bmp_support';
import './src/modules/webp_support';
import './src/modules/setlanguage';
import './src/modules/split_text_to_size';
import './src/modules/standard_fonts_metrics';
//import './src/modules/ttfsupport';
import './src/modules/svg';
import './src/modules/total_pages';
import './src/modules/viewerpreferences';
import './src/modules/xmp_metadata';
import './src/modules/utf8';
//import './src/modules/vfs';

//import './src/node.js';

import './src/libs/adler32cs.js';
import './src/libs/bidiEngine.js';
import './src/libs/JPEGEncoder.js';
import './src/libs/BMPDecoder.js';
import './src/libs/WebPDecoder.js';
import './src/libs/Deflater.js';
import './src/libs/rgbcolor.js';
import './src/libs/ttffont.js';
import './src/libs/png.js';
import './src/libs/zlib.js';

I'm trying to build PDFs from a Node CLI program (using [node-canvas]) by adding PNGs to each page of the PDF using addImage(), like:
pdf.addImage(dataUrl, 'PNG', 0, 0, width, height, '', 'NONE')

The problem is that the images come out distorted or a solid color. I tried other PNGs to test and they came out completely black, and then tried a JPEG and it came out completely white.
Here's where I've gotten so far:
Diff
rollup.config.js
@@ -34,7 +34,7 @@ function rawjs(opts) {
       var variable = opts[id.split('/').pop()]
       if (!variable) return code

-      var keepStr = '/*rollup-keeper-start*/window.tmp=' + variable +
+      var keepStr = '/*rollup-keeper-start*/global.tmp=' + variable +
         ';/*rollup-keeper-end*/'
       return code + keepStr
     },

src/libs/png.js
@@ -25,7 +25,7 @@

 (function (global) {
   global.PNG = (function () {
-    var APNG_BLEND_OP_OVER, APNG_BLEND_OP_SOURCE, APNG_DISPOSE_OP_BACKGROUND, APNG_DISPOSE_OP_NONE, APNG_DISPOSE_OP_PREVIOUS, makeImage, scratchCanvas, scratchCtx;
+    var APNG_BLEND_OP_OVER, APNG_BLEND_OP_SOURCE, APNG_DISPOSE_OP_BACKGROUND, APNG_DISPOSE_OP_NONE, APNG_DISPOSE_OP_PREVIOUS, makeImage, makeCanvas, scratchCanvas, scratchCtx;

     APNG_DISPOSE_OP_NONE = 0;

@@ -37,7 +37,7 @@

     APNG_BLEND_OP_OVER = 1;

-    function PNG(data) {
+    function PNG(data, mkCanvas) {
       var chunkSize, colors, palLen, delayDen, delayNum, frame, i, index, key, section, palShort, text, _i, _j, _ref;
       this.data = data;
       this.pos = 8;
@@ -46,6 +46,7 @@
       this.transparency = {};
       this.animation = null;
       this.text = {};
+      makeCanvas = mkCanvas || function () { return global.document.createElement('canvas'); };
       frame = null;
       while (true) {
         chunkSize = this.readUInt32();
@@ -388,23 +389,19 @@
       return ret;
     };

-    var hasBrowserCanvas = function () {
-      if (Object.prototype.toString.call(global) === "[object Window]") {
-        try {
-          scratchCanvas = global.document.createElement('canvas');
-          scratchCtx = scratchCanvas.getContext('2d');
-        } catch (e) {
-          return false;
-        }
-        return true;
+    var hasBrowserCanvas = function (makeCanvas) {
+      try {
+        scratchCanvas = makeCanvas();
+        scratchCtx = scratchCanvas.getContext('2d');
+      } catch (e) {
+        return false;
       }
-      return false;
     }

-    hasBrowserCanvas();
+    hasBrowserCanvas(makeCanvas);

     makeImage = function (imageData) {
-      if (hasBrowserCanvas() === true) {
+      if (hasBrowserCanvas(makeCanvas) === true) {
         var img;
         scratchCtx.width = imageData.width;
         scratchCtx.height = imageData.height;

src/modules/png_support.js
@@ -318,7 +318,7 @@
         throw new Error("PNG support requires png.js and zlib.js");
       }

-      image = new PNG(imageData);
+      image = new PNG(imageData, this.makeCanvas);
       imageData = image.imgData;
       bitsPerComponent = image.bits;
       colorSpace = image.colorSpace;

Images

Expected
Actual (PDF)

@evanrelf and I have been working on this together. I'd be really curiuous what is going on here. It looks like the page width is correct but the image size is really distorted. We've looked through addImage a little but we can really use some help figuring out what's going on here.

@jsoo1 @evanrelf Have either of you figured out a solution for PNGs?
I am running with just node and PNGs are also a requirement for me.
Is the node-canvas method working?

I am not using a worker, just nodejs.
The base code inside jsPDF does not seam to work with node, only canvas, so try using this file instead.
https://gist.github.com/bsparacino/435edfbe360580a5a52f82bf1264f000
Just add it to your project and require it
global.PNG = require('../../modules/png-node');

@bsparacino I'm no longer working on the project, but we gave up on jsPDF and switched to PDFKit. It worked much better for our needs.

With #2804 jsPDF runs in a webworker.

authors: HackbrettXXX arasabbasi bsparacino bwl21 evanrelf jsoo1

repo: MrRio/jsPDF


text:
Add option for different module formats to font converter tool

Hi,
I am using react with jsPDF and custom_font_files.js generated by your tool -https://rawgit.com/MrRio/jsPDF/master/fontconverter/fontconverter.html - generates an error to be fixed you have to add
import jsPDF from "jspdf"; at the beginning of that generated file. I have already fixed that error for myself but I thought it will be good to inform you about it for future uses by other developers.
Kind Regards.

The file that is generated by the font converter is meant to be loaded using script tags and global variables. This is a bit outdated. We could add an option to the font converter for different module formats.
As an alternative to the font converter you can always load the font manually:
const doc = new jsPDF()
const fontData = ... // ttf file content as binary string or Base64 encoded
doc.addFileToVFS("Custom Font.ttf", fontData)
doc.addFont("Custom Font.ttf", "Custom Font", "normal")

The font converter can now output es6 format, as well.

authors: HackbrettXXX msgfxeg


text:
点击事件出不来

刚开始用正常，来回点了几次就这样了，然后接结束进程，重新打开还是这样。

这个窗口也是关闭不了的。

这个是测试版，新版正在开发中，很快上线

authors: MrSoya oBears


text:
Table: Add the possibility to show virtualized serverdata

Description
Added an option to virtualize serverdata with serverdata. This way you can scroll through your serverdata instead of paging it.
I had to modify TableState to support Start and Count instead of Page and PageSize, since we don't know what range will be asked by the Virtualize
The MudVirtualize is slightly to be able to support this also
How Has This Been Tested?
All unit tests pass and 2 new tests for the TableState's count have been added. I also added the sample to the Table examples page so it can be visually tested
Types of changes

[x] New feature (non-breaking change which adds functionality)
[x] Breaking change (fix or feature that would cause existing functionality to not work as expected)
(Well not really breaking, since it's backwards compatible, but Start & Count should be the new preferred properties I guess, so marked the Page and PageSize properties as obsolete]

Checklist:

[x] The PR is submitted to the correct branch (dev).
[x] My code follows the code style of this project.
[x] I've added relevant tests.

Hi, I merged with the latest develop branch and replaced the custom skeletons with MudBlazor's skeleton's.
Could we please get this feature ?

@csteeg Great work, I agree this need to be merged into the next release, a much needed feature

@csteeg Great work. Does your changes cache data while scrolling? I noticed with virtualization if I scroll up and down it tries to grab the data again?
I agree this need to be merged into the next release, a much needed feature

Thank you. No it does not include caching atm

@csteeg Great work. Does your changes cache data while scrolling? I noticed with virtualization if I scroll up and down it tries to grab the data again?
I agree this need to be merged into the next release, a much needed feature

Thank you. No it does not include caching atm

Cheers thanks for the response. Hopefully it gets merged soon.
I will checkout your changes soon, do you think that caching the records you already scrolled through is beneficial? Especially if scrolling back up? Just trying to eliminate the flashing I see with many other versions of virtual scrolling, perhaps an in memory list that you add to as you scroll and only makes a request if that page doesn't exist?

Thanks but will close this one since DataGrid phase 3 is almost here and MudTable will possibly change drastically in the feature.

Hi, So does it means that the virtualized ServerData is now implemented in MudDataGrid ?

Hello, any news about this PR @csteeg  ?

authors: Garderoben NilkOne csteeg dotnetshadow maxence51

repo: MudBlazor/MudBlazor


text:
The problem with the end portal

I linked the worlds "world" with "spawn_nether" and world with "spawn_the_end" and vice versa. The nether portal works both ways, but everything is bad with the end world. Before restarting the server, it works both ways, but when the reboot was, it writes that it can't find world_the_end (although I don't have it).
What should I do?
https://imgur.com/8Aea4WI

dunno

Please follow the issue template. Send you logs and output of /mv version -p

https://paste.gg/p/anonymous/b1b583ad8d424f54bcf24adaf416d45c

Update to latest dev builds, it is already fixed. http://ci.onarandombox.com/view/Multiverse/

repo: Multiverse/Multiverse-Core


text:
Advancement warning when traversing to worlds even when advancements are disabled.

Information

Server version: Yatopia dev 1381 (Paper 1.16.5)

Full output of /mv version -p: https://paste.gg/p/anonymous/30e37e74a476416ca665c025a04e1990

Multiverse-NetherPortals dev 799.
Details
I was <able> to reproduce my issue on a freshly setup and up-to-date server with the latest version of Multiverse plugins with no other plugins and with no kinds of other server or client mods.
Description
Multiverse-NetherPortals tries to reward advancements even when advancements are disabled, causing a warning message. This seems to be caused by https://github.com/Multiverse/Multiverse-NetherPortals/commit/431077fb0e36e6580198b9f30271a1f5246337dc.
[07:15:54] [Server thread/WARN]: [Multiverse-NetherPortals] No advancement found for target criteria: entered_nether
[07:16:54] [Server thread/WARN]: [Multiverse-NetherPortals] No advancement found for target criteria: entered_nether
[07:23:04] [Server thread/WARN]: [Multiverse-NetherPortals] No advancement found for target criteria: entered_nether
[07:26:06] [Server thread/WARN]: [Multiverse-NetherPortals] No advancement found for target criteria: entered_nether

In Spigot.yml, I have advancements disabled.
advancements:
  disable-saving: true
  disabled:
  - '*'

I have also ran /gamerule announceAdvancements false in all worlds.
Steps to reproduce
Enter nether or end.
Expected behavior
No warning when traversing worlds.

I think we're going to be reverting that change, so I'll keep this open either till that happens or till we put in some way of checking that advancements are enabled.

Actually, there isn’t a need to revert, can just simply set the logging message to debug.

advancement disabled just means well it’s not found so I don’t see an issue with the message logged, just warning level probably put off some ppl.

Ah, I didn't notice we were the ones printing the error 😝. I thought it was the server.

repo: Multiverse/Multiverse-NetherPortals


text:
UX: videos: consistency of tone

The 2 videos (Home screen and Lesson 1) from B are very mellow and don't seem to 'pop' the way Bernadette would want, I suspect

Closing; video have been redone.

repo: MusicAsLanguage/mobileapp


text:
ipv6 support

Can i configure IPv6 ? I am looking for a dual stack support and i don't get to see any option to pass ipv6 address to the VM ?
Also is there any other way to contact the maintainers for questions e.g. slack ?
Thank you.

Hi @abasitt,
IPv6 is currently not supported, but I will see what can be done to  support it asap.
If you have more questions, feel free to open new issues, and we will do our best to help.
However, we do no have any other communication channels (yet).

Thank you so much for the quick answer.

authors: MusicDin abasitt

repo: MusicDin/kubitect


text:
白色背景下，输入框的颜色显得比较突兀，不协调

你是什么版本的机器, 目前OSXChatGPT已经强制深色了. 晚点会发版本

你是什么版本的机器, 目前OSXChatGPT已经强制深色了. 晚点会发版本

iMac, 12.5.1 monterey, 系统主题选的是Light

试试Beta 1.0.7

repo: MustangYM/OSXChatGpt


text:
design a 'STOP' no more contact system

we need to have a way to let recipients of our calls and texts to opt-out.

@joshk0 indicated this is no longer a feature request. Closing.

repo: MutualAidNYC/mutual-aid-call-center


text:
Literal on the type '%=type%' causes boolean literal error.

When using %=type% in patterns. The parser will error stating that the symbol = cannot be used on boolean types. The type classinfo should not be causing boolean type error.

Not sure how you are using this but the prefixes are not the same as in Skript. If I remember correctly:

~ means literals only
^ variables only
= can only be used with the boolean types and means that this only accepts ConditionalExpressions.

Slight correction: = means it can accept ConditionalExpressions, but not only that. Code like while true: should still parse correctly.

Does this answer the issue, @TheLimeGlass?

Yes

authors: Mwexim Syst3ms TheLimeGlass

repo: Mwexim/skript-parser


text:
error in TrieNode.is_prefix

TrieNode.is_prefix always crashes with exception (and all execution paths return False).
Example:
from adapt.tools.text.trie import Trie

trie = Trie()

trie.insert("play", "PlayVerb")
trie.insert("the big bang theory", "Television Show")
trie.insert("the big", "Not a Thing")
trie.insert("barenaked ladies", "Radio Station")

print(trie.root.is_prefix("play"))

produces:
Traceback (most recent call last):
  File "prueba.py", line 10, in <module>
    trie.root.is_prefix("play")
  File "/home/pma/.virtualenvs/mycroft/local/lib/python2.7/site-packages/adapt/tools/text/trie.py", line 80, in is_prefix
    return self.children[iterable[index]].is_prefix(iterable, index + 1)
  File "/home/pma/.virtualenvs/mycroft/local/lib/python2.7/site-packages/adapt/tools/text/trie.py", line 80, in is_prefix
    return self.children[iterable[index]].is_prefix(iterable, index + 1)
  File "/home/pma/.virtualenvs/mycroft/local/lib/python2.7/site-packages/adapt/tools/text/trie.py", line 80, in is_prefix
    return self.children[iterable[index]].is_prefix(iterable, index + 1)
  File "/home/pma/.virtualenvs/mycroft/local/lib/python2.7/site-packages/adapt/tools/text/trie.py", line 80, in is_prefix
    return self.children[iterable[index]].is_prefix(iterable, index + 1)
  File "/home/pma/.virtualenvs/mycroft/local/lib/python2.7/site-packages/adapt/tools/text/trie.py", line 79, in is_prefix
    if iterable[index] in self.children:
IndexError: string index out of range

see related pull request for cause and solution.

@SoloVeniaASaludar I see your PR, however this has gone stale (did not respond to a request for a test, and no CLA). I'm going to cut my own and merge, including a test and will tag you on it. Thanks for contributing!

authors: SoloVeniaASaludar clusterfudge

repo: MycroftAI/adapt


text:
Picking up items issues

99% of the time when picking up item drops on 1.11, they do not register in the players inventory until they click a slot.
Sorry for not using the template, there really isn't anything about this in the logs.

Please follow the issue template. link

repo: MylesIsCool/ViaVersion


text:
[serialization][test] Exhausting tests re serialization roundtrip for all structs

Similar to https://github.com/MystenLabs/fastcrypto/issues/338 but for every struct we use (serialize) in Sui

Done in several PRs.

authors: benr-ml kchalkias

repo: MystenLabs/fastcrypto


text:
tests and move 2024 cleanup

Description
Mostly moved tests in their own files. Particularly tests that have to be expanded.
Move 2024 cleanup.
Formatting and convention alignment.
This is almost no change except for few visibility changes we will talk about
Test plan
Existing test, no feature added

Release notes
Check each box that your changes affect. If none of the boxes relate to your changes, release notes aren't required.
For each box you select, include information after the relevant heading that describes the impact of your changes that a user might notice and any actions they must take to implement updates.

[ ] Protocol:
[ ] Nodes (Validators and Full nodes):
[ ] Indexer:
[ ] JSON-RPC:
[ ] GraphQL:
[ ] CLI:
[ ] Rust SDK:

feedback

repo: MystenLabs/sui


text:
Sui v1.40.0 Version Bump

Description
Sui v1.40.0 Version Bump
Test plan
👀

Ebmifa emballage d'origine avec les fichiers


text:
🛑 GIAS Home Page (www.) is down

In 1950496, GIAS Home Page (www.) (https://www.get-information-schools.service.gov.uk/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: GIAS Home Page (www.) is back up in f07bc9a after 15 minutes.

repo: MysterAitch/monitor-gias


text:
🛑 POST to DRM is down

In 5f6bf75, POST to DRM (https://mysteryexe.xyz/drm.php?) was down:

HTTP code: 403
Response time: 264 ms

Resolved: POST to DRM is back up in 762caae after 4 minutes.

repo: Mysteryexe/uptime-checker


text:
Issues with Tibia 11

Hi!
I've been using Tibialyzer for a long while, and recently switched over to Tibia 11.
For some reason I can't get Tibialyzer to work, it feels like it's not reading anything correctly.
I've tried fixing it in any way that I could think of (short of changing memory adresses).
I've properly selected Tibia 11, chosen the right process, ran it in admin mode, placed the files in C:, updated and reinstalled 10 times.
Heres my messages settings and Tibialyzer main window. http://imgur.com/ZKM0AKv
I cannot for the life of me get it running, is there anything obvious I'm missing or is it just difficult to get Tibialyzer working properly on Tibia 11?
Sorry if the text is a mess, I hope you can make sense of it.
Thank you for an amazing program.

No ideas as to what might be causing these issues?
Any help is appreciated.

Have you updated the .NET framework? Or at least reinstalled it?
Try deleting everything related to tibialyzer and extracting it again on a new folder on desktop.
The reason I say this is because I've been using it with tibia 11 ever since I heard of it. It runs fine for me.

repo: Mytherin/Tibialyzer


text:
Multi-node slurm jobs aren't merged properly, at least in jobs query view

These are not the only instances of multiple entries for the same job ID in the listing.  (Tthe "root" user for a couple of the entries is worrisome/weird but could be a slurm artifact.)

[x] update config files for fox and saga
[x] implement parsing in Rust sonarlog / config
[x] implement parsing in Go sonarlog / config
[x] implement merging based on config info in sonalyze
[ ] update slurminfo, probably; the flag can come from the background info, no command line opt needed (although some of this is on a separate queue at the moment)
[x] test
[x] deploy everything

The profiler recognizes that it is a multi-host job:
While running /home/larstha/sonar/sonalyze
exit status 1
ERROR: profile only implemented for single-host jobs

The jobs verb requires --batch for slurm systems to do the merging, this is not the default since merging across hosts on the ML cluster is nonsensical.
Ideally this would be configured somewhere central, such as in the json for the cluster, and everyone would consult that.  Temporarily we can set it up in the dashboard config and the argument can be passed behind the scenes.

One more task - update slurminfo.

Actually, still broken in the job query view, supremely strange.  Merging works from the command line locally but not when executed remote via sonalyzed.

Problem caused by a typo in sonalyzed, b/c only for the commands "jobs" and "load" should the config file be presented as an arg, but the code said "job" not "jobs".

repo: NAICNO/Jobanalyzer


text:
Update resource timeline processing

Currently, we manually process resource profile segments into timelines in Aerie-CLI. Reconsider that implementation in the context of:

The performance of the latest available API endpoints that would provide those timelines pre-constructed
The impact of temporal subset simulation on the structure of resource profiles/the addition of simulations having start time and duration values distinct from those of the plan.

De-scoping from v2 in favor of addressing breaking changes in the Aerie interface.

repo: NASA-AMMOS/aerie-cli


text:
Initial pass at adding a toggle to show mode changes as a line chart

Closes #640.
This is the first pass at showing mode changes as a line chart similar to how Raven works.
There's more work to go on this issue, right now horizontal rules aren't working properly and the correct way to implement this is to generate a new type of Y axes which we're not currently doing.

Looks like src/utilities/view.test.ts > generateDefaultView will need to be updated to reflect the new view schema?

It's calling the correct createTimelineXRangeLayer function which includes the new view property... I'll keep investigating.

One thing that would be really useful here would be to draw the horizontal ticks as is done for line layers. Think that could go in this PR or want to split it into a new ticket?

One thing that would be really useful here would be to draw the horizontal ticks as is done for line layers. Think that could go in this PR or want to split it into a new ticket?

I was looking into this a little yesterday afternoon, I can see if it's viable quickly for this PR otherwise I'll add it to the next ticket.

authors: AaronPlave cohansen

repo: NASA-AMMOS/aerie-ui


text:
Sequencing command form builder css gutter fix

Only display sequencing command form builder gutter if needed. Previously this gutter would show up on the main sequences page even though unused and if you dragged it you'd get an error.

@joswig looks like you may have done a merge from develop into this branch, I can try to rebase that out unless there's a particular reason to keep it in there?

@joswig looks like you may have done a merge from develop into this branch, I can try to rebase that out unless there's a particular reason to keep it in there?

feel free to rebase it out, I had done the merge commit to enable squash and merge in the web ui

authors: AaronPlave joswig


text:
Feature/lvt ldtsipost

Added "LDTSI post" runmode for LVT.

Please WAIT on accepting this pull request.  I need to double check that the documentation has been updated.

I believe this is ready to merge.
Resolves:  Issue #131

repo: NASA-LIS/LISF


text:
Create new Training page

to replace https://pds.nasa.gov/datastandards/training/

@jordanpadams I had already begun work on this iteration of incorporating the new materials, and the rest should take less than a day. There are still other materials to be delivered by the PO for this task, though, so it wouldn't close this parent ticket (or however this should be designated)

@c-suh sounds good. i turned this into an Epic. can you create the individual tickets that should be children of this? e.g. incorporate materials x,y,z for this sprint, and then we can work on incorporating materials i, j, k through another ticket when we get the content?

:calendar: April Status: brand new ticket with work started at beginning of May.

Have let Sheri know of the updates and am awaiting feedback.

@c-suh any word here?

@c-suh also, can you please request we get a planned rollout date here? I would like to schedule this accurately so it is clear we are not slipping on this deployment.

📆 June status: New task added to the schedule in June. This effort has been ongoing in the background, but wanted to get some traceability here. awaiting customer / collaborator input to get refined end date

@jordanpadams will do on asking Sheri about a rollout date and letting her know that we are tracking this here.
Most recently, she's asked some PDS users to review the page, and we are making changes based on the feedback. (I've just created a ticket for it.) She's still waiting to hear back from some of the reviewers. The plan after this round of reviews is for another round of reviews with a wider audience, moderated by @edwardbarraza.

@c-suh can I be looped in when the second part is taken into account? These pages will change as part of the web modernization effort. I want to avoid over-designing this page now, and then having to do it all over again in a year.

@jordanpadams, for clarity: I'm understanding the "second part" is the next round of reviews involving Edward, not the remainder of the current reviews. And, yes, I will loop you in when this happens.
Sheri got back with a rollout date: she is planning for this page to go live (with a few "Coming Soon" entries) by August/September, in time for the DPS conference in early October.  She also likes how we've been tracking changes and says thank you for sharing this.

📆 July status: On schedule

Started email discussion with Sheri and Jordan about date and method of release.

all changes completed. final release will occur in B12.1

authors: c-suh jordanpadams


text:
Rename the project and library on pypi "peppi"

💡 Description
Change the name of the repository and of the published package.
⚔ Parent Epic / Related Tickets
No response

Hi @collinss-jpl , @jordanpadams ,
I realized that we usually prefix our package names on pypi with pds.. For now we will do the same with peppi.
So:

github repository will be: peppi
python package name: pds.peppi

Thanks,

repo: NASA-PDS/updart


text:
Unable scroll layers in Layer Manager on mobile

It is not possible to scroll the layer lists on a mobile device while the dragger is active.

The scrolling and dragging action was disambiguated through the use of a "dragger" handle on the selected layer.

repo: NASAWorldWindResearch/WorldWindExplorer