text:
BlockifyVR (Virtual Reality)

This is a very-much-still-work-in-progress Virtual Reality extension I've been working on since January of 2023. While it's currently unperformant and buggy, it's mostly functional and I'm working on preparing it for final release in the coming months. However, this extension should not be used by anyone other than contributing developers as it's too unstable and still a work-in-progress.
The end goal is to have:

Little to no performance overhead with the extension
Cross-platform compatibility for major 6DOF headsets supported by A-frame (Oculus, Vive, and Windows Mixed reality)
An easy to use system that's coherent and efficient
Works well with any 3D engine

At the moment, it only supports Oculus Quest for testing purposes, but I have it set up to support other platforms as soon as I need it to.
Here are some things to note:

The extension should NOT be used in its current state.
It includes a local copy of the A-frame JS library, version 1.6.0, MIT License. This is for VR Management and Rendering as I'd have to write the entire thing from scratch using WebXR, WebGL, and the Gamepad API otherwise
Gallery thumbnail, documentation, and sample projects are not currently available and will be worked on as I get nearer towards release
The rendering uses a plane fixed to the camera which directly mirrors the scratch stage with an unshaded texture each frame. This is relatively performant and works well, but there could be better solutions to look into. The plane is placed 1 meter away from the camera and A-frame uses stereoscopic rendering to reduce eye strain. Note that the plane automatically scales to the size of the camera (display) while attempting to maintain the ratio of the stage. I use this instead of drawing directly to the canvas because it won't let me and I would have to re-write the renderer that's already tailored for VR.

With all of that said, here's a quick (and very outdated) video of the first somewhat working test of the extension:
https://github.com/user-attachments/assets/672535c4-5868-4ec1-9b97-55b2211023ed

Something to note: the green color and icon/logo included in the extension has been the branding of this project for many months. While I would like to continue using it, I'm uncertain about the validity of the title. So, let's take a vote. Please react a  thumbs up 👍 to this comment if you prefer "BlockifyVR" (which seems unprofessional to me) or react a thumbs down 👎 to this comment if you prefer "Virtual Reality" for consistency with the "Augmented Reality" extension.

that looks cool

that looks cool

It looks cool on the flat screen right now, but it's not so great when you try it. You'd probably get motion sickness. I'm still working on it.

that looks cool

It looks cool on the flat screen right now, but it's not so great when you try it. You'd probably get motion sickness. I'm still working on it.

sadly i dont think that's possible to stop this.

Does this show the same scratch 3D perspective to both eyes?

Does this show the same scratch 3D perspective to both eyes?

A-frame has stereoscopic rendering built in and I've enabled it in the rendering settings, so no. This fixes some issues with visualizing depth, so the eye offset allows your brain to process the image with more clarity. Even if the matrices aren't used in the renderer, it should properly use the correct eye offset. Why do you ask, just out of curiosity?
Keep in mind this is still a work in progress and most of the code is many months old so it's not the most efficient way to do VR.

Why do you ask, just out of curiosity?

Yes. At one point I tried to extend my AR extension to support AR headsets and VR as well, but the multiple eye rendering has been the main thing holding me back. I was just curious to know how you solved it.

Why do you ask, just out of curiosity?

Yes. At one point I tried to extend my AR extension to support AR headsets and VR as well, but the multiple eye rendering has been the main thing holding me back. I was just curious to know how you solved it.

I believe that there can be two XRViewerPose matrix sets for each eye if available, according to Mozilla Docs. You might want to look into that again. It'd be great if Augmented Reality could support AR headsets such as the Oculus Quest 3 in addition to just mobile touchscreen devices.

@Xeltalliv I somewhat trust you as your extensions are good quality and you seem to know what you're doing with WebXR.
I've looked at the code like 100 times. Do you mind taking a peek at the left-controller-manager and right-controller-manager A-frame components? Pressing any button significantly drops the FPS even without calling the event hat block. Additionally, pressing any button on the right controller returns its left controller counterparts except for X, Y, A, and B on Oculus Quest.
Just asking for another pair of eyes, that's all. I've asked other developers I know and I've asked ChatGPT and I've referenced the A-frame docs and everything looks fine to me, I just can't narrow down the issue.

I'll take a look when I have time. Thought it will probably be hard because the only kinf of VR I have access to is phone-based 3DOF no controller VR.
Also, do you mind giving some links, so that I can faster figure out where to look?

I'll take a look when I have time. Thought it will probably be hard because the only kinf of VR I have access to is phone-based 3DOF no controller VR.
Also, do you mind giving some links, so that I can faster figure out where to look?

Ok, no problem! I wasn't asking you to test the extension, and Google Cardboard-like devices aren't supported by it anyway, so you're fine, don't worry about it.
As for the links, do you mean the XRViewerPose Mozilla Developer Docs links or the links to my controller code? Because as of right now the latest version of my extension is only available on private GitHub repo accessible only to me. You could always just view the added BlockifyVR.js commit here and scroll down to the [hand]-controller-component blocks of code. Just a note though, it does include the entire minified A-frame library, so it might lag your browser a bit.

I'll take a look when I have time. Thought it will probably be hard because the only kinf of VR I have access to is phone-based 3DOF no controller VR.
Also, do you mind giving some links, so that I can faster figure out where to look?

As for VR testing, you wouldn't really need a VR headset. I've used Meta Quest's Immersive Web Emulator extension for testing when I didn't care to load up the entire headset.

ah yes, I remember seeing a trailer for this on scratch. I wanted to help, but now I can't

nvm I think I can
i'm Martinelplayz on scratch btw

nvm I think I can i'm Martinelplayz on scratch btw

I appreciate your willingness, but I think I've got it covered. It's mostly feature complete and right now I'm working on cross-platform compatibility, major performance optimizations, and bug fixes. I expect several more months before release, but some of that time I won't be working because uhhh life happens.
If I need extra assistance I'll request it, as I have in the case of Xeltalliv and the controller issues.

Upcoming release plan:
v1.0-alpha: current state. WIP. Expect significant bugs and poor performance.
v1.0-beta: upcoming update. Feature complete. Bugfixes and optimizations.
Public release:
v1.0: First release. Feature complete and meets all standards of great performance, very few issues, cross-platform compatibility, and intuitive design.
v1.5: Bugfixes and optimizations. Possibly a small feature or change, such as controller vibrations.
v2.0: Big update. Most likely something like hand tracking support for some platforms. Expect late 2025 or 2026. Also will include some minor bugfixes and optimizations.
v2.2: Bugfixes and optimizations along with whatever small features ya'll want to suggest. Any ideas? Reply to this comment, please.
Please note that this is a very generalized outline of what is expected to come and should not be taken seriously. Everything is subject to change as development continues.

could i try the extension?

could i try the extension?

Hi siskka7 it's me Thebloxers998

Thebloxers998

hmm https://github.com/TurboWarp/extensions/blob/2837a7adfbfc2e3aba49108003686affa1cb7beb/extensions/MasterMath/BlockifyVR.js

Thebloxers998

hmm https://github.com/TurboWarp/extensions/blob/2837a7adfbfc2e3aba49108003686affa1cb7beb/extensions/MasterMath/BlockifyVR.js

I'm not sure what you're "hmm"ing. It's just the source code.

Thebloxers998

hmm https://github.com/TurboWarp/extensions/blob/2837a7adfbfc2e3aba49108003686affa1cb7beb/extensions/MasterMath/BlockifyVR.js

I'm not sure what you're "hmm"ing. It's just the source code.

Hi, nice extension

Thebloxers998

hmm https://github.com/TurboWarp/extensions/blob/2837a7adfbfc2e3aba49108003686affa1cb7beb/extensions/MasterMath/BlockifyVR.js

I'm not sure what you're "hmm"ing. It's just the source code.

Hi, nice extension

Thanks, but it'd probably be nicer if it actually worked.

Also, do you mind giving some links, so that I can faster figure out where to look?

here you go
https://github.com/TurboWarp/extensions/blob/16a676dd3e9947b3d0ddca17f779fa4b9c86b984/extensions/MasterMath/BlockifyVR.js

So this is a weird issue I've been having for several months. Currently, I have the display plane scaling code also setting the stage size to its initial values to prevent WebGL texture errors. Apparently, once a texture is used it can't be resized without updating the info in the VRAM (or at least that's how I think it works, I'm very unfamiliar with this area). This means that (as of right now) the stage size must always stay the same size that it had when the page was loaded. Obviously this causes big issues.
Anyone have any suggestions other than deleting the texture and assigning a new one every time the stage changes size (which would be very un-performant)?

I'll take a look when I have time.

I took a look and have no idea. It's all code specific to AFRAME. I don't know AFRAME. AFRAME is too big and complicated for me to try to debug, especially if the only tool in my disposal is WebXR API Emulator browser extension.

I'll take a look when I have time.

I took a look and have no idea. It's all code specific to AFRAME. I don't know AFRAME. AFRAME is too big and complicated for me to try to debug, especially if the only tool in my disposal is WebXR API Emulator browser extension.

Ok, thanks for trying. I was just wondering if you think calling the hat blocks were the issue or something like that. It seems so unoptimized to me.
I'll try testing it without the controllers and with only either the left of right controller to try to narrow down the issue.

I'll take a look when I have time.

I took a look and have no idea. It's all code specific to AFRAME. I don't know AFRAME. AFRAME is too big and complicated for me to try to debug, especially if the only tool in my disposal is WebXR API Emulator browser extension.

A-frame is both a blessing and a curse. It makes development so much easier for basic features on the surface, but trying to go deeper into the integration gets difficult. No matter what library you're using, optimizing for VR is a pain in the neck.

I've just tested the extension again. Aside from performance, it's mostly working. The controllers are now returning their proper button values, and I can enable cross-platform controls the moment I need to. As of right now, I haven't added the surface touch buttons to the oculus-touch-controls button map, but again, I can do that the instant I need to, it's not super difficult. Spamming the buttons significantly reduces performance to unplayable frame rates and causes motion sickness.
After initially starting the project after the page has first loaded, the scratch stage display plane doesn't show up until I press the Oculus button. After that, it appears and scales to fit the Oculus display automatically upon entering VR mode every time.
Clearly, I'm going to have to fix several bugs and optimize the extension before I submit it as ready for review. Expect several months due to holiday season.

Nic3

Nice*

uld i try the extension?

Let's say no. to

then how to use it ???

uld i try the extension?

Let's say no. to

then how to use it ???

You're not supposed to use it until it's finished. Right now it doesn't work well.

Hey, have u tried it on a vr

Hey, have u tried it on a vr

Yes, multiple times.

If it's not buggy anymore then you should try to get it to turbowarp

You're going to have to be patient. Please refer to this comment to see the planned release schedule.
It's still significantly buggy and it will be a few months before I submit this for review, and possibly many more after that before it's on the gallery.

If it's not buggy anymore then you should try to get it to turbowarp

You're going to have to be patient. Please refer to this comment to see the planned release schedule.
It's still significantly buggy and it will be a few months before I submit this for review, and possibly many more after that before it's on the gallery.

Hopefully it gets added

Btw how do I use the extension

Btw how do I use the extension

I've said it multiple times, but I will say it again. This extension is not meant to be used by anyone other than me as it is a work-in-progress. I've submitted it here as a "draft" pull request for a reason: it's not done yet.
Once this is no longer a draft, it will be available for anyone to test and use, but as of right now I'd advise against it. It will be several more months before release. I ask for patience.
Thank you for understanding.

uld i try the extension?

Let's say no. to

then how to use it ???

You're not supposed to use it until it's finished. Right now it doesn't work well.

why

uld i try the extension?

Let's say no. to

then how to use it ???

You're not supposed to use it until it's finished. Right now it doesn't work well.

why

He said "right now it doesn't work well"

uld i try the extension?

Let's say no. to

then how to use it ???

You're not supposed to use it until it's finished. Right now it doesn't work well.

why

He said "right now it doesn't work well"

To both @Thebloxers998 and @siskka7,
I understand that you both would very much like to use my extension as soon as possible. However, I plead for your patience. These kinds of things (specifically anything related to VR) are very difficult to develop and take much longer than normal
projects. I have determined from extensive testing on a VR headset that this extension is not under any circumstances ready for use at the moment. I appreciate your desire, but again, I don't want to be the cause of any motion sickness, physical discomfort, etc. that may come from the premature use of this extension - it is simply too unoptimized and too buggy to be used in its current state.
Thank you for understanding.

uld i try the extension?

Let's say no. to

then how to use it ???

You're not supposed to use it until it's finished. Right now it doesn't work well.

why

He said "right now it doesn't work well"

To both @Thebloxers998 and @siskka7,
I understand that you both would very much like to use my extension as soon as possible. However, I plead for your patience. These kinds of things (specifically anything related to VR) are very difficult to develop and take much longer than normal projects. I have determined from extensive testing on a VR headset that this extension is not under any circumstances ready for use at the moment. I appreciate your desire, but again, I don't want to be the cause of any motion sickness, physical discomfort, etc. that may come from the premature use of this extension - it is simply too unoptimized and too buggy to be used in its current state.
With that said, I'm aware that many people are looking forward to using this extension, so I will try to develop this extension as fast as I can - so long as it's not unhealthy; I still have a life to attend. You can expect this PR to be opened from a draft to "ready for review" in the coming months.
Thank you for understanding.

Well I could give you an idea for the extension

Well I could give you an idea for the extension

I'd be open to suggestions, but please make sure it isn't already on the upcoming release plan.

Well I could give you an idea for the extension

I'd be open to suggestions, but please make sure it isn't already on the upcoming release plan.

What if you add a "Experimental" section where there are blocks that are for testing and when you try to trigger a block in the section it will first alert you that these are only for testing and then it lets you trigger it

And it will also tell you that it doesn't recommend it because it may cause lag

And it will also tell you that it doesn't recommend it because it may cause lag
I already have most (if not all) of the blocks that will be included in the first release.

All of the current problems I'm having aren't related to the blocks themselves, but the internal VR stuff that the extension handles (e.g., displaying the current scratch stage in the VR experience every tick). Also, the reason such an "Experimental" section is feasible but won't happen is because every version must pass my standards of being a "stable production environment" before it can be released - which means optimal performance and little to no bugs.
Nice idea though, I hadn't considered it.

What about a boolean that detects if your vr is stable

(Sorry, i dont know alot about vr)

And operators that check body part's XYZ position

What about a boolean that detects if your vr is stable

It's not about the hardware, it's about the state of the extension itself.

(Sorry, i dont know alot about vr)

Not a problem. I'll still be open-minded to any suggestions, questions, comments, ideas... you name it.

And operators that check body part's XYZ position

Again - great idea, I didn't think about it. One problem though: I'm not quite sure A-frame supports full-body tracking. If it did, it probably wouldn't be implemented into the extension because of the price $$$ of a full-body tracking suit and the fact that very few (if any) of the target users of my extension will have access to one of these. However, hand tracking is supported by the A-frame JavaScript library and may be integrated into a later release for some supporting platforms.
As of right now, the extension is targeted towards 6DOF (6 degrees of freedom, both rotational and positional tracking) standalone headsets with two controllers, such as HTC Vive, Windows Mixed Reality, and almost all Oculus headsets on WebXR compatible browsers.

What about a boolean that detects if your vr is stable

It's not about the hardware, it's about the state of the extension itself.

Sorry I ment unstable and I'm talking about if it's lagging or not

And a button that let's you do suggestions and stuff?

What about a boolean that detects if your vr is stable

It's not about the hardware, it's about the state of the extension itself.

Sorry I ment unstable and I'm talking about if it's lagging or not

Lag detection isn't exactly practical for performance reasons and VR best practices mean 90FPS or above at all times - so to meet the standards, my extension should provide little to no performance overhead and Scratchers should optimize their renderers/projects for VR along with making all the changes required (such as making the the UI a 3D UI that's part of the world, or allowing freedom of movement, etc.). As you can see, VR gets really complicated really fast.

And a button that let's you do suggestions and stuff?

I'm not sure what you mean by that.

And a button that let's you do suggestions and stuff?

I'm not sure what you mean by that.

Oh I mean like a button like the Open Documentation one

What about a boolean that detects if your vr is stable

It's not about the hardware, it's about the state of the extension itself.

Sorry I ment unstable and I'm talking about if it's lagging or not

Lag detection isn't exactly practical for performance reasons and VR best practices mean 90FPS or above at all times - so to meet the standards, my extension should provide little to no performance overhead and Scratchers should optimize their renderers/projects for VR along with making all the changes required (such as making the the UI a 3D UI that's part of the world, or allowing freedom of movement, etc.). As you can see, VR gets really complicated really fast.

I mean... you are correct

r

And a button that let's you do suggestions and stuff?

I'm not sure what you mean by that.

Oh I mean like a button like the Open Documentation one

A "Give Feedback" button actually is a good idea. I think Turbowarp doesn't like links to external resources (like a GitHub discussion or Scratch comments page) but with a user-confirmation popup I think I can get by that.
I'll look into it.

Nice

https://github.com/user-attachments/assets/e9ebe1d4-4794-4c7b-8268-ac5799539560

you could add some tutorials or documentation now or after relase

you could add some tutorials or documentation now or after relase

After release, because the documentation button won't be able to use the extensions.turbowarp.org domain until then. As of right now it's using a localhost URL that's commented out so it passes validation.

Working on adding cross-platform button mapping and fixing display scaling. - v1.0-alpha2: coming sometime in the foreseeable future.
Display resolution scaling capabilities (bug), optimizations, miscellaneous bug fixes - v1.0-alpha3: not yet.

trying your extension is fun and it works  : )

trying your extension is fun and it works : )

I'm glad that you think so, but I'd prefer it if you didn't. For me, the issues make the experience quite the opposite of fun: poor performance, texture skewing, bad perspective projection, poor resolution... the list goes on.
If you do proceed to use my extension against my advice, I ask that you please do it at your own discretion in order to minimize any physical discomfort that may result from the premature use of this unfinished extension. If you think it's fun, great! I'll keep working to make the user experience the best and most immersive I can.

What things have you added

What things have you added
See "Active Development" at the bottom of this comment. This will come soon, but has not been added yet.

Big Update:
I've just changed quite a few things that brings the release date much sooner than I was expecting.
First, I've added cross-platform button mappings for HTC Vive, Vive Focus, and all Windows Mixed Reality headsets with Windows Motion Controls, along with Oculus Quest 1, 2, 3, and Pro that were supported earlier.
Second, I've made some significant optimizations that bumped FPS from sub-par to "exceeds expectations". For reference, it previously ran at a very unstable 60FPS with poor resolution. Spamming buttons would bring it down to the single digits. Now, it runs at Turbowarp's max frame rate (250 FPS) on the same resolution using the default Simple3D Scene in the video above. Spamming buttons does not affect performance.
Third, and most importantly, I've added display resolution scaling support which fixed a major WebGL memory glitch that caused the display to not update when resized. This means you can play at any resolution and entering fullscreen mode or small screen mode or changing the stage size works as expected. Note that higher resolutions do decrease performance.
I'm going to continue working on the display plane scaling to make sure it consistently matches the Scratch Stage aspect ratio while covering the camera to prevent texture skewing for certain headset rotations.
Now it's time for your input: Should I add some blocks that change rendering settings? Like stereoscopic rendering, foveation level, display resolution, etc?

vr type detector like it detcts q1 q2 q3 and other vrs

i think it works that it shows screen in font of you you could add lock screen block and unlock wait that what i said is useless

v1.0-beta is here!
This update adds cross-platform compatibility for major 6DOF headsets, very significant performance optimizations, and significant bugfixes.
You can expect a previous scene that rendered at an unstable 30-50FPS to now run near or at TW's max 250FPS. Spamming buttons no longer affects performance.
Additionally, resolution scaling support has been added! This fixes a major bug and allows the experience to be played at a higher resolution when entering fullscreen mode. The display also now scales to match the aspect ratio of the Scratch Stage, preventing texture skewing, but it doesn't yet scale when the aspect ratio changes while in an immersive experience. This issue will be fixed in a later commit.

v1.0-beta is here!
This update adds cross-platform compatibility for major 6DOF headsets, very significant performance optimizations, and significant bugfixes.
You can expect a previous scene that rendered at an unstable 30-50FPS to now run near or at TW's max 250FPS. Spamming buttons no longer affects performance. Additionally, resolution scaling support has been added! This fixes a major bug and allows the experience to be played at a higher resolution when entering fullscreen mode. The display also now scales to match the aspect ratio of the Scratch Stage, preventing texture skewing, but it doesn't yet scale when the aspect ratio changes while in an immersive experience. This issue will be fixed in a later commit.
You can expect v1.0 (full release) to be committed here before Christmastime, but I have no control over review wait times, so it might take a while to make it into the gallery.

Nice!

There's a few glitches with display plane and texture scaling that I need to fix before we move out of beta and into a release candidate.

Should I add some blocks that change rendering resolution and foveation level so users can optimize performance for their projects? What about other rendering settings, like high refresh rate and antialiasing?
"Foveation in VR prioritizes rendering detail in the area where the eye is looking (the foveal region) while reducing detail in peripheral areas. This reduces GPU load by focusing high-quality rendering only where it’s needed most." - ChatGPT

nvm I think I can i'm Martinelplayz on scratch btw

I appreciate your willingness, but I think I've got it covered. It's mostly feature complete and right now I'm working on cross-platform compatibility, major performance optimizations, and bug fixes. I expect several more months before release, but some of that time I won't be working because uhhh life happens.
If I need extra assistance I'll request it, as I have in the case of Xeltalliv and the controller issues. Thanks anyway though

well when I tested it, for some reason it wouldn't report whether ABXY was pressed.

nvm I think I can i'm Martinelplayz on scratch btw

I appreciate your willingness, but I think I've got it covered. It's mostly feature complete and right now I'm working on cross-platform compatibility, major performance optimizations, and bug fixes. I expect several more months before release, but some of that time I won't be working because uhhh life happens.
If I need extra assistance I'll request it, as I have in the case of Xeltalliv and the controller issues. Thanks anyway though

well when I tested it, for some reason it wouldn't report whether ABXY was pressed.

That's interesting, it seems to work for me. Below is an attached .zip file containing a demonstration video and a sample project. ABXY only work on Oculus devices while in an active VR experience - simply being in the editor isn't enough.
resources.zip

2 more known issues - hopefully we'll be moving into v1.0-release-candidate by the middle/end of November

well when I tested it, for some reason it wouldn't report whether ABXY was pressed.

@Drago-Cuven: could you please provide more detail as to what issue you were experiencing and how it happened? What device did you test this on? If applicable, what emulation software were you using? In what context did the block not report the proper values?

insert nice meme here

well when I tested it, for some reason it wouldn't report whether ABXY was pressed.

@Drago-Cuven: could you please provide more detail as to what issue you were experiencing and how it happened? What device did you test this on? If applicable, what emulation software were you using? In what context did the block not report the proper values?

i'm using immersive web emulator on my Chromebook. when I use the blocks in the image none report anything at all for any input from their dropdowns except for "any".

also I would suggest having a blocks for sensing whether the grips/triggers/main part of the controller is being touched or not, like how vrchat can tell what fingers/thumbs are or are not on the controllers, and allow your avatar's fingers to move accordingly. I "have" used a quest before so I know its possible.

well when I tested it, for some reason it wouldn't report whether ABXY was pressed.

@Drago-Cuven: could you please provide more detail as to what issue you were experiencing and how it happened? What device did you test this on? If applicable, what emulation software were you using? In what context did the block not report the proper values?

i'm using immersive web emulator on my Chromebook as an "oculus 3". when I use the blocks in the image none report anything at all for any input from their dropdowns except for "any".

These blocks require either a legitimate VR headset or a computer with a VR emulator like the one you're using. However, they only return their proper values when in an active VR immersive session. To work properly, you should execute the "enter VR" block first, and use those values to output some sort of audio or visual information to the screen as overlays (such as the ask block input menu and variable monitors) are not shown in the VR immersive session. In my extensive testing these blocks hav worked with no issues. If you could provide a video it would be appreciated.

also I would suggest having a blocks for sensing whether the grips/triggers/main part of the controller is being touched or not, like how vrchat can tell what fingers/thumbs are or are not on the controllers, and allow your avatar's fingers to move accordingly. I "have" used a quest before so I know its possible.

A-frame does support button touch detection along with press detection, I just haven't added the JS event listeners for it yet as it's only supported by Oculus quest. However, it shouldn't be too difficult to implement so I'll see what I can do since we're still in beta.

left returns false, right returns nothing.

 Placeholder thumbnail. Someone can make a better one if they want. Green isn't my favorite color

gimme a hex color. i'll make one

 Placeholder thumbnail. Someone can make a better one if they want. Green isn't my favorite color

gimme a hex color... or multiple i'll make one

 Placeholder thumbnail. Someone can make a better one if they want. Green isn't my favorite color

gimme a hex color... or multiple i'll make one

Block colors are:
color1: '#00a616',
color2: '#02ad19',
color3: '#128211',
but I started making a website for this once a while back and I normally just used HTML green which is #008000.

(Blocks ideas) bending screen so you can see everything on screen

(Blocks ideas) bending screen so you can see everything on screen

Nice

Meta quest 2 have thumb rest place detecting could be a good update. touching and pressing is something different there could be block touching?

Wait is the website released?

Meta quest 2 have thumb rest place detecting could be a good update. touching and pressing is something different there could be block touching?

I already made that suggestion

(Blocks ideas) bending screen so you can see everything on screen

Not sure what you mean by this.

Meta quest 2 have thumb rest place detecting could be a good update. touching and pressing is something different there could be block touching?

Yes, it's quite possible that there will be some blocks for button touch detection along with button press detection. However, I'm still working on this.

Wait is the website released?

No, and most likely it won't ever be released.

i know it must work with any 3d engine but in https://studio.penguinmod.com/editor.html?livetests in extension tab is 3d and vr extension and it is very wobbly extension. i think it works similar to your extension

i know it must work with any 3d engine but in https://studio.penguinmod.com/editor.html?livetests in extension tab is 3d and vr extension and it is very wobbly extension. i think it works similar to your extension

Yes, I'm aware there are other VR extensions out there, but last time I checked the one for Penguin Mod was only available with their 3D extension, which is something I'm trying to avoid. Additionally, this extension is targeted towards Turbowarp and aims to have little to know performance overhead, as well as being intuitive and easy to use.

i know it must work with any 3d engine but in https://studio.penguinmod.com/editor.html?livetests in extension tab is 3d and vr extension and it is very wobbly extension. i think it works similar to your extension

Yes, I'm aware there are other VR extensions out there, but last time I checked the one for Penguin Mod was only available with their 3D extension, which is something I'm trying to avoid. Additionally, this extension is targeted towards Turbowarp and aims to have little to know performance overhead, as well as being intuitive and easy to use.

FUN FACT:i dont even know how to make 3d projects   D:

i know it must work with any 3d engine but in https://studio.penguinmod.com/editor.html?livetests in extension tab is 3d and vr extension and it is very wobbly extension. i think it works similar to your extension

Yes, I'm aware there are other VR extensions out there, but last time I checked the one for Penguin Mod was only available with their 3D extension, which is something I'm trying to avoid. Additionally, this extension is targeted towards Turbowarp and aims to have little to know performance overhead, as well as being intuitive and easy to use.

FUN FACT:i dont even know how to make 3d projects D:

Same 💀

i know it must work with any 3d engine but in https://studio.penguinmod.com/editor.html?livetests in extension tab is 3d and vr extension and it is very wobbly extension. i think it works similar to your extension

Yes, I'm aware there are other VR extensions out there, but last time I checked the one for Penguin Mod was only available with their 3D extension, which is something I'm trying to avoid. Additionally, this extension is targeted towards Turbowarp and aims to have little to know performance overhead, as well as being intuitive and easy to use.

FUN FACT:i dont even know how to make 3d projects D:

You can download this .zip file, rename the file extension to .sb3, and import it into Turbowarp how you would normally import a .sb3 file. It's a demo project hosting an already-set-up-for-you Simple3D scene with basic VR integration.
Simple3D Engine VR.zip

i know it must work with any 3d engine but in https://studio.penguinmod.com/editor.html?livetests in extension tab is 3d and vr extension and it is very wobbly extension. i think it works similar to your extension

Yes, I'm aware there are other VR extensions out there, but last time I checked the one for Penguin Mod was only available with their 3D extension, which is something I'm trying to avoid. Additionally, this extension is targeted towards Turbowarp and aims to have little to know performance overhead, as well as being intuitive and easy to use.

FUN FACT:i dont even know how to make 3d projects D:

You can download this .zip file, rename the file extension to .sb3, and import it into Turbowarp how you would normally import a .sb3 file. It's a demo project hosting an already-set-up-for-you Simple3D scene with basic VR integration.
You guys should be able to use this for testing. Hope this helps.
Simple3D Engine VR.zip

Nice, I'm going to try it

Imagine someone makes a video game with it, it would be super cool

i know it must work with any 3d engine but in https://studio.penguinmod.com/editor.html?livetests in extension tab is 3d and vr extension and it is very wobbly extension. i think it works similar to your extension

Yes, I'm aware there are other VR extensions out there, but last time I checked the one for Penguin Mod was only available with their 3D extension, which is something I'm trying to avoid. Additionally, this extension is targeted towards Turbowarp and aims to have little to know performance overhead, as well as being intuitive and easy to use.

FUN FACT:i dont even know how to make 3d projects D:

You can download this .zip file, rename the file extension to .sb3, and import it into Turbowarp how you would normally import a .sb3 file. It's a demo project hosting an already-set-up-for-you Simple3D scene with basic VR integration.
You guys should be able to use this for testing. Hope this helps.
Simple3D Engine VR.zip

Nice, I'm going to try it

Note that even in beta with the significant bug fixes and optimizations I've made, performance still depends on scene complexity (and project optimization) as well as hardware specifications. Also, there are a few bugs still to be fixed and there is no button touch detection yet - pressing them still works though.

By the way, in the project, what are some things to mess around with

By the way, in the project, what are some things to mess around with

I'm not sure what you mean. You could try adding some meshes and things, but right now the only functionality in the demo project I've provided is basic headset and controller tracking with a voice that speaks the most recently pressed button. That's about it. You could try walking around and seeing what happens when you press a button.

By the way, in the project, what are some things to mess around with

I'm not sure what you mean. You could try adding some meshes and things, but right now the only functionality in the demo project I've provided is basic headset and controller tracking with a voice that speaks the most recently pressed button. That's about it. You could try walking around and seeing what happens when you press a button.

I mean like settings that you change basically

By the way, in the project, what are some things to mess around with

I'm not sure what you mean. You could try adding some meshes and things, but right now the only functionality in the demo project I've provided is basic headset and controller tracking with a voice that speaks the most recently pressed button. That's about it. You could try walking around and seeing what happens when you press a button.

I mean like settings that you change basically

There's no settings to be changed right now except for "movement speed" which is not functional at all; it only works when falling back to computer controls if there is a lack of a VR headset presence. Additionally, it doesn't take into account of Delta Time so it doesn't really work well when changing FPS.

By the way, in the project, what are some things to mess around with

I'm not sure what you mean. You could try adding some meshes and things, but right now the only functionality in the demo project I've provided is basic headset and controller tracking with a voice that speaks the most recently pressed button. That's about it. You could try walking around and seeing what happens when you press a button.

I mean like settings that you change basically

There's no settings to be changed right now except for "movement speed" which is not functional at all; it only works when falling back to computer controls if there is a lack of a VR headset presence. Additionally, it doesn't take into account of Delta Time so it doesn't really work well when changing FPS.

Oh ok

Hmm

(Blocks ideas) bending screen so you can see everything on screen

Not sure what you mean by this.

Meta quest 2 have thumb rest place detecting could be a good update. touching and pressing is something different there could be block touching?

Yes, it's quite possible that there will be some blocks for button touch detection along with button press detection. However, I'm still working on this.

Wait is the website released?

No, and most likely it won't ever be released.

I mean the plane that mirrors stage will have option to bend like meta's Windows (screens)

And next idea more layers i mean like 3d (warning this idea is very stupid)

And next idea more layers i mean like 3d (warning this idea is very stupid)

I don't know if that should be added, what if it affects performance

And next idea more layers i mean like 3d (warning this idea is very stupid)

I don't know if that should be added, what if it affects performance

The problem with this is that the Scratch Stage is a 2D image, there's no depth information to be translated into the Immersive Web experience so that's why I use a Plane. All 3D rendering happens in the project. Stereoscopy is applied automatically to give the illusion of depth.

And next idea more layers i mean like 3d (warning this idea is very stupid)

I don't know if that should be added, what if it affects performance

The problem with this is that the Scratch Stage is a 2D image, there's no depth information to be translated into the Immersive Web experience so that's why I use a Plane. All 3D rendering happens in the project. Stereoscopy is applied automatically to give the illusion of depth.

i mean like a more planes but the plane must be somwere invisible (but this idea still is stupid )

And next idea more layers i mean like 3d (warning this idea is very stupid)

I don't know if that should be added, what if it affects performance

The problem with this is that the Scratch Stage is a 2D image, there's no depth information to be translated into the Immersive Web experience so that's why I use a Plane. All 3D rendering happens in the project. Stereoscopy is applied automatically to give the illusion of depth.

i mean like a more planes but the plane must be somwere invisible (but this idea still is stupid )

That still can't work because the stage is 2D, all of the 3D stuff is managed by the project and my extension has no knowledge or control over it.

And next idea more layers i mean like 3d (warning this idea is very stupid)

I don't know if that should be added, what if it affects performance

The problem with this is that the Scratch Stage is a 2D image, there's no depth information to be translated into the Immersive Web experience so that's why I use a Plane. All 3D rendering happens in the project. Stereoscopy is applied automatically to give the illusion of depth.

i mean like a more planes but the plane must be somwere invisible (but this idea still is stupid )

That still can't work because the stage is 2D, all of the 3D stuff is managed by the project and my extension has no knowledge or control over it.

True

By the way, is this compatible with the AR extension

By the way, is this compatible with the AR extension

No

And next idea more layers i mean like 3d (warning this idea is very stupid)

I don't know if that should be added, what if it affects performance

The problem with this is that the Scratch Stage is a 2D image, there's no depth information to be translated into the Immersive Web experience so that's why I use a Plane. All 3D rendering happens in the project. Stereoscopy is applied automatically to give the illusion of depth.

i mean like a more planes but the plane must be somwere invisible (but this idea still is stupid )

That still can't work because the stage is 2D, all of the 3D stuff is managed by the project and my extension has no knowledge or control over it.

Ok

Block ideas detecting floor y

Block ideas detecting floor y

OH YEAH! it would be useful to be able to tell where the floor is "supposed" to be.

Block ideas detecting floor y

OH YEAH! it would be useful to be able to tell where the floor is "supposed" to be.

I disagree to be honest. Floor level is internally managed by A-frame, and while it would be possible to make such a block, it wouldn't be practical or serve as much as a significant purpose that the other blocks serve. Also, we're out of alpha and into beta so new features should be minuscule and important if they're going to be included at all. For now, I'm focusing on bug fixes and optimizations.

Just added button touch detection. I could combine some of the "touched" and "pressed" blocks but I think it would create quite the issue because button touch detection only works on Oculus Quest so I have to use a different block category and if I want to combine them I'd have to make dynamic menus that depend on static menus to determine the contents of the dynamic menus. So for now I've just left it how it is.
Here's a new scratch project for testing:
Simple3D Engine VR.zip
Just note that the text to speech sometimes doesn't pronounce the buttons right.

On the meta quest controlers are 3 lines button. Some games are using it.

On the meta quest controlers are 3 lines button. Some games are using it.

Not a supported event listener by A-frame, but I could look into adding it. Might be a bit more difficult though. Other platforms support a similar button, but Quest doesn't.
Right now I'm kind of focused on fixing bugs and working on a release candidate rather than adding new features, but that doesn't stop small features like this from making it into beta.

How do people get the extension

How do people get the extension

It will be available on the extensions.turbowarp.org gallery when this PR is reviewed and merged. However, it's in "draft" mode right now, so that can't happen yet. Until then, you can find the latest commit by pressing "Commits" at the top >  scroll all the way down > press the latest commit > press the three dots "• • •" button > then press "view file". Expect browser performance to decrease on the last step as it has to load the entire A-frame library. Once you're viewing the file, you can download it and view it accordingly.
Alternatively, you can also just use this Simple3D Engine VR.zip file for testing as it can be imported into Turbowarp like a normal scratch project.

Known bugs that need fixing before v1.0-release-candidate:

Changing any Turbowarp setting (language, block color, light/dark mode, etc.) after the extension is loaded breaks the editor
Attempting to create a new my block after the extension is loaded crashes the editor (creating variables and lists still works fine)

The above issues both return TypeError: Argument 1 ('child') to Node.removeChild must be an instance of Node.

Texture resolution scaling. Pressing Oculus button in immersive experience causes texture to zoom in, lower resolution, and perspective projection to break. I'll have to narrow down whether this is a demo project issue or an actual JavaScript issue with the extension.

I have no idea how to fix these.
These issues will take some time, so I expect Beta to last at least a few more weeks before they can be fixed.

It says "must be an instance of Node" I think you should make it an instance of node

Known bugs that need fixing before v1.0-release-candidate:

Changing any Turbowarp setting (language, block color, light/dark mode, etc.) after the extension is loaded breaks the editor
Attempting to create a new my block after the extension is loaded crashes the editor (creating variables and lists still works fine)

The above issues both return TypeError: Argument 1 ('child') to Node.removeChild must be an instance of Node.

Texture resolution scaling. Pressing Oculus button in immersive experience causes texture to zoom in, lower resolution, and perspective projection to break. I'll have to narrow down whether this is a demo project issue or an actual JavaScript issue with the extension.

I have no idea how to fix these.
These issues will take some time, so I expect Beta to last at least a few more weeks before they can be fixed.

It says "must be an instance of Node" I think you should make it an instance of node

I think I figured that part out

Known bugs that need fixing before v1.0-release-candidate:

Changing any Turbowarp setting (language, block color, light/dark mode, etc.) after the extension is loaded breaks the editor
Attempting to create a new my block after the extension is loaded crashes the editor (creating variables and lists still works fine)

The above issues both return TypeError: Argument 1 ('child') to Node.removeChild must be an instance of Node.

Texture resolution scaling. Pressing Oculus button in immersive experience causes texture to zoom in, lower resolution, and perspective projection to break. I'll have to narrow down whether this is a demo project issue or an actual JavaScript issue with the extension.

I have no idea how to fix these.
These issues will take some time, so I expect Beta to last at least a few more weeks before they can be fixed.

It says "must be an instance of Node" I think you should make it an instance of node

I think I figured that part out

Ok

Ideas I have
Event: when [object1] touches [object2]
What it does: Triggers an event when two VR objects collide.
Block: animate [object] with [animation]
What it does: Applies an animation to a VR object (e.g., bounce, spin).

Ideas I have Event: when [object1] touches [object2] What it does: Triggers an event when two VR objects collide.
Block: animate [object] with [animation] What it does: Applies an animation to a VR object (e.g., bounce, spin).

You could use keyframes

Ideas I have Event: when [object1] touches [object2] What it does: Triggers an event when two VR objects collide.
Block: animate [object] with [animation] What it does: Applies an animation to a VR object (e.g., bounce, spin).

You could use keyframes

Just remember, it will take a long time!

Those ideas will not be added. This extension isn't a 3D engine, it's a framework for integrating VR functionality into other already existing 3D engines. Because of this, collision detection and animations should be managed by the project, not the extension.

I think you can add key simulation to controlers

And if vr is in standby?

And if vr is in standby?

???

Change display resolution that could make something faster idk or turbomode mode

And if vr is in standby?

???

power button

Progress Update
I know you guys are patiently waiting and I'm taking a really long time.
I'm still working on finalizing some things and working out a major issue before moving into release candidate mode, which I hope to do over the holidays before the end of the year (no promises). I've added a few blocks for managing rendering settings (an option to enable/disable high refresh rate and stereoscopy as well as set foveation level and exposure). The last exposure option was added to mitigate an issue where the texture of the stage in the immersive experience was brighter than the original source image of the stage. I'm still testing this, so there isn't a commit for that yet.
Additionally, I expect it will be several more weeks (if it gets worse than I expected, months) before we open this PR for review.
The plan is to get this release ready as soon as possible without me losing my sanity. Once we're there, this PR will be opened for review. During the entire review period, the version will be v1.0-release-candidate. Once the extension is approved, the version will be v1.0 (the first public release).
A note to the reviewers:
Due to the size and complexity of this extension, I would like to request as many people as are available and willing. Because of this, I expect the review to take longer than normal, which is all the more a reason for more reviewers-I'd personally prefer this extension to be released in a timely manner (although not rushed), if at all possible. Because of the time spent developing this extension, some code may be outdated or written by a less-experienced myself from two years ago. Any recommendations, suggestions for improvements, or changes to preserve best practices are welcomed and encouraged. Thank you for understanding.
A note to the patient and eager users:
TL;DR: it's going to be a little bit

I think I may have found a theoretically plausible solution to the display scaling issues, but I'll have to check it out tomorrow. More likely it won't work than it will, but it's worth a shot.

i have a simple idea  from Static Dropdown  to   Circle Dropdown   (from square to circle dropdown ).for easier coding.in circele dropdown i can put variables in it.

i have a simple idea from Static Dropdown to Circle Dropdown (from square to circle dropdown ).for easier coding.in circele dropdown i can put variables in it.

Some blocks have these, other blocks do not. For example, button blocks do, but enter/exit VR does not. This really depends on the kinds of functions the blocks do and when a variable would be most needed. If you have specific blocks that need reporter input capabilities, let me know, I'll add it if I deem it necessary.

I'm still working on attempting to resolve this issue. I've already made several different tests of probable solutions and none of them worked. I'm back to the drawing board and will need to take a short break before I put my brain cells to work again

tell when you will start work

tell when you will start work

Probably after Christmas break. I just need a week or two to clear the fog in my brain and then I'll get back to it.
Maybe I might even work here and there during Christmas break

@Thebloxers998 reviews aren't necessary yet, but in-depth and informative reviews may become helpful during release candidate phase.
I'm working on that big bug still and adding controller vibrations. It'll be a bit. On the side I'm also making a 3D Engine and a 3D Physics extension to go with this VR extension so I have to spend some development time on those as well
Don't know how much longer it'll be. Hopefully not too long...

will be the 3D engine and 3D physics extension early access?

@Thebloxers998 reviews aren't necessary yet, but in-depth and informative reviews may become helpful during release candidate phase.
I'm working on that big bug still and adding controller vibrations. It'll be a bit.
On the side I'm also making a 3D Engine and a 3D Physics extension to go with this VR extension so I have to spend some development time on those as well
Don't know how much longer it'll be.
Hopefully not too long...

You didn't need to ping me then

and you use chatgpt to help you or you want to do it 100% yourself

You didn't need to ping me then

Noted

and you use chatgpt to help you or you want to do it 100% yourself

depends. ChatGPT doesn't really help much with these complicated issues and I don't generally prefer to use it to write Turbowarp extensions as that's not it's specialty but it can help with some minor things

repo: TurboWarp/extensions


text:
Dynamic HMC

Excerpt from https://github.com/TuringLang/Turing.jl/issues/495
Later, we made a design decision that during an HMC step, the dimensionality of parameters assigned to HMC shouldn't change. However, the dimensionality of parameters assigned to HMC can still change for different HMC steps. For example, if a new parameter is created during an HMC iteration and is assigned to HMC, then before the current HMC iteration finishes, the newly created parameter is not updated. Therefore, the newly created parameter value will stay the same as its initialization (e.g. a draw from its prior). This design simplifies the HMC implementation and makes the code you are referring to obsolete.
@xukai92 could you take a look at HMC and see whether the design above is correctly implemented?

I think the current code doesn't do what you described. This is because during one refactoring, we decide to assume the model is static during the whole HMC and, and we removed the code to check whether a VarName is in VarInfo; if not, sample one in assume (https://github.com/TuringLang/Turing.jl/blob/master/src/samplers/hmc.jl#L178-L188), but always fetch one from VarInfo.
I could create a PR to pull that functionality back. Do you have a concrete model I could test on?

Could be relevant: https://github.com/tpapp/DynamicHMC.jl

When a parameter is used for some iterations, then omitted for a few iterations, and used again: do I resample it from prior, or I use the previously-stored value? Also is there any literature about HMC with dynamic dimension?

I believe the proper way to do this is via reversible-jump. Gen can probably do that now.

source: gharchive/issue

license: MIT

license_type: permissive

license_source: github-api


text:
are you going to work on it in future

FIRST I get so excited that someone has listen to us,
then i download it and found it buggy,
my all expectations got killed at first sight
cheers to you for making this effort.
[i was not able to pull request thats why i posted here]

Hi nitin,
Nice that you like the project, appreciate that 😀
Let me say that I did not expect this project to catch a lot of interest for someone else, and therefore only wrote it for me and only tested it there so I am not very surprised that it's buggy ;-) But I think I can fix some; what bugs exactly did you encounter?

Are you still interested in bug fixes?

I will close this for inactivity now, feel free to open a new issue if you got any other requests.

repo: Twometer/NoFences


text:
Dev Suggestion: Quick bugfix release

There seem to be a few bugs which are already fixed in dev and have gotten reported quite a bit (see the linked duplicates in #169), perhaps we could release now? Or if necessary, spin off just the fixes and release it?
issue #169
issue #207

Yeah. I'm forgoing the rebase & 2 review requirement so we can pack things down into dev and put out a RC.

https://drive.google.com/open?id=1AW12ffMjBGFIO_ZgaIQ2O_rXr4ZdDwUQ
Tyler please watch that 30 second video and tell me if this is your mod or not. It says applied patches and skipping patches. Not sure why it is picking and choosing what patches to apply and which to skip. This is a brand new character that I just started as a test.

@Tyler-IN Perhaps we can do a full release to nexus? A lot of people probably don't even know that releases are on here, so they've still got the buggy version on there. I don't think it needs a ton of features as long as it's got the mentioned bugfixes.

That was kind of the point with early RCs, I don't need overwhelming feedback of "everything is broken" - the current builds from dev are looking much better than RC 2, with more working components. I want to get these current pulls dealt with and then one more round of testing and push to Nexus.

You're a little bit out of the loop if you're not on the Discord with us, @iPherian :)

@Tyler-IN I guess I am ;) my discord is ipherian#5005

Yeah this is Community Patch. The skipped patches can't be applied because
either they no longer apply to the current game version, either because
they need to be fixed to work with that version or they are already fixed
in the base game.
On Sat, Apr 25, 2020 at 1:25 PM KenRiehle notifications@github.com wrote:

https://drive.google.com/open?id=1AW12ffMjBGFIO_ZgaIQ2O_rXr4ZdDwUQ
Tyler please watch that 30 second video and tell me if this is your mod or
not. It says applied patches and skipping patches. Not sure why it is
picking and choosing what patches to apply and which to skip. This is a
brand new character that I just started as a test.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/Tyler-IN/MnB2-Bannerlord-CommunityPatch/issues/234#issuecomment-619413344,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AIC7PYAI6SGWVYCVXMFUEQ3ROMMJPANCNFSM4MQUZ7CA
.

authors: KenRiehle Tyler-IN iPherian


text:
Remove autocomplete from packages list.

Should autocomplete be listed if it is in core?

Should autocomplete be listed if it is in core?

Nope. Thanks. It wasn't in core once upon a time :rose:

source: gharchive/pull-request

repo: TypeStrong/atom-typescript


text:
fix(DIST-548): Make side tab button reponsive to text

[ ] Explain the motivation for making this change.
[ ] Provide a solid test plan for your changes.
[ ]  Link to the issue - if any DIST-548

Why so many indentation changes? Can you please revert it, its hard to review.

Why so many indentation changes? Can you please revert it, its hard to review.

I formatted the code properly as it was not. Will revert those changes

Hey @mathio should be better now, sorry for the confusion 😄

[BOT] Preview available: https://embed.typeform.com/cf427a651511971f6c3188a9f4fb66f05b0c0cac/embed.js

:tada: This PR is included in version 0.29.1 :tada:
The release is available on:

npm package (@latest dist-tag)
GitHub release

Your semantic-release bot :package::rocket:

authors: antoniofull mathio travis-tf

repo: Typeform/embed


text:
🛑 Migasfree Server OPL is down

In 3c8acdf, Migasfree Server OPL (https://migasfree.opl.uab.cat) was down:

HTTP code: 502
Response time: 542 ms

Resolved: Migasfree Server OPL is back up in 7dfab25.

repo: UAB-OPL/opl-uab-monitoring


text:
🛑 Migasfree Server OPL is down

In ea9b0ea, Migasfree Server OPL (https://migasfree.opl.uab.cat) was down:

HTTP code: 0
Response time: 0 ms

Resolved: Migasfree Server OPL is back up in 50ade50 after 14 minutes.


text:
Milestone 2 Feedback

Write test cases and code iteratively: Code Quality
Comments
The functions are documented but don’t include examples
Exception handling: Code Quality
Comments
The exception handling is not included in at least 1 function
Specific expectations for this milestone: Mechanics
Comments
Python repo has 10+ branches with 3 branches that have not been used for 10+ days.

@andytai7 Thank you for your feedback.
Since the exception handlings are the same for all 4 main functions, to avoid repeating the code, we have put them under functions 1. date_format_check and 2. loc_format check. These 2 exception handling functions are included in all 4 main functions.
Regarding "The functions are documented but don’t include examples", appreciate if you could elaborate more. We included examples in the docstring under the file CanadaCovidMetrics.py (https://github.com/UBC-MDS/canadacovidmetrics/blob/main/src/CanadaCovidMetrics/CanadaCovidMetrics.py).

@ming0701
For exception handling, please write them even if they are repeated for each function.
For "functions are documented but don't include example" As you can see in the image below, one of the functions had no examples.

@andytai7 Thanks for clarifying, we will amend accordingly.

Hi @andytai7 - would you be able to elaborate on the need to explicitly define repeated error handling operations in each function? If including them in the package itself is an issue - can we shift them into a 'utils.py' package that this principal package calls?

Hi, @LukeAC I believe that the requirement is to have error handling operations after each function. If you shift them into 'utilis.py', i would still be marking them based on each function's error handling operations. But shifting them is fine if you explicitly say in the read me.

Hey @andytai7 - I'm sorry but I'm afraid I'm still not following how our existing implementation does not satisfy what you have described here/what is in the Milestone 2 requirements.
From Milestone 2 (And there is no additional specifications added in Milestone 3 for exception handling)

The function should be written defensively. That is, it should handle incorrect input and errors detected during execution via throwing exceptions with useful error messages, and there should be tests to confirm that the exceptions result in the expected behaviour of the function.

We have created two functions for the purposes of handling erroneous input into our primary functions: loc_format_check() and date_format_check(). Furthermore, we have included unit tests for these two functions. If this needs to change, could you provide an example of what this change might look like, just so we're on the same page? Thank you!

Dear @LukeAC
No worries, i'll give you an example of where you have a return and where your group did not specify what the return was going to be. Lastly, i'll give you an example of another group, where the function.
In this first example is from your group's function "total_cumulative_deaths". This makes sense in terms of it's return, because after you apply the function there is a data frame output.

Here is an example of another group's function, in which the return would be a data frame with a plot.

For your group's functions: date_format_check and loc_format_check, there were no returns when the functions works, therefore how would the user know that it's correct?
Fundamentally what I'm confused about is even if it's an error handler, wouldn't the function still return something to the user if it was utilized and the action was complete?
If this group would wish, i would be more than happy to have a convo online where this can be more seamless! Thank you!
Best,
Andy

Hi Andy - thanks for the prompt follow up!
In my experience it's fairly common to have functions/methods which return None. print() is one such example of a built-in Python method that returns None. I will check in with Tiffany during her office hours to ensure I'm not missing some requirement(s) here. Thanks for your help!
Best,
Luke

repo: UBC-MDS/canadacovidmetrics


text:
[song-directory-to-songbook] index sometimes points to wrong pages

[song-directory-to-songbook] index sometimes points to wrong pages

Apparently happens when index is more than 1 page long
Possibly can be fixed by simply adding an extra pdflatex at the end

Fixed via https://github.com/UC3Music/songbook-tools/commit/8aa30e3ae93c41d2e1fe543e5af97ae52ed7dcc8

license: unlicense

license_source: bigquery


text:
Documenting src/components/SplashAnimation/SplashAnimation.jsx to explain functionality

File name: src/components/SplashAnimation/SplashAnimation.jsx

I would like to work on this please!

Great! I assigned you (@deandrehendrix) to the issue. Have fun working on it!

authors: deandrehendrix kpmoran


text:
submodule runLenthMatrix for homopolymer concordance evaluation

Hi, I would like to evalutate the homopolymer concordance with reference to the method of Mc Cartney, et cl., 2022, where they used Margin's runLengthMatrix submodule to convert the assembly sequence to a run-length encoded (RLE) sequence. However, I can't find it. I wonder if this module is still available?

Sorry, I just found it in "build". Anyway, thanks for developing this nice tool.

repo: UCSC-nanopore-cgl/margin


text:
Reporting Demo

This contains the proposed changes for Displaying reports. However, restoring the 'COVID' dashboard link affects the routing such that i was not able to have both links appearing and functional at the same time.

Thanks @TrevorAntony,  please look at the build failures

@TrevorAntony following our sync earlier here is some feedback we talked about, let me know if you need any assistance

Cover at least 90% of the width for the filtering section
Try to display the button on the same line as the filters
Remove the green background in the table header
Use SWR to fetch the report
Translate the column headers

I have updated the PR

@TrevorAntony let's close this

closed. But i wont delete the branch for now
On Fri, 26 Jul 2024 at 09:28, kyampeire Hadijah @.***>
wrote:

@TrevorAntony https://github.com/TrevorAntony let's close this
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authors: TrevorAntony hadijahkyampeire

repo: UCSF-IGHS/openmrs-esm-ohri


text:
[CI] how to add apt install in the CI?

Since some software is necessary for precise-runner,  therefore, before pip install precise-runner, we need to make sure the following software exist:
sudo apt install python3-pip \
libopenblas-dev \
python3-scipy \
cython \
libhdf5-dev \
python3-h5py \
portaudio19-dev

My problem is how to put this apt installation into CI procedure, otherwise the CI can not be successed.
You can see the failed information in this PR #230 .

I think you should be able to modify the install depencies step in https://github.com/UHHRobotics22-23/marimbabot/blob/main/.github/workflows/main.yml

All of them are available via rosdep, so you can add a dependency to your package.xml and need no other changes. Looking at the package index at https://github.com/ros/rosdistro/blob/master/rosdep/base.yaml we see the following:
libopenblas-dev: Available as libopenblas-dev
cython: Avaible as cython
libhdf5-dev: Available as hdf5
python3-h5py: Available as python3-h5py
portaudio19-dev: Available as portaudio19-dev

@Flova  What is the different between the base.yaml and python.yaml in rosdistro?

Hey @yunlong-wang-cn .
You can take a look at the logs https://github.com/UHHRobotics22-23/marimbabot/actions/runs/6075807070/job/16482709856?pr=230#step:3:847 . They show, that   $ ( source /opt/ros/noetic/setup.bash && rosdep install -q --from-paths /root/target_ws/src --ignore-src -y | grep -E '(executing command)|(Setting up)' ; )  is executed before python requirements are installed.

Hey @yunlong-wang-cn,
I could reproduce your error.
I just tried in another branch - as soon as I have fixed it (hopefully) I create a PR that bases on your branch so you can merge it into that.

Here it is https://github.com/UHHRobotics22-23/marimbabot/pull/253

We could just integrate the python stuff in the main CI workflow this should resolve the need for an extra rodep install.

Nvm I saw your PR. Your solution is faster but a bit wastefully because of the two rosdep installations.

currently, the CI works well.  And I prefer the second one, which could save some time for us.

authors: Flova Juphex ateRstones yunlong-wang-cn


text:
Darwin SMP failure in exit

Original issue: https://charm.cs.illinois.edu/redmine/issues/1294

Autobuild shows a failure for netlrts-darwin-x86_64-smp in tests/charm++/sdag/case/, seemingly during exit:
../../../../bin/testrun  +p2 ./caseTest  ++local
Charmrun> scalable start enabled.
Charmrun> started all node programs in 0.006 seconds.
Charm++> Running in SMP mode: numNodes 2,  1 worker threads per process
Charm++> The comm. thread both sends and receives messages
Converse/Charm++ Commit ID: 6899066
Warning> using Isomalloc in SMP mode, you may need to run with '+isomalloc_sync'.
Charm++> scheduler running in netpoll mode.
CharmLB> Load balancer assumes all CPUs are same.
Charm++> Running on 1 unique compute nodes (16-way SMP).
Charm++> cpu topology info is gathered in 0.007 seconds.
running
case test1, test3
	 => test5
non-case test4
non-case test2
[Partition 0][Node 0] End of program
Charmrun> error on request socket to node 0 '127.0.0.1'--
Socket closed before recv.
make[4]: *** [test] Error 1
make[3]: *** [test] Error 1
make[2]: *** [test] Error 1
make[1]: *** [test] Error 1
make: *** [test] Error 2

Original date: 2016-11-09 15:07:28

The failure is consistently reproducible

Original date: 2016-11-23 18:59:00

This is failing every night in autobuild.

Original date: 2016-11-30 17:38:13

We're now even seeing this apparently in tests/util/check

Original date: 2016-11-30 20:21:42

Check autobuild logs to see when failures started. Correlate date with when Sam upgraded OS on Wit.
Try under tsan

Original date: 2016-11-30 20:26:25

I upgraded Wit to MacOS X 10.11 on Nov 7th.

Original date: 2016-12-10 18:36:34

I took a quick look at this. The segfault is reproducible in standalone mode on a 'netlrts-darwin-x86_64 smp --with-production --enable-error-checking -g' build.
$ lldb -- ./caseTest
(lldb) target create "./caseTest"
Current executable set to './caseTest' (x86_64).
(lldb) r
Process 80802 launched: './caseTest' (x86_64)
Charm++: standalone mode (not using charmrun)
Charm++> Running in SMP mode: numNodes 1,  1 worker threads per process
Charm++> The comm. thread both sends and receives messages
Converse/Charm++ Commit ID: v6.7.0-484-g7ab0fba
Warning> using Isomalloc in SMP mode, you may need to run with '+isomalloc_sync'.
Charm++> scheduler running in netpoll mode.
CharmLB> Load balancer assumes all CPUs are same.
Charm++> Running on 1 unique compute nodes (8-way SMP).
Charm++> cpu topology info is gathered in 0.000 seconds.
running
case test1, test3
	 => test5
non-case test4
non-case test2
[Partition 0][Node 0] End of program
Process 80802 stopped
* thread #1: tid = 0x83634, 0x00007fff90d2c2da libdyld.dylib`stack_not_16_byte_aligned_error, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=EXC_I386_GPFLT)
    frame #0: 0x00007fff90d2c2da libdyld.dylib`stack_not_16_byte_aligned_error
libdyld.dylib`stack_not_16_byte_aligned_error:
->  0x7fff90d2c2da <+0>: movdqa %xmm0, (%rsp)
    0x7fff90d2c2df <+5>: int3

libdyld.dylib`_dyld_func_lookup:
    0x7fff90d2c2e0 <+0>: pushq  %rbp
    0x7fff90d2c2e1 <+1>: movq   %rsp, %rbp
(lldb) bt
* thread #1: tid = 0x83634, 0x00007fff90d2c2da libdyld.dylib`stack_not_16_byte_aligned_error, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=EXC_I386_GPFLT)
  * frame #0: 0x00007fff90d2c2da libdyld.dylib`stack_not_16_byte_aligned_error
    frame #1: 0x00007fff5fbff420
    frame #2: 0x00000001000f8cc5 caseTest`CsdScheduleForever [inlined] CmiHandleMessage(msg=0x00000001000212d0) + 34 at convcore.c:1818 [opt]
    frame #3: 0x00000001000f8ca3 caseTest`CsdScheduleForever + 211 at convcore.c:2055 [opt]
    frame #4: 0x00000001000f89e5 caseTest`CsdScheduler(maxmsgs=<unavailable>) + 21 at convcore.c:1991 [opt]
    frame #5: 0x000000010000703a caseTest`Main::_atomic_6(this=0x000000010044ce90) + 42 at STDIN:24
    frame #6: 0x0000000100006d96 caseTest`Main::_when_5(this=0x000000010044ce90) + 150 at caseTest.def.h:841
    frame #7: 0x0000000100006cf5 caseTest`Main::_when_4_end(this=0x000000010044ce90) + 21 at caseTest.def.h:817
    frame #8: 0x0000000100006cce caseTest`Main::_atomic_5(this=0x000000010044ce90) + 46 at caseTest.def.h:831
    frame #9: 0x00000001000042e9 caseTest`Main::_when_4(this=0x000000010044ce90) + 153 at caseTest.def.h:802
    frame #10: 0x00000001000036d4 caseTest`Main::test4(this=0x000000010044ce90) + 324 at caseTest.def.h:935
    frame #11: 0x000000010000358a caseTest`CkIndex_Main::_call_test4_void(impl_msg=0x000000010044acc0, impl_obj_void=0x000000010044ce90) + 42 at caseTest.def.h:397
    frame #12: 0x000000010002eb9a caseTest`::CkDeliverMessageFree(epIdx=149, msg=0x000000010044acc0, obj=0x000000010044ce90) + 138 at ck.C:593 [opt]
    frame #13: 0x0000000100031e0c caseTest`_processHandler(void*, CkCoreState*) [inlined] _invokeEntryNoTrace(epIdx=149, obj=<unavailable>) + 20 at ck.C:637 [opt]
    frame #14: 0x0000000100031df8 caseTest`_processHandler(void*, CkCoreState*) [inlined] _invokeEntry(epIdx=149, obj=<unavailable>) at ck.C:655 [opt]
    frame #15: 0x0000000100031df8 caseTest`_processHandler(void*, CkCoreState*) [inlined] _processForPlainChareMsg(CkCoreState*, envelope*) + 265 at ck.C:1006 [opt]
    frame #16: 0x0000000100031cef caseTest`_processHandler(converseMsg=<unavailable>, ck=<unavailable>) + 4175 at ck.C:1272 [opt]
    frame #17: 0x00000001000f8cc5 caseTest`CsdScheduleForever [inlined] CmiHandleMessage(msg=0x000000010044ac70) + 34 at convcore.c:1818 [opt]
    frame #18: 0x00000001000f8ca3 caseTest`CsdScheduleForever + 211 at convcore.c:2055 [opt]
    frame #19: 0x00000001000f89e5 caseTest`CsdScheduler(maxmsgs=<unavailable>) + 21 at convcore.c:1991 [opt]
    frame #20: 0x00000001000f3569 caseTest`ConverseRunPE(everReturn=0) + 745 at machine-common-core.c:1297 [opt]
    frame #21: 0x00000001000f2125 caseTest`ConverseInit(argc=<unavailable>, argv=<unavailable>, fn=<unavailable>, usched=<unavailable>, initret=0) + 933 at machine-common-core.c:1198 [opt]
    frame #22: 0x000000010001eb0e caseTest`main(argc=<unavailable>, argv=<unavailable>) + 46 at main.C:18 [opt]
    frame #23: 0x00000001000017f4 caseTest`start + 52

Original date: 2016-12-14 18:40:41

If the issue is, as hinted, that the stack is not 16-byte aligned, then it should be pretty straightforward to adjust the allocation of the new thread stack that we use to spawn the scheduler inside CkExit (so that we don't return to user code after the call).

Original date: 2017-01-11 16:14:46

I am only able to reproduce this error on wit and not on my personal laptop. Running Valgrind gives the following output (attached). I was able to "fix" this by inserting any non-blank line of code but I am still working on how to actually align this properly.

Original date: 2017-01-11 16:34:32

Have you tried alllocating an aligned buffer, passing that to pthread_attr_setstack() and pthread_create()?
What version of OS X are you running on your laptop? I think Wit was upgraded to OS X 10.11 around the time this error started occurring.

Original date: 2017-01-20 22:46:28

We (Phil and I) isolated what we think might be a compiler bug that's causing this issue. See the attached files for a reproduction. In the meantime, I've reworked the Yield condition during exit to circumvent the compiler issue. Patch is here: ~~https://charm.cs.illinois.edu/gerrit/#/c/2146/~~ https://github.com/UIUC-PPL/charm/commit/f1989c311c8669531729dd101a25f9281c5d418d

Original date: 2017-01-25 16:18:54

Reported to Apple as Bug #30186931. There doesn't seem to be any way in their system to CC others, so I'll update if/when something moves there.

authors: PhilMiller mprobson stwhite91

repo: UIUC-PPL/charm


text:
css fixes to match design

css fixes

👍

authors: dahfool mannickutd

repo: UKTradeInvestment/enav-alpha


text:
[BUG] saved map fails to open

Bug Description
Saved map https://geohub.data.undp.org/maps/296/edit#4.18/17.22/9.73
fails to open
Bug Reproduction
find the map and try to open uisng open button

Bug Impact
No response
Bug Screenshots

Bug References
No response
Bug System Information

OS: [e.g. Windows 10]
Browser: [e.g. Google Chrome, Firefox]

┆Issue is synchronized with this Wrike task by Unito

It was caused by deleting the dataset used in saved style. we need to add error handling when a dataset in saved style is deleted. we can delete dataset from the response of /style/{id} api

authors: JinIgarashi iferencik

repo: UNDP-Data/geohub


text:
User should be able to clone existing chip setups

When I add a new setup I have the option to submit, or submit and add another.
But when I open an existing setup, I can only edit and submit.  If the user wants to clone an existing setup it would be useful to have the option to submit and add another when an existing setup is opened.

Now that you bring it up, I think it might be more straightforward to rename "Save and Add Another" to "Save and Clone."

This feature is live on the staging server.

This feature is now live on the production server: 7d09df4

authors: Luke-Malchow-Bergenthal ahgough

repo: UPDDI/mps-database-server

license: mit


text:
Tractor and Tool interaction

#7
#29
#51
#46
-added itempickup component

added item component
added itemActions component
player can interact with the ground and till tillable map spots (using mouse)
tractor get in and out, tractor drives around, tractor honk

hmm... idk bout this one

lgtm!!!


text:
Apportioned Emissions streaming endpoints

Add streaming endpoints for all Apportioned Emissions (hourly, daily, monthly, quarterly, annual, & ozone). Please refer to the feature/streaming-endpoints branch uploaded as part of the Streaming POC to resolve the memory/performance issue regarding downloading large files. This branch has working examples of how to provide streaming endpoints for any situation.
Remaining work needed

[x] Remove attachFile request parameter if exists
[x] Require pagination for non streaming endpoints
[x] Validate page size limit of ~25,000 to be configurable
[x] Do not include pagination for streaming endpoints
[ ] Update/expand/increase unit test coverage

Requiring & Validating Pagination

Add the following in app.config.ts changing the env var name to match the name of the app

Add the env var to the manifest.yml

Update page and perPage properties in param DTO's

NOTE: The @Min and @IsRange decorators as well as ErrorMessages are in the easey-common 2.8.0 version or later

The streaming endpoints for hourly, daily, monthly, quarterly, annual, & ozone have already been added as most of the work was done as part of the POC. There has been some significant refactoring so please touch base with tech lead to review!!!

Testing:
Test Case: TC570
Tester: @MaeganWood64

@tlageman-epa @maheese TC570 Passed

repo: US-EPA-CAMD/easey-ui


text:
Bug: Fuel Flows label Imporpely displayed

Context
Note: This is a cosmetic issue that does not impact functionailtiy
Need to discuss if this bug needs to be fixed before the May BETA. If this bug must be fixed before the BETA release it must be resolved before the end of 12.4.
The MP Fuel Flows Label is impropely displayed in the modal. The label has additional padding and is not aligned like the other labels. This issue was spotted in the workspace and should be confirmed that it is not happening in global.
Steps to Reproduce

Login into ECMPS
Navigate to the MP module
Select systems as a section
Select view/edit and scroll down

The Fuel flow label has more padding than other labels.
Fuel Flow Label Display

Bug fixed

authors: JanellC mosesdeeCVP


text:
Disable unnecessary stuff if not main project

I had some problems while including cereal in my project using FetchContent, so I made some small modifications to the CMakeLists.txt:

renamed some options using the CEREAL_ prefix to make clear to which project they belong to and avoid conflicts
changed the default value of some options so that, when not the main project, doc, sandbox and performance comparisons are disabled by default
added a more complete check for main project

I think this edits would make it easier to depend on cereal using FetchContent, including it as submodule or similar techniques. See this other pull request for more info.

I see that some CI checks are not successful, but the errors are unrelated to this particular PR, am I right?

Yes CI seems to be borked - was hoping to go through and slam through a bunch of these PRs but will have to fix that before I do so.

authors: AzothAmmo LucaCiucci

repo: USCiLab/cereal


text:
fixes for issues coming out of v0.3.0 refactor

#232 and others

@ldecicco-USGS or @lindsaycarr got a chance for a review?

got merged before I got a chance to check out the branch - I've got to be faster!

authors: jread-usgs lindsaycarr

repo: USGS-R/gsplot


text:
Uv hydro profiling

Using RProf(), I found out that datetime parsing was taking a while. Fasttime is very fast and helps handle this problem.

I'm having trouble with Travis builds. It doesn't seem to want to install fasttime when testing.

@dpattermann-usgs
I think you need to make sure you do an import before the function that uses it and also add it to the DESCRIPTION file. We've been using roxygen to update that automatically I think.
@ldecicco-USGS ?

Also, I haven't done any benchmarking, but since you are already using the lubridate package, you might want to check if the function fast_strptime is comparable (in case you don't want to depend on yet another package). It's definitely faster than base, but I haven't compared it to fastPOSIXct.

@ldecicco-USGS I hadn't done any benchmarking for lubridates parse_date_time either. I'm comparing the two right now. Seems like lubridate is nearly just as fast. I chose fasttime because it's very lightweight (it only has the one function) and it's pretty simple to use. But if we're already using lubridate, I'll just use that.

repo: USGS-R/repgen


text:
shared legend describing precip colors

Want to create one legend function or viz item and have it shared for any of the precip maps.

They all share the way limits for the legend are being used.

repo: USGS-VIZLAB/how-to-gdp


text:
External link in named tab

Try adding
Google

anywhere in the frame.  This should cause browsers to create a new tab / window AND reuse it for subsequent clicks on the same link.  Currently, this is ignored and a new tab / window is opened on every click.
Possible culprit : https://github.com/UW-Madison-DoIT/uw-frame/blob/master/uw-frame-components/js/ga.js#L34

Fixed by #128

repo: UW-Madison-DoIT/uw-frame


text:
Role management modal

We now have several roles that users should be able to assign themselves:

Developer
Designer
Web Dev
C# Master

This is a great reason to finally make a place for users to manage roles. I suggest using a Modal.
Additionally, it may be a good idea to have the backend return a list of the roles that a user is allowed to give themselves.

Linking https://github.com/UWPCommunity/uwpcommunity-backend/issues/45


text:
Background issue

When your quickstart app goes in background, it throws an exception when it hears another app. The message log is:
[] nw_socket_get_input_frames recvmsg(fd 4, 1024 bytes): [57] Socket is not connected
and the peer discovered is not fired.

Thanks for your feedback.
To tackle down your issue, we would need some more info:

Describe the steps involved for reproducing the issue
Provide more logs or a stacktrace
Which p2pkit and iOS versions you are using

You can also email us for sending logs at p2pkit@uepaa.ch

We are testing the app with 3 phones:

A: nexus 5, Android v6.0.1 (no BLE advertising support)
B: Xiaomi RedMi Note 4X, Android v7.0.0 Miui v7.4.13 (with BLE advertising support)
C: iPhone 5, iOs v10.3.1

The iOS version is v10.3.1 and p2pkit v2.0.4
The phones are connected to internet with WiFi and Bluetooth enabled.
When phone C (iPhone) is in backgroud, after about 10 minutes

we enable the p2pkit on the phone B, the phone C is not notified and the iOs console shows the attached error.
after we enable the p2pkit on the phone A, the phone C is notified about the proximity of the phone A and after several seconds phone B too.

We suppose between phone A and C you use the Bluetooth strategy (no BLE) instead of phone B and C. According to this, seems the iOS app when idle it can't do something when we use the BLE strategy.
2017-04-21 11:08:01.786794+0200 p2pkit-quickstart-ios[431:86238] [DYMTLInitPlatform] platform initialization successful 2017-04-21 11:08:01.905553+0200 p2pkit-quickstart-ios[431:86155] Metal GPU Frame Capture Enabled 2017-04-21 11:08:01.906534+0200 p2pkit-quickstart-ios[431:86155] Metal API Validation Enabled 2017-04-21 11:08:02.951259+0200 p2pkit-quickstart-ios[431:86228] Enabling P2PKit version 2.0.4 for app id: 6969726 2017-04-21 11:08:03.163253+0200 p2pkit-quickstart-ios[431:86155] state -> SUSPENDED 2017-04-21 11:08:03.911289+0200 p2pkit-quickstart-ios[431:86155] state -> RUNNING 2017-04-21 11:12:50.968356+0200 p2pkit-quickstart-ios[431:87011] [] nw_socket_get_input_frames recvmsg(fd 4, 1024 bytes): [57] Socket is not connected 2017-04-21 11:12:50.986777+0200 p2pkit-quickstart-ios[431:86155] state -> SERVER CONNECTION UNAVAILABLE 2017-04-21 11:12:56.379975+0200 p2pkit-quickstart-ios[431:86155] state -> RUNNING 2017-04-21 11:26:29.017828+0200 p2pkit-quickstart-ios[431:88339] [] nw_socket_get_input_frames recvmsg(fd 4, 1024 bytes): [57] Socket is not connected 2017-04-21 11:26:29.031602+0200 p2pkit-quickstart-ios[431:86155] state -> SERVER CONNECTION UNAVAILABLE 2017-04-21 11:26:30.130084+0200 p2pkit-quickstart-ios[431:86155] state -> RUNNING 2017-04-21 11:32:33.967207+0200 p2pkit-quickstart-ios[431:90060] [] nw_socket_get_input_frames recvmsg(fd 4, 1024 bytes): [57] Socket is not connected 2017-04-21 11:32:33.979461+0200 p2pkit-quickstart-ios[431:86155] state -> SERVER CONNECTION UNAVAILABLE 2017-04-21 11:34:13.249677+0200 p2pkit-quickstart-ios[431:86266] CFNetwork SSLHandshake failed (-9806) 2017-04-21 11:38:44.419391+0200 p2pkit-quickstart-ios[431:90060] [] nw_socket_get_input_frames recvmsg(fd 14, 1024 bytes): [57] Socket is not connected 2017-04-21 11:38:44.429322+0200 p2pkit-quickstart-ios[431:86266] CFNetwork SSLHandshake failed (-9806) 2017-04-21 11:38:57.476409+0200 p2pkit-quickstart-ios[431:86155] state -> RUNNING 2017-04-21 11:45:29.399174+0200 p2pkit-quickstart-ios[431:92007] [] nw_socket_get_input_frames recvmsg(fd 4, 1024 bytes): [57] Socket is not connected 2017-04-21 11:45:29.421216+0200 p2pkit-quickstart-ios[431:86155] state -> SERVER CONNECTION UNAVAILABLE

We noticed that the issue seems to happen when we use as deployment target on iOs 10.0. If we use 10.3 seems to work.
Can you investigate?

Do you have some news about this issue?

Sorry for the delay. We identified the issue and should have a fix for it in an upcoming version.
Just to clarify:
Can you confirm that discovery in a situation like you described above with iOS 10.3+ works for you?

Yes it works
Thank you
2017-05-17 15:24 GMT+02:00 emimh notifications@github.com:

Sorry for the delay. We identified the issue and should have a fix for it
in an upcoming version.
Just to clarify:
Can you confirm that discovery in a situation like you described above
with iOS 10.3+ works for you?
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You are receiving this because you are subscribed to this thread.
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authors: edotassi emimh tavolate


text:
Unnecessarily long function

The function kernel::runtime::ensure_loaded_correctly() has an unnecessarily long if statement that can be replaced with a more suitable function like kernel::compare_memory().

You're right. 🙂 Reason is ensure_loaded_correctly was introduced very early on before compare_memory was even a thing.

By the way, why haven't you been online on Discord for the past two days?

Trying to focus on work 😋

repo: UltraOS/Ultra


text:
Strange error this morning

Hi there!
I came home this morning to find that the bot had died with an error while I was away. This was not a problem, however when trying to restart the bot, I now get this error and cannot resume my broadcasting at all. :)
raadiome: Logged successfully as Raadio
raadiome: {"command":"identify","params":{"app_data":{"f":"0","n":"Raadio","p":"29662485-20150326012511.gif","y":"0","z":"99b67b7f"},"invisible":false,"userid":"29662485","app_sig":"1429138549:6083e75d450973e863ca372e846ee7cde6cfcc1d","sessionid":"********"},"blackbox":{"_cid":1}}
raadiome: {"command":"identify","type":"success","success":{"id":{"sudo":false,"uid":"g2dkABNtYW5hdGVlQDE3Mi4xNi4wLjgxAAB80wAAFtYD","userid":"29662485","app_data":{"f":"0","n":"Raadio","p":"29662485-20150326012511.gif","y":"0","z":"99b67b7f"}},"loggedin":true},"blackbox":{"_cid":1}}
raadiome: {"command":"set","params":{"keyvals":[{"key":"i","readable":"global","value":{"p":"29662485-20150326012511.gif","n":"Raadio","y":false}}]},"blackbox":{"_cid":2}}
raadiome: {"command":"set","type":"success","success":"set","blackbox":{"_cid":2}}
raadiome: {"command":"sub","params":{"add":true,"subs":[{"overwrite_params":false,"sub":"global"},{"overwrite_params":false,"sub":"user:29662485"}]},"blackbox":{"_cid":3}}
raadiome: {"command":"sub","type":"success","success":[{"sub":"global","params":{"a":null},"latest_messages":[]},{"sub":"user:29662485","params":{"owner_subscribed":false,"owners":[{"type":"uid","name":"g2dkABNtYW5hdGVlQDE3Mi4xNi4wLjgxAAAywQAAGIwD"}]},"latest_messages":[]}],"blackbox":{"_cid":3}}
raadiome: {"command":"get","params":{"keys":["s"],"userid":29662485},"blackbox":{"_cid":4}}
raadiome: {"command":"get","type":"return","return":{"userid":"29662485","values":[{"bcast":"552e318ec87467af3d8b4568","bcastName":"Raadio | Anime Radio Station","bcastPic":"","bcastOwner":1,"status":1,"song":null,"songEx":null,"time":1429138523638,"remora":4.6}]},"blackbox":{"_cid":4}}
raadiome: {"command":"sub","params":{"add":true,"subs":[{"create_when_dne":false,"overwrite_params":false,"sub":"bcast:552e318ec87467af3d8b4568"},{"create_when_dne":false,"overwrite_params":false,"sub":"bcast:p:552e318ec87467af3d8b4568"}]},"blackbox":{"_cid":5}}
raadiome: {"command":"sub","type":"success","success":[{"sub":"bcast:552e318ec87467af3d8b4568","params":{"se":true,"owner_subscribed":true,"sub_alert":true,"tags":["bcast","bcast_genre_1304"],"pndOwner":null,"tl":0,"p":0,"publishers":[{"type":"userid","name":"29662485"},{"type":"userid","name":"42"},{"type":"userid","name":"3879"},{"type":"userid","name":"579416"},{"type":"userid","name":"2226931"},{"type":"userid","name":"3327599"},{"type":"userid","name":"17638985"},{"type":"userid","name":"17729920"},{"type":"userid","name":"21007202"},{"type":"userid","name":"25736013"}],"n":"Raadio | Anime Radio Station","owners":[{"type":"userid","name":"29662485"}],"py":false,"d":"We chill and listen to animu tunes here...","h":{"s":[]},"t":{"i":1304,"n":"Anime"},"qc":"b308c09f66149fa8ff0277cee2ddbcdf","x":0,"s":null,"remora":"g2dkABVtYW5hdGVlQDE3Mi4xNi4xMDAuOTIAAD4VAAAJRwM=","unsub_alert":true,"liveURL":"","i":null,"v":4.6,"cp":{"photo":"55135897c87467d3108b457f-20150325211032.png","y":0,"flags":0,"stock":0}},"latest_messages":[]},{"sub":"bcast:p:552e318ec87467af3d8b4568","params":{"v":4.6,"vp":[],"ban_groups":["bcast_chat"],"sge":true,"c":true,"sgc":[],"banned":[],"store_latest":true,"owner_subscribed":true,"remora":"g2dkABVtYW5hdGVlQDE3Mi4xNi4xMDAuOTIAAD4VAAAJRwM=","sg":{"s":{},"b":[]},"sga":true,"owners":[{"type":"userid","name":"29662485"}],"publishers":"global"},"latest_messages":[]}],"blackbox":{"_cid":5}}
[ERR]raadiome: /Users/montague/raadio/core/manatee.js:703
[ERR]raadiome:                 if (ret[0].params.s.active)
[ERR]raadiome:                                    ^
[ERR]raadiome: TypeError: Cannot read property 'active' of null
[ERR]raadiome:     at /Users/montague/raadio/core/manatee.js:703:36
[ERR]raadiome:     at Array. (/Users/montague/raadio/core/manatee.js:203:13)
[ERR]raadiome:     at Object.manatee.manateeCallBackOnMessage (/Users/montague/raadio/core/manatee.js:62:41)
[ERR]raadiome:     at Object.manatee.rebuildData (/Users/montague/raadio/core/manatee.js:107:17)
[ERR]raadiome:     at Socket. (/Users/montague/raadio/core/manatee.js:125:29)
[ERR]raadiome:     at Socket.emit (events.js:107:17)
[ERR]raadiome:     at readableAddChunk (_stream_readable.js:163:16)
[ERR]raadiome:     at Socket.Readable.push (_stream_readable.js:126:10)
[ERR]raadiome:     at TCP.onread (net.js:529:20)
!!!! User raadiome exited with code 1Restarting...

Looks like there's a missing null check on this line:
core/manatee.js:703 @ 34aecbc6120721792829f2806d5acfb938949251
Should be pretty simple to fix.

Yup fixed, i would submit a request but tbh im not sure how its done haha

I'll push a fix tonight.

Pushing the patch in a moment, sorry for the delay.

authors: Reanmachine Tasemu UlysseM

repo: UlysseM/GSBOT


text:
Auto Select Coins on Connection

Hey, can you maybe add to the Panel after a Bot is connected what coins are the best for GPU VRAM Size?

Well the web panel doesn't know how much VRAM the GPU has, and even then there isn't really a "best" coin, it all depends on preference and they all have their own pros and cons. For example, many mine ETC on 8GB cards because it uses less resources (VRAM in this case) so it will impact the user experience less and thus cause less user detections. And mining the new support Ubiq could technically be the most worth since it only uses 1.6GB of VRAM, while it's less profitable overall it could in practice be the most profitable to mine due to longevity and being able to mine on nearly all GPUs (though older ones will have lower hashrate obviously).

Yes but i basically mean for example if the gpu has 8gb it will mining ETH that you can setup it in a config if gpu has 4gb then mining ETC and 6gb+ = ETH and for other coins that you can setup for the gpu ram size

repo: UnamSanctam/UnamWebPanel


text:
🛑 API is down

In 1bbb90a, API (https://api.unirev.xyz/) was down:

HTTP code: 0
Response time: 0 ms

Resolved: API is back up in 094306c after 13 minutes.

repo: UniExperiment/status

license: Unlicense


text:
GUI Window Resources

Resource interface for GUI windows.

/format

/format

The std::map contained in the FrontendResourcesMap should be fine for copies and the contained resource wrappers are also pretty dumb, the idea beeing that different participants can keep a hard copy of their resource (references) map for convenience, since resources will not change during runtime. This may help maintain isolation of resources such that participants dont (accidentally) get access to resources they did not request. Just trying to give a little context.

authors: geringsj gralkapk

repo: UniStuttgart-VISUS/megamol


text:
MGMT: Domains Landing Screen

Add a new screen that lists Domains in a paginated table.  Selecting a Domain will navigate to the Services Screen that will only list the services that are part of that domain.

Added this functionality as a new branch mgmt-domain-screen to keep it separate for now from fixes for other issues.   Take a look and see if you agree with this change.

Are you sure you have pushed the branch? Not seeing it :(

Yeah I pushed to my repo.  It is pushed here now.

I think this is fine. Few minors:

Perhaps "Default" as opposed to "default"?
Do you envision adding other operations to the screen for a domain besides Edit? Because that's an extra click right now.
Links to domains themselves don't actually change the mouse icon? When I over, the mouse icon changes to a text-edit type of cursor.
I might give the "filter domains" search field a little bit more presence by making it larger and wider, but that possibly is just me nitpicking.

Otherwise, very good.

For number 2 above, I had planned to do "Details" option that would expand the row and show all the services under that domain.  Problem is the Data Table doesn't like to handle rows that change height, and it didn't look that good.  I mostly left it because I though the screen seemed sparse without it.  I am willing to get rid of it if that is the consensus

Merged

authors: mmoayyed tsschmidt

repo: Unicon/cas