text:
Desktop Javascript Console

Draft PR until full merge
Press F3 while in-game to toggle the console.
Features:

movable cursor
clipboard integration
selection
input history

Not supported:

display of previous inputs
delete word
mouse support

Keybinds:

left/right: move cursor by one character
up/down: move up/down or history up/down
CTRL+left/right: move cursor by one word
CTRL+A: select all
SHIFT+left/right: resize selection
CTRL+D: close console
HOME: move to the start
END: move to the end
CTRL+C: copy selection to clipboard
CTRL+X: cut selection to clipbord
CTRL+V: paste clipboard to cursor
ENTER: submit
SHIFT+ENTER: new line at cursor
BACKSPACE: delete previous character
DELETE: delete next character

Resolves #190

Codecov Report

Merging #250 (a59afe2) into master (21c9315) will decrease coverage by 1.13%.
The diff coverage is 0.00%.

@@            Coverage Diff            @@
##           master    #250      +/-   ##
=========================================
- Coverage    9.69%   8.56%   -1.14%
=========================================
  Files         176     185       +9
  Lines        3239    3655     +416
  Branches     1031    1229     +198
=========================================
- Hits          314     313       -1
- Misses       2776    3193     +417
  Partials      149     149

Impacted Files
Coverage Δ

src/game/Game.cpp
0.00% <0.00%> (ø)

src/game/User.cpp
0.00% <0.00%> (ø)

src/game/Users.cpp
0.00% <0.00%> (ø)

src/game/Users.hpp
0.00% <ø> (ø)

src/game/components/History.cpp
0.00% <0.00%> (ø)

src/game/components/KeyboardInput.cpp
0.00% <0.00%> (ø)

src/game/components/KeyboardInput.hpp
0.00% <0.00%> (ø)

src/game/gui/components/Console.cpp
0.00% <0.00%> (ø)

src/game/scenes/MainMenuScene.cpp
0.00% <0.00%> (ø)

src/game/scenes/SettingsMenuScene.cpp
0.00% <0.00%> (ø)

... and 16 more

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authors: MisterPeModder codecov-commenter


text:
Digging into the Code

Hey,
I downloaded your mod a couple days ago (great job by the way) and I've been having issues with things like station and supply mules not doing what I expect them to do. I'm sure it's just me skipping over something important. Since I write scripts sometimes during work hours I thought it would be fun to dig into the XML and figure it out for myself.
A lot of it is pretty self explanatory, but I can't seen to find any documentation from Egosoft that points to what the variables reference. I've been able to figure it out for the most part, but this one has stumped me:
<set_value name="$someTrade" exact="$needs.{$nSort}" />
<set_value name="$isTradeWare" exact="$someTrade.owner.tradewares.{$someTrade.ware}.exists" />
<set_value name="$isMadeAndUsed" exact="$someTrade.owner.products.{$someTrade.ware}.exists" />
<do_if value="(not $isMadeAndUsed) and (not $isTradeWare) and $cargoRatio lt 10"> <append_to_list name="$outerList" exact="$someTrade" /></do_if>
What are tradewares and products? I'm assuming tradewares are the initial wares in a factory. Like silicon wafers in a refined metals factory and products are the refined metals. Why are they being excluded from the station mule's potential trade choices if the ware doesn't exist for the buyer and seller priority is false?
Thanks,
Michael

Hello! You'll want to learn how to unpack the game catalog files and get code complete working in an editor in my opinion. After unpacking the game, there is a file called scriptproperties.xml that contains all of the objects and their attributes, with a brief description. This thread is a good starting point:
https://forum.egosoft.com/viewtopic.php?f=181&t=402382
Specifically, here's an example for getting VS code complete working with the unpacked game files:
https://forum.egosoft.com/viewtopic.php?f=181&t=416621
I'm not 100% sure of exactly when something is a tradeware or a product myself. That's not really defined precisely in the scriptproperties xml. But on a warehouse, where there are no production modules, everything seems to be a tradeware. I think on a factory, only the end product is a tradeware. i.e. claytronics on a claytronics factory is a tradeware. Something that I've seen is that a ware can be both a tradeware and a product on a station. They're not mutually exclusive.  So I don't know the exact rules for every type of scenario, unfortunately.
The station, distribute, and travel mules were all written by a previous author. The new version of supply mule was written by me. I've tried not to touch the logic in the older mules too much because as far as I've tested, they "just work".
If you have specific questions about how your mules are behaving, I can probably answer that for you. 90% of problems in my experience are user error (though it's hard within the game to communicate to the user what the problem is).

Hm. Okay cool. I'll do that.
As for my own issue I have a claytronics factory (Source) that has buy orders for quantum tubes and microchips. The problem is that my station mule only grabs finished claytronics or antimatter cells and bring them back to the warehouse (Target). The warehouse also has sell offers for tubes and microchips. The two way trade just doesn't seem to be working. I have include food and meds, two way trade, allow low volumes, and make target warehouse checked.
Thanks for the help.

I have not done extensive testing of the two way trade, except to see that it's not erroring out in the logs. Does the source station have a manager and enough budget? This is a really common problem.
How much of the needed item is in the warehouse?
To really figure out what's happening if it's not a simple budget issue, I will have to do a deep dive into the code, add a lot of debug messages, and do a lot of testing. For instance right now I'm thinking perhaps the "$supplies" variable on line 393 doesn't include the things your source station wants.
The way I got started modding X4 just a few weeks ago was having a theory like that, then just trying to figure out all of the details I'd need to print debug it. So, if you get to it before I do, that's fine with me :)
In the meantime, the way I tend to play with mules is a station mule and a supply mule on every factory. The supply mules will help each other out once their own station is supplied. With a low number of stations, it can be good to have a few extra supply mules floating around. I would say in the end of a big empire I have about a 2-1 ratio of supply to station mules. The station mules basically only exist to make warehouses for me.

Yeah. It has a manager and a little over what the suggested budget asks for. There's 10k microchips and 6k tubes in the warehouse.
Haha. That's how I usually debug things anyways. The stuff I work with is pretty old school programming wise. I'll take a look and let you know.
I think that's how I'm going to tackle it. I have a couple other ideas that I'm going to test tonight. It just seems so inefficient. The supply mules seem like a "Throw it against the wall and hope it sticks" solution. They end up not using the warehouses sometimes and that bugs me.

The supply mules just have a very specific order that they work through. It's what I wanted them to do. First look for build storage, then production needs, then fill up warehouses.
Even with player to player trades, they're evaluating "profit", because they're still affecting the prices on those stations by changing the storage levels. But if you want them to heavily favor getting supply from the player, you can change the "player buy mod" slider. At 100 it uses the station manager's price, but lower than that, it reduces it to that percentage. So 0 completely ignores the price on the warehouse and will always source from there as long as there is enough volume to move.

AFAIK product group is the group of wares that are involved in actually producing the product. Primary wares and the actual products are in this category, and I think secondary wares (due to legacy reasons) are also in the product group too.
Then, we have the tradewares group. This group contains wares added via `<add_trade_ware />, and can pretty much be anything (see "set as warehouse").
There should be the 3rd (or 4th?) category but I am not so sure, perhaps that would be the supply group for fleet/ship resupply.
I want to think that these three (four?) groups are mutually exclusive. Not sure if that's how it works.

My memory is that at least once I have seen a ware that was both a tradeware and a product. But it could have been some funny business with the research needs on the PHQ.

That would make sense. I had real issues trying to get things to work using the PHQ. I eventually gave up.
This can all be found in the scriptproperties.xml file?

yes, scriptproperties.xml will tell you all of the attributes available on a trade offer, ware, station, etc. There are other scripts in the unpacked game files that contain information about the builtin functions like find_buy_offer, but IMO those are better off being perused using code completion tools that pop up docstrings and whatnot.

Fair enough. I'm looking at setting that all up now.

I'm going to close this for now but feel free to come back with more questions or contributions!

source: gharchive/issue

license_type: permissive

license_source: github-api


text:
1.4.0 support + auto fix

It would be great to support auto fix :)
http://eslint.org/blog/2015/09/eslint-v1.4.0-released/

Pr welcome.

They have added 8 new rules in v1.5.0.

authors: MoOx luisrudge oliviertassinari

repo: MoOx/eslint-loader

license: mit

license_source: bigquery


text:
Bug: Handle --experimental_sibling_repository_layout

Describe the bug
I haven't tested this yet, but knowing how we do some logic, I'm pretty sure we need to handle --experimental_sibling_repository_layout: https://github.com/bazelbuild/bazel/issues/12821

I tested this with incremental generation mode and it works.

license: MIT


text:
"otherCalendar" is null

Describe the bug
The validator was unable to process a feed and gave an error.
To Reproduce
Run the validator on the following dataset: http://transitfeeds.com/p/sonoma-marin-area-rail-transit/1050/latest
Expected behavior
No notice should be generated in this case.
Witnessed behavior
Exception in thread "main" java.lang.NullPointerException: Cannot invoke "org.mobilitydata.gtfsvalidator.domain.entity.gtfs.Calendar.getStartDate()" because "otherCalendar" is null
	at org.mobilitydata.gtfsvalidator.domain.entity.gtfs.Calendar.isOverlapping(Calendar.java:500)
	at org.mobilitydata.gtfsvalidator.usecase.ValidateNoOverlappingStopTimeInTripBlock.checkOverlappingTripsDifferentServiceIdCalendarProvided(ValidateNoOverlappingStopTimeInTripBlock.java:260)
	at org.mobilitydata.gtfsvalidator.usecase.ValidateNoOverlappingStopTimeInTripBlock.lambda$execute$0(ValidateNoOverlappingStopTimeInTripBlock.java:128)
	at java.base/java.util.ArrayList.forEach(ArrayList.java:1511)
	at org.mobilitydata.gtfsvalidator.usecase.ValidateNoOverlappingStopTimeInTripBlock.lambda$execute$1(ValidateNoOverlappingStopTimeInTripBlock.java:84)
	at java.base/java.util.ArrayList.forEach(ArrayList.java:1511)
	at org.mobilitydata.gtfsvalidator.usecase.ValidateNoOverlappingStopTimeInTripBlock.lambda$execute$2(ValidateNoOverlappingStopTimeInTripBlock.java:69)
	at java.base/java.util.HashMap.forEach(HashMap.java:1425)
	at java.base/java.util.Collections$UnmodifiableMap.forEach(Collections.java:1521)
	at org.mobilitydata.gtfsvalidator.usecase.ValidateNoOverlappingStopTimeInTripBlock.execute(ValidateNoOverlappingStopTimeInTripBlock.java:67)
	at org.mobilitydata.gtfsvalidator.Main.main(Main.java:216)

Environment used

OS: macOS Catalina 10.15.6
Java version: 11.0.5
gtfs-validator version: v1.2.2

Additional context
The calendar.txt file doesn't use the service_name field, but all other required fields appear to be present.

@mcplanner This GTFS dataset is a first for me - it's the first time I've seen a mix between the two different calendar models in the same GTFS dataset for the same agency.
I've always viewed the GTFS spec as supporting two calendar models - a normalized Model A that the best practices advocate for (everything in calendar.txt with exceptions/holidays called out in calendar_dates.txt, but all trips in trips.txt referencing calendar.txt), and a denormalized Model B (where all date instances for service are defined in calendar_dates.txt and therefore all trips in trips.txt reference calendar_dates.txt).
It looks like this dataset has a hybrid of both approaches, with service_id 73343 following the Model A normalized approach (with a few exceptions to 73343 in calendar_dates.txt), and service_id 73344 following the denormalized approach of adding service outside of any pattern defined in calendar.txt:
calendar.txt
service_id,monday,tuesday,wednesday,thursday,friday,saturday,sunday,start_date,end_date
73343,1,1,1,1,1,0,0,20200318,20210101

calendar_dates.txt
service_id,date,exception_type
73343,20201225,2
73343,20201127,2
73343,20201126,2
73343,20200907,2
73344,20201225,1
73344,20201127,1
73344,20201126,1
73344,20200907,1

Talking to a few others, though, it seems like this practice is generally accepted as valid GTFS?
The spec isn't clear about this - it would be nice if it was clarified to say this was allowed. It seems odd to me, in that it breaks traditional data modeling practices. In the hybrid scenario, for the table calendar_dates.txt for some records we treat service_id as the primary key, and for others we treat service_id as a foreign key (to calendar.txt). Typically we'd define the role of a field for primary/foreign keys at the table level, not at the record level.

Trillium built the feed. I wonder if they can comment on why it was constructed that way, and how common this construction is?

That is Trillium's general practice. These exceptions occur on weekdays where regular weekday service is replaced with weekend/holiday service:

Friday, December 25, 2020
Friday, November 27, 2020
Thursday, November 26, 2020
Monday, September 7, 2020

Agency website: https://www.sonomamarintrain.org/schedules-fares
This data is accepted as valid by the 3rd party apps that receive Trillium data. I think this is a good way of representing exceptions, because it corresponds to how the agency is representing exceptions to customers (service is replaced on a holiday).
Here is another example of this practice: https://transitfeeds.com/p/arcata-mad-river-transit-system/148/latest/file/calendar_dates.txt
An aside: The publisher of the SMART (Sonoma Marin Area Rail Transit) feed is MTC/511.org but we assume the original data source is indeed Trillium. We last pushed data to 511.org on 08/24/2020.

Thanks @antrim for that explanation. Other datasets that I've seen have an entry in calendar.txt for the weekend service, and then have an entry in calendar_dates.txt to add this service on the holiday. But the above makes sense to me if you have one-off service on holidays that don't fit a pattern (i.e., isn't the same as normal weekday service).

This was fixed by https://github.com/MobilityData/gtfs-validator/pull/423

This was fixed by https://github.com/MobilityData/gtfs-validator/pull/423

authors: antrim barbeau mcplanner

repo: MobilityData/gtfs-validator


text:
[Fix] Export TORCH_CUDA_ARCH_LIST in install.sh

This pull request includes a change to the install.sh script to export the TORCH_CUDA_ARCH_LIST  variables in install.sh scripts. Otherwise, the build pipeline of cuda backend will crash.
Also remove importlib from requirements.txt ref to #132

@LeiWang1999  Thanks! LGTM.  I removed PTX flag since we don't want JIT of the cuda codes for now. We observed slightly faster code with PTX disabled.

source: gharchive/pull-request

repo: ModelCloud/GPTQModel


text:
aplayer-info is not displaying while fixed=true and mini=false

Which versions of APlayer, and which browser / OS are affected by this issue?
v1.10.0

Set options with fixed: true and mini:false will get aplayer-info element with inline css display: none

mini mode is conflicted with fixed mode, I'll fix it in next version.

authors: DIYgod sabrinaluo

repo: MoePlayer/APlayer


text:
Can't move items into subfolders

When "Activate nicer drag animations for sidebar" is enabled items can be moved into folders and empty folders fine but you can move an item into an empty subfolder. If you create an item inside a sub-folder first so it's not empty then you can move things in fine you just move them into empty subfolders.
Hope that make sense.
Bob

Came to mention this also:
I have noticed similar (with and without the 'nicer drag' setting). I also have a similar issue dragging maps into folders. If I deactivate this module - it works again.
If I try to drag an Actor or Map into a folder (with things in it or not) - it 'bounces' back into the original folder to a random spot in the lineup.

hmm parts of those bugs make me wonder..
need to do some testing.
May take a few days until i can fix  this.

I've also noticed, at least with the PF2 system when using only this mod, it breaks the ability to drag items into inventory containers such as Bags etc

I am experiencing this issue as well. Unable to drag and drop items into folders.

I think i've fixed it now.
Though for pf2e container it does look a little bit misleading.
And for scenes (especially without thumbnails) it does look a bit strange as well.

authors: CarnivorousM Khybersghost Linith Moerill bsleys

repo: Moerill/Mess


text:
resolves #147 support docinfo

The header docinfo is located just after <body>.
The footer docinfo is located at the end of the document before </body>.
The users might expect to be able to configure the top and bottom margins of each page using a docinfo file but, as far as I know, it's not possible to do so...
resolves #147

I guess my concern is that header and footer can be confusing when the content is paginated.

After discussion this issue on Gitter, we come up with:
head
The content will be inserted just before </head>.
Use cases

Add additional styles using <style> or <link> (including fonts)
Add additional metadata using <meta>
Add additional script using <script>

header
The content will be inserted just after <body>.
Use cases

Add content before the document title (i.e., before the title page)

footer
The content will be inserted just before </body>.
Use cases

Add additional script using <script>
Add content after the last section of the document

running: just after <body>
The content will be inserted just before </body>.
Use cases

Define running elements that will be positioned via CSS on the top/bottom/left/right margins of pages

repo: Mogztter/asciidoctor-web-pdf


text:
Question

I have incorporated your code and everything is working great in the test environment.  I can authenticate local users via AD and external users via Forms authentication.  The problem comes into play when I deploy to production environment.  The production web server is within a DMZ and does not have direct access to Active Directory.   Is there a way I can still gather the user's windows information and possibly pass the information to an WCF service which would have access to Active Directory in order to pull the user's information?

The code relies on IIS integrated authentication to get the user identity, For IWA to work, IIS must be a member of Active Direcroty. If you are trying to pull more info from active directory, You could do that while [importing custom claims] (https://github.com/MohammadYounes/OWIN-MixedAuth#importing-custom-claims).

I guess this will not work for me.  The problem is that IIS is running as a local user account on the web server (inside of DMZ).  It does not have access to the corporate AD.  I was hoping I could shift the concern to a WCF service but it sounds like with the IIS server having access to the AD then this will not work.

Yup, I guess this is why it's called integrated :)

authors: MartyBJones MohammadYounes

repo: MohammadYounes/OWIN-MixedAuth


text:
prebuilt binary package release for ros indigo

Hi,
Do you have any plans to release this as a prebuilt binary package through ros build farm?

Unfortunately no. At least not in the near future. Sorry.

authors: AravindaDP MohitShridhar


text:
Please update PhoneNumberKit dependency to 3.5.5

Please update PhoneNumberKit dependency to 3.5.5

Line 19 in Package.swift uses .upToNextMajor(from: "3.4.5") which pulls the latest PhoneNumberKit version of 3.5.8
.package(url: "https://github.com/marmelroy/PhoneNumberKit", .upToNextMajor(from: "3.4.5"))

repo: MojtabaHs/iPhoneNumberField


text:
PEP 621

Move the metadata and as much setuptools configuration as possible
to pyproject.toml.
This reduces reliance on setup.cfg, and maximally generalizes
the build system configuration as supported by setuptools 61.0.
TODO:

update cookiecutter version
update documentation

Per discussion at #149, it seems appropriate to wait at least a few months before finalizing and considering this PR.

I am going to make another pass to make sure I got all of the updates.
Also, note (@Lnaden ) that we want to check the classifiers.

To make editing easier, I am going to merge this, then fix the dependency conflicts. I think there is a problem with the python we are invoking in GHA and the Python which is installed with the dependencies during the psuedo-validation. Since I have to manually edit that file anyways, I'm going to handle it in a separate PR. I'm going to bump up to 3.8 and go from there.

authors: Lnaden eirrgang

repo: MolSSI/cookiecutter-cms


text:
🛑 Indice Electronico is down

In ccdb052, Indice Electronico (https://iedoc.consejodeestado.gov.co:448/) was down:

HTTP code: 502
Response time: 348 ms

Resolved: Indice Electronico is back up in 254e4fd after 22 minutes.


text:
Add Contact Section

We can add a contact section to your site and also add contact option in the navigation bar. So that anyone can access contact option by just one click and it help peoples to find the contact details of the owner and it is very convenient to connect you.
Assign me this task , I will do this very well.

Hey..it's already been assigned!
Thanks!

repo: MonalikaPatnaik/UMatter


text:
Help Please

For this weeks homework I am using the smileys array example but I want to add in shapes that move as well. I started with rectangles that will move down the screen with a mouse click. This is what I have so far and it won't work:
let smileys = [];
let t = 0;
var rectY = [];
function setup(){
createCanvas( windowWidth, windowHeight );
// create a bunch of random, sine movement smileys
for (var i = 0; i < 20; i++) {

    // add new smiley objs to the array
    smileys.push(
        {
            period: { x: random(60, 240), y: random(60, 240) },
            maxSize: random(4),
            maxDist: {
                x: random(width/2),
                y: random(height/2)
            },
            pos: {
                x: random(width),
                y: random(height)
            }
        } // ← end smiley obj
    ); // end array push
} // end for loop

}
function draw() {
// set the background to 'BLUE'
background('blue' );
// determine the number of smileys to draw in the array
// based on mouse position
// i.e. left=0 - right=all
let numToDraw = map( mouseX, 0, width, 0, smileys.length );
for ( let i = 0; i < numToDraw; i++ ) {
// draw the smileys
drawSmiley( smileys[i], t );
}
// increment time for the sine wave functions
t++;
}
/* Draw the Smiley */
function drawSmiley( smiley, time ) {
// determine the value of individual sine wave functions
let x = sinePos( smiley.period.x, time );
let y = sinePos( smiley.period.y, time );
let pos_x = x * smiley.maxDist.x + smiley.pos.x;
let pos_y = y * smiley.maxDist.y + smiley.pos.y;

// draw a smiley based on object data
smileyFace(
    pos_x,
    pos_y,
    x * smiley.maxSize,
    y * smiley.maxSize
);

}
/* SMILEY FACE FUNCTION */
function smileyFace( pos_x, pos_y, scale_x, scale_y ) {
push(); // ← Begin sandbox
// 1. scale and position smiley face
translate( pos_x, pos_y );
scale( scale_x, scale_y );

// 2. draw smiley face
stroke( 0 );
fill('rgba(206, 4, 247, 1.0)');
ellipse( 0, 0, 100 );
noStroke();
fill( 40, 255 );
arc( 0, 15, 75, 50, 0, PI );
ellipse( -20, -15, 20 );
ellipse( 20, -15, 20 );

pop(); // ← End sandbox

}
/* sine function */
function sinePos( timeScale, time ) {
let val = sin( TWO_PI * time/timeScale );
return val;
}
//creating a rectangle
function drawRectangle(); {
background (50);
noStroke();
rectMode(LEFT);
fill('rgb(2,138,145)');
for (var i = 0; i < rectY.length; i++) {
rect(200, rectY[i], 50, 25);
rectY[i] += 1;
}
function mousePressed() {
rectY.push(0);
}

I changed several parts of the code and now it seems to work. I hope it helps you.
`let smileys = [];
let t = 0;
var rectYNum = 0;
let posXArray =[300, 420, 50, 600, 200];
var clicks = 1;
function setup(){
createCanvas( windowWidth, windowHeight );
// create a bunch of random, sine movement smileys
for (var i = 0; i < 20; i++) {
// add new smiley objs to the array
smileys.push(
    {
        period: { x: random(60, 240), y: random(60, 240) },
        maxSize: random(4),
        maxDist: {
            x: random(width/2),
            y: random(height/2)
        },
        pos: {
            x: random(width),
            y: random(height)
        }
    } // ← end smiley obj
); // end array push

} // end for loop
}
let posY = 0;
function draw() {
// set the background to 'BLUE'
background('blue' );
// determine the number of smileys to draw in the array
// based on mouse position
// i.e. left=0 - right=all
let numToDraw = map( mouseX, 0, width, 0, smileys.length );
for ( let i = 0; i < numToDraw; i++ ) {
// draw the smileys
drawSmiley( smileys[i], t );
if (clicks > 1) {
drawRectangle();
}
}
// increment time for the sine wave functions
t++;
}
/* Draw the Smiley */
function drawSmiley( smiley, time ) {
// determine the value of individual sine wave functions
let x = sinePos( smiley.period.x, time );
let y = sinePos( smiley.period.y, time );
let pos_x = x * smiley.maxDist.x + smiley.pos.x;
let pos_y = y * smiley.maxDist.y + smiley.pos.y;
// draw a smiley based on object data
smileyFace(
pos_x,
pos_y,
x * smiley.maxSize,
y * smiley.maxSize
);
}
/* SMILEY FACE FUNCTION */
function smileyFace( pos_x, pos_y, scale_x, scale_y ) {
push(); // ← Begin sandbox
// 1. scale and position smiley face
translate( pos_x, pos_y );
scale( scale_x, scale_y );
// 2. draw smiley face
stroke( 0 );
fill('rgba(206, 4, 247, 1.0)');
ellipse( 0, 0, 100 );
noStroke();
fill( 40, 255 );
arc( 0, 15, 75, 50, 0, PI );
ellipse( -20, -15, 20 );
ellipse( 20, -15, 20 );
pop(); // ← End sandbox
}
/* sine function */
function sinePos( timeScale, time ) {
let val = sin( TWO_PI * time/timeScale );
return val;
}
//creating a rectangle
function drawRectangle() {
noStroke();
//rectMode(CORNERS);
fill('rgb(2,138,145)');
for (let index = 0; index < posXArray.length; index++ ) {
rect(posXArray[index], posY, 50, 50);
}
posY = (posY + 1) % windowHeight;
}
function mousePressed() {
clicks++
}
`

In a complex code like this it also helps to start simple and then add in
things like arrays n such. Also ive found it helpful with multiple
animations to do each separately first then integrate them.
On Nov 15, 2017 7:12 AM, "Manuela E. Cárdenas de la Miyar" <
notifications@github.com> wrote:

I changed several parts of the code and now it seems to work. I hope it
helps you.
`let smileys = [];
let t = 0;
var rectYNum = 0;
let posXArray =[300, 420, 50, 600, 200];
var clicks = 1;
function setup(){
createCanvas( windowWidth, windowHeight );
// create a bunch of random, sine movement smileys
for (var i = 0; i < 20; i++) {
// add new smiley objs to the array
smileys.push(
{
period: { x: random(60, 240), y: random(60, 240) },
maxSize: random(4),
maxDist: {
x: random(width/2),
y: random(height/2)
},
pos: {
x: random(width),
y: random(height)
}
} // ← end smiley obj
); // end array push
} // end for loop
}
let posY = 0;
function draw() {
// set the background to 'BLUE'
background('blue' );
// determine the number of smileys to draw in the array
// based on mouse position
// i.e. left=0 - right=all
let numToDraw = map( mouseX, 0, width, 0, smileys.length );
for ( let i = 0; i < numToDraw; i++ ) {
// draw the smileys
drawSmiley( smileys[i], t );
if (clicks > 1) {
drawRectangle();
}
}
// increment time for the sine wave functions
t++;
}
/* Draw the Smiley */
function drawSmiley( smiley, time ) {
// determine the value of individual sine wave functions
let x = sinePos( smiley.period.x, time );
let y = sinePos( smiley.period.y, time );
let pos_x = x * smiley.maxDist.x + smiley.pos.x;
let pos_y = y * smiley.maxDist.y + smiley.pos.y;
// draw a smiley based on object data
smileyFace(
pos_x,
pos_y,
x * smiley.maxSize,
y * smiley.maxSize
);
}
/* SMILEY FACE FUNCTION */
function smileyFace( pos_x, pos_y, scale_x, scale_y ) {
push(); // ← Begin sandbox
// 1. scale and position smiley face
translate( pos_x, pos_y );
scale( scale_x, scale_y );
// 2. draw smiley face
stroke( 0 );
fill('rgba(206, 4, 247, 1.0)');
ellipse( 0, 0, 100 );
noStroke();
fill( 40, 255 );
arc( 0, 15, 75, 50, 0, PI );
ellipse( -20, -15, 20 );
ellipse( 20, -15, 20 );
pop(); // ← End sandbox
}
/* sine function */
function sinePos( timeScale, time ) {
let val = sin( TWO_PI * time/timeScale );
return val;
}
//creating a rectangle
function drawRectangle() {
noStroke();
//rectMode(CORNERS);
fill('rgb(2,138,145)');
for (let index = 0; index < posXArray.length; index++ ) {
rect(posXArray[index], posY, 50, 50);
}
posY = (posY + 1) % windowHeight;
}
function mousePressed() {
clicks++
}
`
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authors: DMecam allenharguess701 laurengodwin


text:
Unexpected Value Encounted for GetDetailedReportAsync

Unexpected character encountered while parsing value: {. Path 'timeentries[62].tags', line 1, position 34275.

Dropping that JSON into a debugger shows:
a.timeentries[62].tags
Array [ {…} ]

0: Object { name: "Billed", _id: "62c20bab791b1d5718ea06b0" }

length: 1

<prototype>: Array []

It looks like Clockify.Net expects these items to be strings, however the API appears to be returning a name/ID object, Clockify's documentation doesn't really detail what the summary endpoint expects.

Fixed in 2.1.1. Thanks!

authors: Morasiu StrangeWill


text:
<#23>

Added the Method: FindProjectWithId
Tested the Method: FindProjectWithId
Description: This method will return a project with it's coresponding id.
Arguments:

string workspaceId (the workspace Id)
string id (the project id)

Apparently, the tests on the continuous-integration/travis-ci/pr failed because it could no connect to the Clockify account. I could provide the Clockify dummy account API key if it helps.

Yeah, Travis has some issues. I'll check that

Looks good, by it should be merge to develop next time ;)

Looks good, by it should be merge to develop next time ;)

my bad =))


text:
Wait until the specified amount is available on "Take"

I often find that I am using an unreasonable amount of time trying to time the last few ticks of a furnace or assembling machine. It would be so much easier if it just waited until the item was available, if the character is running - like it is done for buildings. It would also solve some of those "1 tick of" misalignment problems which occurs some times.

I agree. Though it would cost you ticks, so we should be careful.
Some details:
This only applies for take x > 0, since you need an amount.
With take All, then it just requires 1 item to be taken.
Since it is bound to cost ticks, i think it should be left up to the user.
So we need another field, wait_for_items or similar.

The only time this would take effect is if the developer has specified that they want to take all or a very specific amount. In most cases the run will break if it isn't available, so I rather have it wait 1 tick due to a misalignment and still work than it breaking. In almost all cases the amount will be available, so it won't do this. I don't really want to make an extra field to specify this it should just work.

So this applies to Take, Put, and Drop. I still don't think Drop matters much so we will ignore it for now.
For Take x > 0 and Put x > 0, you want to wait till you have x.
For Take ALL and Put ALL, you want to wait till you have at least 1.
What do you want to do in a multibuilding step. Would it be fine if Take x=3 for 4 buildings, that it took 3 for the first two buildings and only took 1 for the last two buildings?

Understood. I expect you also want a warning/debug statement.
I expect this to be rather simple change.


text:
Code review eerste iteratie

Code review:
Ik kan wel een review gebruiken voor het gebruik van de juiste semantieke HTML elementen en mijn GET route.

Je werkt heel goed met partials, dat maakt het makkelijk en sneller om te werken met herhaalde code. Je hebt hele duidelijke code en ik zou nu gelijk aan je project mee kunnen helpen omdat de code heel goed is opgebouwd.

authors: Mossati koeenm

repo: Mossati/proof-of-concept


text:
Prediction on sparse image data (cytoplasm segmentation)

@carsen-stringer
I am trying to segment cytoplasm in a 3D image (isotropic) with 2 channels (nucleus and cytoplasm). It has two cells in the middle (sparsely distributed over the image). I used cyto model with a diameter of 20 on the full image, it gives me this:

So, one can see that it tries to detect a lot of small objects in background too. However, when I crop the image as follows:

The segmentation results are quite good using exactly same settings as used for a cropped image (see below):

Is this the expected behavior? What if one wants to work on a full image data?
Best,
Arif

I think there will be quite a bit of variability when the diameter is poorly scaled, like in your example. The purple disk is the estimated size of the objects you are giving to cellpose, you can see that's much smaller than your actual cells, please set that in the diameter box and click enter to change it and then rerun the segmentation

I used the calibrate function. it gives me a diameter of 50.8 and the following result:

or do you mean greater than 50? I selected 70 and the result is:

Seems like it gets worse at higher diameter for uncropped image

authors: carsen-stringer maulakhan

repo: MouseLand/cellpose


text:
Block scrambling - something causes blocks to change shape/texture and function

What you were trying to do
Play.
What actually happened
Blocks became different shapes...
How to reproduce
I can't replicate it reliably and I have no idea what's causing it, but it happens often about every ten hours of gameplay or so. I've booted numerous worlds and it's not always shapes that cause it. Sometimes hitting the wrong thing can cause the scramble...and it usually affects torches but not always.

Step 1
Get into game and do some building. A mine perhaps, spend a few hours.

Step 2
Start getting some shapes of stone blocks and using them.

Step 3
Eventually other items will start changing into stone block shapes or something else will scramble.

Log details and game version
Terasology-init (copy).txt
Terasology-menu (copy).txt
Terasology-Nasuaa (copy).txt
Computer details
It's probably not a computer problem, and I've submitted my computer details in a few other issues.

Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

I can confirm this happens. Did get the issue a couple of times while trying to get a module going. The blocks that change don't just have the shape or texture changed, but their function as well (had blocks of lava turned into ladders, and climbing them was possible. Placing lava blocks after it happened was just placing ladders.

Thanks for getting an issue on this started @Feralmouse

The blocks that change don't just have the shape or texture changed, but their function as well

Now that's interesting. IIRC past issues like this have been purely texture related (scrambled block tile atlas / interactions somehow?) - I have seen the sea turn into all TNT, but none of it would e click. Same with stuff turning into torches which murdered the framerate but didn't affect lighting. Both of those were long ago though.

Where are block IDs handled?

I had torches turning into oak wood(still produced light) when i placed them against the face of any block which was in a particular direction. Could not reproduce it in any other world, but that world still does it. I had several modules enabled.

Closing this as likely fixed via #2861! Hooray :-)

authors: Cervator DPirate SoniEx2 Taose portokaliu

repo: MovingBlocks/Terasology


text:
More gradle & groovy cleanup and utility

Just a small PR to make things easier. Primarily needed the new groovyw module refresh task to push my mega workspace past #3835 which involves changes in module Gradle that would leave existing modules broken until their build.gradle file got updated manually. In the past there was a gradlew refresh for that but it barely worked plus it couldn't fix broken stuff since then you couldn't run Gradle in the first place ... 😛
This way we make Groovy do it instead which is way faster and doesn't break in the cases where it is really needed. While I was in there I did some additional cleanup of other old stuff not really used anymore (no more gradlew fetchModuleSomeName & friends - they served us well for years and now may rest!)
To test: have a mega-workspace (a regular engine workspace with a ton of modules - I've got 180) where the modules predate #3835 - it should be quite broken if you try any sort of Gradle task. Merge this locally, run groovyw module refresh and suddenly all the modules should work again. Or, well, at least they should Gradle again, may not build or work for other reasons.
Includes #3844 which fixes #3829 (thanks @Qwertygiy!) as I had grabbed that before realizing my workspace was busted. Going to merge this soonish then both PRs will close.

Uh oh, something went wrong with the build. Need to check on that

authors: Cervator GooeyHub


text:
Panic in Context's read_line() Method

Getting a StringError("Unable to set Termios attribute.") panic from this specific line when attempting to run Ion in one thread, while tokio_signal is reading Ctrl+C signals in another thread.

This is probably a bug in Termion.

Interestingly, it only happens when running Ion via cargo run.

Found that this also happens when using perf stat/record.

authors: MovingtoMars mmstick

repo: MovingtoMars/liner


text:
Cannot mine.

I'm currently using an Xboxone controller plugged via USB and it registers holding and clicking the right trigger as only a punch

Sounds like the mappings in the mod are not updated. The mappings in the mod were the latest available at the time of release of that particular version of the mod. If you happen to use a version of the mod from 3 years ago, you are using mapping information from 3 years ago. I've written a guide on how to update the mappings, otherwise consider a different method of connecting your controller (see GlosSI method if on Windows, or Steam Virtual Gamepad if on Linux/macOS)
https://mrcrayfish.gitbook.io/controllable-documentation/troubleshooting/solving-incorrect-mappings

repo: MrCrayfish/Controllable


text:
Update  prebuilt wheel files for Linux

This is a follow-up of #126.
In trying to fix #123, #29, #86, I have built wheel files for Linux with build targets:
TORCH_CUDA_ARCH_LIST="6.1+PTX"

In theory, it should be running fine on Pascal (GTX 1000) and later GPUs.
But edge cases came up and now I have covered more with build targets:
TORCH_CUDA_ARCH_LIST="5.2+PTX;6.0;6.1+PTX;7.5;8.0;8.6;8.9"

Now this should be good enough for GPUs from Maxwell (GTX 900) to Ada Lovelace (GTX 4000) according to gencode list.

And also, for anyone who want to build these wheels, I have wrote the steps in this repo:  https://github.com/YanWenKun/ComfyUI-3D-Pack-LinuxWheels

Thanks friend, I'll add that link into install guide, cheers 👍

authors: MrForExample YanWenKun


text:
Is this ready to be used?

Just wanted to get an understanding if this is ready to be used for a project? It looks extremely promising, but the Nexus link doesn’t go anywhere so I was unsure if it’s ready for primetime yet?

Thanks for info on discord :)


text:
Duplicate Companion Import

Describe the bug
When importing companions, the import does not check for an existing companion list and duplicates the entries. With the existing functionality, you have to delete the list before importing.
To Reproduce
Steps to reproduce the behavior:

Go to an actor's character sheet
Click on the D&D Beyond Import
Click on the Import Companions tab
Import Companions twice

Expected behavior
When importing companions, I would expect to only import the deltas if they have been imported once before. For example, we are using companion tracking for known druidic wildshapes. They can only wild shape into creatures they have seen before that are defined by the rules and their levels. When leveling up, they also gain access to swimming and flying. All of these will cause deltas.
Screenshots

Environment:

Browser Chrome, Brave
Foundry Version 10.291
5e System Version 2.0.3
Module Version 3.2.12
Does this behaviour occur with other modules disabled: Yes

Additional context
There are no errors in the logs.

Thanks, this will be fixed in the next release

authors: MrPrimate brandon-hurler

repo: MrPrimate/ddb-importer


text:
the cdn link don't work

Hi cdn links don't work, I'm working with the following:
this works ... it turns out to you too?

This works:
<script src="https://cdnjs.cloudflare.com/ajax/libs/jspdf/2.3.1/jspdf.umd.min.js"></script>
<script>
const { jsPDF } = window.jspdf;

const doc = new jsPDF();
doc.text("Hello world!", 10, 10);
doc.save("a4.pdf");
</script>

Hello sorry I was able to fix a bit by saving a variable with an innerTEXT
and then insert it without ("") in the doc.text () thanks again anyway ..
and if you have any suggestions it is welcome ... sorry if I disturbed you
Thanks for what you do.!

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in error,please inform the sender immediately and delete the material.

Il giorno lun 23 ago 2021 alle ore 17:20 fabio murtas @.***>
ha scritto:

I'm really sorry but it is possible that I no longer find the function
(doc.fromHtml ()) I have to export a table from an html div to pdf .. I did
it some time ago but now with the new version it seems different is it
possible? sorry again for the inconvenience ..

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contenere informazioni di carattere confidenziale rivolte esclusivamente al
destinatario. Ne è vietato l'uso, la diffusione, la distribuzione o la
riproduzione da parte di altre persone e/o entità diverse da quelle
specificate ai sensi del D.lgs 196/2003. Nel caso aveste ricevuto questo
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mittente e cancellare quanto ricevuto.
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addressed only to the person(s) named.Any use, distribution, copying or
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in error,please inform the sender immediately and delete the material.

Il giorno lun 16 ago 2021 alle ore 09:56 Lukas Holländer <
@.***> ha scritto:

This works:

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https://github.com/MrRio/jsPDF/releases/tag/v2.0.0

authors: HackbrettXXX Profabiuls

repo: MrRio/jsPDF


text:
Only the first page with text - fromhtml

I using fromhtml with the jspdf.debug.js
af5b4e9b-29e0-4421-b10b-cb110d10c47e.pdf

The version Version 1.0.272-git  works but css not working


text:
Added rowspan, colspan support to html table render using jutunen solution with correct syntaxed jsPDF Version

The jsPDF version which was available in the download page was having a syntax error according to
https://github.com/MrRio/jsPDF/issues/506 and I have faced this issue.
But once the repository is cloned and the master branch is built, then the syntax error is gone. But unfortunately the rowspan and colspan in html table render does not work.
The jutunen forked version does support rowspan and colspan but unfortunately  the syntax error was available in this fork as well.
So this is a new fork which was created using the master branch of jsPDF and the jsPDF_table2 fork of jutunen. This does not have any syntax errors and has the rowspan and colspan html table render support as well.
All the credit goes to MrRio and jutunen.

@nithyakr
New, improved version of table_2:
https://github.com/MrRio/jsPDF/pull/1074

Tested this commit at the request of @arasabbasi . I was able to successfully export my complex table exported to PDF using this code (note the use of JQuery):
var pdf = new jsPDF('landscape', 'pt', 'letter');
var source = $('#tableid')[0].outerHTML;
html2pdf(source, pdf, function(pdf) {
	var a = $('');
	var pdfbloburl = pdf.output('bloburl');
	a.attr('href', pdfbloburl);
	a.attr('download', 'filename.pdf');
	$('body').append(a);
	a[0].click();
	window.URL.revokeObjectURL(pdfbloburl);
	a.remove();
});

I was not able to get the addHTML() function working. However, I believe addHTML() uses a different rendering method...? If so, my addHTML() experiment may be irrelevant to this pull request.
Now I gotta get my table formatted so it actually fits on the page... LOL.

I'm having trouble figuring out how to scale the table so it doesn't overflow off the side of the page... so I also tested the fromHTML() function in the hope that it would let me pass some settings to do scaling. Unfortunately, that doesn't seem to work. It's possible that I'm calling it wrong; after all, I had to wade through the source code to figure out how to use it in the first place since there's no documentation.
I tried two methods of calling it, one by passing an HTML element (below) and the other method by passing an HTML string.
var pdf = new jsPDF('landscape', 'pt', 'letter');
pdf.fromHTML($('#tableid').parent()[0], 20, 20, {table_2: true}, function() {
	// callback code here
});

Both of these methods fail with TypeError: cells[index] is undefined on jspdf.debug.js line 5796, which is the line I've indicated in the below function:
    jsPDFAPI.putCells = function (cells, first, last, offset) {

        var x, y, w, h, index;

        x = cells[first].x;
        y = cells[first].y + offset;

        for (index = first; index < last; index++) {
            this.cell_2(cells[index].x,
                cells[index].y + offset,
                cells[index].w,
                cells[index].h,
                cells[index].text,
                cells[index].textalign,
                cells[index].border,
                cells[index].fontweight,
                cells[index].rowbgcolor,
                cells[index].fontsize);
        }

        index = index - 1;

        w = cells[index].x - cells[first].x + cells[index].w; // This is the line where the error occurs
        h = cells[index].y - cells[first].y + cells[index].h;

        return [x, y, w, h];

    };

It corresponds to this line of the pull request:
https://github.com/MrRio/jsPDF/pull/755/files#diff-6892ec5fb1545bf4da91ea019ead3856R737

Attached some code to give you the idea on how to use table_2.
Table scaling can be adjusted with the table_2_scaleBasis parameter.
Some info also here: https://github.com/jutunen/jsPDF-table_2
table_2_example.txt

Yeah, hacked this through:
happens when you set the scaleBasis: width but not a width.
var pdf = new jsPDF('landscape', 'pt', 'letter');
pdf.fromHTML($('#tableid').parent()[0], 20, 20, {table_2: true,'table_2_scaleBasis': 'font'}, function() {
	// callback code here
});

@brahimkra
You are trying to use jsPDF-AutoTable plugin for your table generation.
Instead of this pull request thread, you shoud report your issue here:
https://github.com/simonbengtsson/jsPDF-AutoTable

authors: arasabbasi jutunen nithyakr smidgen


text:
FormViewAdapter for custom control

Hi,
first of all: thank you for this great library! I'm surprised that it hasn't gotten more traction yet. It is by far the best solution for combining reactive forms and ngrx that I've seen yet.
I have a question regarding custom controls. The documentation states...

However, since many third party libraries are using the ControlValueAccessor already, ngrx-forms integrates with these libraries by converting the value accessor internally into a view adapter

To me, this reads like "if the custom control component implements ControlValueAccessor, everything should work out of the box". However, in my project this fails with No valid view adapter!. And when looking at the view adapters in src/view-adapter I don't understand how it could work as all adapters have a selector like selector: 'input:not([type=checkbox])[ngrxFormControlState],textarea[ngrxFormControlState]',, so of course no adapter can be found for my custom component.
Am I missing something?

Maybe, what I'm missing is "export the value accessor". How do you export the value accessor? From what I understand about building custom controls, the value accessor is just an interface that my control component implements?

🤦 nevermind...
        {
            provide: NG_VALUE_ACCESSOR,
            useExisting: forwardRef(() => FileUploadControlComponent),
            multi: true
        }

This, of course, has to be part of the @Component(...) annotation of the custom form control, not in the @NgModule(...)

repo: MrWolfZ/ngrx-forms


text:
added new project "Love Calculator"

My love calculator gives a result from 0 to 100% based on these factors:
If the first letters of the names are the same.
If the number of vowels is the same.
If the length of the name is the same.
If the number of consonants is the same.
Also, there is an extra boost of 10-50%, so the result is also partially as a result of luck.
Type of change

[x] Added new project
[ ] Bug fix
[ ] New features
[ ] Enhanced documentation

Changes proposed in this pull request

Project name :

Short description :

Checklist

[x] The code is Python 3 compatible
[ ] I have added relevant comments in my file to make code understandable
[ ] I have added my project in a folder which includes all the necessary files

I hope this help in the contribution


text:
MudDialog - Unable to change MaxWidth using SetOptions

Bug type
Component
Component name
MudDialog
What happened?
There seems the be an issue when changing the MaxWidth property of a MudDialog instance using the SetOptions method. The previous MaxWidth value (alongside FullWidth) is not cleared properly and the class of the html-element for the size is appended to the class each time:
Before calling SetOptions:

After calling SetOptions with different MaxWith values several times:

Expected behavior
Settings for MaxWidth / FullWidth will be set correctly and classes of the html are updated correctly.
Reproduction link
https://try.mudblazor.com/snippet/wuwcEQlafsSclqUI
Reproduction steps

Open a MudDialog instance
Update MaxWidth setting using SetOptions method

Relevant log output
No response
Version (bug)
6.0.6
Version (working)
No response
What browsers are you seeing the problem on?
Microsoft Edge
On what operating system are you experiencing the issue?
Windows
Pull Request

[ ] I would like to do a Pull Request

Code of Conduct

[X] I agree to follow this project's Code of Conduct

The example you shared is working now.

This issue is now closed. If you have further thoughts, please comment or open a new issue.

authors: Kricz dennisrahmen mckaragoz

repo: MudBlazor/MudBlazor


text:
Adding MudRenderQueue (#7210)

I added MudRenderQueue.razor and MudRenderQueueItem.razor
This will help for lazy render I talked about in #7210
Just additional component if you you want to understand the idea
Description
Just a fix for issue #7210
And how to use it like this
<MudRenderQueue Delay=300> @* Default delay is 100 *@
    <MudRenderQueueItem>
        @* What inside here will be render after 300 milliseconds *@
    </MudRenderQueueItem>
    <MudRenderQueueItem>
        @* What inside here will be rendered after 600 milliseconds *@
    </MudRenderQueueItem>
</MudRenderQueue>

How Has This Been Tested?
In Empty Blazor App
Type of Changes

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

Checklist

[x] The PR is submitted to the correct branch (dev).
[x] My code follows the code style of this project.

I followed the code style you made MudRender.razor

[ ] I've added relevant tests.

Does this yes or what do I need to pass codecov/patch successfully

Do it yourself! I don't have time to do unit tests sorry

There is a bug in MudRenderQueue I made, It is when two renders caught in the same time it lagged also I think it would not help in MudBlazor as library with fast rendering

@wisamidris7 just FYI issues and pull request are, like GIT, to maintain history so there is no need to completely remove the description.
Cancelling the PR is enough to indicate that.


text:
MudColor: Add XML comments and make it serializable with STJ / NewtonsoftJson

Description
Fixes: https://github.com/MudBlazor/MudBlazor/issues/7688
Fixes: https://github.com/MudBlazor/MudBlazor/issues/3095
This makes it compatible only with STJ.
I know other Serializers exists like Newtonsoft.Json, YamlDotNet, and many other binary ones.
But I think think most customers are using the built in - STJ, and the issues were specifically talking about it. I think advanced user can workaround it with custom converters.
How Has This Been Tested?
New unit tests.
Types of changes

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

Checklist:

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

Why can't it work out of the box for all serializers?

Because MudColors is immutable, when you change something via method, it creates a new readonly instance.
This is especially important because it's using GetHasCode and the _valuesAsByte should not change.

@danielchalmers I added more supports, now it supports Newtonsoft as well and others that respect ISerializable.
Ignore the failed tests, it's "Check JS is ES6 compliant".
There is no better ways to make immutable classes to have flawless serialization.

I added more supports, now it supports Newtonsoft as well and others that respect ISerializable.

Great, thank you.
Yeah, not ideal but I get the point. I don't think there's a nicer way of doing it. Other changes are great. Nice work
I made the same changes to the color picker tests in #8576 if you don't mind reverting that

I made the same changes to the color picker tests in #8576 if you don't mind reverting that

I reverted ColorPickerTests

authors: ScarletKuro danielchalmers


text:
work on proprety Api

closes #ISSUE-NO
work on the property's API
Tasks

[x] User can post a property
[x] user can update a property
[x] user can delete a property
[x] user can get a signle propery by property_id
[x] user can get properties

LGTM

LGTM

LGTM

repo: Muhindo-Galien/HauZy


text:
feat: generate auto documentation for internal functions, adds typedoc

Description
Added typedoc generate auto-documentation for internal functions.
Checklist:

[✔ ] This pull request follows our contribution guidelines
[✔ ] I have performed a self-review of my own code
[ ✔] I have commented on my code, particularly in hard-to-understand areas
[✔ ] I have made corresponding changes to the documentation (postman and swagger)
[❌ ] I have written tests for the code
[ ✔] I have updated .env.example file for new .env variables

What is current behavior?

Closes #59
What is new behavior?
Now from this typedoc will auto-generate doc for internal functions
Additional information
https://typedoc.org/guides/installation/

@shivamvishwakarm Closing this due to conflicts

authors: aayushchugh shivamvishwakarm

repo: MultiEmail/frontend


text:
Zombie pigmen spawned after multiverse is installed no longer drops loot

So I have been going nuts trying to figure out what plugin caused this but after quite some testing I am preatty sure its mv-core thats the corporate, zombie pig men are spawning just fine in the overworld but they have no loot 50 plus killed with a looting 3 sword just to be sure. Same in nether how ever old ones spawned pre mvc still drops loot. Spawned from eggs same deal and /summon to.
Just to be clear the mobloot gamerule is true and every other mob including iron golems are dropping loot.

Sorry a fresh copy of the jar file somehow fixed the problem....

repo: Multiverse/Multiverse-Core


text:
Error occurred while enabling Multiverse-Core v4.1.1-SNAPSHOT-b777 (Is it up to date?)

[13:50:52 ERROR]: Error occurred while enabling Multiverse-Core v4.0.0-SNAPSHOT-b765 (Is it up to date?)
java.lang.NullPointerException: null
at com.onarandombox.buscript.ScriptManager.<init>(ScriptManager.java:31) ~[?:?]
at com.onarandombox.buscript.Buscript.<init>(Buscript.java:77) ~[?:?]
at com.onarandombox.buscript.Buscript.<init>(Buscript.java:65) ~[?:?]
at com.onarandombox.MultiverseCore.MultiverseCore.initializeBuscript(MultiverseCore.java:353) ~[?:?]
at com.onarandombox.MultiverseCore.MultiverseCore.onEnable(MultiverseCore.java:342) ~[?:?]
at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:263) ~[patched_1.14.4.jar:git-Paper-175]
at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:338) ~[patched_1.14.4.jar:git-Paper-175]
at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:420) ~[patched_1.14.4.jar:git-Paper-175]
at org.bukkit.craftbukkit.v1_14_R1.CraftServer.enablePlugin(CraftServer.java:467) ~[patched_1.14.4.jar:git-Paper-175]
at org.bukkit.craftbukkit.v1_14_R1.CraftServer.enablePlugins(CraftServer.java:381) ~[patched_1.14.4.jar:git-Paper-175]
at net.minecraft.server.v1_14_R1.MinecraftServer.a(MinecraftServer.java:474) ~[patched_1.14.4.jar:git-Paper-175]
at net.minecraft.server.v1_14_R1.DedicatedServer.init(DedicatedServer.java:290) ~[patched_1.14.4.jar:git-Paper-175]
at net.minecraft.server.v1_14_R1.MinecraftServer.run(MinecraftServer.java:870) ~[patched_1.14.4.jar:git-Paper-175]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_222]
[13:50:52 INFO]: [Multiverse-Core] Disabling Multiverse-Core v4.0.0-SNAPSHOT-b765

I'm using on OpenJDK8 OpenJ9, git-paper-176

Buscript is deprecated in Java 12, so this shouldn't be your issue. Maybe try redownloading the plugin and ensuring it's not corrupted. To clarify, you're on MC 1.14.4?

Buscript is deprecated in Java 12, so this shouldn't be your issue. Maybe try redownloading the plugin and ensuring it's not corrupted. To clarify, you're on MC 1.14.4?

not Java 12, Java 8.
I fixed it by modifying the code.

Hello, I have the same problem since i'm using  OpenJ9, what exactly did you change?
the difference that OpenJ9 make is immense therefore my need to fix this multiverse problem.
I'm using 1.15.2 right now

The problem was fixed by installing OpenJ9 JDK 11 container instead of 8.

authors: AkashFires B4TT3RY Jadiction


text:
Edit Proposed Name Confidence

Edit Proposed Name modal is initialized with Confidence == I'd Call It That if the Confidence Level had been No Opinion
To replicate:

Propose a Name, leaving the Confidence Level blank
Click the edit Proposed Name icon
Result: The Edit Proposed Name modal initializes with Confidence Level set to I'd Call It That. IMO it should be No Opinion or blank

(Requested by long-time power user Dave W.)

This is not a modal issue. The same thing happens regardless whether you use a modal.

Seems reasonable to me.

@mo-nathan Can you clarify?
Do you mean that the default (if confidence was No Opinion) should be:

No Opinion
I'd Call it That.

In my view the current behavior is wrong. The value should default to the current value, not change when you go to edit.

Fix deployed

authors: JoeCohen mo-nathan nimmolo

repo: MushroomObserver/mushroom-observer


text:
167134181 fix hash alignment

Delivers Pivotal #167134181

Changes alignment of all hashes to "key". See Slack discussion starting at https://mushroomobserver.slack.com/archives/C040TH9FV/p1562555355004800
Update configuration so that RuboCop will complain about new AlighHash offenses and a few other offenses that are normally suppressed by .rubocop_todo.yml.

Coverage remained the same at 91.817% when pulling 4124a5065e506a9279e7192af05d814c061619b9 on JoeCohen:167134181-fix-hash-alignment into 18dee9059245a93162976f2adb407d23662a4380 on MushroomObserver:master.

Codeclimate found 57 offenses. They (almost) all relate to extra spacing within hash values. In order to completely correct them with autocorrect, I need to temporarily, locally change Layout/ExtraSpacing AllowForAlignment: false.

Wrong. In almost every case, the extra space is to align other things. RuboCop allows that by default.
I think the only time extra spaces for alignment are not the default is alignment of hash values. Feels weird.

authors: JoeCohen coveralls


text:
💡[FEATURE] Implement hover effect for login button to improve user experience

Description
Currently, there is not any visual indication when a user hovers button.
kindly assign this issue to me under GSSOC'24
Screenshots
No response
Checklist

[X] I have checked the existing issues.
[X] I have read the Contributing Guidelines
[X] I have read the Code Of Conduct
[X] The changes don't break the code

I'm excited about taking the lead on the StudyNotion-An-Online-Education-Platform. With my proficiency in HTML, CSS, JavaScript, and ReactJS, I'm confident in my ability to drive significant progress on this initiative. Please assign me to this project via GSSOC.

@hetvipopat assigned


text:
Feedback for “Sui Programmable Transaction Blocks Basics”

How to send non-sui tokens. I don't see instructions

Thanks for your suggestion @hz73219. We'll try to add that to the docs.
In the meantime, I imagine you can transfer an object just like transferring a SUI coin.
Have you tried some similar code and it did not work?
const obj_address = address_here;
txb.transferObjects([obj_address], '0xSomeSuiAddress');

repo: MystenLabs/sui


text:
[Bug] Deleted objects events are not emitted consistently

this is where we handle deleted object https://github.com/MystenLabs/sui/blob/6fb64397f73606b142de90e01478cda15ceb0522/crates/sui-types/src/temporary_store.rs#L172-L194
If the deleted object is a coin, it will only emit a balance change event but not delete object event…. it should emit both

@666lcz after a brief search, I assume that this is not relevant anymore.


text:
🛑 POST to DRM is down

In 6d81305, POST to DRM (https://mysteryexe.xyz/drm.php?) was down:

HTTP code: 403
Response time: 514 ms

Resolved: POST to DRM is back up in fec65fc after 12 minutes.

repo: Mysteryexe/uptime-checker


text:
Does it Work with Tibia 11?

does it work with tibia 11 ?      or will it be developed for it ?

Mytherin:

The beta client has a different internal structure than the regular client, and Tibialyzer will have to be patched to work with it.
I have done some digging into the memory of the client and have found that strings are stored as follows.
struct {
short int length;    // 2 bytes indicate length of string
char string[length]; // the actual string
};
The strings aren't null-terminated, thus the length must be used to figure out when the strings end.
The main problem is that log messages are split up into several separate strings. Chat messages, for example, are split up into the separate strings Name and Message (possibly also Time and Level).
That means that to get a complete log message we need to understand how these different strings are combined, which means we need to reverse engineer the structure of the server log. I haven't yet found out how they are tied together. I will need to dig deeper later.

Can u somehow encapsulate that part of the problem if u figure it out.  so that its not visible anymore.. so that botters have a hard-time figuring out how to come back after that update?.

Botters need to figure out something entirely different from what I need to figure out. I don’t think bots even use the chat log at all. They need to figure out how to find the exact positions of creatures, their life, how many/which creatures there are, the position of the player in the world, etc. They don’t really need the chat log for botting, while that’s the only thing I need for Tibialyzer.

Stuff like heals bots.. can use the chat log. a fully functional bot is a different thing.

Don't mean to rush, but has there been any progress to this? Since Tibia 11 is now in open beta I'd imagine it's not too far away from release.

Yes, I have done some additional exploratory work on Tibia 11. I now know how to read the chat logs but haven't looked into other stats yet (life/mana/etc), and I still need to implement it in Tibialyzer as well. When Tibia 11 releases I will release a Tibialyzer that works with it unless CIP massively overhauls the internal structures, although I can't promise that all features will work with it (e.g. HUDs).

@Mytherin  Could you release an unsupported version to Tibia 11 with only looting stuff? I mean, that was originally the first step for tibialyzer and I guess it's the most relevant function until today. Some feedback could also help you when Tibia 11 finally arrives

@gabrielrdrguez Done.

@Mytherin Thanks man! You're awesome, I gonna try it and give you all the the feedback that I can provide.

Trying to use the version 1.4.2 with Tibia 11 but I just can't find a way to see the summary window while playing =/.

authors: KuerbisGnu Mytherin brocades gabrielrdrguez mooop12 oufooz

repo: Mytherin/Tibialyzer


text:
Driver Fix for LD19 scan length

Describe the bug
A clear and concise description of what the bug is.
The LD19 driver apparently calculates the number of readings in a scan in a non-conformal way and is out of spec with what the ROS2 SLAM Toolbox expects.  The maintainer of SLAM toolbox has asked maintainers of LIDAR drivers to fix the calculation on their end.  With the current LD19 driver, the SLAM Toolbox will discard around 70% of scans from the LD19 (see graphic below) and is largely unusable.
To Reproduce
Steps to reproduce the behavior:

Run this repo's driver on ROS2 Humble
Run the SLAM toolbox on ROS2 Humble (you'll need a a robot model publisher and source of odom-base_link TF to start the toolbox)
the LD19's laserscan topic will provide a solid 10Hz output (USB or serial UART doesn't affect this problem)
the SLAM toolbox discards 60-70% of all scans because the SLAM toolbox is expecting a certain number of readings per scan (which appears to be set at SLAM Toolbox initialization) and the scan length provided by the LD19 driver is consistently off by 1 reading.
The issue is masked to the user because the scan topic looks great and comes in at 10Hz.  Also, the SLAM map does get created (because it's still receiving some scans) but it's hugely inefficient due to the toolbox dropping 70% of scans.

Expected behavior
A clear and concise description of what you expected to happen.
These warnings in SLAM Toolbox should be pretty rare and only occur when the LIDAR scan speed doesn't hit its timing, but they're currently alerting on 70% of all scans
[async_slam_toolbox_node-1] LaserRangeScan contains 452 range readings, expected 451
[async_slam_toolbox_node-1] LaserRangeScan contains 452 range readings, expected 451
[async_slam_toolbox_node-1] LaserRangeScan contains 452 range readings, expected 451
[async_slam_toolbox_node-1] LaserRangeScan contains 452 range readings, expected 451
[async_slam_toolbox_node-1] LaserRangeScan contains 452 range readings, expected 451
[async_slam_toolbox_node-1] LaserRangeScan contains 450 range readings, expected 451
[async_slam_toolbox_node-1] LaserRangeScan contains 452 range readings, expected 451
Screenshots
If applicable, add screenshots to help explain your problem.
SLAM toolbox discarding 70% of scans

Scans coming in at 10Hz
Screencast from 08-18-2023 12:00:52 PM.webm
Desktop (please complete the following information):

OS:  Ubuntu 22.04
ROS2 version: Humble
Device type:  x86-64 (SLAM toolbox), ARM (LD19 driver)

Additional context
Add any other context about the problem here.
https://github.com/SteveMacenski/slam_toolbox/issues/293#issuecomment-696296457
https://github.com/SteveMacenski/slam_toolbox/issues/430#issuecomment-905100814
https://github.com/SteveMacenski/slam_toolbox/issues/141#issuecomment-564670621
https://github.com/SteveMacenski/slam_toolbox/issues/426#issuecomment-882782222
https://github.com/SteveMacenski/slam_toolbox/issues/328#issuecomment-779367098
https://github.com/SteveMacenski/slam_toolbox/pull/145
Easiest fix is to probably alter the LD19 driver angle min / max so that it conforms to the SLAM Toolbox's format and triggers the GetIs360Laser() check here:
https://github.com/SteveMacenski/slam_toolbox/blob/912703c43b7a640303b1b5fc62f05d53fae9cf57/lib/karto_sdk/include/karto_sdk/Karto.h#L4302C11-L4302C11

This is a sneaky problem.
The LDLidar driver calculates the number of beams for each published topic and it's always correct, instead the code of Karto in slam toolbox seems that it does not update the reference value for each laser scan and so it outputs an error each time the value is different from what expected.
I modified the function LiPkg::ToLaserscan to match the same function used in Karto but the problem is still present.
For example:
[ldlidar_node-5] Beam count = 447
[ldlidar_node-5]  - angle_min: 0
[ldlidar_node-5]  - angle_max: 6.28318
[ldlidar_node-5]  - angle_increment: 0.014079
[async_slam_toolbox_node-2] LaserRangeScan contains 447 range readings, expected 450

447 is the correct value, not 450. This means that 450 is a not updated value calculated on the parameters of the received  scan message

Fixed with the latest update

authors: Chambana Myzhar


text:
Add a summary graph in the end panel

I was thinking of reusing the graph ~ however this time showing the entire timeline without points, to show a smooth graph.

Let the user export the final graph as JPEG aswell.


text:
Add method to upload a file to a project

Close #266

Thank you.

authors: NARKOZ mroutis

repo: NARKOZ/gitlab


text:
Query method to get mission model resource value schema

Adds a query method + test for getting resource value schema. As implemented, the schema is just stored as a Python dictionary on the ResourceType dataclass for simplicity; this could be branched out into more advanced dataclasses based on the Aerie value schema combinatory types if the need arises.
Closes #4 with the caveat that this doesn't explicitly get enumerations; I left that out because the combinatory schema preclude simply getting enumerated ("variant") values for a given resource.

@mattdailis Thanks for that insight. I don't expect this to be used often; the current use case would be to only call this on a per-deployment cadence to check & update other tools' knowledge of mission model resources.

repo: NASA-AMMOS/aerie-cli


text:
Add permission to the CASEI deployment AWS Key

During the production deploy process, we copy the flight paths geojson files from a S3 bucket managed by Development Seed to the bucket where the production website is hosted (see code). There is a new campaign file that has more than 8 MB, and it requires additional permission to be able to copy the file (see error in the deploy github action). We had the same issue in the staging deploy bucket (this one is managed by a DevSeed AWS account), and we solved it by adding the s3:GetObjectTagging permission to the AWS key we use in the deploy.
{
    "Version": "2012-10-17",
    "Statement": [
        {
            "Sid": "ListObjectsInBucket",
            "Effect": "Allow",
            "Action": [
                "s3:ListBucket"
            ],
            "Resource": [
                "arn:aws:s3:::admg-inventory-staging"
            ]
        },
        {
            "Sid": "AllObjectActions",
            "Effect": "Allow",
            "Action": [
                "s3:*Object",
                "s3:PutObjectAcl",
                "s3:GetObjectTagging"
            ],
            "Resource": [
                "arn:aws:s3:::admg-inventory-staging/*"
            ]
        }
    ]
}

cc: @smwingo

Currently interfacing with Caden to look into and resolve this issue.

It's now solved. The permission could be added in our bucket.

repo: NASA-IMPACT/admg-casei


text:
Unstable build fails per issue with versioning

🐛 Describe the bug

See https://github.com/NASA-PDS/pds-template-repo-python/runs/2979922244?check_suite_focus=true#step:4:144
📜 To Reproduce
Steps to reproduce the behavior:

Push to pds-template-repo-python to kick off unstable CI/CD to see the failure:

DEBUG:pds.roundup.util:🏃♀ Running «['twine', 'upload', '--username', '***', '--password', '***', '--non-interactive', '--comment', '🤠 Yee-haw! This here ar-tee-fact got done uploaded by the Roundup!', '--skip-existing', '--disable-progress-bar', '--repository-url', 'https://test.pypi.org/legacy/', '/github/workspace/dist/pds.template.package-1.0.0.post0.dev25.post0.dev3-py3-none-any.whl']»
CRITICAL:pds.roundup.util:💥 Process with command line ['twine', 'upload', '--username', '***', '--password', '***', '--non-interactive', '--comment', '🤠 Yee-haw! This here ar-tee-fact got done uploaded by the Roundup!', '--skip-existing', '--disable-progress-bar', '--repository-url', 'https://test.pypi.org/legacy/', '/github/workspace/dist/pds.template.package-1.0.0.post0.dev25.post0.dev3-py3-none-any.whl'] failed with status 1
CRITICAL:pds.roundup.util:🪵 Stdout = «Uploading distributions to https://test.pypi.org/legacy/
Uploading pds.template.package-1.0.0.post0.dev25.post0.dev3-py3-none-any.whl
NOTE: Try --verbose to see response content.
»
CRITICAL:pds.roundup.util:📚 Stderr = «HTTPError: 400 Bad Request from https://test.pypi.org/legacy/
'1.0.0.post0.dev25.post0.dev3' is an invalid value for Version. Error: Start and end with a letter or numeral containing only ASCII numeric and '.', '_' and '-'. See https://packaging.python.org/specifications/core-metadata for more information.
»
Traceback (most recent call last):
  File "/usr/local/lib/python3.8/site-packages/pds.roundup-0.0.0-py3.8.egg/pds/roundup/util.py", line 52, in invoke
  File "/usr/local/lib/python3.8/subprocess.py", line 512, in run
    raise CalledProcessError(retcode, process.args,
subprocess.CalledProcessError: Command '['twine', 'upload', '--username', '***', '--password', '***', '--non-interactive', '--comment', '🤠 Yee-haw! This here ar-tee-fact got done uploaded by the Roundup!', '--skip-existing', '--disable-progress-bar', '--repository-url', 'https://test.pypi.org/legacy/', '/github/workspace/dist/pds.template.package-1.0.0.post0.dev25.post0.dev3-py3-none-any.whl']' returned non-zero exit status 1.

This can also be seen in pds-deep-archive failure:
CRITICAL:pds.roundup.util:📚 Stderr = «HTTPError: 400 Bad Request from https://test.pypi.org/legacy/
'0+untagged.1.g42dc251' is an invalid value for Version. Error: Can't use PEP 440 local versions. See https://packaging.python.org/specifications/core-metadata for more information.

🕵 Expected behavior

It executes successfully

Argh, more mid-sprint tickets in the currently-due sprint!? 😮
It looks like the issue is this works the first time when there are no other tags for git-describe to describe, but then fails when there's at least one pre-release tag. If I delete all the local tags and then let Versioneer do its work, it makes a PEP-440-compliant version string.
Which suggests the workaround: delete all the local tags before computing the version.
However, I think this might be an issue in Versioneer, actually. It looks like Versioneer has been updated recently, though, so I'm going to experiment with that.

@nutjob4life we can table this to next sprint if you can't get to it. Just added it more to at least triage the issue.

No need @jordanpadams I'm already on it! 🏃♂

repo: NASA-PDS/pds-template-repo-python


text:
Refine Data Backup and Recovery Plans

💡 Description
Per feedback from both the EN team and external partners, iterate over updates on the data backup and recovery plans.

[x] Distribute to internal EN team for feedback
[x] Distribute to PDS SWG for feedback
[x] Review at MC F2F for feedback
[x] Integrate feedback and release document

⚔ Parent Epic / Related Tickets
No response

Presented at MC F2F and updated wiki with details

repo: NASA-PDS/planetary-data-cloud


text:
How to use it with Polish?

I would like it to speak Polish, how I can configure it to do it?
Thanks

Add a Polish text processor (g2p, text normalization ......) likedata_gen/tts/txt_processors/polish.py
Add a config file in datasets/audio/XXX_Dataset/ps_flow.yaml, with the following content:

base_config:
  - egs/egs_bases/tts/ps_flow.yaml
raw_data_dir: data/raw/XXXX
processed_data_dir: data/processed/XXX
binary_data_dir: data/binary/XXX
preprocess_args:
  txt_processor: polish # here is the text processor name registered in your text processor file.

Add the dataset metadata loader in egs/datasets/audio/XXX_Dataset/preprocess.py. You can refer to the metadata loader of LJSpeech (egs/datasets/audio/lj/preprocess.py).
Train the model with python run.py --config YOUR_CONFIG .... as the document docs/portaspeech.md says.

authors: RayeRen gitowiec

repo: NATSpeech/NATSpeech


text:
Do I need to use mapbox_access_token ?

Hello. I have download your project and run sample, but all pages where maps used are blank.
There are some changes in maps access or in project that not updated yet?

You need to provide your mapbox access token in order to load correctly

repo: NAXAM/mapbox-xamarin-forms


text:
Update ADF to latest version

There was a change to how the TEM computation was setup in the ADF configuration file; rather than a top-level tem_info key, there is now a block of tem variables under each case.

I thought I had this figured out, but when running the notebook with the latest ADF and the CUPiD code on this branch I got the following warning:

Running with the older version of ADF / CUPiD does not throw these warnings:

@nusbaume and @justin-richling -- I guess my big question is "are those invalid value warnings a sign that I've done something wrong on this branch?" If those are now expected warnings, or indicative of an ADF bug, then I can open this up for review / merging. The three plots generated by this notebook look fine, but I haven't tried a run where I regenerate the TEM files (I'll start that right now)

I think that previous warning came because I was actually regenerating the TEM file; 4c9fedc updates cam_tem_loc to use the old file and the warning isn't present when reading it

repo: NCAR/CUPiD


text:
Detect IT_PASSPORT

Description
AN IT_PASSPORT (Italian Passport) includes a distinct nine-character string assigned by the the Italian Citizenship Assistance (ICA). There are two types of IT_PASSPORTs: ordinary and temporary. It is important to detect IT_PASSPORT in order to prevent personal information from being leaked and to prevent identity fraud and theft. For more information, click here.
Detection Steps
An IT_PASSPORT consists of two digits or letters (not case-sensitive) followed by seven digits with no spaces or delimiters.
Example: JF3349917

Looks good

authors: claesmk everett-alanHood


text:
Page 10: Contradiction between course content and quiz

In front at (1/3) it says: NoDerivatives (ND): This license allows reusers to copy and distribute the material in unadapted form only. But in the sixth quiz it says that others may only use the work unchanged. This is imho a stronger restriction than the one in front (but this agrees with Wikipedia).

We should make the wording clear according to https://creativecommons.org/licenses/by-nd/4.0/ in both the text and the quiz.

authors: JuliaHeiken pht-uol


text:
隐藏 nz-input-number 中的 stepper

What problem does this feature solve?
当 input 宽度较窄的时候，stepper 会影占用大部分宽度，从而导致数据录入不便捷。因此，希望有组件有属性能控制 stepper 的显隐。
What does the proposed API look like?
<nz-input-number [nzShowStepper]="false"></nz-input-number>
```<!-- generated by ng-zorro-issue-helper. DO NOT REMOVE -->

一个临时解决方案：How TO - Hide Arrows From Input Number
/* Chrome, Safari, Edge, Opera */
input::-webkit-outer-spin-button,
input::-webkit-inner-spin-button {
  -webkit-appearance: none;
  margin: 0;
}

/* Firefox */
input[type=number] {
  -moz-appearance: textfield;
}

repo: NG-ZORRO/ng-zorro-antd


text:
feat(module:steps): support [nzProgressDot] property in vertical mode

PR Checklist
Please check if your PR fulfills the following requirements:

[X] The commit message follows our guidelines: https://github.com/NG-ZORRO/ng-zorro-antd/blob/master/CONTRIBUTING.md#commit
[ ] Tests for the changes have been added (for bug fixes / features)
[ ] Docs have been added / updated (for bug fixes / features)

PR Type
What kind of change does this PR introduce?

[ ] Bugfix
[X] Feature
[ ] Code style update (formatting, local variables)
[ ] Refactoring (no functional changes, no api changes)
[ ] Build related changes
[ ] CI related changes
[ ] Documentation content changes
[ ] Application (the showcase website) / infrastructure changes
[ ] Other... Please describe:

What is the current behavior?

Issue Number: #420
What is the new behavior?

Does this PR introduce a breaking change?
[ ] Yes
[X] No

Other information

Coverage remained the same at 41.268% when pulling 33679bbd0a614f0f87ec65e4b69d599cf1fb4980 on HsuanXyz:feat-steps-vertical-dot into 704aa45b941308c63e70f0c7db032e8e7e394feb on NG-ZORRO:master.

authors: HsuanXyz coveralls


text:
Feature request: other tensor/diffusion model estimation options

Add other dipy & NODDI estimation options

AMICO for NODDI

MrTrix for other measures

repo: NIRALUser/DTIPlayground


text:
Schema generation fails when a KnownType attribute specifies a method name instead of a type

If a type uses a KnownType attribute to specify the name of a method that returns known types, a NullReferenceException is thrown when JsonSchemaGenerator.GenerateKnownTypesAsync calls JsonObjectTypeDescription.FromType. A simple example:
    public class Pencil
    {
    }

    [KnownType("GetKnownTypes")]
    public class WritingInstrument
    {
        public static Type[] GetKnownTypes()
        {
            return new[] { typeof(Pencil) };
        }
    }

    public class Container
    {
        public WritingInstrument WritingInstrument { get; set; }
    }

    public async Task ReproAsync()
    {
        var schema = await JsonSchema4.FromTypeAsync<Container>();
    }

I have support for this scenario coded, and plan on submitting a pull request shortly.

I didnt know that this is possible. Thanks for the PR.

authors: csdahlberg rsuter

repo: NJsonSchema/NJsonSchema


text:
about research

This is so cool! May I ask how long this project has been in development? Will there be further in-depth research in the future?

Thanks! We started research for LLM decision-making in about March 2024 and started the LLM-PySC2 project in July. As you can see in README.md, we will continue to update the environment and add more features to improve it. We will also start a new round of method research after the environment is fully functional and stable enough. [flowers~]


text:
基于 Starcoder-15B 的 CODEM-Mixed

请问是否尝试过使用 Starcoder-15B 训练 CODEM-Mixed？如果表 1 的结论可以推广，那么这种方法应该比 CODEM-Python 有更好的性能。

您好，感谢关注我们的工作。
根据在StarCoder 7B上的实验，多语言的设置（CodeM-Mixed）在每个语言上都表现最优或者次优，所以我们猜测基于StarCoder-15B的CodeM-Mixed在HumanEval-Python也会和CodeM-Python保持附近持平甚至超过现在的的性能（pass@1/acc = 64.63）。
祝好


text:
NULL pointer dereference in domain_dname()

Hi,
While fuzzing nsd-checkzone with Honggfuzz, I found a NULL pointer dereference in the domain_dname() function.
I believe it was introduced by commit b4528a39f740cb5d39717d0b7611c35283b4735c.
Attaching a reproducer (gzipped so GitHub accepts it): zone04.gz
Issue can be reproduced by running:
nsd-checkzone all.rr zone04

In namedb.h L270 returning domain->dname results in a NULL pointer dereference because domain ends up being NULL:
#0  0x0000041f7a8f3e2b in domain_dname (domain=0x0) at namedb.h:270
270             return (dname_type *) domain->dname;

Hi again! Thanks for the fuzzing action, this reveals nice corner cases.  The domain name is missing and it tries to print it in the error message, but the earlier parse error makes the domain name NULL causing it to error in the error printout.  I added a check for the domain name working.

authors: fcambus wcawijngaards

repo: NLnetLabs/nsd


text:
Custom log type (ex. Fluent.Log.Feature("x"))

I was trying to extend nlog and add our own fluent extension method but can't because the log class is static
        public static LogBuilder Feature(this Log log, string feature) {
            var builder = new LogBuilder(LogManager.GetCurrentClassLogger());
            builder.ContextProperty("@type", "feature");
            builder.Message(feature);
            return builder;
        }

Is there a good way to go about extending this?

Yup should extend the logbuilder In the fluent namespace. see: https://github.com/NLog/NLog/blob/master/src/NLog/Fluent/LogBuilder.cs

Yeah I've done that in other spots, but I don't want to do Log.Info().Feature("x"), I want to be able to just do Log.Feature("x") to create the builder.

Or just extensions on Logger is also possible

Do you have an example of this?
Thanks
-Blake Niemyjski
On Fri, Apr 3, 2015 at 5:39 PM, Julian Verdurmen notifications@github.com
wrote:

Or just extensions on Logger is also possible
—
Reply to this email directly or view it on GitHub
https://github.com/NLog/NLog/issues/659#issuecomment-89439526.

Not in GitHub or easy with typing on mobile ;)

An example:
Extension:
public static Logger AddToThreadContext(this Logger logger, string key, object value)
{
    MappedDiagnosticsContext.Set(key, value == null ? null : value.ToString());
    return logger;
}

Call
var logger = LogManager.GetCurrentClassLogger();
logger.AddToThreadContext("sessionGuid", g);
logger.Debug("test");

I'm using the fluent logger though, NLog.Fluent.Log.Feature("You can't do this").Write();

Yes, you are right. I will create a new example.

What about this?
Extension:
public static LogBuilder FeatureX(this ILogger logger, string feature)
{
    var logLevel = feature == "noproblem" ? LogLevel.Trace : LogLevel.Error;
    var builder = new LogBuilder(logger, logLevel);
    return builder;
}

Call

var logger = LogManager.GetCurrentClassLogger();
logger.FeatureX("test").Property("a", "b").Write();

Does the example resolve your question?

That would work but we don't use it that way. We use NLog.Fluent.Log without getting the current logger from the log manager, which is much cleaner.

That's possible but you lose control of the logger name. It won't recommend it.

Can you show me how you did it? It's a static class and so I couldn't get the extension method to work. I don't know why I would care about the logger name as I only have a single app I'm integrating with.

Sorry for closing, But I was under the impression that you solved it:

We use NLog.Fluent.Log without getting the current logger from the log manager, which is much cleaner.

The usage of one Logger is easy possible with some C#
E.g. Create a static public property in a public static class.

public static class GlobalLogging
{
    public static Logger Logger = LogManager.GetCurrentClassLogger();
}

public class Test
{
    public void TestMethod()
    {
        GlobalLogging.Logger.FeatureX("test").Property("a", "b").Write();
    }
}

Yes, I could do this but I'm using the built in functionality and want
to extend an already singleton (leaving my code cleaner)
On 4/23/15, Julian Verdurmen notifications@github.com wrote:

Sorry for closing, But I was under the impression that you solved it:

We use NLog.Fluent.Log without getting the current logger from the log
manager, which is much cleaner.

The usage of one Logger is easy possible with some C#
E.g. Create a static public property in a public static class.

public static class GlobalLogging
{
    public static Logger Logger = LogManager.GetCurrentClassLogger();
}

public class Test
{
    public void TestMethod()
    {
        GlobalLogging.Logger.FeatureX("test").Property("a", "b").Write();
    }
}

Reply to this email directly or view it on GitHub:
https://github.com/NLog/NLog/issues/659#issuecomment-95687502

--
Thanks
-Blake Niemyjski

Extending the current class is in my opinion not clean. It will be too much coupled.

I would recommend to read:
https://en.wikipedia.org/wiki/Cross-cutting_concern
And then you will see that using LogManager.GetCurrentClassLogger() in every class would be wise (just one, as a static private property)

I'm trying to put my extensions on a fluent class that everyone is
already using. We distribute our module on nuget and people want to
use it in this manner.. This is why I'm asking.
On 4/23/15, Julian Verdurmen notifications@github.com wrote:

Extending the current class is in my opinion not clean. It will be too much
coupled.

Reply to this email directly or view it on GitHub:
https://github.com/NLog/NLog/issues/659#issuecomment-95689742

--
Thanks
-Blake Niemyjski

Can you post some more examples what you're trying to achieve?
Because I don't fully understand why the previous posted solutions aren't sufficient.

We have a service called Exceptionless that has many clients that report logs, feature usages and errors to us. We have an nlog target and extensions (https://github.com/exceptionless/Exceptionless.Net/blob/master/Source/Platforms/NLog/LogBuilderExtensions.cs) that reports to us and we use it for that same purpose too: https://github.com/exceptionless/Exceptionless/blob/master/Source/Api/Controllers/EventController.cs#L142-L148
This works great for for logging log messages and errors (Log.Error().Exception(ex).Write()) but really fails when I want to log a feature... To me it's really ugly to have to do something like Log.Info().Feature("x").Write(); It would be much prettier to be able to do Log.Feature("x").Write() even if that under the hood was calling Log.Info();

Is Log a variable or (static?) class?

Ok it's the static class in NLog.  Now I'm confused: you are trying to write custom logic, but don't using an own (static) class.  You can't do both.
IMO you should:

create your own static class and probably delegate the current Log class. This could be also Log but n your namespace.  Or
write extensions on LogBuilder, or
write extentions on Logger

You can't extend the Log class because it's static, and that's a good thing (from the point of view of encapsulation)

PS It would be possible if we could write extensions methods on static classes in C#

Yes I know this but end users are still using this old static class and I just wanted it to feel natural. I guess I should close this cause it won't be possible. Thanks for your help.

OK, NP

repo: NLog/NLog


text:
Json serializer should always include decimal point to signal datatype

Resolves #4061
The validation of decimal point gives a performance hit (string-indexof), but have also added a performance optimization to skip string-allocation when decimal-datatype can be converted to integer without precision-loss (Ex. 0.0)

Some benchmarks numbers for doing log.Info("{@Id} {@Age}", new { Value = 1D }, new { Value = 1D });

Value = 1D
Time (ms)
Msgs/sec
GC2
GC1
GC0
CPU (ms)
Alloc (MB)

PR
8.106
616.821
0
1
210
8.296
3.051,8

Master
9.604
520.562
0
1
223
9.687
3.242,6

Value = 1000000D
Time (ms)
Msgs/sec
GC2
GC1
GC0
CPU (ms)
Alloc (MB)

PR
8.490
588.875
0
1
218
8.515
3.166,3

Master
10.110
494.553
0
1
241
10.250
3.509,6

Value = 1.1D
Time (ms)
Msgs/sec
GC2
GC1
GC0
CPU (ms)
Alloc (MB)

PR
10.223
489.070
0
1
231
10.281
3.357,0

Master
9.911
504.457
0
1
231
9.984
3.357,0

Value = 31415926535897.9D
Time (ms)
Msgs/sec
GC2
GC1
GC0
CPU (ms)
Alloc (MB)

PR
11.268
443.723
0
1
263
11.500
3.814,8

Master
10.778
463.900
0
1
262
10.859
3.814,8

Thanks for the PR and benchmark!
I haven't merged this one yet, as Im afraid of the consequences of this behavior change. IMO it's was a bug (it wasn't wrong but it wasn't perfect), so this change could breaks others unexpectedly

Think it is a good change. Not so worried about breaking changes, since Json is a very forgiving format.
Sent from my Sony Xperia
---- Julian Verdurmen wrote ----
Thanks for the PR and benchmark!
I haven't merged this one yet, as Im afraid of the consequences of this behavior change. IMO it's was a bug (it wasn't wrong but it wasn't perfect), so this change could breaks others unexpectedly
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHubhttps://github.com/NLog/NLog/pull/4066#issuecomment-670128798, or unsubscribehttps://github.com/notifications/unsubscribe-auth/ACXZ7HDXUYKTNI2MPXOCI4LR7L3DLANCNFSM4PSY3XMQ.

I don't think that parsers will accept 0.0 if it's configured as int. (ok that's a bug in your config)
I don't feel confident to merge this for a patch release. Maybe bump to 4.8

Yes I guess when having a double that almost always converts to value without decimal, then it would be be indexed as integer in ElasticSearch.
When the default is integer-like values, then the inconsistency will only cause warnings once every hour when receiving a value with decimal-point.
This PR will suddenly make ElasticSearch generate warnings constantly, because now it will receive datatype decimal. Where it often would get integer like values.

Random article about the painful adventures when the dynamic indexing is not working (Because float is confused as long):
http://www.dissmeyer.com/2020/02/13/index-templates-in-the-elastic-stack/

mmm maybe this should be 5.0

@snakefoot are you OK with nlog 5 for this?

Yes it is fine with me.
Sent from my Sony Xperia
---- Julian Verdurmen wrote ----
@snakefoothttps://github.com/snakefoot are you OK with nlog 5 for this?
—
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text:
Realization Config Format For BMI Modules Not OS Agnostic

At the moment, realization configs required paths to shared library files for any utilized BMI module (except those in Python).   This makes building a config tricky, because shared library files on different operating systems have different file extensions.  I.e., even with the parent directory of a module file standardized, it generally isn't possible to write a single config file including a BMI formulation that works across OSs.
This needs to be remedied in some way.  That may involve something akin to #221, a different approach, or a combination of both.

I was just thinking about this Wednesday... I thought perhaps we could add {{libext}} or something similar as a find/replace token to the library_file config processing, so you could do e.g.:
"library_file": "./extern/noah-mp-modular/cmake_build/libsurfacebmi.{{libext}}"

to explicitly make an agnostic config. The value for libext could be set as a compiler macro by CMake, where we already need to figure that out.

authors: mattw-nws robertbartel

repo: NOAA-OWP/ngen