text:
Fix invalid "sequence" parameter in dynamic content example

While it doesn't matter in this particular example since row and column count doesn't change, it might cause issues when generating more dynamic content

Not sure what's wrong with the current implementation. Can you elaborate why your changes are necessary/better?

the source code says it should specify the sequence number in the source code, and that's also how autogenerated code works. I'm not sure what exactly sequence numbers are used for, but that's just how they need to be provided.

The existing code already generates sequence numbers. The sequence number is just automatically incremented from component to component to make the code more easy to maintain. Is that what you do not like?

the sequence numbers in the existing code will increment upon each iteration, while they should stay the same across iterations

Really? I don't think so. If I would build the grid manually (without for loop), each element would also get a new sequence number. The idea of the sample is to show that you can create a render tree using an algorithm. However, the generated structure should look the same as if it was build manually. Do you have a different understanding?

if you would build it manually without loops, each element would get a new sequence number, however if you used a loop, the elements would have the same sequence across iterations. If you look at the docs: https://github.com/aspnet/AspNetCore/blob/master/src/Components/Components/src/RenderTree/RenderTreeBuilder.cs
it says: <param name="sequence">An integer that represents the position of the instruction in the source code.</param>
and if you did something like
@for (int i = 0; i < items.Count; i++)
{
    <p>@items[i].Text</p>
}

the sequence number wouldn't increment with iterations
basically I want to show the users the proper way to use sequence numbers. As I said before, this example works because the iteration count is predefined, but you can't do the same for loops with different iteration count.

Got you. You are absolutely right. Will merge the pull request. Thank you for pointing that out.

authors: pavlukivan rstropek

repo: software-architects/learn-blazor


text:
Bump zio-json

Before submitting pull request:

[x] Check if the project compiles by running sbt compile
[x] Verify docs compilation by running sbt compileDocs
[x] Check if tests pass by running sbt test
[x] Format code by running sbt scalafmt

The failing test depends on internet, perhaps we can rerun it?

Sure, this happens :) I'll get to those flaky tests one day ...

@adamw when you merge it, can you cut a patch release?

Release in progress :)

source: gharchive/pull-request

authors: adamw ioleo

repo: softwaremill/sttp

license_type: permissive

license_source: github-api


text:
Mixed up github username and reponame

Hello, after update hpack miss GitHub URL and generates https://github.com/reponame/username.

Property
Version

OS
Arch linux

Stack
2.3.1

hpack
0.34.0

My example.
Stack file
name:                HLasm
version:             0.1.0.0
github:              "vorotynsky/HLasm"

Generated cabal file
homepage:       https://github.com/HLasm/vorotynsky#readme
bug-reports:    https://github.com/HLasm/vorotynsky/issues

--- ... ---

source-repository head
  type: git
  location: https://github.com/HLasm/vorotynsky

Thank you for reporting this.  How did you install hpack-0.34.0?
cabal-install should not install that version.

I did update via pacman (arch package manager)

Oh, I found, that you fix it.

pacman should not pull / install deprecated packages.  You may want to report this as a bug against pacman.

@felixonmars hpack-0.34.0 has be released 2020-05-14 15:19:02 UTC and been deprecated shortly after.
From what I understand from https://www.archlinux.org/packages/community/x86_64/haskell-hpack/, it has packaged for Arch on 2020-05-22 14:13 UTC, that is 8 days after it has been deprecated.  I'm not sure what options there are in Arch to deprecate a package, but can you help take appropriate actions?

@felixonmars it may make sense to ensure that Arch does not package deprecated packages in the future.

@felixonmars https://hackage.haskell.org/packages/preferred-versions <- this is what you should take into account when packaging versions.
A copy of that file should also be include in the index tar ball.
I'm somewhat surprised that this is not taken into account already.  How do you guys ensure that you don't package, e.g. stack-9.9.9?

@sol The version checking tool I use - nvchecker already took this into account so the deprecated highest version should be avoided already. Since there is no automation other than that, I somehow overlooked that on the previous version myself.
Working on a rebuild now, sorry for the confusion!

source: gharchive/issue

authors: felixonmars sol vorotynsky

repo: sol/hpack

license: mit

license_source: bigquery


text:
rustfmt: use entrypoint full path

This PR swaps any calls to the entrypoint! macro with the full path, ie: solana_program::entrypoint!.
This will play a role in the effort to introduce a linting standard to SPL.

Current dependencies on/for this PR:

master

PR #5741   👈

PR #5742

This stack of pull requests is managed by Graphite.

Merge activity

Nov 8, 3:35 PM: @buffalojoec started a stack merge that includes this pull request via Graphite.

repo: solana-labs/solana-program-library


text:
araucária token new pull request

Please note: This repository is being rebuilt to accept the new volume of token additions and modifications. PR merges will be delayed.

I agree to not ping anybody on Discord/Twitter/email about this pull request. Instead I will inquire by posting a new comment in the pull request if needed.

PRs are reviewed in bulk and and can take up to two weeks to be merged.
This repository is managed using an auto merge action. Please ensure your PR has no deleted lines, and it will be merged.
Please provide the following information for your token.
Please include change to the src/tokens/solana.tokenlist.json file in the PR.
DON'T modify any other token on the list.
At minimum each entry should have

Token Address:
Token Name:
Token Symbol:
Logo: (logo should be uploaded under assets/mainnet//*.<png/svg>)
Link to the official homepage of token:
Coingecko ID if available (https://www.coingecko.com/api/documentations/v3#/coins/get_coins__id_):

Auto merge requirements
Your pull request will be automatically merged if the following conditions are met:

Your pull request only adds new tokens to the list. Any modification to existing
tokens will require manual review to prevent unwanted modifications.

Your pull request does not touch unrelated code. In particular, reformatting changes to unrelated
code will cause the auto merge to reject your PR.

Any asset files added correspond to the token address you are adding. Asset files
must be PNG, JPG or SVG files.

Your change is valid JSON and conforms to the schema. If your change failed validation,
read the error message carefully and update your PR accordingly.

No other tokens shares the same name, symbol or address.

For example, this change would be rejected due to unrelated changes:

The bot runs every 60 minutes and bulk-merges all open pull requests to prevent conflicts.
This means that you need to wait up to 60 minutes for your pull request to be merged or reprocessed.

update solana toke

repo: solana-labs/token-list


text:
ADD ODNR coin

Please note: This repository is being rebuilt to accept the new volume of token additions and modifications. PR merges will be delayed.

I agree to not ping anybody on Discord/Twitter/email about this pull request. Instead I will inquire by posting a new comment in the pull request if needed.

PRs are reviewed in bulk and and can take up to two weeks to be merged.
This repository is managed using an auto merge action. Please ensure your PR has no deleted lines, and it will be merged.
Please provide the following information for your token.
Please include change to the src/tokens/solana.tokenlist.json file in the PR.
DON'T modify any other token on the list.
At minimum each entry should have

Token Address:
Token Name:
Token Symbol:
Logo: (logo should be uploaded under assets/mainnet//*.<png/svg>)
Link to the official homepage of token:
Coingecko ID if available (https://www.coingecko.com/api/documentations/v3#/coins/get_coins__id_):

Auto merge requirements
Your pull request will be automatically merged if the following conditions are met:

Your pull request only adds new tokens to the list. Any modification to existing
tokens will require manual review to prevent unwanted modifications.

Your pull request does not touch unrelated code. In particular, reformatting changes to unrelated
code will cause the auto merge to reject your PR.

Any asset files added correspond to the token address you are adding. Asset files
must be PNG, JPG or SVG files.

Your change is valid JSON and conforms to the schema. If your change failed validation,
read the error message carefully and update your PR accordingly.

No other tokens shares the same name, symbol or address.

For example, this change would be rejected due to unrelated changes:

The bot runs every 60 minutes and bulk-merges all open pull requests to prevent conflicts.
This means that you need to wait up to 60 minutes for your pull request to be merged or reprocessed.

I can help refer this https://github.com/zakimzf/profile/pull/1
PS: if you don't need my help.. please ignore this!


text:
Change disconnect button disable logic to fix for MWA

Instead of using wallet use connected, which also works for MWA
Previously we used !wallet, but wallet is defined in Android with MWA. This PR changes to use !connected so that the disconnect button is correctly disabled on Android when no wallet has been connected yet.
Before (current https://solana-labs.github.io/wallet-adapter/example/ on Android):

After:

I'm not sure about this, but instinctually I suspect this change could lead to a weird state. If a wallet is selected, but that wallet becomes disconnected, it's possible that the wallet property will still be non-null, but the connected property will be false. This could lead to the disconnect button being displayed, but disabled, leaving the user stuck. Maybe you've already thought of this, but it's worth trying to rule out.

I'm not that strongly opinionated about this, happy to just close it. But I guess in that case the multi button should still allow the user to disconnect if it's used. It'd either act as a connect button (if publicKey was unset), or have the disconnect in the dropdown (if publicKey was set). It looks like a connect button would also be enabled when wallet is non-null and connected is false: that button uses disabled={disabled || !wallet || connecting || connected}
But if an app was only displaying a disconnect button and connected was false, then I think you're right that that button would be disabled and the user would be stuck. I guess the problem is that there are a few different states the app could be relying on to decide to only display disconnect, so maybe this isn't worth messing with.

If it fixes the UX with MWA I think it's probably worth doing! I just want to make sure it doesn't break something else in the process.

repo: solana-labs/wallet-adapter


text:
Change the return type of parent accessor.

Currently the layout expects a full node object (of the same type as in the data array) to be returned from the parent accessor. It would be cleaner for just an ID to be returned. This is a breaking change (for the next major version).

I managed to make it work (the parents accessor returns the ids of the parents) by also providing an id accessor like this one:
.id(function(node) {
    if ((typeof node) == "string") {
        return node;
    }
    return node.id;
})

authors: dauglyon spiwn

license: MIT


text:
'Delete Account' goes to wrong URL

When attempting to delete an existing Pod by clicking the 'Delete Account' button on the 'Solid Home' page, I am redirected to a URL https://WebID.PodProvider/account/delete and am shown a page:
No permission to access this resource
You are currently logged in as https://WebID.PodProvider/profile/card#me, but do not have permission to access https://WebID.PodProvider/account/delete/.
The URL should be https://PodProvider/account/delete/. For example, https://inrupt.net/account/delete.
To Replicate

Log into a Solid Pod.
Display the 'Solid Home' page.
Click the 'Delete Account' button.

Expected Behaviour

Redirected to https://PodProvider/account/delete/ to allow Account name to be entered.

Actual Behaviour

Redirected to https://WebID.PodProvider/profile/card#me and No permission to access this resource error displayed.

This is not a feature of the data browser, but of NSS. I'll move the issue there and let @jaxoncreed decide whether or not to do any changes.

authors: kevin-howard-jd megoth

repo: solid/solid-panes


text:
[pagination] Update computed pages when options signal changes.

If the passed pagination options are a reactive signal, ensure that the pages array is recomputed when it changes. This prevents the pages array getting out of sync and the resulting pagination props missing pages.

This is something I was afraid to add, because then, we re-render all pages just because their count changed, which I wanted to avoid.
However, we can create a solution that reuses previous page props items by leveraging that a createMemo callback receives the previous value as an argument.

Cool, I'll update this to reuse props by page index in the memo.

Related: what are your thoughts on clamping the page signal value as well? Currently it is possible for page to be greater than pages after options update. Should we react to that (either a change in initialPage for controlled, or a detection of page > pages)?

Should we react to that (either a change in initialPage for controlled, or a detection of page > pages)?

Actually, I haven't thought about that. If we select a page for the user after an options update, it will certainly be against the original (now impossible to fulfil) intentions of the user, so the best we can hope for is second best and move to the last page.
I conciously choose initialPage as a name - it's not controlled through that option, but solely used as an initial value. I think we should cap the value on both sides.

Re: "I think we should cap the value on both sides." - I'll look at working up a pr for this and see how it feels. Are you thinking that page becomes derived or that we internally setPage when pages updated?
Meanwhile, for this pr I have updated to reuse pages across changes in the memo 😄

Closed with PR#314.

authors: atk martinpengellyphillips

repo: solidjs-community/solid-primitives


text:
Updates dependency in AuthJS example to fix build error

Fixes #899 by updating the @auth/core dependency to 0.5.1 to resolve dependency tree.

Thanks.

authors: chrisbirster ryansolid

repo: solidjs/solid-start


text:
Update scala-library to 2.13.5

Updates org.scala-lang:scala-library from 2.13.3 to 2.13.5.
I'll automatically update this PR to resolve conflicts as long as you don't change it yourself.
If you'd like to skip this version, you can just close this PR. If you have any feedback, just mention me in the comments below.
Configure Scala Steward for your repository with a .scala-steward.conf file.
Have a fantastic day writing Scala!

Files still referring to the old version number
The following files still refer to the old version number (2.13.3).
You might want to review and update them manually.
.gitlab-ci.yml

Ignore future updates
Add this to your .scala-steward.conf file to ignore future updates of this dependency:
updates.ignore = [ { groupId = "org.scala-lang", artifactId = "scala-library" } ]

labels: library-update, semver-patch, old-version-remains

Superseded by #223.

repo: solidninja/albion


text:
🛑 agropump.com is down

In de1869b, agropump.com (https://agropump.com/) was down:

HTTP code: 500
Response time: 3965 ms

Resolved: agropump.com is back up in 8a22b70.


text:
🛑 server.h-24871.kz is down

In 68ba637, server.h-24871.kz (185.121.81.43) was down:

HTTP code: 0
Response time: 0 ms

Resolved: server.h-24871.kz is back up in a55b4e7.


text:
partially update for latest rustc nightly

This takes care of the breakage introduced by https://github.com/rust-lang/rust/pull/40346.
It does not take care of new test failures due to https://github.com/rust-lang/rust/pull/39628,
which is causing infinite drop_in_place() recursion.

I'm on the rest

authors: dwrensha oli-obk

repo: solson/miri


text:
[gcp][feat] OnDemand cost information for GcpDiskType

Description
OnDemand cost information for GcpDiskType
To-Dos

[x] Add test coverage for new or updated functionality
[x] Lint and test with tox

Code of Conduct
By submitting this pull request, I agree to follow the code of conduct.

The current collector has a logic
if resource.region(graph).name == "undefined" and resource.zone(graph).name == "undefined":
    log.debug(f"Resource {resource.rtdname} has no region or zone" " - removing from graph")
    graph.remove_node(resource)
    return

Is this still implemented somewhere?

Is this still implemented somewhere?

@lloesche Not in this form, no. We do remove DiskType nodes when they don't have any successors, i.e. aren't used by any actual disk. The new collector defaults to create edges to project if region or zone can't be determined for any resource. I'm not sure on what the initial intention was with the above code. Ultimately we do not keep any unused or otherwise dangling DiskType nodes around.

authors: anjafr lloesche

repo: someengineering/resoto


text:
Add rector

Subject

I am targeting this branch, because this is pedantic.

The one missing is page bundle but until get release 4.0 we can't add it, since it tries to add type hints everywhere and it is not BC.

repo: sonata-project/EntityAuditBundle


text:
Remove PDF insights report and associated dependencies

This PR removes the insight PDF report, insights will now only produce a CSV file.
If the pdf profile is set then a warning message Insights PDF output is no longer supported will be printed, this is in case anyone is reusing an existing applications.properties file.

Team's view is that currently we should leave the insights PDF in, so closing this PR.

authors: richardpanman rpanman-sonatype


text:
当发起function calling二次请求时，返回InvalidParameter

例行检查

[x] 我已确认目前没有类似 issue
[x] 我已确认我已升级到最新版本
[x] 我已完整查看过项目 README，尤其是常见问题部分
[x] 我理解并愿意跟进此 issue，协助测试和提供反馈
[x] 我理解并认可上述内容，并理解项目维护者精力有限，不遵循规则的 issue 可能会被无视或直接关闭

问题描述
在开发function calling功能，相应的function已经正确访问，然后再发起请求后，提示
{   "error": {     "message": "<400> InternalError.Algo.InvalidParameter: messages with role \"tool\" must be a response to a preceding message with \"tool_calls\". (request id: 2024102316175665802699152524805)",     "type": "upstream_error",     "param": "400",     "code": "bad_response_status_code"   } }
复现步骤
第一次请求body如下：
{   "messages": [     {       "role": "user",       "content": "我的名字是张三"     }   ],   "model": "qwen-plus",   "tools": [     {       "type": "function",       "function": {         "description": "获取用户输入的姓名",         "name": "FunctionCalling-GetName",         "parameters": {           "type": "object",           "required": [             "name"           ],           "properties": {             "name": {               "type": "string"             }           }         }       }     }   ],   "tool_choice": "auto" }
第一次响应如下：
{   "id": "48cc6ace-631b-9b26-9722-170a3d7f8255",   "model": "qwen",   "object": "chat.completion",   "created": 1729671309,   "choices": [     {       "index": 0,       "message": {         "role": "assistant",         "content": "",         "tool_calls": [           {             "id": "call_e17241578aa8472b9eb18b",             "type": "function",             "function": {               "name": "FunctionCalling-GetName",               "arguments": "{\"name\": \"张三\"}"             }           }         ]       },       "finish_reason": "tool_calls"     }   ],   "usage": {     "prompt_tokens": 170,     "completion_tokens": 21,     "total_tokens": 191   } }
此时已经成功获取到姓名参数，然后发起第二次请求
{   "messages": [     {       "role": "user",       "content": "我的名字是张三"     },     {       "role": "assistant",       "content": "",       "tool_calls": [         {           "id": "call_e17241578aa8472b9eb18b",           "type": "function",           "function": {             "name": "FunctionCalling-GetName",             "arguments": "{\"name\": \"张三\"}"           }         }       ]     },     {       "role": "tool",       "tool_call_id": "call_e17241578aa8472b9eb18b",       "content": "Hi 张三"     }   ],   "model": "qwen-plus",   "tools": [     {       "type": "function",       "function": {         "description": "获取用户输入的姓名",         "name": "FunctionCalling-GetName",         "parameters": {           "type": "object",           "required": [             "name"           ],           "properties": {             "name": {               "type": "string"             }           }         }       }     }   ],   "tool_choice": "auto" }
然后就报InternalError.Algo.InvalidParameter: messages with role "tool" must be a response to a preceding message with "tool_calls"。
我认真比对了一下：
在 assistant 的 tool_calls 中的 id 是 "call_e17241578aa8472b9eb18b"。
在 tool 消息中的 tool_call_id 也是 "call_e17241578aa8472b9eb18b"。
并且
assistant 消息在 user 消息之后。
tool 消息在 assistant 消息之后，并且紧跟着 assistant 的 tool_calls
预期结果
应该成功返回大模型处理的结果。且报的错误与实际不符合，不知道哪里出错了。
相关截图
如果没有的话，请删除此节。

up

访问通义千问我也遇到了类似问题时， convertRequest的时候加上ToolCalls 和ToolCalls和toolcallid 就好（message里也加相应字段）
`func ConvertRequest(request model.GeneralOpenAIRequest) *ChatRequest {
messages := make([]Message, 0, len(request.Messages))
for i := 0; i < len(request.Messages); i++ {
message := request.Messages[i]
messages = append(messages, Message{
Content: message.StringContent(),
Role:    strings.ToLower(message.Role),
ToolCalls:  message.ToolCalls,
ToolCallId: message.ToolCallId,
	})
}`

@ewon78 感谢。我目前是直接用千问的兼容api，没走oneapi了。

authors: ewon78 liujiyuan sharfy

repo: songquanpeng/one-api


text:
TD-BERT

https://ieeexplore.ieee.org/abstract/document/8864964

From the experiment results, the performance is higher than BERT-SPC in the general ABSA setting. I wonder how much the up layer above BERT can improve the performance.

repo: songyouwei/ABSA-PyTorch


text:
Code Cleanup

PR Description:
Code Cleanup
Keyword Check:
bibhuprasad@eonms7vm1:~/Sonic_06_06_2024/sonic-buildimage/src/sonic-p4rt/sonic-pins$ ~/Google/tools/keyword_checks.sh .
Keyword check Passed.
Build Results:
bibhuprasad@bb37b62b1ae4:/sonic/src/sonic-p4rt/sonic-pins$ bazel build $BAZEL_BUILD_OPTS ...
INFO: Analyzed 387 targets (0 packages loaded, 0 targets configured).
INFO: Found 387 targets...
INFO: Elapsed time: 0.592s, Critical Path: 0.00s
INFO: 1 process: 1 internal.
INFO: Build completed successfully, 1 total action
bibhuprasad@bb37b62b1ae4:/sonic/src/sonic-p4rt/sonic-pins$
UT Results:
bibhuprasad@bb37b62b1ae4:/sonic/src/sonic-p4rt/sonic-pins$ bazel test $BAZEL_BUILD_OPTS --cache_test_results=no ...
INFO: Analyzed 387 targets (0 packages loaded, 0 targets configured).
INFO: Found 252 targets and 135 test targets...
INFO: Elapsed time: 115.695s, Critical Path: 25.77s
INFO: 140 processes: 147 linux-sandbox, 17 local.
INFO: Build completed successfully, 140 total actions
//gutil:collections_test                                                 PASSED in 0.5s
//gutil:io_test                                                          PASSED in 0.6s
//gutil:proto_matchers_test                                              PASSED in 0.6s
//gutil:proto_ordering_test                                              PASSED in 0.5s
//gutil:proto_test                                                       PASSED in 0.6s
//gutil:status_matchers_test                                             PASSED in 0.6s
//gutil:test_artifact_writer_test                                        PASSED in 0.5s
//gutil:testing_test                                                     PASSED in 0.5s
//gutil:version_test                                                     PASSED in 1.0s
//lib:basic_switch_test                                                  PASSED in 0.8s
//lib:ixia_helper_test                                                   PASSED in 1.2s
//lib/basic_traffic:basic_p4rt_util_test                                 PASSED in 0.9s
//lib/gnmi:gnmi_helper_test                                              PASSED in 2.8s
//lib/gnoi:gnoi_helper_test                                              PASSED in 0.5s
//lib/p4rt:p4rt_port_test                                                PASSED in 0.5s
//lib/p4rt:p4rt_programming_context_test                                 PASSED in 0.8s
//lib/utils:generic_testbed_utils_test                                   PASSED in 1.1s
//lib/utils:json_utils_test                                              PASSED in 0.5s
//lib/validator:validator_backend_test                                   PASSED in 0.5s
//lib/validator:validator_lib_test                                       PASSED in 25.8s
//p4_fuzzer:constraints_util_integration_test                            PASSED in 0.6s
//p4_fuzzer:fuzz_util_test                                               PASSED in 0.6s
//p4_fuzzer:fuzzer_showcase_test                                         PASSED in 0.9s
//p4_fuzzer:switch_state_test                                            PASSED in 0.7s
//p4_fuzzer:table_entry_key_test                                         PASSED in 0.1s
//p4_pdpi:built_ins_test                                                 PASSED in 0.5s
//p4_pdpi:entity_keys_test                                               PASSED in 0.5s
//p4_pdpi:ir_tools_test                                                  PASSED in 0.6s
//p4_pdpi:p4_runtime_matchers_test                                       PASSED in 0.6s
//p4_pdpi:reference_annotations_test                                     PASSED in 0.6s
//p4_pdpi:sequencing_util_test                                           PASSED in 0.6s
//p4_pdpi/netaddr:ipv4_address_and_network_address_test                  PASSED in 0.5s
//p4_pdpi/netaddr:ipv6_address_test                                      PASSED in 0.5s
//p4_pdpi/netaddr:mac_address_test                                       PASSED in 0.5s
//p4_pdpi/packetlib:packetlib_fuzzer_test                                PASSED in 16.2s
//p4_pdpi/packetlib:packetlib_matchers_test                              PASSED in 0.5s
//p4_pdpi/packetlib:packetlib_test                                       PASSED in 0.1s
//p4_pdpi/packetlib:packetlib_test_runner                                PASSED in 0.1s
//p4_pdpi/packetlib:packetlib_unit_test                                  PASSED in 3.5s
//p4_pdpi/string_encodings:bit_string_test                               PASSED in 0.5s
//p4_pdpi/string_encodings:byte_string_test                              PASSED in 0.5s
//p4_pdpi/string_encodings:decimal_string_test                           PASSED in 0.0s
//p4_pdpi/string_encodings:decimal_string_test_runner                    PASSED in 0.0s
//p4_pdpi/string_encodings:hex_string_test                               PASSED in 0.0s
//p4_pdpi/string_encodings:hex_string_test_runner                        PASSED in 0.0s
//p4_pdpi/string_encodings:readable_byte_string_test                     PASSED in 0.5s
//p4_pdpi/testing:helper_function_test                                   PASSED in 0.6s
//p4_pdpi/testing:info_test                                              PASSED in 0.1s
//p4_pdpi/testing:info_test_runner                                       PASSED in 0.1s
//p4_pdpi/testing:main_pd_test                                           PASSED in 0.0s
//p4_pdpi/testing:mock_p4_runtime_server_test                            PASSED in 2.6s
//p4_pdpi/testing:packet_io_test                                         PASSED in 0.1s
//p4_pdpi/testing:packet_io_test_runner                                  PASSED in 0.1s
//p4_pdpi/testing:rpc_test                                               PASSED in 0.1s
//p4_pdpi/testing:rpc_test_runner                                        PASSED in 0.1s
//p4_pdpi/testing:sequencing_test                                        PASSED in 0.1s
//p4_pdpi/testing:sequencing_test_runner                                 PASSED in 0.1s
//p4_pdpi/testing:sequencing_util_test                                   PASSED in 0.1s
//p4_pdpi/testing:sequencing_util_test_runner                            PASSED in 0.1s
//p4_pdpi/testing:table_entry_gunit_test                                 PASSED in 0.8s
//p4_pdpi/testing:table_entry_test                                       PASSED in 0.1s
//p4_pdpi/testing:table_entry_test_runner                                PASSED in 0.1s
//p4_pdpi/utils:annotation_parser_test                                   PASSED in 0.5s
//p4_pdpi/utils:ir_test                                                  PASSED in 0.5s
//p4rt_app/event_monitoring:app_state_db_port_table_event_test           PASSED in 0.9s
//p4rt_app/event_monitoring:app_state_db_send_to_ingress_port_table_event_test PASSED in 0.9s
//p4rt_app/event_monitoring:config_db_cpu_queue_table_event_test         PASSED in 0.9s
//p4rt_app/event_monitoring:config_db_node_cfg_table_event_test          PASSED in 0.9s
//p4rt_app/event_monitoring:config_db_port_table_event_test              PASSED in 0.9s
//p4rt_app/event_monitoring:debug_data_dump_events_test                  PASSED in 0.9s
//p4rt_app/event_monitoring:state_verification_events_test               PASSED in 0.9s
//p4rt_app/p4runtime:cpu_queue_translator_test                           PASSED in 0.5s
//p4rt_app/p4runtime:ir_translation_test                                 PASSED in 0.7s
//p4rt_app/p4runtime:p4info_verification_schema_test                     PASSED in 0.8s
//p4rt_app/p4runtime:p4info_verification_test                            PASSED in 0.9s
//p4rt_app/p4runtime:packetio_helpers_test                               PASSED in 0.9s
//p4rt_app/p4runtime:resource_utilization_test                           PASSED in 0.7s
//p4rt_app/sonic:app_db_acl_def_table_manager_test                       PASSED in 0.7s
//p4rt_app/sonic:app_db_manager_test                                     PASSED in 0.7s
//p4rt_app/sonic:app_db_to_pdpi_ir_translator_test                       PASSED in 0.7s
//p4rt_app/sonic:hashing_test                                            PASSED in 0.7s
//p4rt_app/sonic:packet_replication_entry_translation_test               PASSED in 0.7s
//p4rt_app/sonic:packetio_impl_test                                      PASSED in 0.6s
//p4rt_app/sonic:packetio_port_test                                      PASSED in 0.5s
//p4rt_app/sonic:response_handler_test                                   PASSED in 0.7s
//p4rt_app/sonic:state_verification_test                                 PASSED in 0.6s
//p4rt_app/sonic:vrf_entry_translation_test                              PASSED in 0.7s
//p4rt_app/sonic/adapters:fake_sonic_db_table_test                       PASSED in 0.1s
//p4rt_app/tests:acl_table_test                                          PASSED in 1.6s
//p4rt_app/tests:action_set_test                                         PASSED in 1.3s
//p4rt_app/tests:api_access_test                                         PASSED in 1.1s
//p4rt_app/tests:arbitration_test                                        PASSED in 1.2s
//p4rt_app/tests:cpu_queue_name_and_id_test                              PASSED in 1.9s
//p4rt_app/tests:debug_data_dump_test                                    PASSED in 1.2s
//p4rt_app/tests:fixed_l3_tables_test                                    PASSED in 3.4s
//p4rt_app/tests:forwarding_pipeline_config_test                         PASSED in 5.6s
//p4rt_app/tests:grpc_behavior_test                                      PASSED in 5.5s
//p4rt_app/tests:p4_constraints_test                                     PASSED in 0.2s
//p4rt_app/tests:p4_constraints_test_runner                              PASSED in 0.4s
//p4rt_app/tests:p4_programs_test                                        PASSED in 2.0s
//p4rt_app/tests:packetio_test                                           PASSED in 4.1s
//p4rt_app/tests:port_name_and_id_test                                   PASSED in 3.2s
//p4rt_app/tests:resource_limits_test                                    PASSED in 2.9s
//p4rt_app/tests:response_path_test                                      PASSED in 4.1s
//p4rt_app/tests:role_test                                               PASSED in 1.3s
//p4rt_app/tests:state_verification_test                                 PASSED in 2.1s
//p4rt_app/tests:vrf_table_test                                          PASSED in 2.0s
//p4rt_app/tests/lib:app_db_entry_builder_test                           PASSED in 0.0s
//p4rt_app/utils:event_data_tracker_test                                 PASSED in 0.0s
//p4rt_app/utils:table_utility_test                                      PASSED in 0.6s
//sai_p4/instantiations/google:clos_stage_test                           PASSED in 0.5s
//sai_p4/instantiations/google:fabric_border_router_p4info_up_to_date_test PASSED in 0.1s
//sai_p4/instantiations/google:middleblock_p4info_up_to_date_test        PASSED in 0.0s
//sai_p4/instantiations/google:sai_p4info_fetcher_test                   PASSED in 0.6s
//sai_p4/instantiations/google:sai_p4info_test                           PASSED in 0.9s
//sai_p4/instantiations/google:sai_pd_proto_test                         PASSED in 0.1s
//sai_p4/instantiations/google:sai_pd_util_test                          PASSED in 0.5s
//sai_p4/instantiations/google:tor_p4info_up_to_date_test                PASSED in 0.0s
//sai_p4/instantiations/google:union_p4info_up_to_date_test              PASSED in 0.1s
//sai_p4/instantiations/google:wbb_p4info_up_to_date_test                PASSED in 0.0s
//sai_p4/instantiations/google/test_tools:table_entry_generator_helper_test PASSED in 1.3s
//sai_p4/instantiations/google/test_tools:test_entries_test              PASSED in 0.8s
//sai_p4/instantiations/google/tests:p4_constraints_integration_test     PASSED in 0.7s
//sai_p4/tools:p4info_tools_test                                         PASSED in 0.5s
//sai_p4/tools:packetio_tools_test                                       PASSED in 0.7s
//thinkit:bazel_test_environment_test                                    PASSED in 0.5s
//thinkit:generic_testbed_test                                           PASSED in 0.9s
//thinkit:mock_control_device_test                                       PASSED in 0.5s
//thinkit:mock_generic_testbed_test                                      PASSED in 0.7s
//thinkit:mock_mirror_testbed_test                                       PASSED in 0.7s
//thinkit:mock_ssh_client_test                                           PASSED in 0.0s
//thinkit:mock_switch_test                                               PASSED in 0.7s
//thinkit:mock_test_environment_test                                     PASSED in 0.1s
//thinkit:switch_test                                                    PASSED in 0.6s
//sai_p4/instantiations/google/test_tools:table_entry_generator_test     PASSED in 13.0s
Stats over 5 runs: max = 13.0s, min = 1.2s, avg = 6.4s, dev = 4.9s
Executed 135 out of 135 tests: 135 tests pass.
INFO: Build completed successfully, 140 total actions
bibhuprasad@bb37b62b1ae4:/sonic/src/sonic-p4rt/sonic-pins$

Co-authored-by: Srikishen Pondicherry Shanmugam kishanps@google.com

repo: sonic-net/sonic-pins


text:
Fixed device selection

Pull Request Description:
This PR fixes issue #1189. This PR also allows better import of the set_working_device function, facilitating more effective DeviceManager singleton management.
Example Usage:
from model_compression_toolkit.core.pytorch import set_working_device

# Set the working device to 'GPU' or 'CPU'
set_working_device('GPU')

With this change, the set_working_device function can be easily imported and used to configure the DeviceManager's device context. This also allows a quantization to be tested on a specific device.
cc: @Idan-BenAmi
Checklist before requesting a review:

[ ] I set the appropriate labels on the pull request.
[ ] I have added/updated the release note draft (if necessary).
[ ] I have updated the documentation to reflect my changes (if necessary).
[X] All function and files are well documented.
[X] All function and classes have type hints.
[X] There is a licenses in all file.
[X] The function and variable names are informative.
[X] I have checked for code duplications.
[ ] I have added new unittest (if necessary).

Hi @ambitious-octopus,
we've found the root cause of this issue (model.to() error), and we think https://github.com/sony/model_optimization/pull/1204 is a better solution.

authors: Idan-BenAmi ambitious-octopus


text:
react-mentions 모노레포로 만들어 커스텀하기

🚩 관련 이슈

close #789

📋 작업 내용

[x] safari 에서 위 영상과 같이 renderSuggestion 이 제때 render 되지 않는 문제가 있었습니다.

[x] 이를 해결하기 위해 react-mentions 라이브러리 깃헙의 이슈를 모두 뜯어보았으나.. 해당되는 이슈가 없었고..

[x] 다른 라이브러리로 갈아타야하나 고민하여 Prime React 의 React Mention 컴포넌트를 이용하려 해보았으나 스펙에 맞지 않았고..

[x]  결국 react-mentions 라이브러리 자체의 문제를 직접 해결해야겠다 생각하여 git patch 명령어를 통해 react-mentions 를 로컬로 데리고 왔습니다.

[x] 로컬로 데리고 온 친구에서 console.log 를 찍어 문제를 확인했는데요..! 보니까 입력 query 가 제대로 업데이트 되지 않고 있었고.. 범인은 바로

[x] 이 부분..!! 브라우저의 nativeEvent 에 접근해서 객체를 가져오고 있었는데, 사파리에서는 nativeEvent.isComposing 이 아니라, composed 를 쓰더라구요.. 처음 알았습니다.. 브라우저별로 이런 네이밍이 다를 수 있다는 걸..ㅎㅎ 라이브러리 제작자분도 모르셨겠죠..?읍읍

[x] 그래서 위와 같이 safari 와 safari 가 아닐 때로 구분하는 if 문을 이용해 급한 불을 껐습니다..ㅎㅎ 이렇게.. 길고 긴.. 사파리 이슈 해결 완..😇

📌 PR Point

무슨 이유로 어떻게 코드를 변경했는지
어떤 위험이나 우려가 발견되었는지
어떤 부분에 리뷰어가 집중해야 하는지
개발하면서 어떤 점이 궁금했는지

📸 스크린샷
Before

After

예전 회사에 있었을 때도 패키지 디펜던시 관련해서 이슈가 생겼어서 패키지를 로컬로 가져와서 직접 수정할 지에 대한 고민을 했었는데, 사실 난 고민만 하고 거기서 멈췄었거든...ㅋㅋㅋ ㅠㅠ 근데 현수는 직접 가져와서 코드 살펴보고 이슈인 부분 수정하는것까지 ... 정말 멋져... 👍 대단타... 가능하면 react-mentions 깃헙에 이슈 올려놓고 패키지 자체가 업데이트 되는게 좋을 것 같은데.. 우선 시간이 걸릴테니 그 때까진 로컬에서 가져와서 쓰는게 맞는 거 같아... 넘 고생했어!!!

헤헤  react-mentions 깃헙에 이슈 등록도 조만간 해두려구!! :) 연수 땜에 바쁠텐데.. 빠른 리뷰 고마와 림아🥹

고생 많으셨습니다 ㅎㅎ 역시 능력자이십니다,,,

authors: borimong mikekks

repo: sopt-makers/sopt-crew-frontend


text:
Add storage append

Signed-off-by: kamilsa kamilsa16@gmail.com

Referenced issues
Resolves #521
Description of the Change
Introduces missing API
Benefits
One more step towards substrate compatibility
Possible Drawbacks
None

A conformance test for this implementation is being added here: w3f/polkadot-spec#292

It was so difficult to understanding

Sorry, tried to improve comments once again

authors: FlorianFranzen kamilsa

repo: soramitsu/kagome


text:
Autocorrects punchlist

Here is a set of autocorrects that makes sense to add

[x] https://github.com/sorbet/sorbet/blob/6689d9086a866f490ee3bba5480c0a494c8d23d3/infer/environment.cc#L1048

[x] https://github.com/sorbet/sorbet/blob/21b05b4018be869ce282dd4e48e3046e8c8f93e8/core/types/calls.cc#L935

[ ] https://github.com/sorbet/sorbet/blob/21b05b4018be869ce282dd4e48e3046e8c8f93e8/infer/environment.cc#L1053

[x] https://github.com/sorbet/sorbet/blob/d922217336adea4098f4f8c84309c77f6ff80fd3/resolver/type_syntax.cc#L302

[ ] https://github.com/sorbet/sorbet/blob/d922217336adea4098f4f8c84309c77f6ff80fd3/resolver/type_syntax.cc#L329

[x] https://github.com/sorbet/sorbet/blob/d922217336adea4098f4f8c84309c77f6ff80fd3/resolver/type_syntax.cc#L763

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L62

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L72

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L81

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L106

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L118

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L126

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L144

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L150

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L158

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/definition_validator/validator.cc#L391

[x] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/namer/namer.cc#L311

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/namer/namer.cc#L527

[ ] https://github.com/sorbet/sorbet/blob/88a8efcdfe0f2a0b21437de9e7c33f4e0fe0ade8/namer/namer.cc#L758

[x] https://github.com/sorbet/sorbet/blob/21b05b4018be869ce282dd4e48e3046e8c8f93e8/resolver/resolver.cc#L1208

[ ] https://github.com/sorbet/sorbet/blob/21b05b4018be869ce282dd4e48e3046e8c8f93e8/resolver/resolver.cc#L1222

[ ] https://github.com/sorbet/sorbet/blob/21b05b4018be869ce282dd4e48e3046e8c8f93e8/resolver/resolver.cc#L1216

[ ] https://github.com/sorbet/sorbet/blob/21b05b4018be869ce282dd4e48e3046e8c8f93e8/resolver/resolver.cc#L1295

[x] https://github.com/sorbet/sorbet/blob/84ca94bb59b7444a97368ee90aadc20740be43ab/ast/desugar/Desugar.cc#L177

[ ] https://github.com/sorbet/sorbet/blob/8cf63a86bdf6dd98f0ece3190dc47443b4efa6a2/resolver/GlobalPass.cc#L53

[ ] #1750

Proposed solution
Add them

Heads up I built the T.must one to make a codemod easier, but didn't feel like writing a test for it:
diff --git a/core/types/calls.cc b/core/types/calls.cc
index 11e78426d..89bc742a1 100644
--- a/core/types/calls.cc
+++ b/core/types/calls.cc
@@ -929,16 +929,19 @@ public:
         if (args.args.empty()) {
             return;
         }
+        auto loc = args.locs.call;
         if (!args.args[0]->type->isFullyDefined()) {
-            if (auto e = ctx.state.beginError(args.locs.call, errors::Infer::BareTypeUsage)) {
+            if (auto e = ctx.state.beginError(loc, errors::Infer::BareTypeUsage)) {
                 e.setHeader("T.must() applied to incomplete type `{}`", args.args[0]->type->show(ctx));
             }
             return;
         }
         auto ret = Types::approximateSubtract(ctx, args.args[0]->type, Types::nilClass());
         if (ret == args.args[0]->type) {
-            if (auto e = ctx.state.beginError(args.locs.call, errors::Infer::InvalidCast)) {
+            if (auto e = ctx.state.beginError(loc, errors::Infer::InvalidCast)) {
                 e.setHeader("T.must(): Expected a `T.nilable` type, got: `{}`", args.args[0]->type->show(ctx));
+                auto locWithoutTmust = Loc{loc.file(), loc.beginPos() + 7, loc.endPos() - 1};
+                e.replaceWith(loc, locWithoutTmust.source(ctx));
             }
         }
         res.returnType = move(ret);

if someone wants to write a test for it and commit it, that'd be great.

Another one that I think might be useful is to support this pattern:
class Foo
  def self.bar
      @bar ||= ...
   end
end

in pay-server, the pattern is used ~2000 times. It would be nice if I could autocorrect to:
class Foo
  @bar = T.let(nil, T.nilable(...))

  def self.bar
      @bar ||= ...
   end
end

[ ] Type argument suggestions for both constants and sigs are always T.untyped. Deleting the T.let or sig entirely gives a better suggestion with the real inferred types (unfortunate UX)

e.g. sorbet.run
# typed: strict

A = T.let([42], Array)

sig {returns(Array)}
def foo
    [42]
end

@sushain97 I've been thinking a bit about this, here's my thoughts.
Unfortunately I'm not sure if this is an easy fix.

We detect and issue an error correcting Array -> T::Array[T.untyped] in
resolver but sig suggestion happens in infer and T.let suggestions
happen in calls.cc as an intrinsic. I'm not really sure at what phase
calls.cc "happens", but in any case it seems to be quite separated from
resolver.
Going off of this, we already have 2 separate places where we infer types and
suggest them as annotations: sig suggestion and T.let suggestions. I'm not
sure it'd be a good idea to introduce this place in resolver as a third place
where we do things like this. Actually, I doubt it's even possible: I think
we'd need the information infer gives us, which happens later in the pipeline.
This comment seems to indicate we might not be able to do this logic in
resolver.

Given this, a possible idea I had was to somehow delete the existing T.let/sig
that contains the bad generic, so that the later logic that infers a T.let/sig
can run. (This is essentially going off of what you said about deleting the
T.let/sig entirely gives a better suggestion in some cases). However, this has
some problems too.

The errors say things like "This function doesn't have a sig" or "This
constant doesn't have a T.let" even though the user wrote one. We'd have to
somehow communicate that we deleted the sig or T.let so the error is better.
The bad generic might be arbitrary nested inside the sig/T.let. I don't think
we want to totally throw away everything the user wrote just to replace the
bad generics. What if, when we throw away the sig and then infer a new one, we
improved Array to T::Array[Integer], but in the sig that we deleted, there
was some other method parameter and we weren't able to infer its type, so we
come back with T.untyped or something?

Then, perhaps what we want is something that "merges" a suggested sig/T.let with
what the user wrote. But this seems non-trivial and not very clean. But, such a
'merging' operation might have further applications: for instance, if you have a
sig that has some things typed, but some T.untyped, could we generate a
suggestion and see if we were able to remove any of the T.untyped? Perhaps
such a 'merging' operation actually has more general applications like this one.

Here's another that seems to be potentially auto-correctable (but maybe too special case-y/specific):
# typed: strict

a = ["foo"] + [nil]
# fixed
a = T.let(["foo"], T::Array[T.nilable(String)]) + [nil]

editor.rb:3: Expected T::Enumerable[String] but found [NilClass] for argument arg0 https://srb.help/7002
     3 |a = ["foo"] + [nil]
            ^^^^^^^^^^^^^^^
    https://github.com/sorbet/sorbet/tree/master/rbi/core/array.rbi#L41: Method Array#+ has specified arg0 as T::Enumerable[String]
    41 |        arg0: T::Enumerable[Elem],
                ^^^^
  Got [NilClass] originating from:
    editor.rb:3:
     3 |a = ["foo"] + [nil]
                      ^^^^^
Errors: 1

Another one that would be really helpful and potentially simple since we already do it for interface!, abstract!, etc. is suggesting the addition of extend T::Sig when there's something like sig {void} that produces an error. e.g. sorbet.run

Looks like we already have maybeSuggestExtendTSig used elsewhere. Maybe we can give that suggestion more often.

[ ] Something that would be really helpful is having these suggestions surfaced as autocorrects:

# typed: true
class Foo
    def bar
    end
end

Foo.new.baz

editor.rb:7: Method baz does not exist on Foo https://srb.help/7003
     7 |Foo.new.baz
        ^^^^^^^^^^^
    editor.rb:3: Did you mean: Foo#bar?
     3 |    def bar
            ^^^^^^^
Errors: 1

sorbet.run
I think this might be relatively straightforward to implement and very high usage when the feature is shipped.

I've converted most of these issues into separate tickets for discoverability. See
https://github.com/sorbet/sorbet/milestone/15

authors: DarkDimius azdavis jez sushain97

repo: sorbet/sorbet


text:
Send different completion item kind

Motivation

There are no such things as functions in Ruby.
Test plan

Do you have any thoughts on how to write an automated test for this?
Should I have a way to assert this in the completion results?
I think it dictates what icon VS Code uses to show completion items, and my Vim
plugin also shows the text Function or Method.

Do you have any thoughts on how to write an automated test for this? Should I have a way to assert this in the completion results?

Some thoughts:
obj.f # complete: Method foo, Constant fuzz, ...

authors: jez jvilk-stripe


text:
[Question] How to prevent keyboard input while prezto is logging in?

Hi guys,
Because the prezto modules take about 2-3 seconds to load, I find it somehow quite annoying when I type commands while terminal is loading zsh shell. And the terminal (iTerm2) is gonna look like the below pic (notice the second line it%).

How to prevent keyboard input while logging zsh shell?

You can't. #796 will improve usability.

authors: babygau sorin-ionescu

repo: sorin-ionescu/prezto


text:
Add Easy Attestation

A tool to automatically generate an official French certificate - called attestation - for going out during the current lockdown
By submitting this pull request I confirm I've read and complied with the below requirements 🙌

[x] I only updated data/*.json.
[x] The updated JSON file doesn't have any errors and has the correct indention style (2 space tab). (Recommended online validator: JSON Formatter)
[x] I placed the suggested item at the end of the related list.
[x] This suggested item is not a duplicate.
[x] This pull request contains one item.
[x] Item descriptions are short and simple, but descriptive.
[x] Item spelling and grammar are correct.

@Coriou Please add your project under Open Source Projects section and then create a PR again.

authors: Coriou soroushchehresa

repo: soroushchehresa/awesome-coronavirus


text:
Bug: Horizontal scroll bar hidden at the bottom

I can't see left-right scroll bar until I scroll all the way down. This means if I want to see the entire first row, I need to scroll down, scroll left/right, scroll up, repeat.
Was using Firefox 52.5.1 (64-bit) on RHEL7.

hmm, I use my mouse/trackpad to scroll inside the table.... was trying to avoid setting the table length but we could do that

My mouse-fu is not that strong (or could be weird RHEL7 config). :sweat_smile: :mouse:

I made the size of the whole table static, see if this works better for you
4d150a2a723fc7dcd801658c2fa186fe369dfd9a

Yes, I can see both scroll bars now. Thanks!

authors: pllim sosey

repo: sosey/repo-summary


text:
Add author information already available when other information search is turned off

The additional information right now is provided only if information is set to True, which leads to additional download of abstract and references. But some information is already freely available which is not in the output if information is set to False.
An easy change to have always at least some info

This as been now implemented partly, for the publication information up to the given year. It should be extended to add information on NAME and other info from the AuthorSearch

Since we're using a separate method to inform matches, which re-uses already collected data, this issue has become obsolete.

repo: sosia-dev/sosia


text:
正解演出のCSS/JSを作る

派手にいこう

∧__∧
　　　 （ ｀･ω･  ） ・・・開幕ぜよ
　　　.ノ^　yヽ、
　　　ヽ,,ﾉ==l ﾉ
　　　　/ 　l |
"""~""""""~"""~"""~"

素晴らしい。
https://daneden.github.io/animate.css/

done


text:
Mesh from predicted parameters issue

Hi, thanks for this amazing work!  I am trying to recover the mesh from the predicted parameters(100 D shape, 50 expression and 6 dimensional pose),  and I used a modified version "make_prdicted_mesh_neutral' function(copy flame-fitting project) to do this, it seems the shape and pose is correct, but the expression is wrong. Am I missed something? Thanks a lot.
`
def make_prdicted_mesh_neutral_ringnet(predicted_params_path, flame_model_path):
params = np.load(predicted_params_path, allow_pickle=True)
params = params[()]
pose,betas = np.zeros(15),np.zeros(400)
pose[:3],pose[-3:]= params['pose'][:3],params['pose'][3:]
betas[:params['shape'].shape[0]] = params['shape']
betas[300:300+params['expression'].shape[0]] = params['expression']

flame_genral_model = load_model(flame_model_path)
generated_neutral_mesh = verts_decorated(ch.array([0,0,0]),
                    ch.array(pose),
                    ch.array(flame_genral_model.r),
                    flame_genral_model.J_regressor,
                    ch.array(flame_genral_model.weights),
                    flame_genral_model.kintree_table,
                    flame_genral_model.bs_style,
                    flame_genral_model.f,
                    bs_type=flame_genral_model.bs_type,
                    posedirs=ch.array(flame_genral_model.posedirs),
                    betas=ch.array(betas),#betas=ch.array(np.concatenate((theta[0,75:85], np.zeros(390)))), #
                    shapedirs=ch.array(flame_genral_model.shapedirs),
                    want_Jtr=True)
return generated_neutral_mesh

`

It should be pose[:3],pose[6:9]= params['pose'][:3],params['pose'][3:]

repo: soubhiksanyal/RingNet


text:
Student Dashboard for Mission Front end codeMetric

Context
This PR adds the code metrics dashboard on the workspace side-content under the Autograder section.
it adds the length, number of token and runtime of the code in Editor area.
Implementation
added a CodeMetricCard for displaying code metrics.
using js scripts to calculate the number of token and runtime
Before:

After:

Pull Request Test Coverage Report for Build 4538

23 of 41 (56.1%)  changed or added relevant lines in 5 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage increased (+0.09%) to 36.834%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

src/components/workspace/side-content/Autograder.tsx
3
4
75.0%

src/components/workspace/side-content/CodeMetricCard.tsx
8
10
80.0%

src/assets/scripts/evalCode.js
0
4
0.0%

src/assets/scripts/measureRuntime.js
0
4
0.0%

src/assets/scripts/countToken.js
12
19
63.16%

Totals

Change from base Build 4529:
0.09%

Covered Lines:
2829

Relevant Lines:
6867

💛  - Coveralls

I didn't know I was supposed to click the run segment of the code metric to measure the runtime, instead I kept clicking the run button. A bit more clarity might help.

Is there any update with regards to this PR?
It seems that the last time this PR was reviewed was 12 days ago.

authors: coveralls dearvae seanlowjk travisryte

repo: source-academy/cadet-frontend


text:
Refactor tables part 1

Description

Type of change

[ ] 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)
[ ] This change requires a documentation update
[ ] Code quality improvements

How to test

Checklist

[ ] I have tested this code
[ ] I have updated the documentation

Pull Request Test Coverage Report for Build 8224566607
Details

0 of 8 (0.0%)  changed or added relevant lines in 7 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage decreased (-0.003%) to 37.926%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

src/pages/academy/adminPanel/subcomponents/AddStoriesUserPanel.tsx
0
1
0.0%

src/pages/academy/adminPanel/subcomponents/AddUserPanel.tsx
0
1
0.0%

src/pages/academy/adminPanel/subcomponents/NotificationConfigPanel.tsx
0
1
0.0%

src/pages/academy/adminPanel/subcomponents/assessmentConfigPanel/AssessmentConfigPanel.tsx
0
1
0.0%

src/pages/academy/adminPanel/subcomponents/userConfigPanel/UserConfigPanel.tsx
0
1
0.0%

src/pages/academy/groundControl/GroundControl.tsx
0
1
0.0%

src/commons/dataTable/DataTable.tsx
0
2
0.0%

Totals

Change from base Build 8153216171:
-0.003%

Covered Lines:
5897

Relevant Lines:
14572

💛  - Coveralls

Superseded by #3001

repo: source-academy/frontend


text:
refactor(task-service): remove bpmn code, add abstraction layer

Description
Done the following -

Removed unnecessary bpmn related code
Added an abstraction layer for internal services
Renamed task-example to task-ms-example under sandbox
Updated the migration files

Fixes # (issue)
Type of change

[ ] Bug fix (non-breaking change which fixes an issue)

Checklist:

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

@rahulvsf sonar

Closing it in favour of #1839

authors: akshatdubeysf rahulvsf samarpan-b


text:
PRD: [VSC] Loveable Edit

Description:
As a user, I want Cody to edit my code according to my instructions.
Objectives:
Provide an easily discoverable, pre-packaged prompt that allows Cody to edit users' code according to their instructions
Acceptance Criteria:
Must have / P0:

[x] User provided context "@" menu for files/symbols. Similar to the Chat implementation.
[x] Ghost text. Similar to GitLens? How does that look alongside GitLens? For both chat and edit

[x] TODO: Check how this looks alongside GitLens. Do we need to include "Cody" or the Cody logo in the ghost text.

[x] Keyboard shortcuts

[x] Need shortcuts to trigger AND to follow up on an edit (e.g. show diff, accept/reject, retry)
[x] Need logic to accept/reject nearest edit depending on the cursor position. IF there are multiple, unactioned, edits in a file.

[x] General UX cleanup

[x] Quick Pick title, should accurately reflect current file
[x] Quick Pick placeholder text: "Edit instructions (@ to include code)"

Should have / P1:

[ ] Editing decorations. Current highlighting isn't reliable, doesn't accurately show where Cody is making changes.

[ ] Investigate line level highlighting

[ ] Revamp colors, ensure matches VS Code theme for diff additions/deletions
[ ] Track active line, ignored line, added line, deleted line and changed line.

[ ] Investigate adding icons to gutter

[ ] Cody icon on complete
[ ] Other icons, e.g. on loading?

[x] Create a proof of concept PR for selecting an edit model.

[x] Possible solution: Quick pick item (in new section) showing the current model. Selecting it opens a new QP to change the model. Will return to the original. Can have a back button.

[ ] Track edit acceptance

[ ] How long edit lives in the document

Nice to have / P2:

[ ] Edit History

[ ] Show previous items in quick pick already

[ ] Group into "previous edits" section
[ ] Show last 10 edits.
[ ] Evaluate how this UX feels, is it too clunky/spammy? Consider reducing the items or the alternative solution.

[ ] Alternative solution: Use Up/Down arrow key to cycle edit history

[ ] Keyboard shortcuts:

[ ]  Retrieve custom keyboard shortcuts for Cody, from keybindings.json file if set. Use to change the shortcut label shown in the UI for better discoverability.

Could have / P3:

[ ] Advanced Edit History

[ ] "View recent edits" CTA in "older edits" section in QP

[ ] Cog icon for Edit in top right of QP -> Link to Cody settings with "Edit" prefix?

[ ] Possible Edit settings:

[ ] Set default edit model
[ ] Enable/disable code actions
[ ] Other?

Design Tasks:
### Design Tasks
- [ ] https://github.com/sourcegraph/cody/issues/2009

Engineering Tasks:
### Engineering Tasks
- [ ] https://github.com/sourcegraph/cody/issues/2009
- [ ] https://github.com/sourcegraph/cody/pull/2574
- [ ] https://github.com/sourcegraph/cody/pull/2549
- [ ] https://github.com/sourcegraph/cody/pull/2611
- [ ] https://github.com/sourcegraph/cody/pull/2011
- [ ] https://github.com/sourcegraph/cody/pull/2707
- [ ] https://github.com/sourcegraph/cody/pull/2757
- [ ] https://github.com/sourcegraph/cody/pull/2713
- [ ] https://github.com/sourcegraph/cody/pull/2755
- [ ] https://github.com/sourcegraph/cody/pull/2754
- [ ] https://github.com/sourcegraph/cody/pull/2816

Related Docs:

Closing this, as all P0s have been implemented and there are other issues now to cover the P1s and P2s

repo: sourcegraph/cody


text:
Adding the context computation time span to the chat trace

Title says it all
I am adding this because its a very expensive call and raise the time to first token by a lot.
Test plan
Tested it in Jaegar

Changelog

This already exists silly me


text:
Support multiple file extensions which map to the same language (simplify language identification)

Some languages support multiple file extensions that result in no behavioral difference in compilation.  Jsonnet is one of those.  Frequently used extensions in jsonnet are .jsonnet, .libsonnet, and .TEMPLATE (by datastax).
In object Heuristics, fun analysze, we first attempt to find the extractor factory by file extension.  For the above case, this will fail approximately 50% of the time unless we introduce file extensions in the HeuristicsMap that are not listed in Languages.kt.
These dangling mappings could be problematic if a language type is removed.    Would it be possible to simplify this code by creating a single mapOf<String, Triple(String(languageName), listOf(String(languageExtensions)), ExtractorImplementation)?
An auxiliary map can be constructed that maps extensions back to the language name for speedup in language identification.

@yaronskaya Could you please comment?

@sergey48k @yaronskaya
Depending on your philosophy and deployment strategy, a new microservice could potentially be a great way to break out language-detection.  It could rely primarily on/proxy https://github.com/yoeo/guesslang which is 90% accurate across various language-guessing tasks (from snippets).  The service's API might look like:
syntax = "proto3";
import "google/protobuf/empty.proto";
import "google/api/annotations.proto";

package sourcerer.linguist.v1;

enum Languages {
  UNKNOWN = 0;
  GOLANG = 1;
  KOTLIN = 2;
  ... other fields in Languages.kt
}

// Linguist makes a best-effort guess at a snippet's language.
service Linguist {
  rpc GetLanguageBySnippet(GetLanguageBySnippetRequest) GetLanguageBySnippetResponse
    rpc CheckHealth(HealthCheckRequest) returns (HealthCheckResponse){
      option (google.api.http) = {
        get: "/_status"
      };
    }

  message GetLanguageBySnippetRequest {
    string request_ulid  = 1;  // sortable in time (https://github.com/ulid/spec)
    string snippet = 2;
    map<string, string> metadata = 3; // could container file extension or other identifying data
  }

  message GetLanguageBySnippetRequest {
    string response_ulid  = 1;
    ErrorStatus error_status = 2;
    Language language = 3;
    float confidence = 4;
  }

  message ErrorStatus {
    string message = 1;
    repeated google.protobuf.Any details = 2;
  }

  // HealthCheckRequest is a request for the serving status of a service.
  message HealthCheckRequest {
      // service is the service name.
      string service = 1;
    }
  }

  // HealthCheckResponse wraps the requested serving status type.
  message HealthCheckResponse {
    enum ServingStatus {
      UNKNOWN = 0;
      SERVING = 1;
      NOT_SERVING = 2;
    }
    ServingStatus status = 1;
    string version = 2;
  }
}

Hi @dan-compton.
Languages.kt stores just language names, not extensions. Extensions are stored in HeuristicsMap.
So if the language has multiple extensions then you should add the mapping of an extension  -> Extractor for each extension of the language(see how mapping was implemented for cpp for example). If multiple languages have common extension then we use language regexes to decide which language the file has. Our language detection was inspired by linguist, but we have our own implementation to keep data confidential.

https://github.com/sourcerer-io/sourcerer-app/blob/develop/src/main/kotlin/app/extractors/Heuristics.kt#L278-L357  demonstrates that the extensions used in Heuristics.kt are indeed provided  by Language.kt in some cases.   In others, regular expressions are used that have no known (AFAIK) accuracy rate.    I'm suggesting that this language-detection behavior be normalized and encapsulated in it's own service

@dan-compton  Regarding confidentiality I mean that code snippets shouldn't go somewhere out of the sourcerer-app.
Another thing that worries me is that we should run classifier for each snippet. For big repositories, it would take really much time.
Also, I didn't find the number of languages supported there.

Sorry -- have been busy with handoffs and birthday celebrations.  First of all, you bring up a good point regarding lack of support for many languages that linguist does support.
You bring up a good point that guesslang only supports 20 languages.  So, I'm going to go ahead and implement the code in the existing framework -- look for a PR tonight or tomorrow.   Linguist supports 453 types of structured textual document so you're right in that guesslang, by default, is not good enough for this use case.  It is extensible, but again you bring up a good point in that we would need to train a model for each language (though I see this as the parallel to creating a regex classifier for each language we needs support.
The key issue here, I believe, is summed up in this chart: https://guesslang.readthedocs.io/en/latest/_images/co-occurrence.png
Indeed many languages have co-occurrences snippets of limited size, or of symbols and keywords used in contexts that might easily confuse a classifier.  One example they provide is

As shown in the co-occurrence graph, one of Guesslang limitation is the proportion of C++ files mistaken for C files. That was expected because it is OK to write pure C source code in a C++ file.

This makes perfect sense.  For the particular issue that I'm addressing (addition of JSONNET support), a classifier might prove difficult to implement due to the fact that jsonnet is "just" sugarared json and in fact JSON is valid jsonnet and can be used within a JSONNET program.
In summary:

I agree that guesslang does not support enough languages to be utilized here, but wonder if implementing regular expressions is akin to implementing new language models for guesslang  (time-wise, probably much easier to implement custom regex classifiers).
Do we use any standard model for determining the accuracy of our classifiers.  The point brought up here: https://guesslang.readthedocs.io/en/latest/how.html under subsection Language Crossover is worrying and it seems that hand-written regular expressions as well as machine learning models will fal short in certain scenarios.
How do we handle sugared languages like JSONNET in which the desugared version of the language is in fact valid in the context of the sugared AST?  I'll look at how it was handled in linguist.
How important is performance in the classification and extraction steps relative to your current scale?  Regular expresions as well as the execution of parsers can be very expensive.  Something like simhash could be used to estimate likelyhood based on a set of known characteristics within the language.

For example, given the go snippet
package main
import (
"github.com/sourcerer.io/graph:"
"github.com/dj

authors: dan-compton sergey48k yaronskaya

repo: sourcerer-io/sourcerer-app


text:
Enhanced job filtering, status change observers, runnable dependencies

This pull request includes various new features. It addresses issues with job filtering, model enhancements, and query filters. Additionally, it introduces configurable retries, minimum duration between attempts, and status change observers.

Was this intended for your own fork? With all the namespace changes I can't tell if this was intended to upstream or not.

Oh I should have cleaned that up first sorry about that. Yeah we are using our fork in prod so changed the names so we could publish privately.
If you have any feedback outside of that, we can definitely clean that up before merging if it's something you think should be merged upstream.

I do really like a few things

skip a job - useful for some of use cases
delete all failed jobs - useful for a use case

Others look good as well - just can't think at the moment of an immediate use case in our situations.
I think if you've been running these changes in prod on your side, I'll feel more comfortable upstreaming.

We are new to prod, so we can wait on a merge until a bit more time has passed. I just wanted to get it on your radar.
One key feature I can point out is the isRunnable() function added to job options.
When isRunnable is defined, it allows RNQ to mark a job as skipped instead of failed when a dependency has not yet been met. Early in our testing, we saw jobs with network calls in them fail over and over when the device was offline, exhausting all configured retries almost immediately.
The isRunnable() function was devised to allow a job author to declare n dependencies by checking them in the function, then returning a boolean which indicates if all the jobs dependencies have been met. If RNQ receives a false from isRunnable() at runtime, the job is skipped with a skip reason added to the job object (similar to how failure reasons work).
Skipped jobs are then not processed and the worker function is not called. RNQ will then move onto the next job in the queue. The next time the queue runs (or the next batch of jobs fetched) the skipped jobs will be retried to see if isRunnable() returns true.
A couple of other experiments we wrote but ultimately stopped using once isRunnable() was implemented are the failureBehavior and minimumMillisBetweenAttempts. They were less than great solutions to the problem described above that I left in just incase they might be useful for someone else.
Happy to answer any questions.

Running in prod for a month or so now and the changes appear to be stable. No rush of course, just figured I'd shared the feedback.

Thanks - I could consider upstreaming, but as the PR is now with all the branding changes/rename/etc. We couldn't merge that as-is.

Yeah, great point. I will try to put some cycles on a clean PR without the HopDrive stuff in it over the next month.

authors: iBotPeaches robnewton

repo: sourcetoad/react-native-queue


text:
Automated PR: Standardising Files

This PR will standardise the files we have with out agreed spec in sous-chefs/repo-management.
This repo has been identified by topic(s) of chef-cookbook

Released as: 5.3.4

repo: sous-chefs/homebrew


text:
doc the champion role

some projects aren't attached to a single repo, so the person responsible for one isn't (necessarily or merely) a maintainer.
We need to document:

how does one become a champion
what are a champion's responsibilities
what are a champion's authorities
how does one cease to be a champion

mostly importantly, we need to document how this person gets a screen-printed t-shirt proclaiming their awesomeness (we need this for maintainers as well)

I'd like if champions were expected to at minimum:

A page on the sous chefs website, or something similar, as a call to action for the thing they are championing
Reach out to current cookbooks for updates or start new cookbooks for the thing they are championing
Be the point person for that specific thing they are championing, besides the board.

this isn't really an active concept any longer. I'd love to see it again, but it's been on hold a while now.

authors: josephholsten kameghamegha

repo: sous-chefs/meta


text:
Fix resource links in README

Forgot to update the actual link locations when we changed the resource names :)

@EMH333 please add a changelog entry for this.

Released as: 2.0.1

authors: EMH333 kitchen-porter ramereth

repo: sous-chefs/percona


text:
🛑 Search Helper is down

In 7ecd757, Search Helper ($SITE_7) was down:

HTTP code: 403
Response time: 66 ms

Resolved: Search Helper is back up in 98e76e7.

repo: soxfor/upptime


text:
Particle Accelerator code is really bad

I get it's the trend of singulo code being bad but:

It should be a generic multi-part machine code. Combine it with nodes or something if you really want.
It subscribes to MoveEvents.
It can crash the server.

It's so bad that you can't even construct it anymore, it fails to switch construction graphs after each part is assembled so it becomes a useless machine / computer. I suspect #17960 broke it because it relied on the hacky code that was removed.

i think it needs to be fully rebuilt. i can't commit to self-assigning this until after the holidays but i'm going to try to wrap my head around it during

authors: graevy metalgearsloth tetonis


text:
Hitting Z On Clothing Prioritizes Eating And Not Equipping

Description
When hitting z on a clothing item you'll eat it instead of equip it, as a moth.
I have no idea if this affects non-moth characters.
Reproduction
Be a moth, hold piece of clothing, hit z, consume.

le system priority bug

authors: Nairodian deltanedas


text:
Player spawned boxes often push the player into a wall

Description

Surplus crates, invisi thief boxes, they'll displace the player on spawning and shove them into the wall and kill them. I've seen it happen too many times.
Reproduction

Screenshots

Additional context

syndicate bomb as well


text:
Things that get thrown off-station should eventually be deleted.

See #565.
If you throw something into space it'll keep flying forever. It would be good if things thrown in this manner were somehow stopped.
For now the easiest way would just be flat deletion. In the future we could maybe make it so that things you throw off-map gravitate towards some form of debris field where they get stopped.

I don't think flat-out deleting them would be a good idea as there's always an off-chance it would be important enough to want to be recovered like the nuke disk or a mission critical item.
The main problem we had with CM was people shooting bullets into infinite space, but there's also the point to be made that those have gameplay value as well, like imagine you're traveling towards the station in the arrivals shuttle and a bunch of bullets suddenly slam into you because some traitor had the foresight to spray lead where the shuttle was coming from. (Bad Example)
I'm not really an engine guy but could we do something like decreasing the amount of calculations on stuff that flies out of range of the station?
Or maybe stuff slowly decelerates and drifts back towards the station?

I don't think flat-out deleting them would be a good idea as there's always an off-chance it would be important enough to want to be recovered like the nuke disk or a mission critical item.

The whole point is that it's basically impossible to recover them without admin help when they're just thrown into space like that.

like the nuke disk or a mission critical item.

SS13 automatically respawns the disk if it gets deleted.

The main problem we had with CM was people shooting bullets into infinite space

No, the main problem was items being thrown into space. Bullets despawned after a bit. Items did not.

The whole point is that it's basically impossible to recover them without admin help when they're just thrown into space like that.

So in SS14 should we fix this? Because we might as well just delete them if they're going to be impossible to retrieve without admin intervention. (This is not the ideal option)

SS13 automatically respawns the disk if it gets deleted.

Does SS14 have this functionality?

No, the main problem was items being thrown into space. Bullets despawned after a bit. Items did not.

My bad

(This is not the ideal option)

This is why I suggested an alternative at the bottom of the OP...

Does SS14 have this functionality? Should I make this issue a feature to implement this functionality?

Well we don't exactly have a nuke disk...

I personally like the debris field idea, could even have it be fluffed as a bluespace anomaly things end up drifting to in nearby space. Could have stuff from previous rounds turn up there etc.

#705 Is somewhat related
I'm wondering if we should do something like throwing stuff in space makes it travel slower like in real life, maybe just slow shit down that's thrown into space making recoverability a little easier.

torus topology so items wrap around and hit the other side of the station when

Fire bullets into space from one side of the station then run over to the other side to eat your own lead

I also like the items looping around the station SS13-esque.
What does it mean to be "off-station"?

The easiest way to define off-station is not being on a grid or shuttle. Though for things that aren't moving it's not so much of a problem, so for this issue it would be things not on a grid that are moving.

I also like the items looping around the station SS13-esque.

Well the thing is if I shoot something out of the station mass driver I expect it to stay off station, not hit the windows on the other side of the station after 5 minutes.

Usually in SS13 it has to not get stuck on several different z-levels before ending up on the other side of the station.
Are there any plans for recreating these "nearby" structures that randomly border each other?
If not, then I agree that just looping around is weird and dumb.
If yes, then passing into these different zones until it gets stuck on something seems fine to me even if it could lead to it ending up on the other side of the station.

authors: PJB3005 PrPleGoo ProfanedBane ShadowCommander SweptWasTaken ancientpower


text:
Carps can't eat poison meat

Description

See title. Carps and other animals should be able to eat meat consequence free (maybe even heal them).
Probably an inheritance issue, if not probably easy to fix by giving them high flat reduction to toxin damage. Same for spiders etc.
Reproduction

Screenshots

Additional context

solved by #8831


text:
Head mantles in the uniform printer

About the PR
Allows all the head mantles to be produced in the HoP's uniform printer, since they were all unused before unless mapped.
Screenshots

Changelog
:cl: Nairod

add: Added the head's mantles to the uniform printer.

I believe the mantles were added for the future loadout system locked behind a timer for that certain role to be unlocked to wear on shift start.

Well, until a system like that comes along this acts as a way for people to still obtain them without cluttering lockers.

based and lizerb pillled

authors: KaiShibaa Nairodian SpliTistiC


text:
Mind ECS

About the PR

Let's try this again. Moves code out of mind and into MindSystem.
No mind entities yet.
Map change is for barratry renaming Mind to MindContainer on the Captain's Skull.
Media

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

oh god its happening

authors: ShadowCommander deltanedas


text:
Adds two microbomb implanters to nuclear agent's duffel

About the PR

This PR adds two microbomb injectors to the bag of the nuclear agent to prevent their most valuable armor technology from falling into their competitors hands.
This prevents the station crew from acquiring at least some of the more valuable equipment from the syndicate(commander and agent armor/hypo).
They can also be used on someone new to nuclear operatives (with their consent of course) to decrease the change of the balance of power from them dying early on in the attack.
It's only two so the crew doesn't know if an operative will explode or not.
Media

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

Changelog

:cl: Dygon

tweak: To prevent their valuable technology from falling into their competitors hands the syndicate has decided to supply their nuclear agents with two microbomb implanters.

does the microbomb implanter destroy items when it blows up
i thought it just created an explosion

https://github.com/space-wizards/space-station-14/assets/137322659/448250e1-b27f-4546-bd84-d97fdf5d88da

As shown in this video it does destroy all the stuff the person is wearing

One thing that I think is notable is if the nuke is armed and a nukie dies next to it, the implants explosion will space the tile under it, which disarms the nuke. Granted that's more of an issue with the microbomb than this PR.
Also 50 TC worth of items for free is a little crazy.

Even if two microbomb implants explode on the same tile it won't space the floor tile, so even if both of them decide to stand on the nuke it still won't be a problem

Wait do they not start with it implanted already?

Nope, current nuclear operatives have no implants at moment of spawning

Nope, current nuclear operatives have no implants at moment of spawning

Alright. I would say hold off on this PR for a bit.
I'm waiting to be sure the mind ECS is all good then I'm going to start working on a refactor and a mind entity which should make that possible/easier. Then this wouldn't need to exist.

I'm waiting to be sure the mind ECS is all good then I'm going to start working on a refactor and a mind entity which should make that possible/easier. Then this wouldn't need to exist.

One of the reason I liked the implanters is because it allow people to not use it in case they don't want their teammate to potentially explode in their face when trying to heal them. But maybe that should just be one of the many risks of the nuclear operator job. Or do you think you would be able to make a check-in system with your planned refactor too?

I'm waiting to be sure the mind ECS is all good then I'm going to start working on a refactor and a mind entity which should make that possible/easier. Then this wouldn't need to exist.

One of the reason I liked the implanters is because it allow people to not use it in case they don't want their teammate to potentially explode in their face when trying to heal them. But maybe that should just be one of the many risks of the nuclear operator job. Or do you think you would be able to make a check-in system with your planned refactor too?

What do you mean by a check in system?
In this case it would be the lore card - where you as an operative need to go in to succeed or don't come home at all kind of thing.

What do you mean by a check in system?

An option to opt-in to said implant.
While lore-wise the syndicate would probably not give their operators the luxury of choosing it, from a gameplay perspective I do think there are a few reasons for a player to choose not to want a microbomb implant. While way less destructive than a macrobomb(which is seen as wasting tc on a negative effect at the moment) it still deals 90 damage to any operators close to the explosion(this is with the suit on), which will probably crit any operator that wanted to help their dying teammate.

mouseops

What do you mean by a check in system?

An option to opt-in to said implant. While lore-wise the syndicate would probably not give their operators the luxury of choice, from a gameplay perspective I do think there are a few reasons for a player to choose not to want a microbomb implant. While way less destructive than a macrobomb(which is seen as wasting tc on a negative effect at the moment) it still deals 90 damage to any operators close to the explosion(this is with the suit on), which will probably crit any operator that wanted to help their dying teammate. Which is not ideal for an antagonist that's focused so much on working as a team.
Implanters also leave open the option of doing a funny and putting them all into one person.

It's insurance for a couple of reasons.
1 - It makes Syndies anti-loot pinatas. The couple ways to balance loot pinatas is either items that are destroyed on death or implant-locked weapons (think MGS4) which both aren't great but at least one is a bit more fun (microbomb) than the other.
2 - More medical supplies should be made for nukies like the medibeam gun, or one of the nuclear op medkit packs from SS13.
3 - In a way it also teaches syndies not to just rush in or go solo. And it also makes revival that much harder. I've seen some great nukie rounds on SS13 where Nukies can swoop in and save their teammate before the bomb pops, keeping them alive enough to heal them back on the ship.

They should probably start with it implanted or be able to buy it instead

authors: Arendian HoidC LankLTE deltanedas keronshb


text:
Meleespeech Action, Holoparasite Meleespeech

About the PR

Makes the MeleeSpeech component have an action to configure your battlecry.
Adds MeleeSpeech to Holoparasites.
Be advised that this is my first foray into actions and I was very much figuring out how they work over this PR. It's likely a bit flawed in implementation.
Media

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

Changelog

:cl:

add: The Syndicate's Holoparasite have taken to yelling catchphrases as they fight.

I done goofed by comitting RobustToolbox then messing up the fix.

That may have been a mistake...

Couldn't save it, but I could replace it. New PR is up, #19504


text:
Added welding gas mask!

About the PR
Added a gas welding mask for working mostly in space. Unless, of course, you don't have special glasses. You can get it from Engi-Vend, hacked (not by EMAG) YouTool, and robotics vending machines.
Why / Balance
Made mainly for miners, because this mask is easier to get than glasses, plus you can leave space for security/sun glasses.
Media

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

Changelog
:cl: Stanislav4ix

add: Added welding gas mask!

I'm concerned that having simultaneous welding and flash protection is too powerful. Can you please discuss balance concerns and why this is necessary for miners?

salv dont need sunglasses, they just get goggles roundstart no issues
for syndies they can just get syndie gas mask

holy shit, finally, welding mask for roboticists. it's perfect.

welding protection, internal, hide face and provide 5% damage reduction from physical and heat damage, i think thats a bit too much for something that is mainly supposed to be another tool, considering hardsuit headpieces will allow for internal soon-ish. everyone will just hack these vend to get powergamer protection loot

welding protection, internal, hide face and provide 5% damage reduction from physical and heat damage, i think thats a bit too much for something that is mainly supposed to be another tool, considering hardsuit headpieces will allow for internal soon-ish. everyone will just hack these vend to get powergamer protection loot

the damage system is already being reworked, so the 5% doesn't play a big role.  Moreover, if we think from the side of RP, then the mask must be solid so that the glass does not fall out

As stated earlier, this needs justification as to why it's necessary to miners, and that simultaneous flash and welding protection won't be too strong. Hardsuits now also allow internals without a gas mask which may make this unnecessary.

the sprite looks like it probably needs improvements

As stated earlier, this needs justification as to why it's necessary to miners, and that simultaneous flash and welding protection won't be too strong. Hardsuits now also allow internals without a gas mask which may make this unnecessary.

As you say "flash protection", I think it's normal considering that a normal welding mask has protection against flash and welding.  Although now you can breathe without a mask, but only wearing hard suits.  For example, I want to fly on an expedition and instead of wearing a hard suit that has little protection, I can wear a welding gas mask and very good armor, for example riot.  This mask is also important for roboticists.

I'm pretty sure you want to wear eye protection and a hat, but welding masks don't let you do that

Thank you for your PR. Unfortunately, I'm opting to close this because:

This makes eye protection too easily obtainable
The armor values, combined with the protections, make this item too strong

If you have more questions, please feel free to continue discussing here or on Discord.


text:
Allows a possibility for a new reagant to work on dead if applied.

To use it, go to Resources\Prototypes\Reagents\medicine.yml and add worksOnTheDead: true to any reagent.

About the PR

Added code to allow for more possibilitys for medicine.
Why / Balance

Incase someone would want to create medicine that is capable of working on the dead.
Technical details

So basicly, if it doesnt have worksonthedead tag, it works like any other medicine.
Media

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

Breaking changes

Changelog

Formaldehyde is real

seems like a copy of #21839, which also adds a way for reagents to metabolize while dead.

seems like a copy of #21839, which also adds a way for reagents to metabolize while dead.

Oh, well thats akward, didnt notice that. Eh.

Acids and stuff that you don't actually metabolise in real life but just hurt you should have this.

I mean, yeah, the worksonthedead is a bit more universal of a saying compared to metabolizing but we shall see.

Thank you for the advice!

I like this, feels like it could open a lot of possibility for otherwise unhealable conditions.

Now the question is, do we want to make existing chems work on dead bodies (including OD effects) or make a new chem that reenables chem metabolism for other chems

authors: Adrian16199 Aexxie Hmeister-fake K-Dynamic Scribbles0 lapatison


text:
Fixes Borgs and Syndicats getting hurt by glass shards and other things + honkbot slipping

About the PR

Borgs and Syndicats no longer get hurt by things that require shoes
Why / Balance

🐛
Fixes #27492 and #27664
Technical details

Removed the StepTriggerImmune event - that would require the glass to have StepTriggerImmune (which makes no sense!) and StepTriggerImmuneComponent itself (Anything that was given it was expected to be immune to glass shards, but not like, mines)
Instead ClothingRequiredStepTrigger now checks if the tripper has ClothingRequiredStepTriggerImmune component on itself or if its in an inventory slot: If it has either they're safe.
Media

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

Breaking changes

Remove StepTriggerImmuneComponent entirely - anything that uses it will need to use the ClothingRequiredStepTriggerImmune component instead.
Changelog

:cl:

fix: Borgs and other creatures that shouldn't get hurt stepping on things no longer get hurt stepping on things.
fix: Honkbots slip again

ClothingRequiredStepTriggerImmune
ClothingStepTriggerImmune
These do both sound pretty similar.

Turns out this fixes honkbot slipping too

played honkbot yesterday and was in despair when i couldnt slip (i wasnt able to assist my syndicate master by slipping sec)

ClothingRequiredStepTriggerImmune ClothingStepTriggerImmune
These do both sound pretty similar.
Other than that, this should solve the issue well enough.

aren't these the exact same thing...?

No because full step trigger immunity = they can't trigger mines. That's why I renamed it.

Ok, I deleted the old StepTriggerImmune component entirely and all the behavior is just through checking ClothingRequiredStepTriggerImmuneComponent.

No because full step trigger immunity implies they can't trigger mines (also puddles are handled by something else, this clothing step trigger immunity doesn't stop you from slipping), which isn't anything given the component is trying to do (not trigger glass shards or dice on the floor). That's why I renamed it. The later does work but does mean if the entity is worn it'll also just give whatever clothing step trigger immunity (which might be weird if its on your head or something)
Edit: Actually the later may be doable if I check the whole clothing slots thing.

no, puddles definitely do use StepTriggers and the SlipperySystem

Borgs don't because they have the NoSlipComponent. Syndicats do slip.

Changed ClothingRequiredStepTrigger PreventableStepTriggerComponent and ClothingRequiredStepTriggerImmune to ProtectedFromStepTriggersComponent, which I hope gets the point across generally without making them seem immune to all step triggers.

god I love naming conventions

mmm... Landmines will not work when stepped on by Borgs, its kinda niche but also kinda of annoying

No, they still will
This isn't full complete step trigger immunity, just to some step triggers. I tried to change the name to reflect that

I cooked the branch, check out #31011

authors: Cojoke-dot FungiFellow Plykiya UbaserB Vermidia


text:
Fix ERT becoming sleeper agents and add sleeper agent preferences

Why / Balance
people might wanna be roundstart syndie but not syndie 5 seconds until evac docks
ERT sleepers are bad
Technical details
adds a mindshield blacklist for traitor selection
renames the event from SleeperAgentsRule to SleeperAgents
Media

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

:cl:

tweak: Syndicate sleeper agents are now opt-in. You can opt-in with the antagonist preferences menu.
fix: ERT are no longer able to become sleeper agents.

adds a mindshield blacklist for traitor selection

Does mindshield implant null all future syndicate contracts or its specific for initial command/sec shielding?

adds a mindshield blacklist for traitor selection

Does mindshield implant null all future syndicate contracts or its specific for initial command/sec shielding?

if you get mindshielded as an active syndie nothing happens, it only blacklists you from becoming a syndie

meaning new sec strat: mindshield criminals to prevent them from becoming sleeper agents :trollface:

While this PR is nice i think making mindshields stop being sleeper agents kinda goes a bit far, the rest is cool tho

yeah on second glance i don't really get the mindshield thing. that's not really the behavior we had before and its not like getting mindshielded un-syndies you. I mostly construe mindshields to be protection from actual psychological threats like brainwashing and possession and cultists and whatnot, not something as grounded as being a spy.

yeah on second glance i don't really get the mindshield thing. that's not really the behavior we had before and its not like getting mindshielded un-syndies you. I mostly construe mindshields to be protection from actual psychological threats like brainwashing and possession and cultists and whatnot, not something as grounded as being a spy.

the intent is just so ERT can't roll sleeper, but im not sure what component to use for them
should i just make like a TraitorImmune component like inital infected?

the intent is just so ERT can't roll sleeper, but im not sure what component to use for them should i just make like a TraitorImmune component like inital infected?

might be worth having a generic AntagImmune component akin to how we have it for jobs. I imagine things like ERT should never be antags to begin with so it'd be good to have.

If that's done should probably replace InitialInfectedExempt then? Not sure if there's a reason to have that and AntagImmune (especially since ZombieImmune also exists).

If that's done should probably replace InitialInfectedExempt then? Not sure if there's a reason to have that and AntagImmune (especially since ZombieImmune also exists).

yes

the intent is just so ERT can't roll sleeper, but im not sure what component to use for them should i just make like a TraitorImmune component like inital infected?

might be worth having a generic AntagImmune component akin to how we have it for jobs. I imagine things like ERT should never be antags to begin with so it'd be good to have.

done


text:
Set Salamander round restart time to 5 minutes

About the PR

Changed the round restart time to 5 minutes for the Salamander.
Why / Balance

As an MRP server I fully believe that 2 minutes is much to short for any kind of end of shift RP, 5 minutes allows for a little bit of extra time to discuss the events of the station
Technical details

totally not a web edit.
I did test.
Media

Requirements

[ x ] I have read and am following the Pull Request and Changelog Guidelines.
[ x ] I have added media to this PR or it does not require an ingame showcase.

Breaking changes

Changelog

:cl:

tweak: On Salamander the round will now restart after 5 minutes from when the Evac shuttle arrives at CentCom.

I swear at some point it was 5 minutes, but it got changed because EOR RP is pretty boring and samey

I swear at some point it was 5 minutes, but it got changed because EOR RP is pretty boring and samey

I just checked the blame on Salamander.toml and it doesn't look like it was ever set to 5.

I swear at some point it was 5 minutes, but it got changed because EOR RP is pretty boring and samey

I just checked the blame on Salamander.toml and it doesn't look like it was ever set to 5.

#19374
Turns out it was only for a day or two. And reverted for entirely different reasons. Dunno why I thought it was longer.

I swear at some point it was 5 minutes, but it got changed because EOR RP is pretty boring and samey

I just checked the blame on Salamander.toml and it doesn't look like it was ever set to 5.

#19374
Turns out it was only for a day or two. And reverted for entirely different reasons. Dunno why I thought it was longer.

#19462 Looks like it was reverted because something was bugging out the round restart to go past 5 minutes and in some cases not restart at all? Certainly odd, hopefully whatever caused it has been fixed? I'm fairly certain on other forks some MRP servers have it set to 5 minutes with no issue.

you can hate me but i will say that there are not too much real rp on salamander, so these 5 minutes won't be any better, and anyone who still plays some rp will play it despite the available time on cc

I'd argue that there are still some good RP moments at the end of CC and giving players more time here might be more of an incentive to give their story an end.
I remember when I first started playing on Salamander admins would give players more time at CC to roleplay and finish their stories. Things may be different now but they may change in the future.
Also lowpop hours roleplay more, so this would be good for them.

you can hate me but i will say that there are not too much real rp on salamander, so these 5 minutes won't be any better, and anyone who still plays some rp will play it despite the available time on cc

I can't say I fully disagree, players have noticed a decline in RP on salamander but as others have said low|medium pop are a bitt better in this regard. Also some days are better than others I'm terms of RP quality.

you can hate me but i will say that there are not too much real rp on salamander, so these 5 minutes won't be any better, and anyone who still plays some rp will play it despite the available time on cc

The longer round end time will make the tiders get bored and cause them to get baited into EORG for easier dewhitelisting :trollface:

just because salamander is declining in RP doesn't mean there's no RP

Yeah, I'm collecting a bunch of hotfixes

authors: ArtisticRoomba Everturning Golinth JIPDawg lzk228 slarticodefast superjj18