cmd/go: module tool failures for delve

What version of Go are you using (go version)?

$ go version
go version go1.14.1 linux/amd64

also tried with go version go1.14 windows/amd64
file1.zip
`
Does this issue reproduce with the latest release?
yes.
What operating system and processor architecture are you using (go env)?
go env Output
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/cfradm/.cache/go-build"
GOENV="/home/cfradm/.config/go/env"
GOEXE=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/cfradm/go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GCCGO="gccgo"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/mnt/c/SAPDevelop/git/slplugin/src/git.wdf.sap.corp/tools/go.mod"
CGO_CFLAGS="-g -O2"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-g -O2"
CGO_FFLAGS="-g -O2"
CGO_LDFLAGS="-g -O2"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build045342322=/tmp/go-build -gno-record-gcc-switches"

What did you do?
I work in an environment that requires vendoring.
I try to vendor the tools we need for building and testing, starting with stringer (golang.org/x/tools/cmd/stringer), esc (github.com/mjibson/esc) and dlv (github.com/go-delve/delve/cmd/dlv) using the recipes from issue #25922 .
Installing the tools with go install is fine, all modules are available locally.
stringer and esc work like a breeze, but delve has several issues:

After installing with go install github.com/go-delve/delve/cmd/dlv, go.mod and go.sum have entries for delve:

$ grep delve *
go.mod: github.com/go-delve/delve v1.4.0 // indirect
go.sum:github.com/go-delve/delve v1.4.0 h1:O+1dw1XBZXqhC6fIPQwGxLlbd2wDRau7NxNhVpw02ag=
go.sum:github.com/go-delve/delve v1.4.0/go.mod h1:gQM0ReOJLNAvPuKAXfjHngtE93C2yc/ekTbo7YbAHSo=
tools.go://go:generate go install -mod=vendor github.com/go-delve/delve/cmd/dlv
tools.go:       _ "github.com/go-delve/delve"
$

When I run go mod vendor, I end up with a failure:

$ go mod vendor
go: finding module for package github.com/go-delve/delve
git.wdf.sap.corp/tools imports
        github.com/go-delve/delve: module github.com/go-delve/delve@latest found (v1.4.0), but does not contain package github.com/go-delve/delve
$

Running go mod tidy purges the delve-related entries from go.mod and go.sum.

What did you expect to see?
go mod tidy retains / the references to github.com/go-delve/delve and its dependencies
go mod vendor provides all delve-related modules in the vendor subdirectory.
What did you see instead?
When I run go mod vendor, I end up with a failure:

$ go mod vendor
go: finding module for package github.com/go-delve/delve
git.wdf.sap.corp/tools imports
        github.com/go-delve/delve: module github.com/go-delve/delve@latest found (v1.4.0), but does not contain package github.com/go-delve/delve
$

The vendor subdirectory lacks github.com/go-delve/delve.
Running go mod tidy purges the delve-related entries from go.mod and go.sum.

From the error message, it sounds like you have a tools.go file like this (containing other imports, too):
// +build tools

package tools

import _ "github.com/go-delve/delve"

The error is happening because github.com/go-delve/delve is not a package path, only a module path.
Instead, tools.go should import the main packages for each needed executable.
// +build tools

package tools

import _ "github.com/go-delve/delve/cmd/dlv"

Normally, importing a main package is an error, but the tools package never gets built. It's just there so go mod tidy doesn't remove requirements.

Closing this issue because it doesn't seem to be a bug in cmd/go. Gophers Slack (for this topic, the #modules channel) and the go-nuts mailing lists are better places for troubleshooting.


[SNMP Traps] Accept username in traps config

What does this PR do?
Accept username as user field in SNMP Traps V3 configuration

Motivation

Additional Notes

Possible Drawbacks / Trade-offs

Describe how to test/QA your changes

/merge


Exclude folders (like node_modules)

Grammarly works well in vscode ... too well : can't open my node_modules folder without triggerring billions of alert from Grammarly !

+1
It would be nice to have a config key to exclude any number of folders.
Node_modules would be great to have as a default exclusion.
Also, like other extensions, respect .gitignore exclusions.

Added a ignore list (which includes node_modules by default).

Using .gitignore would require more work, create a separate issue if needed.


Handle null arrays

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Comparison is base (1f6e3be) 96.69% compared to head (adecce0) 96.70%.

Additional details and impacted files
@@           Coverage Diff           @@
##             main     #121   +/-   ##
=======================================
  Coverage   96.69%   96.70%
=======================================
  Files          14       14
  Lines         999     1001    +2
  Branches      140      140
=======================================
+ Hits          966      968    +2
  Misses         29       29
  Partials        4        4

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.


Not working with ajax request

I have this code, and it's not working with ajax request on my controller:
 \Alert::info($response["msg"]);   echo json_encode(array("result"=>false,"hojas" => $response["sheet"]));
$response["msg"] it's just a string message...any help ?

This is expected behavior. Send the message in the JSON object instead.


BUG FIX:: Active tab for navbar

When user click any of nav item but  only "Home" item is colored

Hi @subhadipbhowmik I want to work on this issue. Kindly assign this issue to me

Hello @subhadipbhowmik Can you plz assign this issue to me under gssoc extended level and hactoberfest level. As enhancement, We can also make the navbar fixed.

@subhadipbhowmik I have created a Pull request for this issue. Plz check and accept it.


TypeError with multiple validation loaders and overfit_batches

🐛 Bug
A TypeError when using multiple validation datasets and  overfit_batches != 0
To Reproduce
Steps to reproduce the behavior:

Use multiple val_dataloaders
Use overfit_batches != 0, e.g. overfit_batches=0.5

Code sample
https://colab.research.google.com/drive/1BtQBCoP5fK-aZm_2uLMOUbf2c9cu-yFb?usp=sharing
Traceback
TypeError                                 Traceback (most recent call last)

<ipython-input-5-c33b987ae54f> in <module>()
      1 trainer = pl.Trainer(overfit_batches=0.5)
----> 2 trainer.fit(model)

3 frames

/usr/local/lib/python3.6/dist-packages/pytorch_lightning/trainer/trainer.py in fit(self, model, train_dataloader, val_dataloaders)
   1018             self.optimizers, self.lr_schedulers, self.optimizer_frequencies = self.init_optimizers(model)
   1019
-> 1020             self.run_pretrain_routine(model)
   1021
   1022         # callbacks

/usr/local/lib/python3.6/dist-packages/pytorch_lightning/trainer/trainer.py in run_pretrain_routine(self, model)
   1137                                           self.val_dataloaders,
   1138                                           max_batches,
-> 1139                                           False)
   1140
   1141             # allow no returns from eval

/usr/local/lib/python3.6/dist-packages/pytorch_lightning/trainer/evaluation_loop.py in _evaluate(self, model, dataloaders, max_batches, test_mode)
    291                         output = self.evaluation_forward(model, batch, batch_idx, dataloader_idx, test_mode)
    292                 else:
--> 293                     output = self.evaluation_forward(model, batch, batch_idx, dataloader_idx, test_mode)
    294
    295                 # on dp / ddp2 might still want to do something with the batch parts

/usr/local/lib/python3.6/dist-packages/pytorch_lightning/trainer/evaluation_loop.py in evaluation_forward(self, model, batch, batch_idx, dataloader_idx, test_mode)
    483             output = model.test_step(*args)
    484         else:
--> 485             output = model.validation_step(*args)
    486
    487         return output

TypeError: validation_step() missing 1 required positional argument: 'dataloader_idx'

Expected behavior
If the codebase is working with multiple validation loaders, it should continue to work even when using overfit_batches != 0
Possible solution

Check if there were multiple val dataloaders, in case call validation_step with dataloader_idx=0
Repeat the train loader to match the number of val dataloaders
Add the possibility to overfit on train but validate and test normally. It is already possible with limit_train_batches, so it would be only a doc change "If there are multiple val_dataloaders, use limit_train_batches instead of overfit_batches"

Reason
When using multiple validation loaders, validation_step takes a dataloader_idx.
However if later on we set the overfit_batches to something that is not 0, line 268 is executed to use the train loader instead than the validation loaders:
https://github.com/PyTorchLightning/pytorch-lightning/blob/a91b06ed1e5295efecdd7b51f4a3e6d95c829ecd/pytorch_lightning/trainer/data_loading.py#L266-L270
Now there is only one validation loader, thus the validation_step function that had a dataloader_idx parameter breaks.
Environment

CUDA:

GPU:
available:         False
version:           10.1

Packages:

numpy:             1.18.5
pyTorch_debug:     False
pyTorch_version:   1.5.1+cu101
pytorch-lightning: 0.8.4
tensorboard:       2.2.2
tqdm:              4.41.1

System:

OS:                Linux
architecture:

64bit

processor:         x86_64
python:            3.6.9
version:           1 SMP Wed Feb 19 05:26:34 PST 2020

@Borda is this issue fixed on master?


Add a reference table to Exact Change challenge

Pre-Submission Checklist

[x] Your pull request targets the staging branch of FreeCodeCamp.
[x] Branch starts with either fix/, feature/, or translate/ (e.g. fix/signin-issue)
[x] You have only one commit (if not, squash them into one commit).
[x] All new and existing tests pass the command npm run test-challenges. Use git commit --amend to amend any fixes.

Type of Change

[x] Small bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds new functionality)
[ ] Breaking change (fix or feature that would change existing functionality)
[ ] Add new translation (feature adding new translations)

Checklist:

[x] Tested changes locally.
[x] Closes currently open issue (replace 10097 with an issue no): Closes #10097

Description

Thanks for your feedback, I have made the changes as per requested, but if there are any problems please let me know.
Thanks

@03aliz thanks for the fix.
:sparkles: Congratulations on your first contribution to Free Code Camp :sparkles:


Not animating, deploy a demo?

I'm unable to see the  component animate its value.
Do you have a live example you can deploy/demo?

Here is a demo https://codesandbox.io/s/k33p3nqwv5

Thanks!
Aside from the animation issue I was facing on my page, I also saw a padding issue similar to this:
https://codesandbox.io/s/rrqyyj3zno

Yeah I should fix that.

Cheers :+1: It's a good component, I think I'll use it in a few spots.


feat(rules): new rule @typescript-eslint/ban-ts-comment

BREAKING CHANGE: new rule @typescript-eslint/ban-ts-comment
https://github.com/typescript-eslint/typescript-eslint/blob/v2.19.2/packages/eslint-plugin/docs/rules/ban-ts-comment.md

@LinusU this new rule is removed from #224, where you had a reservation.

(originally posted in the other thread)
I actually think that @ts-ignore is a much cleaner way to signal something that isn't possible with TypeScript at the moment than just casting to any.

Since any already has a legitimate use case it's hard to search your entire codebase for it, and it doesn't stand out as much when you see it.
@ts-ignore lets you very easy add context on why you have to ignore it. Most of the time I will link to a TypeScript issue directly in the comment:
// @ts-ignore https://github.com/microsoft/TypeScript/issues/26113

Obsolete by #285 .


[fixed] Custom classnames override default styles

This makes it so if you provide a custom className it will override
all the default styling, relying solely on the style props you pass
in and the className itself.
Prior to this commit, providing a className or overlayClassName
doesn't really have any effect because the style attribute has higher
precedent when applying styles.

:+1:
Good idea. I was trying to think of a way to do this when I first added in the inline styles. I think this is a very good option.

@mzabriskie Your thoughts?

:+1:

I've been using this for a bit now... the only caveat that I've come across is that no default styles get applied... so you need to pass in the the default styles that may/may not matter to you into the styles prop when creating the modal.

Wouldn't it be better to just have a prop, say disableStyles, to disable the default styling, rather than depending on something that's arguably a little bit "magic"? That way, you can still specify custom classnames as well retain default styling.

@chielkunkels So this approach doesn't attempt to disable default styles (or at least that's not the end goal).  It is to make it so that class names have some value again.  The current implementation on master completely relies on the inline styles that are passed in.  Because of style precedence however, styles from class names are never applied.
Disabling the default styles just happens to be a byproduct of this approach.  It's not the intention of the PR though.

:+1: @mzabriskie is this good to merge?

:+1: @mzabriskie this would be huge.

:+1: @mzabriskie would be so pumped on this.

What is the status of this PR? Is there anything holding it up?

Is this project dead, why aren't solid PR's getting merged in?

+1, thank you! Can we get npm version?

@aarosil I'm hoping to get an npm version pushed out by the end of the week.  I'm hoping to get as many PRs merged in and issues closed before cutting the release.  So I'm hoping that the end of the week will give me enough time to take care of most of the current backlog.


Add possibility to Add validateOnBlur once on formOptions.

And fix test:
expect(validate).not.toHaveBeenCalledWith() was always true
expect(validate).not.toHaveBeenCalled() is correct.

Pull Request Test Coverage Report for Build 369

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

Totals

Change from base Build 365:
0.0%

Covered Lines:
194

Relevant Lines:
194

💛  - Coveralls


Fixed coinmarketcap sensor TypeError: type str doesn't define round method

Description:
Coinmarketcap sensor started throwing the error below.
  File "/opt/home-assistant/virtualenv/lib/python3.4/site-packages/homeassistant-0.35.0.dev0-py3.4.egg/homeassistant/components/sensor/coinmarketcap.py", line 80, in state
    return round(self._ticker.get('price_usd'), 2)
TypeError: type str doesn't define __round__ method

Fixed it by casting str to float first.
Related issue (if applicable): fixes #
Pull request in home-assistant.github.io with documentation (if applicable): home-assistant/home-assistant.github.io#<home-assistant.github.io PR number goes here>
Example entry for configuration.yaml (if applicable):

Checklist:
If user exposed functionality or configuration variables are added/changed:

[ ] Documentation added/updated in home-assistant.github.io

If the code communicates with devices, web services, or third-party tools:

[ ] Local tests with tox run successfully. Your PR cannot be merged unless tests pass
[ ] New dependencies have been added to the REQUIREMENTS variable (example).
[ ] New dependencies are only imported inside functions that use them (example).
[ ] New dependencies have been added to requirements_all.txt by running script/gen_requirements_all.py.
[ ] New files were added to .coveragerc.

If the code does not interact with devices:

[ ] Local tests with tox run successfully. Your PR cannot be merged unless tests pass
[ ] Tests have been added to verify that the new code works.

Duplicate of https://github.com/home-assistant/home-assistant/pull/4897


Migrated to .NET Core 3.0

Let's do it!!!!!!!!!!!!!!!!!!!!!!!!

Waiting on @Clancey with the macOS port...


Make Format.options to be required field

Description
Format.options is required field, see https://github.com/delta-io/delta/blob/eab445a15f478ed2454cf152edb795e9fece91f6/core/src/main/scala/org/apache/spark/sql/delta/actions/actions.scala#L358-L360

Good catch @mosyp , following this, I found couple other fields that are incorrectly marked as optional including metadata.name and metadata.description, we should do a full audit of all the fields in action.rs to make sure we are not marking things as optional incorrectly.

Filed #372 to track the audit


Prepare for Julia 0.4

I've added Compat dependency and changed the syntax where 0.4 caused deprecation warnings. I've also removed whitespace in a separate commit.

Thanks!


Fix font em size

Fixes #321
Fixes #160
Relies on #227

I've fixed the scaling bug and tested things against GDI+ and verified the expected behaviour with the cairo backend.
Unfortunately the pango backend crashes (even before this PR): https://github.com/mono/libgdiplus/issues/325

The Pango code doesn't work because of this line:
layout = gdip_pango_setup_layout ((GpGraphics *)cr, string, length, font, layoutRect, &box, &box_offset, format, NULL);
'cr' is not castable to GpGraphics *. The easiest way to fix it is probably to create a GDI+ bitmap instead of cairo surface and then use graphics->cr whereever cr is used now.

Pango fixed in https://github.com/mono/libgdiplus/pull/365

Something still isn't right, however. I ran the tests against cairo and got the expected result when dumping the following (L107-114)

  GdipCreatePath (FillModeAlternate, &path);

  status = GdipAddPathString (path, string, 5, family, 0, 72, &layoutRect, format);
  assertEqualInt (status, Ok);

  dumpPath (path);
  GdipDeletePath (path);

However, with pango, I got a black page

Alright, will look into it.

It's a combination of two different problems:

Pango cares about the layout rectangle, so if you render the font at the native height it exceeds the rectangle and gets clipped.
gdip_pango_setup_layout applies the clipping from the Cairo surface. In this case the surface has 1x1 size, so it's obviously not a good idea.

@monojenkins build


Major refactor

Basically, everything has changed.
WARNING:
This does not update the usage of the new implementation of ws_cache and all command run functions as well as any relevant handling functions WILL NOT WORK. This will be implemented in a future PR.
Different logger.
Proper error handling everywhere.
Complete rework of ws_cache (not called gateway.cache).
Create Config class for initialization of bot.
Add resource_intensivity flag in config

DISK or MEM- Current difference is only in how command_data is stored.

Added new exceptions.
Added handling for websocket reconnection
Better recv_handler for websocket messages.
Example of new logging output:

Currently going to the gym, will start a review once I'm home.


[ConstraintSystem] Add a fix to ignore contextual type mismatch

Ignore contextual type mismatch to allow solver to make progress
towards solution and diagnose the problem later.

/cc @sl This is still work in progress since I have to port some tailored diagnostics over but you can see that there are some decent improvements here already.
I think this is final major preliminary work required before porting argument-to-parameter conversion mismatches.

@swift-ci please test

Besides 2 diagnostic regressions related to protocol composition I consider this done.

Build failed
Swift Test Linux Platform
Git Sha - 26fc0fc5ebec5a1ace5467e2952190956da73784

I'll address them in the follow-up PR since this one is getting pretty big.

Build failed
Swift Test OS X Platform
Git Sha - 26fc0fc5ebec5a1ace5467e2952190956da73784


WT crashes on saving settings when HKCU\Console is write-protected

Windows Terminal version
1.18.1421.0 / 1.18.230522001-preview
Windows build number
10.0.19045.2728
Other Software
No response
Steps to reproduce
Run WT.
Go to settings.
Press Save.
Expected Behavior
Nothing - I haven't even changed anything.
Actual Behavior
WT crashes:

Unhandled exception at 0x00007FF9356CFD12 (KernelBase.dll) in WindowsTerminal.exe: 0xC000027B: An application-internal exception has occurred (parameters: 0x0000020EC6570320, 0x0000000000000002).

>	KernelBase.dll!RaiseFailFastException()	Unknown	Symbols loaded.
 	combase.dll!RoFailFastWithErrorContextInternal2(HRESULT hrError, unsigned long cStowedExceptions, _STOWED_EXCEPTION_INFORMATION_V2 * * aStowedExceptionPointers) Line 1455	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!DirectUI::ErrorHelper::ProcessUnhandledError(DirectUI::ErrorInfo & errorInfo={...}, unsigned int fSkipFailFastIfNoErrorContext=0, unsigned int * pfHandled=0x000000724dffc3b0) Line 616	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!DirectUI::ErrorHelper::ReportUnhandledError(HRESULT hrError=0xd0070005) Line 502	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CCoreServices::CLR_FireEvent(CDependencyObject * pListener=0x0000000000000000, EventHandle hEvent, CDependencyObject * pSender=0x0000020ec4c37840, CEventArgs * pArgs=0x0000020ec6328bf0, unsigned int flags=160) Line 3231	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CommonBrowserHost::CLR_FireEvent(CDependencyObject * pListener, EventHandle hEvent={...}, CDependencyObject * pSender, CEventArgs * pArgs=0x0000020ec6328bf0, unsigned int flags=160) Line 771	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CControlBase::ScriptCallback(void * pControl=0x0000020eb83671b8, CDependencyObject * pListener=0x0000000000000000, EventHandle hEvent, CDependencyObject * pSender=0x0000020ec4c37840, CEventArgs * pArgs=0x0000020ec6328bf0, int flags=160, IScriptObject * pScriptObject=0x0000000000000000, HRESULT(*)(CDependencyObject *, CEventArgs *) pInternalHandler=0x0000000000000000) Line 267	C++	Symbols loaded.
 	[Inline Frame] Windows.UI.Xaml.dll!CXcpDispatcher::OnScriptCallback(CEventInfo *) Line 1338	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CXcpDispatcher::OnWindowMessage(HWND__ * msg, unsigned int wParam, unsigned __int64 lParam=490934880872, __int64) Line 1105	C++	Symbols loaded.
 	[Inline Frame] Windows.UI.Xaml.dll!CXcpDispatcher::ProcessMessage(HWND__ *) Line 911	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CXcpDispatcher::WindowProc(HWND__ * hwnd=0x0000000000c3145a, unsigned int msg=1045, unsigned __int64 wParam=0, __int64 lParam=490934880872) Line 842	C++	Symbols loaded.
 	user32.dll!UserCallWinProcCheckWow()	Unknown	Symbols loaded.
 	user32.dll!DispatchClientMessage()	Unknown	Symbols loaded.
 	user32.dll!__fnDWORD()	Unknown	Symbols loaded.
 	ntdll.dll!KiUserCallbackDispatcherContinue()	Unknown	Symbols loaded.
 	win32u.dll!NtUserMessageCall()	Unknown	Symbols loaded.
 	user32.dll!SendMessageWorker(struct tagWND *,unsigned int,unsigned __int64,__int64,int)	Unknown	Symbols loaded.
 	user32.dll!SendMessageW()	Unknown	Symbols loaded.
 	[Inline Frame] Windows.UI.Xaml.dll!CXcpDispatcher::SendMessageW(unsigned int) Line 809	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CXcpBrowserHost::SyncScriptCallbackRequest(void * pVoidBH, CDependencyObject * pListener, EventHandle hEvent={...}, CDependencyObject * pSender=0x0000020ec4c37840, CEventArgs * pArgs=0x0000020ec6328bf0, int flags=160, IScriptObject * pScriptObject=0x0000000000000000, HRESULT(*)(CDependencyObject *, CEventArgs *) pHandler=0x0000000000000000) Line 1048	C++	Symbols loaded.
 	[Inline Frame] Windows.UI.Xaml.dll!CEventManager::RaiseControlEvents(EventHandle) Line 1133	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CEventManager::Raise(EventHandle hEvent, int bRefire=1, CDependencyObject * pSender=0x0000020ec4c37840, CEventArgs * pArgs=0x0000020ec6328bf0, bool fRaiseSync=true, bool fInputEvent=true, bool bAllowErrorFallback=true, CDependencyObject * pSenderOverride=0x0000000000000000) Line 887	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CEventManager::RaiseRoutedEventBubbling(EventHandle hEvent, CDependencyObject * pSource=0x0000020ec4c37840, CRoutedEventArgs * pArgs=0x0000020ec6328bf0, bool bIgnoreVisibility=false, bool fRaiseSync=true, bool fInputEvent=true, CDependencyObject * coerceToHandledAtElement=0x0000000000000000) Line 1334	C++	Symbols loaded.
 	[Inline Frame] Windows.UI.Xaml.dll!CEventManager::RaiseRoutedEvent(EventHandle) Line 1241	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CInputServices::RaiseDelayedPointerUpEvent(TouchInteractionMsg * pMsgGesture=0x000000724dffce30, CDependencyObject * pElement) Line 2664	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CInputServices::ProcessGestureInput(CDependencyObject * pElement=0x0000020ec61a14c0, TouchInteractionMsg * pMsg=0x000000724dffce30) Line 2415	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CInputServices::ProcessTouchInteractionCallback(const xref_ptr<CUIElement> & element={...}, TouchInteractionMsg * message=0x000000724dffce30) Line 2311	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CCoreServices::ProcessTouchInteractionCallback(const xref_ptr<CUIElement> & element, TouchInteractionMsg * message) Line 1018	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!GestureRecognizerAdapter::OnTapped(ElementGestureTracker * elementGestureTracker=0x0000020ec64e3aa0, Windows::UI::Input::IGestureRecognizer * args=0x0000020ec4eff960, Windows::UI::Input::ITappedEventArgs *) Line 162	C++	Symbols loaded.
 	[Inline Frame] Windows.UI.Xaml.dll!GestureRecognizerAdapter::Init::__l3::<lambda_c84124b77aa695306b3da5613df6029b>::operator()(Windows::UI::Input::IGestureRecognizer *) Line 30	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!Microsoft::WRL::Details::DelegateArgTraits<long (__cdecl Windows::Foundation::ITypedEventHandler_impl<Windows::Foundation::Internal::AggregateType<Windows::UI::Input::GestureRecognizer *,Windows::UI::Input::IGestureRecognizer *>,Windows::Foundation::Internal::AggregateType<Windows::UI::Input::TappedEventArgs *,Windows::UI::Input::ITappedEventArgs *>>::*)(Windows::UI::Input::IGestureRecognizer *,Windows::UI::Input::ITappedEventArgs *)>::DelegateInvokeHelper<Microsoft::WRL::Implements<Microsoft::WRL::RuntimeClassFlags<2>,Windows::Foundation::ITypedEventHandler<Windows::UI::Input::GestureRecognizer *,Windows::UI::Input::TappedEventArgs *>,Microsoft::WRL::FtmBase>,<lambda_c84124b77aa695306b3da5613df6029b> &,-1,Windows::UI::Input::IGestureRecognizer *,Windows::UI::Input::ITappedEventArgs *>::Invoke(Windows::UI::Input::IGestureRecognizer * <args_0>=0x00007ff91d861149, Windows::UI::Input::ITappedEventArgs * <args_1>) Line 245	C++	Symbols loaded.
 	[Inline Frame] Windows.UI.dll!Microsoft::WRL::EventSource<Windows::Foundation::ITypedEventHandler<Windows::UI::ViewManagement::UISettings *,Windows::UI::ViewManagement::UISettingsMessageDurationChangedEventArgs *>,Microsoft::WRL::InvokeModeOptions<-2>>::InvokeAll::__l2::<lambda_af115b29ef429a3d47d88b1961613d6e>::operator()(Microsoft::WRL::ComPtr<IUnknown> &) Line 820	C++	Symbols loaded.
 	Windows.UI.dll!Microsoft::WRL::InvokeTraits<-2>::InvokeDelegates<<lambda_af115b29ef429a3d47d88b1961613d6e>,Windows::Foundation::ITypedEventHandler<Windows::UI::ViewManagement::UISettings *,Windows::UI::ViewManagement::UISettingsMessageDurationChangedEventArgs *>>(Microsoft::WRL::EventSource<Windows::Foundation::ITypedEventHandler<Windows::UI::ViewManagement::UISettings *,Windows::UI::ViewManagement::UISettingsMessageDurationChangedEventArgs *>,Microsoft::WRL::InvokeModeOptions<-2>>::InvokeAll::__l2::<lambda_af115b29ef429a3d47d88b1961613d6e> invokeOne={...}, Microsoft::WRL::Details::EventTargetArray * targetArray, Microsoft::WRL::EventSource<Windows::Foundation::ITypedEventHandler<Windows::UI::ViewManagement::UISettings *,Windows::UI::ViewManagement::UISettingsMessageDurationChangedEventArgs *>,Microsoft::WRL::InvokeModeOptions<-2>> * pEvent=0x0000020eb39ca610) Line 119	C++	Symbols loaded.
 	Windows.UI.dll!Microsoft::WRL::EventSource<Windows::Foundation::ITypedEventHandler<Windows::UI::ViewManagement::UISettings *,Windows::UI::ViewManagement::UISettingsMessageDurationChangedEventArgs *>,Microsoft::WRL::InvokeModeOptions<-2>>::DoInvoke<<lambda_af115b29ef429a3d47d88b1961613d6e>>(Microsoft::WRL::EventSource<Windows::Foundation::ITypedEventHandler<Windows::UI::ViewManagement::UISettings *,Windows::UI::ViewManagement::UISettingsMessageDurationChangedEventArgs *>,Microsoft::WRL::InvokeModeOptions<-2>>::InvokeAll::__l2::<lambda_af115b29ef429a3d47d88b1961613d6e> invokeOne={...}) Line 812	C++	Symbols loaded.
 	[Inline Frame] Windows.UI.dll!Microsoft::WRL::EventSource<Windows::Foundation::ITypedEventHandler<Windows::UI::Input::GestureRecognizer *,Windows::UI::Input::TappedEventArgs *>,Microsoft::WRL::InvokeModeOptions<-2>>::InvokeAll(Windows::UI::Input::GestureRecognizerServer * <args_0>=0x0000020eb39ca5e0, Windows::UI::Input::CTappedEventArgs * <args_1>=0x0000020ec4eff960) Line 820	C++	Symbols loaded.
 	Windows.UI.dll!Windows::UI::Input::GestureRecognizerServer::OnTappedEvent(Windows::Devices::Input::PointerDeviceType type=PointerDeviceType_Mouse, Windows::Foundation::Point position={...}, unsigned int tapCount=1, unsigned int contactCount=1) Line 2532	C++	Symbols loaded.
 	Windows.UI.dll!Windows::UI::Input::GestureRecognizerServer::OnOutput(const INTERACTION_CONTEXT_OUTPUT2 * output2=0x000000724dffd290) Line 961	C++	Symbols loaded.

 	Windows.UI.dll!Windows::UI::Input::GestureRecognizerServer::ProcessUpEvent(Windows::UI::Input::IPointerPoint * value=0x0000020ec4f06400) Line 3243	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!ElementGestureTracker::ProcessPointerInformation(const InputMessage & msg={...}, Windows::UI::Input::IPointerPointStatics * const pointerPointStatics=0x0000020eb39acd98) Line 715	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!ElementGestureTracker::ProcessPointerMessage(const InputMessage & msg={...}, Windows::UI::Input::IPointerPointStatics * const pointerPointStatics=0x0000020eb39acd98) Line 91	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CInputServices::ProcessPointerMessagesWithInteractionEngine(unsigned int pMsg={...}, InputMessage * pInteractionElement=0x0000020ec61a14c0, CUIElement * pManipulationElement=0x0000020ec61a14c0, CUIElement * bIgnoreManipulationElement=1, unsigned int pInteractionContext={...}, ElementGestureTracker * bForceDisableGesture=0, unsigned int) Line 1993	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CInputServices::ProcessInteractionPointerMessages(unsigned int pointerId=1, InputMessage * pMsg=0x0000020ec64b47f0) Line 1759	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!ContentRootInput::PointerInputProcessor::ProcessPointerInput(InputMessage * pMsg=0x0000020ec64b47f0, int * handled=0x000000724dffede0) Line 716	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CInputServices::ProcessInput(InputMessage * pMsg, CContentRoot * contentRoot=0x0000020eb83c10f0, int * handled=0x000000724dffede0) Line 888	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CCoreServices::ProcessInput(InputMessage * pMessage, CContentRoot * contentRoot, int * fHandled) Line 992	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CXcpBrowserHost::HandleInputMessage(unsigned int uMsg=583, MsgPacket * pMsgPack=0x000000724dffee10, CContentRoot * contentRoot=0x0000020eb83c10f0, bool & fHandled) Line 1411	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CJupiterControl::HandlePointerMessage(unsigned int uMsg=583, unsigned __int64 wParam=1, __int64 lParam=0, CContentRoot * contentRoot=0x0000020eb83c10f0, Windows::UI::Input::IPointerPoint * pointerPoint=0x0000020ec4f06400, Windows::UI::Core::IPointerEventArgs * pointerArgs=0x0000020ec612c090) Line 750	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CJupiterWindow::OnIslandPointerMessage(unsigned int uMsg=583, CContentRoot * contentRoot=0x0000020eb83c10f0, Windows::UI::Core::IPointerEventArgs * args=0x0000020ec612c090) Line 2315	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!CXamlIslandRoot::InjectPointerMessage(unsigned int msg=583, Windows::UI::Core::IPointerEventArgs * args=0x0000020ec612c090) Line 617	C++	Symbols loaded.
 	[Inline Frame] Windows.UI.Xaml.dll!CXamlIslandRoot::OnIslandPointerReleased(IInspectable *) Line 563	C++	Symbols loaded.
 	[Inline Frame] Windows.UI.Xaml.dll!CXamlIslandRoot::SubscribeToPointerInputObserverEvents::__l43::<lambda_85fbf4d407c7e311044a83519608d385>::operator()(Windows::UI::Internal::Input::IPointerInputObserver *) Line 1406	C++	Symbols loaded.
 	Windows.UI.Xaml.dll!Microsoft::WRL::Details::DelegateArgTraits<long (__cdecl Windows::Foundation::ITypedEventHandler_impl<Windows::Foundation::Internal::AggregateType<Windows::UI::Internal::Input::PointerInputObserver *,Windows::UI::Internal::Input::IPointerInputObserver *>,Windows::Foundation::Internal::AggregateType<Windows::UI::Core::PointerEventArgs *,Windows::UI::Core::IPointerEventArgs *>>::*)(Windows::UI::Internal::Input::IPointerInputObserver *,Windows::UI::Core::IPointerEventArgs *)>::DelegateInvokeHelper<Microsoft::WRL::Implements<Microsoft::WRL::RuntimeClassFlags<2>,Windows::Foundation::ITypedEventHandler<Windows::UI::Internal::Input::PointerInputObserver *,Windows::UI::Core::PointerEventArgs *>,Microsoft::WRL::FtmBase>,<lambda_85fbf4d407c7e311044a83519608d385> &,-1,Windows::UI::Internal::Input::IPointerInputObserver *,Windows::UI::Core::IPointerEventArgs *>::Invoke(Windows::UI::Internal::Input::IPointerInputObserver * <args_0>, Windows::UI::Core::IPointerEventArgs * <args_1>=0x0000020ec612c090) Line 245	C++	Symbols loaded.
 	InputHost.dll!Microsoft::WRL::Details::DelegateArgTraits<long (__cdecl Windows::Foundation::ITypedEventHandler_impl<Windows::Foundation::Internal::AggregateType<Windows::UI::Internal::Input::PointerInputObserver *,Windows::UI::Internal::Input::IPointerInputObserver *>,Windows::Foundation::Internal::AggregateType<Windows::UI::Core::PointerEventArgs *,Windows::UI::Core::IPointerEventArgs *>>::*)(Windows::UI::Internal::Input::IPointerInputObserver *,Windows::UI::Core::IPointerEventArgs *)>::DelegateInvokeHelper<Microsoft::WRL::Implements<Microsoft::WRL::RuntimeClassFlags<2>,Windows::Foundation::ITypedEventHandler<Windows::UI::Internal::Input::PointerInputObserver *,Windows::UI::Core::PointerEventArgs *>,Microsoft::WRL::FtmBase>,<lambda_b5222d234632a4a0be2fddaf062a0811>,-1,Windows::UI::Internal::Input::IPointerInputObserver *,Windows::UI::Core::IPointerEventArgs *>::Invoke()	Unknown	Symbols loaded.
 	InputHost.dll!Microsoft::WRL::InvokeTraits<-2>::InvokeDelegates<class <lambda_02db4e955b30bd185b6cca5865064547>,struct Windows::Foundation::ITypedEventHandler<class Windows::UI::Internal::Input::KeyboardDockWatcher *,class Windows::UI::Internal::Input::KeyboardUndockedEventArgs *> >(class <lambda_02db4e955b30bd185b6cca5865064547>,class Microsoft::WRL::Details::EventTargetArray *,class Microsoft::WRL::EventSource<struct Windows::Foundation::ITypedEventHandler<class Windows::UI::Internal::Input::KeyboardDockWatcher *,class Windows::UI::Internal::Input::KeyboardUndockedEventArgs *>,struct Microsoft::WRL::InvokeModeOptions<-2> > *)	Unknown	Symbols loaded.
 	InputHost.dll!Microsoft::WRL::EventSource<struct Windows::Foundation::ITypedEventHandler<class Windows::UI::Internal::Input::KeyboardDockWatcher *,class Windows::UI::Internal::Input::KeyboardUndockedEventArgs *>,struct Microsoft::WRL::InvokeModeOptions<-2> >::DoInvoke<class <lambda_02db4e955b30bd185b6cca5865064547> >(class <lambda_02db4e955b30bd185b6cca5865064547>)	Unknown	Symbols loaded.
 	InputHost.dll!Microsoft::WRL::EventSource<struct Windows::Foundation::ITypedEventHandler<class Windows::UI::Internal::Input::FocusObserver *,class Windows::UI::Internal::Input::FocusChangedEventArgs *>,struct Microsoft::WRL::InvokeModeOptions<-2> >::InvokeAll<class FocusObserverWinRT<struct details::SystemTypes>::Api *,class FocusChangedEventArgs<struct details::SystemTypes> *>(class FocusObserverWinRT<struct details::SystemTypes>::Api *,class FocusChangedEventArgs<struct details::SystemTypes> *)	Unknown	Symbols loaded.
 	InputHost.dll!Microsoft::WRL2::ContextSession::LeaveSession_Callback<<lambda_dc5a5187f83b4b3afd6cedb0371c398d>>()	Unknown	Symbols loaded.
 	InputHost.dll!PointerInputObserverWinRT<struct details::SystemTypes>::OnPointerReleasedMessage_Callback(struct WindowsMessageDeliveryMessage *)	Unknown	Symbols loaded.
 	InputHost.dll!PointerInputObserverWinRT<struct details::SystemTypes>::OnWindowMessage(struct WindowsMessageDeliveryMessage *)	Unknown	Symbols loaded.
 	InputHost.dll!WindowsMessageDeliveryInputObject::Private::OnWindowMessage(struct WindowsMessageDeliveryMessage *)	Unknown	Symbols loaded.
 	InputHost.dll!<lambda>(void)()	Unknown	Symbols loaded.
 	InputHost.dll!InputSiteWinRT::ForEachAttachedObject(class std::function<enum InputSiteIterationDecision > const &)	Unknown	Symbols loaded.
 	InputHost.dll!WindowsMessageDeliveryInputSiteWinRT::OnWindowMessage(struct WindowsMessageDeliveryMessage *)	Unknown	Symbols loaded.
 	InputHost.dll!IslandInputSiteWinRTBase::OnWindowMessage(struct WindowsMessageDeliveryMessage *)	Unknown	Symbols loaded.
 	InputHost.dll!WindowsMessageDeliveryInputSiteWinRT::Private::OnWindowMessage(struct WindowsMessageDeliveryMessage *)	Unknown	Symbols loaded.
 	InputHost.dll!WindowsMessageDeliveryAdapter::ProcessWindowMessage(struct HWND__ *,unsigned int,unsigned __int64,__int64)	Unknown	Symbols loaded.
 	InputHost.dll!WindowsMessageDeliveryAdapter::StaticWndProc(struct HWND__ *,unsigned int,unsigned __int64,__int64)	Unknown	Symbols loaded.
 	user32.dll!UserCallWinProcCheckWow()	Unknown	Symbols loaded.
 	user32.dll!DispatchMessageWorker()	Unknown	Symbols loaded.
 	WindowsTerminal.exe!WindowThread::_messagePump() Line 86	C++	Symbols loaded.
 	[Inline Frame] WindowsTerminal.exe!WindowThread::RunMessagePump() Line 38	C++	Symbols loaded.
 	WindowsTerminal.exe!WindowEmperor::_createNewWindowThread::__l2::<lambda_1>::operator()() Line 173	C++	Symbols loaded.
 	[Inline Frame] WindowsTerminal.exe!std::invoke(WindowEmperor::_createNewWindowThread::__l2::<lambda_1> &&) Line 1562	C++	Non-user code. Symbols loaded.
 	WindowsTerminal.exe!std::thread::_Invoke<std::tuple<`WindowEmperor::_createNewWindowThread'::`2'::<lambda_1>>,0>(void * _RawVals=0x0000020eb82c5740) Line 56	C++	Non-user code. Symbols loaded.
 	ucrtbase.dll!thread_start<unsigned int (__cdecl*)(void *),1>()	Unknown	Non-user code. Symbols loaded without source information.
 	kernel32.dll!BaseThreadInitThunk()	Unknown	Non-user code. Symbols loaded without source information.
 	ntdll.dll!RtlUserThreadStart()	Unknown	Non-user code. Symbols loaded without source information.

Removing settings.json does not help, but running as a different user does.
This is probably not a recent regression, I can reproduce it on 1.17 as well.

but running as a different user does

well THAT is interesting, for sure. Are we talking something like "over the shoulder" running as another user (i.e. you're logged in as "Desktop\Foo" but then run the Terminal as "Desktop\Bar", or as "Desktop\MyAdminAccount")? Or just, you have two users, this repros for one of them, but not the other?
A /Feedback Hub dump might be helpful - if anything, it might link us to an existing bug.
There's... basically none of our code in that stack. That makes me think this might be a platform bug, but which?
 Or use a mouse?

you're logged in as "Desktop\Foo" but then run the Terminal as "Desktop\Bar"

Yes.

 Or use a mouse?

Just a mouse.

Do you happen to have a dump or the ability to capture one? Alternatively, I'd settle for a Windows Error Reporting bucket ID (from the event viewer).
This is definitely us -- not XAML, probably -- but we don't know much beyond that from this stack.

Will this one do?
WindowsTerminal.dmp.zip

Close! I'm looking at it now, and as a minidump it doesn't have a bunch of the more helpful stuff.
Still, though, it does have this...
$$ At this frame
03 000000e4`601fc540 00007ff9`198a24ec     Windows_UI_Xaml!DirectUI::ErrorHelper::ReportUnhandledError+0xf1 [onecoreuap\windows\dxaml\xcp\dxaml\lib\errorhelper.cpp @ 502]

$$ ?? errorInfo
class xxx::ErrorInfo
   +0x000 m_spErrorInfo    : ctl::ComPtr<IErrorInfo>
   +0x008 m_ErrorInfoInitialized : 0n1
   +0x010 m_spRestrictedErrorInfo : ctl::ComPtr<IRestrictedErrorInfo>
   +0x018 m_RestrictedErrorInfoInitialized : 0n1
   +0x020 m_description    : xxx
   +0x028 m_restrictedDescription : xxx
   +0x030 m_ErrorCode      : d0070005
   +0x034 m_ErrorDetailsInitialized : 0n1

Most of the members that are heap allocated--strings, etc--are missing... but that error code is shouting ACCESSDENIED at me.
Can you share the output of icacls actual\path\to\settings.json for the instance of Terminal that is failing like this?

I can record a full dump, just wasn't sure github can handle a ~60MB zip attachment.
The output is:
NT AUTHORITY\SYSTEM:(I)(F)
BUILTIN\Administrators:(I)(F)
AA51M\Alex:(I)(F)

the enclosing folder as well

NT AUTHORITY\SYSTEM:(I)(OI)(CI)(F)
BUILTIN\Administrators:(I)(OI)(CI)(F)
AA51M\Alex:(I)(OI)(CI)(F)

GitHub should be able to handle that size attachment

It says "25 MB are allowed".
Can you access this: https://file.io/LpFyCGYknwqG?
If not I'll try e-mail.

Most of the members that are heap allocated--strings, etc--are missing... but that error code is shouting ACCESSDENIED at me.

Indeed, d0070005 looks like ERROR_ACCESS_DENIED, packed into NTSTATUS with Facility = FACILITY_NTWIN32, Severity=Error, packed again into HRESULT.
The string isn't that exciting though: "The text associated with this error code could not be found..."

Ugh, found it.
It was trying to create a registry key, HKEY_CURRENT_USER\Console\%%Startup, and creating subkeys under "Console" was denied (for unrelated reasons).

OHHHH booy. Okay. Are those reasons that would impact, say, a user who has never used Terminal on their machine? Or are those "@alabuzhev reasons" ;P

"I can explain!"
In previous Windows versions, when you open console properties and change something, it was always asking you "Apply properties to current window only" / "Save properties for future windows with same title":

It was quite useful: if you need to experiment with console settings (and if you develop non-trivial console apps, affected by those settings - you do), you just choose "current window only", and all your silly experiments disappear when you close this console window.
 It is no longer possible to make changes for the current session only.
Denying "Create subkey" for "Console" is a quick and dirty workaround to say "no, please don't save anything into registry, thank you very much".
By the way, was removing that confirmation a deliberate design decision?
Any chance to get it back?

Are those reasons that would impact, say, a user who has never used Terminal on their machine?

Maybe, who knows. I shared this workaround with a few people, someone else could have discovered it independently.

By the way, was removing that confirmation a deliberate design decision?
Any chance to get it back?

That is an excellent question!
I can't get at the Vista source depot right now, but I can see that it disappeared sometime between Windows Server 2003 and Windows 7. My tooling isn't working quite right, so I can't find the exact changeset that removed it. If I get it working again (🙄) I'll dig further.

I'm taking Attention off this and committing it to the triaged list. We should, at the very least, not crash.

@DHowett thanks.
Any chance of some attention to the "root cause" of this (no way to have in-memory-only settings without committing them to registry/shortcut after Vista or 7)?

Sure! It'd be better coming from you--would you mind filing a feature request for it?
@lhecker and I were talking about how the preexisting (pre-Vista) model didn't make the most sense, but that it's something we would like to have on the backlog for a rainy day. :smile:

https://github.com/microsoft/terminal/issues/15933


feat: implement euclidean division and signed division in terms of AcirVars

Description

Problem*

Resolves
Summary*
We're being quite inefficient when we're generating ACIR as we're throwing away a lot of information when implementing logic inside GeneratedAcir rather than AcirContext.
For instance, when checking if the rhs of euclidean division is non-zero we always create a new witness even if rhs is a constant. Moving this logic up to AcirContext allows us to take this information into account and so generate fewer constraints/witnesses.
I've broken this PR down so that each commit tackles migrating a different function so reviewing commit-by-commit is recommended.
The main target of this PR is euclidean division can be implemented but in order to do this then we have to bring up signed division and "more than eq".
Documentation

[ ] This PR requires documentation updates when merged.

[ ] I will submit a noir-lang/docs PR.

[ ] I will request for and support Dev Rel's help in documenting this PR.

Additional Context

PR Checklist*

[x] I have tested the changes locally.
[x] I have formatted the changes with Prettier and/or cargo fmt on default settings.

This is a relatively extreme example but this reduces the number of constraints on eddsa by ~7%

pinging @guipublic for a review

Yep, I've kept the logic the same and just updated as necessary to use AcirVars


Wrong filename / Zapp downloads file as downloadfile

Hi @cemrich, sorry for bothering you again but I found another filename bug.
Search for Künstliche Intelligenz - Herrschaft der Maschinen? - Richard David Precht im Gespräch mit Prof. Jürgen Schmidhuber, Informatiker und KI-Pionier and try to download it in medium quality.
The resulting filename is just downloadfile without any extension.

This is what an issue tracker is here for :)
It works on my machine though... Which version of Android are you using?

It works on my machine though...

Which of the two publications did you try? The one from 3Sat is working for me as well. Only the one from ZDF is causing this. (which is the one I linked here as well).

Which version of Android are you using?

Samsung Tablet S4 with One UI 1.1 and Android 9 (Kernel 4.4.153-1709687, Build PPR1.180610.011.T835XXU4BSJ6, Patch level 01. November 2019).

 I will test on some more devices / emulators.

The emulator with stock Android works just fine. But another Samsung phone shows the same behavior. I think this might be a bug / restriction of the Samsung download manager. I'll try to cut special characters / title length until it does not complain any more.

File names for Samsung download manager have to be restricted to 120 characters for whatever reason...

Samsung™ :rofl:

This issue should be fixed in release v3.4.0 which should hit F-Droid the next few days.


✨ feat: fill variation values according to variation type

Fixed #650 by adjusting create feature flag page as variation value would be filled according to  variation name

Hi @mucoban  we were in a big vacation. we will check it

hi @cosmic-flood, can you review the pull request? If you have additional requirements or adjuments I am willing to apply.

Hi @mucoban , sorry for the late response. I've made some refactoring to your code. And I removed the onInputVariationName logic because I don't think that's necessary and the code looks too complicated to me.


[ENHANCEMENT] Add rancher-vcluster to storage-network setting processing

Is your enhancement related to a problem? Please describe.

Rancher-vcluster addon is backed with PV by default from Harvester v1.2.0
It needs to be added to the storage-network related processing.
https://github.com/harvester/harvester/blob/master/pkg/controller/master/storagenetwork/storage_network.go#L730
Describe the solution you'd like

Add source code in Harvester v1.2.1
Describe alternatives you've considered

Add a workaround to Harvester doc in Harvester v1.2.0: suggest user to disable rancher-vcluster addon before stoarge-network setting will be changed, and enable the addon again after it.
Additional context

Observed in https://github.com/harvester/harvester/pull/4383

We will improve the Storage Network's webhook during the vcluster is enabled. Since Vcluster may contain the running cluster, it's unsuitable to have an automatic mechanism to disable and enable the cluster. However, we can have a document update about the correct process for setting the Storage Network as Vcluster is running.

For the webhook, we can identify the vcluster pvc naming by the vcluster charts:

Statefulset naming https://github.com/loft-sh/vcluster/blob/d046a94bb6f7fdec7061589769e201d7e72f9fe4/charts/k3s/templates/syncer.yaml#L5-L6
PVC naming https://github.com/loft-sh/vcluster/blob/d046a94bb6f7fdec7061589769e201d7e72f9fe4/charts/k3s/templates/syncer.yaml#L37-L47

@WebberHuang1118 thanks for this enhancement :smile: :+1:
This looks good on v1.4.0-rc3 :smile:
I'll go ahead and close this out

@WebberHuang1118 thanks for this enhancement 😄 👍 This looks good on v1.4.0-rc3 😄 I'll go ahead and close this out

Thans @irishgordo


Bug: Implied relationships not working when combining same and next/prev

Describe the bug
Within a standard hierarchy (except same renamed 'series') with implied relationships using both series and next/prev, the implied relationships are not working for the second note in the series. Reproducible for notes with similar setup.
To Reproduce
Steps to reproduce the behavior:

Create notes - Parent, Sibling 1, Sibling 2, Sibling 3, Sibling 4, Sibling 5
Parent add 'down:: Sibling 1'
Sibling 1 add 'series::' for all other siblings
Add "next::" and "prev::" to all notes based on series 1-5.
Turn on 'Siblings' Siblings' and 'Siblings' Parent is Parent'

Expected behavior
Parent would have 'Sibling 2' as implied 'down', Sibling 4 would have Sibling 2 as implied 'same'. 'Sibling 2' would have 'Parent' as implied 'up' and Sibling 4 as implied 'same'.
Instead, the implied relationships work for all notes except Sibling 2.
Screenshots
If applicable, add screenshots to help explain your problem.
Parent:

Sibling 1:

Sibling 2:

Sibling 4:

Desktop (please complete the following information):

OS: Ubuntu
Version 21.10

Additional context:
I am unsure if this issue impacts other ways of setting up the hierarchies. I noticed the issue, and it persisted despite trying various setups where some relationships are implied. It definitely persists if removing 'Sibling 2' from 'series::' in 'Sibling 1'. With that change, the parent/child between 'Parent' and 'Sibling 2' now works, but it does not fix the other sibling relationships for 'Sibling 2'.

@abers please consider trying the v4 beta, more info here: https://github.com/SkepticMystic/breadcrumbs/blob/master/V4.md
This issue may be resolved, it would really help if you can test it out and share feedback


golang on windows now uses windows msvcrt

Codecov Report

Merging #801 (5bcde57) into main (519126c) will increase coverage by 11.44%.
The diff coverage is n/a.

@@             Coverage Diff             @@
##             main     #801       +/-   ##
===========================================
+ Coverage   75.09%   86.53%   +11.44%
===========================================
  Files          66       54       -12
  Lines        3521     2666      -855
===========================================
- Hits         2644     2307      -337
+ Misses        821      359      -462
+ Partials       56        0       -56

Impacted Files
Coverage Δ

python/tests/test_trinsic_services.py
97.05% <0.00%> (-1.48%)
:arrow_down:

go/services/loadcerts.go

go/services/provider_service.go

go/services/service_base.go

go/services/credential_service.go

go/services/credentialtemplate_service.go

go/services/services.go

go/services/trinsic_service.go

go/services/trustregistry_service.go

go/services/storage.go

... and 3 more

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 519126c...5bcde57. Read the comment docs.

Production package testing of go works on windows, so what gives???

Docs are being fixed in a different PR by @geel9 , merging.


Cooldown should reset automatically when moving to another branch

Is your feature request related to a problem? Please describe.
When implementing an attack cooldown, we want the enemy to attack immediately the first time, then wait for the cooldown.
However, at the moment, if the selector moves to another behavior the cooldown is not resetted. Thus, when we come back to the Attack sequence, we need to wait for the cooldown to be over for the attack to happen.
See video, the first time the IA goes in GoToAttack, the cooldown works as intended. Then I move away, the IA goes to GoToReach. It reaches me and come back to GoToAttack. Then, as the cooldown was never resetted, the IA has to wait the cooldown to attack.
https://github.com/bitbrain/beehave/assets/10520249/a4c3c551-b9e4-4829-8fd5-493ee8c13c79
Note: for the purpose of the video I disable the action TryStopAttackCooldown.
Describe the solution you'd like
Somehow, when the cooldown is interrupted, it should be resetted.
Describe alternatives you've considered
I played with the interrupted and run_after, but as the cooldown decorator returns FAILURE, they don't really work for resetting the timer. At the end, I set up a TryStopAttackCooldown in the another branch that is likely to be selected when the AttackSequence failed.
Additional context
Tree with the alternative solution implemented, see TryStopAttackCooldown.

I don't think what you requested is possible because the cooldown is implemented as a decorator node so, as you correctly identified, it doesn't get the before_run and interrupt callbacks in the same way that action nodes do. You could implement a timer action node to act as your cooldown to achieve the resetting behaviour. Here's a sample implementation that should do the trick:
extends ActionLeaf
class_name WaitAction

@export var wait_time: float = 0.0

@onready var cache_key = 'wait_%s' % self.get_instance_id()

func before_run(actor: Node, blackboard: Blackboard) -> void:
	blackboard.set_value(cache_key, wait_time, str(actor.get_instance_id()))

func tick(actor: Node, blackboard: Blackboard) -> int:
	var remaining_time = blackboard.get_value(cache_key, 0.0, str(actor.get_instance_id()))
	if remaining_time > 0.0:
		remaining_time -= get_physics_process_delta_time()
		blackboard.set_value(cache_key, remaining_time, str(actor.get_instance_id()))
		return RUNNING

	return SUCCESS

func get_class_name() -> Array[StringName]:
	var classes := super()
	classes.push_back(&"WaitAction")
	return classes

You will need to place this node after your attack node and remove the original cooldown decorator.
Also, note that your issue is partially related to #319. While I understand that you're requesting the reset behaviour in particular, the issue you're experiencing is exacerbated by the fact that the cooldown is not ticking down while the cooldown node is not active. This makes the cooldown longer in your case because your cooldown node is not on the behaviour tree's "hot path".

yes, I could not find a way to implement it with how Beehave is working at the moment. I thought I would flag the issue anyway as it seems reasonable that a Cooldown should reset itself when we leave its branch to go to another branch.
As I understand it, the callback before_run, after_run and interrupt are all designed to work with RUNNING, while the cooldown decorator cannot be RUNNING. Hence, a solution might be to add a callback on_leaving_branch  or on_exit which would work for decorators and actions?

Same issue with the DelayDecorator. Imagine the following tree where an enemy either attacks the player or patrols an area. When the player enters enemy range, the condition leaf returns SUCCESS and switches to attacking the player, but when the player exits the range, the tree goes back to the DelayDecorator.
BehaveTree
└─ SelectorReactiveComposite
   ├─ SequenceComposite (attacking)
   │  ├─ ConditionLeaf (is in range of player)
   │  └─ SequenceComposite
   │     └─ ... attack the player
   └─ DelayDecorator (patrolling)
      └─ SequenceComposite
         └─ ... patrol an area

However, the DelayDecorator is never reset to 0 so it restarts from its previously selected child, which seems unintended.
I've just started digging into this addon so take my suggestion with a grain of salt, but maybe a new lifecycle method could reset the DelayDecorator when it becomes live?


Added wasm-bindgen-cli to documentation (examples) as suggested by @Christopher-St (Fix #1288)

Thanks!


update create_metadata.py and upload_to_pinata.py

Made changes regarding the issues in #93 and #92

This is great!
Typically, with python scripts, you'll want to add this at the bottom so python knows to run the script:
if __name__ == "__main__":
    main()

Can you add this to upload_to_pinata.py?

Yes! Updated the pr!

Thanks so much for this PR!


.NET 4.0 binary

I am currently stuck on .NET 4.0. Can you provide a binary for it on NuGet?

This should be up soon.

Update your nuget package and this should work now.

Awesome, thanks!


SteamOverlay only works in fullscreen mode (also doesn't work on Mac)

Hey there,
First off, thank you so much for creating this project. It has been a life saver. We are currently having an issue with the Steam Overlay methods however. It appears to only work when the client is in full screen mode, i.e.
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
Anytime the client leaves fullscreen mode the overlay stops working but none of the methods return any type of error codes
trace("overlayenabled: " + m_steamWorks.isOverlayEnabled());
trace("activateGameOverlay: " + m_steamWorks.activateGameOverlay("Friends"));
both returns true. Also the
case SteamConstants.RESPONSE_OnGameOverlayActivated:
trace("RESPONSE_OnGameOverlayActivated: " + e.response);
break;
Is returning success. It just seems like something is broken. Additionally the steam overlay is not working for Mac users at all (even in fullscreen mode).
Would love to hear back from you, really hoping to get these issues solved!
Thanks again!

Anyone still developing on here?

Ventero does still maintain this as far as I know, he's probably just busy
at the moment :)
On Wed, Jan 14, 2015 at 8:01 PM, FlashGameDev<EMAIL_ADDRESS>wrote:

Anyone still developing on here?
—
Reply to this email directly or view it on GitHub
https://github.com/Ventero/FRESteamWorks/issues/15#issuecomment-70028720
.

--
www.fortressofdoors.com -- Games, Art, Design

As @larsiusprime already mentioned, this project is still actively maintained, I just don't have much time to look at it during the week.
Regarding your issue: Due to the way the Steam overlay works, it only shows up if you have something in your application that makes AIR use hardware acceleration for its rendering. As you have noticed, one way to achieve this is by setting the display state to fullscreen.
Another thing you can try is calling Steamworks.addOverlayWorkaround(stage, true); during application startup. This adds a constantly "rotating" pixel to the top left corner of the stage, which should force AIR to use hardware acceleration (not sure if that's actually the case though). Additionally, it also works around a redraw issue, where after closing the overlay some parts of it would remain visible. Let me know if adding this call solves your problem - if not, can you check if the FRESteamWorksTest application (build and run it by going into test/bin-debug/ and running build.bat and runWin.bat) has the overlay?
The overlay should also work out of the box on OS X. The only thing that's different here is that you actually need to start your application through Steam for the overlay to be successfully injected (or set certain environment variables, see test/bin-debug/runMac.sh). Again, if that doesn't solve your issue, please try the FRESteamWorksTest application (this time, you need to run build.sh and runMac.sh).

We have been using Steamworks.addOverlayWorkaround(stage, true); the whole time. It doesn't make the overlay work outside of full screen mode. I ran the example application and it has the same behavior, when not in full screen mode none of the overlay buttons work, once I click the full screen button then the overlay starts to work again. Is this not the same behavior for you?
I'm about to try the Mac testing, but the code is the same and the overlay doesn't work inside of steam. I will see if any of the environment variables change anything and also try the test application on Mac.
Can anyone verify the steam overlay works for them when not in full screen mode?

The behavior is indeed quite different for me:
On OS X, the overlay always works as long as Steam is running and the application (both standalone and through the debugger) is either started with the runMac.sh script or through Steam itself.
On Windows, the overlay works as long as the standalone application (i.e. FRESteamWorksTest.exe directly, not through a debugger) is started through Steam. Running runWin.bat through Steam doesn't work because then the overlay tries to inject itself into the cmd window. Not sure why the overlay doesn't work when running the application outside of Steam - I'm pretty sure that did work in the past.

We do our exporting through flash builder. Could that potentially cause problems?

That shouldn't really make a difference. I assume when you built and tested FRESteamWorksTest, you used the batch scripts in test/bin-debug/, right? If so, then the overlay definitely should work.
Can you please do the following: Start an AIR application (either FRESteamWorksTest.exe or your own application) through Steam, wait until it's fully started up, while it's running make a copy of GameOverlayRenderer.log from your Steam folder and upload/paste that file here.

Thanks for helping us figure this out. I'm looking at the config.bat, build.bat and runWin.bat files but they are pretty confusing to me as we have never done any command line compiling of our AS3 code so please forgive my ignorance here. Maybe I should first explain how we set things up.
We added the FRESteamWorks.ane to our Native Extensions in FlashBuilder and followed the documentation you have about unzipping the ANE and putting it in the src directory. Then I copied the steam_api.dll, libsteam_api.dylib and steam_appid.txt into C:\Program Files\Adobe\Adobe Flash Builder 4.7 (64 Bit) which contains my FlashBuilder.exe file (took me a while to figure that part out). It sounds like something in the differences of what we have done versus your scripts are causing our problems but I may need some help in understanding what I need to setup to make these scripts work. I'll post questions about what I am confused about (it's a lot so I apologize).
config.bat
set "AIR_SDK=%USERPROFILE%\Documents\AdobeAIRSDK" - I don't know where this is located when installing flash builder.
set "FLEX_SDK=%ProgramFiles(x86)%\FlashDevelop\Tools\flexsdk" - I also do not know where this is located on a flash builder install
I noticed on the runMac.sh it has something dealing with gameoverlayrenderer.dylib which we have not done anything for in our flash builder setup. I'm guessing this might be the cause for the steam overlay not working for us. Can't run this file without getting config.sh working though.
Here is a copy of the GameOverlayRenderer.log
Sat Jan 17 20:37:14 2015 UTC - Module file name: C:\Program Files (x86)\Steam\gameoverlayrenderer.dll
Sat Jan 17 20:37:14 2015 UTC - GameID = 334230
Sat Jan 17 20:37:14 2015 UTC - System page size: 4096
Sat Jan 17 20:37:14 2015 UTC - Hooking SetCursorPos, GetCursorPos, ShowCursor, and SetCursor
Sat Jan 17 20:37:14 2015 UTC - System page size: 4096
Sat Jan 17 20:37:14 2015 UTC - Modules at GameOverlayRenderer.dll attach
Sat Jan 17 20:37:14 2015 UTC - 01: TownOfSalem.exe - (0X010F0000 to 0X01117000)
Sat Jan 17 20:37:14 2015 UTC - 02: ntdll.dll - (0X77790000 to 0X77910000)
Sat Jan 17 20:37:14 2015 UTC - 03: kernel32.dll - (0X755A0000 to 0X756B0000)
Sat Jan 17 20:37:14 2015 UTC - 04: KERNELBASE.dll - (0X771E0000 to 0X77227000)
Sat Jan 17 20:37:14 2015 UTC - 05: SHELL32.dll - (0X75770000 to 0X763BA000)
Sat Jan 17 20:37:14 2015 UTC - 06: msvcrt.dll - (0X76AE0000 to 0X76B8C000)
Sat Jan 17 20:37:14 2015 UTC - 07: SHLWAPI.dll - (0X75250000 to 0X752A7000)
Sat Jan 17 20:37:14 2015 UTC - 08: GDI32.dll - (0X764E0000 to 0X76570000)
Sat Jan 17 20:37:14 2015 UTC - 09: USER32.dll - (0X76680000 to 0X76780000)
Sat Jan 17 20:37:14 2015 UTC - 10: ADVAPI32.dll - (0X75190000 to 0X75230000)
Sat Jan 17 20:37:14 2015 UTC - 11: sechost.dll - (0X763C0000 to 0X763D9000)
Sat Jan 17 20:37:14 2015 UTC - 12: RPCRT4.dll - (0X76580000 to 0X76670000)
Sat Jan 17 20:37:14 2015 UTC - 13: SspiCli.dll - (0X75120000 to 0X75180000)
Sat Jan 17 20:37:14 2015 UTC - 14: CRYPTBASE.dll - (0X75110000 to 0X7511C000)
Sat Jan 17 20:37:14 2015 UTC - 15: LPK.dll - (0X75180000 to 0X7518A000)
Sat Jan 17 20:37:14 2015 UTC - 16: USP10.dll - (0X76A40000 to 0X76ADD000)
Sat Jan 17 20:37:14 2015 UTC - 17: msi.dll - (0X72D40000 to 0X72F85000)
Sat Jan 17 20:37:14 2015 UTC - 18: ole32.dll - (0X77230000 to 0X7738C000)
Sat Jan 17 20:37:14 2015 UTC - 19: IMM32.DLL - (0X769E0000 to 0X76A40000)
Sat Jan 17 20:37:14 2015 UTC - 20: MSCTF.dll - (0X770F0000 to 0X771BC000)
Sat Jan 17 20:37:14 2015 UTC - 21: gameoverlayrenderer.dll - (0X50BC0000 to 0X50D0C000)
Sat Jan 17 20:37:14 2015 UTC - 22: WINMM.dll - (0X74EB0000 to 0X74EE2000)
Sat Jan 17 20:37:14 2015 UTC - 23: psapi.dll - (0X769D0000 to 0X769D5000)
Sat Jan 17 20:37:14 2015 UTC - ----------------------------
Sat Jan 17 20:37:14 2015 UTC - Found GetModuleHandleEx
Sat Jan 17 20:37:14 2015 UTC - Game is using dinput8, preparing to hook.
Sat Jan 17 20:37:14 2015 UTC - Game is using D3D9 or D3D9Ex, preparing to hook.
Sat Jan 17 20:37:14 2015 UTC - hookDirect3DCreate9 called
Sat Jan 17 20:37:14 2015 UTC - IWrapIDirect3D9::CreateDevice hook called (type: 1, behavior flags: 46!)
Sat Jan 17 20:37:14 2015 UTC - Creating D3D9 renderer
Sat Jan 17 20:37:14 2015 UTC - Trying to setup input hook...
Sat Jan 17 20:37:14 2015 UTC - Set input hook...
Thanks again!

I went through the script process and am now stuck on this error.
Call to a possibly undefined method setEnv through a reference with static type com.amanitadesign.steam:FRESteamWorks.
log("setEnv('HopefullyNotSet', 'foobar') == " + Steamworks.setEnv('HopefullyNotSet', 'foobat'));
Any idea what went wrong here? Would really appreciate a helping hand :)
Thanks!

I had to comment out the SetEnv call for it to compile for me however. Could this be a sign that something is wrong and maybe a hint as to why the overlay isn't injecting?

I looks like I wasn't using the latest ANE. After swapping out the ANE it compiles now. Sadly the overlay still is not being injected at all.

I used your scripts and got the overlay working for Mac. The last problem I have is how to use the runMac.sh script when publishing to Steam. It would be great if I could do the export DYLD_INSERT_LIBRARIES command in flash builder somehow. Any chance this can be done? If not do you know of any way to setup these scripts to be run in Steam?

I got things working. Not sure why no one responded for over a month. I spent a lot of hours scratching my head and guessing about things.
To save others a lot of hassle I recommend you make an addition to the installation documentation. Users need to make sure their  tag in the xml of adobe AIR is set to "direct". It defaults to auto, which was the reason it didn't work outside of fullscreen on windows and not at all on mac. Having it set to direct enables hardware acceleration. Without hardware acceleration flash will be rendered ontop of the overlay. I can verify that your adding a pixel solution does not fix this. It has to be the renderMode setting.


Use VINCA_reader as SSID

Use the device name (VINCA_reader) for OTA also as the Soft AP SSID. This way it's easier to figure out the AP when connecting to the cable.
Previously the AP SSID was "ESP_IOT" (default value). The Soft AP still has "password" as password.

I can't really test it right now, I see you've used an empty string as APpsk and it used to be "password". I Can't remember if it used to be encrypted or not. It's better to share your WiFi address with the device on an encrypted network, Maybe we should use a better password.

Thank you!


Wind back graph syntax changes to what the current reference server implements

This is an attempt, as discussed on the call this morning, to undo some of the syntax changes introduced alongside the graph features. I'm mostly targeting the schemas as they were at e6d6074 which @dcolligan recommended, but I'm keeping some of the newer features which the server does actually implement (like a couple of the get by ID methods, and the use of Positions instead of what we used to call Sides).
I've only touched a few of the files: the ones that adding graph support actually modified, and a couple of the other APIs that depended on the stuff I removed and had to be tweaked in order to compile. Those other APIs still need to be backed out onto topic branches; @macieksmuga is going to handle that after we finish backing out the graph features.
If we take this into master, I think this leaves the server more or less correctly implementing everything it actually does implement. There are some places where the spec specifies an array, and the server only supports a 1-element array. There are also still a few new features in the files I touched that the server may or may not have picked up on, mostly to do with the difference between full string and substring search. I didn't roll those back; the server will just have to change its semantics slightly after this is in, if it isn't doing the new semantics already.
Here's a changelog:

Removed Segments.
Replaced Segments with triples of a Reference name, start, and length.
Removed Sequences, and all methods thereof.
Changed references to Sequence IDs to use Reference names instead.
Removed Sides.
Added Strand back to Position.
Removed sequenceIds and referenceNames from SearchReferencesRequest.
Removed isPrimary from Reference.
Removed ReferenceSet inheritance and the includedReferenceSets field.
Replaced SearchVariantSetsRequest's datasetId with the old datasetIds.
Replaced SearchVariantsRequest's variantSetId with the old variantSetIds.
Replaced SearchVariantsRequest's name with the old variantName.
Removed the unimplemented /variants/<id> method.
Replaced SearchCallSetsRequest's variantSetId with the old variantSetIds.
Added callSetName back to Call.
Fixed a couple arrays to default to empty.

Looks good to me @adamnovak. Other than the datasetIds/variantSetIds comments above (which I think are important) I'm +1.

@jeromekelleher If you want to switch the server to use single strings instead of arrays, I can leave the single strings in there and then we can merge this.

How about this? I changed to the single string fields, and also restored the ability to get a variant by ID, which I think you asked for in your e-mail to me.

Actually, Jerome is on vacation. Does someone else server-y want to review this? @dcolligan ? @macieksmuga ?

+1

Since there seems to be consensus from the server people, I'm merging this into #352 .


get operator in sync with Contour

Updates operator per Contour changes:
https://github.com/projectcontour/contour/pull/4141
https://github.com/projectcontour/contour/pull/4138
https://github.com/projectcontour/contour/pull/4145
Signed-off-by: Steve Kriss<EMAIL_ADDRESS>

Yet another PR that would've failed the upgrade test due to https://github.com/projectcontour/contour-operator/issues/438 were it not disabled already.

Yet another PR that would've failed the upgrade test due to #438 were it not disabled already.

Also, yet another set of effort solved by combining the repos. :cry:


Update Migration doc for dotnet 6 to 7 to include a fix for "untrusted SQL authority certificate"

Add a fix for the error "The certificate chain was issued by an authority that is not trusted".
This error happens when upgrading to EF core 7, and using untrusted certificate on the server. The behavior is different from EF core 6 as this error didn't happen there.
For me, this page helped me error after upgrading SNAC applications

Document Details
⚠ Do not edit this section. It is required for learn.microsoft.com ➟ GitHub issue linking.

ID: e9669d35-3de1-997d-258c-745ebbdbface
Version Independent ID: e9669d35-3de1-997d-258c-745ebbdbface
Content: Migrate from ASP.NET Core 6.0 to 7.0
Content Source: aspnetcore/migration/60-70.md
Product: aspnet-core
Technology: aspnetcore-migration
GitHub Login: @Rick-Anderson
Microsoft Alias: riande

@Yousif-FJ  isn't that Encrypt defaults to true for SQL Server connections?
EF Core breaking changes are documented there.


Maybe a simple "buffer manager" can be created directly for bidi: reallocate is the buffer is too small and sometimes free. Similarly to disp_buf in v6.1. What do you think?

Sound good, but what's "sometimes free"? On every frame, for example?
Don't you have a need for a "generic" memory allocation mechanism like this on other parts of lvgl? I though that was the purpose of lv_draw_buf

Don't you have a need for a "generic" memory allocation mechanism like this on other parts of lvgl?

In most parts of LittlevGL memory does not need to be used for each frame like this. Usually we just allocate a structure when any base object is created, and free it when that object is deleted.

Probably related to the maximum number of characters in a line.

We can't know it for sure. You can have a 10,000 px long text on a 320x240 display too.

Sound good, but what's "sometimes free"? On every frame, for example?

Yes, for example on every frame, or in every second.

Don't you have a need for a "generic" memory allocation mechanism like this on other parts of lvgl? I though that was the purpose of lv_draw_buf

To create something general we need to decide two things:

Number of buffers:

Have only one buffer and the user needs to take care of not using it if it's already in use (v6.0 approach)
Have multiple buffers that need to be explicitly released (v7.0 approach)

When to free:

Every frame
Periodically (e.g. every 100 ms, or every sec)
Or some other smart thing

I vote for one buffer, freed on every frame. It can be even part of lv_mem. It still can be released to avoid concurrent usage.
Regarding the draw buffers, v7.0 requires multiple buffers and releasing them on every frame is quite reasonable. So it can be the generic solution only if we choose multiple buffers, released after every frame.

I vote for one buffer, freed on every frame. It can be even part of lv_mem. It still can be released to avoid concurrent usage.

Ok, but see my comments below.

Regarding the draw buffers, v7.0 requires multiple buffers and releasing them on every frame is quite reasonable. So it can be the generic solution only if we choose multiple buffers, released after every frame.

Why do you need multiple buffers on v7.0? How is it different from v6.1?

I noticed that you sometimes left lv_draw_buf_get for bidi processing, but sometimes you changed it to mem_alloc:
https://github.com/littlevgl/lvgl/blob/5574bac486d267fc85174bfcf88467006db36f09/src/lv_draw/lv_draw_label.c#L193-L194
https://github.com/littlevgl/lvgl/blob/5574bac486d267fc85174bfcf88467006db36f09/src/lv_misc/lv_bidi.c#L188-L191
On both cases the buffer needs to be explicitly freed, right?

Why not always use lv_draw_buf_get? (or always use mem_alloc)?
As discussed, I prefer all these bidi related memory allocations to be reused and not freed after each allocation, so I'm in favor of your suggested "buffer manager".
But if you already have multiple draw buffers that are re-used and freed after every frame, why not use them instead of creating another mechanism to manage buffers?
Why do they need to be explicitly freed, and not freed after every frame?

Why do you need multiple buffers on v7.0? How is it different from v6.1?

Using one buffer in v6.1 was already difficult to use and v7.0 became more complicated regarding drawing. Buffers are used in independent places, e.g. buffer a line of an indexed image, and apply some effects which require a buffer in image draw.
So it's more convenient to have multiple buffers. See these ugly parts in v6.0 for example.

I noticed that you sometimes left lv_draw_buf_get for bidi processing, but sometimes you changed it to mem_alloc:

I kept lv_draw_buf_get in lv_draw_label.c because it's called during drawing.
I'm ok with moving lv_draw_buf... to lv_mem with the same way of operation. So it'd have multiple buffers which are freed after every frame. What do you think?

See these ugly parts in v6.0 for example.

Bidi already requires 2 simultaneous buffers, using the same trick:
https://github.com/littlevgl/lvgl/blob/5612856bca0667d239eaa8d60802099196e826b4/src/lv_misc/lv_bidi.c#L151-L153

I'm ok with moving lv_draw_buf... to lv_mem with the same way of operation. So it'd have multiple buffers which are freed after every frame. What do you think?

Sounds good.
If it's for general use (and not only for drawing), how about changing its name to lv_buf, or something like that?

I've just added it b4dae16e cfec8e63

I think we can this PR and continue in https://github.com/littlevgl/lvgl/issues/1274
@amirgon Thank you very much for your help. This feature can make a great difference.


release 0.2.0

now that kdf is fixed with https://github.com/fedora-iot/fido-device-onboard-rs/pull/160 should we go ahead and tag 0.2.0? @puiterwijk @nullr0ute (are we openssl complaint again?)

:+1:

(are we openssl complaint again?)

so nope, we'll cut a release I guess once we can build downstream as well

This release is out.


[feature] Remember last files

Currently draw.io does not have any "Recent files" drop down list to access recently manipulated files. Could such feature be envisioned?

+1. every time i need to save my files. 😀or something like restore last session?

See splash screen and file, open recent in the webapp.


Redemption of Octoplus Points automatically

Describe the feature
Is it possible to redeem Octoplus Points? If not, is it possible to add this feature? I don't see any point in holding them, just redeem them automagically.
Expected behaviour
A service call to redeem some or all Octoplus Points
Use Case
Octoplus Points redeemed automatically.
Confirmation

[X] By submitting this feature request, you agree that you have read the documentation and confirmed it does not already exist
[X] I am willing/able to help contribute to the solution of this feature

Hello and sorry for the late response.
This should be possible. There are limitations on number of points that are redeemable (number has to be divisible by 8). Therefore when added it should include the following

The points sensor should be updated to include an attribute which determines the number of redeemable points.
A new service (octopus_energy_redeem_all_redeemable_points) which takes the applicable points sensor and calls the api endpoint providing the value of the above attribute.
2a. If there are no redeemable points available, an error should occur
2b. Upon success, should remove the number of redeemed points from both the attribute and state.
Unit and integration tests for the above
Blueprint which calls the service if the redeemable points attribute goes over a configurable threshold.

This has now been included as part of v10.3.0

Awesome! Thanks!

Hi, how do I go about setting this up, I can see the entity but how do I setup the blueprint.
I tried using the install blueprint option you have but it gives an unknown error.

Sorry there was a slight bug in the docs around the installation of the blueprint, which should now be fixed.

That fixed it, thanks.


Split security services up in snap

Once proper support for before/after has landed in snapd stable, we will want to go back and split up the security services into independent daemons.
However, because after does not block service startup, what we can do is we can order all of the other core services to run after the security services and if the security services are disabled by the user, then everything will still be able to startup successfully.

2.36 has landed in stable now, so we are good to implement this.

Note that the only thing which doesn't properly work with daemon dependencies is snap restart, which seems to ignore the dependencies when starting services up again.


[Planning Bug] Apollo cannot reasonably avoid large oncoming vehicles

Describe the bug
The body of a large NPC on the adjacent lane partially encroached on the ego's lane, there was room for the ego to evade to the side, but it stopped in place and collided with the NPC.
*Note: Simulator platform was LGSVL and the perception results were ground-truth data provided by LGSVL.
System information
OS Platform and Distribution: Ubuntu 18.04
Apollo installed from (source or binary): source
Apollo version : 6.0 (master branch - commit b5bd74112e2ec5d7c65cad6bea592353de566156)
To Reproduce
The video corresponding to the collision scenario is in the attachment.
Expected behavior
The ego should evade to the side when the NPC were approaching.
Additional context
It seems that PathBoundsDecider does not take into account the predicted trajectory of dynamic obstacles when calculating the boundaries of the drivable road, resulting in the planned path may be blocked by dynamic obstacles.
Demo Video
https://user-images.githubusercontent.com/87695978/193569751-6e9ed196-1d05-493f-b28a-24d7ff6f9d8e.mp4
Attachments
Collision Video

You might be asking a little bit too much of it.
As I mentioned in the another issue, this open source version of Apollo is still under rapid development and it is expected to have a lot of corner cases such as this one not handled.
But upon encountering such a scenario, Apollo (as shown in the video) did its best as it slowly comes to a full stop (waiting for the truck to pass or for a manual takeover fallback).
I would rather argue that the collision is mainly caused by the "lane centering" behavior of the truck NPC controlled by the simulator, which if you think about it, also does not implement a mechanism to handle this type of scenario.
In addition, the default configuration for the operational lane width is about 3.5 meters I believe. So one may also argue that you are already driving in an environment (with way too narrow lanes) out of Apollo's Operational Design Domain (ODD). So again I believe Apollo did its best I think...

@ntutangyun very detailed response! I have a follow question regarding this, how did you know the default operational lane width is 3.5 meters? and is Apollo's OOD formally defined somewhere? So far https://daobook.github.io/apollo/README.html seems to be the most detailed documentation I found.

Sometimes you can rely on the apollo documents. but sometimes you can't..because the document may be too obsolete.
For the default lane width, there is a configuration parameter in apollos planning module. but I forgot where in detail... you may be able to find it by searching the keywords such as lane_width or laneWidth. hope it helps.

Thanks! @ntutangyun I will try to find the value in I guess the configuration files for the planning module.

@ntutangyun thanks for your explanation. In my opinion, even with this increase in road width, there are still exits vehicles taking up part of the lane, for example in life some cars do not follow the centerline of the lane strictly. What I care about is that Apollo has the space to evade to the right safely but doesn’t do so. So it may back to the limitation that Apollo's ways of avoiding dynamic obstacles (slowing down or stopping) are too simple to safely handle some complex emergencies like this.

By examing the video closely I just noticed that the HD map itself may be incorrect... apparently, the truck's lane and apollo's lane are overlapping... could you fix this issue and try again?

@ntutangyun Thank you for pointing out the problem with this map. I will try to fix the map later.
I found another example where the lanes did not overlap with each other. The ego did not reasonably evade the NPC whose body partially occupied the ego’s lane as well.
https://user-images.githubusercontent.com/87695978/194744291-801392fa-c734-4c38-b6da-9bade36fe1ff.mp4
In our test, we also found that if NPC is directly fixed at the collision position, the ego would drive to the right appropriately to avoid this NPC.
https://user-images.githubusercontent.com/87695978/194744304-face7ba8-a82e-4426-8816-c2bc3dea6784.mp4
In order to investigate this, I analyzed the code of the planning module and found that the function PathBoundsDecider:: GenerateRegularPathBound in PathBoundsDecider is used to calculate the drivable road boundary of ego. As shown in the following code, the Apollo only considers static obstacles and ignores adjusting its drivable boundary according to dynamic obstacles.

commit id:b5bd74112e2ec5d7c65cad6bea592353de566156
modules/planning/tasks/path_bounds_decider/path_bounds_decider.cc::368
PathBoundsDecider::GenerateRegularPathBound

So I think it would be safer to adjust the ego’s drivable boundary according to the predicted trajectories of dynamic obstacles.

Thanks for the detailed investigation. So basically it's a feature to be implemented in the future.


Design - Week - 1

📝 Weekly Report For TNB Team
Basic Details

🏟 Name of the TNB Team: [Design]
📅 Report Date: [02-19-2021]
📜 Team Work Report

✅ Accomplishments this week

[Lofi V2 of governance model designed (Register Username, Lock/Unlock Coins, Boost Bank, Apply for Governor, Vote for Governor)]
[Bulk Payments designed]
[New custom blog page designed and handed off]
[YouTube playlist redesigned + responsive mocks and handed off]
[Important Notes designed and handed off]
[Lofi V1 for Contact Page started]
[Beta Roadmap designed]

🚩 Goals for next week

[Finish up low-fidelity mocks for Governance Model (Register Username, Lock/Unlock Coins, Boost Bank, Apply for Governor, Vote for Governor)]
[Finish up high-fidelity mocks for Governance Model (Register Username, Lock/Unlock Coins, Boost Bank, Apply for Governor, Vote for Governor)]
[Hifi mock for Project Proposals page and hand off]
[Begin to write up vision, value, etc with marketing team to put onto website and drive message through community]

🔭 Long term goals

[All mocks must sync up with the newly built out style guide]
[Mobile app for account manager]
[User testing account manager to document any confusion]

❗❓ Concerns
[N/A]
👨💻👩💻 Team Members Contribution Details

Team Member 1: [Adarsh Kumar]
GitHub Username 1: [Niekon01]
Tasks of Member 1

[Lofi V1 for Contact Page started] - [https://www.figma.com/file/0OzAi6K51F9MJuynDLFQLt/TNB-Contact-form?node-id=0%3A1]
[Important Notes designed and handed off] - [https://www.figma.com/file/2CHZ9GgmsDMpfdDgE4CyyE/Important-Notes?node-id=0%3A1]

Team Member 2: [Pitchapa Nickonpol ]
GitHub Username 2: [pitchapa-n]
Tasks of Member 2

[Beta Roadmap designed] - [https://www.figma.com/file/iroP7KJaMeCcJU1Bj8adgE/thenewboston-roadmap-2.0?node-id=77%3A960]

Team Member 3: [Kristy Lee]
GitHub Username 3: [kristykjlee]
Tasks of Member 3

[Lofi V2 of governance model designed (Register Username, Lock/Unlock Coins, Boost Bank, Apply for Governor, Vote for Governor)] - [https://www.figma.com/file/r8BEnS77oFoViLMNaHJLbB/Governance?node-id=58%3A3387]
[Bulk Payments designed] - [https://www.figma.com/file/YCHwuRMQy4oVqqVgk5fBxw/Bulk-Payment?node-id=0%3A1]
[New custom blog page designed and handed off] - [https://www.figma.com/file/UbsJyxNB7ruowSqjpx43pP/Blogs?node-id=0%3A1]
[YouTube playlist redesigned + responsive mocks and handed off] - [https://www.figma.com/file/tfm2m2vGTdaZT8u5iQZS3B/Youtube-Playlists?node-id=631%3A0]

🖹 Feedback (Optional)
[The whole team is killer!!
NOTE: Tolawak & Osaro do not get paid per weekly payments, they get paid 4,000 per infographic they do. They are required to do 5 a week and if they want to do more, they can. Although they are in the Design team, their reports will be in the Marketing report since they produce for the marketing team.
Other Note: Pitchapa Nickonpol is in the team, but does not work for weekly payments.]

approved

Payment Team: @odetolataiwo
Please go through feedback to the bottom of the report for payment instruction fo  Tolawak & Osaro


Installing in a virtual env

Please include in the installation instruction how to create a Conda virtual environment, and how to install, and run the python notebook in a virtual environment. @wurenzhi

I used scikit-learn==0.19.1 and things worked well for me. However it does throw exceptions on the latest version of scikit-learn (0.22.1)

If someone is facing issues while running on a colab GPU instance, the workaround is to install a stable version of scikit-learn For example: !pip install scikit-learn=0.19.2


setUploadMetadata function not found

@nd0ut I am trying to use setUploadMetadata, but unfortunately is not found. I started work on upload care widget in my project and I don't know why it stopped working. https://github.com/uploadcare/uc-blocks/issues/170
import<EMAIL_ADDRESS>
import { useEffect, useRef } from 'react';

import userStyles from './App.module.css';

export const Test = () => {
  const ref = useRef();

  useEffect(() => {
    // @ts-ignore
    ref.current?.setUploadMetadata({ foo: 'bar' });
  }, []);

  const classNames = ['lr-wgt-common', userStyles.uploaderCfg].join(' ');

  return (
    <lr-file-uploader-regular
      ref={ref}
      class={classNames}
    ></lr-file-uploader-regular>
  );
};

Screen:

Hey @karol-unum-la,
sorry again for breaking your build.
Please use API though <lr-upload-ctx-provider /> node reference:
<lr-file-uploader-regular class={classNames}>
  <lr-upload-ctx-provider ref={ref}></lr-upload-ctx-provider>
</lr-file-uploader-regular>

it works


Should wait for load to complete before performing the action

Expected behavior
Should be able to find existing element on screen
Actual behavior
Unable to find an element "Quick view"
Steps to reproduce

Execute script

const { openBrowser, goto, hover, click, button, closeBrowser } = require('taiko');
(async () => {
    try {
        await openBrowser({headless:false});
        await goto("http://automationpractice.com/index.php");
        await hover("Printed Dress");
        await click("Quick view");
    } catch (e) {
        console.error(e);
    } finally {
        await closeBrowser();
    }
})();

Error
Error: Element with text Quick view not found

Notes
Taiko tries to perform the action hover before the load is completed

Versions
NodeJS - v10.15.3
Taiko commit - 3bb2ade397840ad2326026bb7fad840161e673ea
Version: 0.8.0 (Chromium: 74.0.3723.0)

Fix available in 471101e

This issue has been verified and found fixed with the commit version 471101e

Here is another example where the action is being performed before the page is loaded
const { openBrowser, goto, below, textBox, into, write, press, click, button, checkBox, closeBrowser } = require('taiko');
(async () => {
    try {
        await openBrowser({headless:false});
        await goto("cleartrip.com");
        await write("Bangalore, IN - Kempegowda International Airport (BLR)",into(textBox(below("From"))));
        await press("Enter");
        await write("New Delhi, IN - Indira Gandhi Airport (DEL)",into(textBox(below("To"))));
        await press("Enter");
        await click("24",below("June 2019"));
        await click("Search flights");
        await click(button("Search flights"));
        await click("Book");
    } catch (e) {
        console.error(e);
    } finally {
        await closeBrowser();
    }
})();

Getting the error
Error: Element matching text "Book" is covered by other element
    at _click (/.../taiko/lib/taiko.js:757:15)

Version
commit - d4a99381515a3a6262f829eee79a8e00197ada05

Couple of observations here

sometimes the test script does not execute beyond

await write("New Delhi, IN - Indira Gandhi Airport (DEL)",into(textBox(below("To"))));
        await press("Enter");

Enter gets invoked before the previous operation is complete. There is an async load on the dropdown when text is being entered

Sometimes it goes to the next page but fails to find the "book" element

The script execution is flaky

Here is another example where the script execution is flaky.
const { openBrowser, goto, hover, click, button, closeBrowser } = require('taiko');
(async () => {
    try {
        await openBrowser({headless:false});
        await goto("http://automationpractice.com/index.php");
        await hover("Printed Dress");
        await click("Quick view",{timeout:60000})
        await click("Add to Cart")
        await click("Proceed to checkout")
        await click("Proceed to checkout")
        await write("demo@thoughtworks.com",below("Email address"))
        } catch (e) {
        console.error(e);
    } finally {
        await closeBrowser();
    }
})();

Getting error Error: Element matching text "Proceed to checkout" is covered by other element     at _click (.../taiko/lib/taiko.js:764:15)

Version
commit - 7482e63f741fde16ff9fb9db5267b37dc51931e3


Oracle instant client <IP_ADDRESS>

Oracle instant client 12.1 for OS X was released.
It supports OS X 10.11 El Capitan, 10.10 Yosemite, and 10.9 Mavericks and can connect to Oracle Database 10.2 or later.
I updated formulas to fit the new client.
fix_oracle_lib_path isn't needed anymore because Oracle fixes depend library names and rpath correctly.

Looks great! Thank you very much!


Broken taskbar hint/notification sound?

I'm using this on windows, i've enabled sounds, but i don't ever get a sound when i receive a message.
Additionally, the program doesn't flash in my taskbar. So, unless i have the (ugly, and easily missed) windows desktop notications enabled, i have no indicator that i've gotten a message.

Sounds arent supported by NW.JS yet.
Its a good idea to make it flash, I will add it to the todo list

In that case, perhaps the "sounds" checkbox should be removed from the settings, as that's somewhat misleading.

I know, but its a facebook created toobar (so I will have to find the html component related to it).
I will try to find a way to enable sound :)

Ah, my bad, i didn't realize that was a facebook created menu! As for a way i did find this earlier when i was lookng around for what might be the issue...

Thats interesting, I will take a look!

Yeah, a bit more looking around seems to imply that audio is as simple as using the  tag (if you dont need mp3/mp4 support)


Feat: support string type

Describe the feature:
Milvus 2.0 will support the STRING type.  Milvus insight should also support this.
Since we haven't yet support the data view. there are 2 place need modification:

create collection
the schema view page

Wait for milvus 2.1


EIP-7251: effective balance check for pending withdrawals is too strict

Refer:
https://github.com/ethereum/consensus-specs/blob/b18bbd8c6199e6f310fac81ee790120c8136ced6/specs/_features/eip7251/beacon-chain.md?plain=1#L689
I think this should be >= rather than ==, as it implies only validators with exactly MIN_ACTIVATION_BALANCE can have partial withdrawals (which is not the intent).

Isn't the effective balance capped to MIN_ACTIVATION_BALANCE anyway?  (unless some of the MaxEB stuff has already been merged).

Isn't the effective balance capped to MIN_ACTIVATION_BALANCE anyway? (unless some of the MaxEB stuff has already been merged).

In the partial withdrawals logic the check should be >= as partial withdrawals are applied to 0x02 withdrawal credentials for which EB can be greater than MIN_ACTIVATION_BALANCE