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2001-05-16 21:05:09
2025-01-01 03:38:30
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2025-04-01 04:05:38
2025-04-01 07:14:06
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459974476
feat(tutorial): complete step 2 Hursley Closes # {{short description}} Changelog New {{new thing}} Changed {{change thing}} Removed {{removed thing}} :+1::skin-tone-2: Looks good - I have recorded your completion of this step!
gharchive/pull-request
2019-06-24T16:03:01
2025-04-01T04:33:44.601500
{ "authors": [ "lee-chase", "ptaunton" ], "repo": "carbon-design-system/carbon-tutorial", "url": "https://github.com/carbon-design-system/carbon-tutorial/pull/1086", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1421201528
Tool tip overlay placement anomalies and Missing Documentation points Visiting https://codesandbox.io/s/github/carbon-design-system/carbon-web-components/tree/main/examples/codesandbox/cdn I see that bx-tooltip has a div surrounding it with attribute data-floating-menu-container and style="position: relative;". I get Javascript errors if I try the same without that surrounding markup. Please update the documentation to make it clear that the surrounding markup is required. The tooltip menu placement seems to be somewhat challenged. Using the above link with Chrome, the placement seems ok. Doing the same with FF, it shows up some distance below. In some cases, not evident it mapped and not useful. Seems a bug Update ... I see the same wonky placement issue with chrome depending on surrounding markup. If I just add a Hey after the in the example using the inspector, it looks like so: Then, even on chrome, the placement is off. This makes the tipicon not usable at all in its current state. Please raise the priority of this if you can. Thanks
gharchive/issue
2022-10-24T17:53:31
2025-04-01T04:33:44.604979
{ "authors": [ "crichtonibm" ], "repo": "carbon-design-system/carbon-web-components", "url": "https://github.com/carbon-design-system/carbon-web-components/issues/1041", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
706699501
Accessibility Audit - Carbon Website: Data visualization - Chart types This epic is tied to a larger "release" that is meant to track the progress of the Accessibility Audit for the Carbon Website. We will audit all of the pages of the carbon website based on AVT 1, AVT 2, & AVT3 - which can be found here. AVT 1: will audit the site against the IBM Accessibility Checker - browser extension AVT 2: will audit the site against accessible keyboard interactions AVT 3: will audit the site against screen readers Legend: 🌶️ fully audited - on all three AVT levels :one: 🔍 AVT 1 audited :two: 🔍 AVT 2 audited :three: 🔍 AVT 3 audited :boom: issues and documentation - on all three AVT levels are complete :one: 🚨 AVT 1 issues submitted :two: 🚨 AVT 2 issues submitted :three: 🚨 AVT 3 issues submitted :sparkles: tickets are triaged Current status of this page: Data visualization - Chart types - 18 issues found 1️⃣ 🔍 AVT 1 audited & 🚨 AVT 1 issues submitted Closing due to inactivity. Will reopen if/when ready to be worked on again.
gharchive/issue
2020-09-22T21:17:10
2025-04-01T04:33:44.610829
{ "authors": [ "aagonzales", "andreancardona" ], "repo": "carbon-design-system/carbon-website", "url": "https://github.com/carbon-design-system/carbon-website/issues/1818", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
382821798
"Graduate" Exp. Elements pages to regular status in Nav Move all the elements pages out of experimental and into the "Guidelines" section of the site, to replace the current pages on those topics. revised navigation.json: { "getting-started": { "title": "Getting Started", "sub-nav": { "about-carbon": { "title": "About Carbon" }, "designers": { "title": "Designers" }, "developers": { "title": "Developers" } } }, "guidelines": { "title": "Guidelines", "sub-nav": { "accessibility": { "title": "Accessibility" }, "content": { "title": "Content" }, "color": { "title": "Color" }, "layout": { "title": "Layout" }, "iconography": { "title": "Iconography" }, "layer": { "title": "Layer" }, "motion": { "title": "Motion" }, "spacing": { "title": "Spacing" }, "themes": { "title": "Themes" }, "typography": { "title": "Typography" } } }, "your-product-on-ibm-cloud": { "title": "Your Product on IBM Cloud", "internal": true, "sub-nav": { "principles": { "title": "Principles" }, "user-flow": { "title": "User Flow" }, "service-providers": { "title": "Service Providers" }, "catalog-entry": { "title": "Catalog Entry" } } }, "components": { "title": "Components", "sub-nav": { "overview": { "title": "Overview" }, "component-status": { "title":"Component Status" }, "accordion": { "title": "Accordion" }, "breadcrumb": { "title": "Breadcrumb" }, "button": { "title": "Button" }, "checkbox": { "title": "Checkbox" }, "code-snippet": { "title": "Code Snippet" }, "content-switcher": { "title": "Content Switcher" }, "data-table": { "title": "Data Table" }, "date-picker": { "title": "Date Picker" }, "dropdown": { "title": "Dropdown" }, "file-uploader": { "title": "File Uploader" }, "form": { "title": "Form" }, "inline-loading": { "title": "Inline Loading" }, "link/code": { "title": "Link" }, "list": { "title": "List" }, "loading": { "title": "Loading" }, "modal": { "title": "Modal" }, "notification": { "title": "Notification" }, "number-input": { "title": "Number Input" }, "overflow-menu": { "title": "Overflow Menu" }, "pagination": { "title": "Pagination" }, "progress-indicator": { "title": "Progress Indicator" }, "radio-button": { "title": "Radio Button" }, "search": { "title": "Search" }, "select": { "title": "Select" }, "slider": { "title": "Slider" }, "structured-list": { "title": "Structured List" }, "tabs": { "title": "Tabs" }, "tag": { "title": "Tag" }, "text-input": { "title": "Text Input" }, "tile": { "title": "Tile" }, "toggle": { "title": "Toggle" }, "tooltip": { "title": "Tooltip" } } }, "experimental": { "title": "Experimental Components", "sub-nav": { "about": { "title": "About Exp. Components" }, "accordion": { "title": "Accordion" }, "breadcrumb": { "title": "Breadcrumb" }, "button": { "title": "Button" }, "checkbox": { "title": "Checkbox" }, "code-snippet": { "title": "Code Snippet" }, "content-switcher": { "title": "Content Switcher" }, "date-picker": { "title": "Date Picker" }, "dropdown": { "title": "Dropdown" }, "link": { "title": "Link" }, "list": { "title": "List" }, "notification": { "title": "Notification" }, "number-input": { "title": "Number Input" }, "overflow-menu": { "title": "Overflow Menu" }, "radio-button": { "title": "Radio Button" }, "select": { "title": "Select" }, "slider": { "title": "Slider" }, "structured-list": { "title": "Structured List" }, "tag": { "title": "Tag" }, "text-input": { "title": "Text Input" }, "tile": { "title": "Tile" }, "toggle": { "title": "Toggle" }, "tooltip": { "title": "Tooltip" }, "ui-shell": { "title": "UI Shell" } } }, "patterns": { "title": "Patterns", "sub-nav": { "common-actions": { "title": "Common Actions" }, "disabled-states": { "title": "Disabled States" }, "filtering": { "title": "Filtering" }, "loading": { "title": "Loading" }, "overflow-content": { "title": "Overflow Content" } } }, "data-visualization": { "title": "Data Visualization", "sub-nav": { "overview": { "title": "Overview" }, "bar-graph": { "title": "Bar Graph" }, "gauge": { "title": "Gauge" }, "line-graph": { "title": "Line Graph" }, "pie-chart": { "title": "Pie Chart" }, "scatter-plot": { "title": "Scatter Plot" }, "tooltip": { "title": "Tooltip" } } }, "resources": { "title": "Resources" }, "contributing": { "title": "Contributing", "sub-nav": { "designers": { "title": "Designers" }, "developers": { "title": "Developers" }, "add-ons": { "title": "Add-Ons" } } }, "updates": { "title": "Updates", "sub-nav": { "whats-new": { "title": "What's New" }, "design-language": { "title": "Design Language" } } }, "help": { "title": "Help", "sub-nav": { "support": { "title": "Support" }, "faq": { "title": "FAQ" } } } } @alisonjoseph Here's the updated nav file. Just need to make sure that any old Guidelines pages get removed and replaced with the newer ones. Hit me up with any questions.
gharchive/issue
2018-11-20T19:47:38
2025-04-01T04:33:44.642526
{ "authors": [ "claycrenshaw" ], "repo": "carbon-design-system/carbon-website", "url": "https://github.com/carbon-design-system/carbon-website/issues/457", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
572342733
typo: Modal Guidance https://www.carbondesignsystem.com/components/modal/style/#margin-right Body copy, including titles, in a modal alway follows the 20% margin-right rule. However, inputs and other components may still expanded the full width of modal window. closed by https://github.com/carbon-design-system/carbon-website/pull/960
gharchive/issue
2020-02-27T20:33:42
2025-04-01T04:33:44.644823
{ "authors": [ "chrisconnors-ibm" ], "repo": "carbon-design-system/carbon-website", "url": "https://github.com/carbon-design-system/carbon-website/issues/958", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
584507560
fix(cardsection): fixed the aspect ratio on images Related Ticket(s) https://cognitive-app.slack.com/archives/CNEG9HNBW/p1584549707073900 Description Having issues where the card section image ratios aren't working properly. This pull request fixes that. Changelog Changed shifted where the ratio was applied updated ratio base with a overflow hidden / fixed option. updated storybook with a variety of aspect ratios. @photodow thank you for this, I'm going to retarget this for the release/v1.5.1 branch @photodow thank you for this, I'm going to retarget this for the release/v1.5.1 branch Having some problems with this one, looks like this was based off of master. Can you reopen and base off of the release branch? @jeffchew yeah let me take a look after standup. @jeffchew got it rebased for release/v1.5.1, just looking into this failed testing. You might need to run another yarn reset to clear it up... @photodow that list of files (over 1300+) seems crazy, would another yarn reset realign the offline mirror in this? @jeffchew I hear you. yarn reset didn't work, but let me try a couple of extra things. This is only offline files mostly it seems. @photodow thank you for fixing the yarn offline mirror issues!
gharchive/pull-request
2020-03-19T15:45:19
2025-04-01T04:33:44.689758
{ "authors": [ "jeffchew", "photodow" ], "repo": "carbon-design-system/ibm-dotcom-library", "url": "https://github.com/carbon-design-system/ibm-dotcom-library/pull/1735", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2481294011
🛑 mainnet - API is down In 16625cb, mainnet - API (https://api.beta.explorer.cardano.org/api/v1/epochs) was down: HTTP code: 0 Response time: 0 ms Resolved: mainnet - API is back up in 44f2119 after 13 minutes.
gharchive/issue
2024-08-22T16:51:47
2025-04-01T04:33:44.722126
{ "authors": [ "cf-web3-team-integrations" ], "repo": "cardano-foundation/cf-explorer-status", "url": "https://github.com/cardano-foundation/cf-explorer-status/issues/852", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
958058230
feat: accessibility Reference: CAR-8184 Our icons do not have a description that can be read by a screen reader. Therefore, I added it here so that it's generated automatically. If another title is wanted, we can still overwrite it in the original svg file. every svg becomes a title tag (if it already has one, keep it) the root svg tag becomes a aria-labelled-by and a role the title element gets an id that is equal to aria-labelled-by you can see the results here (hover the icons) Browser support is pretty unknown for the tooltip on hover (not connected to screen readers though). I did some manual testing. It did work onca: opera 73 safari 10 firefox chrome 69
gharchive/pull-request
2021-08-02T11:44:29
2025-04-01T04:33:44.729738
{ "authors": [ "talamcol" ], "repo": "carforyou/carforyou-assets-pkg", "url": "https://github.com/carforyou/carforyou-assets-pkg/pull/6", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
404623265
[0.8.2] Error: CDO Constructor (CarlaMapGenerator): Failed to find StaticMesh'/Game/Static/RoadLines/St_Road_XCross_LaneMarking.St_Road_XCross_LaneMarking' i use Carla 0.8.2 and UE4.18.3. And i download content 0.8.2 by myself. i extract it in /Unreal/CarlaUE4/content . And use ./Setup.sh -s and the ROOT_UE4=(my UE4 folderr) ./Rebuild.sh. It report errors as shown below. [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: === Handled ensure: === [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:/home/chrish/carla/UnrealEngine-4.18.3-release/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 45] [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: Cannot create SoftObjectPath with short package name '~'! You must pass in fully qualified package names [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: Stack: [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2b4168cf FLinuxPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2b2bccd5 FGenericPlatformStackWalk::StackWalkAndDump(char*, unsigned long, int, void*) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2b41686c FLinuxPlatformStackWalk::StackWalkAndDumpEx(char*, unsigned long, int, unsigned int, void*) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2b45e202 FDebug::EnsureFailed(char const*, char const*, int, wchar_t const*) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2b45ed9f FDebug::OptionallyLogFormattedEnsureMessageReturningFalse(bool, char const*, char const*, int, wchar_t const*, ...) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2abfb688 FSoftObjectPath::SetPath(FString) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2abfc55c FSoftObjectPath::ImportTextItem(wchar_t const*&, int, UObject*, FOutputDevice*) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2aa0cf9c UScriptStruct::ImportText(wchar_t const*, void*, UObject*, int, FOutputDevice*, FString const&, bool) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2ab6e124 UStructProperty::ImportText_Internal(wchar_t const*, void*, int, UObject*, FOutputDevice*) const [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2aae1832 UObject::LoadConfig(UClass*, wchar_t const*, unsigned int, UProperty*) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2ac25529 FObjectInitializer::PostConstructInit() [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2ac24aed FObjectInitializer::~FObjectInitializer() [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2aa108a0 UClass::CreateDefaultObject() [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d1ca433bc UGameMapsSettings::GetGameDefaultMap() [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d28603b08 FURL::FURL(wchar_t const*) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d27eea6f7 UNetConnection::UNetConnection(FObjectInitializer const&) [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2aa10896 UClass::CreateDefaultObject() [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2aa105df UClass::CreateDefaultObject() [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d2ac0ad67 ProcessNewlyLoadedUObjects() [2019.01.30-05.56.22:887][ 0]LogOutputDevice: Error: [Callstack] 0x0000000000419f48 FEngineLoop::PreInit(wchar_t const*) [2019.01.30-05.56.22:888][ 0]LogOutputDevice: Error: [Callstack] 0x0000000000429be8 GuardedMain(wchar_t const*) [2019.01.30-05.56.22:888][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d20172e34 CommonLinuxMain(int, char**, int (*)(wchar_t const*)) [2019.01.30-05.56.22:888][ 0]LogOutputDevice: Error: [Callstack] 0x00007f2d1fbbe830 /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f2d1fbbe830] [2019.01.30-05.56.22:888][ 0]LogOutputDevice: Error: [Callstack] 0x0000000000416a69 /home/chrish/carla/UnrealEngine-4.18.3-release/Engine/Binaries/Linux/UE4Editor(_start+0x29) [0x416a69] [2019.01.30-05.56.22:888][ 0]LogOutputDevice: Error: [2019.01.30-05.56.30:235][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_24x.png' error. [2019.01.30-05.56.30:235][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_24x.png [2019.01.30-05.56.30:236][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png' error. [2019.01.30-05.56.30:236][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png [2019.01.30-05.56.30:237][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png' error. [2019.01.30-05.56.30:237][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png [2019.01.30-05.56.30:238][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_24x.png' error. [2019.01.30-05.56.30:238][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_24x.png [2019.01.30-05.56.30:239][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png' error. [2019.01.30-05.56.30:239][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png [2019.01.30-05.56.30:239][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png' error. [2019.01.30-05.56.30:240][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png [2019.01.30-05.56.30:240][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_24x.png' error. [2019.01.30-05.56.30:240][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_24x.png [2019.01.30-05.56.30:241][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png' error. [2019.01.30-05.56.30:241][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png [2019.01.30-05.56.30:242][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png' error. [2019.01.30-05.56.30:242][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png [2019.01.30-05.56.30:243][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_24x.png' error. [2019.01.30-05.56.30:243][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_24x.png [2019.01.30-05.56.30:244][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png' error. [2019.01.30-05.56.30:244][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png [2019.01.30-05.56.30:244][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png' error. [2019.01.30-05.56.30:245][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Mac/Platform_Mac_128x.png [2019.01.30-05.56.30:254][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_24x.png' error. [2019.01.30-05.56.30:254][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_24x.png [2019.01.30-05.56.30:255][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:255][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:256][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:256][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:257][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_24x.png' error. [2019.01.30-05.56.30:257][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_24x.png [2019.01.30-05.56.30:258][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:258][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:259][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:259][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:260][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_ATC_24x.png' error. [2019.01.30-05.56.30:260][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_ATC_24x.png [2019.01.30-05.56.30:260][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:260][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:261][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:261][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:262][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_DXT_24x.png' error. [2019.01.30-05.56.30:262][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_DXT_24x.png [2019.01.30-05.56.30:263][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:263][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:263][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:263][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:264][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_ETC1_24x.png' error. [2019.01.30-05.56.30:264][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_ETC1_24x.png [2019.01.30-05.56.30:265][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:265][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:266][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:266][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:266][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_ETC2_24x.png' error. [2019.01.30-05.56.30:267][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_ETC2_24x.png [2019.01.30-05.56.30:268][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:268][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:268][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:269][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:269][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_PVRTC_24x.png' error. [2019.01.30-05.56.30:269][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_PVRTC_24x.png [2019.01.30-05.56.30:270][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:270][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:271][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:271][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:272][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_ASTC_24x.png' error. [2019.01.30-05.56.30:272][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_ASTC_24x.png [2019.01.30-05.56.30:273][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. [2019.01.30-05.56.30:273][ 0]LogSlate: Could not find file for Slate resource: ../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png [2019.01.30-05.56.30:274][ 0]LogStreaming: Warning: Failed to read file '../../../Engine/Content/Editor/Slate/Launcher/Android/Platform_Android_128x.png' error. ` 1001[2019.01.30-05.56.40:401][ 0]LogLinker: Warning: 无法寻找到文件'/Game/Static/SideWalk/St_Road_XCross_Sidewalk1' 1001[2019.01.30-05.56.40:402][ 0]LogLinker: Warning: 无法寻找到文件'/Game/Static/SideWalk/St_Road_XCross_Sidewalk1' [2019.01.30-05.56.40:402][ 0]LogUObjectGlobals: Warning: 寻找对象'StaticMesh /Game/Static/SideWalk/St_Road_XCross_Sidewalk1.St_Road_XCross_Sidewalk1'失败 CDO Constructor (CarlaMapGenerator): Failed to find StaticMesh'/Game/Static/SideWalk/St_Road_XCross_Sidewalk1.St_Road_XCross_Sidewalk1' [2019.01.30-05.56.40:402][ 0]Error: CDO Constructor (CarlaMapGenerator): Failed to find StaticMesh'/Game/Static/SideWalk/St_Road_XCross_Sidewalk1.St_Road_XCross_Sidewalk1' [2019.01.30-05.56.40:402][ 0]Error: CDO Constructor (CarlaMapGenerator): Failed to find StaticMesh'/Game/Static/SideWalk/St_Road_XCross_Sidewalk1.St_Road_XCross_Sidewalk1' 1001[2019.01.30-05.56.40:403][ 0]LogLinker: Warning: 无法寻找到文件'/Game/Static/SideWalk/St_Road_XCross_Sidewalk2' 1001[2019.01.30-05.56.40:405][ 0]LogLinker: Warning: 无法寻找到文件'/Game/Static/SideWalk/St_Road_XCross_Sidewalk2' [2019.01.30-05.56.40:405][ 0]LogUObjectGlobals: Warning: 寻找对象'StaticMesh /Game/Static/SideWalk/St_Road_XCross_Sidewalk2.St_Road_XCross_Sidewalk2'失败 CDO Constructor (CarlaMapGenerator): Failed to find StaticMesh'/Game/Static/SideWalk/St_Road_XCross_Sidewalk2.St_Road_XCross_Sidewalk2' [2019.01.30-05.56.40:405][ 0]Error: CDO Constructor (CarlaMapGenerator): Failed to find StaticMesh'/Game/Static/SideWalk/St_Road_XCross_Sidewalk2.St_Road_XCross_Sidewalk2' [2019.01.30-05.56.40:415][ 0]LogUObjectBase: Warning: Error: CDO Constructor (CarlaMapGenerator): Failed to find StaticMesh'/Game/Static/SideWalk/St_Road_XCross_Sidewalk4.St_Road_XCross_Sidewalk4' [2019.01.30-05.56.40:415][ 0]LogUObjectBase: Warning: Error: CDO Constructor (CarlaMapGenerator): Failed to find StaticMesh'/Game/Static/RoadLines/St_Road_XCross_LaneMarking.St_Road_XCross_LaneMarking' [2019.01.30-05.57.24:828][ 0]LogHttp: Warning: 0x7f0419e75380: request failed, libcurl error: 52 (Server returned nothing (no headers, no data)) [2019.01.30-05.57.24:828][ 0]CrashReportClientLog: OnProcessRequestComplete(), State=SendingFiles bSucceeded=0 [2019.01.30-05.57.24:828][ 0]CrashReportClientLog: Warning: File upload failed to data router [2019.01.30-05.57.24:828][ 0]CrashReportClientLog: State change from SendingFiles to Cancelled [2019.01.30-05.57.25:463][ 0]LogLinux: FLinuxPlatformMisc::RequestExit(0) [2019.01.30-05.57.25:463][ 0]LogGenericPlatformMisc: FPlatformMisc::RequestExit(0) [2019.01.30-05.57.25:496][ 0]CrashReportClientLog: Final state (Receiver) = Cancelled [2019.01.30-05.57.25:496][ 0]CrashReportClientLog: Final state (Receiver) = Unknown UploadState value [2019.01.30-05.57.25:496][ 0]LogExit: Preparing to exit. [2019.01.30-05.57.25:497][ 0]LogExit: Object subsystem successfully closed. [2019.01.30-05.57.25:503][ 0]LogModuleManager: Shutting down and abandoning module HTTP (8) [2019.01.30-05.57.25:509][ 0]LogModuleManager: Shutting down and abandoning module SSL (7) [2019.01.30-05.57.25:511][ 0]LogModuleManager: Shutting down and abandoning module CrashDebugHelper (4) [2019.01.30-05.57.25:511][ 0]LogModuleManager: Shutting down and abandoning module CoreUObject (2) [2019.01.30-05.57.25:511][ 0]LogExit: Exiting. ` And it stop here. i wonder how can i fix it? The Chinese "无法寻找到文件" means 'can't find the file'. I compile Carla with Clang-3.9 and compile UE4 with Clang-5.0. Is that the cause of the problem? This is probably caused because there was an error downloading the asset content. Try deleting the folder Unreal/CarlaUE4/Content and running ./Update.sh Why is the path /Game/Carla/.. and not 'Unreal/CarlaUE4/Content'? Where are these files are being copied? I've met this too I've met this too I've met this too with Carla 0.8.2 and UE4.18 I've met this too with Carla 0.8.2 and UE4.18 Content.tar.gz 99%[==================> ] 6.01G 5.15MB/s , 1 second left . ./Update.sh:54: 21796 Segment error , Core dumped , wget ${CONTENT_LINK} -O Content.tar.gz (carla 0.9.5, UE4.21) please help me!!! Content.tar.gz 99%[==================> ] 6.01G 5.15MB/s , 1 second left . ./Update.sh:54: 21796 Segment error , Core dumped , wget ${CONTENT_LINK} -O Content.tar.gz (carla 0.9.5, UE4.21) please help me!!! I am stuck here as well. Can anyone point me in the right direction?
gharchive/issue
2019-01-30T06:35:49
2025-04-01T04:33:44.758031
{ "authors": [ "ChrisHRZ", "MarinaMiao", "OAkyildiz", "lovesuiyue", "nsubiron", "vvnchrsto" ], "repo": "carla-simulator/carla", "url": "https://github.com/carla-simulator/carla/issues/1195", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
460026345
how to get the traffic light information when the light is green? HI, I try to get the traffic light information all the time, but I found that the vehicle.get_traffic_light() will just return None when the light is not Red. So is there any possible solution for me to get the traffic light information even the light is Green when the vehicle achieves the trigger box. Thanks a lot! Yeah, the current traffic light detection system was meant for internal use by our autopilot only, it was exposed in the API cause it's still useful in some situations but it's very limited. IMO we should implement at some point a robust system. However, all the info is there, you can retrieve the trigger boxes of all the traffic lights and other signals (that's the area were vehicles are affected by a traffic signal) and match against the bounding box of your vehicle for tl in world.get_actors().filter('traffic.traffic_light*'): # Trigger/bounding boxes contain half extent and offset relative to the actor. trigger_transform = tl.get_transform() trigger_transform.location += tl.trigger_volume.location trigger_extent = tl.trigger_volume.extent
gharchive/issue
2019-06-24T18:11:10
2025-04-01T04:33:44.761222
{ "authors": [ "nsubiron", "zwbai" ], "repo": "carla-simulator/carla", "url": "https://github.com/carla-simulator/carla/issues/1799", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
526744111
Carla 0.8.4 Windows file missing Hello, I need to work with Carla 0.8.4 on Windows and I can't use version >= 0.9 because of some compatibility issues, unfortunately the download file is missing. Could you gently upload it again by any chance? Thank you Hello?
gharchive/issue
2019-11-21T17:40:27
2025-04-01T04:33:44.762742
{ "authors": [ "FrancescoTerrosi" ], "repo": "carla-simulator/carla", "url": "https://github.com/carla-simulator/carla/issues/2238", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1646357466
Roadrunner to Unreal import CARLA version: 0.9.14 Platform/OS: Windows Problem you have experienced: Hello, I have problem with importing custom map from Roadrunner to Unreal Engine. Although I defined the routes in Roadrunner, after import to Unreal RoutePlanner items are generated weirdly. What should I change to improve this? Thanks I faced the same problem, did you solve this problem?
gharchive/issue
2023-03-29T19:02:14
2025-04-01T04:33:44.764690
{ "authors": [ "Hanss8", "TheLightningEmperor" ], "repo": "carla-simulator/carla", "url": "https://github.com/carla-simulator/carla/issues/6357", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2105895182
🛑 Cursos Livres is down In 7a1c62d, Cursos Livres (https://cursoslivres.ifms.edu.br) was down: HTTP code: 0 Response time: 0 ms Resolved: Cursos Livres is back up in 41cdc01 after 22 minutes.
gharchive/issue
2024-01-29T16:34:54
2025-04-01T04:33:44.788222
{ "authors": [ "carlitos-ifms" ], "repo": "carlitos-ifms/uptime", "url": "https://github.com/carlitos-ifms/uptime/issues/472", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
247448583
Charting strategy performance Hello friends! I'm currently testing/evaluating the bot and doing some trading in paper mode. It's not easy to understand what's going on by just reading the console output. So I thought that a chart with the following properties could really be useful in order to understand (and later tune) the performance of a given strategy: The price line A line for each indicator used by the strategy The points at which buy/sell order were placed and the points where they've been executed I did notice that the simulator can generate a chart with 1 and 3. But I also understood from other issues that the results of the simulator don't represent the results of live trading. My questions are: Does anyone else also thinks that this can be useful (or not)? Is anyone already working on such feature? How else do you usually measure/evaluate/investigate the performance of a strategy with a given set of arguments? An HTML file is generated after a SIM, that gives you exactly what you're asking for here. I mean, something like this, but for live/paper mode. @deviavir as I understand the default charting app (techan?) is very limited, generating ema from its own prewritten algorithms. It would be much more convient to for the charting app to read the indicator .period data. This would be very easy to implement but is currently beyond my programming skill.. time to enter the 36 chambers and skill up I suppose
gharchive/issue
2017-08-02T16:27:18
2025-04-01T04:33:44.792650
{ "authors": [ "DeviaVir", "lachlnloaded", "michaelr524" ], "repo": "carlos8f/zenbot", "url": "https://github.com/carlos8f/zenbot/issues/431", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2499607492
add selector modifiers This patch adds the following selector modifiers. AllOfSelectorModifier (and operator) AnyOfSelectorModifier (or operator) NoneOfSelectorModifier (not of operator) AtLeastCountOfSelectorModifier (at least x of operator) AtMostCountOfSelectorModifier (at most x of operator) OneOfSelectorModifier (xor operator) Resolves #186 i used that PR to enforce test structure within our application public function test_application_tests(): Rule { return PHPat::rule() ->classes( Selector::AllOf( Selector::inNamespace('\App\Tests\application'), Selector::classname('/Test$/', true), ) ) ->shouldExtend() ->classes( Selector::OneOf( Selector::classname(ApplicationCommandTestCase::class), Selector::classname(ApplicationWebTestCase::class), ), ) ; } public function test_integration_tests(): Rule { return PHPat::rule() ->classes( Selector::AllOf( Selector::inNamespace('\App\Tests\integration'), Selector::classname('/Test$/', true), ) ) ->shouldExtend() ->classes( Selector::OneOf( Selector::classname(IntegrationKernelTestCase::class), Selector::classname(IntegrationLegacyKernelTestCase::class), ), ) ; } public function test_unit_tests(): Rule { return PHPat::rule() ->classes( Selector::AllOf( Selector::OneOf( Selector::inNamespace('\App\Tests\bundle'), Selector::inNamespace('\App\Tests\unit'), Selector::inNamespace('\App\Tests\legacy'), ), Selector::classname('/Test$/', true), ) ) ->shouldNotExtend() ->classes( Selector::AnyOf( Selector::classname(WebTestCase::class), Selector::classname(KernelTestCase::class), Selector::classname(ApplicationWebTestCase::class), Selector::classname(ApplicationCommandTestCase::class), Selector::classname(IntegrationKernelTestCase::class), Selector::classname(IntegrationLegacyKernelTestCase::class), ) ) ; } and this works flawlessly :heart: especially selectors like ->classes( Selector::AllOf( Selector::inNamespace('\App\Tests\application'), Selector::classname('/Test$/', true), ) ) could be written with a regex too, but thats far easier to grasp imho :) so, what needs to be done to get this added @carlosas ? :) I will have a look in the following days/weeks to add it in a future release
gharchive/pull-request
2024-09-01T18:00:46
2025-04-01T04:33:44.798986
{ "authors": [ "carlosas", "ghostwriter", "verfriemelt-dot-org" ], "repo": "carlosas/phpat", "url": "https://github.com/carlosas/phpat/pull/289", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
714035692
Add hacktoberfest topic/label to the repo It would be great to add a hacktoberfest label to the repo so that it appears on https://hacktoberfest.digitalocean.com/ Apparently it's not needed: PRs can be made to any public repo on GitHub, not only the ones with issues labeled Hacktoberfest. @carlosedp They have updated the rules https://hacktoberfest.digitalocean.com/hacktoberfest-update Done!
gharchive/issue
2020-10-03T08:10:38
2025-04-01T04:33:44.801498
{ "authors": [ "NicklasWallgren", "carlosedp" ], "repo": "carlosedp/cluster-monitoring", "url": "https://github.com/carlosedp/cluster-monitoring/issues/95", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
556405777
Create a popper compliant submodule with experiments I'd like to use this project as a "textbook example" for using Popper in our lab, for class projects, and for GSoC. Also, I've been trying to gain some headway (see popperized branch) but ran into some roadblocks. I blame a combination of my ignorance of containerization concepts (probably not that unusual among potential users) and missing documentation/tutorials. This was surprisingly hard: I had to figure out that complex error messages meant that I simply wasn't running Docker I wasn't sure at all how to run a Python script -- "Getting Started" only showed examples of shell scripts. It took me a while to discover popper search for finding appropriate actions. I had to figure out that popper run was running main.workflow by default but if you provide that as an argument, it interpreted that argument as an action I had to figure out how to correctly set paths in actions so that Docker images generated from these actions would work correctly (Thank you, @ivotron ) I had to understand how virtual environments for python work (virtualenv, python -m venv, and pyenv) I had to find out that my actions failed because I put the repository in a Google Drive File Stream directory! These file sharing apps really mess with shell environments and name spaces -- both pretty essential for constructing popper workflows. (Thank you, @ivotron ) I filed a number of issues at Popper to help improve Popper's "Getting Started" documentation. 'Cause Popper's pretty cool once it works!
gharchive/issue
2020-01-28T19:02:46
2025-04-01T04:33:44.806012
{ "authors": [ "carlosmalt" ], "repo": "carlosmalt/radossim", "url": "https://github.com/carlosmalt/radossim/issues/3", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
171104806
corrected URLs to use https scheme https://play.rust-lang.org does support https, so it's better to link directly to the https version. same for https://pnkfelix.github.io and https://doc.rust-lang.org Thank you!!! Sorry it took me so long to merge this 😿 ⌚ ⌛ ⏳
gharchive/pull-request
2016-08-15T04:04:31
2025-04-01T04:33:44.827668
{ "authors": [ "carols10cents", "magicgoose" ], "repo": "carols10cents/rustlings", "url": "https://github.com/carols10cents/rustlings/pull/49", "license": "mit", "license_type": "permissive", "license_source": "bigquery" }
1883672146
dispatcher /metrics endpoint metric documentation differs from metric name 🙂 Expected behavior Metrics names over the dispatcher's /metrics endpoint should match the documented metric name. 🫠 Actual behavior Missing _total at the commented (documented) part of the metric. ❯ curl http://127.0.0.1:8081/metrics # HELP cartesi_rollups_dispatcher_claims_sent Counts the number of claims sent. # TYPE cartesi_rollups_dispatcher_claims_sent counter # HELP cartesi_rollups_dispatcher_advance_inputs_sent Counts the number of <advance_input>s sent. # TYPE cartesi_rollups_dispatcher_advance_inputs_sent counter cartesi_rollups_dispatcher_advance_inputs_sent_total{chain_id="11155111",dapp_address="9f12d4365806fc000d6555acb85c5371b464e506"} 4 # HELP cartesi_rollups_dispatcher_finish_epochs_sent Counts the number of <finish_epoch>s sent. # TYPE cartesi_rollups_dispatcher_finish_epochs_sent counter cartesi_rollups_dispatcher_finish_epochs_sent_total{chain_id="11155111",dapp_address="9f12d4365806fc000d6555acb85c5371b464e506"} 1 # EOF 🌎 Environment rollups-node:1.0.0 ✔️ Possible solutions Match the names between metrics and their documentation. This is generated automatically by the prometheus library. @endersonmaia it doesn't work, the library that we use always add the _total suffix: # TYPE cartesi_rollups_dispatcher_advance_inputs_sent_total counter cartesi_rollups_dispatcher_advance_inputs_sent_total_total{chain_id="31337",dapp_address="70ac08179605af2d9e75782b8decdd3c22aa4d0c"} 1 The library we use doesn't support the requested feature [1]. I will close this issue; if this is considered a blocker, we can work around it in another one. [1] https://github.com/prometheus/client_rust/issues/51
gharchive/issue
2023-09-06T10:01:06
2025-04-01T04:33:44.850331
{ "authors": [ "endersonmaia", "gligneul" ], "repo": "cartesi/rollups-node", "url": "https://github.com/cartesi/rollups-node/issues/78", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
132749353
Legend Formatting Similar to other formatting options the client would like the option to configure the map legend with the following options: Legend position in any of the 4 corners of the map Legend background color (incl. transparent) Legend border color Typeface and type color Type size (limited options) This could be some select legend sizes as well (large, medium, small) We also need to add in the ability to turn on and off the border - both stroke and shadow so basically a plain box that uses the color specified by the user. If you could send a screen shot of this feature that would be great (I'll post this on the other open issues too.) The movable legend: #22 now allows the user to edit the items requested above, as well as drag to a custom position on the map. It is up to the user to avoid collisions of the legend with other overlays/map objects. The easiest way to allow the user to reset the legend to its default formatting was to provide a popup "X" button that only appears when you hover over the legend. I just left this mostly unstyled since there wasn't an existing asset for it, I figure the client can apply their custom css stylings and do whatever with it. If we need to style this up, we should be able to do that. Make the styling bar appear by clicking on the legend, make it disappear by clicking anywhere on the map, just like for annotations. Between the draggable plugin and the existing styling of the page, the legend takes on a fixed width/height once it is dragged. Additional width/height controls were added to the toolbar, since if text, etc is modified they will overflow the legend. These additional width/height controls allow the user to tweak the legend size so that the legend items stay within the legend div. Screenshots: Also note that #22 introduces a database migration and requires an update to the cartodb.js subproject Making a format change after a legend drag without first clicking away still causes legend to jump to last saved location. The reset button is centered in its box when the legend is in the bottom right, but floats to the top left after the legend moves.
gharchive/issue
2016-02-10T16:30:35
2025-04-01T04:33:44.856774
{ "authors": [ "CloudNiner", "flibbertigibbet", "jbranigan", "mbforr" ], "repo": "cartodb-org/cartodb", "url": "https://github.com/cartodb-org/cartodb/issues/5", "license": "BSD-3-Clause", "license_type": "permissive", "license_source": "github-api" }
167135977
Add placeholder image by map sidebar title To be replaced by globe icon. :+1: Looks good
gharchive/pull-request
2016-07-22T21:27:22
2025-04-01T04:33:44.858615
{ "authors": [ "flibbertigibbet", "rmartz" ], "repo": "cartodb-org/cartodb", "url": "https://github.com/cartodb-org/cartodb/pull/99", "license": "BSD-3-Clause", "license_type": "permissive", "license_source": "github-api" }
1626530009
imgpkg removes group permissions when storing files in OCI image, which causes permission problems with the Jammy stack What happened: Jammy-base builders require read permissions is set for group. It uses different users for build and run, so group read permissions are required to access files. Using imgpkg to copy a jammy-base image Imgpkg removes group permissions when storing files in OCI image, permissions are set based on unmask node/python/gradle workload deployments with "--local-path" will fail. These projects require read access to file system resources. What did you expect: The permissions should be retained so that Jammy-base images and their workloads can run. Anything else you would like to add: imgpkg should implement a new flag called --preserve-permissions that will disable the current behavior for imgpkg that would remove all the permissions. This will ensure we don't cause a breaking change for existing user workflows. Going to change from bug to feature, since this is the way imgpkg is supposed to behave. We decided to go with this behavior to add an extra layer of security to ensure that the user that creates files is the only one that can update them. In the examples above there is some situation where we might want to forfeit this feature and allow for the full permissions to be kept. In order to enable these scenarios we might, as suggested, create a new flag for imgpkg push to keep the permissions. The main side effect here that we must have into account is the fact that when imgpkg pulls the image it will have to know that the permission bits should be kept. In order for this to be done we can try to see if there is a way to make the code understand if the permissions are present or not and if imgpkg should copy the user bits or not. Some investigation needs to go into this. In case this makes the code much more complicated we can decide to go with the creation of something in the image, like a file on .imgpkg/ folder or some annotation on the image itself to inform imgpkg about the expected behavior on pull.
gharchive/issue
2023-03-16T01:25:27
2025-04-01T04:33:44.862617
{ "authors": [ "joaopapereira", "navdeep-pama" ], "repo": "carvel-dev/imgpkg", "url": "https://github.com/carvel-dev/imgpkg/issues/498", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2555127762
Release aarch64 Hello, Frigolio seems wonderful, but i was trying to install it on my PineTab2, running on ARM Cortex-A55 with arch linux. Would it be a lot of work for you guys to also release for aarch64 ? Thanks This is planned, hopefully for the (next) version 2.0 as it should be possible since the merge of #233. The tricky part is to get a working build environment setup on ARM. I saw some news about GitHub Actions providing containers running on this architecture starting this month, this is promising. NB: This release is also a prerequisite for a flathub release https://github.com/flathub/flathub/pull/5247#discussion_r1603218805 @makayabou could you check if this build is working for you please? https://github.com/casimir/frigoligo/actions/runs/11766823647
gharchive/issue
2024-09-29T19:53:58
2025-04-01T04:33:44.907957
{ "authors": [ "casimir", "makayabou" ], "repo": "casimir/frigoligo", "url": "https://github.com/casimir/frigoligo/issues/258", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
168704455
Version bump to 2.4.1 Version bump for 2.4.1 release. includes: Support for HDP 2.4.2.0 ( Issue: #270 ) 👍 LGTM
gharchive/pull-request
2016-08-01T17:59:13
2025-04-01T04:33:44.918577
{ "authors": [ "dereklwood", "wolf31o2" ], "repo": "caskdata/hadoop_cookbook", "url": "https://github.com/caskdata/hadoop_cookbook/pull/271", "license": "apache-2.0", "license_type": "permissive", "license_source": "bigquery" }
111885113
Touch .localized when creating ~/Applications When I use homebrew-cask on a new machine, it automatically creates ~/Applications for the symlinks. It should also touch ~/Applications/.localized afterwards, to make the folder show up with the localized name in Finder (e.g. "Programme" on german systems). We’re dumping ~/Applications, so no point on band-aiding this.
gharchive/issue
2015-10-16T18:27:21
2025-04-01T04:33:44.919915
{ "authors": [ "Crazor", "vitorgalvao" ], "repo": "caskroom/homebrew-cask", "url": "https://github.com/caskroom/homebrew-cask/issues/14477", "license": "BSD-2-Clause", "license_type": "permissive", "license_source": "github-api" }
116683993
QGIS fails to install $ brew cask install qgis ==> Satisfying dependencies ==> Installing Formula dependencies from Homebrew matplotlib ... already installed ==> Installing Cask dependencies: gdal-framework gdal-framework ... already installed complete ==> Downloading http://www.kyngchaos.com/files/software/qgis/QGIS-2.12.0-1.dmg Already downloaded: /Library/Caches/Homebrew/qgis-2.12.0-1.dmg ==> Running installer for qgis; your password may be necessary. ==> Package installers may write to any location; options such as --appdir are ignored. Password: ==> installer: Error - QGIS requires the Matplotlib python module (kyngchaos build). Error: Command failed to execute! ==> Failed command: ["/usr/bin/sudo", "-E", "--", "/usr/sbin/installer", "-pkg", "#<Pathname:/opt/homebrew-cask/Caskroom/qgis/2.12.0-1/Install QGIS.pkg>", "-target", "/"] ==> Output of failed command: ==> Exit status of failed command: #<Process::Status: pid 5199 exit 1> $ brew info matplotlib homebrew/python/matplotlib: stable 1.4.3, HEAD http://matplotlib.org /usr/local/Cellar/matplotlib/1.4.3 (2996 files, 78M) * Built from source From: https://github.com/Homebrew/homebrew-python/blob/master/matplotlib.rb ==> Dependencies Build: pkg-config ✔ Required: freetype ✔, libpng ✔, homebrew/python/numpy ✔ Optional: ghostscript ✘, homebrew/dupes/tcl-tk ✘, gtk+3 ✘, pygtk ✘, pyside ✘, pyqt ✘, pyqt5 ✘ ==> Options --with-cairo Build with cairo backend support --with-ghostscript Build with ghostscript support --with-gtk+3 Build with gtk+3 support --with-pygtk Build with pygtk backend support (python2 only) --with-pyqt Build with pyqt support --with-pyqt5 Build with pyqt5 support --with-pyside Build with pyside support --with-python3 Build with python3 support --with-tcl-tk Build with tcl-tk support --with-tex Build with tex support --without-python Build without python2 support --HEAD Install HEAD version ==> Caveats If you want to use the `wxagg` backend, do `brew install wxpython`. This can be done even after the matplotlib install. If you use system python (that comes - depending on the OS X version - with older versions of numpy, scipy and matplotlib), you may need to ensure that the brewed packages come earlier in Python's sys.path with: mkdir -p /Users/username/Library/Python/2.7/lib/python/site-packages echo 'import sys; sys.path.insert(1, "/usr/local/lib/python2.7/site-packages")' >> /Users/username/Library/Python/2.7/lib/python/site-packages/homebrew.pth $ brew doctor Your system is ready to brew. This is on El Capitan, but it looks like the issue is that QGIS expects a particular distribution of matplotlib that differs from what homebrew/python currently provides. I'm not familiar enough with the homebrew/python packaging/distribution situation to effectively troubleshoot this at the moment. It looks like the qgis formula used to depend on a casked version of matplotlib, but switched to a formula-provided version with #14043. It has also been updated since that change with #14881. This may just be a bug with the QGIS installer having a hardcoded path. A possible (untested) workaround appears to be creating a symlink: ln -s /System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python /Library/Python/2.7/site-packages/matplotlib-override ( via http://gis.stackexchange.com/a/163512 ) I'd be curious to know if either @scarnecchia or @MatzFan have encountered this issue. Update: after creating the symlink, brew cask install qgis completed successfully. $ sudo ln -s /System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python /Library/Python/2.7/site-packages/matplotlib-override Password: $ brew cask install qgis ==> Satisfying dependencies ==> Installing Formula dependencies from Homebrew matplotlib ... already installed ==> Installing Cask dependencies: gdal-framework gdal-framework ... already installed complete ==> Downloading http://www.kyngchaos.com/files/software/qgis/QGIS-2.12.0-1.dmg Already downloaded: /Library/Caches/Homebrew/qgis-2.12.0-1.dmg ==> Running installer for qgis; your password may be necessary. ==> Package installers may write to any location; options such as --appdir are ignored. ==> installer: Package name is QGIS ==> installer: Installing at base path / ==> installer: The install was successful. 🍺 qgis staged at '/opt/homebrew-cask/Caskroom/qgis/2.12.0-1' (6 files, 182M) This seems less than ideal, but does appear to work. I'll let the maintainers decide whether or not to consider this issue closed. Thanks! :smile: Depending on the severity, we can either add a caveat, or actually execute that command automatically after install, something along the lines of # Symlink matplotlib so that QGIS's hardcoded path requirement is satisfied # Original discussion: https://github.com/caskroom/homebrew-cask/issues/15131 postflight do system '/usr/bin/sudo', '-E', '--', '/bin/ln', '-s', '--', '/System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python', '/Library/Python/2.7/site-packages/matplotlib-override' end Is this command always required for a working install? My limited experience (documented above) is that the QGIS installer will not even run without the symlink. Would a postflight stanza execute before or after the package installer runs? I think it would need to run beforehand to be effective. I'm also wary of creating such symlinks without a user's explicit permission. I'd personally be more comfortable with a caveat, but are there many other examples of caveats for dependency workarounds or do they primarily address runtime issues after the software is installed? That could be done as a preflight stanza, which would be run before the install. The caveat would look like: caveats <<-EOS.undent #{token} requires matplotlib in a specific location. Please run the following to finish install: sudo ln -s /System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python /Library/Python/2.7/site-packages/matplotlib-override EOS I'll wait for some feedback from some of the other maintainers before we make a decision. Thanks for the detailed reporting. I'm also wary of creating such symlinks without a user's explicit permission. Bingo. I'd personally be more comfortable with a caveat And that is exactly what we should do in this case. This may just be a bug with the QGIS installer having a hardcoded path. Ideally, this should be fixed upstream (at which point we’ll remove the caveat). Fixed by https://github.com/caskroom/homebrew-cask/pull/15173
gharchive/issue
2015-11-13T02:04:23
2025-04-01T04:33:44.928881
{ "authors": [ "adityadalal924", "englishm", "vitorgalvao" ], "repo": "caskroom/homebrew-cask", "url": "https://github.com/caskroom/homebrew-cask/issues/15131", "license": "BSD-2-Clause", "license_type": "permissive", "license_source": "github-api" }
171521786
Hold core PRs due to core move Cask core code is being moved to Homebrew (#725, #23852). Please do not merge any core-related PRs until merge is finished. Context here Pinging @caskroom/maintainers for visibility.
gharchive/issue
2016-08-16T21:24:33
2025-04-01T04:33:44.930852
{ "authors": [ "AnastasiaSulyagina", "jawshooah" ], "repo": "caskroom/homebrew-cask", "url": "https://github.com/caskroom/homebrew-cask/issues/23853", "license": "BSD-2-Clause", "license_type": "permissive", "license_source": "github-api" }
93382566
Add Ableton Live Suite v9.2 Full suite version of Ableton Live DAW. Signed-off-by: Daniel Bayley daniel.bayley@me.com Thank you for the contribution. It was merged directly as 3cf0585d0879bc5f843a71c74f89222babbd21d9 to keep commit history cleaner. Your contribution is still credited to you.
gharchive/pull-request
2015-07-06T21:36:20
2025-04-01T04:33:44.932088
{ "authors": [ "danielbayley", "vitorgalvao" ], "repo": "caskroom/homebrew-cask", "url": "https://github.com/caskroom/homebrew-cask/pull/12418", "license": "BSD-2-Clause", "license_type": "permissive", "license_source": "github-api" }
191429910
Update reveal version, sha256 and link. I rolled back https://github.com/caskroom/homebrew-cask/pull/26282 and updated to version 4. Though https://dl.devmate.com/com.ittybittyapps.Reveal2/Reveal.zip is the official link used on https://revealapp.com/download/ but it does not respect version number (2 is not a version but a part of application id). For example Reveal 5 will have the same link. On the other hand https://download.revealapp.com/Reveal.app-4.zip is still working and giving the same zip archive and it respects version number (you can place 2 or 3 instead of 4 to get previous versions). So I suggest to stay with this link as long as it works. After making all changes to the cask: [x] brew cask audit --download {{cask_file}} is error-free. [x] brew cask style --fix {{cask_file}} reports no offenses. [x] The commit message includes the cask’s name and version. Reopened this PR to rerun travis builds. Thank you for the contribution!
gharchive/pull-request
2016-11-24T04:11:02
2025-04-01T04:33:44.935613
{ "authors": [ "mxl", "victorpopkov" ], "repo": "caskroom/homebrew-cask", "url": "https://github.com/caskroom/homebrew-cask/pull/27092", "license": "BSD-2-Clause", "license_type": "permissive", "license_source": "github-api" }
240871083
Update navicat-for-sqlite to version 12.0.7 Updated navicat-for-sqlite to version 12.0.7 and replaced sha256 checksum. Updated appcast link and checkpoint. After making all changes to the cask: [x] brew cask audit --download {{cask_file}} is error-free. [x] brew cask style --fix {{cask_file}} reports no offenses. [x] The commit message includes the cask’s name and version. Thank you for the contribution. It was merged directly as 09fa3687b05680968e66d777d4bce619a3f6da72. Your contribution is still credited to you.
gharchive/pull-request
2017-07-06T07:44:55
2025-04-01T04:33:44.938268
{ "authors": [ "mightyfree", "vitorgalvao" ], "repo": "caskroom/homebrew-cask", "url": "https://github.com/caskroom/homebrew-cask/pull/36245", "license": "BSD-2-Clause", "license_type": "permissive", "license_source": "github-api" }
284016077
Simple Snake v2.0.1 After making all changes to the cask: [x] brew cask audit --download {{cask_file}} is error-free. [x] brew cask style --fix {{cask_file}} reports no offenses. [x] The commit message includes the cask’s name and version. Additionally, if adding a new cask: [x] Named the cask according to the token reference. [x] brew cask install {{cask_file}} worked successfully. [x] brew cask uninstall {{cask_file}} worked successfully. [x] Checked there are no open pull requests for the same cask. [x] Checked the cask was not already refused in closed issues. [x] Checked the cask is submitted to the correct repo. Thank you for your PR! Refusing this as it is too obscure. Rejected Casks The Cask is too obscure (for example, a self-submitted app from a GitHub repository that is not notable enough (< 10 stars)). I'd suggest creating your own tap.
gharchive/pull-request
2017-12-21T21:58:14
2025-04-01T04:33:44.943904
{ "authors": [ "commitay", "hasahmed" ], "repo": "caskroom/homebrew-cask", "url": "https://github.com/caskroom/homebrew-cask/pull/42194", "license": "BSD-2-Clause", "license_type": "permissive", "license_source": "github-api" }
321624673
Update epic-games to 7.9.4 After making all changes to the cask: [x] brew cask audit --download {{cask_file}} is error-free. [x] brew cask style --fix {{cask_file}} left no offenses. [x] The commit message includes the cask’s name and version. FWIW @vitorgalvao https://www.epicgames.com/unrealtournament/download is still offering 7.9.2 @brianmorton Thank you. @warmwinter Where did you get the version from? 7.9.4 is available from within the app, which also shows a link to the release notes: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1928-latest-launcher-release-notes?1809-Latest-Launcher-Release-Notes= @vitorgalvao auto update to this version Maybe we can use https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1928-latest-launcher-release-notes?1809-Latest-Launcher-Release-Notes= as the appcast? The forum URL is unstable so we can't use it as an appcast.
gharchive/pull-request
2018-05-09T15:45:27
2025-04-01T04:33:44.948103
{ "authors": [ "brianmorton", "commitay", "reitermarkus", "vitorgalvao", "warmwinter" ], "repo": "caskroom/homebrew-cask", "url": "https://github.com/caskroom/homebrew-cask/pull/46893", "license": "BSD-2-Clause", "license_type": "permissive", "license_source": "github-api" }
129877674
Outdated cask: openemu-experimental Outdated cask: openemu-experimental. Info: version: 2.0.1. appcast url: https://github.com/OpenEmu/OpenEmu/releases.atom. Full appcast: <?xml version="1.0" encoding="UTF-8"?> <feed xmlns="http://www.w3.org/2005/Atom" xmlns:media="http://search.yahoo.com/mrss/" xml:lang="en-US"> <id>tag:github.com,2008:https://github.com/OpenEmu/OpenEmu/releases</id> <link type="text/html" rel="alternate" href="https://github.com/OpenEmu/OpenEmu/releases"/> <link type="application/atom+xml" rel="self" href="https://github.com/OpenEmu/OpenEmu/releases.atom"/> <title>Release notes from OpenEmu</title> <updated>2015-12-25T00:00:10Z</updated> <entry> <id>tag:github.com,2008:Repository/1185279/v2.0.1</id> <updated>2015-12-25T00:10:11Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/v2.0.1"/> <title>OpenEmu 2.0.1</title> <content>No content.</content> <author> <name>clobber</name> </author> <media:thumbnail height="30" width="30" url="https://avatars0.githubusercontent.com/u/1303132?v=3&amp;s=60"/> </entry> <entry> <id>tag:github.com,2008:Repository/1185279/v2.0</id> <updated>2015-12-24T03:56:33Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/v2.0"/> <title>OpenEmu 2.0</title> <content>No content.</content> <author> <name>clobber</name> </author> <media:thumbnail height="30" width="30" url="https://avatars0.githubusercontent.com/u/1303132?v=3&amp;s=60"/> </entry> <entry> <id>tag:github.com,2008:Repository/1185279/v1.0.4</id> <updated>2014-10-15T17:29:48Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/v1.0.4"/> <title>OpenEmu 1.0.4</title> <content>No content.</content> <author> <name>clobber</name> </author> <media:thumbnail height="30" width="30" url="https://avatars0.githubusercontent.com/u/1303132?v=3&amp;s=60"/> </entry> <entry> <id>tag:github.com,2008:Repository/1185279/v1.0.3</id> <updated>2014-05-31T10:47:38Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/v1.0.3"/> <title>OpenEmu 1.0.3</title> <content>No content.</content> <author> <name>clobber</name> </author> <media:thumbnail height="30" width="30" url="https://avatars0.githubusercontent.com/u/1303132?v=3&amp;s=60"/> </entry> <entry> <id>tag:github.com,2008:Repository/1185279/v1.0.2</id> <updated>2014-03-04T22:46:36Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/v1.0.2"/> <title>OpenEmu 1.0.2</title> <content>No content.</content> <author> <name>clobber</name> </author> <media:thumbnail height="30" width="30" url="https://avatars0.githubusercontent.com/u/1303132?v=3&amp;s=60"/> </entry> <entry> <id>tag:github.com,2008:Repository/1185279/v1.0.1</id> <updated>2014-01-04T01:26:42Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/v1.0.1"/> <title>OpenEmu 1.0.1</title> <content>No content.</content> <author> <name>clobber</name> </author> <media:thumbnail height="30" width="30" url="https://avatars0.githubusercontent.com/u/1303132?v=3&amp;s=60"/> </entry> <entry> <id>tag:github.com,2008:Repository/1185279/v1.0</id> <updated>2013-12-23T18:28:16Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/v1.0"/> <title>OpenEmu 1.0</title> <content>No content.</content> <author> <name>clobber</name> </author> <media:thumbnail height="30" width="30" url="https://avatars0.githubusercontent.com/u/1303132?v=3&amp;s=60"/> </entry> <entry> <id>tag:github.com,2008:Repository/1185279/OpenEmu-SDK-was-here</id> <updated>2013-04-07T17:17:17Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/OpenEmu-SDK-was-here"/> <title>OpenEmu-SDK-was-here</title> <content type="html">&lt;p&gt;OpenEmu-SDK: make OETimingUtils header public&lt;/p&gt;</content> <author> <name>clobber</name> </author> <media:thumbnail height="30" width="30" url="https://avatars0.githubusercontent.com/u/1303132?v=3&amp;s=60"/> </entry> <entry> <id>tag:github.com,2008:Repository/1185279/v1.0b10</id> <updated>2013-03-28T06:21:45Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/v1.0b10"/> <title>v1.0b10</title> <content type="html">&lt;p&gt;1.0 beta 10&lt;/p&gt;</content> <author> <name>bavarious</name> </author> <media:thumbnail height="30" width="30" url="https://avatars3.githubusercontent.com/u/531537?v=3&amp;s=60"/> </entry> <entry> <id>tag:github.com,2008:Repository/1185279/v1.0b9</id> <updated>2012-11-22T01:21:08Z</updated> <link rel="alternate" type="text/html" href="/OpenEmu/OpenEmu/releases/tag/v1.0b9"/> <title>v1.0b9</title> <content type="html">&lt;p&gt;1.0 beta 9&lt;/p&gt;</content> <author> <name>bavarious</name> </author> <media:thumbnail height="30" width="30" url="https://avatars3.githubusercontent.com/u/531537?v=3&amp;s=60"/> </entry> </feed> Closing in favour of #1630.
gharchive/issue
2016-01-29T20:44:09
2025-04-01T04:33:44.954394
{ "authors": [ "vitorgalvao" ], "repo": "caskroom/homebrew-versions", "url": "https://github.com/caskroom/homebrew-versions/issues/1614", "license": "bsd-2-clause", "license_type": "permissive", "license_source": "bigquery" }
257213440
Can we have a Facilities repository? Currently Castle.Windsor has all it's facilities baked into to the same solution/repository. Breaking changes to the facilities mean major version increments for the Castle.Windsor NuGet itself although nothing was broken or changed in this project. Would it be possible to create a Facilities repository so we can semver them separately? I am referring to #330 where a breaking change was introduced to Castle.Facilities.Logging. This would also make the work on #283 happen in isolation before we move up and finally remove System.Web from Castle.Windsor. When we moved to git from subversion a decade or so again we did split up Windsor more and it turned out really bad, really painful. Just looking through the facilities we've got I can't see the desire to split it out. Maybe the WCF facility but if we split it out it'll likely not get maintained at all. Startable (in Castle.Windsor.dll) Part of the built-in standard facilities TypedFactory (in Castle.Windsor.dll) Part of the built-in standard facilities Castle.Facilities.EventWiring Mature, but I don't think this is used very much Castle.Facilities.FactorySupport In maintenance mode, prefer UsingFactoryMethod Castle.Facilities.Logging Will become even smaller after #336 Castle.Facilities.Synchronize Mature, but I don't think is used very much Castle.Facilities.WcfIntegration Mature, used by many but I can't imagine people using it for new projects Would it be possible to create a Facilities repository so we can semver them separately? I'm not sure this is a good idea, projects that have done this become very painful to work out what version of each package to use. Maybe a new facility could be done seperate but I think anything you expect most users to actually use should just be versioned in lock step. This would also make the work on #283 happen in isolation before we move up and finally remove System.Web from Castle.Windsor. Sorry, I need more justification/convincing that this would improve things because I don't see it. You are right. Given the current state of play and the things we have on the Windsor board probably not. My feeling about what is there currently: Startable (in Castle.Windsor.dll) Found this peculiar, could never get to stop to work. Roll your own is much easier. Delete? TypedFactory (in Castle.Windsor.dll) Let's keep it. Castle.Facilities.EventWiring Never used it at all. Delete? Castle.Facilities.FactorySupport Agreed, UsingFactoryMethod is probably the best thing. Delete? Castle.Facilities.Logging It is awesome again. Castle.Facilities.Synchronize Honestly don't care about this one. Delete? Castle.Facilities.WcfIntegration This will be a thing with netcore considering connected services, and eventually ... once they migrate it. I personally don't use it but there is future here. My feeling on stuff we need to bring back/add. Active Record (would love to hear your thoughts on this, I know nothing). NHibernate (this went walkies, still love this would be great to get this back). EntityFramework (hate it but love it at the same time). RabbitMQ (but using EasyNetQ, sorry Hammet! Derek Greer also had a go at this but Mike won IMHO). CacheManager (used this for scale safe caching in the cloud) ElasticSearch.NET (exposing this in Castle would be grand, good team) Redis (would be good if we could get something going here) Couch (this is also cool, used it once) MongoDB (like this stuff too, used it a fair bit) Just spit balling here. Does this really need to be lock stepped IoC container? If you still disagree because we are focused on the now, I will happily close this issue. I am thinking future. Even though #330 was not taken, I am OK with that, many benefits by not doing it that way(which I agreed with) but what I did learn, was that just 2 extra projects completely crippled the Windsor build in terms of speed. NuGet restore time is the real killer here. A no for the now is a no, and I am prepared to respect that. Closing this after reading https://github.com/castleproject/Core/issues/292. The tone does not come across well and I get that lock stepping makes things easier. Let's just pass on this for now. The Startable is extensivenly used, including other facilities out there. The Event Wiring never got traction, afaik. It's there cause it don't depends in anything else than .net runtime. Even in the "golden years", with a bunch more contributors than today, was very hard to maintain external facilities in sync with the main core/windsor releases. It became specially hard when it envolves a third part fx/lib that have a release cycle of its own. Moving out to another repo will be a death sentence, imo. Now, if it's a good or bad thing to have some of them killed/sunsetted it's up to you guys to decide ;) @hconceicao - Thanks for your input. The Startable is extensivenly used, including other facilities out there. The Event Wiring never got traction, afaik. It's there cause it don't depends in anything else than .net runtime. I agree, I've used Startable many times successfully. Never used Event Wiring, to me it seemed limited and configuration heavy. Now, if it's a good or bad thing to have some of them killed/sunsetted it's up to you guys to decide ;) Thanks for jumping in, I agree that some should be deprecated. Windsor is unfortunately seen as the big container because it does bring along quite a bit of baggage. My feeling on stuff we need to bring back/add. Active Record (would love to hear your thoughts on this, I know nothing). NHibernate (this went walkies, still love this would be great to get this back). EntityFramework (hate it but love it at the same time). RabbitMQ (but using EasyNetQ, sorry Hammet! Derek Greer also had a go at this but Mike won IMHO). CacheManager (used this for scale safe caching in the cloud) ElasticSearch.NET (exposing this in Castle would be grand, good team) Redis (would be good if we could get something going here) CouchDB (this is also cool, used it once) MongoDB (like this stuff too, used it a fair bit) Castle ActiveRecord is dead (unless a maintainer wants to revive it); few seem to care about NHibernate for new projects; ...; we had a heap of facilities for all sorts of things in the past but most don't get maintained. For many cases it is trivial for someone to write their own facility which is a positive to Windsor's capabilities. Just spit balling here. Does this really need to be lock stepped with an IoC container? @fir3pho3nixx It doesn't, but I'm not seeing how the benefits outweigh the disadvantages. What I'm mostly looking at it the current facilities and the only one that I could see some benefit of being moved to its own repository and versioned by itself the the WCF facility, the rest belong to Windsor. For example, versioning the logging facility separately to Windsor.dll feels to me like the versioning problems with the corefx, i.e. using System.Runtime 4.3.0 and System.Collections 4.0.0. Microsoft realised pretty quickly this doesn't work well and so created the NETStandard.Library virtual package. I'd be open to having new facilities in their own repo with their own versioning, however @hconceicao is right that if there is no one actively maintaining those projects they'll die by staleness, however that does give us the easy option of them moving them to the deprecated GitHub org where they can stay until a new maintainer comes on board. I've created #339 for the further discussion of existing facilities, any new facilities you'd like to create just open an issue and we'll make a decision where they can go. @jonorossi - Cool, let's the discussion over there.
gharchive/issue
2017-09-12T23:26:31
2025-04-01T04:33:44.995602
{ "authors": [ "fir3pho3nixx", "hconceicao", "jonorossi" ], "repo": "castleproject/Windsor", "url": "https://github.com/castleproject/Windsor/issues/331", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
207342103
Build unit vs integration A very simple turn key way running Castle Windsor tests without requiring admin privileges. build <- still runs all tests and requires admin privs. build NET40 RunUnitTests <- Will exclude Wcf Integration tests which do not require ele. privs. This might close #174 Great, merged. At least the all tests side works well 👍 , unit test count for .NET 4.5 stayed at 1389: http://builds.castleproject.org/viewType.html?buildTypeId=bt132
gharchive/pull-request
2017-02-13T21:18:45
2025-04-01T04:33:44.999332
{ "authors": [ "fir3pho3nixx", "jonorossi" ], "repo": "castleproject/Windsor", "url": "https://github.com/castleproject/Windsor/pull/178", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
53984995
Updated nunjucks-markdown I updated nunjucks-markdown today and it works much, much better. You can now include other nunjucks tags in the markdown tags and import markdown files directly by using {% markdown "content.md" %}. Checkout the readme for full details. I updated to v1.0.0 last night, but the api has changed slightly. I no longer require using marked by default, but all you to include your own markdown renderer. If you have a different choice of renderer then upgrading to that version may be best.
gharchive/pull-request
2015-01-11T07:44:38
2025-04-01T04:33:45.004038
{ "authors": [ "zephraph" ], "repo": "castorjs/castor-core", "url": "https://github.com/castorjs/castor-core/pull/3", "license": "mit", "license_type": "permissive", "license_source": "bigquery" }
2698702328
Add samples to 6TRON module We may add a sample directory containing the app demonstrating some common use cases. E.g. https://github.com/catie-aq/zephyr_zest-display-lcd_demo
gharchive/issue
2024-11-27T14:20:16
2025-04-01T04:33:45.059864
{ "authors": [ "bperraudin" ], "repo": "catie-aq/zephyr_6tron-manifest", "url": "https://github.com/catie-aq/zephyr_6tron-manifest/issues/110", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1078816646
Adding to TreeSitter colors I have added some missing TS colors and modified TSTagAttribute since it was pulling from TSProperty and for certain filetypes like tsx or jsx, it was providing too much red color and having hard contrast. Thanks for the nice PR, I think I was having this issue too 👍
gharchive/pull-request
2021-12-13T17:52:11
2025-04-01T04:33:45.061635
{ "authors": [ "Pocco81", "jorgebef" ], "repo": "catppuccin/nvim", "url": "https://github.com/catppuccin/nvim/pull/69", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2319621325
refactor: use whiskers Adds Whiskers to build the themes. Instead of editing the .json files directly, edit the oldtwitter.tera file and then run just build to build the output themes. You will need Whiskers (linked above) and optionally Just installed. The Oldtwitter extenstion isn't functional for me anymore (and other users) so this can't be tested.
gharchive/pull-request
2024-05-27T18:28:17
2025-04-01T04:33:45.063300
{ "authors": [ "isabelincorp", "uncenter" ], "repo": "catppuccin/oldtwitter", "url": "https://github.com/catppuccin/oldtwitter/pull/1", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1465533013
Button not styled properly The play button seems to have invisible text for me. Yep this is a known bug, will fix soon No worries, it also happens here in case you didn't know/the fix won't affect this button as well.
gharchive/issue
2022-11-27T18:16:24
2025-04-01T04:33:45.064713
{ "authors": [ "hotsno", "rubyowo" ], "repo": "catppuccin/youtubemusic", "url": "https://github.com/catppuccin/youtubemusic/issues/5", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1740530135
Still using Node14 Despite #47, images are still using node14, which among other things, is causing https://github.com/nektos/act/issues/1681. $ docker run --entrypoint /usr/local/bin/node ghcr.io/catthehacker/ubuntu:full-latest --version > Unable to find image 'ghcr.io/catthehacker/ubuntu:full-latest' locally > full-latest: Pulling from catthehacker/ubuntu > Digest: sha256:598b616a8c7ce86d98ee63871cec532f4ff645125b563a8798f2ae1c98928ec7 > Status: Downloaded newer image for ghcr.io/catthehacker/ubuntu:full-latest > v14.17.6 I also tried docker run --rm --entrypoint node catthehacker/ubuntu:full-latest -v with the same outcome. Off topic: any idea why docker run --rm catthehacker/ubuntu:full-latest node -v doesn't work? I had the impression that the next argument after the docker image is taken as the entrypoint, and everything else as cmd arguments? Do you agree pushing tar layers of GitHub Hosted Runners to full-latest? Sure, thank you for all your work 🎉
gharchive/issue
2023-06-04T18:52:19
2025-04-01T04:33:45.067107
{ "authors": [ "catthehacker", "uuf6429" ], "repo": "catthehacker/docker_images", "url": "https://github.com/catthehacker/docker_images/issues/97", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1412490079
🛑 TR66 is down In 4aed632, TR66 (https://www.transportesruta66.com.ar/) was down: HTTP code: 0 Response time: 0 ms Resolved: TR66 is back up in 9fb5db9.
gharchive/issue
2022-10-18T02:51:38
2025-04-01T04:33:45.069512
{ "authors": [ "cavalicenti" ], "repo": "cavalicenti/upptime", "url": "https://github.com/cavalicenti/upptime/issues/904", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1510336393
🛑 El Universal is down In f6f5c26, El Universal (https://www.eluniversal.com) was down: HTTP code: 0 Response time: 0 ms Resolved: El Universal is back up in d4323f2.
gharchive/issue
2022-12-25T14:06:43
2025-04-01T04:33:45.072010
{ "authors": [ "cayepezg" ], "repo": "cayepezg/status", "url": "https://github.com/cayepezg/status/issues/202", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
536313944
chore: bdd-nh-1576061308 to 0.0.1 chore: Promote bdd-nh-1576061308 to version 0.0.1 [APPROVALNOTIFIER] This PR is NOT APPROVED This pull-request has been approved by: To fully approve this pull request, please assign additional approvers. We suggest the following additional approvers: If they are not already assigned, you can assign the PR to them by writing /assign in a comment when ready. The full list of commands accepted by this bot can be found here. The pull request process is described here Needs approval from an approver in each of these files: OWNERS Approvers can indicate their approval by writing /approve in a comment Approvers can cancel approval by writing /approve cancel in a comment
gharchive/pull-request
2019-12-11T11:36:01
2025-04-01T04:33:45.098219
{ "authors": [ "cjxd-bot-test" ], "repo": "cb-kubecd/environment-pr-102-22-boot-vault-gke-staging", "url": "https://github.com/cb-kubecd/environment-pr-102-22-boot-vault-gke-staging/pull/4", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
578971904
chore: bdd-spring-1583893505 to 0.0.1 chore: Promote bdd-spring-1583893505 to version 0.0.1 [APPROVALNOTIFIER] This PR is NOT APPROVED This pull-request has been approved by: To fully approve this pull request, please assign additional approvers. We suggest the following additional approvers: If they are not already assigned, you can assign the PR to them by writing /assign in a comment when ready. The full list of commands accepted by this bot can be found here. The pull request process is described here Needs approval from an approver in each of these files: OWNERS Approvers can indicate their approval by writing /approve in a comment Approvers can cancel approval by writing /approve cancel in a comment
gharchive/pull-request
2020-03-11T02:41:24
2025-04-01T04:33:45.130917
{ "authors": [ "cjxd-bot-test" ], "repo": "cb-kubecd/environment-pr-179-1-boot-gke-production", "url": "https://github.com/cb-kubecd/environment-pr-179-1-boot-gke-production/pull/1", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
600676003
chore: bdd-gh-1586997820 to 0.0.1 chore: Promote bdd-gh-1586997820 to version 0.0.1 [APPROVALNOTIFIER] This PR is NOT APPROVED This pull-request has been approved by: To fully approve this pull request, please assign additional approvers. We suggest the following additional approvers: If they are not already assigned, you can assign the PR to them by writing /assign in a comment when ready. The full list of commands accepted by this bot can be found here. The pull request process is described here Needs approval from an approver in each of these files: OWNERS Approvers can indicate their approval by writing /approve in a comment Approvers can cancel approval by writing /approve cancel in a comment
gharchive/pull-request
2020-04-16T01:03:07
2025-04-01T04:33:45.156341
{ "authors": [ "cjxd-bot-test" ], "repo": "cb-kubecd/environment-pr-201-30-boot-gke-staging", "url": "https://github.com/cb-kubecd/environment-pr-201-30-boot-gke-staging/pull/3", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
206189403
Top-Level closures cause issues when quickloading a repo that also depends on CEPL steps to reproduce Load CEPL run cepl:repl work on things (making spaces is a good examples) quickload another library that depends on CEPL (e.g. nineveh) Try and add run #'step-host Will crash as top-level closure has been reloaded. cepl:host funcs need to request impl if missing cepl-spaces need to store tables in defvar (at least for now) I think this only affects me. What is happening is that I edit CEPL, then load some other project that uses CEPL. This means CEPL is reloaded which may reset some things. It's a bit jank.
gharchive/issue
2017-02-08T12:50:31
2025-04-01T04:33:45.179599
{ "authors": [ "cbaggers" ], "repo": "cbaggers/cepl", "url": "https://github.com/cbaggers/cepl/issues/133", "license": "bsd-2-clause", "license_type": "permissive", "license_source": "bigquery" }
355404893
fix: spelling fix spelling LGTM, thanks!
gharchive/pull-request
2018-08-30T02:56:03
2025-04-01T04:33:45.180408
{ "authors": [ "alswl", "cbednarski" ], "repo": "cbednarski/hostess", "url": "https://github.com/cbednarski/hostess/pull/32", "license": "mit", "license_type": "permissive", "license_source": "bigquery" }
559236937
Use permissive Apache license instead of GPLv2 This update was made to @joekhoobyar/net-ssh-kerberos upstream, and allows organizations to use net-ssh-kerberos freely. @Lax, @ljulien: you both have some small patches on this fork. Could you give a 👍 if relicensing is ok with you? Totally fine with me. Thanks for keeping this gem going! LGTM Thanks all!! @cbeer Any chance this and the gssapi bump can go out in a 0.5.0 release? We can use the master branch if you're busy or can't release for some reason! @lucywyman I'm good with that, and thanks for your contributions. I'm a little busy this week, but I've gone ahead and added you to the github project and as a rubygems owner and would welcome you to go ahead and make it happen.
gharchive/pull-request
2020-02-03T17:50:21
2025-04-01T04:33:45.182857
{ "authors": [ "Lax", "cbeer", "ljulien", "lucywyman" ], "repo": "cbeer/net-ssh-kerberos", "url": "https://github.com/cbeer/net-ssh-kerberos/pull/4", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
174776380
6.9.13-SNAPSHOT contains a wierd version of XmlTest Hi, I was trying 6.9.13-SNASPHOT to test latest fixes and found something weird : the XmlTest class inside has Boolean getPreserveOrder() while repo here show it should rather be String getPreserveOrder. I'm not sure to understand because the master branch has Boolean too: https://github.com/cbeust/testng/blob/master/src/main/java/org/testng/xml/XmlTest.java#L712 public Boolean getPreserveOrder() { if (m_preserveOrder == null) { return m_suite.getPreserveOrder(); }
gharchive/issue
2016-09-02T14:43:22
2025-04-01T04:33:45.187839
{ "authors": [ "gjuillot", "juherr" ], "repo": "cbeust/testng", "url": "https://github.com/cbeust/testng/issues/1133", "license": "apache-2.0", "license_type": "permissive", "license_source": "bigquery" }
285351323
New line characters are removed from stack traces in testng-results.xml TestNG Version 6.13.1 Expected behavior Stack trace in testng-results.xml contains new line characters. Actual behavior New line characters are removed from stack traces. Is the issue reproducible on runner? [ ] Shell [ ] Maven [ ] Gradle [ ] Ant [x] Eclipse [ ] IntelliJ [ ] NetBeans Test case sample @Test public void test() { Assert.fail( "failed" ); } Results in 6.12 <full-stacktrace> <![CDATA[java.lang.AssertionError: failed at Tester.test(Tester.java:12) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.lang.reflect.Method.invoke(Method.java:498) ]]> </full-stacktrace> Results in 6.13 <full-stacktrace> <![CDATA[java.lang.AssertionError: failedat Tester.test(Tester.java:12)at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)at java.lang.reflect.Method.invoke(Method.java:498)]]> </full-stacktrace> can we have a new release to pick up this fix? it is very annoyment looking at stack trace in one line :-) @dantran - @cbeust is working on releasing TestNG soon.
gharchive/issue
2018-01-02T03:47:00
2025-04-01T04:33:45.191780
{ "authors": [ "dantran", "katedreaper", "krmahadevan" ], "repo": "cbeust/testng", "url": "https://github.com/cbeust/testng/issues/1659", "license": "apache-2.0", "license_type": "permissive", "license_source": "bigquery" }
1831372328
all assignments complete and code is now working. Hi Gary, I was determined to get this one working. I would really appreciate if you reviewed my collections assignment. homework. Kindest regards! Hi Efua, It was tough but I said I would do it and show it to you. Just wanted to show you Hi Efua, It was tough but I said I would do it and show it to you. Just wanted to show you Hi Sherelle, I'm happy to take a look. But did you mean or Afua (afuadanquah)? My apologies Efua, By any chance are you the Efua that helps out with the entry to tech program? In any case Gary picked up on it in one of my other branches and reviewed it. Thank you though! Sent from my iPhone On 6 Sep 2023, at 10:28, Efua Akumanyi @.***> wrote:  Hi Efua, It was tough but I said I would do it and show it to you. Just wanted to show you Hi Sherelle, I'm happy to take a look. But did you mean or Afua (afuadanquah)? — Reply to this email directly, view it on GitHubhttps://github.com/cbfacademy/java-exercises-Sherelle-S/pull/3#issuecomment-1707991253, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AXZ7UAPEGN3F4UEPWIPCKYDXZA6Z3ANCNFSM6AAAAAA272M4Z4. You are receiving this because you were assigned.Message ID: @.***>
gharchive/pull-request
2023-08-01T14:07:16
2025-04-01T04:33:45.196698
{ "authors": [ "Sherelle-S", "efuaakum" ], "repo": "cbfacademy/java-exercises-Sherelle-S", "url": "https://github.com/cbfacademy/java-exercises-Sherelle-S/pull/3", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1811260100
Restructuring the repo to make testing and packaging easier this PR contains initial work to restructure the repository to make it a proper python package. Further steps would be to move all classes from the __init__.py files into individual classes and to fix the import paths and symbols in the __init__.py files. Please check if this initial restructuring works or if it breaks your analysis workflows - we can adjust it here before merging. @bdartigues @tigloo123 hello @hechth , I have tried to make your version work with our test data (here in .zip). But, as you can see in the run.sh of the .zip, we call the main.py so the dimet. imports do not work. After some workaround, I could manage to make it work by adding to main.py : import sys sys.path.append(os.path.dirname( os.path.abspath( os.path.join(os.path.dirname(__file__), '.')) ) ) thus forcing DIMet dir to be the "root" in my local tests . I accept your PR despite all this, I guess the paths will be soon fixed with the changes you/Ben/me will add progressively. Thank you very much for your work :) (Note: I am also working in a different branch to complete the unittest). Attachment: analysis_example_restructure.zip @johaGL yeah, I figured that - I will work on a fix today and fix the paths and update the scripts. I'll also add some integration tests - this should make using the package a lot easier and reduce the need for a lot of auxiliary scripts and stuff. I'll put up another PR here.
gharchive/pull-request
2023-07-19T06:37:14
2025-04-01T04:33:45.201853
{ "authors": [ "hechth", "johaGL" ], "repo": "cbib/DIMet", "url": "https://github.com/cbib/DIMet/pull/3", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
104098669
schAdd Common Views and Add View Specs Add Common Views and Add View Specs Move common views from sunnyside and tfdso into SN Add view specs Add Membership class into spec/dummy [#101934888] Good points and thanks!
gharchive/pull-request
2015-08-31T17:43:16
2025-04-01T04:33:45.206666
{ "authors": [ "michaelwehrley" ], "repo": "cbitstech/social_networking", "url": "https://github.com/cbitstech/social_networking/pull/74", "license": "mit", "license_type": "permissive", "license_source": "bigquery" }
2304999678
Feature synthesis scr.py - 아두이노 추천값 함수 추가 결과창 - 디자인 변경 및 아두이노 결과값 출력 관련 이슈 : https://github.com/cbnuLeehyunwoo/Fine_Dust_Measurment/issues/47
gharchive/pull-request
2024-05-20T03:33:02
2025-04-01T04:33:45.213801
{ "authors": [ "choigowon" ], "repo": "cbnuLeehyunwoo/Fine_Dust_Measurment", "url": "https://github.com/cbnuLeehyunwoo/Fine_Dust_Measurment/pull/46", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
163575479
PSMoveService not working for game: "The Thrill of the Fight" I've got things running pretty well. I've been able to play The Lab, Cloudlands: VR Minigolf, Budget Cuts, Tabletop Simulator, etc. with pretty reliable and smooth tracking. But today, I saw a game on Steam that I really wanted to try called The Thrill of the Fight (http://store.steampowered.com/app/494150). It's a boxing game. Seemed perfect for VR. But upon loading the game, the PS Move controllers just seemed to stop working. There's no hand tracking at all, and the in-game representation (ie. boxing gloves) are just lying on the floor not moving. I couldn't even get the SteamVR menu to pull up to exit out of the game. Not sure what is causing this, but the game is made in Unity. Has anybody run into anything like this? I would have figured that once things were working in SteamVR, all Vive games would be compatible. I'll try to record a video here in a little bit to show exactly what is happening, but does anyone have any insight on what this could be? Does the same thing happen if you use the Hydra driver instead of PSMoveService? Good question. I hadn't even thought of that. I just tested it, and it indeed does the same thing. As soon as the game loads, both Hydra and PSMoveService functionality are gone. I can tell you that the Oculus Health and Safety warning pops up again before the game loads though. I feel like I read something before about that causing interference. And I think this is the only game of the ones I've tested that does that. In general, the Oculus warning comes up when you load SteamVR...but once you're in SteamVR and load a game (The Lab, Budget Cuts, etc), it just goes right into the game. According to others, it works just fine with the legitimate Vive wands. I don't understand what could be happening to kill off both PSMoveService and Hydra support. I did get a video recorded though. I still can't get steady Hydra tracking to save my life (honestly why I was happy when PSMoveService seemed more user friendly). I moved my PSEyes to reduce the jitter...and that's actually worked pretty well. It's more jittery in the video than it has been, but I'm thinking that's because of having so much going on at the same time. https://www.youtube.com/watch?v=7fdS0kLDnPE Anyway, I hope I can figure this out. Seems like a neat game. If I can't get it working, I'll have to try to get a refund from Steam. It is possible to start PSMoveServive after launching SteamVR. I wonder if you launch The Thrill of the Fight first whether that would change anything? Of course now my Move controllers need to be charged, so I can't try that right now. I did come across a free demo of the game if anybody wants to give it a whirl though. https://fyian.itch.io/the-thrill-of-the-fight I just tried the demo using VRidge and the Hydra driver (using an xbox controller instead of the PSMove because I'm too tiered to wave my arms about) and it seemed fine. Like you said, it looks to be a problem with the OR. To verify you could try using driver_null (bear in mind that the Hydra driver doesn't work with driver_null but PSMoveService is fine). Wow, that's interesting. But my novice knowledge is showing here. What do I need to do to use driver_null? I understand the premise (telling the Oculus SDK to not load). I just don't know how to execute that. As always, I appreciate the enlightening. :) @n8rockerasu If you still want to use driver_null then add the following code to steamvr.vrsettings: "steamvr" : { "activateMultipleDrivers" : true, "forcedDriver": "null", "requireHmd": false }, "driver_null" : { "enable": true, "id": "Null Driver", "serialNumber": "Null 4711", "modelNumber": "Null Model Number", "windowX": 100, "windowY": 100, "windowWidth": 1920, "windowHeight": 1080, "renderWidth": 1344, "renderHeight": 1512, "secondsFromVsyncToPhotons": 0.1, "displayFrequency": 90 }, Can you start tTotF from Steam like a normal game then run PSMoveService? tTotF dev here. No clue what's going on on my end that would be causing this. I can't remember if I updated before I released the tech demo or not, but I believe the demo was made on Unity 5.3 with just the SteamVR plugin, while the Steam build is made with the Unity 5.4 beta with built-in OpenVR support and the SteamVR plugin on top of that. I'm thinking that might be what's causing the difference in behavior. Otherwise, I'm using the camera rig prefab provided by Valve with no modifications, apart from deactivating the Vive controller models. I'd be happy to set up a beta branch to get this figured out, if anyone has any ideas about what I could try on my end to make this work. @zelmon64 Hmm...I added that bit of code to my steamvr.vrsettings file, and it didn't seem to make a difference. I tried different methods of launching and in different orders, and eventually just started getting Steam crashes when I launched tTotF. Probably just Steam and my PC freaking out wondering what the hell I was doing, haha. @fyian Appreciate you posting here too. Your theory of the OpenVR + SteamVR plugin combo sounds plausible to me. Perhaps a beta branch built on Unity 5.3 with just the SteamVR plugin would be worth trying. It's weird that it's causing the Oculus warning screen to come up again. Like I mentioned, I don't think I've seen another game where that's happened. @n8rockerasu The steamvr.vrsettings file is a bit tricky - I may not have explained it well enough. Could you please post it so that I can check it over? SteamVR is not forgiving with the slightest typo. @zelmon64 Sure. This is what I had: { "collisionBounds" : { "CollisionBoundsGroundPerimeterOn" : false, "CollisionBoundsStyle" : 4 }, "hydra" : { "joystickDeadzone" : 0.080000000000000002, "renderModel" : "vr_controller_vive_1_5" }, "jsonid" : "vrsettings", "keyboard" : { "TutorialCompletions" : 1 }, "perfcheck" : { "heuristicActive" : true }, "steamvr" : { "activateMultipleDrivers" : true, "allowReprojection" : true, "background" : "S:\\Steam\\steamapps\\common\\OpenVR\\\\resources\\backgrounds\\night_mountains.png", "loglevel" : 3, "showMirrorView" : false }, "version" : "1" } "steamvr" : { "activateMultipleDrivers" : true, "forcedDriver": "null", "requireHmd": false }, "driver_null" : { "enable": true, "id": "Null Driver", "serialNumber": "Null 4711", "modelNumber": "Null Model Number", "windowX": 100, "windowY": 100, "windowWidth": 1920, "windowHeight": 1080, "renderWidth": 1344, "renderHeight": 1512, "secondsFromVsyncToPhotons": 0.1, "displayFrequency": 90 }, @zelmon64 I'm still not noticing any difference. Maybe driver_null isn't the right approach. Oculus Home has to be loaded for the DK2 to display anything and SteamVR has to be loaded for tTotF to work. Even having that code in my vrsettings file, the Oculus warning is still coming up twice.. It really feels like a game side problem. Maybe I'm not being totally clear on what's happening. My Move controllers stay lit and SteamVR still says they're connected. They just don't load in with the game...like the game itself is disconnected from them. Ian's idea about OpenVR and SteamVR being double stacked might make more sense. I'll definitely be curious to see if running the build back to Unity 5.3 in a beta branch changes anything. @n8rockerasu Yeah you're probably right, sorry for the hastle. My thought was to use driver_null so that it would display on your monitor instead of your DK2 and not use any Oculus stuff but I suppose that's moot. @zelmon64 No worries. I appreciate the brainstorming. I never would have gotten this far on my own, that's for sure. @n8rockerasu Just to clarify, the OpenVR support with the SteamVR isn't double stacking. They just moved the bits that make VR work into Unity itself, and when you use the SteamVR plugin (which has a bunch of other niceties apart from just making VR work) it doesn't include those bits in 5.4. Unforunately, I can't easily put up a build back on 5.3 because I'm using a plugin that needed 5.4, which is the only reason I'm currently using it at all. I've gone ahead and updated to the latest version of the 5.4 beta in case it's something they fixed, and created a beta branch you can opt into (password is "thepowertomoveyou"). I have a hunch of what might be causing the issue that I'll change after you confirm you try this, but let's take things one step at a time. I've also turned the SteamVR models back on for the beta build and moved the gloves to a different location than the default controller starting location, just to make sure it's an issue with the controllers not tracking instead of my gloves not going where they're supposed to. And of course SteamVR just had an update which incapacitates things. I tried the workaround hipstersloth posted, but the 32-bit SteamVR seems to be incompatible with the Oculus SDK. Ahhhh...computers are fun...lol. @fyian Ok, well, now that PSMoveService was updated and works again with SteamVR, I was finally able to test your new beta branch. From what I can see, everything is exactly the same. When I start the game, the Oculus health and safety screen pops up again, and when the game loads, there is no hand tracking at all...and the gloves are on the floor (first clipping through the scale when you "weigh in" and then on the floor in front of the trainer when the gym loads in). I don't know if that's what you were expecting since you mentioned changing something else after I tested this. But there you go. Hope that helps. @n8rockerasu That's pretty much what I was expecting. When you were in the gym, the gloves were stacked on each other on the floor like they were at the weigh-in, right? I had repositioned them to be far apart from each other and floating in the air, but they should always snap to where the controller positions are. Basically, I was just making sure that my code the maps the gloves to the controller position wasn't the problem. I've pushed up a new build to the beta with what I think the problem might be. I was using the Oculus audio spatializer (I don't think I was in the beta), which might have been causing the Oculus initialization to double up. Give it a shot and let me know how it goes. @fyian Just tested it and no change. Oculus health and safety comes up again and gloves are still stacked on top of each other on the floor. It's so weird that your game is behaving differently from other SteamVR games. I don't get it. @n8rockerasu Hmm, I'm still trying to think of anything that could be specifically different about the game that would cause this. Sounds like The Lab is on Unity 5.4.0b21, which is what the main branch of tTotF is on, so I don't think that alone is causing it unless they've worked in some other changes that would get around the problem. Two questions - if you run the game directly from its install directory without launching from Steam and without SteamVR running already, do you still have the problem? (previously, it shouldn't have forced SteamVR to run, but that SteamVR update that just went out actually made it so that SteamVR launches any time you run an OpenVR game, so this might not be any different). Second, what happens if you do this? https://www.reddit.com/r/oculus/comments/2toat9/how_to_disable_the_health_and_safety_warning_on/ Well, those were great suggestions. Unfortunately... Running the game directly from it's install directory without launching from Steam and without SteamVR running makes the Oculus warning pop up, and when the game starts, headtracking works. BUT SteamVR doesn't start at all (which is weird because when I do this with the demo, SteamVR starts on its own)...so the Moves never light up or are tracked in any way (and I did have PSMoveService launched for anyone wondering if I forgot a step, haha). So, that's a bit odd. I even took a shot at opting out of the beta and trying the regular build, launching directly from the game exe and still got the same result. I'm not sure if that's an indicator of anything or not, but it's strange that the demo exe prompts SteamVR to launch, but the full game exe doesn't. Sadly, disabling the H&S warning no longer worked. Oculus, in their "infinite wisdom" and corporate douchery updated and no one has found a way to turn it off now (https://forums.oculus.com/developer/discussion/32701/how-to-disable-the-health-and-safety-warning-for-development-purposes-in-1-3/p2) If this is something anyone thinks they can debug a bit more on the PSMoveService side of things to either fix it on that end or find a trail I can follow to try to fix it on my end, I'd be happy to provide keys to any contributors of this project that want to look into it. I just borrowed a DK2 from work today to test some other Oculus related issues with PSMoveService so I can give this a shot too. I picked up a a full copy of the game to test. I'll report my findings back here later tonight. I was able to repro the issue with the full game myself. When I launch it I also get the gloves on the floor: It appears SteamVR is connecting to the psmove controllers and ps3eye cameras: I can verify that steamvr is also loading the psmove driver: E:\Program Files (x86)\Steam\steamapps\common\OpenVR\bin\win64>vrcmd.exe Device 0 - oculus.207ZKH04DQAN - Oculus Rift DK2 by Oculus driver 1.5.0 - HMD - generic_hmd D3DAdapterIndex: 0 Left Projection: left=-1.058658, right=1.092368, top=-1.331603, bottom=1.331603 Right Projection: left=-1.092368, right=1.058658, top=-1.331603, bottom=1.331603 Lens Center: (0.000000, 0.000000), (0.000000, 0.000000) Device 1 - psmove.psmove_controller0 - PSMove by Sony - Controller - {psmove}psmove_controller Tracking Firmware Version: cd.firmware_revision=1 Hardware Revision: cd.hardware_revision=1 Supported Buttons: 0x300000787 k_EButton_System k_EButton_ApplicationMenu k_EButton_Grip k_EButton_A Unknown EVRButtonId (8) Unknown EVRButtonId (9) Unknown EVRButtonId (10) k_EButton_Axis0 k_EButton_Axis1 Axis 0 is a k_eControllerAxis_Trigger Device 2 - psmove.psmove_controller1 - PSMove by Sony - Controller - {psmove}psmove_controller Tracking Firmware Version: cd.firmware_revision=1 Hardware Revision: cd.hardware_revision=1 Supported Buttons: 0x300000787 k_EButton_System k_EButton_ApplicationMenu k_EButton_Grip k_EButton_A Unknown EVRButtonId (8) Unknown EVRButtonId (9) Unknown EVRButtonId (10) k_EButton_Axis0 k_EButton_Axis1 Axis 0 is a k_eControllerAxis_Trigger Device 3 - psmove.psmove_tracker0 - PSMove by Sony - Tracking Reference - {psmove}ps3eye_tracker Tracking Firmware Version: cd.firmware_revision=1 Hardware Revision: cd.hardware_revision=1 FOV: 30, 22.5, 30, 22.5 Range: 0.1 to 2 meters Device 4 - psmove.psmove_tracker1 - PSMove by Sony - Tracking Reference - {psmove}ps3eye_tracker Tracking Firmware Version: cd.firmware_revision=1 Hardware Revision: cd.hardware_revision=1 FOV: 30, 22.5, 30, 22.5 Range: 0.1 to 2 meters Device 5 - oculus.207ZKH04DQAN_Camera0 - Oculus Rift DK2 (Camera0) - Tracking Reference - dk2_camera FOV: 37, 27, 37, 27 Range: 0.4 to 2.5 meters And I can verify I'm getting controller pose data to steam: E:\Program Files (x86)\Steam\steamapps\common\OpenVR\bin\win64>vrcmd --pollposes 2 2,0.32689,0.73191,0.166556,1.54027,1.38854,-0.02815 2,0.32683,0.731971,0.166432,1.56393,1.39014,-0.00753265 2,0.32683,0.731971,0.166432,1.56666,1.39014,-0.00486242 2,0.326913,0.73199,0.166429,1.5622,1.39014,-0.00358977 ... '2' is for device 2 which is psmove controller 1. It updates the position as I move the controller around. I'm going to try the Beta build of the game you linked to next. The 'move_beta' build had the same issue with the gloves on the floor. I'm going to install Unity 5.4.0b21 and see if I can repro the tracking issue in a test project next. I appreciate all the attention this is getting, haha. And I'm glad it's not just me. I just wanted to do some virtual boxing, man. @HipsterSloth You should also try out the demo build (https://fyian.itch.io/the-thrill-of-the-fight)...which does work for some strange reason. See if you can pick up on any differences. I have a theory about what might be happening. Here's what I did: Installed Unity 5.4.0b21 Created a test project Went to the player settings Checked the virtual reality support option Added the "OpenVR" to the list of Virtual Reality SDKs (which was empty) Went to the asset store and installed the SteamVR plugin Opened the Extras\SteamVR_TestIK and Extras\SteamVR_TestThrow Recorded the following two poorly captured videos for your viewing pleasure TestThrow: https://www.youtube.com/watch?v=oUWP-MxEnXI TestIK: https://www.youtube.com/watch?v=Y-3sQG1lAco&feature=youtu.be As you can see from the videos the controller data is coming through. Then it occurred to me if we also added the "Oculus" virtual reality SDK to the list of available and make it first in the list Unity may attempt to open the SDK in the order listed. If this was true, and Oculus is listed first then it would never attempt to open the HMD/controllers through SteamVR. The controller poses would be coming from the Oculus API. And since I don't have touch controllers there would be no controller pose data coming through. Sure enough when I had this SDK ordering the issue repro'ed And when I made SteamVR first the controllers tracked fine again @fyian I'm betting you have the oculus SDK listed first in tTofF. I think it should be fine to put SteamVR first. If someone is running SteamVR and they have touch controllers they'll still get controller poses. The only disadvantage is that they wouldn't get Async timewarp that oculus SDK. And in that case the user could just shut off SteamVR and then Unity would fallback to using the oculus sdk. Scratch that. I just tested that idea and the Steamvr API automatically launches SteamVR if it's not running when the API is activated in a game. That means you would never use the Oculus API on a machine that had SteamVR installed. There might be a way to suppress that in the SteamVR settings but that's not reasonable to ask users of your game to do. That is a bummer though. I'll have to look in a way of making an Oculus plugin for PSMoveAPI. Probably have to do something along the lines of what the Revive project is doing since the Oculus API doesn't have a plugin framework. And with all of the other feature work we have on our plate that isn't happening any time soon. @HipsterSloth Wow, very nice work! I'm a little confused though. Wouldn't that indicate that regular HTC Vive wands wouldn't work either though? If that were true, wouldn't all Vive users have trouble playing the game...and not just those of us trying to use PSMoveService? If that's not correct and your theory does fix it, it would probably make sense for @fyian to switch the order (at least for now anyway). The Oculus Touch controllers are still a ways out (last estimate I saw was the end of this year). tTotF is listed on Steam as a Vive game anyway. And by the time the Touch controllers come out, maybe another solution will be worked out, or you'll have had time to make an Oculus plugin for PSMoveService. But we might have a good 4-5 months before that's even an issue. Fingers crossed that this is the solution. @n8rockerasu Reguar Vive users wouldn't be affected by having the Oculus SDK listed first in a Unity app because the Oculus SDK would fail to initialize if there is no Oculus HMD Connected. It would then fall back to the SteamVR SDK. You only see this issue manifest if you have an Oculus HMD and are running SteamVR. And in fact I can verify that theory. If I load the same unity test app I made, disconnect my DK2, connect my Vive, launch SteamVR and then launch either of the Unity tests they work fine, even with the Oculus SDK listed first. @HipsterSloth Wow, thanks for diving right into this. I don't think I realized that list was affecting the order of initialization of the SDKs. I've pushed a new build up to the beta to confirm that it's working. @fyian It works! Well...sort of. That did indeed solve the problem of the hand tracking not working. Now, when I start tTotF from SteamVR, it jumps right into the game WITHOUT the Oculus H&S warning popping up again. And lo and behold, the gloves are not stacked on the floor. Hand tracking works. However, I'm now getting a problem of only seeing one glove for some reason. I recorded a video to show exactly what's happening. https://www.youtube.com/watch?v=2-epm5zgDjg I can pop in and out of the SteamVR menu easily, and you can see both controllers are connected and tracking. But I'm only getting one glove in game. I checked other games (The Lab, Budget Cuts) and both controllers show up as they should. Not sure why this is happening now. But hopefully it's something simple now that this tough nut was finally cracked. @fyian I'm wondering is there is something funny going on in SteamVR to hand assignment. Perhaps both controllers are getting assigned to the same hand. Apparently the hand assignment in Unity is manged in SteamVR_ControllerManager.cs: https://github.com/ValveSoftware/openvr/blob/master/unity_package/Assets/SteamVR/Scripts/SteamVR_ControllerManager.cs#L190-L191 This in turn calls into the SteamVR interface to ask a given controller what "role" it is (i.e. left or right hand): https://github.com/ValveSoftware/openvr/blob/master/headers/openvr.h#L1177-L1178 After some digging it turns out there is a property my psmove-steamvr plugin can emit, that allows steamvr to deduce whether it's the left or the right hand. From https://github.com/ValveSoftware/openvr/releases: "Added Prop_ControllerRoleHint_Int32, which a controller driver can optionally use to return the best matching ETrackedControllerRole type for the controller. Use this to specify a controller that is physically shaped for one hand only or when the driver is able to determine which hand is holding the controller through sensors or other means." I'll try adding this property tonight and push up another release. I'll post here when I do that. I don't think we want that though. The controllers are not handed and we don't want to write code to analyze movements to guess which hand they are in. I don't think there is any analysis needed to guess hands. You just assign a hand arbitrarily, probably something like: hand= (index %2 == 0) ? left : right. That's what happens with the Vive controllers, which are also symmetrical and provide the same property. Technically the controllers aren't handed, but this is a commonly used interface. If we don't provide this property it will likely break in other games as well. @HipsterSloth Yeah, for what it's worth, having to switch hands with the controllers wouldn't bother me at all. Like you said, they're symmetrical. And if it's the way the Vive controllers themselves work, it probably would help with continuity. As long as it didn't negatively impact anything else and made for an easier/more reliable PSMoveService experience, I'd be fine with it. @HipsterSloth I thought it was strange that the demo doesn't need "hand assignment" but this new version does so I bought it to check it on driver_null and VRidge (I couldn't see anyone mention testing the beta on a non-oculus HMD). I didn't want you to have to go through the hassle and fine it was still an oculus problem. I can confirm this single glove behaviour occurs on these HMDs as well (on both the main and beta). So I agree with n8rockerasu that it would be appreciated to have this feature as long as it isn't too difficult / time consuming or break anything else. @zelmon64 It's actually really simple to add. It will just be adding another case here to return a value for the Prop_ControllerRoleHint_Int32 property. I'm just going to use the pmove controller id % 2 to decide between left and right hand. https://github.com/cboulay/PSMoveService/blob/master/src/openvr_plugin/driver_psmoveservice.cpp#L1025-L1054 I'm uncertain as to why this would be a problem in the current build, but not the demo or in other games @n8rockerasu I couldn't quite tell from your video, but the second glove wasn't sitting on the floor in the usual initialization spot, right? I'm not really sure where it's disappearing off to. It doesn't look like they're both stacked on the same controller. Also, how's the grip with the move controller? How odd is it to hold it the way the game wants you to? @fyian No, the second glove was not on the floor. It just wasn't there. And it definitely is odd that they both appeared fine in the demo. And they both appeared on the floor before the tracking was working. So, something about fixing the tracking issue caused the second glove to disappear. Definitely not what I was expecting to happen when we finally got the problem fixed, haha. As for the grip, it's interesting. With the Move, it basically has you holding it with the trigger backward where your thumb is. It's a little awkward if I hold the controller in the middle, since that makes me rest my index finger across the face buttons. But if I move my grip toward the bottom of the controller, it's very comfortable. Since I haven't really been able to play much outside of the demo, I'm not 100% sure how it translates to traditional blocking/covering up like this: From the positioning, it would seem that the tracking points (the orbs) would be too far apart to block properly without crossing one controller in front of the other to bring them a little closer together. But again, I haven't played enough to really know how that works. I could be way off. Hoping we get this missing glove issue sorted though. Maybe hipstersloth's idea of assigning specific handedness will do the trick. @n8rockerasu @fyian New PSMoveService release is up with hand hint fix: https://github.com/cboulay/PSMoveService/releases/tag/v0.9-alpha4.5 I have this a quick test with tTotF and it appears both gloves are tracking now! This also turned out to be a good opportunity to update the plugin the the latest version of OpenVR (1.0.2). @HipsterSloth I can't seem to get your fix to work. In the main branch and the beta the second glove is on the floor after looking at the camera. Is there something I need to add (like in the steamvr.vrsettings as you mentioned)? I'm sill using VRidge and I uninstalled alpha4.4.0 and installed alpha4.5.0 (x64 versions) using the batch files as normal. @fyian I feel like the grip wants me to rotate my wrists too much so that I'd be punching with the flat back of my hands. @HipsterSloth Same here. I updated to the new build, and now can SEE two gloves. But one is tracking and the other is stuck on the floor. How is it possible that one glove is tracking and the other isn't? @zelmon64 when it's not working would you mind running vrcmd. I'm wondering if the psmove controllers aren't getting assigned adjacent controller IDs and thus my id%2 logic is assigning roles right and right rather than right and left. Is there documentation anywhere for vrcmd that shows what command line options it has? I'm hoping there is a way to get a list of the properties for each steam vr controller. Alternatively I could make a quick unity program to emit the role for each controller we get for steam vr. Scratch that. It looks like i'm using the psmove serived controller assigned ID for the hand determination, not the steamvr one, so the vrcmd order won't tell us anything. I think I should just do the unity test so we can see what properties are making it through. I'm just baffled by how zelmon64 got it to work one time, haha. What could have been different for those brief moments? It baffles me as well. I thought I'd try the Hydra driver again and I got one glove to be a Hydra and the other to be a PSMove. This lead me to believe that tTotF uses controllers 1 and 4 so I connected four PSMoves and one time it used 3 and 4 (and another time a different combo - 2 and 3 I think) but normally it only uses 1 and nothing else. So when I test this at home I was lazy and used my vive, rather than hooking up the DK2 again. I turned off my Vive controllers so I only had two controllers listed. I'll try it again tonight with the DK2 and see if that somehow makes a difference. I'll also post a link here to the unity test for you guys to try. I ran some more tests with all four of my PSMove and the two emulates Hydra controllers connected and it seems random which controllers tTotF latches on to. The interesting thing is that it only changes when SteamVR is restarted. When I only close tTotF and re-open it it is still latched onto the same controllers. Starting tTotF with a specific controller does not seem to affect it and nor does starting it from outside SteamVR. That's so weird. This poor guy making his game, just using what seems to be the "standard setup", and he's getting vastly different results from other SteamVR games that seem to have no issues. I'd call it a Unity problem, but I don't understand why other games aren't affected the same way. @n8rockerasu @zelmon64 Would you guys mind running this Unity IK test: https://drive.google.com/file/d/0B5GgUbBXlQ1ubEpGN3hPU1AxMkk/view?usp=sharing This is just a build of the SteamVR Unity IK test. I'm curious if the hands show up correctly for you guys using this. This is what I was using for testing locally. @HipsterSloth I'm only getting the magenta PSMove as a hand. Are the arms supposed to continuously rotate along their axis of symmetry? @zelmon64 Yeah for some reason the arms rotate continuously for me too, but it's not an issue beyond looking wierd. The key thing to look at in that demo is the hand and the joint positions. That's good that is test app repros the missing hand issue. That puts the problem somewhere between the SteamVR Unity plugin and PSMove's SteamVR plugin, since @fyian mentioned he was just using the provided SteamVR camera rig. I think the SteamVR controller manager in Unity is doing something weird with role mapping and assigning the left and right hand. I'll make a test tomorrow morning that tries assigning the left and right hands to the first two controllers. Sorry to be late to the party (busy weekend), but I can also confirm zelmon64's results. Only seeing tracking for the magenta PSMove. If this is a Unity issue with the SteamVR plugin, are we to surmise that other Unity games that don't suffer from this issue are using an older Unity build than fyian? Or more specifically, any new Unity games will probably have this same problem? @n8rockerasu yeah i'm suspecting is the newer unity steamvr plugin. Actually we can put that theory to the test. Can you run the free trial of tTotF that worked for you previously? If it's the newer plugin, the trial should still work. If it's steamvr (or the change I made to psmove service) the free trial should be broken the same way. @HipsterSloth Great idea. I just tried it, and surprisingly, I'm getting the same result in the demo. One glove tracking, the other on the floor. I even tried rolling back to the previous PSMoveService release (alpha 4.4.0), and I still had the same result. I honestly can't remember if I tested the demo since we moved on to the 64-bit version of the plugin, but it seems that the one armed problem has been present since that point. I noticed something today that might possibly help. Generally, when I'd start deving, I go ahead and fire up SteamVR and leave it on to get and keep stable tracking. I noticed multiple times today that I would put on my headset and only have one boxing glove (with the other being in the initial position on the floor), but after a couple of seconds, the glove would snap into its proper spot. Sometimes the glove that I was holding was the wrong hand, and when the tracking started on the missing hand, the handedness of the gloves would automatically correct itself. One of the times I was waiting on the missing glove to start tracking, I hit the Steam dashboard button, and the SteamVR menu screen already had the Vive controller for that ahand properly tracked. I popped back into the game, and a couple of seconds later, the missing glove snapped into place. Now, I haven't really had any need to pay much attention to this behavior in the past, but I don't seem to recall this happening before. Previously, something similar would happen if I was just firing up SteamVR for the first time, or if my controllers shut themselves off and I had to turn them back on, but never with already-on controllers. Also odd was that I never had the problem with both controllers at once - one was always already tracking and ready to go, and the second would take a few seconds to catch up. I'm curious if one the recent SteamVR update had anything to do with this, since they messed with controller idle states and left and right hand identification. Does any of this help? @fyian That is interesting. After looking a bit more at the SteamVR controller manager class it looks like the Refresh() method is supposed to get called every time the controllers connect or properties about the controller change. This method tries to look up the controller indices by role. If it can't find anything by role, it just tries to grab the first controller it can find and calls it the right controller. I'm wondering if the behavior you were seeing (where the controller pops into place) is a controller property update coming through. I'd be curious if you either put a breakpoint or add a log in this method where I call out below if you hit it when you see this odd behavior. Assets\SteamVR\Scripts\SteamVR_ControllerManager.cs and look at the refresh public void Refresh() { int objectIndex = 0; var system = OpenVR.System; if (system != null) { leftIndex = system.GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole.LeftHand); rightIndex = system.GetTrackedDeviceIndexForControllerRole(ETrackedControllerRole.RightHand); } // If neither role has been assigned yet, try hooking up at least the right controller. if (leftIndex == OpenVR.k_unTrackedDeviceIndexInvalid && rightIndex == OpenVR.k_unTrackedDeviceIndexInvalid) { // Set breakpoint here... @n8rockerasu @zelmon64 I still can't repro this issue locally, even when switching out to my DK2. I did add some test code to force a device property update on the controllers when they connect. My best theory at this point is that steamVR is caching incorrect hand role info. Since I don't know if this code works or not I decided to save off a custom build onto google drive rather than make an official build. Would either of you guys mind giving this version of the PSMoveService a try? Make sure to re-install the steamVR drivers. https://drive.google.com/open?id=0B5GgUbBXlQ1ua252U3dfdGV6NUk Then run the IK test I linked to earlier: https://drive.google.com/file/d/0B5GgUbBXlQ1ubEpGN3hPU1AxMkk/view?usp=sharing Also do your steamVR device setups looking something like this: I just pinged my friend at Valve who works on SteamVR to see if he has any insight on this issue and what the right way to be using the controller role property is. @HipsterSloth Downloaded the custom build, re-installed the SteamVR driver, started up the IK test...and still got just the single magenta PSMove controller tracked. Other controller was lit up cyan. Both controllers showed up as connected in the SteamVR device list. And yes, my device setup looks exactly like the picture you posted. Same order of devices and everything. @HipsterSloth I tested alpha4.5.1 with the demo and beta of tTotF and again only the magenta PSMove had a glove. I then ran the IK test and only the cyan PSMove had a hand. I then re-ran it and it switch back to the magenta PSMove only having a hand. Here are my logs in case there's anything useful in them. PSMoveService_0.log.txt vrserver.txt I was wondering if there'd be some funny business coming from the x64 version of SteamVR since it's stored in the C:\Program Files (x86) directory? My device setup looks the same apart from the tracking camera since I don't have one with VRidge. @zelmon64 Yeah both those logs look ok to me (at least near as I can tell). The SteamVR log looks like it's finding both controllers and both trackers. Hopefully Joe can shed some light on what's happening on Monday. And to my knowledge there shouldn't be any funny business with x64 version of steamVR living in the C:\Program Files (x86). I've been able to attach to vrserver.exe with visual studio and debug my new 64-bit code in the plugin. That wouldn't have worked if vrserver was a 32-bit process. Sun Jul 10 2016 08:33:54.958 - Active HMD set to oculus_vridge.0.8 Sun Jul 10 2016 08:33:54.959 - DXGI thread failed to get SDL display index Sun Jul 10 2016 08:33:54.983 - Started C:\Program Files (x86)\Steam\steamapps\common\SteamVR\tools\bin\win32\vrmonitor.exe with pid 1436 Sun Jul 10 2016 08:33:54.983 - Processing message VRMsg_Connect from game (4032) took 0.336 seconds Sun Jul 10 2016 08:33:55.041 - psmove: NotifyClientPSMoveResponse - Updated HMD tracking space. Sun Jul 10 2016 08:33:55.041 - psmove: NotifyClientPSMoveResponse - Controller Count = 2 (request id 1). Sun Jul 10 2016 08:33:55.041 - psmove: added new psmove controller psmove_controller0 Sun Jul 10 2016 08:33:55.041 - psmove: added new psmove controller psmove_controller1 Sun Jul 10 2016 08:33:55.041 - psmove: NotifyClientPSMoveResponse - Tracker Count = 2 (request id 2). Sun Jul 10 2016 08:33:55.041 - psmove: added new device psmove_tracker0 Sun Jul 10 2016 08:33:55.041 - psmove: added new device psmove_tracker1 Sun Jul 10 2016 08:33:55.051 - psmove: CPSMoveTrackedDeviceLatest::Activate: psmove_controller0 is object id 1 Sun Jul 10 2016 08:33:55.051 - psmove: CPSMoveTrackedDeviceLatest::Activate: psmove_controller1 is object id 2 Sun Jul 10 2016 08:33:55.051 - psmove: CPSMoveTrackedDeviceLatest::Activate: psmove_tracker0 is object id 3 Sun Jul 10 2016 08:33:55.051 - psmove: CPSMoveTrackedDeviceLatest::Activate: psmove_tracker1 is object id 4 No news yet on what the next step is? I played a bunch of games with the most recent PSMoveService 4.5.1 last night. Brookhaven Experiment, QuiVR, PItch-HIt: Rampage Level, Surgeon Simulator VR: Meet the Medic, and Budget Cuts. Some of them had an issue of needing to switch the hand the controllers were in, but none suffered from a controller being missing. They all performed very well, with very smooth tracking. Just wish we could get the issue with tTotF figured out. @HipsterSloth Threw some breakpoints in Refresh() to see what was happening. The first time it's called it's hitting the first if statement condition - the one with the following comment: // If neither role has been assigned yet, try hooking up at least the right controller. And it does seem to always assign that first controller as my right hand, even if I'm holding it with my left. The second controller doesn't just take a few seconds to sync up - instead it waits until I move it. A couple of seconds after that, it fires Refresh() as well, and hits the else condition of the if statement since the first controller had already been forced to be my right hand. At this point, the controllers get set so that the controller in my right hand is correctly identified as my right hand, and the one in my left is the left, even if it was already identifying the one in my left hand as the right hand. Like I said, I don't recall this behavior happening quite like this before, where the idle controllers would reassign automatically when I started the game - instead SteamVR seemed to remember the handedness until I shut down SteamVR or shut off the controllers. @fyian That's super interesting. I wonder if we move around the psmove controller at game start if the problem would go away. I added this info to the thread I started with Valve. Haven't heard anything back yet. @n8rockerasu @zelmon64 When you guys launch the game do you do so from inside VR or from your desktop. I always launch from VR, which would mean that both controller are not at rest. I'm wondering if you launch the game with the controllers at rest on the ground (or out of view of the camera) and launching the game from the desktop makes this issue manifest. Update from helpful folks at Valve: "I can answer your questions. To summarize, there was a recent change to improve the quality of role detection by delaying assignment while the controllers and HMD are sitting idle. This had an unintended side effect that games launched from outside VR, or with controllers sitting idle on a desk, would not have roles locked in until the controllers and HMD are picked up and worn. The next beta update will improve on this by assigning roles when an application launches, even if all of the usual prerequisites aren’t met. How does SteamVR determine the hand role behind the scenes? Hand roles are determined by their location relative to the headset. The rightmost controller is favored to be the right hand role, and the leftmost controller is favored for left hand. If either or both controllers provide Prop_ControllerRoleHint_Int32, this will take precedence within reason (two controllers providing a right hand hint still can't both be assigned right. Only one will be chosen.) An active controller will take precedence over an idle controller (uncommon, but this properly handles 3 or more connected controllers, when only 2 are in use at a time). While a game is running, controller roles will not be unassigned unless the controller is disconnected. However, if you launch a game before SteamVR is running, or while the controllers are sitting idle, the assignment may not be locked in yet. An upcoming change will trigger role assignment when a game launches, so the game can receive role indices right away. The Unity plugin has a similar fallback, but only for the right hand controller (as you discovered in SteamVR_ControllerManager.cs). Is there a way to inspect what hand role (or other properties) are set for a given tracked device in SteamVR? IVRSystem:: GetControllerRoleForTrackedDeviceIndex will report the currently assigned role for each controller. IVRSystem:: GetTrackedDeviceIndexForControllerRole will do the opposite. The assignment may change at runtime (e.g. if controllers are connected for the first time, causing one or both roles to be locked down), and a VREvent_TrackedDeviceRoleChanged event will be generated. You can see in SteamVR_ControllerManager.cs, this event calls Refresh to update controller indices as needed. Should I be trying to set hand role hints on these controllers? Your check-in notes for 1.0.2 suggest that I should only be doing this for controllers which are actually asymmetrical. There is probably no need to provide a role hint for symmetrical controllers. One possible exception would be a controller with sensors to directly detect which hand the controller is being held in. Move controllers don't include any way to directly measure this as far as I know, so no role hint is needed. When are properties queried from the drivers. I thought I saw mention of properties being cached in the docs. Do these properties persist past device connection? Past the lifetime of vrserver? Properties are cached for each client. TrackedDevicePropertiesChanged() will clear the cache." So basically you'll get wierd hand remapping behavior if you don't launch from VR until the next steam vr beta update. Ah, very interesting for sure. I do always launch the game from within SteamVR though. Both controllers are in my hands and I've even tried launching tTotF with the controller that the game usually doesn't detect. None of that made any difference. Sucks that we're basically just waiting on a StreamVR update. Hope that happens soon. @HipsterSloth @fyian @zelmon64 Based on the previous info posted, I decided to do some testing of my own. I loaded up SteamVR, and used my Move controllers to select tTotF from my library. As soon as I clicked launch, I started air drumming with the Moves like I was Neil Peart, lol. Game starts, only one controller tracking (magenta). I tried again, same result. I then wanted to see if I could get the game to jump to the other controller (cyan), so I hid the magenta controller behind my back, and indeed, the cyan one lit up. Shaking the magenta one for a good two minutes yielded no response though. So, finally, I decided to just play a few rounds in the Brookhaven Experiment demo. I played that for about 15 minutes...then figured I'd try tTotF again. Again, as soon as I selected launch, I started air drumming. Astonishingly, when the game loaded, both controllers were tracking and both gloves were floating in front of me. I exited out of the game, started it back up, and again...both gloves were working. I tried this three more times and each time it worked. The last time, I even stood completely still and it still worked. So, I shut down SteamVR and PSMoveService and started fresh. Just to confirm, I went straight back to tTotF, air drumming like crazy, and yup...one glove. I exited and restarted 2-3 more times just to be sure. Same every time. Went back to Brookhaven Experiment demo, just let the menu load (which brings up both controllers...your gun and flashlight), exited out, started tTotF, air drumming like crazy....and got only one glove. I tried again, messing around in Brookhaven's menu a little longer, interacting with both controllers, exited, started tTotF, air drumming...and again, only got one glove. Back to Brookhaven....this time, I figured I'd just play a round. So, I started it up, played for about two minutes, exited out, started tTotF, air drumming, and now I got two working gloves again. So, I closed out of everything again...started PSMoveService, started SteamVR, launched Brookhaven, played for 2 minutes, exited, launched tTotF, stayed perfectly still...and got two working gloves. So, for whatever reason, it appears that playing another game for a couple minutes has a positive effect on the missing hand issue. Not sure if SteamVR is just holding onto the hand assignment and it's carrying over, but I almost felt like I was warming the controllers up. @n8rockerasu that's some good testing there! I think I know what might be happening. I just realized that we're not currently passing the controller velocity or acceleration to steam vr, just the position. This is because we haven't implemented the Kalman filter yet. My previous filter attempt had a super noisy velocity estimator thay caused jitter in the controller, so I ripped it out. I bet the role assignment code in steam vr thinks the controller isn't moving despite you flailing around. That doesn't explain why it would work in other games though. Either way this will be fixed in the next steam update. What I'm surprised about is that it sometimes latched onto my emulated Hydra which I'm using an xbox controller for so is normally completely still. This seems to contradict the information. @zelmon64 My best guess there is that if all three controllers are "idle" because they have zero velocity (the emulated hydra plus two psmoves that aren't currently ever emitting a velocity) it can't decide which is "rightmost" (despite there being positional tracking?) so it just arbitrarily picks one. This is just me guessing though. I should ask about that. @HipsterSloth I meant when it would latch onto one Hydra and one PSMove controller (sorry for the misunderstanding). The Hydra is always registered as a pair of controllers. I have tried launching tTotF from within SteamVR and on it's own with the same result. I made sure that the controllers were visible and in motion all the time but it didn't seem to make a difference. I've also tried combinations of launching PSMoveService after SteamVR but still no difference. Just a small update: I got VR Boxing Workout to see if it has the same problem and it does. @zelmon64 That's definitely interesting...and good to have that confirmation. Kind of crazy that Valve basically broke PSMoveService for new games with the last SteamVR update. I don't know what their timetable is for releasing the next version, but hopefully it's soon. This is the kind of stuff that makes me wish Valve allowed us to freely roll back to older drivers. @n8rockerasu My hunch is that it's only a problem for games with handed controller skins but I'm not sure because the hands in NVIDIA Fun House seem fine (but that's Unreal rather than Unity). I had another go with the Hydra driver and it was fine in tTotF. I'm sure it will be all sorted out soon ;) . Interestingly that's the policy RiftCat hs taken. They now have three branches: stable, weekly and old versions. @zelmon64 It's funny that you mention nVidia VR Funhouse because I tried playing that one earlier, and it actually does the same thing that tTotF used to do, with popping up the Oculus Health & Safety warning again. Predictably, because of that, I get no hand tracking at all once the game loads. Even though it's Unreal and not Unity, I'm guessing there's a similar plugin priority problem, and the Oculus plugin is listed first...thus negating SteamVR. I'm going to make a thread on this in the Steam discussion forum for the game. Hopefully the dev will be willing to fix it. So, one interesting thing I learned while trying to figure out the nVidia Funhouse thing. Apparently, there was a way to get around the "Oculus plugin listed above SteamVR plugin" problem. It's basically addressed in this thread. http://steamcommunity.com/app/468700/discussions/0/359543542243290032/ Somehow, if you go to the game exe, and change the compatibility to Windows 7 mode, it will launch properly and bypass the Oculus SDK. I tried it, and indeed it worked. I then tried it with tTotF to see if it would fix the one glove issue...and while I got two gloves at first, the next start up from scratch switched back to one. So, same general inconsistency there. It's an interesting fix for games where you're getting no hand tracking at all though. Not sure if SteamVR had an update or if I just got lucky, but I decided to load tTotF up tonight, and both hands were working great on the first try. Rather than messing with it just for the sake of "testing", I decided to actually play the game, haha. Awesome workout and really starting to feel like boxing. I can feel the shift from arcade to sim in that you have to actually be cognizant of punching yourself out. As long as the missing glove issue can become a thing of the past, this is going to be a great game! :) Is this still an issue? No, I don't believe it is. The last few times I loaded the game, the hand assignments seemed to be functioning properly. This issue probably can be closed.
gharchive/issue
2016-07-03T19:19:55
2025-04-01T04:33:45.298332
{ "authors": [ "HipsterSloth", "cboulay", "fyian", "n8rockerasu", "zelmon64" ], "repo": "cboulay/PSMoveService", "url": "https://github.com/cboulay/PSMoveService/issues/94", "license": "apache-2.0", "license_type": "permissive", "license_source": "bigquery" }
1715778655
switch from relative to absolute imports? This is a quick issue relating to the JOSS review comments at: https://github.com/openjournals/joss-reviews/issues/5411#issuecomment-1548163405 Absolute imports seem to be generally preferred by Python developers (https://peps.python.org/pep-0008/#imports). sleepecg uses relative imports in places (e.g. from .physionet import _list_physionet). Is this intentional? If not, perhaps switch to absolute imports at some point? This is a good point. I have been using relative imports in my packages out of habit, with the main reason being that it makes some imports shorter. But you are right, I think it would definitely be worthwile to check if switching to absolute imports would make anything more complex. If not, I think we should go for it. I'll link the corresponding PR so that we can decide if it's worth it or not!
gharchive/issue
2023-05-18T14:52:05
2025-04-01T04:33:45.307547
{ "authors": [ "cbrnr", "tompollard" ], "repo": "cbrnr/sleepecg", "url": "https://github.com/cbrnr/sleepecg/issues/164", "license": "BSD-3-Clause", "license_type": "permissive", "license_source": "github-api" }
1952891978
Error: unused argument (fftempdir = fftempdir) Hello, I have been trying to use the ramclustr function for deconvolution of an XCMS feature table. I have tried my own data as well as the example data and everything has thrown the error below: Error in rc.ramclustr(ramclustObj = ramclustObj, st = st, sr = sr, maxt = maxt, : unused argument (fftempdir = fftempdir) My input is: ure table gc_feature_table<- read.table("E:/Galaxy/Bacarelli - Additional Samples/Galaxy processing files/XCMS_Test_231017_XCMSv3.22.0_Peak.min_Peak.max.txt", sep="\t", header=TRUE) #create mz_time vector mz_time<- paste(gc_feature_table$mz, gc_feature_table$rt, sep="_") mz_time[1:10] #transcribe intensities t_gc_int<- data.frame(t(gc_feature_table[,10:ncol(gc_feature_table)])) #add mz_time vector to transcribed matrix t_gc_int_1<- rbind(mz_time,t_gc_int) #add sample_id vector to transcribed matrix sample_id<- c("sample",rownames(t_gc_int)) t_gc_int_2<- cbind(sample_id,t_gc_int_1) t_gc_int_23 <- t_gc_int_2[1:10,1:20] #write output setwd("E:/XCMS Projects/RamClustR/") write.table(t_gc_int_23, "XCMS_Test_231018_RAMClustR.csv", sep=",", row.names=FALSE, col.names=FALSE) library(RAMClustR) out_file<- "E:/XCMS Projects/RamClustR/" dir.create(out_file) setwd(out_file) experiment_GC <- defineExperiment(csv = "E:/XCMS Projects/RamClustR/ExpDes.csv") GC_Clust <- ramclustR(ms = "E:/XCMS Projects/RamClustR/XCMS_Test_231018_RAMClustR.csv", featdelim = "_", st = 5, ExpDes=experiment_GC, sampNameCol = 1, minModuleSize=1, mzdec=5, fftempdir = NULL) @brooklynnrm - what is the error message you receive? can you also add the output from sessionInfo()? R version 4.3.1 (2023-06-16 ucrt) Platform: x86_64-w64-mingw32/x64 (64-bit) Running under: Windows 10 x64 (build 19045) Matrix products: default locale: [1] LC_COLLATE=English_United States.utf8 LC_CTYPE=English_United States.utf8 LC_MONETARY=English_United States.utf8 [4] LC_NUMERIC=C LC_TIME=English_United States.utf8 time zone: America/New_York tzcode source: internal attached base packages: [1] stats4 stats graphics grDevices utils datasets methods base other attached packages: [1] scatterplot3d_0.3-44 corpcor_1.6.10 JADE_2.0-4 waveslim_1.8.4 [5] WaveICA_0.1.0 InterpretMSSpectrum_1.3.8 ggplot2_3.4.4 pcaMethods_1.92.0 [9] gplots_3.1.3 e1071_1.7-13 preprocessCore_1.62.1 fastcluster_1.2.3 [13] RCurl_1.98-1.12 curl_5.1.0 stringi_1.7.12 testthat_3.2.0 [17] BiocManager_1.30.22 xcms_3.22.0 MSnbase_2.26.0 ProtGenerics_1.32.0 [21] S4Vectors_0.38.2 mzR_2.34.1 Rcpp_1.0.11 Biobase_2.60.0 [25] BiocGenerics_0.46.0 BiocParallel_1.34.2 rmarkdown_2.25 knitr_1.44 [29] dynamicTreeCut_1.63-1 RAMClustR_1.3.0 loaded via a namespace (and not attached): [1] bitops_1.0-7 pROC_1.18.4 gridExtra_2.3 fdrtool_1.2.17 [5] rlang_1.1.1 magrittr_2.0.3 clue_0.3-65 snakecase_0.11.1 [9] MassSpecWavelet_1.66.0 matrixStats_1.0.0 compiler_4.3.1 vctrs_0.6.4 [13] stringr_1.5.0 pkgconfig_2.0.3 crayon_1.5.2 fastmap_1.1.1 [17] XVector_0.40.0 caTools_1.18.2 utf8_1.2.3 ggfortify_0.4.16 [21] purrr_1.0.2 xfun_0.40 zlibbioc_1.46.0 GenomeInfoDb_1.36.4 [25] DelayedArray_0.26.7 parallel_4.3.1 cluster_2.1.4 R6_2.5.1 [29] RColorBrewer_1.1-3 limma_3.56.2 brio_1.1.3 GenomicRanges_1.52.1 [33] lubridate_1.9.3 SummarizedExperiment_1.30.2 iterators_1.0.14 IRanges_2.34.1 [37] Matrix_1.6-1.1 splines_4.3.1 timechange_0.2.0 tidyselect_1.2.0 [41] rstudioapi_0.15.0 abind_1.4-5 doParallel_1.0.17 codetools_0.2-19 [45] affy_1.78.2 lattice_0.21-8 tibble_3.2.1 plyr_1.8.9 [49] withr_2.5.1 evaluate_0.22 survival_3.5-5 proxy_0.4-27 [53] pillar_1.9.0 affyio_1.70.0 MatrixGenerics_1.12.3 KernSmooth_2.23-22 [57] foreach_1.5.2 MALDIquant_1.22.1 ncdf4_1.21 generics_0.1.3 [61] munsell_0.5.0 scales_1.2.1 gtools_3.9.4 class_7.3-22 [65] glue_1.6.2 janitor_2.2.0 MsFeatures_1.8.0 tools_4.3.1 [69] plsdepot_0.2.0 mzID_1.38.0 robustbase_0.99-0 enviPat_2.6 [73] vsn_3.68.0 RANN_2.6.1 XML_3.99-0.14 grid_4.3.1 [77] impute_1.74.1 tidyr_1.3.0 MsCoreUtils_1.12.0 colorspace_2.1-0 [81] GenomeInfoDbData_1.2.10 cli_3.6.1 fansi_1.0.5 S4Arrays_1.0.6 [85] dplyr_1.1.3 gtable_0.3.4 DEoptimR_1.1-3 digest_0.6.33 [89] htmltools_0.5.6.1 multtest_2.56.0 lifecycle_1.0.3 MASS_7.3-60 | > I am fairly certain this is an artifact of a reorganization of code we recently performed. i would request that you try to install from github, try again, and let me know how it goes. devtools::install_github("cbroeckl/RAMClustR", dependencies = FALSE) alright - just pushed an edit. i think i found the reference causing the problem. Please try again. if this doesn't fix the issue i will ask for input files and will try to replicate the error here first. detach('package:RAMClustR') devtools::install_github("cbroeckl/RAMClustR", dependencies = FALSE) Thank you so much for your help! This has fixed the issue!
gharchive/issue
2023-10-19T19:05:41
2025-04-01T04:33:45.327151
{ "authors": [ "brooklynnrm", "cbroeckl" ], "repo": "cbroeckl/RAMClustR", "url": "https://github.com/cbroeckl/RAMClustR/issues/51", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1935443886
Expand the external table support allow provider version 5.0 which implements more recent features from bigquery and also fix some bugs related to external tables. add connectionId field required by external sources such as Azure Blob, Cloud Storage, or S3. add support parquet and avro options. add support to metadataCacheMode. add support to maxStaleness for regular and external tables. set schema as optional for external tables. We must add support for the terraform hive_partitioning_options block. Using external tables with big data is crippled without this support. Related documentation: Actually, I already see that option listed in the README.md, so it may already be supported by tf-mod-bq. We must add support for the terraform hive_partitioning_options block. Using external tables with big data is crippled without this support. Related documentation: https://cloud.google.com/bigquery/docs/hive-partitioned-queries the support for hive_partitioning is already here thanks to upstream: https://github.com/cbsi-dto/tf-mod-bq/blob/702c453ac91bcf65a0e1610ed1bfdf715e6a8923/variables.tf#L212-L215
gharchive/pull-request
2023-10-10T14:01:41
2025-04-01T04:33:45.343487
{ "authors": [ "dlesco", "msgongora" ], "repo": "cbsi-dto/tf-mod-bq", "url": "https://github.com/cbsi-dto/tf-mod-bq/pull/12", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2069128261
nhanesColnames() bug Report by RG. > vv = nhanesColnames("ACQ_D") > vv [1] "SEQN" "ACD010A" "ACD010B" "ACD010C" "ACD040" "SEQN" "ACD010A" "ACD010B" "ACD010C" [10] "ACD040" notice that all column names appear twice.The code is: nhanesA:::.checkTableNames(tb_name) sql_str = paste0("SELECT COLUMN_NAME FROM INFORMATION_SCHEMA.COLUMNS WHERE TABLE_NAME = '", tb_name, "'") nhanesQuery(sql_str)$COLUMN_NAME | >notice that all column names appear twice.The code is: nhanesA:::.checkTableNames(tb_name) sql_str = paste0("SELECT COLUMN_NAME FROM INFORMATION_SCHEMA.COLUMNS WHERE TABLE_NAME = '", tb_name, "'") nhanesQuery(sql_str)$COLUMN_NAME notice that all column names appear twice.The code is: nhanesA:::.checkTableNames(tb_name) sql_str = paste0("SELECT COLUMN_NAME FROM INFORMATION_SCHEMA.COLUMNS WHERE TABLE_NAME = '", tb_name, "'") nhanesQuery(sql_str)$COLUMN_NAME Fixed the issue.
gharchive/issue
2024-01-07T13:21:25
2025-04-01T04:33:45.367776
{ "authors": [ "ainilaha" ], "repo": "ccb-hms/phonto", "url": "https://github.com/ccb-hms/phonto/issues/29", "license": "CC-BY-4.0", "license_type": "permissive", "license_source": "github-api" }
217803464
Track how far each team is on scoreboard On scoreboard show nE nM nH for easy med hard Would have to track the current page of the difficulty-level being done by the scorer. How to do this: Forward button is enabled if current is not x. X is enabled if next is x. Count up from the bottom. Closed by 3532dee2.
gharchive/issue
2017-03-29T08:38:06
2025-04-01T04:33:45.400076
{ "authors": [ "cchan" ], "repo": "cchan/WUCT", "url": "https://github.com/cchan/WUCT/issues/3", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
612137036
Can't clear the whole input I installed the package and used the example in the guide. Everthing is working fine, but when I try to clear the input using backspace key, all charaters get deleted, exept for the last one. <CurrencyInput id="input-example" name="input-name" placeholder="£1,000" defaultValue={1000} allowDecimals={true} decimalsLimit={2}. prefix="$" /> I noticed you didn't pass a onChange function in the component, unlike the example, which I think is causing the issue. I've added a fix in #38 that will allow it to be optional, because it's not strictly required and works without it, but it is helpful if you need to change className for validation, see example. Your code should now work if you update the package to v0.8.4. Let me know if you have any other comments or suggestions.
gharchive/issue
2020-05-04T20:11:20
2025-04-01T04:33:45.402974
{ "authors": [ "cchanxzy", "moaaz-bhnas" ], "repo": "cchanxzy/react-currency-input-field", "url": "https://github.com/cchanxzy/react-currency-input-field/issues/36", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2543188382
BOM Command Creates a list of blocks within a layer called, "BOM". Layer is a parent layer and not a child layer. Can switch between either BOM layer or all existing blocks in document. Ability to change between small(0.1), medium(0.125), and large(0.15) text styles
gharchive/issue
2024-09-23T16:59:12
2025-04-01T04:33:45.404039
{ "authors": [ "ccheng-design" ], "repo": "ccheng-design/UAP-Plugins", "url": "https://github.com/ccheng-design/UAP-Plugins/issues/9", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2287134873
chore(master): release git-jira-branch 2.0.1 :robot: I have created a release beep boop 2.0.1 (2024-05-09) Bug Fixes deps: bump the production-dependencies group with 7 updates (#325) (238fa00) This PR was generated with Release Please. See documentation. :robot: Release is at https://github.com/ccntrq/git-jira-branch/releases/tag/git-jira-branch-v2.0.1 :sunflower:
gharchive/pull-request
2024-05-09T08:04:39
2025-04-01T04:33:45.407638
{ "authors": [ "ccntrq" ], "repo": "ccntrq/git-jira-branch", "url": "https://github.com/ccntrq/git-jira-branch/pull/327", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
2584480916
Can Vina 1.2.5 be used to screen for synergistically/antagonistically bound multiligand Hello, I am concerned about utilizing Vina 1.2.5 in drug combinations after it enables simultaneous docking of multiple ligands. Now the problem encountered is: -Ligand A can be docked to α-glucosidase alone to obtain binding energy of A -Ligand B can also dock to α-glucosidase alone to obtain binding energy of B -A and B are docked simultaneously to obtain binding energy of A+B Can a potential synergistic/additive/antagonistic relationship between A and B be tentatively determined based on the numerical difference between (binding energy of A +binding energy of B) and (binding energy of A+B)? How about (binding energy of A+B) / (binding energy of A +binding energy of B) ? The hypothetical premise is that both A and B can form an optimal docking (binding energy judgment) with a particular site. As ligand A binds more strongly to one site, ligand B is forced to bind to other sites. The semi-flexible docking procedure, on the other hand, makes it impossible to assess the magnitude of the effect of the presence of ligand A on ligand B binding. This effect may be manifested in: -Robbing of the site. -Changes in the enzyme microconfiguration causing changes in the properties of the other sites -ligand interactions, etc. At present we have summarized in the literature the experimental determination of small molecule combinations with synergistic/antagonistic properties, but have not yet found any valuable pattern. However, if screening could be provided using Vina computer simulations, it would cause a stir in the field of drug design. Answers are also appreciated on the logic of binding energy assessment in Vina 1.2.5 and how to determine the interrelationships of combinations. How about (binding energy of A+B) / (binding energy of A +binding energy of B) ? Hello, It's already very difficult to predict the affinity of a single ligand. For synergism, the uncertainty in the predictions is probably just too large to get anything useful. One technical caveat: with two ligands in vina, the number of interacting pairs is larger, so the intermolecular energy will be larger, and we didn't calibrate the INTRAmolecular energy contribution to the score. In other words, we just wanted to make it possible to dock multiple ligands simultaneously, but we don't know if the energy predictions are reasonable.
gharchive/issue
2024-10-14T01:10:15
2025-04-01T04:33:45.479720
{ "authors": [ "Tang-Rich", "diogomart" ], "repo": "ccsb-scripps/AutoDock-Vina", "url": "https://github.com/ccsb-scripps/AutoDock-Vina/issues/348", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
296761135
Proper way to check if Array Is there a way of checking if a variable is an array that will properly transpile? With the most latest transpiler from ccxt: if (Array.isArray (foobar)) foobar[0] = foobar[1]; // or whatever
gharchive/issue
2018-02-13T14:43:23
2025-04-01T04:33:45.566568
{ "authors": [ "kroitor", "rbn920" ], "repo": "ccxt/crosspile", "url": "https://github.com/ccxt/crosspile/issues/2", "license": "Unlicense", "license_type": "permissive", "license_source": "github-api" }
1399147541
Include a short intro video on cdevents.dev It could be based on our of our previously held CDEvents intros used in various conferences. I'd be happy to record this. See the OpenFeature intro videos I did as an example: https://www.youtube.com/watch?v=heQ83k15ZE4 Thanks @agardnerIT, that would be great! Would you like to prepare a script for the video to start with?
gharchive/issue
2022-06-20T15:12:05
2025-04-01T04:33:45.588794
{ "authors": [ "afrittoli", "agardnerIT", "e-backmark-ericsson" ], "repo": "cdevents/community", "url": "https://github.com/cdevents/community/issues/10", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1376793677
Ensure java 11 using enforcer plugin This pull request adds maven-enforcer-plugin to check the Java version. Since tests are compiled using Java 11, it is the minimum version that needs to be checked. @cdimascio could you please have a look? Thank you!
gharchive/pull-request
2022-09-17T14:53:06
2025-04-01T04:33:45.589812
{ "authors": [ "c00ler" ], "repo": "cdimascio/dotenv-java", "url": "https://github.com/cdimascio/dotenv-java/pull/35", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2021751123
feat(deps): upgrade runtime dependencies Upgrades project dependencies. See details in workflow run. Automatically created by projen via the "upgrade-runtime-dependencies-2.x" workflow ⚪ Backport skipped The pull request was not backported as there were no branches to backport to. If this is a mistake, please apply the desired version labels or run the backport tool manually. Manual backport To create the backport manually run: backport --pr 1704 Questions ? Please refer to the Backport tool documentation
gharchive/pull-request
2023-12-02T00:02:56
2025-04-01T04:33:45.596750
{ "authors": [ "cdk8s-automation" ], "repo": "cdk8s-team/cdk8s-cli", "url": "https://github.com/cdk8s-team/cdk8s-cli/pull/1704", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2350602416
chore(deps): upgrade dev dependencies Upgrades project dependencies. See details in workflow run. Automatically created by projen via the "upgrade-dev-dependencies-2.x" workflow ⚪ Backport skipped The pull request was not backported as there were no branches to backport to. If this is a mistake, please apply the desired version labels or run the backport tool manually. Manual backport To create the backport manually run: backport --pr 2391 Questions ? Please refer to the Backport tool documentation
gharchive/pull-request
2024-06-13T09:05:38
2025-04-01T04:33:45.599244
{ "authors": [ "cdk8s-automation" ], "repo": "cdk8s-team/cdk8s-cli", "url": "https://github.com/cdk8s-team/cdk8s-cli/pull/2391", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1323346782
chore(deps): upgrade dependencies Upgrades project dependencies. See details in workflow run. Automatically created by projen via the "upgrade-1.x" workflow ⚪ Backport skipped The pull request was not backported as there were no branches to backport to. If this is a mistake, please apply the desired version labels or run the backport tool manually. Manual backport To create the backport manually run: backport --pr 429 Questions ? Please refer to the Backport tool documentation
gharchive/pull-request
2022-07-31T02:53:49
2025-04-01T04:33:45.601881
{ "authors": [ "cdk8s-automation" ], "repo": "cdk8s-team/cdk8s-cli", "url": "https://github.com/cdk8s-team/cdk8s-cli/pull/429", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2045137575
chore(deps): upgrade dev dependencies Upgrades project dependencies. See details in workflow run. Automatically created by projen via the "upgrade-dev-dependencies-k8s-26-main" workflow ⚪ Backport skipped The pull request was not backported as there were no branches to backport to. If this is a mistake, please apply the desired version labels or run the backport tool manually. Manual backport To create the backport manually run: backport --pr 3464 Questions ? Please refer to the Backport tool documentation
gharchive/pull-request
2023-12-17T09:06:57
2025-04-01T04:33:45.604390
{ "authors": [ "cdk8s-automation" ], "repo": "cdk8s-team/cdk8s-plus", "url": "https://github.com/cdk8s-team/cdk8s-plus/pull/3464", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2160761405
chore(deps): upgrade dev dependencies Upgrades project dependencies. See details in workflow run. Automatically created by projen via the "upgrade-dev-dependencies-k8s-26-main" workflow ⚪ Backport skipped The pull request was not backported as there were no branches to backport to. If this is a mistake, please apply the desired version labels or run the backport tool manually. Manual backport To create the backport manually run: backport --pr 3805 Questions ? Please refer to the Backport tool documentation
gharchive/pull-request
2024-02-29T09:07:43
2025-04-01T04:33:45.607052
{ "authors": [ "cdk8s-automation" ], "repo": "cdk8s-team/cdk8s-plus", "url": "https://github.com/cdk8s-team/cdk8s-plus/pull/3805", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2535735767
chore(deps): upgrade dev dependencies Upgrades project dependencies. See details in workflow run. Automatically created by projen via the "upgrade-dev-dependencies-k8s-29-main" workflow ⚪ Backport skipped The pull request was not backported as there were no branches to backport to. If this is a mistake, please apply the desired version labels or run the backport tool manually. Manual backport To create the backport manually run: backport --pr 4692 Questions ? Please refer to the Backport tool documentation
gharchive/pull-request
2024-09-19T09:01:55
2025-04-01T04:33:45.609548
{ "authors": [ "cdk8s-automation" ], "repo": "cdk8s-team/cdk8s-plus", "url": "https://github.com/cdk8s-team/cdk8s-plus/pull/4692", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1267964624
monitorGlueJob creates metric with scale 0-100, but value is scale 0-1 The leftYAxis is specified as a percentage from 0 to 100, but the source glue cpuUsageMetric and heapMemoryUsageMetrics are 0 to 1 values. https://github.com/cdklabs/cdk-monitoring-constructs/blob/b66685e82733c966eba1555de42c174e1de78a59/lib/monitoring/aws-glue/GlueJobMonitoring.ts#L220 Here is where the metric is built it comes from "glue.ALL.system.cpuSystemLoad" which ranges from 0 to 1. (Similar for heap usage metric as well) https://github.com/cdklabs/cdk-monitoring-constructs/blob/b66685e82733c966eba1555d[…]42c174e1de78a59/lib/monitoring/aws-glue/GlueJobMetricFactory.ts AWS Glue Metrics, state scale is 0-1 https://docs.aws.amazon.com/glue/latest/dg/monitoring-awsglue-with-cloudwatch-metrics.html I think we either need to use a math metric to multiply the glue metric values by 100 or change the range to 0 to 1 and label it something other than "%". Thanks for your submission, this is definitely a bug we will fix. Indeed, the unit is wrong, fixing it now. https://docs.aws.amazon.com/glue/latest/dg/monitoring-awsglue-with-cloudwatch-metrics.html
gharchive/issue
2022-06-10T20:12:35
2025-04-01T04:33:45.612970
{ "authors": [ "jkldv", "voho" ], "repo": "cdklabs/cdk-monitoring-constructs", "url": "https://github.com/cdklabs/cdk-monitoring-constructs/issues/159", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2472187463
Allow per PR/branch deployment I want to have ability to do isolated deployments per PR/branch. Every such deployment should be done to the same account. When I try to describe such PR/branch deployment pipeline with CDK, there is no way to use ${{ github.ref_name }} or ${{ github.event.pull_request.number }} in stage name. Ideally, I would like to pass stageName while calling .addStage(...) and make it dependent on variables that will be later accessible in Github Workflow during execution. Is there any trick that would allow me to do per PR/branch deployments? @braska I think you could accomplish this by patching the generated workflow file to add an environment variable set to your chosen value, and then referencing that variable in your stage definition: declare const pipeline = gh.GitHubWorkflow; pipeline.workflowFile.patch( gh.JsonPatch.add('/env', { STAGE_ID: '${{ github.ref_name }}' }), ); const stageId = process.env.STAGE_ID || 'IdUsedInLocalDevEnvironment' pipeline.addStage(new MyStage(this, stageId, { env: ENV }));
gharchive/issue
2024-08-18T23:07:18
2025-04-01T04:33:45.615384
{ "authors": [ "braska", "jcuffe" ], "repo": "cdklabs/cdk-pipelines-github", "url": "https://github.com/cdklabs/cdk-pipelines-github/issues/1086", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
664152882
update whitelist We are missing mjs here Edit: Just noticed you already added it @MattIPv4. Still doesn't show up on the whitelist for me though, maybe needs to be deployed? ... maybe I'm just crazy 🤔 @tc80 Yeah, I think we need a deploy. This repo doesn't auto-deploy and I'm guessing it hasnt been deployed since I committed it. let's move the list of allowed extension on the cdnjs worker, we can share the list between the worker that serves the files (and block ext) and the internal API good idea!
gharchive/issue
2020-07-23T01:54:08
2025-04-01T04:33:45.618528
{ "authors": [ "MattIPv4", "tc80", "xtuc" ], "repo": "cdnjs/api-server", "url": "https://github.com/cdnjs/api-server/issues/28", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
748961893
Installing extensions from vsix tries to query marketplace Hello, First of all thank you for your work ! I am trying to install extensions with local .vsix files downloaded for Microsoft marketplace since my build servers cannot access internet (company policies). Since 3.7.2, I cannot install extensions without this error: #9 28.35 Installing extensions... #9 28.94 Extension 'eamodio.gitlens-11.0.2.vsix' was successfully installed. #9 28.95 error vscode getaddrinfo ENOTFOUND extensions.coder.com #9 28.95 error vscode Error: getaddrinfo ENOTFOUND extensions.coder.com Here is the install process (via Docker): RUN yum install -y /tmp/code-server-${CODE_SERVER_VERSION}-amd64.rpm \ && mkdir -p ${CODE_SERVER_EXTENSIONS_DIRPATH} \ && chmod -R 755 ${CODE_SERVER_EXTENSIONS_DIRPATH} \ # Install Extensions && code-server --extensions-dir ${CODE_SERVER_EXTENSIONS_DIRPATH} --install-extension /tmp/extensions/eamodio.gitlens-11.0.2.vsix Remote OS: Rhel 7.6 Remote Architecture: amd64 code-server --version: 3.7.2 It seems that the extensions install process is trying to contact extensions.coder.com which is denied on my servers. Is it a bug or I'm missing something on the extension's install process ? Thank in advance for your answers. Have a good day ! I'm not sure; apparently even installing extensions locally tries to ping the extension marketplace. Maybe it's to get metadata or see if it's the latest version? I've been meaning to look into it but I haven't had a chance yet. Okay thank you for your feedback before 3.7.2 it does not make the installation failed Oh interesting! Sounds like it could be a bug with the new version then. Yes it could, I just verified with the versions 3.5.0, 3.6.2, 3.7.1, and it works with all these ones With v3.7.3 and v3.7.2, Installing an extension using command code-server --install-extension xyz.vsix leads to the following error: Installing extensions... Extension 'xyz' was successfully installed. error vscode Server returned 500 error vscode Error: Server returned 500 at Object.t.asJson (/opt/code-server/lib/vscode/out/vs/server/entry.js:373:933) at j.queryGallery (/opt/code-server/lib/vscode/out/vs/server/entry.js:393:695) at runMicrotasks (<anonymous>) at processTicksAndRejections (internal/process/task_queues.js:97:5) at async j.query (/opt/code-server/lib/vscode/out/vs/server/entry.js:392:642) at async j.getExtensions (/opt/code-server/lib/vscode/out/vs/server/entry.js:390:251) at async /opt/code-server/lib/vscode/out/vs/server/entry.js:541:148 at async Promise.all (index 0) at async J.getGalleryExtensions (/opt/code-server/lib/vscode/out/vs/server/entry.js:541:117) at async Promise.all (index 0) at async J.installExtensions (/opt/code-server/lib/vscode/out/vs/server/entry.js:540:13) at async J.run (/opt/code-server/lib/vscode/out/vs/server/entry.js:538:205) at async /opt/code-server/lib/vscode/out/vs/server/entry.js:545:678 at async process.<anonymous> (/opt/code-server/lib/vscode/out/vs/server/entry.js:553:669) This error does not occur with v3.7.1, though. @benz0li @code-asher I confirm that installing extensions from .vsix in 3.7.3 ends with the above error, despite the Extension xxx was successfully installed msg showing up too I am having the same issue with 3.7.3. Installing extensions... Extension 'lit-plugin-1.2.0.vsix' was successfully installed. error vscode Server returned 500 error vscode Error: Server returned 500 at Object.t.asJson (/usr/lib/code-server/lib/vscode/out/vs/server/entry.js:373:933) at j.queryGallery (/usr/lib/code-server/lib/vscode/out/vs/server/entry.js:393:695) at runMicrotasks (<anonymous>) at processTicksAndRejections (internal/process/task_queues.js:97:5) at async j.query (/usr/lib/code-server/lib/vscode/out/vs/server/entry.js:392:642) at async j.getExtensions (/usr/lib/code-server/lib/vscode/out/vs/server/entry.js:390:251) at async /usr/lib/code-server/lib/vscode/out/vs/server/entry.js:541:148 at async Promise.all (index 0) at async J.getGalleryExtensions (/usr/lib/code-server/lib/vscode/out/vs/server/entry.js:541:117) at async Promise.all (index 0) at async J.installExtensions (/usr/lib/code-server/lib/vscode/out/vs/server/entry.js:540:13) at async J.run (/usr/lib/code-server/lib/vscode/out/vs/server/entry.js:538:205) at async /usr/lib/code-server/lib/vscode/out/vs/server/entry.js:545:678 at async process.<anonymous> (/usr/lib/code-server/lib/vscode/out/vs/server/entry.js:553:669) The command '/bin/sh -c code-server --install-extension "/home/coder/vscode_extensions/lit-plugin-1.0.2.vsix"' returned a non-zero code: 1 I'll be looking into this soon. Just as an FYI, it's best to avoid 3.7.1: https://github.com/cdr/code-server/releases/tag/v3.7.2 Workaround for error vscode Server returned 500: code-server --install-extension xyz.vsix || true You can also use the standard bash ignore error || true, which is nice if you are in the middle of a chain: – https://stackoverflow.com/a/53520372 Seems it's fixed upstream, just need to wait for the next release so we can pull it in: https://github.com/microsoft/vscode/issues/110574 any news on that ? does 3.7.4 works with extensions ? Not yet, but the bug is resolved in VSCode was this fixed? does 3.7.4 works with extensions? No, this was fixed in version 1.52.0 of VS Code which we haven't updated to yet. No, this was fixed in version 1.52.0 of VS Code which we haven't updated to yet. Did this get fixed by the latest release? Hello, I've tested in 3.9.0 and the issue it's resolved ! Thanks ! Ah yup should be resolved now.
gharchive/issue
2020-11-23T16:47:49
2025-04-01T04:33:45.646956
{ "authors": [ "Leletir", "Stradivario", "benz0li", "code-asher", "meitalpa", "powershot275", "ppkwiatkowski", "snirbenyosef" ], "repo": "cdr/code-server", "url": "https://github.com/cdr/code-server/issues/2355", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
863486297
Does code-server with security login validate ? The code-server is very convenient coding tool on any mobile device. Does code-server with login in browser with security login validate? If yes, how to configure it. e.g: ip limit login device limit secondary confirmation ... code-server only supports a single password and limits logins to two per minute plus twelve per hour.
gharchive/issue
2021-04-21T06:13:45
2025-04-01T04:33:45.649702
{ "authors": [ "baoyachi", "code-asher" ], "repo": "cdr/code-server", "url": "https://github.com/cdr/code-server/issues/3180", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
407912788
Adds documentation how to deploy your presentation to Now I use Zeit's now to deploy my presentations like: https://sc-team-presentation.now.sh/ I've added some documentation how to deploy your presentation. You are amazing! Thanks. Now this will be used by more of my colleagues!
gharchive/pull-request
2019-02-07T21:49:07
2025-04-01T04:33:45.651780
{ "authors": [ "JeroenKnoops" ], "repo": "cdreier/slide-serve", "url": "https://github.com/cdreier/slide-serve/pull/8", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1617540435
Discovery - Design System web components Summary | Résumé Tests adding design system Text Input Adds React components package as per https://cds-design-snc.netlify.app/en/installation @cdssnc/gcds-components @cdssnc/gcds-components-react Tests adding <GcdsInput> As per https://cds-design-snc.netlify.app/en/components/input/code/ Test instructions | Instructions pour tester la modification Currently fails to load with the following errors. Pull Request Checklist Please complete the following items in the checklist before you request a review: [ ] Have you completely tested the functionality of change introduced in this PR? Is the PR solving the problem it's meant to solve within the scope of the related issue? [ ] The PR does not introduce any new issues such as failed tests, console warnings or new bugs. [ ] If this PR adds a package have you ensured its licensed correctly and does not add additional security issues? [ ] Is the code clean, readable and maintainable? Is it easy to understand and comprehend. [ ] Does your code have adequate comprehensible comments? Do new functions have docstrings? [ ] Have you modified the change log and updated any relevant documentation? [ ] Is there adequate test coverage? Both unit tests and end-to-end tests where applicable? [ ] If your PR is touching any UI is it accessible? Have you tested it with a screen reader? Have you tested it with automated testing tools such as axe? cc: @amazingphilippe Have you been able to get the Web Components to load? Have you been able to get the Web Components to load? I remember this kind of integration through the components to be working. I also tried an integration through the formBuilder script, but ran into some html validation issues. This screenshot doesn't look like web components: the shadow dom seems to be missing Have you been able to get the Web Components to load? I remember this kind of integration through the components to be working. I also tried an integration through the formBuilder script, but ran into some html validation issues. This screenshot doesn't look like web components: the shadow dom seems to be missing I'm trying to use the React package per the installation instructions Closing per: https://github.com/cds-snc/gcds-components/issues/114#issuecomment-1469956568
gharchive/pull-request
2023-03-09T16:08:07
2025-04-01T04:33:45.679082
{ "authors": [ "amazingphilippe", "timarney" ], "repo": "cds-snc/platform-forms-client", "url": "https://github.com/cds-snc/platform-forms-client/pull/1717", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1656623777
🛑 tanecni-divadlo.cz is down In aeb6874, tanecni-divadlo.cz (https://www.tanecni-divadlo.cz) was down: HTTP code: 0 Response time: 0 ms Resolved: tanecni-divadlo.cz is back up in f26afa6.
gharchive/issue
2023-04-06T03:58:40
2025-04-01T04:33:45.684258
{ "authors": [ "cebreus" ], "repo": "cebreus/upptime", "url": "https://github.com/cebreus/upptime/issues/12122", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1739423447
🛑 tanecni-divadlo.cz is down In 9e39dfc, tanecni-divadlo.cz (https://www.tanecni-divadlo.cz) was down: HTTP code: 0 Response time: 0 ms Resolved: tanecni-divadlo.cz is back up in 489e89b.
gharchive/issue
2023-06-03T11:08:36
2025-04-01T04:33:45.687496
{ "authors": [ "cebreus" ], "repo": "cebreus/upptime", "url": "https://github.com/cebreus/upptime/issues/14936", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1749064246
🛑 tanecni-divadlo.cz is down In adc1623, tanecni-divadlo.cz (https://www.tanecni-divadlo.cz) was down: HTTP code: 0 Response time: 0 ms Resolved: tanecni-divadlo.cz is back up in ccaa427.
gharchive/issue
2023-06-09T03:48:39
2025-04-01T04:33:45.690468
{ "authors": [ "cebreus" ], "repo": "cebreus/upptime", "url": "https://github.com/cebreus/upptime/issues/15229", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1868423345
🛑 tanecni-divadlo.cz is down In 6c84feb, tanecni-divadlo.cz (https://www.tanecni-divadlo.cz) was down: HTTP code: 0 Response time: 0 ms Resolved: tanecni-divadlo.cz is back up in 8278f04 after 478 days, 13 hours, 36 minutes.
gharchive/issue
2023-08-27T09:18:27
2025-04-01T04:33:45.693480
{ "authors": [ "cebreus" ], "repo": "cebreus/upptime", "url": "https://github.com/cebreus/upptime/issues/19398", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1529513876
🛑 tanecni-divadlo.cz is down In 41b22c6, tanecni-divadlo.cz (https://www.tanecni-divadlo.cz) was down: HTTP code: 0 Response time: 0 ms Resolved: tanecni-divadlo.cz is back up in ef98aca.
gharchive/issue
2023-01-11T18:46:53
2025-04-01T04:33:45.696448
{ "authors": [ "cebreus" ], "repo": "cebreus/upptime", "url": "https://github.com/cebreus/upptime/issues/6517", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1555332340
🛑 tanecni-divadlo.cz is down In b2d9eff, tanecni-divadlo.cz (https://www.tanecni-divadlo.cz) was down: HTTP code: 0 Response time: 0 ms Resolved: tanecni-divadlo.cz is back up in 38816ce.
gharchive/issue
2023-01-24T16:56:49
2025-04-01T04:33:45.699574
{ "authors": [ "cebreus" ], "repo": "cebreus/upptime", "url": "https://github.com/cebreus/upptime/issues/7432", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1590705967
🛑 tanecni-divadlo.cz is down In 1fc2b58, tanecni-divadlo.cz (https://www.tanecni-divadlo.cz) was down: HTTP code: 0 Response time: 0 ms Resolved: tanecni-divadlo.cz is back up in cdb714d.
gharchive/issue
2023-02-19T14:21:48
2025-04-01T04:33:45.702521
{ "authors": [ "cebreus" ], "repo": "cebreus/upptime", "url": "https://github.com/cebreus/upptime/issues/9273", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1603493347
🛑 tanecni-divadlo.cz is down In 074b3c3, tanecni-divadlo.cz (https://www.tanecni-divadlo.cz) was down: HTTP code: 0 Response time: 0 ms Resolved: tanecni-divadlo.cz is back up in 6abc96e.
gharchive/issue
2023-02-28T17:32:09
2025-04-01T04:33:45.705491
{ "authors": [ "cebreus" ], "repo": "cebreus/upptime", "url": "https://github.com/cebreus/upptime/issues/9945", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1659786714
🛑 CDN is down In 8065a08, CDN (https://cdn.ceccun.com/cdynamic/captive) was down: HTTP code: 522 Response time: 15377 ms Resolved: CDN is back up in aebc5c5.
gharchive/issue
2023-04-09T07:50:18
2025-04-01T04:33:45.707885
{ "authors": [ "ejaz4" ], "repo": "ceccun/status", "url": "https://github.com/ceccun/status/issues/4197", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1889849924
🛑 CDN is down In 9a0bac5, CDN (https://cdn.ceccun.com/cdynamic/captive) was down: HTTP code: 525 Response time: 368 ms Resolved: CDN is back up in 320c969 after 32 minutes.
gharchive/issue
2023-09-11T07:27:40
2025-04-01T04:33:45.710577
{ "authors": [ "ejaz4" ], "repo": "ceccun/status", "url": "https://github.com/ceccun/status/issues/6991", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }
1797338493
Entity storage from database or disk Description of changes Currently, we support loading entities from an entities.json file. However, this is not scalable as the number of entities grows; it becomes wasteful to load all entities from disk when most requests only 'touch' a handful of entities. In this PR, we will provide API to load entities from a database instead of a JSON file. Note that this is currently very much a rough draft. In a future PR, we will introduce the ability to turn a residual expression that has type boolean into a corresponding SQL query that fetches the entities that make the expression true. Issue #, if available Checklist for requesting a review The change in this PR is (choose one, and delete the other options): A backwards-compatible change requiring a minor version bump to cedar-policy (e.g., addition of a new API). I confirm that this PR (choose one, and delete the other options): [ ] Updates the "Unreleased" section of the CHANGELOG with a description of my change (required for major/minor version bumps). [ ] Does not update the CHANGELOG because my change does not significantly impact released code. I confirm that cedar-spec (choose one, and delete the other options): [ ] Does not require updates because my change does not impact the Cedar Dafny model or DRT infrastructure. [ ] Requires updates, and I have made / will make these updates myself. (Please include in your description a timeline or link to the relevant PR in cedar-spec, and how you have tested that your updates are correct.) [ ] Requires updates, but I do not plan to make them in the near future. (Make sure that your changes are hidden behind a feature flag to mark them as experimental.) [ ] I'm not sure how my change impacts cedar-spec. (Post your PR anyways, and we'll discuss in the comments.) Disclaimer By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice. Thanks for the PR. I suspect this change should go through our RFC process (https://github.com/cedar-policy/rfcs). For now I'll close the PR and you can open an RFC and link to it there. If you disagree that this merits an RFC, we can reopen this PR and discuss here.
gharchive/pull-request
2023-07-10T18:55:15
2025-04-01T04:33:45.719344
{ "authors": [ "andrewmwells-amazon", "prakol16" ], "repo": "cedar-policy/cedar", "url": "https://github.com/cedar-policy/cedar/pull/171", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
172071020
./manage.py celeryd failed with django 1.10 I have django-celery master installed with rev 838f59a367de746d27739c50675ddda8de9d6e0a I start the django-celery by ./manage.py celeyd, raise error Traceback (most recent call last): File "./manage.py", line 11, in <module> execute_from_command_line(sys.argv) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/__init__.py", line 367, in execute_from_command_line utility.execute() File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/__init__.py", line 359, in execute self.fetch_command(subcommand).run_from_argv(self.argv) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/djcelery/management/base.py", line 101, in run_from_argv return super(CeleryCommand, self).run_from_argv(argv) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/base.py", line 305, in run_from_argv self.execute(*args, **cmd_options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/djcelery/management/base.py", line 94, in execute super(CeleryCommand, self).execute(*args, **options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/base.py", line 356, in execute output = self.handle(*args, **options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/djcelery/management/commands/celeryd.py", line 25, in handle worker.run(**options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/celery/bin/worker.py", line 199, in run hostname = self.host_format(default_nodename(hostname)) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/celery/utils/__init__.py", line 353, in default_nodename name, host = nodesplit(hostname or '') File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/celery/utils/__init__.py", line 346, in nodesplit parts = nodename.split(NODENAME_SEP, 1) AttributeError: 'tuple' object has no attribute 'split' the nodename here is ('NO', 'DEFAULT') then if I start with python ./manage.py celeryd -n public.%h, same error raised, but the nodename here is ['public.%h']. What strange is python ./manage.py celeryd_detach --pidfile=./worker.pid -n public.%h runs. Same code runs perfectly with django-celery==3.1.17 and django 1.9 +1 same here Same error here Options list, passed to handle method of celeryd command: { 'verbosity': 1, 'beat': ('NO', 'DEFAULT'), 'no_color': False, 'pidfile': None, 'without_gossip': False, 'working_directory': None, 'pythonpath': None, 'exclude_queues': [], 'state_db': None, 'purge': False, 'task_time_limit': None, 'pool_cls': 'prefork', 'scheduler_cls': ('NO', 'DEFAULT'), 'detach': ('NO', 'DEFAULT'), 'logfile': None, 'include': [], 'without_mingle': False, 'autoscale': ('NO', 'DEFAULT'), 'optimization': ('NO', 'DEFAULT'), 'traceback': False, 'heartbeat_interval': ('NO', 'DEFAULT'), 'concurrency': 0, 'send_events': False, 'schedule_filename': 'celerybeat-schedule', 'broker': None, 'hostname': ('NO', 'DEFAULT'), 'queues': [], 'task_soft_time_limit': None, 'executable': None, 'settings': None, 'quiet': ('NO', 'DEFAULT'), 'max_tasks_per_child': None, 'no_execv': False, 'gid': None, 'umask': None, 'loglevel': 'WARN', 'without_heartbeat': False, 'uid': None, 'autoreload': ('NO', 'DEFAULT') } It seems like ('NO', 'DEFAULT') is used everywhere Please, check the latest repository version. It should work (I already tested it at work) @Stranger6667 @auvipy I test with the most recent rev , but it still get problem python ./manage.py celeryd -B -l info -n public.%h Traceback (most recent call last): File "./manage.py", line 9, in <module> execute_from_command_line(sys.argv) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/__init__.py", line 367, in execute_from_command_line utility.execute() File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/__init__.py", line 359, in execute self.fetch_command(subcommand).run_from_argv(self.argv) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/djcelery/management/base.py", line 103, in run_from_argv return super(CeleryCommand, self).run_from_argv(argv) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/base.py", line 305, in run_from_argv self.execute(*args, **cmd_options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/djcelery/management/base.py", line 96, in execute super(CeleryCommand, self).execute(*args, **options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/base.py", line 356, in execute output = self.handle(*args, **options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/djcelery/management/commands/celeryd.py", line 25, in handle worker.run(**options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/celery/bin/worker.py", line 199, in run hostname = self.host_format(default_nodename(hostname)) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/celery/utils/__init__.py", line 353, in default_nodename name, host = nodesplit(hostname or '') File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/celery/utils/__init__.py", line 346, in nodesplit parts = nodename.split(NODENAME_SEP, 1) AttributeError: 'list' object has no attribute 'split the variable nodename is ['public.%h'] after I remove the -n parameter to python ./manage.py celeryd -B -l info Traceback (most recent call last): File "./manage.py", line 9, in <module> execute_from_command_line(sys.argv) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/__init__.py", line 367, in execute_from_command_line utility.execute() File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/__init__.py", line 359, in execute self.fetch_command(subcommand).run_from_argv(self.argv) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/djcelery/management/base.py", line 103, in run_from_argv return super(CeleryCommand, self).run_from_argv(argv) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/base.py", line 305, in run_from_argv self.execute(*args, **cmd_options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/djcelery/management/base.py", line 96, in execute super(CeleryCommand, self).execute(*args, **options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/django/core/management/base.py", line 356, in execute output = self.handle(*args, **options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/djcelery/management/commands/celeryd.py", line 25, in handle worker.run(**options) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/celery/bin/worker.py", line 202, in run loglevel = mlevel(loglevel) File "/Users/yjmade/Envs/pbweb1.10/lib/python2.7/site-packages/celery/utils/log.py", line 119, in mlevel return LOG_LEVELS[level.upper()] AttributeError: 'list' object has no attribute 'upper' the varable here is ["info"] after I remove all the parameters, it works
gharchive/issue
2016-08-19T07:28:42
2025-04-01T04:33:45.796965
{ "authors": [ "Stranger6667", "ckarrie", "hohenstaufen", "yjmade" ], "repo": "celery/django-celery", "url": "https://github.com/celery/django-celery/issues/462", "license": "BSD-3-Clause", "license_type": "permissive", "license_source": "github-api" }
2228914325
Skip required fees for gentx Context https://github.com/strangelove-ventures/interchaintest/issues/1050 https://github.com/celestiaorg/celestia-app/issues/3205 https://github.com/celestiaorg/celestia-app/issues/3420#issuecomment-2116082488 Problem The addition of x/minfee made it required for gentx transactions to include a fee. I'm not sure if that was actually intentional. Proposal Explore the Cosmos Hub's minfee implementation. Apparently they skip required fees for the first block. If possible, apply something similar to our implementation. cc: @ninabarbakadze @cmwaters to close this issue, we can skip the minfee antehandler on block height 1. Technically this consensus breaking, if this more involved than an if statement, then we won't pursue this and just fix our tests. However, if it is that simple, then we will pursue this. cc @cmwaters to make sure you are aware as well.
gharchive/issue
2024-04-05T22:52:51
2025-04-01T04:33:45.804977
{ "authors": [ "evan-forbes", "rootulp" ], "repo": "celestiaorg/celestia-app", "url": "https://github.com/celestiaorg/celestia-app/issues/3271", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1893102952
docs: add Informal Systems audit PDF Closes https://github.com/celestiaorg/celestia-app/issues/2472 Draft PR until we get confirmation from @ivan-gavran @andrijamitrovic23 that this is the final PDF. Codecov Report Merging #2477 (4530a07) into main (574e9d8) will not change coverage. Report is 3 commits behind head on main. The diff coverage is n/a. @@ Coverage Diff @@ ## main #2477 +/- ## ======================================= Coverage 20.61% 20.61% ======================================= Files 131 131 Lines 15270 15270 ======================================= Hits 3148 3148 Misses 11820 11820 Partials 302 302
gharchive/pull-request
2023-09-12T19:10:52
2025-04-01T04:33:45.808415
{ "authors": [ "codecov-commenter", "rootulp" ], "repo": "celestiaorg/celestia-app", "url": "https://github.com/celestiaorg/celestia-app/pull/2477", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
2063428209
feat: add support for arabica-11 in download-genesis command Closes https://github.com/celestiaorg/celestia-app/issues/2976 Hey I have not found the arabica-11 from the network repo so I added the key to the map and after you guys deployed the network I would add the sha256 hash to it. Thanks for the contribution @subhajit20 . The genesis file now exists at https://github.com/celestiaorg/networks/blob/master/arabica-11/genesis.json
gharchive/pull-request
2024-01-03T07:49:45
2025-04-01T04:33:45.810256
{ "authors": [ "rootulp", "subhajit20" ], "repo": "celestiaorg/celestia-app", "url": "https://github.com/celestiaorg/celestia-app/pull/2978", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1326485909
Implement metric for rejected ProcessProposal Resolves https://github.com/celestiaorg/celestia-core/issues/803 TODO [ ] unit tests [ ] manually verify metric is emitted do you know how much heavier it would be to also record proposer address? oof I changed the base in Github UI from v0.35.x-celestia to v0.34.x-celestia which now shows a bunch of unnecessary commits. Will close and open a new PR that targets v0.34.x-celestia after rebasing locally.
gharchive/pull-request
2022-08-02T23:01:57
2025-04-01T04:33:45.812446
{ "authors": [ "evan-forbes", "rootulp" ], "repo": "celestiaorg/celestia-core", "url": "https://github.com/celestiaorg/celestia-core/pull/808", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1787674710
chore: bump to rc6 Overview WIP, as I'm still debugging why https://github.com/celestiaorg/celestia-app/pull/1991 broke the blob module test. When testing using a local branch that doesn't have that change, the test works. Checklist [x] New and updated code has appropriate documentation [x] New and updated code has new and/or updated testing [x] Required CI checks are passing [x] Visual proof for any user facing features like CLI or documentation updates [ ] Linked issues closed with keywords Do we want to include here the rc7? We can close this since we've merged rc9
gharchive/pull-request
2023-07-04T10:42:22
2025-04-01T04:33:45.815004
{ "authors": [ "Wondertan", "cmwaters", "evan-forbes" ], "repo": "celestiaorg/celestia-node", "url": "https://github.com/celestiaorg/celestia-node/pull/2426", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
1192505694
Invalid assert triggering in relock call of LockedGold library It is possible for pending withdrawals to not be sorted by timestamp, and trigger this assert: "Pending withdrawals not sorted by timestamp". https://github.com/celo-org/celo-monorepo/blob/8e21a5d970c69917deda5f587e07276273cfb19f/packages/sdk/contractkit/src/wrappers/LockedGold.ts#L118 assigning based on git blame: @asaj It is really sad that this issue is just closed like this. This is a real, very clear and easy to fix bug. PendingWithdrawals aren't guaranteed to be sorted by timestamp at all. Here is code that deletes pending withdrawals: https://github.com/celo-org/celo-monorepo/blob/master/packages/protocol/contracts/governance/LockedGold.sol#L339 You can easily see that it makes no effort to keep things sorted. So it is very easy for pending withdrawals to end up being not sorted. Hi Zviadm. I'm very sorry for such a delay. I have forwarded this on and I have replied on Discord with more details.
gharchive/issue
2022-04-05T01:52:32
2025-04-01T04:33:45.836721
{ "authors": [ "vissequ", "zviadm" ], "repo": "celo-org/celo-monorepo", "url": "https://github.com/celo-org/celo-monorepo/issues/9437", "license": "Apache-2.0", "license_type": "permissive", "license_source": "github-api" }
568919932
Subscription keep a strong reference to it's Client In one side a client keeps strong all it's subscriptions in other side a subscription is keeping the client. We have a strong reference circle here, which cause a memory leak problems in some cases. I don't see any reason why the subscription must keep a strong reference on it's client. May be will be better if a subscription keeps a weak reference on it's client? Minus one case to catch a memory leak. @NailxSharipov I suppose this makes sense. Will it be even better if we replace client with delegate class? I am pretty unexperienced with mobile development - so this code definetely can contain some non-idiomatic things I'd happy to fix. By the delegate do you mean a variable name or a protocol which client will be implemented with?. If it's a name as for me it doesn't matter. If it's a Protocol(an Interface), I think it useless there case delegate means that you have a lot of implementations of it. But we have just one private instance. I suppose it just should be replace with: weak var centrifuge: CentrifugeClient? and make the relevant fixes Yep, let's make it the way you suggest then. Could you please send pr? resolved
gharchive/issue
2020-02-21T12:12:50
2025-04-01T04:33:45.901422
{ "authors": [ "FZambia", "NailxSharipov" ], "repo": "centrifugal/centrifuge-swift", "url": "https://github.com/centrifugal/centrifuge-swift/issues/21", "license": "MIT", "license_type": "permissive", "license_source": "github-api" }