Public Class Level1
    Dim Score = 1000
    Private Sub Level1_KeyDown(sender As Object, e As KeyEventArgs) Handles MyBase.KeyDown
        Select Case e.KeyCode

            Case Keys.Left ' move your player to left

                PictureBox1.Location = New Point(PictureBox1.Location.X - 5, PictureBox1.Location.Y - 0)

                HitMazeWall()

            Case Keys.Right ' move your player to right

                PictureBox1.Location = New Point(PictureBox1.Location.X + 5, PictureBox1.Location.Y + 0)

                HitMazeWall()

            Case Keys.Up ' move your player up

                PictureBox1.Location = New Point(PictureBox1.Location.X - 0, PictureBox1.Location.Y - 5)

                HitMazeWall()

            Case Keys.Down ' move your player down

                PictureBox1.Location = New Point(PictureBox1.Location.X + 0, PictureBox1.Location.Y + 5)

                HitMazeWall()

        End Select
    End Sub
    Private Sub HitMazeWall()

        'prevent player from going through and vertical walls---------------

        'if the player hits a vertical wall
        If LabelVer1.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer1.Bounds.Right And PictureBox1.Bounds.Right > LabelVer1.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer1.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer1.Bounds.Left And PictureBox1.Bounds.Left < LabelVer1.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor1.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor1.Bounds.Bottom And
            PictureBox1.Bounds.Bottom > LabelHor1.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor1.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor1.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor1.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer2.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer2.Bounds.Right And PictureBox1.Bounds.Right > LabelVer2.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer2.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer2.Bounds.Left And PictureBox1.Bounds.Left < LabelVer2.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor2.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor2.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor1.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor2.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor2.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor2.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        'prevent player from going through and vertical walls---------------

        'if the player hits a vertical wall
        If LabelVer3.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer3.Bounds.Right And PictureBox1.Bounds.Right > LabelVer3.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer3.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer3.Bounds.Left And PictureBox1.Bounds.Left < LabelVer3.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor3.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor3.Bounds.Bottom And
            PictureBox1.Bounds.Bottom > LabelHor3.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor3.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor3.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor3.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer4.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer4.Bounds.Right And PictureBox1.Bounds.Right > LabelVer4.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer4.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer4.Bounds.Left And PictureBox1.Bounds.Left < LabelVer4.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor5.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor5.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor5.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor5.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor5.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor5.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer5.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer5.Bounds.Right And PictureBox1.Bounds.Right > LabelVer5.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer5.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer5.Bounds.Left And PictureBox1.Bounds.Left < LabelVer5.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor6.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor6.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor6.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor6.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor6.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor6.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer6.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer6.Bounds.Right And PictureBox1.Bounds.Right > LabelVer6.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer6.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer6.Bounds.Left And PictureBox1.Bounds.Left < LabelVer6.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor7.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor7.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor7.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor7.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor7.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor7.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer7.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer7.Bounds.Right And PictureBox1.Bounds.Right > LabelVer7.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer7.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer7.Bounds.Left And PictureBox1.Bounds.Left < LabelVer7.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor8.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor8.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor8.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor8.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor8.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor8.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer10.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer10.Bounds.Right And PictureBox1.Bounds.Right > LabelVer10.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer10.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer10.Bounds.Left And PictureBox1.Bounds.Left < LabelVer10.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor9.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor9.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor9.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor9.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor9.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor9.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer11.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer11.Bounds.Right And
            PictureBox1.Bounds.Right > LabelVer11.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer11.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer11.Bounds.Left And
            PictureBox1.Bounds.Left < LabelVer11.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor10.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor10.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor10.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor10.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor10.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor10.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer12.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer12.Bounds.Right And PictureBox1.Bounds.Right > LabelVer12.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer12.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer12.Bounds.Left And PictureBox1.Bounds.Left < LabelVer12.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If
        If LabelVer13.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer13.Bounds.Right And PictureBox1.Bounds.Right > LabelVer13.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer13.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer13.Bounds.Left And PictureBox1.Bounds.Left < LabelVer13.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor12.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor12.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor12.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor12.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor12.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor12.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer14.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer14.Bounds.Right And PictureBox1.Bounds.Right > LabelVer14.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer14.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer14.Bounds.Left And PictureBox1.Bounds.Left < LabelVer14.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor13.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor13.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor13.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor13.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor13.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor13.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor14.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor14.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor14.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor14.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor14.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor14.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor15.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor15.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor15.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor15.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor15.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor15.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor16.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor16.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor16.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor16.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor16.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor16.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If

        'prevent player from going through any horizontal walls

        'if player hits horizontal walls
        If LabelHor17.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < LabelHor17.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > LabelHor17.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf LabelHor17.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > LabelHor17.Bounds.Top And
            PictureBox1.Bounds.Top < LabelHor17.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5

        End If
        If LabelVer30.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Left < LabelVer30.Bounds.Right And PictureBox1.Bounds.Right > LabelVer30.Bounds.Right Then

            'move the player to the right a little
            PictureBox1.Left += 5

        ElseIf LabelVer30.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Right > LabelVer30.Bounds.Left And PictureBox1.Bounds.Left < LabelVer30.Bounds.Left Then

            'move the player to the left a little
            PictureBox1.Left -= 5

        End If
        If PictureBox1.Bounds.IntersectsWith(LabelFinish.Bounds) Then
            MessageBox.Show("Your score is:" & " " & Score)
            Timer1.Stop()

        End If
    End Sub

    Private Sub Timer1_Tick(sender As Object, e As EventArgs) Handles Timer1.Tick
        Score = Score - 30
        LabelScore.Text = CStr(Score)
        If Score = 0 Then
            Timer1.Stop()
            MessageBox.Show("You lose")
        End If

    End Sub

    Private Sub Level1_Load(sender As Object, e As EventArgs) Handles MyBase.Load
        Timer1.Start()
    End Sub
End Class


reviewed


Nope. It is [the version we are actually using](https://github.com/jclouds/jclouds-karaf/blob/522e245582acb3595144f4b02208909e3b935564/pom.xml#L206-L207) and it still presents the issue.

The issue is that the [jsch-agent-proxy-core](https://github.com/ymnk/jsch-agent-proxy/tree/master/jsch-agent-proxy-core/src/main/java/com/jcraft/jsch/agentproxy) classes and the [jsch-agent-proxy-jsch](https://github.com/ymnk/jsch-agent-proxy/tree/master/jsch-agent-proxy-jsch/src/main/java/com/jcraft/jsch/agentproxy) use the same package. Then, when the jsch-agent-proxy-jsch bundle exports [this](https://github.com/apache/servicemix-bundles/blob/master/jsch-agentproxy-jsch-0.0.9/pom.xml#L43), it is exporting the jsch classes, but also the core classes, which are already exported by the core bundle.

The ideal solution IMO would be to change the package for the jsch classes, but it is not likely that we'll have a release soon for that (given the experience from https://github.com/ymnk/jsch-agent-proxy/issues/28).


I think you should release new version, because all versions never than `0.6.28` are broken IMHO and give me ugly `java.lang.NoSuchMethodError : java.nio.ShortBuffer.rewind()Ljava/nio/ShortBuffer;` in my apps.


Hi,
i found bug whose lose tables if you are using aliases. I get exception: **Fatal error: Uncaught exception 'PDOException' with message 'SQLSTATE[HY093]: Invalid parameter number: no parameters were bound'**. Out sql is right if I call **$selection->getSql()**.

Ouput sql looks like:
```sql
SELECT forms.insert_date, fd0.value AS 'name', fd1.value AS 'surname', fd2.value AS 'address'
FROM forms
LEFT JOIN form_data AS fd0 ON fd0.forms_id = forms.id AND fd0.name = 'name'
LEFT JOIN form_data AS fd1 ON fd1.forms_id = forms.id AND fd1.name = 'surname'
LEFT JOIN form_data AS fd2 ON fd2.forms_id = forms.id AND fd2.name = 'address';
```

# Here is how to simulate

Sql schema:
```sql
SET NAMES utf8mb4;
SET time_zone = '+00:00';
SET foreign_key_checks = 0;
SET sql_mode = 'NO_AUTO_VALUE_ON_ZERO';

CREATE TABLE `forms` (
  `id` bigint(20) unsigned NOT NULL AUTO_INCREMENT,
  `insert_date` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP,
  PRIMARY KEY (`id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8 COLLATE=utf8_czech_ci;

INSERT INTO `forms` (`id`, `insert_date`) VALUES
(1,	'2017-01-05 08:51:14'),
(2,	'2017-01-05 08:57:40');

CREATE TABLE `form_data` (
  `id` bigint(20) unsigned NOT NULL AUTO_INCREMENT,
  `forms_id` bigint(20) unsigned NOT NULL,
  `name` varchar(50) COLLATE utf8_czech_ci NOT NULL,
  `value` varchar(255) COLLATE utf8_czech_ci DEFAULT NULL,
  PRIMARY KEY (`id`),
  KEY `form_id_name_value` (`name`,`value`),
  KEY `response_id` (`forms_id`),
  CONSTRAINT `form_data_ibfk_1` FOREIGN KEY (`forms_id`) REFERENCES `forms` (`id`) ON DELETE CASCADE
) ENGINE=InnoDB DEFAULT CHARSET=utf8 COLLATE=utf8_czech_ci;

INSERT INTO `form_data` (`id`, `forms_id`, `name`, `value`) VALUES
(1,	1,	'name',	'Joe'),
(2,	1,	'surname',	'Doe'),
(3,	1,	'address',	'Prague'),
(4,	2,	'name',	'Mark'),
(5,	2,	'surname',	'Zug'),
(6,	2,	'address',	'London');
```

Prepare environment
```
git clone git@github.com:nette/database.git nette-database
cd nette-database
composer install
mkdir temp
touch run.php
```
Content of run.php and edit connection config.
```php
<?php

require __DIR__ . '/vendor/autoload.php';

$config = [
	'dsn' => 'mysql:host=127.0.0.1;dbname=nette_test',
	'user' => 'root',
	'password' => ''
];

$connection = new Nette\Database\Connection($config['dsn'], $config['user'], $config['password']);
$storage = new Nette\Caching\Storages\FileStorage(__DIR__ . '/temp');
$structure = new \Nette\Database\Structure($connection, $storage);
$context = new Nette\Database\Context($connection, $structure);

function createSql(\Nette\Database\Context $context)
{
	$sql = $context->table('forms')
		->select('forms.insert_date');

	$aliases = [];
	foreach (['name', 'surname', 'address'] as $key => $column) {
		$alias = 'fd' . $key;
		$columnAlias = $column;
		$aliases[$columnAlias] = $alias . '.value';
		$sql->select($aliases[$columnAlias] . ' AS `' . $columnAlias . '`')
			->alias(':form_data', $alias)
			->joinWhere($alias, $alias . '.name = ?', $column);
	}
	return $sql;
}

dump(createSql($context)->fetch());
```

Run script.
```
php run.php
```

If i use aliasses the SqlBuilder forget to look at property **$this->aliases**.


No se habían introducido los nuevos paquetes/carpetas.


Thank you Markus and Matt for your replies,

Fortunately I can confirm that closing additional instances in commit https://github.com/gbif/ipt/commit/fdcb647d8f28b61eaf857fdc646d1cfd5ba30902 fixed the issue with the unreleased NFS lock (occurring when adding a new file source to a resource).

More work will be needed to go through the rest of the IPT code and other dependency libraries such as dwca-io to ensure CSVReader instances also get closed properly. I already opened up https://github.com/gbif/dwca-io/issues/22 to address this task in dwca-io.


FYI http://r.android.com/317058 (Android libcore commit 3e090b8032714c0912697b678b8ab9d26bc1739b) from today is temporarily renaming the field back to "elements" specifically because apps break on our internal builds when those apps use old versions (1.5.2) of Streamsupport. Apps that use 1.5.1 even break on Android 7.0 (Nougat).

Therefore (because both old and future versions of Android might use either "array" or "elements") I appreciate that this code is not opinionated about the name used on Android. In general, the less opinionated you can make your code about the exact field names, the bettter. Hopefully in 1.5.3 this will not be a common issue because of the delegation, but as you say the delegation can be disabled. Streamsupport being opinionated about private field names has caused a lot of app breakages recently (and has forced me to spend a lot of time dealing with those breakages) when apps don't immediately update to the latest version of streamsupport each time you make a new release.

Thanks for pointing out the non-ORDERED behavior bug in LinkedHashMap's spliterators! I only became aware of this bug a few days ago when I read streamsupport's README.txt. Had I become aware of it earlier, I would have loved to fix this for Android 7.0 / 7.1.1, but both of those are now released with this bug.

I haven't found this bug reported on our public bug tracker at
   https://source.android.com/source/report-bugs.html
If you find a bug like this in future, it'd be awesome if you could file a bug and/or let me/us know so we have a chance to address it more quickly.


Uh?  This table certainly shouldn't use `id`, BUT `term` isn't a symbol either!  Shouldn't we decide whether this should be a pair of symbol/term or symbol/defn ?

Hmm, what if you hit a member of `acronyms` which doesn't have a symbol, what should it do?  Print nothing or have it be an error?  [I am leaning towards the latter]


@gssiyankai @ppiotrow

I'll issue a new release. For the record, here is how my release PC is configured...

```
$ java -version
openjdk version "1.8.0-jdk8u60-b00"
OpenJDK Runtime Environment (build 1.8.0-jdk8u60-b00-20141223)
OpenJDK 64-Bit Server VM (build 25.40-b23, mixed mode)
$ javac -version
javac 1.8.0_101
```

You'd think that maven would use Java 8 then... but no...

```
$ mvn -version
Apache Maven 3.3.9
Maven home: /usr/share/maven
Java version: 9-ea, vendor: Oracle Corporation
Java home: /usr/lib/jvm/java-9-oracle
Default locale: en_CA, platform encoding: UTF-8
OS name: "linux", version: "4.4.0-38-generic", arch: "amd64", family: "unix"
```

Maven is really a usability nightmare.


this should be fixed by 4cd9258


LGTM!  👍


Any reason to keep unused codes?


Sorry, thought I was committing this on my own branch. At least we know it works.


thanks for the reply, @nacx


# VisualMetrics

| View | Time to First Byte |  Render Started  |  Visualy Completed | SpeedIndex | Load Time |
|----------|----------|:-------------:|------:| ------:|------:|
FirstView  | 226 | 1102 | 1795 | 1123 | 1533 |
RepeatView | 137 | 753 | 957 | 764 | 737 |
# Waterfall

## firstView
![alt text](http://www.webpagetest.org/results/17/01/05/0J/2AA6/1_waterfall.png)

## repeatView
![alt text](http://www.webpagetest.org/results/17/01/05/0J/2AA6/1_Cached_waterfall.png)

## filmStrip firstView
,,,,


Hi
Are you know that what is correct solution ? Because of you say that
correct solution baffled you
On 5 Jan 2017 18:43, "Debjani Banerjee" <notifications@github.com> wrote:

> Yup I don't remember this solution working. If you come up with a better
> approach let me know. The final solution uses some advanced math that
> baffled me.
>
> —
> You are receiving this because you commented.
> Reply to this email directly, view it on GitHub
> <https://github.com/dbjnbnrj/foobar/commit/7e8e472bcbb2aad54f68b144dd4c2a6a70532a80#commitcomment-20373840>,
> or mute the thread
> <https://github.com/notifications/unsubscribe-auth/AV3q04tmSfCoIN0A9tNjpdTISJxKddZlks5rPQipgaJpZM4Lbn8A>
> .
>


Since we're using the AMAZON.TelevisionChannel slot type, you can just use the channel names and shouldn't have to spell them out phonetically. I haven't tested all possibilities though.

You can use the ones in the example_channels.json, as a sample. I can say "Alexa, tell TiVo to put on NBC" or "Alexa, tell TiVo to put on ESPN2" and it will work (I don't have HBO but I believe @dominicankev tested with that (he's the author of this feature) and got it working which is why we had to change the utterance for "HBOGo" to just be that and not plain "HBO"). But SyFy, for example, I had to put in as "sci fi" in channels.json to get it to match. Some of the stranger channel names (like E!) make take some creative phonetics in the mapping file.


Memes xD


i am not gd


# VisualMetrics

| View | Time to First Byte |  Render Started  |  Visualy Completed | SpeedIndex | Load Time |
|----------|----------|:-------------:|------:| ------:|------:|
FirstView  | 219 | 1199 | 1503 | 1215 | 1274 |
RepeatView | 161 | 654 | 864 | 665 | 671 |
# Waterfall

## firstView
![alt text](http://www.webpagetest.org/results/17/01/05/86/2AC0/1_waterfall.png)

## repeatView
![alt text](http://www.webpagetest.org/results/17/01/05/86/2AC0/1_Cached_waterfall.png)

## filmStrip firstView
,,,


Sorry about that, I forgot to include two files in the commit... It's fixed now.

Also, just to point it out, the actual canonical GitHub mirror of the KOS repo is over here: https://github.com/KallistiOS/KallistiOS/ . I tend to keep this mirror up-to-date, but sometimes I do forget to do so...


There is timeago.js plugin for jQuery which shows how much time ago from some moment


It looks like you are setting the loop count within the loop (I=1). This should not be possible.
Also it is good practice to always include the decimal part of any reals (e.g. IF)wv(I) < 1.0)).
In order to find the first layer which is unsaturated, I would use a WHILE loop.


@liggitt better, at least for the kube ones?


@jlopez @rgeorgeoff hi folks, is there anything in here which would make sense to try and pull upstream? what is the intention of those changes? would be great to sync up on it eventually :)


Bahhh on y va jamais donc il ne sert a rien !!!!


See https://github.com/bbatsov/projectile/issues/1067#issuecomment-270670674


You should be able to speak it naturally like you would in conversation.
 "I watched HBO last night."  I haven't had a chance to look at Jeremy's
updated code, I added "put on" as the utterance that triggers the channel
change. So, "Alexa, ask TiVo to put on HBO."  I did find that certain
channel names are difficult for Alexa to interpret.  Things like E! or OWN
were hard, so you have to play with your json file to get correct.  You
look in the history of your Alexa app to see how Alexa is interpreting your
command.

-Kevin

On Thu, Jan 5, 2017 at 9:12 AM, MikelMD <notifications@github.com> wrote:

> Hi Jeremy,
>
>
>
> So, if in the json file, I have nbc, do I call out to Alexa enbece or the
> letters n then b then c, or for example, hbo, is that hubo or h then b then
> o?
>
>
>
> Cheers,
>
> Mikel
>
>
>
> Achieve a goal, Solve an issue or Satisfy a need....
>
>
>
> From: Jeremy <notifications@github.com>
> Reply-To: jradwan/alexa_tivo_control <reply@reply.github.com>
> Date: Wednesday, January 4, 2017 at 7:36 PM
> To: jradwan/alexa_tivo_control <alexa_tivo_control@noreply.github.com>
> Cc: MikelMD <mikel@draghici.org>, Comment <comment@noreply.github.com>
> Subject: Re: [jradwan/alexa_tivo_control] change channels by name (thanks,
> @dominicankev) (85805a6)
>
>
>
> Yep. Just add your channel maps (uttered names to numbers) in channel.json
> for any channels you want to be able to switch to by name.
>
> —
> You are receiving this because you commented.
> Reply to this email directly, view it on GitHub, or mute the thread.
>
> —
> You are receiving this because you were mentioned.
> Reply to this email directly, view it on GitHub
> <https://github.com/jradwan/alexa_tivo_control/commit/85805a64cc2313e3aeafd10082234f7c6550c49e#commitcomment-20373064>,
> or mute the thread
> <https://github.com/notifications/unsubscribe-auth/AXucmG40cwkec5Aq_DJrjAQaYQQ-o5qqks5rPPoygaJpZM4LaQZa>
> .
>


I would do it the other way around... reduce the number of things stored in the model object.


Hmmm... Why exactly?
It was a static function, I thought this might be better.  Since it will house in Gallery...


OK I will cc you when I submit a PR to the upstream repo so we can monitor
that

On Thu, Jan 5, 2017 at 4:53 AM, Min RK <notifications@github.com> wrote:

> I'm AOK with forking it. It worked fine when I checked it out first, so I
> didn't need to do anything, but if it has stopped working, that's no
> problem.
>
> —
> You are receiving this because you were mentioned.
> Reply to this email directly, view it on GitHub
> <https://github.com/ellisonbg/ansible-conda/commit/a8c7b6e9a4099e8c74ae0b7305218664fed636bf#commitcomment-20371660>,
> or mute the thread
> <https://github.com/notifications/unsubscribe-auth/AABr0C8AL6_FhZjHr1TET516v3GJw-Vrks5rPNmlgaJpZM4Laa6A>
> .
>

--
Brian E. Granger
Associate Professor of Physics and Data Science
Cal Poly State University, San Luis Obispo
@ellisonbg on Twitter and GitHub
bgranger@calpoly.edu and ellisonbg@gmail.com


Er nevermind I missed this was `m.execute()` and not `subprocess.Popen`.


Is there a need for a `msgId`? I'd expect that an event is uniquely identified by `streamId`+ sequence number, from the ES database perspective at least.
Also a separated timestamp could be useful...
WDYT?


Harut, I would recommend to check libraries like Moment.js or Date.js, very useful.


It will be more complicated for others to join development.
I might change my mind, I still have a loink to the LDoc stuff, I just removed the parts where this document said it's a requirment to have comments be compatable with it.


这个可以. 但有一些我们只提供反代, 比方说 rust-static. 那里就写反代?


# VisualMetrics

| View | Time to First Byte |  Render Started  |  Visualy Completed | SpeedIndex | Load Time |
|----------|----------|:-------------:|------:| ------:|------:|
FirstView  | 245 | 1592 | 1797 | 1603 | 1341 |
RepeatView | 169 | 833 | 1014 | 843 | 854 |
# Waterfall

## firstView
![alt text](http://www.webpagetest.org/results/17/01/05/T9/2AQ3/1_waterfall.png)

## repeatView
![alt text](http://www.webpagetest.org/results/17/01/05/T9/2AQ3/1_Cached_waterfall.png)

## filmStrip firstView
,,


可以，也容易区分。


only do this `if len(g.Packages) > 0` so we don't get `"-"`


@tmcw This commit is awesome!! I've been creating Markdown TOC manually before. 👍


We still have to test this in the actual app


Just typo here, "Ponctuation".


I think so, yeah


Sorry nothing to with this particular commit, but not sure how else to comment - this is not working for me with the QT launcher unless the following is changed in A-4K-set.xml:

<keyboard include="../../Input/Keyboard/carrier-bindings.xml">

to

<keyboard include="Input/Keyboard/carrier-bindings.xml">

Other than that it looks awesome! (But I think the canopy in the model looks more like that of an A-4M rather than an A-4F which the A-4K/Kahu have)


There is need if you want to identify an event with an external `id`. `GetEventStore` embodies a `Timestamp` directly in the record. For now, I don't need it. In particular because in `GetEventStore`, that date is when the event was saved, not really the moment it was emitted.


lijsten checken met assertTrue heeft geen waarde. Slagen wel maar de vraag is of het nuttig is als test zie ook http://jamescooke.info/python-unittest-asserttrue-is-truthy-assertfalse-is-falsy.html
@bunyu93


Is this import here purely to troll me?


@bar what about it?


Headshot! Thanks, man.


CleanupPressureSystem (Myoldmopar) - x86_64-MacOS-10.9-clang: OK (2341 of 2341 tests passed, 0 test warnings)

![Build Badge](http://img.shields.io/badge/build%20status-passing-green.png) ![Test Badge](http://img.shields.io/badge/tests%20passed-100.0%25-green.png)


Ok, we've expected to see some kind of templates, either JS or PHP. But if we think about maintenance, much easy to maintain code where is only one template and as we need it to show comments on page load (when CI generates page) seems it should be PHP template. Or we can load all comments via AJAX - after page load and by click to load new comments, in this case it can be JS template.


Yeah, fair doos: LDoc isn't the easiest thing in the world to use.


# VisualMetrics

| View | Time to First Byte |  Render Started  |  Visualy Completed | SpeedIndex | Load Time |
|----------|----------|:-------------:|------:| ------:|------:|
FirstView  | 201 | 1408 | 1616 | 1419 | 1543 |
RepeatView | 149 | 686 | 686 | 686 | 615 |
# Waterfall

## firstView
![alt text](http://www.webpagetest.org/results/17/01/05/5P/2AWJ/1_waterfall.png)

## repeatView
![alt text](http://www.webpagetest.org/results/17/01/05/5P/2AWJ/1_Cached_waterfall.png)

## filmStrip firstView
,,


You could avoid difficulties with date formatting if you use timestamp and convert it to the date in the SQL.


# VisualMetrics

| View | Time to First Byte |  Render Started  |  Visualy Completed | SpeedIndex | Load Time |
|----------|----------|:-------------:|------:| ------:|------:|
FirstView  | 236 | 1200 | 1588 | 1220 | 1409 |
RepeatView | 153 | 770 | 1060 | 776 | 787 |
# Waterfall

## firstView
![alt text](http://www.webpagetest.org/results/17/01/05/X8/2AXF/1_waterfall.png)

## repeatView
![alt text](http://www.webpagetest.org/results/17/01/05/X8/2AXF/1_Cached_waterfall.png)

## filmStrip firstView

| 0 |
|--------------|
| http://www.webpagetest.org/getfile.php?test=170105_X8_2AXF&video=video_1&file=frame_0000.jpg|
| undefined|

| 1200 |
|--------------|
| http://www.webpagetest.org/getfile.php?test=170105_X8_2AXF&video=video_1&file=frame_0012.jpg|
| undefined|

| 1400 |
|--------------|
| http://www.webpagetest.org/getfile.php?test=170105_X8_2AXF&video=video_1&file=frame_0014.jpg|
| undefined|

| 1600 |
|--------------|
| http://www.webpagetest.org/getfile.php?test=170105_X8_2AXF&video=video_1&file=frame_0016.jpg|
| undefined|


Public Class Maze
    Private Sub HitMazeWall()
        If lblHorz1.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz1.Bounds.Bottom And
        PictureBox1.Bounds.Bottom > lblHorz1.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz1.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz1.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz1.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz2.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz2.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz2.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz2.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz2.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz2.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz3.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz3.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz3.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz3.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz3.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz3.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz4.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz4.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz4.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz4.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz4.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz4.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz5.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz5.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz5.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz5.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz5.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz5.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz6.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz6.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz6.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz6.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz6.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz6.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If 7.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz7.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz7.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz7.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz7.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz7.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz8.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz8.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz8.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz8.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz8.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz8.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz9.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz9.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz9.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz9.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz9.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz9.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz10.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz10.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz10.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz10.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz10.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz10.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz11.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz11.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz11.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz11.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz11.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz11.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz12.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz12.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz12.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz12.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz12.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz12.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz13.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz13.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz13.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz13.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz13.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz13.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz14.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz14.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz14.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz14.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz14.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz14.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz15.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz15.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz15.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz15.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz15.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz15.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz16.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz16.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz16.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz16.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz16.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz16.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz17.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz17.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz17.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz17.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz17.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz17.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz18.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz18.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz18.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz18.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz18.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz18.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz19.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz19.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz19.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz19.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz19.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz19.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
        If lblHorz20.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Top < lblHorz20.Bounds.Bottom And
       PictureBox1.Bounds.Bottom > lblHorz20.Bounds.Bottom Then

            'move the player down slightly
            PictureBox1.Top += 5

        ElseIf lblHorz20.Bounds.IntersectsWith(PictureBox1.Bounds) And PictureBox1.Bounds.Bottom > lblHorz20.Bounds.Top And
        PictureBox1.Bounds.Top < lblHorz20.Bounds.Top Then

            'move the player up slightly
            PictureBox1.Top -= 5
        End If
    End Sub

End Class


reviewed


ncnames = NULL
for(i in 0:3) ncnames[i+1] = var.inq.nc(nc, i)$name
nameidx = grep('sst', ncnames)-1
dat <- RNetCDF::var.get.nc(nc1, nameidx)


@ppiotrow  Ok. So the problem we see with the strange errors with missing methods is not due to Java 9. I can reproduce it building on a machine that never saw Java 9.


Good question. This fixes one of the permission problems that occurs when running glide as root and retrieving dependencies from mercurial repos. Note that this was the proximate cause of my issue reported in #217 (with the whole dealio with your run as non-root strategy not working on my Mac + Docker Machine setup being a contributor as well). Fwiw, Deis has been doing containerized builds and using glide within containers for about a year now and this was something we learned early on we had to do.


ETA on merging this into Master?


# VisualMetrics

| View | Time to First Byte |  Render Started  |  Visualy Completed | SpeedIndex | Load Time |
|----------|----------|:-------------:|------:| ------:|------:|
FirstView  | 197 | 1198 | 1504 | 1214 | 1381 |
RepeatView | 137 | 668 | 960 | 673 | 702 |
# Waterfall

## firstView
![alt text](http://www.webpagetest.org/results/17/01/05/TY/2B0M/1_waterfall.png)

## repeatView
![alt text](http://www.webpagetest.org/results/17/01/05/TY/2B0M/1_Cached_waterfall.png)

# FilmStrip

| 0 seconds|
|--------------|
| http://www.webpagetest.org/getfile.php?test=170105_TY_2B0M&video=video_1&file=frame_0000.jpg|
| undefined|

| 72 seconds|
|--------------|
| http://www.webpagetest.org/getfile.php?test=170105_TY_2B0M&video=video_1&file=frame_0012.jpg|
| undefined|

| 78 seconds|
|--------------|
| http://www.webpagetest.org/getfile.php?test=170105_TY_2B0M&video=video_1&file=frame_0013.jpg|
| undefined|

| 90 seconds|
|--------------|
| http://www.webpagetest.org/getfile.php?test=170105_TY_2B0M&video=video_1&file=frame_0015.jpg|
| undefined|


Thank you for this update!!!


# VisualMetrics

| View | Time to First Byte |  Render Started  |  Visualy Completed | SpeedIndex | Load Time |
|----------|----------|:-------------:|------:| ------:|------:|
FirstView  | 208 | 1293 | 1582 | 1309 | 1451 |
RepeatView | 195 | 837 | 936 | 842 | 795 |
# Waterfall

## firstView
![alt text](http://www.webpagetest.org/results/17/01/05/0Z/2B3N/1_waterfall.png)

## repeatView
![alt text](http://www.webpagetest.org/results/17/01/05/0Z/2B3N/1_Cached_waterfall.png)

# FilmStrip

| 0 milliseconds|
|--------------|
| ![alt text](http://www.webpagetest.org/getfile.php?test=170105_0Z_2B3N&video=video_1&file=frame_0000.jpg)|
| (undefined|

| 1300 milliseconds|
|--------------|
| ![alt text](http://www.webpagetest.org/getfile.php?test=170105_0Z_2B3N&video=video_1&file=frame_0013.jpg)|
| (undefined|

| 1600 milliseconds|
|--------------|
| ![alt text](http://www.webpagetest.org/getfile.php?test=170105_0Z_2B3N&video=video_1&file=frame_0016.jpg)|
| (undefined|


Change div


Thanks. Very useful for merging two `package.json` files :)

Use-case, copying information from template `package.json` file into an in-use `package.json` file.

Thanks for making the update.


Fixed


Sorry, what are you talking about? Could you provide context?

From: bruttenberg <notifications@github.com>
Reply-To: p2t2/figaro <reply@reply.github.com>
Date: Thursday, January 5, 2017 at 10:08 AM
To: p2t2/figaro <figaro@noreply.github.com>
Cc: Avi Pfeffer <apfeffer@cra.com>, Mention <mention@noreply.github.com>
Subject: Re: [p2t2/figaro] Several changes: (020e438)

In hindsight, this is a really bad place to enable this. If we want to use the new chain method, we should put this in a really obvious place so any SFI algorithm will enable it - right now it's pretty hidden and I had to search for it. Or better, enable it by default. @apfeffer<https://github.com/apfeffer> do you feel comfortable enabling this by default?

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in `templates/base.html`, you've missed the Google Fonts' links ... ;)


# VisualMetrics

| View | Time to First Byte |  Render Started  |  Visualy Completed | SpeedIndex | Load Time |
|----------|----------|:-------------:|------:| ------:|------:|
FirstView  | 228 | 1305 | 1680 | 1325 | 1462 |
RepeatView | 182 | 1036 | 1036 | 1036 | 830 |
# Waterfall

## firstView
![alt text](http://www.webpagetest.org/results/17/01/05/R2/2B5F/1_waterfall.png)

## repeatView
![alt text](http://www.webpagetest.org/results/17/01/05/R2/2B5F/1_Cached_waterfall.png)

# FilmStrip

| 0 milliseconds|
|--------------|
| ![alt text](http://www.webpagetest.org/getfile.php?test=170105_R2_2B5F&video=video_1&file=frame_0000.jpg)|
| (0|

| 1300 milliseconds|
|--------------|
| ![alt text](http://www.webpagetest.org/getfile.php?test=170105_R2_2B5F&video=video_1&file=frame_0013.jpg)|
| (94|

| 1500 milliseconds|
|--------------|
| ![alt text](http://www.webpagetest.org/getfile.php?test=170105_R2_2B5F&video=video_1&file=frame_0015.jpg)|
| (94|

| 1700 milliseconds|
|--------------|
| ![alt text](http://www.webpagetest.org/getfile.php?test=170105_R2_2B5F&video=video_1&file=frame_0017.jpg)|
| (100|


What happens when you do `-installsuffix ''`?


@peterbarker is right only for ubuntu > 14.04 otherwise libtool-bin doesn't exist


I see, although the external id looks more like an external concern to me. So I would let user put it in metadata if needed.
As for the timestamp I agree it is not needed for the core use cases. But If it is added later, I think it should be provided by the user for maximal flexibility (eg. importing old events) and thus should be part of the `WriteReq` somehow.


Why are you using a coroutine and waiting one frame to begin native calls on Android?


Note that to allow indexing by name, as well as keeping track of the order of tasks, we need to combine two data structures: a mapping (index by name) and a list (index by position). This introduces an unstable state in which either of the two data structures is updated whilst the other is not. Changes to the TaskSet therefor require synchronization, to prevent anyone from accessing properties of the TaskSet before the stable state is reached. We do this by extending `ReadWriteSafeObject`, which allows us to lead all the required overhead be done elsewhere.


You have to view it on github. I commented on where we enabled the new chain factor.

+  +  +  +  +  +  +  +  +  +  +  +  +  +
Brian Ruttenberg, PhD
Senior Scientist
Decision Management Systems Division
Government Services
Charles River Analytics Inc.
617.491.3474 x730
www.cra.com<http://www.cra.com/>

From: apfeffer [mailto:notifications@github.com]
Sent: Thursday, January 5, 2017 10:44 AM
To: p2t2/figaro <figaro@noreply.github.com>
Cc: Brian Ruttenberg <bruttenberg@cra.com>; Comment <comment@noreply.github.com>
Subject: Re: [p2t2/figaro] Several changes: (020e438)

Sorry, what are you talking about? Could you provide context?

From: bruttenberg <notifications@github.com<mailto:notifications@github.com>>
Reply-To: p2t2/figaro <reply@reply.github.com<mailto:reply@reply.github.com>>
Date: Thursday, January 5, 2017 at 10:08 AM
To: p2t2/figaro <figaro@noreply.github.com<mailto:figaro@noreply.github.com>>
Cc: Avi Pfeffer <apfeffer@cra.com<mailto:apfeffer@cra.com>>, Mention <mention@noreply.github.com<mailto:mention@noreply.github.com>>
Subject: Re: [p2t2/figaro] Several changes: (020e438)

In hindsight, this is a really bad place to enable this. If we want to use the new chain method, we should put this in a really obvious place so any SFI algorithm will enable it - right now it's pretty hidden and I had to search for it. Or better, enable it by default. @apfeffer<https://github.com/apfeffer> do you feel comfortable enabling this by default?

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noticed the same as @merqlove - `source_filename` works with uglifier `2.7.x` but breaks with `3.0.4`. From uglifier READMEs it seems it should be `source_map: { filename: input[:filename] }` instead.

@schneems @TylerHorth which is the best way to fix this? Sprockets does not have a direct dependency on uglifier, so the best scenario I can think of is to branch this out based on `Autoload::Uglifier::VERSION`


Those values were already set as fallback at the end of the call. I think this line should be removed because it's redundant and adds extra condition for a rare case.


Don't know what the correct solution is, but this is definitely the approach - http://math.stackexchange.com/questions/1941503/number-of-equivalence-classes-of-matrices-under-switching-rows-and-columns/1941637


I'm adding proper headers in nginx and express as well based on the type of content: asset or API response. If it's an API response, it will prevent browser cache as well as that turned out to be the problem.


Your code for sharing text on Android can be simplified. It uses code for sharing image, which is meaningless in the context of sharing text. In the [tutorial](http://www.theappguruz.com/blog/general-sharing-in-android-ios-in-unity), there is a sample code, but that doesn't work either. With some modifications to that sample, I could achieve this method, which works:

```
private void ShareAndroidText()
	{
		//yield return new WaitForEndOfFrame();
#if UNITY_ANDROID
		// Create Refernece of AndroidJavaClass class for intent
		AndroidJavaClass intentClass = new AndroidJavaClass("android.content.Intent");
		// Create Refernece of AndroidJavaObject class intent
		AndroidJavaObject intentObject = new AndroidJavaObject("android.content.Intent");

		// Set action for intent
		intentObject.Call<AndroidJavaObject>("setAction", intentClass.GetStatic<string>("ACTION_SEND"))
		.Call<AndroidJavaObject>("setType", "text/plain")
		//Set Subject of action
		.Call<AndroidJavaObject>("putExtra", intentClass.GetStatic<string>("EXTRA_SUBJECT"), "Text Sharing ")
		//Set title of action or intent
		.Call<AndroidJavaObject>("putExtra", intentClass.GetStatic<string>("EXTRA_TITLE"), "Text Sharing ")
		// Set actual data which you want to share
		.Call<AndroidJavaObject>("putExtra", intentClass.GetStatic<string>("EXTRA_TEXT"), "Text Sharing Android Demo");

		AndroidJavaClass unity = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
		AndroidJavaObject currentActivity = unity.GetStatic<AndroidJavaObject>("currentActivity");
		// Invoke android activity for passing intent to share data
		currentActivity.Call("startActivity", intentObject);

#endif
	}
```


public void createContact(ContactData contact) {


fillContactForm(contact, true);


CleanupPressureSystem (Myoldmopar) - x86_64-Linux-Ubuntu-14.04-gcc-4.8: OK (0 of 0 tests passed, 0 test warnings)

![Build Badge](http://img.shields.io/badge/build%20status-passing-green.png) ![Test Badge](http://img.shields.io/badge/tests%20passed-100.0%25-green.png)


CleanupPressureSystem (Myoldmopar) - x86_64-Linux-Ubuntu-14.04-cppcheck-1.61: OK (0 of 0 tests passed, 0 test warnings)

![Build Badge](http://img.shields.io/badge/build%20status-passing-green.png)


We have plans to make this usable for others' events, but that is unlikely to be done before the second half of 2017.


@Ocramius, please :)


CleanupPressureSystem (Myoldmopar) - x86_64-Linux-Ubuntu-14.04-gcc-4.8-UnitTestsCoverage-Debug: Tests Failed (0 of 0 tests passed, 0 test warnings)

![Build Badge](http://img.shields.io/badge/build%20status-passing-green.png) ![Test Badge](http://img.shields.io/badge/tests%20passed-NA-red.png) ![Coverage Badge](http://img.shields.io/badge/coverage%20status-0.0%25-red.png)


CleanupPressureSystem (Myoldmopar) - x86_64-Linux-Ubuntu-14.04-gcc-4.8-IntegrationCoverage-Debug: Tests Failed (0 of 0 tests passed, 0 test warnings)

![Build Badge](http://img.shields.io/badge/build%20status-passing-green.png) ![Test Badge](http://img.shields.io/badge/tests%20passed-NA-red.png) ![Coverage Badge](http://img.shields.io/badge/coverage%20status-0.0%25-red.png)


CleanupPressureSystem (Myoldmopar) - x86_64-Linux-Ubuntu-14.04-custom_check: OK (0 of 0 tests passed, 0 test warnings)

![Build Badge](http://img.shields.io/badge/build%20status-passing-green.png)


@bonzini IDK, you are `at handling` me...?


A unit with no weapons would have
`currentWeapon _unit = ""` and `primaryWeapon _unit = ""`
So `_cw == primaryWeapon _unit` would be true.
The only effect would be the hint would not show, it would fail safe because `bis_fnc_getcfgdata` returned nil.


Use `os.path.join` for cross OS path manipulation.


TeamCity OTA+ :: rvi_sota_server :: ci [Build 1942](http://teamcity.prod01.internal.advancedtelematic.com:8111/viewLog.html?buildId=21715&buildTypeId=ota_plus_RviSotaServer_Ci) is now running


Looks like you immediately overwrite your new dictionary with the original?


So, what defines a change for the last digit (0->1)?


You can use `len(claimchain.store)` quite naturally.


Using `globals` will make your code hard to test.


ommiodio che orrore mi sa che non ti chiederò mai più di mettere mano a questo plugin xd


Oh, bugger, that was supposed to be removed. Sigh.


スペルミス
`o`が一つ抜けてて、`l`が一個多い
`schoolLabelね`


Nope.
Still the same. Just wanted to move this into the usage guide instead.


Oups :)

2017-01-05 16:13 GMT+01:00 lolo <notifications@github.com>:

> petit doublon ;)
>
> —
> You are receiving this because you authored the thread.
> Reply to this email directly, view it on GitHub
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common


Quite right!


Well done!


create


Forcing a ``fork`` when compiling seems to resolve the issue https://github.com/RoaringBitmap/RoaringBitmap/commit/b8108883b7cab866afd1d84f44d987435bca7bbf


Wrong import


That would be great use case for grpc and its server-side streams (instead of an explicit batch size). Unfortunately I don't think there is haskell bindings yet...


@m-kuhn same here qgis_core.h missing


What happens on timeout?what is stderr for this test?


no changes


Goooooood!!


Please find attached a commented variant of draft 2 established during a webex ith Esterel Technologies and Zodiac.
[RESSAC_Process_Definition_Document draft 2_EsterelZodiac.docx](https://github.com/AdaCore/RESSAC_Use_Case/files/687674/RESSAC_Process_Definition_Document.draft.2_EsterelZodiac.docx)


This would be a good use case for grpc and its stream support, but I don't know of any haskell bindings that support them atm.


You prefer canto over newsbeuter?


TeamCity OTA+ :: rvi_sota_server :: ci [Build 1942](http://teamcity.prod01.internal.advancedtelematic.com:8111/viewLog.html?buildId=21715&buildTypeId=ota_plus_RviSotaServer_Ci) outcome was **FAILURE**
Summary: Compilation error: Scala compiler (new) Build time: 00:08:34


@nfeske: please add to staging


The change is correct.


Don't know `gRPC`. What's hot about it ?


sorry, because i did not fork your repo. i changed it to my fork so i can build. i'll change it back 9 hours later. i have to sleep now.


No reasons technically. But maybe someone will figure it out how to make it work in all cases.


You are welcome, first time Ive ever done anything on Github, bit of a
newb. Love the framework you have built. Have used _s for few years, and
just started looking into using Bootstrap. This has been a belssing.

THank you.

Dave

On 5 January 2017 at 12:21, Holger <notifications@github.com> wrote:

> Changed number of items to a fixed value
>
> https://github.com/holger1411/understrap/issues/204 - Thx @flyingchorse
> for reporting
>
> --
> You are receiving this because you were mentioned.
> Reply to this email directly or view it on GitHub:
> https://github.com/holger1411/understrap/commit/
> 779d47405cf8849a066ecd802756252dcedcf096
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Kind Regards

David Griffin
http://about.me/davidgriffin

m: 07951892409
t: 01792419530
e: info@griffin-david.co.uk
w: http://www.griffin-david.co.uk


Suppose that it's better to make config.seed more target specific.


Fixes #1


gargs will reports error mesaage to stderr, something like "kill signal"


Is it required?


@michalcohen you seem very fluent in the git lingo


"any protocol that refines the enclosing protocol" would say that cleanly, but the reason I used "depends on" is that it seems to me there can be recursion loops that go outside a single protocol declaration and its refinements.


Closes #8.


Should be fixed now


This commit open a most used in our days DUPE with workbench!


This is cool, but perhaps you should ask a musician for advise. Some of these tones are killing my ears.


Not sure what you mean with tharget specific? It already is stored in the per-target output directory.


Thanks indeed it makes the code much shorter !


hi


TeamCity OTA+ :: rvi_sota_server :: ci [Build 1943](http://teamcity.prod01.internal.advancedtelematic.com:8111/viewLog.html?buildId=21718&buildTypeId=ota_plus_RviSotaServer_Ci) is now running


@mars-coder 你放在了 devDeps。。。应该在 deps 依赖才对的。


Is it possible to add the flat texture to all status bars? Currently missing these:
Power Bar for both player and target (Mana, energy, rage and pet focus)
Pet HP/Power (focus)
Target of target HP/Power


<!-- PMABOT:SOB -->
This commit is missing Signed-Off-By line to indicate that you agree with phpMyAdmin Developer's Certificate of Origin. Please check [contributing documentation](https://github.com/phpmyadmin/phpmyadmin/blob/master/CONTRIBUTING.md) for more information.


一月六号加的第二行


Implemented.


评论区的第二条


@gssiyankai @ppiotrow  New release issued. Hopefully this resolves the matter.


Nothing really fancy, it is a high perf rpc over http/2. Which make it convenient, as well at is streaming capabilities.


2 * jest


ha, I hadn't heard/seen `integral` used in this manner before


The following doc(s) have been deployed to the [laurenkell](https://laurenkell-static-docs.pantheonsite.io/docs) Multidev environment:
- [docs/select-plan](https://laurenkell-static-docs.pantheonsite.io/docs/select-plan)


Why? Now it leaves a garbage file after each run.


заебок


ok. hopefully commit https://github.com/puppylinux-woof-CE/woof-CE/commit/1c2287c896b50951149ac9bde86e607ef9d6d088 clarifies this...


`SetPlaceTableViewCellType1ViewController`だと、最後に`Type1ViewController`って書かれてると、`UIViewController`を継承したクラスかなって思ってしまうから`SetPlaceTableViewCell`にしとこう


Pull request plz. :troll:


@madara134 log and screenshot plz


それとファイル名もきちんと変更しといて


JoC


Trop fort!  Je vais tester.


Shoes Manual default styling is set from line 455 to 465 in [help.rb](https://github.com/Shoes3/shoes3/blob/master/lib/shoes/help.rb#L455).


ファイル消したなら #3 にちゃんとチェックマークつけといて


これも #3 にチェックマークちゃんとつけといて


TeamCity OTA+ :: rvi_sota_server :: ci [Build 1943](http://teamcity.prod01.internal.advancedtelematic.com:8111/viewLog.html?buildId=21718&buildTypeId=ota_plus_RviSotaServer_Ci) outcome was **FAILURE**
Summary: Tests passed: 57; compilation error: Scala compiler in Test (new) Build time: 00:10:30


:awthanks:


This would be better written as "unless `-n` is specified".


One-to-one: Hver bruker kan ha maks èn `Receipt`, og hver `Receipt` kan høre til maks èn bruker.
One-to-many: Hver bruker kan ha maks èn `Receipt`, men hver `Receipt` kan høre til mange brukere.
Many-to-one: Hver bruker kan ha mange `Receipt`, men hver `Receipt` kan høre til maks èn bruker.

Hva blir mest riktig i dette tilfellet?


https://github.com/CyanogenMod/android_device_oppo_find7-common/blob/cm-14.1/BoardConfigCommon.mk#L29 several devices still use this. Its not outdated i think


120694307_Fault_ChillerSWTSensorOffset (Myoldmopar) - x86_64-MacOS-10.9-clang: OK (2341 of 2345 tests passed, 566 test warnings)

 * 570 tests had: AUD diffs.
 * 4 tests had: EIO diffs.
 * 4 tests had: ESO big diffs.
 * 4 tests had: MTR big diffs.
 * 1 test had: Table small diffs.
 * 3 tests had: Table big diffs.

![Build Badge](http://img.shields.io/badge/build%20status-passing-green.png) ![Test Badge](http://img.shields.io/badge/tests%20passed-99.83%25-yellow.png)


![](https://github.trello.services/images/mini-trello-icon.png) [10.1 membuat tampilan halaman anggota](https://trello.com/c/qo1iRFEt/48-10-1-membuat-tampilan-halaman-anggota)


![](https://github.trello.services/images/mini-trello-icon.png) [3.1 Buat form HTML untuk Registrasi anggota baru](https://trello.com/c/7Yk9RIMc/18-3-1-buat-form-html-untuk-registrasi-anggota-baru)


Can you replace the `&>`? It's specific to Bash and this needs to run in all shells. See my example in the PR comments.


Ahah, no. :) It's just that parameters are preceded by an @ sign and I named that parameter "bar". Sorry for the noise, I'm afraid it will happen many times again for this commit!


First Commit


This should be `if [ -f "$OPENVPN/pki/crl.pem" ]; then` because you haven't changed the `PWD`.


The rq_list_sched.py is a simple command line script similar to rqscheduler.py which you can run to see what is in the scheduler along with some relevant fields.


Er `sum` antall kroner de skal ha refundert? Vil det isåfall gi mening om dette er en `double` i stedet for en `string`?


This should be `FILES+=("/pki/crl.pem")` because `FILES` is a bash array.


Joshua thanks for looking into this! I'm having trouble understanding your
suggestion though, I kind of understand but not really.  Do you have a
moment where could possibly do a google hangout and you can help me
implement this? I definitely understand if you're busy and can't, I can
reach out to many others but wanted to ask you since you've successfully
built this.

-Malind

On Thu, Jan 5, 2017 at 2:43 AM, Joshua Azemoh <notifications@github.com>
wrote:

> You don't need another form for the file input field. Add it to the main
> form and set the enctype="multipart/form-data" attribute.
>
> <form action="/posts" method="post" enctype="multipart/form-data">
>   Post Photo :
>   <input type="file" name="post_photo" value="">
>

>
>   Caption:
>   <input type="text" name="caption" value="">
>

>
>   <input type="submit" name="" value="Create Post!">
> </form>
>
> With this change you'll have to handle the file upload in the
> PostController
>
> —
> You are receiving this because you authored the thread.
> Reply to this email directly, view it on GitHub
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>


Er dette pathen til et bilde av kvitteringen?


![image](https://cloud.githubusercontent.com/assets/11155951/21688351/22efee4e-d39f-11e6-9b6b-0740065f022c.png)
[09:36:19 PM]  Loaded Build: v0.1-05-Jan-17
[09:36:40 PM]  Initializing AI...
[09:36:41 PM]  Changing objective to: Gold Chamber
[09:36:45 PM]  Scene: Special Dungeon Lobby
[09:37:21 PM]  Initializing AI...
[09:37:22 PM]  Changing objective to: Gold Chamber
[09:37:26 PM]  Scene: Special Dungeon Lobby
[11:23:34 PM]  Initializing AI...
[11:23:35 PM]  Changing objective to: Gold Chamber
[11:23:38 PM]  Scene: Special Dungeon Lobby
[11:23:42 PM]  Scene: Special Dungeon Ready
[11:24:04 PM]  Scene: ...
[11:24:07 PM]  Scene: Special Dungeon Ready
[11:24:18 PM]  Scene: Tower Fight
[11:24:21 PM]  @ Wave 1
[11:25:16 PM]  @ Wave 2
[11:27:05 PM]  IdleTime = 53
[11:27:05 PM]  Scene: Victory
[11:27:10 PM]  Scene: Special Dungeon End
[11:27:15 PM]  Scene: Special Dungeon Lobby
[11:27:20 PM]  Scene: Special Dungeon Ready
[11:27:25 PM]  Scene: Tower Fight
[11:27:25 PM]  @ Wave 1
[11:28:08 PM]  @ Wave 2
[11:29:36 PM]  IdleTime = 40
[11:29:36 PM]  Scene: Victory
[11:29:40 PM]  Scene: Special Dungeon End
[11:29:44 PM]  Scene: Special Dungeon Lobby
[11:29:49 PM]  Scene: Special Dungeon Ready
[11:29:54 PM]  Scene: Tower Fight
[11:29:54 PM]  @ Wave 1
[11:30:40 PM]  @ Wave 2


There are different ideas here but I'll just stick with the one that I think is a bug.
Needing to define "pfix=pupsaves" to see your savefiles/folders.
To begin with, people having already multiple savefiles will see the disappear and people making new ones will never see them appearing. And no, noone reads a 2000 word readme file in order to boot (excellent write up BTW).

All this to have backup files detected by init but not all the time. I would say for this, let the old functionality regarding savefiles as is and add a "psavebkp" to show the backup files too. Actually this could be a message in the end of the pupsave backup script, so the user knows this new option.

Anyway enough of this. When will be out we'll see if people really use multiple savefiles or backups and if is going t get any attention either way.


Final Project MTL College


Det ser ikke ut som Lifecycle Callbacks blir brukt i denne klassen. Er det riktig at `@ORM\HasLifecycleCallbacks` skal være med her?


Can you credit this as Tessella Ltd, please?


trop classe !


Minor corrections: This reveals another surface of attacks **aimed** at data on the way.


Husk å endre `mixed` til riktig return type på diverse metoder


develop (Myoldmopar) - x86_64-MacOS-10.9-clang: OK (1771 of 1771 tests passed, 0 test warnings)

![Build Badge](http://img.shields.io/badge/build%20status-passing-green.png) ![Test Badge](http://img.shields.io/badge/tests%20passed-100.0%25-green.png)


I suppose you meant start.


Receit -> Receipt


How can I use it from command line?


Yes, because we've already cut the release branch for 21.0 and aren't cherrypicking new APIs into it.


I also added debug messages to the console log, so if you watch your alexa-app-server log (or the console when running in the foreground) you can see how Alexa interpreted your utterance. Using the Alexa app on the web or your phone is a good idea too. 😉


Why is sudo esential here. can we do away with sudo. Asking as i am unaware.


should this to be type bytearray?


It could also mean that they are not validating the cert. it could still be over https. might need to tweak this a bit.


yes, or `bytes`


these should be str now for python2/3 interorablity.


Burde denne pathen beskrive hva den oppretter? `/utlegg/opprett` e.l.? (evt. bare `/utlegg` hvis denne siden skal vise aktive og gamle utlegg i tillegg til formen for nye utlegg). Husk også å legg til pathen i `security.yml` for `ROLE_USER`.


I suppose Google Play explicitly forbids out of playstore patching. But please double check.


Will add a description.


HTTPS over HTTP sound a bit confusing. I suppose you meant HTTPS over TCP but not sure. Please double check.


Might be a good idea to link to IPC Checks also here. (If we don't have any yet may be add a reminder to add them later.)


You're right.. fallback values are good only when cw is something like "Throw" or "Put".  My confusion.


`--progress=bar` does not really work, you would see the progress bar appearing multiple times as text files aren't interactive shells.


Please link here


I did not aim for Python 2 compatibility.


if unzip displays files it unpacks, I wouldn't silence that information^^


A link would be good. coz its M3 as per current Top 10 might get changed later.


You can go ahead and make a pull request, and then I'll merge this update to the master and deploy to production.  Thanks!


why do you pin radon?


```
$ sbt loadData
[info] Running data.DataLoader
```


Ngân sửa cái này vào file chính nha.


> They should take about the same time to type, they are on the same key after all.
Yes, they are on the same key, but typing "_" requires me to hold Shift, which takes more of my precious resources. ^__^
Well, I'm just kidding.

If it was designed to also be usable as a module, then I would prefer to name it "msrt.py", since it is a implementation for handling specific format (similar to "zip" module of Pythone, etc.) ^__^


true


why this change?


import sql on characters

a error

ERROR 1054 (42S22) at line 1: Unknown column 'itemGuid' in 'where clause'


Oh, cool. I am gonna test it soon. Thanks!


Yes. Every instance of unicode should be str . The converter function might need a python2/3 check.


I really like this code


That removes https://github.com/facebook/react-native/commit/9fb520e3b223aeb31139b0c83ca4a1b6a1dfa488 behaviour. I've re-implemented it.

CC: @mkonicek


>  I'd like to see this fixed at the source so this stops causing compile issues, but am unsure which project the mis-classification is originating in. I don't want to duplicate efforts so have you dug into this at all yet?

@simo9000 I didn't have a chance to look into it yet :(

I totally agree we should permanently fix it instead of relying on the manual workaround.

Please kindly help create a separate issue to track this if there isn't one at the moment.


I think it would be better to point to this url instead: https://maestrano.atlassian.net/servicedesk/customer/portal/2


There's some documentation on changing this from the command line here:
https://github.com/tensorflow/tensorflow/blob/master/tensorflow/g3doc/get_started/os_setup.md#optimizing-cpu-performance

Unfortunately that hasn't made it to the tensorflow.org site yet, but let me know if that helps.


@Shauren  thx big job


import sql on characters

a error

ERROR 1054 (42S22) at line 1: Unknown column 'itemGuid' in 'where clause'

3.3.5a


Indeed.


First project


Somehow i can't comment below. so adding aggregated comment here. There is another SSL pinning process generally followed which is to pin the cert sha hashes. Why are we not suggesting that. IF we have a specific concern around that might be a good idea to point that out. Its easier to work with so is prefered by many.

Even thought SSL pinning will prevent traffic interception. Any java code could be modified by likes of Xposed framework. might be a good idea to point that SSL pinning is defense in depth and any traffic over ssl pinned HTTPS traffic still needs to ensure data traveling is further protected. (this applies to scenario where we consider user as a probable attacker)


possible issue in that this expects `png` file, and images can come in all flavors.  Believe it or not even non-base64 `svg` could work here.  I hate to suggest another dependency but [`mime`](https://cran.r-project.org/web/packages/mime) might provide additional flexibility here.


This code is complex indeed. But previous behavior works badly and ruins the order of providers. I need this commit because I had added a new provider that should be last, and don't want to hack the order by tweeking gloval version. Actually I was going to deprecate the 'version' field and remove usages, but though you would say it's too early to do so, so a safe minor improvement for now :)


What does this do?  I've never seen the -z before


TeamCity OTA+ :: rvi_sota_server :: ci [Build 1944](http://teamcity.prod01.internal.advancedtelematic.com:8111/viewLog.html?buildId=21723&buildTypeId=ota_plus_RviSotaServer_Ci) is now running


Where is this "sed*" file created?


要リファクタリング


Turns out this should have nothing to do with explosions (Hardness and explosion resistance are -1, so they should not actually break at all), so never mind. Still, the use of @SideOnly(Side.SERVER) seems weird to me, is there a valid reason for this?


Because I have added another definition that is applicable by default and only one make sense.


@jefferis could you push this commit live please?


```python
import numpy as np
import random
import pylab as pl

def init_spin_array(rows, cols):
    return np.ones((rows, cols))

def find_neighbors(spin_array, lattice, x, y):
    left   = (x, y - 1)
    right  = (x, (y + 1) % lattice)
    top    = (x - 1, y)
    bottom = ((x + 1) % lattice, y)
    neighber = [spin_array[left[0], left[1]],
                spin_array[right[0], right[1]],
                spin_array[top[0], top[1]],
                spin_array[bottom[0], bottom[1]]]
    """
    if x == 0:#下边界
        neighber[3] = 0
    if x == lattice:#上边界
        neighber[2] = 0
    if y == 0:#左边界
        neighber[0] = 0
    if y == lattice:#右边界
        neighber[1] = 0
    """
    return neighber

def energy(spin_array, lattice, x ,y, H):#反转的能量
    return 2 * spin_array[x, y] * sum(find_neighbors(spin_array, lattice, x, y)) \
           + H * sum(sum(spin_array))

def monte_carlo(spin_array, lattice, temperature, H):
    E1 = 0
    for i in range(lattice):
        for j in range(lattice):
            e = energy(spin_array, lattice, i, j, H)
            if e <= 0:
                spin_array[i, j] = -1 * spin_array[i, j]
            elif np.exp((-1.0 * e)/temperature) > random.random():
                spin_array[i, j] = -1 * spin_array[i, j]
            E1 = E1 + energy(spin_array, lattice, i, j, H) / (-4.0)#每个自旋的能量
    return [E1, spin_array]
```
磁化强度和时间的关系
```python
def calculate(temp):
    RELAX_SWEEPS = 0
    lattice = 10
    sweeps = 1000
    M1 = [0 for i in range(sweeps + RELAX_SWEEPS)]
    SWEEP = range(sweeps + RELAX_SWEEPS)
    for H in [0]:
        for temperature in [temp]:#np.arange(0, 1.5, 0.05):
            spin_array = init_spin_array(lattice, lattice)
            for sweep in range(sweeps + RELAX_SWEEPS):
                [e, spin_array] = monte_carlo(spin_array, lattice, temperature, H)
                M1[sweep] = sum(sum(spin_array)) / lattice ** 2
            #磁化强度和时间的关系
            pl.title('Ising model   Magnetization vs. time'+'T = '+str(temperature))
            pl.ylabel('Magnetization')
            pl.xlabel('time')
            pl.plot(SWEEP, M1)
            pl.savefig('T = '+str(temperature) + '.png')
pl.figure()
calculate(1.5)

pl.figure()
calculate(2.0)

pl.figure()
calculate(2.25)

pl.figure()
calculate(4.0)
```
观察磁化强度随外场变化
```python
def calculate(temp):
    Magnetization = []
    RELAX_SWEEPS = 0
    lattice = 10#eval(input("Enter lattice size: "))
    sweeps = 1000#eval(input("Enter the number of Monte Carlo Sweeps: "))
    M1 = [0 for i in range(sweeps + RELAX_SWEEPS)]
    HH = []
    for temperature in [temp]:
        for H in np.arange(-5, 5, 0.5):
            spin_array = init_spin_array(lattice, lattice)
            for sweep in range(sweeps + RELAX_SWEEPS):
                [e, spin_array] = monte_carlo(spin_array, lattice, temperature, H)
                M1[sweep] = sum(sum(spin_array))
            HH.append(H)
            Magnetization.append(sum(M1) / (RELAX_SWEEPS + sweeps) / (lattice ** 2))
        pl.title(' T=' + str(temperature))
        pl.ylabel('M')
        pl.xlabel('H')
        pl.plot(HH, Magnetization, 'ro-')
        pl.savefig('MvsH T='+str(temp) + '.png')

pl.figure()
calculate(1.0)

pl.figure()
calculate(2.0)

pl.figure()
calculate(2.5)

pl.figure()
calculate(50.0)

pl.figure()
calculate(10.0)
```
计算四个热力学量
```python
def calculate1():
    Energy = []
    Magnetization = []
    Specificheat = []
    Suscepetibility = []
    Temperature = []
    RELAX_SWEEPS = 0
    lattice = 10
    sweeps = 1000
    M1 = [0 for i in range(sweeps + RELAX_SWEEPS)]
    E1 = [0 for i in range(sweeps + RELAX_SWEEPS)]
    M2 = [0 for i in range(sweeps + RELAX_SWEEPS)]
    E2 = [0 for i in range(sweeps + RELAX_SWEEPS)]
    for H in np.arange(-5, 5, 0.2):
        for temperature in np.arange(0, 5.0, 0.1):
            spin_array = init_spin_array(lattice, lattice)
            for sweep in range(sweeps + RELAX_SWEEPS):
                [e, spin_array] = monte_carlo(spin_array, lattice, temperature, H)
                E1[sweep] = e
                M1[sweep] = sum(sum(spin_array))
                E2[sweep] =(e) ** 2
                M2[sweep] = (sum(sum(spin_array))) ** 2

            #能量和磁化强度
            Energy.append(sum(E1) / (RELAX_SWEEPS + sweeps) / (lattice ** 2))

            Magnetization.append(abs(sum(M1)) / (RELAX_SWEEPS + sweeps) / (lattice ** 2))

            #磁化率
            Suscepetibility.append((sum(M2) / (RELAX_SWEEPS + sweeps) - sum(M1) \
                       ** 2 / (RELAX_SWEEPS + sweeps) ** 2) \
                        / (RELAX_SWEEPS + sweeps) / temperature)

            #热容
            Specificheat.append((sum(E2) / (RELAX_SWEEPS + sweeps) - sum(E1) \
                                  ** 2 / (RELAX_SWEEPS + sweeps) ** 2) \
                                / (RELAX_SWEEPS + sweeps) / temperature ** 2)
            Temperature.append(temperature)

    pl.figure()
    pl.title('Ising model    Energy versus Temperature')
    pl.ylabel('Energy')
    pl.xlabel('Temperature')
    pl.plot(Temperature, Energy, 'ro')
    pl.savefig('Energy.png')

    pl.figure()
    pl.title('Ising model    Specific heat versus Temperature')
    pl.ylabel('Specific heat per spin')
    pl.xlabel('Temperature')
    pl.plot(Temperature, Specificheat, 'rx')
    pl.savefig('Specificheat.png')

    pl.figure()
    pl.title('Ising model    Magnetization versus Temperature')
    pl.ylabel('Magnetization')
    pl.xlabel('Temperature')
    pl.plot(Temperature, Magnetization, 'bo')
    pl.savefig('Magnetization.png')

    pl.figure()
    pl.title('Ising model    $\\chi$ versus Temperature')
    pl.ylabel('$\\chi$')
    pl.xlabel('Temperature')
    pl.plot(Temperature, Suscepetibility, 'bx')
    pl.savefig('Suscepetibility.png')
```


dtype undefined in this scope


debug("\nCreated mac80211_hwsim device with ID %s" % m.group(1))


They are created in builds\Win32 dir.


Thanks for the link. I had a look at those options, but it seems that passing `--copt=-mno-sse4.1` didn't seem to override the `-msse4.1` in the script above. Is there another syntax?


debug("\nDeleted mac80211_hwsim device with ID %s" % m.group(1))


i'll try to implement that or i'll simply revert a few commits and delete pupsave backup. the latter choice seems to be the most reasonable


Sta znaci ova promena?Zasto je ovo pushovano? xD


yay conflicts!

>  Sprockets does not have a direct dependency on uglifier

That's annoying. Would be amazing if rubygems allowed an "optional gem dependency" i.e. if you've got the dependency in your system it needs to comply with certain version requirements.

Branching looks like all we can do for now. Any idea if uglifier knows they broke backwards compat in a minor version? Seems like at very least they should fix and rev a bigger version or accept both. It might be easier long term to patch in uglifier.

Either of you have time to tug at this thread?


These would be a problamatic section's as everyone will commit with his own prompt. we are leaking the local usernames on our laptop and text doesn't looks consistent. Why don't we stick with something like $ when its normal user and # when its superuser.

for android we can maintain a single prompt again.

#justsuggesting.


More changes. Please add "\n" for each error msg.


testing


Sorry well I was just experimenting with my fork. I didn't knew it'd show up here


Though it's evident. A previous hack with getting some constant list of dependencies is now replaced with more general code.


the above suggestion would look like

```
background.image <- base64enc::dataURI(
  # note: this works with local also
  # note: dataURI also works with RAW content so pairs nicely with magick
  file = background.image,
  mime = mime::guess_type(background.image)
```


можно в этот клас добавить абстрактные методы, например
setMonitorResolution();
setProcessor();
и т.д.
а в классах наследниках в этих методах инициализировать соответвующие поля об'етка laptop


![cihaulv](https://cloud.githubusercontent.com/assets/22026568/21689329/fdfb3de4-d3aa-11e6-8135-fb9951ecbb8b.png)
![energy](https://cloud.githubusercontent.com/assets/22026568/21689327/fd35f232-d3aa-11e6-93d1-13f68636813e.png)
![magnetization](https://cloud.githubusercontent.com/assets/22026568/21689328/fdf41730-d3aa-11e6-8af4-b29d5056e174.png)
![m-t](https://cloud.githubusercontent.com/assets/22026568/21689336/02396eee-d3ab-11e6-999e-3cb24dcaf60d.png)
![mvsh t 1 0](https://cloud.githubusercontent.com/assets/22026568/21689332/0071a9b4-d3ab-11e6-8e88-ffe6555d613d.png)
![mvsh t 2 0](https://cloud.githubusercontent.com/assets/22026568/21689333/016d0430-d3ab-11e6-8fd3-2e9c15c728e4.png)
![mvsh t 2 5](https://cloud.githubusercontent.com/assets/22026568/21689335/01e3a7c0-d3ab-11e6-823b-5b1b35ed46c3.png)
![mvsh t 3 0](https://cloud.githubusercontent.com/assets/22026568/21689338/03332bd2-d3ab-11e6-8eb6-f6734eb632c5.png)
![mvsh t 5 0](https://cloud.githubusercontent.com/assets/22026568/21689340/04303944-d3ab-11e6-96ea-f805325f94d6.png)
![mvsh t 10 0](https://cloud.githubusercontent.com/assets/22026568/21689342/05557dfc-d3ab-11e6-9233-88a6ab531d79.png)
![mvsh t 50 0](https://cloud.githubusercontent.com/assets/22026568/21689346/06a2ddbc-d3ab-11e6-834c-adca582dc3e0.png)
![Uploading Specificheat.png…]()
![suscepetibility](https://cloud.githubusercontent.com/assets/22026568/21689343/05cafdd4-d3ab-11e6-9fcf-07dd9220756d.png)
![t 1 5](https://cloud.githubusercontent.com/assets/22026568/21689344/063df08c-d3ab-11e6-987d-b7c1926c5441.png)
![t 2 0](https://cloud.githubusercontent.com/assets/22026568/21689354/09873c4e-d3ab-11e6-8d44-10105c61b3ab.png)
![t 2 25](https://cloud.githubusercontent.com/assets/22026568/21689349/07e40c0a-d3ab-11e6-8f9d-e6c20e99b451.png)
![t 4 0](https://cloud.githubusercontent.com/assets/22026568/21689353/095eb8f0-d3ab-11e6-8863-7217d06a1f3a.png)


ah alright :)
I've already taken a look as you can see :3


Ne mozes dodati ikonice za jezik na pocetnu stranicu jer se ona ucitava samo jednom. Trebalo je da napravis posebnu stranicu za odabir jezika koja bi se ucitavala pre glavne.


A python code developed by me that generates dislocations(material science) randomly, moves them according to different criteria, annihilates them and finally calculates the evolution of the energy of the dislocation system over time.


также можно добавить метод который будет возвращать объект laptop


I think that pupsave backup is a handy utility.
No need to go all the way the other end.
Even leave it like that and reconsider if any reaction (other than mine 😛 )


The reason I picked this representation was that it is unavoidable to indicate two squares. Just indicating the e.p. victim can also be ambiguous, if there are possible captureres left and right of it. In principle it would be sufficient to indicate the files rather than the squares, but standard FENs don't do that either, so for conformity it seemed better to list entire squares. For variants like Wildebeest Chess, which allow triple pushes on 2nd rank and double pushes on 3rd, with e.p. possibilities on all skipped squares, some rank information would actually be necessary, to indicate whether e.p. capture on 3rd rank is possible. (E.g. after e2-e5, with black Pawns on d5 and f4, you need to indicate whether f4xe3 is possible, as it would not be after e3-e5.)

An alternative would be to simply indicate the previous move in the e.p. field. This would be a deviation from the philosophy behind standard FENs, however, which could also have specified the from-square (or better yet, the e.p. target), but unfortunately specify the skipped square instead. To stay as close as possible to that I decided to mention the first square skipped as first square. The second square can then be optional (only needed if there are potential targets on both sides), and its absence would not have to alter the meaning of the first square from what it is in a standard FEN.

I am in favor of using the e.p. field in a FEN for all position disambiguations that depend on the immediately preceding move, just as I use the castling field for indicating all relevant information on virginity of pieces (e.g. in Seirawan Chess). E.g. I once saw a variant where pieces that got jumped over by a specific piece would be paralyzed for one turn, and mentioning the square such a paralyzed piece is on in the e.p. field seems a good solution. In Chu Shogi it is sometimes forbidden to capture a Lion (if on the previous turn a Lion was captured by a non-Lion), and a possible solution is to mention the square of this 'iron Lion' in the e.p. field.


Got it. I'm asking just because there are invalid escape sequences :)


Hi Tobias,

sorry for not reporting the LHM spliterator bug. I've mistakenly been under the impression that this bug is already known since I saw your commit back from august and got already fixed in 7.1.x. It only occurred recently to me (after incorporating spliterator delegation and getting access to 7.1.1) that the bug is still present. Even then, I still thought that the bug is known and didn't got fixed for some reason I don't understand. I'll assure you that I'd filed a ticket if I had been aware of the real situation (I did so in other cases too).

Some background on the history of private field access:

Back in the Harmony days the reliance on private field names didn't look that bad as it does now - everything was more or less set in stone and it allowed for better parallelism than iterator-based spliterators would have.

When the possibility of an OpenJDK-based Android became publicly known I discussed possible approaches with Brian carlstrom and others but none of us had the delegation idea you had (unfortunately). Also, back then, I thought that the shift to OpenJDK would have been completed with the arrival of 7.0 - resulting in another prolonged period of "stability" so to speak. Wrong assumption, I know now ...

I believe when apps begin to use 1.5.3 the breakages you see should disappear. The LHM spliterator bug is the only remaining inconsistency I'm aware of now.


Nicolas, après ça j'ai essayé de générer un rapport mais j'ai suis tombé sur cette erreur

    org.apache.ofbiz.service.GenericServiceException: Service [createFormForDisplay] target threw an unexpected exception (String index out of range: -1)
            at org.apache.ofbiz.service.engine.StandardJavaEngine.serviceInvoker(StandardJavaEngine.java:115)
            at org.apache.ofbiz.service.engine.StandardJavaEngine.runSync(StandardJavaEngine.java:57)
            at org.apache.ofbiz.service.ServiceDispatcher.runSync(ServiceDispatcher.java:395)
            at org.apache.ofbiz.service.ServiceDispatcher.runSync(ServiceDispatcher.java:227)
            at org.apache.ofbiz.service.GenericDispatcherFactory$GenericDispatcher.runSync(GenericDispatcherFactory.java:88)
            at org.apache.ofbiz.birt.birt.BirtServices.determineReportGenerationPath(BirtServices.java:296)

Je pense que tu es suffisamment occupé en ce moment, je reverrai ça plus tard. D'autant plus que ça ne devrait pas m'empêcher de contribuer le refactoring de ContentWorkerInterface (et tout ce qui y est lié)


good catch, but this fix handles the effect, not the cause.
The problem lies before, by "polluting" the big scope with a index-named var, see my commit.


I would stick to pip2 to prevent usage of python3 (default on ubuntu 16.04 for example)


@zebastian Thanks! Much of this codebase, I do not yet understand, but I can help identify hidden issues.


Thanks


En fait ce commentaire a été écrit le 28/12 j'ai simplement oublié d'appuyer sur le bouton :)
Bon sinon je vais lancer les tests pour avoir une base convenable et je m'y remets. On est près du but ;)

Ensuite restera à peaufiner et surtout la DOC !

OK A+ Amigo


The instructions for Windows should note that Python 3.6 is not yet supported.


Ah tu es reparti de zéro ?

Car j'ai fais de gros nettoyage, si tu veux on peut faire un point
demain dessus

Le 05/01/2017 à 18:01, Jacques Le Roux a écrit :
>
> Nicolas, après ça j'ai essayé de générer un rapport mais j'ai suis
> tombé sur cette erreur
>
> |org.apache.ofbiz.service.GenericServiceException: Service
> [createFormForDisplay] target threw an unexpected exception (String
> index out of range: -1) at
> org.apache.ofbiz.service.engine.StandardJavaEngine.serviceInvoker(StandardJavaEngine.java:115)
> at
> org.apache.ofbiz.service.engine.StandardJavaEngine.runSync(StandardJavaEngine.java:57)
> at
> org.apache.ofbiz.service.ServiceDispatcher.runSync(ServiceDispatcher.java:395)
> at
> org.apache.ofbiz.service.ServiceDispatcher.runSync(ServiceDispatcher.java:227)
> at
> org.apache.ofbiz.service.GenericDispatcherFactory$GenericDispatcher.runSync(GenericDispatcherFactory.java:88)
> at
> org.apache.ofbiz.birt.birt.BirtServices.determineReportGenerationPath(BirtServices.java:296)
> |
>
> Je pense que tu es suffisamment occupé en ce moment, je reverrai ça
> plus tard. D'autant plus que ça ne devrait pas m'empêcher de
> contribuer le refactoring de ContentWorkerInterface (et tout ce qui y
> est lié)
>
> —
> You are receiving this because you commented.
> Reply to this email directly, view it on GitHub
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@StevenBlack Why you deleted KADhosts?

I made only delete from hosts.extras repo cause we using external URL to DATA hosts file (not internal domains like for Risk or 2o7.net rules). Please restore them :) Thanks.


Edit: different signatures doesn't explain the use of an entirely different value, it was clearly wrong from the start. So, good find, thanks!


comment


Yeah I saw, thanks


Hi Jeremy,

Thanks for the information.  I started the project as a concept on my MBP and when I got to the certificate section, I decided to move the entire project to my Synology NAS.  I am currently two steps away from where I was, and a lot of learning on my part!

Cheers,

Mikel

Achieve a goal, Solve an issue or Satisfy a need....

From: Jeremy <notifications@github.com>
Reply-To: jradwan/alexa_tivo_control <reply@reply.github.com>
Date: Thursday, January 5, 2017 at 11:37 AM
To: jradwan/alexa_tivo_control <alexa_tivo_control@noreply.github.com>
Cc: MikelMD <mikel@draghici.org>, Comment <comment@noreply.github.com>
Subject: Re: [jradwan/alexa_tivo_control] change channels by name (thanks, @dominicankev) (85805a6)

I also added debug messages to the console log, so if you watch your alexa-app-server log (or the console when running in the foreground) you can see how Alexa interpreted your utterance. Using the Alexa app on the web or your phone is a good idea too. 😉

—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub, or mute the thread.