primordic/IssueDupesLite huggingface dataset:
Repository: dani-garcia/vaultwarden

Issue #771: Organisation collections and websockets
Created: 2019-12-18T19:07:33Z
Subject of the issue
Websockets don't seem to be working when adding/editing entries within collections of an organisation. Websockets for entries outside an organisation are working fine. Anyone else observing this issue?
Your environment

Bitwarden_rs version: 1.13.0-a03db6d2
Install method: Docker image
Clients used: Official Bitwarden desktop app v1.16.6 (Windows) and official Firefox browser extension v1.41.0.
Reverse proxy and version: nginx v1.15.7
Other relevant information: Websockets with default (non-organisation) entries is working fine.

Steps to reproduce
Create new entry within an organisation/collection in the browser extension/desktop app and check if the entry appears in the dekstop app/browser extension.
Expected behaviour
Entry appears instantly.
Actual behaviour
Entry does not appear.

Duplicate issue #1375: WebSocket not sincronizing organizations items
Created: 2021-02-09T13:05:32Z
Subject of the issue
WebSocket notifications return error when trying to sync an item of an organization.
Personal items are synced OK
Your environment



Bitwarden_rs version: 1.19.0



Install method: Docker
Clients used:  Web, deskotp (windows/mac), browser extension (firefox, edge, chrome)
Reverse proxy and version: pfsense HA Proxy 0.61_1
Other relevant information:

Steps to reproduce
Setup websocket them:
Try to create/edit and item in a personal vault (this shoud go fine)
Try to create/edit and item inside a organization (been owner of it or with permission to write on it) (this fails)
Expected behaviour
Push change every 14 seconds
Actual behaviour
Error on websocket logs appears
Relevant logs
[2021-02-09 14:03:27.028][parity_ws::io][INFO] Accepted a new tcp connection from 10.178.38.2:11449.
[2021-02-09 14:03:27.028][parity_ws::handler][ERROR] WS Error <Io(Kind(InvalidData))>: Missing access token

Closing comment (2021-02-09T13:34:06Z): Part from that WebSocket error which looks like a wrong configuration of HAProxy (See: https://github.com/dani-garcia/bitwarden_rs/wiki/Proxy-examples)
This is a duplicate of: #771
Converting to a discussion because it's a duplicate.
Repository: dani-garcia/vaultwarden

Issue #1554: Send item not sync automatic
Created: 2021-03-29T02:47:45Z
Subject of the issue

The send item not sync(the password item work)
Deployment environment





bitwarden_rs version:1.20.0




Install method:docker-compose


Clients used: web vault, chrome extensions


version: '3.3'

services:
   bitwardenrs:
     image: bitwardenrs/server:latest
     container_name: bitwardenrs
     volumes:
       - ./data:/data
     environment:
       TZ: Asia/Shanghai
     restart: always
     networks:
       - traefik-net
     env_file:
       - ./conf.env
     labels:
       - "traefik.enable=true"
       - "traefik.http.routers.bitwarden.rule=Host(`bitwarden.xxx.com`)"
       - "traefik.http.services.bitwarden.loadbalancer.server.port=80"
       - "traefik.http.routers.bitwarden-ws.rule=Host(`bitwarden.xxx.com`) && Path(`/notifications/hub`)"
       - "traefik.http.services.bitwarden-ws.loadbalancer.server.port=3012"
       - "traefik.http.routers.bitwarden.service=bitwarden"
       - "traefik.http.routers.bitwarden-ws.service=bitwarden-ws"


networks:
  traefik-net:
    external:
      name: traefik-net

Steps to reproduce

Add a send item in web value, but not found in the chrome extension
and i edit a Login item in web value, the change synced in the chrome extensions. so my sync config should work.
I had to sync the send item by click the "sync" button in chrome extension
Expected behaviour

Actual behaviour

Troubleshooting data

Duplicate issue #1557: send: "current access count" not updating in web vault
Created: 2021-03-29T10:18:09Z
Subject of the issue
The send feature allow to expire items once it has been requested a given amount of times. This in itself also word (e.g. saying a link should have a "maximum access count" of two, no longer works when visiting it for the third time. However the gui also has a field "current access count" which looks like it should show how often an item has been requested already, but this seems to be stuck a "0".
Deployment environment

bitwarden_rs version: 1.20.0
Install method: using bitwardenrs/server:1.20.0
Clients used: bundled web vailt
Reverse proxy and version: Apache
MySQL/MariaDB or PostgreSQL version: sqlite
Other relevant details: none

Steps to reproduce

go to https://domain/#/sends and create a new send
expand "options" and set "maximum access count to e.g. "2"
click save and visit the link

Expected behaviour

after visiting the link the "current access" should have increased from "0" to "1"

Actual behaviour

the counter stays at "0"

Troubleshooting data

Closing comment (2021-03-30T18:10:06Z): If you switch to the My Vault page and back to Send it will update also.
We can not fix this, this also happens on upstream vault.bitwarden.com.
Duplicate of: #1554
Repository: dani-garcia/vaultwarden

Issue #153: Error: Cannot read property 'importKey'
Created: 2018-08-26T10:31:06Z
Hello,
I just came across this project and installed it using the command in the README. When I try to login I get the error below. The error below is copied from the Chromes devtools console. Have I done something wrong or is this a bug?
core.js:1440 ERROR Error: Uncaught (in promise): TypeError: Cannot read property 'importKey' of null
TypeError: Cannot read property 'importKey' of null
    at n.<anonymous> (webCryptoFunction.service.ts:45)
    at zohoVaultCsvImporter.ts:7
    at Object.next (zohoVaultCsvImporter.ts:7)
    at zohoVaultCsvImporter.ts:7
    at new t (zone.js:887)
    at t (zohoVaultCsvImporter.ts:7)
    at n.pbkdf2 (webCryptoFunction.service.ts:25)
    at n.<anonymous> (crypto.service.ts:276)
    at container.service.ts:4
    at Object.next (container.service.ts:4)
    at n.<anonymous> (webCryptoFunction.service.ts:45)
    at zohoVaultCsvImporter.ts:7
    at Object.next (zohoVaultCsvImporter.ts:7)
    at zohoVaultCsvImporter.ts:7
    at new t (zone.js:887)
    at t (zohoVaultCsvImporter.ts:7)
    at n.pbkdf2 (webCryptoFunction.service.ts:25)
    at n.<anonymous> (crypto.service.ts:276)
    at container.service.ts:4
    at Object.next (container.service.ts:4)
    at O (zone.js:821)
    at zone.js:736
    at r (register.component.html:53)
    at t.invoke (zone.js:388)
    at Object.onInvoke (core.js:4733)
    at t.invoke (zone.js:387)
    at e.run (zone.js:138)
    at zone.js:870
    at t.invokeTask (zone.js:421)
    at Object.onInvokeTask (core.js:4724)```

Duplicate issue #154: can´t create an account
Created: 2018-08-26T20:21:34Z
Hey,
i create to docker under ds218+ with the command:
docker run -d --name bitwarden -v /bw-data/:/data/ -p 9400:80 mprasil/bitwarden:latest
the files was create in this folder. I have acces to the start page from bitwaren, when i go to create user and type all data in -> move send, it do nothing.
I get no error und an nothing.
Have i forgotten any step ?

Closing comment (2018-08-26T21:57:58Z): This sounds similar to #153 - is that what you're experiencing?
Repository: dani-garcia/vaultwarden

Issue #4528: Panic if temporary SMTP-Problem
Created: 2024-04-29T14:54:50Z
Subject of the issue

Sometimes on trying to send a 2FA-Mail, the SMTP Server replies with 454: 4.7.0 Temporary authentication failure, which should indicate to the sender "please try later, this is a temporary problem". However vaultwarden panics if it receives this error and the server stops.
Deployment environment





vaultwarden version: 1.30.3




Install method: FreeBSD pkg


Clients used: happens on all clients on Login 


Reverse proxy and version: nginx 


Other relevant details:


Expected behaviour

Server does not crash if it receives a temporary SMTP-Failure.
Actual behaviour

Server crashes and needs restarting.
Troubleshooting data
Apr 29 16:13:58 vault1 vaultwarden[66287]: [2024-04-29 16:13:58.251][vaultwarden::mail][ERROR] SMTP 4xx error: transient error (454): 4.7.0 Temporary authentication failure: Connection lost to authentication server
Apr 29 16:13:58 vault1 vaultwarden[66287]: [2024-04-29 16:13:58.252][panic][ERROR] thread 'tokio-runtime-worker' panicked at 'Error sending incomplete 2FA email: SMTP 4xx error: transient error (454): 4.7.0 Temporary authentication failure: Connection lost to authentication server': src/api/core/two_factor/mod.rs:273

Duplicate issue #4933: Android app crashes server
Created: 2024-09-07T18:19:45Z
Vaultwarden Support String
TODO: Will add in a few minutes.
Vaultwarden Build Version
1.30.0
Deployment method
OS Package (apt, yum/dnf, pacman, apk, nix, ...)
Custom deployment method
No response
Reverse Proxy
None
Host/Server Operating System
Other
Operating System Version
FreeBSD 14
Clients
Android
Client Version
Latest Android
Steps To Reproduce

Start vaultwarden
Turn on mobile phone with bitwarden already installed
Discover vaultwarden crashed with an error message in logs

Expected Result
No crash.
Actual Result
Server crashed.
Logs
Sep 7 11:41:30 server1 vaultwarden[9748]: [2024-09-07 11:41:30.875][vaultwarden::api::core::two_factor][INFO] User yonas@mail.lan did not complete a 2FA login within the configured time limit. IP: 127.0.0.1
Sep 7 11:41:30 server1 vaultwarden[9748]: [2024-09-07 11:41:30.886][vaultwarden::mail][ERROR] SMTP error: Connection error: Connection refused (os error 61)
Sep 7 11:41:30 server1 vaultwarden[9748]: [2024-09-07 11:41:30.890][panic][ERROR] thread 'tokio-runtime-worker' panicked at 'Error sending incomplete 2FA email: SMTP error: Connection error: Connection refused (os error 61)': src/api/core/two_factor/mod.rs:205

Screenshots or Videos
No response
Additional Context
No response

Closing comment (2024-09-07T18:37:50Z): This is a duplicate of #4528 and has already been fixed by  #4792 which is in the latest release (1.32.0). So you should update your Vaultwarden.
Repository: darthcloud/BlueRetro

Issue #692: Dreamcast keyboard no response
Created: 2023-05-18T16:16:20Z
Hi, how are you? I hope fine!
I am try use keyboard on a Dreamcast. I made a adapter and he work fine with a bluetooth PS4 joystick.
When i try use in keyboard mode (i setted the mode to Keyboard and preset Gamepad;Keyboard), the kayboard show connected on Dreamcast but no response of keys.
I tested that this version of fw in this thread and the lasted 1.8.3.
In another devices, the both keyboards works fine.
I tested with two models of keyboards bt, a Microsoft Mobile Keyboard 6000 and a generic bt keyboard chinese. I atached the debug log below.
Thanks for you time.
bt_keyboard_microsoft_mobile_6000.txt
bt_keyboard_chinese.txt
Originally posted by @rpf16rj in #332 (comment)

Duplicate issue #968: keyboard ms mobile 6000
Created: 2024-04-20T05:08:31Z
Hi, how are you? I hope fine!
I am try use keyboard on a Dreamcast. I made a adapter and he work fine with a bluetooth PS4 joystick.
When i try use in keyboard mode (i setted the mode to Keyboard and preset Gamepad;Keyboard), the kayboard show connected on Dreamcast but no response of keys.
I tested that this version of fw in this thread and the lasted 1.8.3.
In another devices, the both keyboards works fine.
I tested with two models of keyboards bt, a Microsoft Mobile Keyboard 6000 and a generic bt keyboard chinese. I atached the debug log below.
Thanks for you time.
bt_keyboard_microsoft_mobile_6000.txt
bt_keyboard_chinese.txt
Originally posted by @rpf16rj in #332 (comment)

Closing comment (2024-04-20T23:29:12Z): Dup of #692
Repository: darthcloud/BlueRetro

Issue #365: PS2 Pressure buttons not supported
Created: 2022-08-19T16:49:57Z
I use PS4 or XBOX one pad to connect the blueretro ,use psx mode. When play gt4/gt3,I found I can't useL2 R2's analog, I set the R2 as the gas throttle, and it wii go the max,not linear.
Is it normal or if it can be setup to analog button? thank you

Duplicate issue #389: PS2 and Dual Shock 3 - Pressure Sensitive Buttons not working
Created: 2022-09-01T11:23:44Z
When using A Dual Shock 3 (which has the pressure sensitive buttons on the front of the controller X, Square, Circle and Triangle) None of them work as they should do (e.g. the harder you press the button the more it accelerates in Gran Turismo 3).
This works fine with my Brook PS1/PS2 adapter when paired with a Dual Shock 3 but not with the BlueRetro PSX Adapter.

Closing comment (2022-09-01T11:25:01Z): It's not supported yet duplicate of #365
Repository: darthcloud/BlueRetro

Issue #1170: Ps2 Ps1 memory card load error
Created: 2025-02-13T16:57:35Z
BlueRetro firmware version
v25.01
BlueRetro firmware specification
HW1
BlueRetro firmware variant
System specific
BlueRetro hardware type
Internal install DIY
Manufacturer
I am
System used
Sony PlayStation 2
Bluetooth controller brand & name
dualshock3,4
What is the problem? (only list ONE problem per report)
My environment
PS2 SCPH-50005 MODBO4.0(modchip)
esp32 internal installation, USB 5v use
I always feel grateful for your hard work.
Thank you.
Updated from v24.10 to v25.01.
After the update, the PS2 browser screen loads the PS1 memory card normally.
However, if you run a PS1 game on a PS2, you will not be able to load the memory card while playing the game.
So I ran a downgrade to v24.10
It works fine in v24.10
What did you expect to happen?
The same issue is expected to occur on PS1 consoles as well.
Attach BlueRetro debug trace here
No response

Duplicate issue #1216: Lastest PS1/PS2 firmware problem
Created: 2025-04-09T18:55:50Z
BlueRetro firmware version
v25.01_hw1
BlueRetro firmware specification
HW1
BlueRetro firmware variant
Select a variant
BlueRetro hardware type
External adapter dongle (1 port only)
Manufacturer
bitfux
System used
Sony PlayStation 1
Bluetooth controller brand & name
ps4,xbox etc etc
What is the problem? (only list ONE problem per report)
When I connect the receiver to port 1 the physical memory card disappears, when I return to the previous firmware everything is solved
What did you expect to happen?
A fix in the future
Attach BlueRetro debug trace here
No response

Closing comment (2025-04-16T22:38:51Z): Yes, dup of #1170
Repository: darthcloud/BlueRetro

Issue #20: PS2 rumble speed control on Dualshock 4
Created: 2021-04-05T19:30:26Z
Hi!
I have built an adapter out of a devkitv1 using the 0.14 release, and it works perfectly with my DS4.
I managed to turn on the rumble through the web interface, and it works, but it seems the rumble motors don't work independently of each other, and they only work at a set value, and don't have speed control. I tested this on a PS2 with the "Pad test" homebrew app (https://www.ps2-home.com/forum/viewtopic.php?t=5483). I also have a Brook PS2 Super Converter, with it the rumble motors can work independently, and have speed control. I don't know if I am missing a config or something.
Thanks for your help.

Duplicate issue #197: Ps3 controller vibration problem.
Created: 2022-03-02T21:21:36Z
Hi, I have a problem with the vibration of a Ps3 controller in a blueretro installed in the Ps2. When I test the controller in the Ps2 tester only the small vibration motor works. The strong motor does not work, it always activates the small one.

Closing comment (2022-03-02T21:25:03Z): Yes this is normal, duplicate of #20
Repository: darthcloud/BlueRetro

Issue #995: Can't play Golden Axe The Duel on Saturn due to Gamepad type
Created: 2024-05-11T19:04:31Z
BlueRetro firmware version
v24.04
BlueRetro firmware specification
HW1
BlueRetro firmware variant
System specific
BlueRetro hardware type
External adapter dongle (1 port only)
Manufacturer
RetroScaler
System used
SEGA Saturn
Bluetooth controller brand & name
8Bitdo M30 Bluetooth Controller
What is problem? (only list ONE problem per report)
Games that have no compatibility with 3D analog controller reset after SEGA logo, like Golden Axe The Duel.
What did you expect to happen?
Since some Saturn games do not support 3D Analog Controller, we need an Output Config Mode of a standard Saturn gamepad, not the 3d controller emulated with dpad setted.
This happen with original controller too. Only with the standard controller Golden Axe The Duel work properly.
Already tested with GamepadAlt mode, but this only emulate the 3d controller with analog setted to on. No input is recognized, even the game do not reset after Sega logo, but it reset if you change the controller mode to Dpad (button - on M30).
Attach files like logs or Bluetooth traces here
No response

Duplicate issue #1125: Game: Golden Axe - The dual (jap) doesn't work.
Created: 2024-11-26T12:16:10Z
BlueRetro firmware version
v24.10_hw1
BlueRetro firmware specification
HW1
BlueRetro firmware variant
System specific
BlueRetro hardware type
External adapter dongle (1 port only)
Manufacturer
humble bazooka
System used
SEGA Saturn
Bluetooth controller brand & name
8bitdo, Saturn DIY board M30
What is problem? (only list ONE problem per report)
Game: Golden Axe - The dual (jap), game will be automatically restart. Select modes: game pad: DISC or Saroo ODE or Satiator will reboot again.
Select modes: gamepadalt. Game can start, but controller doesn't work.
So, I change back to my original controllers
The 6B pad original: work.
The NiGHT pad: if in 3D: will start the game, but contoller doesn't work.
Then, I change to Dpad. game reboot.
So, that means the blueretro gamepad=3D pad. And always in NiGHT controller, and start with Dpad model. Alt=NiGHT controller, but in 3D pad model. Hope you can understand.
What did you expect to happen?
Should be work.
Attach files like logs or Bluetooth traces here
No response

Closing comment (2025-01-24T04:11:26Z): Duplicate of #995
Repository: darthcloud/BlueRetro

Issue #958: Stadia controller sends additional button presses on N64
Created: 2024-04-15T15:25:14Z
BlueRetro firmware version
v1.9.1_hw1_universal and v24.04_beta_universal_hw1
BlueRetro firmware specification
HW1
BlueRetro firmware variant
Universal
BlueRetro hardware type
External adapter with detachable cord
Manufacturer
blue-retro.com
System used
Nintendo 64
Bluetooth controller brand & name
Google Stadia
What is problem? (only list ONE problem per report)
Using the left trigger on the Stadia controller activates both C-up and Z in N64 games. When pressing the trigger very slightly, C-up activates immediately, but Z has slightly more of a dead zone before activating. The right trigger on the Stadia controller only activates Z on the N64, which is what I would expect.
It seems as if the left trigger controller axis could be getting mapped to the RY axis (in addition to the Z button), but I haven't confirmed this.
What did you expect to happen?
The left trigger on the Stadia controller only activates Z and doesn't also press C-up.
Attach files like logs or Bluetooth traces here
No response

Duplicate issue #959: Stadia controller menu button sends both Start and C-right on N64
Created: 2024-04-15T15:27:28Z
BlueRetro firmware version
v1.9.1_hw1_universal and v24.04_beta_universal_hw1
BlueRetro firmware specification
HW1
BlueRetro firmware variant
Universal
BlueRetro hardware type
External adapter with detachable cord
Manufacturer
blue-retro.com/aliexpress
System used
Nintendo 64
Bluetooth controller brand & name
Google Stadia
What is problem? (only list ONE problem per report)
Pressing the menu button on the Stadia controller activates both the Start button and C-right on the N64 (confirmed with a controller test rom).
What did you expect to happen?
The menu button only activates Start.
This is similar to #958, so feel free to mark it as a duplicate if that's appropriate.
Attach files like logs or Bluetooth traces here
No response

Closing comment (2024-04-19T17:39:42Z): Let mark this one dup of #958 to make tracking easier.
Repository: darthcloud/BlueRetro

Issue #1015: Analog Trigger Not Working On GameCube (Wario World)
Created: 2024-05-27T20:40:29Z
BlueRetro firmware version
24.04
BlueRetro firmware specification
HW2
BlueRetro firmware variant
System specific
BlueRetro hardware type
Internal install modkit
Manufacturer
Laserbear
System used
Nintendo GameCube
Bluetooth controller brand & name
Xbox Series X OEM
What is problem? (only list ONE problem per report)
Right Trigger is not working properly in Wario World despite the correct preset being loaded. Cannot perform slam move which is necessary to progress.
What did you expect to happen?
To press down the right trigger with A to do a slam move.
Attach files like logs or Bluetooth traces here
No response

Duplicate issue #1080: Wario World GameCube - Right Trigger
Created: 2024-09-23T14:00:51Z
BlueRetro firmware version
24.04
BlueRetro firmware specification
HW2
BlueRetro firmware variant
System specific
BlueRetro hardware type
Internal install modkit
Manufacturer
Laserbear
System used
Nintendo GameCube
Bluetooth controller brand & name
8Bitdo Pro 2 / PS Dual shock 4
What is problem? (only list ONE problem per report)
In Wario World (only) the right trigger does not work. I have seen others report this issue. I have tried the merged trigger preset. This works well on all other games I have tried (for example Mario Sunshine) but Wario does not respond to this input at all
What did you expect to happen?
Right trigger is unresponsive
Attach files like logs or Bluetooth traces here
No response

Closing comment (2024-10-06T20:26:26Z): duplicate #1015
Repository: darthcloud/BlueRetro

Issue #102: PS1 5501 PU-18 rev. 1-644-537-52 random button inputs
Created: 2021-11-29T16:49:07Z
Using the PSUnoRetro adapter from Will's Console Modifications.  As soon as I connect the device to my PS1 it starts to spam random button inputs.  I factory reset the device and that did not resolve the issue.
Reached out to Will and they said that this is a known issue with certain revisions of the 5501 / PU-18.  My board is a PU-18 1-644-537-52.
Opening an issue for tracking.

Duplicate issue #150: Street Fighter Collection 2 randomly pauses
Created: 2022-01-22T11:22:33Z
Both Q and AQ versions of 5501 PU18 CPU, with and without 7v to 3.3v fix. Seems to be regardless of analog mode. PS5 controller. Haven't tried DS4 yet.

Closing comment (2022-12-14T02:24:08Z): Related to #102 for sure. So closing this one.
Repository: darthcloud/BlueRetro

Issue #146: Switch controller (All type) multiplayer 2nd+ heavy latency
Created: 2022-01-17T08:18:25Z
Switch controller somehow don't play nice with eachother when used simultaneously. Mixing one with another type like PS or Xbox work fine.
When 2 or more SW are used, often the first one will be absolutely fine but the other will often have extreme latency.
Another behavior is that sometimes pressing buttons on first ctrl right after 2nd ctrl connection cause the 2nd to get in a weird state where led indicator is reset to one and no report is received.
Workaround: only use one SW controller, use other ctrl type for multiplayer.
Workaround 2: Disconnect SW controller with Boot buttons on ESP and then reconnect. Do so until all controller are responsive. It usually take less than 5 try.

Duplicate issue #657: Internal GameCube mod has issues with PowerA Wireless GameCube controllers
Created: 2023-03-25T04:53:48Z
BlueRetro firmware version
1.8.3
BlueRetro firmware specification
HW2
BlueRetro firmware variant
System specific
BlueRetro hardware type
Internal install modkit
Manufacturer
Lazer Bear
System used
Nintendo GameCube
Bluetooth controller brand & name
PowerA Wireless GameCube style controller for Switch
What is problem? (only list ONE problem per report)
Player 1 works great, but adding additional controllers of this type will cause them to have severe latency issues and disconnects. Player 2 and onward will experience frequent and constant disconnects, as well as extremely high latency that is completely unplayable. Possibly linked to #586
What did you expect to happen?
Normal multiplayer functionality.
Attach files like logs or Bluetooth traces here
No response

Closing comment (2023-03-25T08:03:27Z): Duplicate of #146
Repository: darthcloud/BlueRetro

Issue #1021: Random Left stick input DS3 v24.06-beta-24
Created: 2024-06-04T13:32:13Z
BlueRetro firmware version
v24.06-beta-24-gd0ef7fc_hw1
BlueRetro firmware specification
HW1
BlueRetro firmware variant
System specific
BlueRetro hardware type
External adapter dongle (1 port only)
Manufacturer
RetroScaler
System used
Sony PlayStation 2
Bluetooth controller brand & name
PlayStation 3 Dualshock 3
What is problem? (only list ONE problem per report)
Not sure if it's a bug or controller
But I get a random input from the left stick. it appears to be pressing up left very quicky at random intervals.
its noticeable in God of War PS2, character will quickly step to the left by itself and in final fantasy 8 PS1, in menus it will scroll to the left by itself along with character randomly stepping to the left.
What makes me think this is possibly a bug and not stick drift is when examining the controller in Padtest.elf in the RX and LX section L and R will flicker with a input very quickly.
No apparent stick drift when testing the controller with various gamepad testers on PC
Exact same behavior happens with two DS3 controllers that I have CECHZC2U & CECHZC2E. My CECHZC2E A1 works fine though.
When same controllers are connected to a Brook wingman PS2 there are no issues.
What did you expect to happen?
Stable accurate analogue stick input.
Attach files like logs or Bluetooth traces here
No response

Duplicate issue #1103: Random false joystick inputs
Created: 2024-10-17T17:26:56Z
BlueRetro firmware version
ngcblueretro 4controllers [Based on blueretro 1.9.2]
BlueRetro firmware specification
HW1
BlueRetro firmware variant
System specific
BlueRetro hardware type
External adapter with multiple hardwired cord
Manufacturer
RetroScaler Official Store (from aliexpress)
System used
Nintendo GameCube
Bluetooth controller brand & name
PS3 Sixaxis
What is problem? (only list ONE problem per report)
False inputs with joysticks while playing games, Both c stick and left stick would jerk diagonally to the top left for no reason without me doing anything.
What did you expect to happen?
No random false joystick inputs...

  
    
    

    Random.False.Input.mp4
    
  

  

  


Attach files like logs or Bluetooth traces here
No response

Closing comment (2024-10-17T17:32:39Z): Update to v24.10 that got fixed
Dup #1021

that's for single controller dongle.. every time i flash that firmware only one led is always on and no other leds light up when pairing other controllers
Repository: davemorrissey/subsampling-scale-image-view

Issue #144: How to limit panning of the image?
Created: 2015-11-04T12:54:42Z
I am implementing a simple image cropper that allows user to rotate and crop the image. The cropping area is a horizontal rectangle in the center of the screen (it can be resized but not moved). I use view.setRotation() to allow the user to rotate an image by an arbitrary angle. User can zoom in/out the image and move it around.
I would like to dynamically set constraints for the image panning, so that the cropping rectangle is always within the image.
Or at least I would like to know when image was moved and check its positions relative to the cropping rectangle. I want move image back (with animation) if needed.
What would you recommend?

Duplicate issue #163: Panning - Allow panning to point on screen
Created: 2015-12-15T18:16:48Z
I want to use the view as a base for a fixed size window crop view. Therefore I use my crop overlay on top of your view. The crop overlay does not fill the screen but an custom area on the screen. So I would like to allow panning the image not only in the SSIV bounds but further so that i can pan the image to have it's border underneath the overlay boder.
Is that somehow possible? I think it isn't. Any idea for a trick to achieve that?

Closing comment (2015-12-16T07:17:28Z): Duplicate of #144 - the last comment there should provide an answer.
Repository: davemorrissey/subsampling-scale-image-view

Issue #208: Gif support (not an issue)
Created: 2016-04-22T09:05:47Z
Hello.May I ask you why don't you support non-animated gifs.Is it technically impossible to cut gif for tiles?

Duplicate issue #383: Subsampling-scale-image-view Can load gif?
Created: 2018-01-19T02:48:45Z
Please provide as much of the following information as possible. Please do not raise issues to ask for help developing your app.
Expected behaviour
Actual behaviour
Steps to reproduce
(Include your setup code, and where relevant, your layout XML)
Affected devices
(Specific devices, screen densities, SDK versions)
Affected images
(Attach images you have problems with)

Closing comment (2018-01-19T07:26:36Z): Duplicate of #208, #297, #308. Please read the contributing guidelines before opening new issues, and do not leave the template blank.
Repository: davemorrissey/subsampling-scale-image-view

Issue #95: [Question] Is there a built-in way to load image over http?
Created: 2015-07-28T02:13:50Z
I try thing like this:
String uri = "http://example.com/foo.png";

imageView.setImage(ImageSource.uri(uri))
// or 
imageView.setImage(ImageSource.uri(Uri.parse(uri)));
In the both cases, I get an error like this:
E/SubsamplingScaleImageView﹕ Failed to initialise bitmap decoder
    java.io.FileNotFoundException: No content provider http://example.com/foo.png
("http://example.com/foo.png" is just a dummy url and I get the same error when I try with an existing image url.)

Duplicate issue #278: It does not support Network picture？
Created: 2016-12-20T01:49:56Z
Does it support Network picture？

Closing comment (2016-12-20T10:55:16Z): Duplicate of #95, #228. Image loader help is available in the wiki, various closed issues, and StackOverflow.
Repository: davemorrissey/subsampling-scale-image-view

Issue #313: ChangeImageTransform does not work between ImageView and subsampling-scale-image-view
Created: 2017-04-20T06:29:03Z
I've create a sample project to show this problem:
https://github.com/flykule/ScaleImgSharedElementDemo
As you can see,when I come back from this scale view to image view,the change image transform will not work because it only happens between two image view use matrix,So there will be a strange flick in
shared element transition end.
I've tried extend image view but with no luck.
Can you help me with this?:)

Duplicate issue #417: Transition Resize Problem
Created: 2018-04-16T01:24:25Z
Shared element transition does not work properly because the size of the image does not automatically follow the parent view size. and i tried to manually by changing the layoutParams it also can not resize automatically. I tried with the default imageView it runs fine. can you help me?

Closing comment (2018-04-16T05:33:40Z): Duplicate of #313
Repository: davemorrissey/subsampling-scale-image-view

Issue #19: Extract an image from SubsamplingScaleImageView?
Created: 2014-08-12T11:48:36Z
I am using SubsamplingScaleImageView to allow users to crop a photo by using gestures. I modified the library to overlay additional elements over the image (a logo and a tint). Is there any easy way to extract the photo from the view while preserving the zoom factor, position of the image and the overlays?
I've tried using buildDrawingCache()/getDrawingCache() but it's not a good solution because the final image size depends on the resolution of the screen. On a Full HD I get 1080x1080, but on lower res screens I can get resolutions like 480x480 which is not enough since I need at least 800x800.

Duplicate issue #323: How do I take screenshots after zooming
Created: 2017-05-18T11:03:13Z
How do I take screenshots after zooming

Closing comment (2017-05-18T17:18:05Z): If you mean how to extract an image from the view, please check closed issues. Duplicate of #19, #57, #104, #196, #264, #276, #287.
Repository: davemorrissey/subsampling-scale-image-view

Issue #19: Extract an image from SubsamplingScaleImageView?
Created: 2014-08-12T11:48:36Z
I am using SubsamplingScaleImageView to allow users to crop a photo by using gestures. I modified the library to overlay additional elements over the image (a logo and a tint). Is there any easy way to extract the photo from the view while preserving the zoom factor, position of the image and the overlays?
I've tried using buildDrawingCache()/getDrawingCache() but it's not a good solution because the final image size depends on the resolution of the screen. On a Full HD I get 1080x1080, but on lower res screens I can get resolutions like 480x480 which is not enough since I need at least 800x800.

Duplicate issue #104: get Bitmap from ScaleImageView
Created: 2015-08-22T17:44:42Z
How can i get bitmap from ScaleImageView?? We retrive a bitmap from an ImageView like this
Bitmap bm=((BitmapDrawable)mImageView.getDrawable()).getBitmap();
Is there any way get the bitmap ???

Closing comment (2015-08-23T14:28:08Z): Duplicate of #19
Repository: davemorrissey/subsampling-scale-image-view

Issue #251: zoom image which is smaller than the SubsamplingScaleImageView
Created: 2016-09-14T11:23:46Z
how can i zoom an image which is smaller than the SubsamplingScaleImageView?

Duplicate issue #422: Allow zoom, even when image is small?
Created: 2018-05-04T17:34:12Z
Is it possible to force SSIV to allow zooming on images that are smaller than the screen? Or some way to further the zoom amount possible? I understand resolution will decrease as it zooms, but I'd still like to enable it if possible.
Expected behaviour
You should be able to pinch to zoom (or zoom in any way) on an image of any size
Actual behaviour
Images that are smaller than the screen size, do not allow zooming
Steps to reproduce
Load a small image, and try to zoom
Affected devices
N/A
Affected images
Not applicable

Closing comment (2018-05-04T18:03:00Z): Duplicate of #251. Please read the wiki and past issues before opening new ones.
Repository: davemorrissey/subsampling-scale-image-view

Issue #19: Extract an image from SubsamplingScaleImageView?
Created: 2014-08-12T11:48:36Z
I am using SubsamplingScaleImageView to allow users to crop a photo by using gestures. I modified the library to overlay additional elements over the image (a logo and a tint). Is there any easy way to extract the photo from the view while preserving the zoom factor, position of the image and the overlays?
I've tried using buildDrawingCache()/getDrawingCache() but it's not a good solution because the final image size depends on the resolution of the screen. On a Full HD I get 1080x1080, but on lower res screens I can get resolutions like 480x480 which is not enough since I need at least 800x800.

Duplicate issue #287: Unable to get image bitmap from SubsamplingScaleImageView
Created: 2017-01-20T08:23:20Z
Bitmap bitmap = iv.getDrawingCache(); if(bitmap==null) { Toast.makeText(context, context.getResources().getString(R.string.toastImageUnloaded), Toast.LENGTH_LONG).show(); return; }
My image is loaded into SubsamplingScaleImageView but i got no way to retrieve the bitmap back from it.

Closing comment (2017-01-20T09:17:50Z): Duplicate of #19, #57, #104, #196, #264, #276. Please check closed issues before raising a new one! Answers also available on StackOverflow.
Repository: davemorrissey/subsampling-scale-image-view

Issue #82: Animation interrupted by View size change
Created: 2015-06-21T10:25:57Z
I have an app where the size of the ImageView can change to make room for another view. If this view size change occurs while I have a pending animateScaleAndCenter animation, then the scale does not occur.

Duplicate issue #268: Wrong image scaling after v.setMargins
Created: 2016-11-21T11:17:26Z
Hi, I have a problem with scaling images that uses PhotoViewAttacher.
I published the video so you know what I mean. (Adding picture frames by setting the margin), with PhotoViewAttacher leave frame of white space, the picture may not match up to the original size, even after reloading images.
https://www.youtube.com/watch?v=kKyyxQHi0Sc
and:
https://youtu.be/IDFcdRuEAN0?t=16 (0:16)
This is how i use margins for creating images border:
  for (ImageView view : imageViewsToFillWithPhotos) { FrameLayout.LayoutParams margins = new FrameLayout.LayoutParams(view.getLayoutParams()); margins.setMargins((int) thinBorderSize, (int) thinBorderSize, (int) thinBorderSize, (int) thinBorderSize); view.setLayoutParams(margins); }
How can I avoid this? I tried without attaching images and it works 100% fine.
The worst part is that there is no strict script error. And he appears when he wants to.
Also im using Glide with CenterCrop for load imgs.

Closing comment (2016-11-21T18:50:02Z): Duplicate of #82 #155. Please extend the class to implement onSizeChanged as you need it.
Repository: davidhalter/jedi

Issue #1334: Have Jedi look at additional paths outside of sys.path for code completion
Created: 2019-05-24T11:15:23Z
When using Python stubs files in Spyder you have to add the stubs to sys.path for Jedi to look for code completion, however this means when the code is run it will try and execute the stubs which do not have any implementation.
In Visual Studio Code there is a setting to have Jedi search in additional locations for code completion but it won't be run when executing the code.
Environment
Spyder 3.3.3
Expected Behaviour
some setting which has paths for jedi to look for e.g.
from jedi import settings
settings.additional_autocomplete_path = ["StubsDirectory"]

Workaround
There is a workaround solution for this by adding the stubs to the sys.path but putting it in unreachable code which won't be executed, jedi will have code completion and it won't try and execute code in the stubs.
if false:
    sys.path.append("StubsDirectory")

Duplicate issue #1424: Completions are not provided for stub file unless it's located in the same folder as the .py file
Created: 2019-10-15T09:04:03Z
originally opened in palantir/python-language-server#668
I have two files in one folder
mod.py
def f(x):
    pass
and mod.pyi
def f(x: int) -> int: ...
completions work fine

then

create a stubs folder and move mod.pyi to it
add a mypy.ini

[mypy]
mypy_path = stubs

no completions are provided
Note that pyls uses the completions() method of Script:
https://github.com/palantir/python-language-server/blob/8db7654f9c3786f579416ec42e6a6625003ee43a/pyls/plugins/jedi_completion.py#L44

Closing comment (2019-10-17T23:22:19Z): mypy path changes are not supported. I feel like this is a duplicate of #1334. I'm therefore closing this one. Please give a 👍 in that thread if you guys want that to be done.
Repository: davidhalter/jedi

Issue #577: Error when no path is given to Script
Created: 2015-05-03T17:41:38Z
Any Python, Jedi 0.9.0:
>>> import jedi
>>> s = jedi.Script("from .. import foo", line=1, column=18)
>>> s.completions()                          
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/home/forcer/Programs/jedi/jedi/api/__init__.py", line 188, in completions
    completion_names = get_completions(user_stmt, b)
  File "/home/forcer/Programs/jedi/jedi/api/__init__.py", line 165, in get_completions
    user_stmt, self._pos)
  File "/home/forcer/Programs/jedi/jedi/evaluate/imports.py", line 52, in completion_names
    importer = Importer(evaluator, tuple(import_path), module, level)
  File "/home/forcer/Programs/jedi/jedi/evaluate/imports.py", line 199, in __init__
    base = module.py__package__().split('.')
  File "/home/forcer/Programs/jedi/jedi/evaluate/representation.py", line 782, in py__package__
    if self._get_init_directory() is None:
  File "/home/forcer/Programs/jedi/jedi/evaluate/representation.py", line 760, in _get_init_directory
    if self.py__file__().endswith(ending):
AttributeError: 'NoneType' object has no attribute 'endswith'

If path is required, a more readable error might be preferable :-)

Duplicate issue #575: Python 3.3: 'NoneType' object has no attribute 'names_dicts'
Created: 2015-05-03T17:36:11Z
Not sure if Jedi supports Python 3.3, but in case it does:
Python 3.3.6 (default, Feb 10 2015, 12:57:54)
[GCC 4.7.2] on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> import jedi
>>> jedi.__version__
'0.9.0'
>>> s = jedi.Script("from .. import foo", line=1, column=18, path="foo.py")
>>> s.usages()
Traceback (most recent call last):
  File "<stdin>", line 1, in <module>
  File "/home/forcer/Programs/jedi/jedi/api/__init__.py", line 464, in usages
    definitions = self._goto(add_import_name=True)
  File "/home/forcer/Programs/jedi/jedi/api/__init__.py", line 434, in _goto
    definitions = self._evaluator.goto(name)
  File "/home/forcer/Programs/jedi/jedi/evaluate/__init__.py", line 354, in goto
    modules = imports.ImportWrapper(self, name).follow(is_goto=True)
  File "/home/forcer/Programs/jedi/jedi/evaluate/cache.py", line 41, in wrapper
    rv = function(obj, *args, **kwargs)
  File "/home/forcer/Programs/jedi/jedi/evaluate/imports.py", line 103, in follow
    for t in types))
  File "/home/forcer/Programs/jedi/jedi/evaluate/imports.py", line 103, in <genexpr>
    for t in types))
  File "/home/forcer/Programs/jedi/jedi/evaluate/__init__.py", line 117, in find_types
    scopes = f.scopes(search_global)
  File "/home/forcer/Programs/jedi/jedi/evaluate/finder.py", line 109, in scopes
    return ((n, None) for n in self.scope.names_dicts(search_global))
AttributeError: 'NoneType' object has no attribute 'names_dicts'

Closing comment (2016-07-10T10:18:06Z): Is working now, please retest. Probably related to #577.
@cperezabo I'm not this fixes your issues. You can open a new issue if you want, but there's probably quite a few issues with PyQt5 since it's not just Python code.
Repository: davidhalter/jedi

Issue #907: ValueError exception trying to get full_name of completion
Created: 2017-04-09T18:10:15Z
Hi!  Jedi seems to have a problem with the full_name of a completion on os.path.  Test script, tested against master (8bdf7e3) as of this writing:
from jedi.api import Script
completions = Script(source="import os.path\nos.path").completions()
print "completions:", repr(completions)
print completions[0].full_name
Output when run with Python 2.7 from MacPorts on OS X 10.11.6:
$ PYTHONPATH=$PWD python2.7 test_case.py
completions: [<Completion: path>, <Completion: pathconf>, <Completion: pathconf_names>, <Completion: pathsep>]
Traceback (most recent call last):
  File "test_case.py", line 4, in <module>
    print completions[0].full_name
  File "/private/tmp/jedi/jedi/api/classes.py", line 301, in full_name
    path = list(self._path())
  File "/private/tmp/jedi/jedi/api/classes.py", line 180, in _path
    return reversed(list(to_reverse()))
  File "/private/tmp/jedi/jedi/api/classes.py", line 161, in to_reverse
    module_context, = name.infer()
ValueError: need more than 0 values to unpack

I came across this through using Jedi via anaconda-mode in Emacs.
Thanks for writing and maintaining Jedi!

Duplicate issue #908: ValueError when completing os
Created: 2017-04-09T19:08:29Z
Executing this code on Windows 10 + Python 2.7 + jedi 10.2:
import jedi
s = jedi.Script('''import os
os.''', 2, len('os.'))
s.completions()
for c in s.completions():
  print(c.name, c.full_name)
Gives this result:
('abort', 'nt.abort')
('access', 'nt.access')
('altsep', 'str')
Traceback (most recent call last):
  File "test.py", line 6, in <module>
    print(c.name, c.full_name)
  File "c:\Python27\lib\site-packages\jedi\api\classes.py", line 301, in full_name
    path = list(self._path())
  File "c:\Python27\lib\site-packages\jedi\api\classes.py", line 180, in _path
    return reversed(list(to_reverse()))
  File "c:\Python27\lib\site-packages\jedi\api\classes.py", line 161, in to_reverse
    module_context, = name.infer()
ValueError: need more than 0 values to unpack

Closing comment (2017-09-13T08:19:41Z): Duplicate of #907.
Repository: davidhalter/jedi

Issue #498: Not showing function signatures for class methods
Created: 2014-10-19T06:23:35Z
I just recently started using jedi.vim. I noticed that my class methods doesn't seem to be showing the function signatures when I use them. Here's a test script:
import jedi

source = """\
class Blah:
    @classmethod
    def tt(cls, a, b):
        return cls()
Blah.tt(
"""

script = jedi.Script(column=8, source=source, line=5)
sig = script.call_signatures()
print(sig[0].params)

other = """\
class Blah:
    @staticmethod
    def tt(a, b):
        return a
Blah.tt(
"""

script = jedi.Script(column=8, source=other, line=5)
sig = script.call_signatures()
print(sig[0].params)

I get the output
[<_Param *args>, <_Param **kwargs>]
[<_Param a>, <_Param b>]

So it seems like @staticmethod works but not @classmethod
I'm using python 3, but python 2 seems to give me the same output for the test script.
Is this a bug?
Thanks!

Duplicate issue #1186: Problem showing parameter list when calling a classmethod
Created: 2018-07-29T18:48:06Z
I'm using jedi in emacs via an emacs package called elpy.
When I write a function call to a function that is defined somewhere in my code then emacs  shows me the parameters of the function I'm calling.
My problem is it does not work when the function is a classmethod (decorated with "@classmethod").
Thanks for your help.

Closing comment (2018-07-30T09:05:36Z): Duplicate: #498
Repository: davidhalter/jedi

Issue #432: multiprocessing autocompletion fails with Python 3.4.1 [old: functions named arguments fail...]
Created: 2014-07-09T11:42:15Z
IPython currently offers arguments completions of functions. It would be very cool if jedi could offer those completions as well.
Here is an example using Pool whose signature is:  class multiprocessing.Pool([processes[, initializer[, initargs[, maxtasksperchild]]]])
from multiprocessing import Pool
Pool(pro

M-x jedi:complete, and you can see the current completions (emacs):

Now, the same in IPython (qtconsole):

Could jedi also provide named arguments such as IPython does (displayed as processes= for instance)?

Duplicate issue #802: Incorrect completitions for multiprocessing module in python3
Created: 2016-11-09T12:41:52Z
Working with atom's autocomplete-python which uses jedi I've found that there are incorrect suggestions for multiprocessing module in python3. Here is an example:
>>> import jedi
>>> source = '''
... import multiprocessing as mp
... mp.Pro'''
>>> script = jedi.Script(source, 3, len('mp.Pro'), 'example.py')
>>> script.completions()
[<Completion: process>]

Module actually has process package but also it has Process class inside of module scope:
>>> import multiprocessing as mp
>>> [n for n in mp.__all__ if n.endswith('rocess')]
['Process', 'current_process']

Comparing python2's and python3's multiprocessing module I've found that they are slightly different. Modern version imports namespace of the default context's namespace:
globals().update((name, getattr(context._default_context, name))
             for name in context._default_context.__all__)
__all__ = context._default_context.__all__

Unfortunately, I don't have any ideas how to resolve this problem or workaround it. Do you have any suggestions?

Closing comment (2016-11-11T14:47:46Z): Duplicate of #432 and others.
Repository: davidhalter/jedi

Issue #1714: IPython (<=7.19) incompatible with jedi 0.18.0
Created: 2020-12-25T12:43:18Z
Relevant traceback reads as follows:
  File "../venv/lib/python3.8/site-packages/IPython/core/completer.py", line 2029, in _complete
    completions = self._jedi_matches(
  File "../venv/lib/python3.8/site-packages/IPython/core/completer.py", line 1373, in _jedi_matches
    interpreter = jedi.Interpreter(
  File "../venv/lib/python3.8/site-packages/jedi/api/__init__.py", line 725, in __init__
    super().__init__(code, environment=environment,
TypeError: __init__() got an unexpected keyword argument 'column'

Duplicate issue #1716: IPython crashes on tab completion
Created: 2020-12-26T16:16:12Z
Since the upgrade to the latest version yesterday, IPython - which uses jedi - crashes on any attempt of tab completion. See ipython/ipython#12742 . Reverting to version 17.2 resolves the issue.

Closing comment (2020-12-26T16:29:50Z): Duplicate of #1714.