primordic/IssueDupesLite huggingface dataset:
Repository: cmu-db/noisepage

Issue #973: Python Test Harness: Track Server Memory Usage
Created: 2020-06-19T14:43:04Z
We need to start recording the amount of memory used by the DBMS process during OLTP-Bench runs.


Add psutil as a new Python dependency in our package installation script: https://github.com/cmu-db/terrier/blob/master/script/installation/packages.sh#L66-L69


Add a new flag --memory-tracker=<filename> to the Python test harness (both oltpbench and junit) that enables this data collection.


After the harness starts the DB server process, it should spawn a thread that collects the memory usage of the process using its PID every 10 seconds. See psutil.Process.memory_info. Be sure to record the timestamp of when you collect this data so that we can match it up with log messages.


When the test harness stops the DB server process, write out a JSON file to disk with the memory tracker data.



After we bring in psutil, we can replace some hacky functions in the harness common file to use it instead:

common.check_port
common.check_pid

Furthermore, after you remove common.check_port, you also remove lsof as a dependency in the packages installation script: https://github.com/cmu-db/terrier/blob/master/script/installation/packages.sh#L61

Duplicate issue #531: Add Memory Collection to Testing Harness
Created: 2019-09-06T14:49:58Z
@malin1993ml says that the DBMS's RSS blows up in size when you load a small amount of data. AFAIK, we are not checking for memory usage in any of our experiments or testing right now.
We can start simple with this. We should implement a simple test scenario that loads in a bunch of data and measures the size of the process. It should get reported as part of the output in the nightly microbenchmark runs:
https://github.com/cmu-db/terrier/blob/master/script/micro_bench/run_micro_bench.py
This should then automatically get picked up by the dashboard in the lab. One potential problem is the current benchmark throws an error if these measurements decrease since they are measuring throughput. If we reduce memory consumption (which is a good thing), then it will throw an error.

Closing comment (2020-08-02T18:15:22Z): Duplicate of #973
Repository: cmu-db/noisepage

Issue #1128: TPC-C Failing on Not Found Error
Created: 2020-08-27T17:47:15Z
Master currently fails on executing TPC-C with the following error format:
     [java] 07:17:50,739 (Worker.java:506) ERROR - Fatal error when invoking Payment/02
     [java] java.lang.RuntimeException: D_ID=2 D_W_ID=15 not found!
     [java] 	at com.oltpbenchmark.benchmarks.tpcc.procedures.Payment.run(Payment.java:202)
     [java] 	at com.oltpbenchmark.benchmarks.tpcc.TPCCWorker.executeWork(TPCCWorker.java:74)
     [java] 	at com.oltpbenchmark.api.Worker.doWork(Worker.java:386)
     [java] 	at com.oltpbenchmark.api.Worker.run(Worker.java:296)
     [java] 	at java.base/java.lang.Thread.run(Thread.java:834)
BUILD FAILED
/home/ubuntu/oltpbench/build.xml:126: Java returned: 255

Issue shows up in http://jenkins.db.cs.cmu.edu:8080/blue/organizations/jenkins/testing-team%2Fterrier-nightly/detail/support_server_cmd_test/22/pipeline (in raw output).
Related issue might be busy ramdisk. sudo rm -rf /mnt/ramdisk fails with “device or resource busy” but no open files exist when lsof +D /mnt/ramdisk is run.

Duplicate issue #1302: error when invoking NewOrder on main
Created: 2020-11-06T22:19:56Z
error when invoking NewOrder on main
Summary
error when invoking NewOrder on main on jenkins: http://jenkins.db.cs.cmu.edu:8080/blue/organizations/jenkins/terrier/detail/master/764/pipeline#step-491-log-175
Environment
End to end performance on jenkins
OS: Ubuntu 20.04
Compiler: Clang 8

Closing comment (2020-11-06T22:25:58Z): Dupe of #1128.
Repository: cmu-db/noisepage

Issue #1188: Implement support for SHOW.
Created: 2020-09-16T16:27:52Z
Right now, we can SET settings to new values, but we can't easily check the current value of the setting without using a debugger. It would be nice to have SHOW. For only showing setting values, this should be similar to the existing code for supporting SET -- instead of calling Set you call Get.

Duplicate issue #1485: psql show command
Created: 2021-02-21T13:31:02Z
Bug Report
Summary
The results of the command show  is not the same as PostgreSQL. It should give the cost, not transaction_isolation.
noisepage=# show cpu_tuple_cost;
 transaction_isolation 
-----------------------
 snapshot isolation
(1 row)

noisepage=# show seq_page_cost;
 transaction_isolation 
-----------------------
 snapshot isolation
(1 row)

noisepage=# show cpu_operator_cost;
 transaction_isolation 
-----------------------
 snapshot isolation
(1 row)

Closing comment (2021-02-22T03:23:32Z): Hi, would you like to work on it? Duplicate of #1188. Glad you like my capybara picture.

It is so cute. May I use it? If not, I will replace it. :)
Repository: cocos2d/cocos2d-x

Issue #8780: [Mac] cpp-tests/Performance tests/Texture Perf Test has a error
Created: 2014-10-17T05:48:55Z
The error tip as follows:
fullPathForFilename: No file found at Images/landscape-1024x1024.png. Possible missing file.
cocos2d: Get data from file(Images/landscape-1024x1024.png) failed!
cocos2d:  ERROR

Duplicate issue #8799: [Mac] lua-tests/Performance/PerformanceTextureTest error like cpp-tests
Created: 2014-10-17T08:27:57Z
Error tip is :
cocos2d: cocos2d: fullPathForFilename: No file found at Images/landscape-1024x1024.png. Possible missing file.
cocos2d: Get data from file(Images/landscape-1024x1024.png) failed!
cocos2d: [LUA-print]  ERROR

Closing comment (2014-10-20T07:46:38Z): Similar to #8780, can be closed.
Repository: cocos2d/cocos2d-x

Issue #13878: Android: Activity reopens after calling Director::getInstance()->end();
Created: 2015-09-16T13:03:17Z
On some devices, like Samsung Galaxy Note 4 when calling Director::getInstance()->end(); to exit game,
Activity will be recreated and game will be started again due to calling
 android.os.Process.killProcess(android.os.Process.myPid());

This happens because system thinks that process was killed forcefully and tries to restore it back.
One solution could be to call Activity.finish(), and let the system take care of resources, or even System.exit(0);
I'm not sure about second one.

Duplicate issue #17867: End is not working in Android Nougat.
Created: 2017-05-26T09:27:24Z
cocos2d-x version: 3.13.1
devices test on: Samsung Galaxy S7, LG V20, LG G6
developing environments

NDK version: r12b
Xcode version:
VS version:
browser type and version:



Steps to Reproduce:

run cocos2d
call cocos2d::Director::getInstance()->end();

cocos2d::Director::getInstance()->end(); is working well in other Android, but it is not in Nougat.

Closing comment (2017-05-26T10:59:41Z): Maybe related to #13878
Repository: cocos2d/cocos2d-x

Issue #1575: CocosBuilder Issue: On Android platform, all game objects do not load in the GameScene
Created: 2012-11-14T23:59:53Z
For example,
While porting CocosDragon (http://code.zynga.com/2012/10/creating-a-game-with-cocosbuilder/) in Cocos2D-X platform and while testing the game in Android, in the gameScene all objects do no load in the game scene.
In iOS it load 68 objects in GameScene whereas in Android it loads only 38 objects. Sometime it load even less then 38 objects.
The issue is 100% reproducible on Android device. Tested issue on Samsung Galaxy Ace.

Duplicate issue #1574: CocosBuilder Issue: Sometime all game objects does not load in the Scene
Created: 2012-11-14T23:57:12Z
For example, while porting CocosDragon in Cocos2D-X (http://code.zynga.com/2012/10/creating-a-game-with-cocosbuilder/) if I try to load the GameScene, sometimes the Dragon does not appear in the game at all.

Closing comment (2012-11-15T01:25:05Z): Is this issue the same as #1575?
Repository: cocos2d/cocos2d-x

Issue #3029: Screen turns black if you press the home button while playing the game, and reopen it again
Created: 2013-06-28T18:10:18Z
At least in samsung galaxy S2 (I9100) and S3 (I9300), open the game, press on the home button of the device (make sure there are several apps running in the background), reopen the app. Screen becomes totally black.
Very simple example (hello world example that adds 3 big sprites to the hierarchy).
https://www.dropbox.com/s/aaq8i5haow45h7r/test.zip

Duplicate issue #2692: [Android]Doing so may leave the black screen when you return the app.
Created: 2013-05-31T09:58:15Z
Hi.
I will start the app.
I will return to the home screen.
It remains black screen very rarely when you return the app.
Is it possible to solve do not you?
cocos2d-x v2.1.3
Android 2.3.3
LG Optimus LTE(L-01D)

Closing comment (2013-07-30T06:18:26Z): I think this issue is the same as #3029.
If so, please close this issue.
Thanks.
Repository: cocos2d/cocos2d-x

Issue #13943: Scale9Sprite doesn't apply Global Z order to protected children
Created: 2015-09-18T14:04:44Z
Subject: [PATCH] Fix to UIScale9Sprite to support usage of Global Z Order

---
 Api/cocos2d/cocos/ui/UIScale9Sprite.cpp | 8 ++++++++
 Api/cocos2d/cocos/ui/UIScale9Sprite.h   | 1 +
 2 files changed, 9 insertions(+)

diff --git a/Api/cocos2d/cocos/ui/UIScale9Sprite.cpp b/Api/cocos2d/cocos/ui/UIScale9Sprite.cpp
index 0fe1510..c5c6361 100644
--- a/Api/cocos2d/cocos/ui/UIScale9Sprite.cpp
+++ b/Api/cocos2d/cocos/ui/UIScale9Sprite.cpp
@@ -1085,6 +1085,14 @@ y+=ytranslate;         \
         }
     }

+    void Scale9Sprite::setGlobalZOrder(float globalZOrder)
+    {
+        Node::setGlobalZOrder(globalZOrder);
+        // apply to protected children too
+        for( auto &child: _protectedChildren)
+            child->setGlobalZOrder(globalZOrder);
+    }
+    
     void Scale9Sprite::cleanup()
     {
         Node::cleanup();
diff --git a/Api/cocos2d/cocos/ui/UIScale9Sprite.h b/Api/cocos2d/cocos/ui/UIScale9Sprite.h
index 0923fab..f21c3c7 100644
--- a/Api/cocos2d/cocos/ui/UIScale9Sprite.h
+++ b/Api/cocos2d/cocos/ui/UIScale9Sprite.h
@@ -256,6 +256,7 @@ namespace ui {
         // overrides
         virtual void setContentSize(const Size & size) override;
         virtual void setAnchorPoint(const Vec2& anchorPoint) override;
+        virtual void setGlobalZOrder(float globalZOrder);

         Size getOriginalSize() const;
         void setPreferredSize(const Size& size);
-- 
2.2.1

Duplicate issue #10435: Fix Scale9Sprite to work with Global Z Order
Created: 2015-02-10T16:12:21Z
Scale9Sprite does not support usage of Global Z Order.  This is because the visual elements are stored as protected children outside of the standard children array.  Overriding the setGlobalZOrder method with the following code fixes this issue:
void Scale9Sprite::setGlobalZOrder(float globalZOrder)
{
    Node::setGlobalZOrder(globalZOrder);
    // apply to protected children too
    for( auto &child: _protectedChildren)
        child->setGlobalZOrder(globalZOrder);
}

Closing comment (2015-11-03T13:43:36Z): Hi,
It's still reproduce in cocos 3.8.1. Issue duplicate - #13943
Fix is simple, why it's not yet fixed?
Repository: cocos2d/cocos2d-x

Issue #17119: Spritesheet created with algorithm polygon now works incorrectly
Created: 2017-01-05T12:51:19Z
cocos2d-x version: v3.14
devices test on: Mac
developing environments

NDK version:
Xcode version: v8.1
VS version:



All spritesheets with polygon algorithm now works incorrectly. This worked fine in v3.13.
here is an image of spritesheet
https://www.dropbox.com/s/we5qzb8fqmdd0hx/Screen%20Shot%202017-01-05%20at%205.52.16%20PM.png?dl=0
here is its display in game
https://www.dropbox.com/s/x38nger25z6gsvv/Screen%20Shot%202017-01-05%20at%205.51.22%20PM.png?dl=0
you can see in the background the polygons are created incorrectly as if it is taking whole rects of the image.

Duplicate issue #17131: Cocos2D-X 3.14 breaks some Polygon spritesheets
Created: 2017-01-09T12:00:21Z
cocos2d-x version: 3.14
devices test on: Android and iOS both have this issue
developing environments

NDK version: r10e
Xcode version: 8.2.1



Steps to Reproduce:

Using Cocos2D-X 3.14, some Sprites taken from existing polygon spritesheets show artifacts of other images in the same sheet. This doesn't happen for all images in the polygon spritesheet.
Rolling back to Cocos2D-X 3.13.1, the artifacts disappear.

Took a quick look at CCAutoPolygon and CCSprite. It looks like a lot has changed with how the polygon area is determined in a polygon sprite sheet.

Closing comment (2017-01-10T21:08:06Z): duplicate of #17119
Repository: cocos2d/cocos2d-x

Issue #8545: iPhone 6 and 6 Plus resolution issues
Created: 2014-10-01T21:12:50Z
Using iPhone 6 and 6 Plus, we do not return the proper resolution for those devices.
The proper resolutions are here: http://www.iosres.com
Justin thinks that the UIView is returning a scale factor of 2 instead of 3, but I haven't been able to test this quite yet.
Also, even doing something like:
glGetIntegerv(GL_VIEWPORT,m_viewport);
returns the wrong values.
Forum thread: http://discuss.cocos2d-x.org/t/iphone-6-and-iphone-6-plus-resolution-issues/17409

Duplicate issue #15038: Incorrect value returned from glview->getFrameSize() for iphone 6s
Created: 2016-02-11T13:17:35Z
Using the 3.10 release with a brand new project from the template.
As far as I'm aware glview->getFrameSize() should be returning 1334x750 on iPhone 6s, instead I get 1136x640.
If I try to render a sprite with anchor set as 0,0 (bottom left) at position 0,0 it renders off screen on iPhone 6s.
Works fine on simulator for older devices (pre 6).
The launch image appears to be there fine, I had to add the Icon-180.png to target but it didn't resolve any problems.

Closing comment (2016-02-12T11:24:57Z): Closing, duplicate of #8545
Repository: cocos2d/cocos2d-x

Issue #16414: Random Crash At Launch - cocos2d::RenderState::StateBlock::setBlend(bool) 
Created: 2016-08-22T11:16:18Z
Hello
We are getting this very rare crash at launch across many android devices and all android versions. This error has been occurring in all cocos2d-x versions v3.x including the latest one.  We tried everything to solve the crash but failed. We can cause the crash by rapidly closing and launching the app, crash occurs randomly.

signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 00000010
#00  pc 00ae0c2c  ***/lib/libcocos2dcpp.so (cocos2d::RenderState::StateBlock::setBlend(bool))
#1  pc 00aee5dc  ***/lib/libcocos2dcpp.so
#2  pc 00a9e6d0  ***/lib/libcocos2dcpp.so (cocos2d::Director::setGLDefaultValues()+24)
#3  pc 00a9f824  **/lib/libcocos2dcpp.so (cocos2d::Director::setOpenGLView(cocos2d::GLView)+112)
#4  pc 009ef22b  ***/lib/libcocos2dcpp.so (Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit+230)

#00 -> /renderer/CCRenderState.cpp:732 -> _blendEnabled = enabled;
#1 -> /renderer/ccGLStateCache.cpp:120 -> RenderState::StateBlock::_defaultState->setBlend(true);
#2 -> /base/CCDirector.cpp:682
#4 -> /base/CCDirector.cpp:404

Version:  cocos2d-x-3.12
The crash is caused by RenderState::StateBlock::_defaultState being nullptr. Other crashes happen if a control for nullptr is added for the crash line.
Do you have any ideas about this problem?
Thanks

Duplicate issue #16429: Crash and will restart when it enter foreground from background.
Created: 2016-08-24T06:29:20Z
cocos2d-x version:cocos2djs v3.6 or cocos2dx v3.12
devices test on: SamsungNote 3 :SM-N9002 Android OS 4.4.2  ROM:KOT49H.N9002ZNUFNK1
developing environments

NDK version: ndk-r10c
Xcode version:
VS version:
brower type and version:



Steps to Reproduce:

js-test demo
app from the background into the foreground and repeat click will be forced stop.
However, this problem does not occur cocos2dx(c++) v3.12 and cocos2djs v3.3

Closing comment (2016-08-25T03:59:57Z): it seems related to #16414
Repository: cocos2d/cocos2d-x

Issue #15934: FPS could not be shown on iOS
Created: 2016-06-23T01:25:07Z
After this Pull Request (#15853) was merged, FPS would not be shown on iOS while it works ok on Android.
I reverted the changes in this PR and FPS was shown correctly on iOS too.
@ricardoquesada , please help to check what's going wrong. Thanks.

Duplicate issue #15935: FPS don't appear on iOS
Created: 2016-06-23T01:40:57Z
@ricardoquesada , after this Pull Request was merged, FPS will not be shown on iOS while it works ok on Android.
I reverted the changes in this PR and FPS was shown correctly on iOS too.
Could you please check this problem?

Closing comment (2016-06-23T01:42:58Z): duplicate of #15934
Repository: codota/tabnine-vscode

Issue #383: [Download Bundle Error]
Created: 2021-03-17T10:19:40Z
Error: EBUSY: resource busy or locked, open 'C:\Users\Asep imam.vscode\extensions\tabnine.tabnine-vscode-3.2.9\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine.exe'

Duplicate issue #414: [Download Bundle Error]
Created: 2021-03-18T06:47:57Z
OS: win32 - x64
Error: Error
Message: EBUSY: resource busy or locked, open 'C:\Users\Admin.vscode\extensions\tabnine.tabnine-vscode-3.2.10\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine-deep-local.exe'
Stack: Error: EBUSY: resource busy or locked, open 'C:\Users\Admin.vscode\extensions\tabnine.tabnine-vscode-3.2.10\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine-deep-local.exe'

Closing comment (2021-03-18T09:37:39Z): Duplicate of #383
Repository: codota/tabnine-vscode

Issue #386: command 'TabNine.statusBar' not found
Created: 2021-03-17T12:01:39Z
Error: socket hang up

Duplicate issue #394: [Download Bundle Error]
Created: 2021-03-17T17:28:33Z
OS: win32 - x64
Error: Error
Message: socket hang up
Stack: Error: socket hang up
at connResetException (internal/errors.js:610:14)
at TLSSocket.socketOnEnd (_http_client.js:453:23)
at TLSSocket.emit (events.js:327:22)
at TLSSocket.EventEmitter.emit (domain.js:483:12)
at endReadableNT (_stream_readable.js:1220:12)
at processTicksAndRejections (internal/process/task_queues.js:84:21)

Closing comment (2021-03-18T09:44:18Z): Duplicate of #386
Repository: codota/tabnine-vscode

Issue #383: [Download Bundle Error]
Created: 2021-03-17T10:19:40Z
Error: EBUSY: resource busy or locked, open 'C:\Users\Asep imam.vscode\extensions\tabnine.tabnine-vscode-3.2.9\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine.exe'

Duplicate issue #409: [Download Bundle Error]
Created: 2021-03-18T04:53:42Z
OS: win32 - x64
Error: Error
Message: EBUSY: resource busy or locked, open 'C:\Users\emcemat.vscode\extensions\tabnine.tabnine-vscode-3.2.10\binaries\3.3.96\x86_64-pc-windows-gnu\WD-TabNine.exe'
Stack: Error: EBUSY: resource busy or locked, open 'C:\Users\emcemat.vscode\extensions\tabnine.tabnine-vscode-3.2.10\binaries\3.3.96\x86_64-pc-windows-gnu\WD-TabNine.exe'

Closing comment (2021-03-18T09:38:37Z): Duplicate of #383
Repository: codota/tabnine-vscode

Issue #458: Extension issue
Created: 2021-04-08T06:20:38Z
Issue Type: Bug
Extension Name: tabnine-vscode
Extension Version: 3.2.17
OS Version: Windows_NT x64 10.0.18363
VS Code version: 1.55.0

{
	"messages": [],
	"activationTimes": {
		"codeLoadingTime": 10390,
		"activateCallTime": 6,
		"activateResolvedTime": 37,
		"activationReason": {
			"startup": true,
			"extensionId": {
				"value": "TabNine.tabnine-vscode",
				"_lower": "tabnine.tabnine-vscode"
			},
			"activationEvent": "*"
		}
	},
	"runtimeErrors": [
		{
			"name": "Error",
			"message": "spawn EBUSY"
		}
	]
}

Duplicate issue #471: Extension issue
Created: 2021-04-08T22:03:54Z
Issue Type: Bug
Extension Name: tabnine-vscode
Extension Version: 3.2.16
OS Version: Windows_NT x64 10.0.19042
VS Code version: 1.55.0

⚠️ We have written the needed data into your clipboard. Please paste! ⚠️

Closing comment (2021-04-12T07:35:18Z): Duplicate of #458
Repository: codota/tabnine-vscode

Issue #383: [Download Bundle Error]
Created: 2021-03-17T10:19:40Z
Error: EBUSY: resource busy or locked, open 'C:\Users\Asep imam.vscode\extensions\tabnine.tabnine-vscode-3.2.9\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine.exe'

Duplicate issue #395: [Download Bundle Error]
Created: 2021-03-17T17:54:44Z
OS: win32 - x64
Error: Error
Message: EBUSY: resource busy or locked, open 'C:\Users\Adm.vscode\extensions\tabnine.tabnine-vscode-3.2.10\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine-deep-local.exe'
Stack: Error: EBUSY: resource busy or locked, open 'C:\Users\Adm.vscode\extensions\tabnine.tabnine-vscode-3.2.10\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine-deep-local.exe'

Closing comment (2021-03-17T18:59:21Z): Duplicate of #383
Repository: codota/tabnine-vscode

Issue #383: [Download Bundle Error]
Created: 2021-03-17T10:19:40Z
Error: EBUSY: resource busy or locked, open 'C:\Users\Asep imam.vscode\extensions\tabnine.tabnine-vscode-3.2.9\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine.exe'

Duplicate issue #435: [Download Bundle Error]
Created: 2021-03-21T06:15:42Z
OS: linux - x64
Error: Error
Message: getaddrinfo EAI_AGAIN update.tabnine.com
Stack: Error: getaddrinfo EAI_AGAIN update.tabnine.com
at GetAddrInfoReqWrap.onlookup [as oncomplete] (dns.js:66:26)

Closing comment (2021-03-29T13:08:46Z): We've released a fix.
Duplicate of #383
Repository: codota/tabnine-vscode

Issue #410: [Download Bundle Error]
Created: 2021-03-18T05:14:10Z
OS: win32 - x64
Error: Error
Message: end of central directory record signature not found
Stack: Error: end of central directory record signature not found
at c:\Users\m1062801.vscode\extensions\tabnine.tabnine-vscode-3.2.10\node_modules\yauzl\index.js:187:14
at c:\Users\m1062801.vscode\extensions\tabnine.tabnine-vscode-3.2.10\node_modules\yauzl\index.js:631:5
at c:\Users\m1062801.vscode\extensions\tabnine.tabnine-vscode-3.2.10\node_modules\fd-slicer\index.js:32:7
at FSReqCallback.wrapper [as oncomplete] (fs.js:524:5)

Duplicate issue #417: [Download Bundle Error]
Created: 2021-03-18T08:08:17Z
OS: win32 - x64
Error: Error
Message: end of central directory record signature not found
Stack: Error: end of central directory record signature not found
at c:\Users\Abhishek.astoorkar.vscode\extensions\tabnine.tabnine-vscode-3.2.10\node_modules\yauzl\index.js:187:14
at c:\Users\Abhishek.astoorkar.vscode\extensions\tabnine.tabnine-vscode-3.2.10\node_modules\yauzl\index.js:631:5
at c:\Users\Abhishek.astoorkar.vscode\extensions\tabnine.tabnine-vscode-3.2.10\node_modules\fd-slicer\index.js:32:7
at FSReqCallback.wrapper [as oncomplete] (fs.js:524:5)

Closing comment (2021-03-18T09:47:09Z): Duplicate of #410
Repository: codota/tabnine-vscode

Issue #383: [Download Bundle Error]
Created: 2021-03-17T10:19:40Z
Error: EBUSY: resource busy or locked, open 'C:\Users\Asep imam.vscode\extensions\tabnine.tabnine-vscode-3.2.9\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine.exe'

Duplicate issue #400: [Download Bundle Error]
Created: 2021-03-17T21:46:01Z
OS: win32 - ia32
Error: Error
Message: EBUSY: resource busy or locked, open 'C:\Users\iLyes.intel-PC.vscode\extensions\tabnine.tabnine-vscode-3.2.10\binaries\3.3.96\i686-pc-windows-gnu\TabNine.exe'
Stack: Error: EBUSY: resource busy or locked, open 'C:\Users\iLyes.intel-PC.vscode\extensions\tabnine.tabnine-vscode-3.2.10\binaries\3.3.96\i686-pc-windows-gnu\TabNine.exe'

Closing comment (2021-03-18T09:36:04Z): Duplicate of #383
Repository: codota/tabnine-vscode

Issue #383: [Download Bundle Error]
Created: 2021-03-17T10:19:40Z
Error: EBUSY: resource busy or locked, open 'C:\Users\Asep imam.vscode\extensions\tabnine.tabnine-vscode-3.2.9\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine.exe'

Duplicate issue #398: [Download Bundle Error]
Created: 2021-03-17T20:00:56Z
Error: connect ETIMEDOUT 13.227.166.123:443

Closing comment (2021-03-29T13:09:54Z): We've released a fix.
Duplicate of #383
Repository: codota/tabnine-vscode

Issue #383: [Download Bundle Error]
Created: 2021-03-17T10:19:40Z
Error: EBUSY: resource busy or locked, open 'C:\Users\Asep imam.vscode\extensions\tabnine.tabnine-vscode-3.2.9\binaries\3.3.96\x86_64-pc-windows-gnu\TabNine.exe'

Duplicate issue #430: [Download Bundle Error]
Created: 2021-03-19T03:09:50Z
OS: darwin - x64
Error: Error
Message: getaddrinfo ENOTFOUND update.tabnine.com
Stack: Error: getaddrinfo ENOTFOUND update.tabnine.com
at GetAddrInfoReqWrap.onlookup [as oncomplete] (dns.js:66:26)

Closing comment (2021-03-29T13:09:17Z): We've released a fix.
Duplicate of #383
Repository: codykrieger/gfxCardStatus

Issue #103: Changing to Integrated Only requires two clicks
Created: 2012-10-18T05:18:15Z
When using gfxcardstatus on a retina macbook, clicking 'integrated only' does no change the graphics settings and the tick moves back to 'dynamic only' almost instantly. Pressing 'integrated only' a second time does however activate integrated only

Duplicate issue #289: Information mismatch between status and choice
Created: 2017-08-17T07:02:05Z
Hello,
I observe that there is a mismatch between the card name in use (status information) and the card activated.
The activated card doesn't correspond to the activated card when I select 'Integrated only', as shown below:

System information:
MackBook Pro Retina 15", mid 2014
MacOS 10.12.6
Intel Iris Pro & NVIDIA GeForce GT 750M
My 2 cents to this excellent small tool,
André,

Closing comment (2017-08-17T07:05:41Z): Dupe of #103.
Repository: codykrieger/gfxCardStatus

Issue #103: Changing to Integrated Only requires two clicks
Created: 2012-10-18T05:18:15Z
When using gfxcardstatus on a retina macbook, clicking 'integrated only' does no change the graphics settings and the tick moves back to 'dynamic only' almost instantly. Pressing 'integrated only' a second time does however activate integrated only

Duplicate issue #176: Unexpected behaviour in presence of a defective discrete GPU
Created: 2014-10-11T08:24:52Z
Hi,
I have installed gfxCardStatus to disable the discrete GPU on my early 2011, 15" MBP.
After booting and logging in, the graphics appears to be on "automatic" and as I ask the program to switch to the integrated graphics, but it switches to the discrete one, instead;  at least this is what the dialog reports. I then ask again to commute to the integrated one, and finally this succeeds.
My discrete GPU suffers probably from a lack of cooling (I need to get thermal paste reapplied) so at boot time it can still handle the graphics for some seconds, until it gets hot. So it's a matter for me to be quick, however it seems a bug that when requesting, at first time, the integrated graphics, gfxCardStatus switches to the discrete one.
I think it could also be useful to be able to change the default for gfxCardStatus, so that as loaded it sets the card as previously set by the user. It would be useful at least for poor guys like myself who need to circumvent a GPU issue!
Thanks
Andrea
P.S. the discrete card is an AMD radeon 6490M on PCIe, whereas the integrated one is an Intel HD Graphics 3000

Closing comment (2014-10-13T18:41:13Z): Dupe of #103.
Repository: codykrieger/gfxCardStatus

Issue #336: Menu Bar Icon Offset
Created: 2020-06-22T23:05:19Z
On the latest macOS (Big Sur, Developer Beta) the menu bar icon is offset

macOS Beta v11.0 (20A4299v)
gfxCardStatus v2.3 (2.3)

Duplicate issue #348: Icon is offset on Big Sur
Created: 2020-12-11T19:53:50Z
Just upgraded to Big Sur and noticed the icon was offset in my menu bar

Closing comment (2020-12-11T23:13:55Z): Dupe of #336, which is fixed in the v2.5 beta. Download here: https://github.com/codykrieger/gfxCardStatus/releases/download/v2.5b4/gfxCardStatus-2.5b4.zip
Repository: codykrieger/gfxCardStatus

Issue #240: macOS Sierra – Compatibility Issues
Created: 2016-06-16T03:37:28Z
Noticed that gfxCardStatus is now a dependency forcing my macbook to use discrete graphics instead of defaulting to integrated as per usual.
Example: http://i.imgur.com/xCtDuDP.png
Extra Info: http://i.imgur.com/9n2EXBK.png

Duplicate issue #265: issue with switch integrated graphics
Created: 2017-01-22T02:46:07Z
I can't switch an integrated card.
i have a MacBook Pro 15" early 2011 with the intel graphics 3000 and AMD radeon.

Closing comment (2017-01-22T02:47:02Z): Dupe of #240.
Repository: codykrieger/gfxCardStatus

Issue #310: Compatibility issues on macOS 10.9+
Created: 2018-10-18T05:46:07Z
Umbrella ticket for tracking the compatibility issues noted in the following tickets, many of which are interrelated:

#309
#302
#282
#242
#240
#162
#132
#103

Duplicate issue #333: app no longer works. catalina 10.15.3, MacBook pro 2015, 15"
Created: 2020-02-14T02:56:25Z
https://www.dropbox.com/s/g3zezwdsnmcg18s/IMG_2574.mov?dl=0
yes, I've turned off automatic switching in system preferences.
result of its no longer working is constant hangs and flashes. switches to GPU no matter what I do.
also, sometimes "integrated only" check is on, but GPU is clearly indicated.

Closing comment (2020-02-14T03:14:55Z): Two things:

When you're using gfxCardStatus, you don't need to fiddle with the Automatic graphics switching setting in System Preferences > Energy Saver; gfxCardStatus manages that setting for you. When you disable that setting yourself, you're turning on the discrete GPU and preventing the integrated GPU from being used.
A broad range of compatibility issues are being tracked in #310, and it sounds like you're running into some of those things, so I'll close this ticket in favor of that one.
Repository: codykrieger/gfxCardStatus

Issue #162: Reports of badness on 10.9.3+: active GPU + Dependencies list not updating, gfxCardStatus getting stuck as a dependency
Created: 2014-05-29T18:01:45Z

Duplicate issue #281: gfxCardStatus its own dependency
Created: 2017-06-13T04:53:03Z
gfxCardStatus is not letting me change status!
(is that a circular argument?)
I have the MBP (17-inch, Early 2011) with the buggy AMD Radeon. It's already been replaced with the Apple program, but the issue has resurfaced and now my machine is classified as "legacy" and no longer supported.
Can'y I turn this thing off somehow?
thanks

Closing comment (2017-06-20T16:44:25Z): Dupe of #162.
Repository: codykrieger/gfxCardStatus

Issue #150: Add a preference to start in Integrated Only mode
Created: 2014-02-01T19:32:22Z
There should be a preference in the GUI to have the app automatically switch to Integrated Only mode when it starts up.
My use case is an older Macbook Pro with a failing discrete GPU. This causes random hard crashes – this means my computer is only usable with Integrated Only on all the time. (And not even Parallels really needs the GPU for productivity app use, but it's fired up anyway.) If I forget to turn it on first thing after the computer logs in I sometimes end up with the system crashing in the middle of work, or scrambling to close all dependencies to switch before whatever part of the GPU is broken is used. Having this as a persistent option would help me a lot.

Duplicate issue #175: feature request - option to automatically set to "integrated only" at startup
Created: 2014-10-07T04:01:38Z
as per title. this would be an awesome feature, as i only ever manually enable the discrete card when using an external display. currently, every time the computer is restarted, i need to manually select "integrated only" and i need to do it twice for some reason, as the first time it always switches itself back to "dynamic switching". great little app otherwise!

Closing comment (2014-10-07T20:38:44Z): Dupe of #150.
Repository: codykrieger/gfxCardStatus

Issue #240: macOS Sierra – Compatibility Issues
Created: 2016-06-16T03:37:28Z
Noticed that gfxCardStatus is now a dependency forcing my macbook to use discrete graphics instead of defaulting to integrated as per usual.
Example: http://i.imgur.com/xCtDuDP.png
Extra Info: http://i.imgur.com/9n2EXBK.png

Duplicate issue #262: Weird problem with GFX
Created: 2017-01-11T16:41:52Z
Hello, i get at weird problem when trying to switch to integrated only. It says i can't switch to integrated while gfxCardStatus is open. Makes it kinda difficult.
See picture. :)

Closing comment (2017-01-13T10:05:06Z): Dupe of #240.
Repository: codykrieger/gfxCardStatus

Issue #103: Changing to Integrated Only requires two clicks
Created: 2012-10-18T05:18:15Z
When using gfxcardstatus on a retina macbook, clicking 'integrated only' does no change the graphics settings and the tick moves back to 'dynamic only' almost instantly. Pressing 'integrated only' a second time does however activate integrated only

Duplicate issue #290: Menu shows "Discrete Only" while active card + icon is the integrated one
Created: 2017-08-18T09:15:48Z
Env:
Mac Book Pro Early 2011
MacOs Sierra 10.12.6

Closing comment (2017-08-18T18:07:15Z): Dupe of #103.
Repository: codykrieger/gfxCardStatus

Issue #162: Reports of badness on 10.9.3+: active GPU + Dependencies list not updating, gfxCardStatus getting stuck as a dependency
Created: 2014-05-29T18:01:45Z

Duplicate issue #288: Switching problem
Created: 2017-08-01T08:36:57Z
I just updated my system to Sierra and discovered that I have a problem with gfxCardStatus. The switching warning is telling me to close gfxCardStatus in order to Switch to Integrated. Did anyone else had this problem?

Closing comment (2017-08-01T15:15:03Z): Dupe of #162.
Repository: cogentcore/core

Issue #682: Implement a vulkan-free driver for VMs and old devices
Created: 2023-12-25T07:51:29Z
It would be useful to be able to run in virtual machines and remote desktops.
Vulkan in software may be getting better in various forms (mesa, some other thing that android or ios uses in its simulator).
Alternatively, the 2D framework is now working well using non-vulkan impl of drawer interface -- could reasonably support 2D only using a much simpler API that only uses this bitmap-based interface, running on some kind of really basic glfw window interface (not even opengl).  That would be worth it for allowing majority of apps to run in VMs etc.
See #483 for example where it doesn't work.

Duplicate issue #911: manjaro linux build error
Created: 2024-02-25T19:16:04Z
Describe the bug
see png
How to reproduce
run core demo
Example code
No response
Relevant output
No response
Platform
Linux

Closing comment (2024-02-27T05:15:52Z): This is a duplicate of #682, which I will work on fixing soon.

I still have some doubts because I successfully installed Vulkan headers at that time, which indicates that the VK driver for Linux systems under VMware is supported. It does not want to install Windows in VMware because VMtools does not provide VK drivers for Windows, while Linux provides Vulkan headers. However, the Vulkaninfo command cannot be found in the terminal. How is the VK driver installed in Linux?
Repository: cogentcore/core

Issue #733: Reduce binary sizes
Created: 2023-12-31T03:57:30Z
How to optimize the files built on the Windows platform if they are too large?

Duplicate issue #1116: Large file size
Created: 2024-08-05T17:28:55Z
Describe the bug
Just hello world creates ~20 mb file.
`package main

import (
	"cogentcore.org/core/core"
)

func main() {
	win := core.NewBody("My Application")
	core.NewButton(win).SetText("Hello, World !")
	win.RunMainWindow()
}
`

How to reproduce
just build the code with core build.
Example code
No response
Relevant output
No response
Platform
Linux

Closing comment (2024-08-05T17:47:12Z): This is a duplicate of #733; we will continue to work on reducing binary sizes over time as much as possible.
Repository: cogentcore/core

Issue #55: Cannot re-enter a text editing field.
Created: 2018-08-24T19:17:04Z
In the edit1 text edit field I entered some text then looked at edit1 node of the WinVp tree to watch the text field updating.  However, when I went back to the widgets window I couldn't get the focus to re-enter that field to continue entering text. FYI, I could enter text in the actual editor's text field, then exit that field by clicking in a different field, then click 'Update' to update the text in the widgets window edit1 text field. FYI, clicking Update before exiting the editor text field still clears the new entries (instead of "taking" and then updating the widgets window.
ALSO, using the <- or -> arrows sometimes made the cursor jump to the next edit field (integers; named 'spin' in the WinVp tree).

g

Duplicate issue #43: TextField loses focus popup dismissed
Created: 2018-08-23T00:32:26Z
Thought it was specific to completer but the problem is there with popup edit menu. After the popup is dismissed the field no longer has focus.
Also the highlight on selected text disappears when you bring up the edit menu so you can't see what you are cutting, copying, etc.

Closing comment (2018-08-25T07:14:14Z): fixed this.  same as #55  and, interestingly, #50 which was caused by the Add button becoming un-focused!
Repository: cogentcore/core

Issue #28: Add support for search functionality in table and tree
Created: 2018-08-20T09:22:35Z
In FileView, not clear if beneficial relative to completion in the textfield.. but probably some general kind of search box with < > arrows that scrolls to different rows in the tableview would be easy and generally useful.

Duplicate issue #734: global filter
Created: 2023-12-31T04:15:14Z
Implement global fuzzy search of trees, tables, and tree tables

https://primevue.org/treetable

Closing comment (2023-12-31T04:32:50Z): This is a duplicate of #28, which should be implemented soon.
Repository: cogentcore/core

Issue #515: Provide a tool to download fonts from Google Fonts and add relevant go embed and font loading statements
Created: 2023-07-03T05:43:41Z
This would allow developers to use more non-standard fonts in their apps without having to worry about the user having them on their system.

Duplicate issue #696: Investigate medium font weight going to bold font weight
Created: 2023-12-25T22:41:04Z
This seems to be due to backup logic in girl that is causing some fonts to be rendered as bold instead of medium.

Closing comment (2024-02-07T20:00:52Z): This is related to #515, #568, and goki/freetype#2: we need to resolve how we handle different fonts, font weights, and fallback fonts in general.
Repository: cogentcore/core

Issue #568: Improve default fonts and support displaying all unicode characters (using go-text)
Created: 2023-07-27T05:17:21Z
Roboto, Roboto Mono, and the Noto Sans fonts should be embedded into apps by default. Roboto and Roboto Mono look better than Go and Go Mono and are the default on Android, ChromeOS, and other Google products. Noto Sans supports many more characters than default fonts and will help resolve issues like goki/gi#484 and goki/girl#2. The one thing that needs to be figured out is a way to optimize and only embed the Noto fonts that are needed, as all of them for every script would take a lot of space.

Duplicate issue #1369: WASM APP does not display Chinese
Created: 2024-12-13T11:24:17Z
Describe the bug
The Native APP can display Chinese

WASM APP does not display Chinese

But what's strange is that when WASM loads it shows Chinese

How to reproduce
See the example code
Example code
package main

import "cogentcore.org/core/core"

var (
	Body   = core.NewBody()
	Header = core.NewFrame(Body)
)

func main() {
	core.NewText(Header).SetText("1")
	core.NewText(Header).SetText("2")
	core.NewText(Header).SetText("3")
	//core.NewButton(Header).SetText("4")
	//core.NewButton(Header).SetText("5")
	//core.NewButton(Header).SetText("6")

	core.NewButton(Body).SetText("en:Hello, World!")
	core.NewButton(Body).SetText("zh:你好")

	Body.RunMainWindow()
}
Relevant output
No response
Platform
macOS

Closing comment (2024-12-15T00:32:55Z): Thank you for reporting this. This is a duplicate of #568, which I will try to implement within a few weeks.
Repository: cogentcore/core

Issue #1074: Improve app bar
Created: 2024-07-28T22:17:40Z
Describe the feature
There is room for improvement with our current app bar. Here are some things we should consider:

Disable the back button when it is not relevant
Improve the app chooser styling
Possibly center the app chooser or move it to a button in the overflow menu (maybe only on mobile)
Move it into the system title bar area
Support contextual app bars that focus more on the title / other info than a big search bar
Add the app and/or user icon
Add an option to disable the app bar (#1072)

If anyone else has ideas or feedback here, that would be helpful.
Relevant code
No response

Duplicate issue #1127: Hiding app bar and removing margin from body
Created: 2024-08-12T19:13:54Z
Describe the feature
add a way to remove, or at least hide, the TopAppBar.
additionally, is it possible to completely remove the padding of the Scene?
Relevant code
No response

Closing comment (2024-08-12T19:23:04Z): Yes, we are currently working on restructuring the app bar and adding an option to disable it (duplicate of #1074). To remove the padding of the Scene, you can do this:
myWidget.Scene.Styler(func(s *styles.Style) {
  s.Padding.Zero()
})
Repository: cogentcore/core

Issue #757: Decide on our approach to em dashes
Created: 2024-01-08T06:11:42Z
The codebase is polluted with improperly formatted em dashes (--), which look bad and lead to run-on sentences that are not good for end user comprehension. Material even says:

Em dashes are best avoided in UX writing, as they indicate a break in the flow of a sentence that could be simplified using a comma, period, or new sentence.

(Source: https://m3.material.io/foundations/content-design/style-guide/grammar-and-punctuation). Therefore, we should consider a systematic removal of em dashes from the code base, or at least a rendering method that renders them as real em dashes instead of double hyphens.

Duplicate issue #549: Label computed properties as inactive
Created: 2023-07-11T18:12:19Z
That way, people will not set those properties (like bbox) in the inspect editor and be confused when there is no effect.

Closing comment (2024-02-09T04:45:05Z): This is done in most relevant places already, and more can be done on a case by case basis, similar to #757. There is no need for systematic action, as the only possible problem is a very minor inaccuracy deep in the inspector that leads to no loss in functionality.
Repository: cogentcore/core

Issue #1374: Fullscreen causes things to be too small on macOS Retina display
Created: 2024-12-15T22:18:53Z
Describe the bug
On a macOS Retina display, when you enter fullscreen (true fullscreen via Scene.SetFullscreen), everything becomes twice as small since we cannot find a video mode with the correct resolution and DevicePixelRatio, so the screen effectively turns into a normal DPR=1 4K monitor but with a small physical size, resulting in everything looking small, including the elements and the cursor. The black bar that should exist next to the camera is also missing, so the camera sometimes obscures some content.
The ideal solution to this is to find a fullscreen video mode with the same resolution and DPR as the retina screen itself (ie: width = 2K, DPR = 2).
How to reproduce
Run a Cogent Core app on a macOS Retina screen, right click, click Window, then click Fullscreen.
Example code
No response
Relevant output
No response
Platform
macOS

Duplicate issue #1119: Change cursor size based on zoom / device pixel ratio
Created: 2024-08-07T00:30:56Z
Describe the bug
On Windows 11 running the demo the mouse cursor size is different to the usual size for the rest of the system while inside the Cogent app.
Large cursor when hovering over the title bar:

Changes to a small size when inside the window:

How to reproduce
go run cogentcore.org/core/examples/demo@main
This happens the "Scale" setting is set to 200% in Windows Display Settings.  When I change the scale to 100% the mouse cursor is the same inside Cogent apps as everywhere else.
Example code
No response
Relevant output
No response
Platform
Windows

Closing comment (2024-12-15T23:00:31Z): @barrylb @matta This issue should be fixed now as of #1372; the cursors now scale based on the DPI, while being appropriately invariant to DPR on macOS. You can update to the latest version on the main branch to get this functionality:
go get cogentcore.org/core@55e6ea8
Please let me know if this fixes your issues.
Also, the remaining fullscreen issues on macOS Retina displays are tracked by #1374 now.
Repository: collab-project/videojs-record

Issue #85: Demo not working
Created: 2016-08-02T09:12:57Z
I am considering to use the library, and I've tried to fire up the demo. (tried both audio and audio + video). All I'm getting is this:

I can click it but nothing happens. Why? (I am on Safari 9.1.2)

Duplicate issue #138: Safari Support
Created: 2017-03-10T10:51:24Z
Description
Hi, as you probably know there is an issue with accessing web cam and microphone via Safari.
This is the error i recieve:

VIDEOJS: ERROR:
Error line: 395
message: "Can't find variable: Promise"
sourceId: 2092973536

I found that Safari don't currently support getUserMedia
Is there any solutions to resolve this issue ?

Closing comment (2017-03-10T20:33:36Z): Duplicate of #85, also see #106 for Flash support.
Repository: collab-project/videojs-record

Issue #392:  Video recorded in macOS Chrome does not display in Firefox
Created: 2019-07-31T18:15:16Z
Description
When recording a video from Chrome and try to display it in firefox it shows the following message:
Firefox Message
No video with supported format and MIME type found

Firefox Warning:

Error Code: NS_ERROR_DOM_MEDIA_METADATA_ERR (0x806e0006)
But when recording a video from firefox it displays well in chrome and firefox.
My player init config is the following:

I have no idea why this happens. Your answers would be very helpful. Thank you!
Additional Information
versions
videojs
VIDEOJS: Using video.js 7.6.0 with videojs-record 3.8.0 and recordrtc 5.5.8
browsers
Firefox, Chrome
OSes
Ubuntu 18.04 (Production), Windows 10 (Development)

Duplicate issue #492: VideoJS on Firefox won't play videos recorded with VideoJS-Record on Chrome
Created: 2020-07-02T10:44:28Z
Description
VideoJS on Firefox won't play videos recorded with VideoJS-Record on Chrome
Steps to reproduce
Record a video with VideoJS-record on Chrome and try to play it on VideoJS on FF
Results
Expected
Video should render correctly
Actual
VideoJS displays error
Error output
The media could not be loaded, either because the server or network failed or because the format is not supported.
Additional Information
I have tried using the mimetypes specified here: https://collab-project.github.io/videojs-record/#/options
No success
versions
videojs
7.8.2
browsers
Firefox 77.01
OSes
MacOS

Closing comment (2021-01-30T18:48:38Z): duplicate of #392
Repository: collab-project/videojs-record

Issue #428: Support for screen + video recording
Created: 2019-12-31T08:40:52Z
I have feature want to record both screen and camera on 1 stream. How i can do that?

Duplicate issue #680: Record Camera and Screen into Single WebM. 
Created: 2023-03-28T12:32:50Z
Description
How to record camera video and screen in single webM. This feature is provided by recordRTC but my question is how to use it with videojs-record plugin? I am using it in React framework.
Expected output
just like this demo from recordRTC: demo
Additional Information
I am using videojs version 8.0.4

Closing comment (2024-02-14T16:52:13Z): marking as duplicate of #428
Repository: collab-project/videojs-record

Issue #288: Support for canvas/video/audio captureStream()
Created: 2018-09-25T18:50:49Z
I would like to add an image overlay to the created video. I am using other libs to add overlay for my images and gifs. I was wondering if this can support something like that?

Duplicate issue #445: Is it possible to record only a specific HTML element?
Created: 2020-02-03T10:01:54Z
Hi!
We are working on an that edits small video and records it on the browser. I was wondering if your library can help with that. Thanks!

Closing comment (2020-02-05T09:59:35Z): Not yet.
Marking as duplicate of #288