primordic/IssueDupesLite huggingface dataset:
Repository: EpicGamesExt/raddebugger

Issue #86: FindCodeLocation does not find source code panel even if its open
Created: 2024-01-20T15:02:18Z
I added a pull request to fix this #87.

  
    
    

    error2.mp4
    
  

  

  


This results in that a new panel is created for the same source code every time FindCodeLocation is called. Also the breakpoint does
not get rendered in the new panels but I think thats just an outcome of the same issue.
I took a look at it in a debugger and I found out why the issue happens and tracked the source issue.
In the first loop where it tries to find the panel/view pair that could have src file, the only combination where both have the same source file is this:

In the if statement it checks for: viewed_entity == src_code and even though they have the same source code the Entities are not the same so it fails and it thinks that there is no source file currently open so it creates a new one.
In the start of the function it tries to get the src_code with src_code = df_entity_from_path(params.file_path, DF_EntityFromPathFlag_All);  but this returns the wrong entity even though the file path is correct

Taking a look at df_entity_from_path we can see that the file_no_override is the correct one but the function returns the file_overrides_applied

I checked the override pass and the I noticed something that I would assume is not correct.

The override check keeps going through a lot of strings that are all the same path.

The same string repeats starting from 0x27F2975FA40 and ending at 0x27F297B5C40
I found that df_possible_overrides_from_entity(Arena *arena, DF_Entity *entity) is the one creating the strings and I tracked the problem to line 2225 in df_core.c DF_Entity *override = link_overridden_sibling; There is no check if the override is nil and if its never set then the source is DF_Entity *link_overridden_sibling = &df_g_nil_entity; thus it is not valid.
Because the override is not valid there is no next, so new names are getting allocated every frame it seems.

Duplicate issue #260: [BUG] - New source tab opens on every single step for the same file if you launch the debuggee with no tabs opened
Created: 2024-06-08T08:55:44Z
Version: v0.9.10 alpha (Jun 8 2024)
Steps to reproduce:

Make sure there are no tabs.
Launch the debuggee and break at the entry point.
Step several times, this should open a new source tab for the same file every single time.

Expected behaviour:

Only open a source tab once for the same file.

Closing comment (2024-06-08T15:07:25Z): This seems like a duplicate of #86, and so it is likely being caused by the "File Path Map". Can you open that UI and show me what is in it, and send me your raddbg_user and raddbg_project files?
Repository: EpicGamesExt/raddebugger

Issue #387: hang in rd_name_alloc when entering long arguments for target
Created: 2025-01-06T05:26:05Z
This was using the latest release build (v0.9.14-alpha).
Repro steps

Add a target for any executable (in my case it was zig.exe).
Set the following string as the arguments:

E:\Dev\third_party\zig\build\stage4\bin\zig.exe build-obj -cflags -IE:\dev\handmade\orca\src -isystem E:\dev\handmade\orca\src\orca-libc\src\include -isystem E:\dev\handmade\orca\src\orca-libc\src\include\private -IE:\dev\handmade\orca\src\orca-libc\src\arch -IE:\dev\handmade\orca\src\orca-libc\src\internal -Wall -Wextra -Werror -Wno-null-pointer-arithmetic -Wno-unused-parameter -Wno-sign-compare -Wno-unused-variable -Wno-unused-function -Wno-ignored-attributes -Wno-missing-braces -Wno-ignored-pragmas -Wno-unused-but-set-variable -Wno-unknown-warning-option -Wno-parentheses -Wno-shift-op-parentheses -Wno-bitwise-op-parentheses -Wno-logical-op-parentheses -Wno-string-plus-int -Wno-dangling-else -Wno-unknown-pragmas -D__ORCA__ -DBULK_MEMORY_THRESHOLD=32 --std=c11 -- E:\dev\handmade\orca\src\orca-libc\src\math\cbrtf.c -fsingle-threaded -OReleaseSmall -target wasm32-freestanding -mcpu baseline+bulk_memory+nontrapping_fptoint -Mroot --cache-dir E:\dev\handmade\orca\.zig-cache --global-cache-dir C:\Users\Reuben\AppData\Local\zig --name libc_math_cbrtf.c --zig-lib-dir E:\dev\handmade\orca\src\orca-libc


Observe hang
Observe that the full arguments don't seem to be pasted into the text input box


I managed to grab the site of the hanging callstack as well:
raddbg.exe;String8  rd_name_alloc(
   String8  string = { ... }) Ln 1274;7FF6D10C3584
raddbg.exe;rd_entity_equip_name();7FF6D109FBC3
raddbg.exe;rd_eval_space_write();7FF6D10A3CF4
raddbg.exe;rd_commit_eval_value_string();7FF6D109D57C
raddbg.exe;rd_watch_view_build();7FF6D10D0E91
raddbg.exe;rd_view_rule_ui_targets();7FF6D0FD2335
raddbg.exe;rd_window_frame();7FF6D11094CC
raddbg.exe;rd_frame();7FF6D10BC0ED
raddbg.exe;entry_point();7FF6D1051DCD
raddbg.exe;w32_entry_point_caller();7FF6D1150ABE
raddbg.exe;wWinMain();7FF6D1150B7D
raddbg.exe;__scrt_common_main_seh();7FF6D1151C92
kernel32.dll;;7FFB0CFD7374
ntdll.dll;;7FFB0D9DCC91

Duplicate issue #401: Every time I minimize, all panels disappear
Created: 2025-01-17T19:32:45Z
I usually fix it by resetting to compact panel layout, but it's a little tedious I must admit.
I'm using Windows 10.0.19045 Build 19045.

Closing comment (2025-02-10T12:51:22Z): This is a duplicate of #387, and has since been fixed—this fix is already in master and dev and  will be in the next release.
Repository: EpicGamesExt/raddebugger

Issue #133: A fatal exception occurred
Created: 2024-02-04T11:45:01Z
I was going back and forth the "Memory" and "Watch" windows when the exception occurred.
Below is the message copied from the message box.
[Window Title]
Fatal Exception

[Content]
A fatal exception (code 0xc0000005) occurred. The process is terminating.

Press Ctrl+C to copy this text to clipboard, then create a new issue in
https://github.com/EpicGames/raddebugger/issues

Call stack:
0. [0x7ff76df21159] df_eval_watch_view_build +21753, df_views.c line 1628
1. [0x7ff76dea4ebc] df_view_ui_Watch +140, df_views.c line 6641
2. [0x7ff76df5e7e6] df_window_update_and_render +149014, df_gfx.c line 5691
3. [0x7ff76dfb70c4] update_and_render +4932, raddbg.c line 285
4. [0x7ff76df69b44] entry_point +5860, raddbg.c line 577
5. [0x7ff76dfb9592] WinMain +930, raddbg_main.cpp line 350
6. [0x7ff76dfc14ee] __scrt_common_main_seh +262, exe_common.inl line 288
7. [0x7ffb307f257d] KERNEL32
8. [0x7ffb3166aa58] ntdll


[Close]

Duplicate issue #176: crash
Created: 2024-03-21T04:26:37Z
[Window Title]
Fatal Exception
[Content]
A fatal exception (code 0xc0000005) occurred. The process is terminating.
Press Ctrl+C to copy this text to clipboard, then create a new issue in
https://github.com/EpicGames/raddebugger/issues
Call stack:

[0x7ff698d0e667] df_eval_watch_view_build +22663, df_views.c line 1669
[0x7ff698c8940a] df_view_ui_Watch +154, df_views.c line 6721
[0x7ff698d4d82d] df_window_update_and_render +150925, df_gfx.c line 5708
[0x7ff698dab3b4] update_and_render +5300, raddbg.c line 285
[0x7ff698d58e94] entry_point +5844, raddbg.c line 577
[0x7ff698dad863] WinMain +771, raddbg_main.cpp line 348
[0x7ff698db54e2] __scrt_common_main_seh +262, exe_common.inl line 288
[0x7ffbc19e7344] KERNEL32
[0x7ffbc34e26b1] ntdll

Version: 0.9.8 [c757388]
[Close]

Closing comment (2024-03-21T23:17:05Z): Duplicate of #133, fixed in e637f72, which isn't on master just yet. But you can get this fix via dev.
Repository: EpistasisLab/tpot

Issue #296: New Feature : add Prelist of pipelines
Created: 2016-10-16T17:01:03Z
When we have worked on a class of datasetb (larget size, 1Go), we have an idea
of the optimal pipeline, and we just want to investigate the optimal parameters without computing the whole in genetic programm. It would reduce substantially the computation time.
For example:
We can provide a list of pipeline with algorithm names ['LinearSVC', 'RF' ]
We can provide a list of hyper-parameter for each algorithm to search for...
Main goal is to limit the search to those parameters.

Duplicate issue #574: Customizing TPOT's starting population
Created: 2017-09-26T20:07:54Z
Need a new feature to customize a set of pipelines used in the first generation. This can be done either through a population_seeds parameter in the TPOT constructor, or through a population_seeds attribute in a custom config file. Ideally, this parameter should take a Python list of strings presenting sklearn pipelines or just sklearn Pipeline objects.

Closing comment (2017-09-26T20:09:01Z): related to #296
Repository: EpistasisLab/tpot

Issue #507: Add a built-in configuration dictionary for machine learning with text data
Created: 2017-06-24T15:04:51Z
We can support machine learning with text data in TPOT by adding the CountVectorizer and TfidfVecorizer to a separate built-in configuration dictionary. I don't think we would need to change any of the other operators.
Unfortunately, without a pipeline grammar we can't force those vectorizers to always be at the beginning of every pipeline, but I suppose for text classification problems all of the pipelines that don't have one of the vectorizers will go "extinct."
Thoughts?
cc @weixuanfu2016 @teaearlgraycold

Duplicate issue #544: How to use TPOT in the text domain?
Created: 2017-08-08T13:58:45Z
Hello,
My question is if it's possible to use TPOT in the text domain for classification task?
Given a labeled corpus (eg. label - document pairs) I'd like to perform classification to infer the label of an unseen piece of document.
Thanks,
Oliver

Closing comment (2017-08-08T14:44:47Z): I think this issue is related to #507. We are working on a configurable grammar in #523 to add the support for text classification. For now, you may try to transform text to numeric matrix using CountVectorizer, TFIDFVectorizer and HashingVectorizer before using TPOTClassifier for your problem.
Repository: EpistasisLab/tpot

Issue #196: Extended Multi-label Classification Support
Created: 2016-07-13T09:39:38Z
Hey there,
As tpot seems to rely solely on scikit-learn for (meta-) estimators the lack of extended multi-label classification strategies is quite noticeable. The work on some of the strategies and algorithms is stalled for quite some time now in scikit-learn (scikit-learn/scikit-learn#2461 (label powerset) and scikit-learn/scikit-learn#3727 (classifier chains)).  As such there is work being done on scikit-multilearn and it already brings at least some novel working algorithms and strategies.
What do you think of including scikit-multilearn (at least for the time being) to extend the support of multi-label classification?
(For clarification: multi-label classification is defined as finding a subset of predicted labels out of a total label set, i.e. Y_hat = {1,3,5}, meaning multiple "classes" (or labels in this context) are assigned to one sample.)

Duplicate issue #529: Can't fit multilabel?
Created: 2017-07-15T15:16:58Z
I'm struggling to fit for a multilabel problem - getting response that I'm feeding invalid data into scikitlean; "target labels must be a 1-D array".
I tried wrapping TPOT with scikit's One-Rest classified i.e.
OneVsRestClassifier(TPOTClassifier(...)).fit...
but still struggling.
Is this the correct way of using TPOT with mutlilabel problems or am I missing something?
Thanks

Closing comment (2017-07-15T16:10:03Z): TPOT doesn't currently support multi-label classification problems, only multi-class problems. TPOT performs a check at the beginning of a run that includes a check to ensure that the labels are a 1-D array, which is likely why you're receiving the error you quoted.
This question is related to #196.
Repository: EpistasisLab/tpot

Issue #520: Pickling TPOT Objects
Created: 2017-06-30T21:35:47Z
Are we able to pickle TPOT objects (e.g., TPOTRegressor())?
Context of the issue
I prefer to work with the TPOT object instead of the exported pipeline, since I am accustomed to SKLearn (e.g., using TPOT.predict()). I also do not store my data in csv files, and so it is cumbersome to modify exported pipelines to fit my needs.
As such, I would love to be able to save the object for later use. I do not necessarily need it pickled; I simply need a way to easily save and load the object. I suspect that #152 is addressing this, but I am unsure of the timelines associated with that issue. And for me, that type of solution seems like it would be killing a fly with a bazooka.

Duplicate issue #11: Brainstorm: How can we keep the pipelines trained so they don't need to re-train on each call?
Created: 2015-11-12T03:29:47Z
Currently, TPOT requires the training data to be passed along with any additional data so the pipeline can train the sklearn models on the training data again. This is required because the pipeline consists of functions: each random forest, decision tree, etc. is a function and the model is garbage collected as soon as the function terminates.
Let's brainstorm: How can we design these functions so the models remain persistent and don't need to be re-trained? This is really only important for the final pipeline, where the user would be performing score() and predict() calls against the pipeline.

Closing comment (2017-10-31T15:45:10Z): @woodrujm I think the issue is related to #520 about pickling TPOT object. I think, for now, entire TPOT object is not pickleable due to the attribute lookup issue. You should be able to pickle these attributes in TPOT API. We may work on this picleable issue later.
Repository: EpistasisLab/tpot

Issue #516: tpot.evaluated_individuals_ to pipeline
Created: 2017-06-29T03:48:32Z
Is there a helper function to convert pipelines represented as strings into sklearn pipeline objects? This isn't in the documentation but I assume there must be.
For example, the following individual from evalued_individuals_:
LinearSVC(PolynomialFeatures(input_matrix, PolynomialFeatures__degree=2, PolynomialFeatures__include_bias=False, PolynomialFeatures__interaction_only=False), LinearSVC__C=25.0, LinearSVC__dual=False, LinearSVC__loss=DEFAULT, LinearSVC__penalty=DEFAULT, LinearSVC__tol=0.0001)

Duplicate issue #773: loading a pipeline string
Created: 2018-10-03T10:02:08Z
Is there a way to load a pipeline string such as the one used as keys in the evaluated pipelines dictionary to instantiate a "thing" one could call predict and/or predict_proba on?

Closing comment (2018-10-03T13:18:11Z): I think this issue is related to #516.
Repository: EpistasisLab/tpot

Issue #645: tpot freezing jupyter notebook
Created: 2018-01-02T15:49:01Z
Hi,
When training a regressor with n_jobs=-1 the process freezes after a minute. All resources go to 0 and the algorithm never stops.
Process to reproduce the issue
import sklearn
import numpy as np
import tpot

X_train = np.random.random((1000,10))
y_train = np.random.random(1000)

def RMSLE(p,a):
    return np.sqrt(np.mean( (np.log(p+1) - np.log(a+1))**2 ))

rmsle_score = sklearn.metrics.make_scorer(RMSLE,greater_is_better=False)

reg1 = tpot.TPOTRegressor(verbosity=1, 
                          n_jobs=-1, 
                          scoring= rmsle_score, 
                          cv=10, 
                          max_time_mins=3)

reg1.fit(X_train, y_train)
I get the following
/Users/davidbuchacagmail.com/anaconda3/lib/python3.6/site-packages/sklearn/cross_validation.py:41: DeprecationWarning: This module was deprecated in version 0.18 in favor of the model_selection module into which all the refactored classes and functions are moved. Also note that the interface of the new CV iterators are different from that of this module. This module will be removed in 0.20.
  "This module will be removed in 0.20.", DeprecationWarning)
Optimization Progress: 100%|██████████| 200/200 [01:05<00:00,  1.20pipeline/s]
Generation 1 - Current best internal CV score: 0.19893855301909574
Optimization Progress: 100%|██████████| 300/300 [01:31<00:00,  1.37pipeline/s]
Generation 2 - Current best internal CV score: 0.19893855301909574
Optimization Progress: 100%|██████████| 400/400 [01:58<00:00,  1.46pipeline/s]
Generation 3 - Current best internal CV score: 0.19893855301909574
Optimization Progress:  80%|████████  | 401/500 [02:10<00:47,  2.07pipeline/s]

And the process freezes even though    max_time_mins=3.
tpot.__version__
'0.9.1'
sklearn.__version__
'0.19.1'

Duplicate issue #558: How to set n_jobs  = -1 from tpot
Created: 2017-09-05T16:40:09Z
I am trying out the simple MNIST digit recognition example from https://rhiever.github.io/tpot/examples/ .
I noticed that only one core was being used despite many of the sklearn classifiers supporting n_jobs.
Context of the issue
Is there a simple way to add n_jobs to those classifiers that support it through tpot?
Process to reproduce the issue
Run the simple MNIST digit recognition example from https://rhiever.github.io/tpot/examples/
Run top. Press 1 to see number of cores being used.
Expected result
It would be great if all the cores were used.
Current result
Only one core is used.
Possible fix
Tpot could pass n_jobs = -1 to those classifiers that support it.

Closing comment (2018-06-12T13:46:35Z): I try to set n_jobs to any value other than 1, like -1, 2, 4, ..., the cpu core usage goes to 100% but no progress is shown on the notebook. And no result get returned after waiting for hours, tested with latest version of tpot, both on mac and ubuntu I have the same problem. It would be good to parallelize training.
Found related to #645
Repository: ErikEJ/EFCorePowerTools

Issue #1250: Foreign Key Links
Created: 2022-01-18T15:25:04Z
Hi there,
I'm upgrading my projects from Net 5 to Net 6 and thus VS 2022 and EF Core 6.
I'm installed plugin version 2.5.877 into VS2022 today and have some strange changes to the foreign key table connections.
I've a Person table which has a link to a PersonInRole table. This has now been renamed to Roles as the navigation item and Role as the table, causing a lot of my code to break.
Is this something new or something I can disable?
I've also got something similar where I have a Bcc and Cc table that doing to a message table which are now just called Messages and MessagesNavigation, making them very hard to decipher.
Thanks,
David

Duplicate issue #1256: Missing HasKey() for one table
Created: 2022-01-22T16:15:19Z
We have table with a PK:

The PK column is also 'renamed' (to preserve de uppercase of ID) [not sure if this is relevant]

But in the modelbuilder there is no HasKey() record.

There should be one, because the name of de PK is not TableName+Id.
This is resulting in a runtime error. Fixed it temporary in the OnModelCreatingPartial method.

Closing comment (2022-01-22T16:45:58Z): Indeed duplicate of #1250
Repository: ErikEJ/EFCorePowerTools

Issue #2644: Incorrect generated context class name for Functions in EFCore 9
Created: 2024-11-22T11:29:04Z
There was a change in behavior from efcpt8 to efcpt9. I need to set context name in the dbcontext-name property in names section:
  "names": {
    "dbcontext-name": "myEntities",
    "dbcontext-namespace": "DataModel",
    "model-namespace": "DataModel",
    "root-namespace": ""
  },

After running scaffolding, I get the following files generated:

myEntities.cs
MyEntities.Functions.cs

Notice that context name for functions starts with a capital letter. In addition to this, the actual class name is wrong, which then causes compilation problems.
This is new bahavior, efcpt8 is working fine.
Provide steps to reproduce a bug

Use the latest daily v9 dot net tool
Set DB context name in the efcpt-config json:

...
"names": {
  "dbcontext-name": "myEntities",
  "dbcontext-namespace": "DataModel",
  "model-namespace": "DataModel",
  "root-namespace": ""
},
...


Run scaffolding

Provide technical details


EF Core Power Tools version: (found in About dialog - blue questionmark icon on context menu): efcpt.9 9.1.517+6c76d14ddf1b31fda782b9df6029989975583d10


Exact Visual Studio version: Visual Studio 2022 17.11.4


Database engine: SQL Server


EF Core version in use: EF Core 9


Is Handlebars templates used: no


Is T4 templates used: no


Is a SQL Server .dacpac used: no

Duplicate issue #2671: New bug in version 2.6.632 in semantics of dbcontext procedures
Created: 2024-11-27T11:48:30Z
Create a bug report, feature proposal, or ask a question.
NOTICE: A bug report without sufficient technical and repro details and version information WILL BE CLOSED WITHOUT ANY FURTHER ACTION.
Provide steps to reproduce a bug
The problem appears when reengineering from a SQL Server 2019 database where stored procedures are used.
In this scenario, the tool generates a partial class that does not semantically match the general dbContext.
This is a image of class dbContext general.

In this image you see a difference fron old version at a new version generated.

This change causes it not to compile properly.
Thanks.
Provide technical details


EF Core Power Tools version: 2.6.632


Exact Visual Studio version: Visual Studio 2022 17.12.2


Database engine: SQL Server


EF Core version in use: EF Core 8


Is Handlebars templates used: no


Is T4 templates used: no


Is a SQL Server .dacpac used: no

Closing comment (2024-11-27T12:15:09Z): @tsoriano64 Duplicate of #2644 - fixed in the latest daily build. (Plan to release to MarketPlace "soon")
I implemented a fix for this in the latest daily build, would be grateful if you could try it out.
Repository: ErikEJ/EFCorePowerTools

Issue #54: Can there be a way to set a suffix for the generated files? 
Created: 2018-06-18T02:45:10Z
Thank you Erick for this useful tool.
I'm trying to use it to create my db model, as expected, but I'm also using it to generate DTOs faster.
Would it be possible to add the option to add a suffix(and a prefix) to the generated classes?
I can use handlebars to name the classes my way, with a suffix, but the file names keep the table names.
It would be very useful to be able to set primarily a suffix and also the prefix for the class files.
What are your thoughts about this?

Duplicate issue #145: Would like to add suffix (e.g. "Entity") to entity class and file names
Created: 2018-12-11T17:05:02Z
Existing code is looking for TableNameEntity entities for each entity. There's no complete way to add a suffix to the class name throughout.
Steps to reproduce
I can modify the hbs files to have the class declaration and most everything add the Entity to the end of the entity name, BUT there's no template for the "modelBuilder.Entity<>" calls in the context.
Adding either another template for the modelBuilder calls, or the ability to specify an entity suffix would solve my problem.
Further technical details
EF Core Power Tools version: 1.0.664.0
Database engine: SQL Server
Visual Studio version: Visual Studio Enterprise 2017 15.9.3

Closing comment (2018-12-15T08:12:52Z): Duplicate of #54 ?
Repository: ErikEJ/EFCorePowerTools

Issue #1106: EF Core 6 reverse engineering missing features
Created: 2021-09-19T06:56:21Z
Dacpac support
 Handlebars support
 Firebird
 Oracle
 MySQL
 NodaTime for SQL Server

Duplicate issue #1130: Handlebar templates does not work when target is "EF Core 6 (preview)"
Created: 2021-10-04T08:12:47Z
Handlebar template code gen are not used when target is EF Core 6.
I Suppose this should work as expected in VS 2022.
Steps to reproduce
Reverse enginer EF model from existing database.
TargetFramework: net6.0
"EF Core 6 (preview)" is target
and check "Customize code using Handlebar templates"
EF Core: v6.0.0-rc.1.21452.10 is referenced in project
Generated code should not have a default constructor when using Handlebar templates.
If I change to target "EF Core 5" the Handlebar templates as used.
Further technical details
EF Core Power Tools version: (found in About dialog - blue questionmark icon on context menu)
Database engine: SQL Server
Visual Studio version: Visual Studio 2022 preview 4.1
EF Core PT: 2.5.786   (latest from nightly build)
There is no messages/compiler error for HBS templates in "Output" - "Extensions".

Closing comment (2021-10-04T09:28:27Z): Duplicate of #1106
Repository: ErikEJ/EFCorePowerTools

Issue #2459: Error: Could not open options file: dabbuilder
Created: 2024-08-18T17:43:02Z
When running the "Data API Builder Scaffold" option, after selecting the table/tables I get the following error:
System.InvalidOperationException: Result error:
Could not open options file: dabbuilder
at string EFCorePowerTools.Handlers.ReverseEngineer.ResultDeserializer.BuildDiagramResult(string output)
at async Task EFCorePowerTools.Handlers.ReverseEngineer.EfRevEngLauncher.GetDiagramInternalAsync(string arguments)
at async Task EFCorePowerTools.Handlers.ReverseEngineer.EfRevEngLauncher.GetDabConfigPathAsync(string optionsPath, string connectionString)
at async Task EFCorePowerTools.Handlers.ReverseEngineer.DabBuilderHandler.GenerateFilesAsync(string optionsPath, string connectionString)
at async Task EFCorePowerTools.Handlers.ReverseEngineer.DabBuilderHandler.BuildDabConfigAsync(Project project)
Provide technical details


EF Core Power Tools version: 2.6.422


Exact Visual Studio version: 17.11.0


Database engine: SQL Server


EF Core version in use: EF Core 8


Is Handlebars templates used: no


Is T4 templates used: no


Is a SQL Server .dacpac used: no

Duplicate issue #2468: Data API scaffold builder fails 
Created: 2024-08-19T22:11:02Z
How to cause the error

Create a project using the ASP.NET Core Web API template.
Select the options for .NET 8.0 LTS, no authentication, HTTPS, Enable OpenAPI support and Use Controllers.
Create a connection to Northwind and confirm that I am able to generate the models and DBContext with that connection.
Using the context menu to select Data API Builder Scaffold results in this error in the Extensions output.

System.InvalidOperationException: Result error: 
Could not open options file: dabbuilder

   at string EFCorePowerTools.Handlers.ReverseEngineer.ResultDeserializer.BuildDiagramResult(string output)
   at async Task<string> EFCorePowerTools.Handlers.ReverseEngineer.EfRevEngLauncher.GetDiagramInternalAsync(string arguments)
   at async Task<string> EFCorePowerTools.Handlers.ReverseEngineer.EfRevEngLauncher.GetDabConfigPathAsync(string optionsPath, string connectionString)
   at async Task EFCorePowerTools.Handlers.ReverseEngineer.DabBuilderHandler.GenerateFilesAsync(string optionsPath, string connectionString)
   at async Task EFCorePowerTools.Handlers.ReverseEngineer.DabBuilderHandler.BuildDabConfigAsync(Project project)

Technical details


EF Core Power Tools version: (found in About dialog - blue questionmark icon on context menu)
2.6.420


Exact Visual Studio version: (e.g. Visual Studio 2022 17.6.5)
VS 2022 Enterprise 17.10.5


Database engine: (SQL Server, Azure SQL, Postgres, Oracle, Firebird, SQLite, MySQL)
SQL Server


EF Core version in use: (e.g. EF Core 7)
EF Core 8


Is Handlebars templates used: no/yes
No


Is T4 templates used: no/yes
No


Is a SQL Server .dacpac used: no/yes
No

Closing comment (2024-08-20T05:12:29Z): Duplicate of #2459
Repository: ErikEJ/EFCorePowerTools

Issue #100: [Feature] Generate IEntityTypeConfiguration<T> Mappers
Created: 2018-10-06T17:01:13Z
Currently all the mapping of the EntityTypes are generated in the function:
 protected override void OnModelCreating(ModelBuilder modelBuilder). This can become pretty large...
I suggest we create scaffold a  IEntityTypeConfiguration file for each entity and use these in the
OnModelCreating function.
For example: Customer.cs

CustomerConfiguration.cs

internal class CustomerConfiguration : IEntityTypeConfiguration<Customer>
{
  public void Configure(EntityTypeBuilder<Customer> builder)
  {
     builder.HasKey(c => c.AlternateKey);
     builder.Property(c => c.Name).HasMaxLength(200);
     // ...
   }
}

DbContext

// OnModelCreating
builder.ApplyConfiguration(new CustomerConfiguration());
Optional:

Choose a template name suffix

Duplicate issue #259: Entity Mapping Classes
Created: 2019-09-25T21:36:22Z
Thank you for this tool.  It is a great and much needed tool.  In the old power tools for EF6, reverse engineering was creating separate Entity and Mapping Classes.  But now there are only two options 1) to create the entity attributes or 2) to directly include the mappings in the context object as modelBuilder for the entity. I like to keep entities as pure poco classes and let the mapping class define the mappings and constraints for the database. I have several tables and the option 2 above generates a huge context class and it looks so ugly.  Am I missing something here?  was there a good reason to omit the option to create mappings as a separate class?

Closing comment (2019-09-26T16:21:08Z): Duplicate of #100 - it is not something that the EF Core Scaffolding supports at the moment.
Repository: ErikEJ/EFCorePowerTools

Issue #1300: Feature Request: Place sproc Entities in same place as other Entities
Created: 2022-02-28T14:45:01Z
As a feature request, it would be great to be able to support Handlebars as the means to generate the StoredProcedures class that contains all the SP methods, as well as the ability to use Handlebars to customize the entities that are generated.
It would also be helpful if the entities for the SP can go in a different project than the main context too, like you can do for the entities representing the table.

Duplicate issue #1397: Reverse engineer tables that include a namespace and the optional entity Types path
Created: 2022-05-18T04:14:58Z
Describe what is not working as expected.
When reverse engineer tables that include a namespace and the optional path (folder), it's tagging the folder name onto the namespace. If I wanted that I could put it on my original namespace, or add it to the sub-namespace. I just want these files generated into a specific folder in my project.
Reverse Engineer using DB Connection, Filter Schemas Not Checked, EF Core 6
Select Tables, Click Ok
Input the Namespace
Input an EntityTypes Path (folder name)
What to Generate: EntityTypes Only
Pluralize Object names checked
Everything else defaults.
When generating the entities for tables, it's tagging the EntityTypes Path onto the namespace. Is this supposed to work like that? I just want my entities saved in a folder with the namespace I entered in the "Namespace" input area.
EF Core version in use: EF Core 6
Is Handlebars used: No
EF Core Power Tools version: 2.5.966.0
Database engine: Sql Server
Visual Studio version: Visual Studio 2022 Community

Closing comment (2022-05-23T05:50:47Z): @wobblybob I am confused - I was basing my help to you on the screenshot you shared - are you saying now that it  does not reflect what you want to do? In that case, you must share what you ACTUALLY want to happen - otherwise how can I help you?


When selecting "EntityTypes Only" under 'what to generate' it removes my entities for stored procedures? Those seem to be linked to the DbContext generation not the entity types generation. Is that correct?


"removes" ? - seems like a duplicate of #1300
Repository: ErikEJ/EFCorePowerTools

Issue #1587: Setter removed from Entity for Child Entities in EF 7
Created: 2022-11-16T10:40:26Z
Using EF Core power tools for EF core 7, Child entities converted into getter only.
EF 6
public virtual ICollection X { get; set; }
vs
EF 7
public virtual ICollection X { get; } = new List();
There are few places in our code that need to set this property explicitly.
Is there any workround for this?

Duplicate issue #1643: How to create setter for navigation properites
Created: 2023-01-03T16:07:05Z
Using the latest version of this extension, I noticed that the navigation properties no longer have a setter. Has something changed recently surrounding this? I use the setter extensively in my application.

Closing comment (2023-01-03T16:10:18Z): Duplicate of #1587
Repository: ErikEJ/EFCorePowerTools

Issue #50: EFPT: Improve .NET Core process launcher 
Created: 2018-06-14T06:21:16Z
C:\Code\EntityFramework\src\dotnet-ef\RootCommand.cs

Duplicate issue #81: ASP.NET/EF Core 2.1.1 - Crash on Add DbContext Model Diagram
Created: 2018-08-03T02:30:24Z
Describe what is not working as expected.
Add DbContext Model Diagram
Steps to reproduce
Include a complete description that I can redo to reproduce the issue.

Install EF Core Power Tools from Visual Studio 2017 Extensions and Updates.
Close VS, wait for EFCPT to finish installing.
Open VS and open existing solution, with existing DbContext (actually two (2) contexts exist in the project I'm working with).
Right click project and select 'Add DbContext Model Diagram'.
Observe "System.IO.FileNotFoundException", referencing Microsoft.AspNetCore.Hosting.Abstractions.

Further technical details
EF Core Power Tools version: (found in About dialog - blue questionmark icon on context menu)
1.0
Database engine: (SQlite, SQL Compact, SQL Server, Postgres)
SQL Server 14.0.1000
Visual Studio version: (e.g. Visual Studio 2017 15.7)
Visual Studio Community 2017 15.7.5
See this gist for the exception:  https://gist.github.com/scottpage/4a6c26898033c141f9c14d5b7359470b#file-efcpt1_0-crash-aspnetefcore211-txt

Closing comment (2018-08-03T06:17:47Z): I think your issue may be related to: #50
Please let me know if I can help, if you decide on an attempt to fix!
Also, this workaround might be able to unblock you for now: https://github.com/ErikEJ/EFCorePowerTools/wiki/Inspect-your-DbContext-model
Repository: ExtendRealityLtd/VRTK

Issue #436: Rework how headset collision fading works
Created: 2016-08-21T08:48:10Z
#401

Duplicate issue #418: Can't teleport outside of a mesh ? 
Created: 2016-08-17T22:57:42Z
If i teleport near a wall, sometimes i can teleport middle inside the wall mesh, the view is black and it seems from inside i can't no more teleport outside , so the player is stuck.
How to avoid this situation ?

Closing comment (2016-08-22T06:10:57Z): Related to #436
Repository: ExtendRealityLtd/VRTK

Issue #4: [Controller] Replace model for HTC controller with a custom model
Created: 2016-04-26T07:36:21Z
It seems this is something the SteamVR plugin supports, I need to investigate how to bring this functionality over (in a working form) to the toolkit

Duplicate issue #164: Custom Controller
Created: 2016-06-12T06:42:14Z
Hi Fox and other developers here. Sure there are many junior developers like me, trying to change in the examples Steam Controller for one custom (hand for example). Some instruction here could be helpful. Thanks for the toolkit, It is incredibly helpful !!

Closing comment (2016-06-12T06:44:18Z): Related to #4
I can look to add an example scene it it helps.
Repository: ExtendRealityLtd/VRTK

Issue #12: [Interaction] Ability to use a grabbed object
Created: 2016-04-27T06:09:02Z
At the moment there is only 1 interaction button (e.g. trigger). pressing it does both grab and use.
You cannot grab an object and then use it because if you're grabbing an object you're pressing the interaction button, so releasing it drops the object.
It would be nice to have a grabbed object then press a different button to use the held object.
This also lends itself well to the grab on click, drop on click rather than the hold grab button.
Should be easy enough to implement by having a new button alias (one for grab and one for use)

Duplicate issue #3: [GrabbableObjects] Make a functional firearm / projectile script and prefab
Created: 2016-04-26T07:35:26Z
It would be nice to demonstrate how to have a prefab that can be picked up and fired.

Closing comment (2016-04-27T10:46:50Z): This is a duplicate of #12
Repository: ExtendRealityLtd/VRTK

Issue #2093: Problems with Axis movement Locomotion
Created: 2020-01-29T09:40:39Z
Environment

Code source: Github
Code version: VRTK v4 commit 5e503d5
Platform version: Unity 2018.4.14f1 (also tested with 2019.2.0.f, and same issue)
Hmd: Oculus Rift S

Steps to reproduce

Download v4 and go into sample farm scene.
Start play mode and go open options-menu -> slide locomotion options to "axis movement".
Walk into the barn and climb up the ladder.
Try to move to the Zip Wire. Now when you move on the 2nd floor of the barn the controls will start to freeze and become unresponsive, there's also problem with snap turning when this happens, when this happens no movement buttons work correctly, but you can still spawn the options menu and select an other locomotion option to get out of the stuck. One time i also got teleported from inside the barn and out of the building and back to the starting position, and then the controls started to move me horizontally to the left automatically.

Expected behavior
That axis movement should work normally without becoming unresponsive. And that snap turns still work as expected.
Current behavior
The axis movement controls become unresponsive and certain parts. And feels buggy and should be looked into. Snap turns also malfunction when this happens.
There are no errors being reported in the unity console when these issues happens.
You can also get the "player gets moved automatically to the left" bug when you replace the environment and enable axis movement as default locomotion.
I recorded what happens:
https://streamable.com/uxcf8
In the video you can see me move to the barn and on the second floor there are control stutters. Then when i move out of the barn. I start sliding to the left, without pushing the joystick. You can see me leaving the touch controllers in front of me, but still it moves the player to the left.

Duplicate issue #2097: When using AxisMovement, the joysticks will fail or lose control.
Created: 2020-02-26T14:26:15Z
Environment

Code source: Unity Packages
Code version: VRTK Prefabs 1.1.9/Tilia Input UnityInputManager 1.2.3
Platform version: Unity 2019.2.1f1
3rd party dependencies: None
Hardware Used: Oculus Rift/Quest

Steps to reproduce

Start play mode and go open options-menu -> slide locomotion options to "axis movement".
Climb up the Windmill.
Climb high and fall down, and shake the joystick at the same time.
AxisMovement would lose effect and Freeze in place or lose control to keep moveing.

Expected behavior
That axis movement should work normally without losing effect or losing control.
Current behavior
from the air to the ground, the axismovement would lose effect.

Closing comment (2020-02-26T14:28:00Z): duplicate of #2093
Repository: ExtendRealityLtd/VRTK

Issue #840: Simulator SDK's reported angularVelocity values are broken
Created: 2017-01-19T13:11:18Z
It looks like the Simulator SDK reports too big values for the angular velocity of the headset and always zero for the controllers. (Compared to the only SDK we know of that reports correct values: SteamVR.)
Also: Because the Oculus SDK is broken in regards to its reported angular velocities we calculate the angular velocities ourselves in that SDK, too. It would make sense to extract the above Simulator SDK fix into VRTK_SharedMethods (or a new helper class that goes into the Internal folder) and use that one in all the SDKs.
Possible angular velocity calculation links:
http://answers.unity3d.com/answers/890259/view.html
https://forum.unity3d.com/threads/manually-calculate-angular-velocity-of-gameobject.289462/#post-2710972
Averaging Quaternions:
http://wiki.unity3d.com/index.php/Averaging_Quaternions_and_Vectors

Duplicate issue #1163: GetControllerVelocity is broken for Simulator
Created: 2017-05-05T20:52:24Z
Environment
VRTK Github af7ccb6
Unity 5.5
Steps to reproduce
Try to get GetControllerVelocity when using simulator
Expected behavior
Get valid values
Current behavior
Always getting zero

Closing comment (2017-05-06T05:30:56Z): Related to #840
Repository: ExtendRealityLtd/VRTK

Issue #1618: Determine current touching object by distance to nearest origin rather than last touched
Created: 2017-11-15T18:17:18Z
The interact touch script at the moment determines the most current touching object based on the last object that was touched.
It would be good to have an option on the interact touch script to determine the current touching object based on which object is closest to a certain point on the interact touch script (e.g. the origin or a custom transform which could be set to the grab attach point).
This pull request already attempted to implement this feature but it is way out of date.
#315

Duplicate issue #1694: OnTouch event called on wrong InteractableObject
Created: 2018-01-10T14:59:05Z
Environment

Source of VRTK Unity Asset Store
Version of VRTK 3.2.1
Version of Unity3D 2017.3.0f3
Hardware used None
SDK used Simulator

Steps to reproduce

select example scene 041_Controller_ObjectSnappingToDropZones.unity
add VRTK_InteractableObject_UnityEvents to the cube Cube_HighlightOnTouch
create script Logger

using UnityEngine;

public class Logger : MonoBehaviour {

    public void LogName()
    {
        Debug.Log(this.name);
    }
	
}


attach Logger script to the cube Cube_HighlightOnTouch
add LogName function to OnTouch event
duplicate Cube_HighlightOnTouch 4 times and create hierarchy original-> copy 1-> copy 2-> copy 3-> copy 4
set y position of all duplicates to 1.1
run
touch cubes from top to down and repeat this action

Expected behavior
Cube name logged in console will be the same as the name of the touched cube
Current behavior
Logged name is not the name of touched cube but the name of its parent
Other info

probably related to #983 since reverting fix proposed in link above will fix my issue but OnTouch will be again called per frame
ignore bad highlighting, it is caused by:

foreach (Renderer renderer in GetComponentsInChildren<Renderer>(true))
{
	var objectReference = renderer.gameObject.GetInstanceID().ToString();
	if (!originalRendererMaterials.ContainsKey(objectReference))
	{
		continue;
	}

	renderer.materials = originalRendererMaterials[objectReference];
	renderer.sharedMaterials = originalSharedRendererMaterials[objectReference];
}

in VRTK_MaterialColorSwapHighlighter which should be reconsidered as well

Closing comment (2018-01-11T06:58:35Z): this behavior seems to be related to #1618 and fixed by #1688 when you set MultiTouchSelectionStyle to ClosestOrigin
Repository: ExtendRealityLtd/VRTK

Issue #222: [Suggestion] Headset View Manipulation
Created: 2016-07-01T12:42:05Z
I think there are some ways to combat vr sickness when using artifical movement. The controller movement or the room extender could benefit from it.

 Changing the FOV when in motion
 Blurring the the full view or some parts of it
 Blacking out the outer edges

I have no starting point when implementing these. Maybe someone can give me a hint?

Duplicate issue #347: Tunneling a Possible Addition?
Created: 2016-08-04T12:44:59Z
So during the upcoming VRDC, Ubi's Olivier Palmieri is going to be talking about how they keep people from ralphing while playing their upcoming game Eagle Flight (which does appear vomit inducing from gameplay vids) by utilizing 'blinders' when the player is near objects that would whizz by their peripheral vision such as buildings. Effectively 'Tunneling' (I'm assuming), also used in Adrift
Anyway, any thoughts in implementing something like this? If not like the version in the linked video below, perhaps this could be similar to a geometry-based blink mechanic I've seen (no pun intended), using the geometry (Iris?) to converge at a point around the center of the players vision (should be a parameter that can be set to have larger or smaller 'blinders'). If that proves a bit cumbersome, perhaps just an alpha texture on a plane in front of the camera?
Here's Tunneling:
https://www.youtube.com/watch?v=lKnM5gC-XpY
...and a sample blink I randomly found:
https://www.youtube.com/watch?v=nDko7_iqXlQ
Thanks!

Closing comment (2017-09-27T10:55:45Z): Duplicate of #222
Repository: ExtendRealityLtd/VRTK

Issue #436: Rework how headset collision fading works
Created: 2016-08-21T08:48:10Z
#401

Duplicate issue #417: Custom texture or color inside meshes
Created: 2016-08-17T22:52:47Z
When the head camera is going into a 3D mesh object, the actual color is black.
How can we change the color or draw some texture pattern like horizontal red lines ?

Closing comment (2016-08-22T06:11:09Z): Related to #436
Repository: ExtendRealityLtd/VRTK

Issue #225: Hold one object with 2 controllers
Created: 2016-07-01T20:53:12Z
as the title says,
one object, 2 controllers. (hold the object left and right).

Duplicate issue #427: [Advice/Request] Holding an object at two points
Created: 2016-08-20T02:11:38Z
Is there any way to hold an object a two points?
Been trying to use joints to hold a rifle at two points for the 'full' effect thing.
Not sure if I'm being dumb or ignorant haha
Any Advice?
Also I've been trying to work on a belt like inventory for placing objects I've just picked up, have you thought about this or made any system like this? I'm struggling toggling object from being a child of the player and into the players hand.

Closing comment (2016-08-21T08:50:24Z): This is a duplicate of #225
Repository: ExtendRealityLtd/VRTK

Issue #543: Expose Layers Instead of Hardcoding
Created: 2016-09-09T00:40:43Z
There are many times that the toolkit automatically assigns a specific layer to an object. For instance, in the pointers, the beams are ignoreraycast.
When using the touchpad movement, the HMD/rig is forced to another layer. This is a problem when we are using layers for culling or for triggers.
Two asks. First: Don't change layers on objects that VRTK isn't creating. This means that any controller/camerarig/hmd should remain the specific layer it has.
Two: Expose the layer that any newly created gameobject will have to the editor/script.
VRTK is great, though. I had to change the layers in the code to get it working with my new project.

Duplicate issue #759: [Camera Rig ] automatically changes layer to Ignore raycast.
Created: 2016-12-21T16:35:10Z
I use VRTK_climbing and VRTK_heightadjustment.
When I start the game the [Camera rig] changes from Default layer to Ignore Raycast.
Does anyone know how keep it in default layer? So it will be affected by raycast from npcs
I'm pretty sure Player_Presence is doing it.

Closing comment (2016-12-21T16:37:02Z): duplicate of #543
Repository: FabricMC/fabric

Issue #1821: The client chunk unload may not fire when the load distance is decreased
Created: 2021-11-12T15:11:13Z
Check ClientChunkManager#updateLoadDistance. We don't seem to be injecting there to catch unloads. To be confirmed though.

Duplicate issue #2423: BlockEntity Lifecycle Events Don't Trigger Intuitively
Created: 2022-07-25T19:46:27Z
BlockEntity UNLOAD don't seem to appear to trigger when a chunk exits render distance, nor do they trigger when the player exits the dimension while they are outside of render distance.
Notably, they do fire the UNLOAD event if the player changes dimensions while they are in render distance.
Secondly, the client LOAD event triggers before the NBT is read from the packet the server sends the client. This can be an issue, if the load handler needs to do something using data that could be in the NBT.

Closing comment (2022-07-25T19:56:09Z): Potentially related to #1821 and #1822
Repository: FabricMC/fabric

Issue #467: Broken random block placement
Created: 2019-12-18T18:40:55Z
Version: 0.4.25 build 282
Description: Blocks that are supposed to appear at random position render at the center instead.
especially annoying with Bamboo



Expectation
Outcome

Duplicate issue #481: Fabric API Renders Flowers as Centered On Block
Created: 2019-12-27T17:39:20Z
Hello
Fabric API is rendering flowers centered on their block as opposed to the offset that is normal in minecraft. I've looked, but I can't find any config options to turn this off or any other way to control it, and as fabric api is required for fabric mods, I can't remove it either. If I just missed the config for it, let me know.
I realize this may be intended behavior, but if so, can you please add a config for those of us who don't want flowers in a straight line? It'd be neat if there was any way to do it in a way that would let people who want to grow gardens in a straight line still be able to, while flowers on grass are still offset. Maybe by block types? Not sure if that's possible though.
Anyway, really want a way to turn this off.
Using minecraft 1.15.1 & fabric api 0.425+build.282

Closing comment (2019-12-27T17:48:18Z): This is also a duplicate of #467.