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Posts tagged with :bug:

PianoMan0
@PianoMan00
Today I worked on my sprig project and finally fixed a bug in my internet browser for kids.
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/2abeafbe-4004-4a94-b9bb-c0e4097e2fb1-screenshot_2024-12-12_165723.png
PianoMan0
@PianoMan00
I worked on my sprig!! And finally fixed the bug in my code!!
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/aff6c94d-796b-4ac8-b444-d6c554777d9a-screenshot_2024-12-11_165606.png
KavishDevar
@KavishDevar0
didn't manage to do much for my airpods project today, but i tried to communicate with the find my server running on the airpods case to read battery even when the airpods are not connected for audio. And of course a few bug fixes in the UI... github.com/kavishdevar/aln
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tony
@tony0
lets go i finished the extremely complex 3d projection engine from scratch and learning linear algebra, but just one problem, there is bug, and it not easy to fix because of how complex the math is behind it, i coded over night bruh, now even the gui isn't showing because it crashes bruh
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ManuG-U04C8LLPKS7
@ManuG-U04C8LLPKS70
improved ai model for subtask creation (will fix weird space bug)
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/afd00d9d-04ea-4f6f-b0db-be342cfee52d-screenshot_20241129-011800.jpg
JigmetAvinash
@JigmetAvinash0
Today was quite stuggle-full day, cause I was in no mood to code. Thankfully HighSeas had the motivation inside. Welps, I have now configured the modes change, the different safety precautions and many minor bug fixes. I thought on a full introductory of the project today but I guess It will take till the weekend. Till then I will continue to code and enjoy this scrapbook. Also, I added a README so I dont need to add or save anything here, perhaps fun too !. Anyways (tags : Nextjs, Javascript, TypeScript, Vs Code, High Seas) Ba-Bye and Adios
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snej55
@snej550
Today I fixed the player movement and added some spikes, plus some bug fixes/optimization.
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Hadrian
@Hadrian0
Day 4, finally fixed the bug! It's about relative and absolute path.
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KavishDevar
@KavishDevar0
I managed to style my AirPodsLikeNormal android app a little bit better now. • The top app bar blurs the background (wth google! you're saying i can't blur background on jetpack compose directly!?) • The sliders are better themed now • and i tracked down a bug where the app would activate bluetooth audio profiles (a2dp and hsp) when they were put into case, just after deactivating them after they're taken out of ear Not much of an update, just because the blurring part took me 3 hours -_- GitHub - github.com/kavishdevar/aln Original Scrap - hackclub.slack.com/archives/C01504DCLVD/p1732651925430999
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MadAvidCoder
@MadAvidCoder0
I've just finished my Ultimate Tic Tac Toe. About to ship now! I finalised the system, and implemented a number of bug fixes. I didn't add an AI opponent, but I might release an update with it another time.
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DerekGou
@DerekGou0
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Hadrian
@Hadrian0
Day 3 of debugging the same bug (about to give up :sadge: )
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KavishDevar
@KavishDevar0
Been a long time since I actually posted something on here... I have made an app for android (and linux) that makes using AirPods on those operating systems way easier and better. Do you know how much Apple likes to restrict most of the features to their devices. Well, I removed the restriction! I reverse-engineered how Apple devices communicate with AirPods and wrote an app for linux and android. AirPods use the L2CAP Bluetooth protocol to communicate with apple devices. The linux version of this app has multiple scripts. One of them runs as a daemon to handle the connection, and others to handle UI, userspace, like pausing music, lowering volume, etc.. I did this so that I can have multiple applications which can talk to the AirPods without interrupting the other one. It is written purely in Python. Currently, I have made a tray application using PyQT5/6. It manages ear detection, conversational awareness, and gives me control over ANC. And, it shows the battery level too! As for the Android app, well I have attached a few images! Yes, I have tried to clone iOS's settings screen for AirPods. :okig: The android app was a pain to work upon. For starters, Android's bluetooth stack sent extra packets to the AirPods to check for some flow control mode. The AirPods will not respond to anything until they receive a specific handshake packet. I had to download the entire android source to test out and edit the libbluetooth_jni.so (the bluetooth stack). Then, I used my smol brain to make a few changes to the source code (and by a few changes, i mean commented a few lines)... And, it worked! Rant about Apple - Guess what- They hide their handshake packet from the PacketLogger app which allows me to view all the packets sent/received from my mac to any bluetooth device. Fortunately this was available online thanks to some other people who worked way before me. Apple even hid another packet necessary to activate Conversational Awareness and Adaptive Audio! Somehow, I got really, really, really lucky, and the packet just showed up in the PacketLogger app, shortly after which, it crashed. :confused-dino: What works on the app – • Accurate battery levels • In-Ear detection – Music is automatically paused when they're taken out of ear! Plus, AirPods are removed as an available audio output device when none of the AirPods are in ear. • Conversational Awareness – Lowers volume when you start speaking! • Set Noise Control Mode – I can change the Noise Control Mode on my AirPods Pro 2! • Renaming AirPods • And a bunch of other settings extracted from the iOS/iPadOS settings page. ◦ Namely, Toggle Conversational Awareness, Toggle Loud Sound Reduction, Set Adaptive Audio Noise level, Toggle Automatic ear detection, Off listening Mode, Tone Volume, Noise Cancellation with Single AirPod, Toggle Volume Control by swiping. • And, of course, a debug screen, which lists all packets received, and even allows you to send packets! GitHub: github.com/kavishdevar/aln upvote the issue on android issue tracker so that the bug gets fixed: issuetracker.google.com/issues/371713238 :>
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jacob
@jacob0
day 2 update for thanksgiving: I fixed the title screen music bug
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/c401ec4f-f8a7-4be4-87bf-8b322677e8e9-image.png
MatthewYakligian
@MatthewYakligian0
Today I worked on my website clone, adding smooth scrolling and container pinning using GSAP and Lenis 🚀 (currently working out a bug with the smooth scrolling)
https://scrapbook-into-the-redwoods.s3.us-east-1.amazonaws.com/3993e8e7-dbb9-4c1b-9451-6c413bdc07f8-screenshot_2024-11-25_at_7.35.36___pm.png
Satindar
@Satindar0
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ajhalili2006
@ajhalili20060
Shipping from my laptop straight to Nest (after this, going to setup systemd service unit file first) before #C07PZMBUNDS| ends (please vote for me to get some :sky-scales:), it's @HackClubLeeks ! It's a Slack app companion for #C06089401GT| for data sleuths at Hack Club Slack with a review queue similar to how #CNMU9L92Q| work to avoid abuse and false flags for those who want to spot the leaks minus the copy-and-paste-da-permalink part. Don't worry, leeks flagged through the bot are anonymous but logged the user ID of the first person to flag for moderation purposes. Simply react with :leeks: or privately flag as leek via message actions on channels like #C05SVRTCDGV| and #C054QL5JHU0| (or even #C01FXNNF6F2| if you seriously want to FAFO with the FD). Found a bug or want to coordinate a patch/merge request or just want to help review the possible leeks in the queue? No problemo, hop into #C07T2EP4PLZ|. The source code is licensed under MPL-2.0 with the block builder library from Prox2 under MPL-2.0 AND AGPL-3.0 (apologies for SPDX-License-Identifier speak), and even has a GitHub mirror for Low Skies and visibility reasons.
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SafwanSamsudeen
@SafwanSamsudeen0
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NikoPurdie
@NikoPurdie0
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NinaDong
@NinaDong0
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StavrosPurdie
@StavrosPurdie0
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Hereux
@Hereux0
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crabby605
@crabby6050
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Thorben
@Thorben0
Kubernetes Minecraft Server Deployment CLI I just released 1.1.0-beta adding a few features: • added command to delete deployments • added table printing to output formatted • removed API connection in some commands to improve performance Of course I addressed a few bug fixes as well. Check it out on GitHub! github.com/FourtySeven047/Kubernetes-MC-Server-Deployment-CLI
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AlejandroSanchezInfantes
@AlejandroSanchezInfantes0
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Miras
@Miras0
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LuisAFK
@LuisAFK0
I've made multibun, a sort-of version manager for Bun. I say sort-of because while it can perfectly be used as a version manager, allowing you to download several versions and easily switch between them, its main use case, and what I designed it for, is to run scripts against several versions of Bun easily. This could be used for extensively testing your library to ensure it works on several versions, or to test in what versions a bug in Bun itself occurs. I had initially made this for testing bun-decompile against all versions to ensure full compatibility, but then decided to publish it separately. It can generate reports for version runs in several formats, including CSV, HTML, and more. An example HTML report for bun-decompile can be found here.
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LuisAFK
@LuisAFK0
There was a bug in the bun-decompile webapp, where I had forgotten to release a new version of a library it depended on but it worked locally because I had linked the dependency. So now the webapp works, and I've also improved the tests! You can try it at bun-decompile.surge.sh Source code on GitHub
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retrooperpersonal
@retrooperpersonal0
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ShahmNajeeb
@ShahmNajeeb0
Logicytics update 2.0.1 and 2.0.2 Added too much documentation, cleaned up the repo, also gave it more github bot for automation Differences: v2.0.0 vs v2.0.2 Issues Fixed -> #31 Commits: These are yml bot config runs tests Commits:- github.com/DefinetlyNotAI/Logicytics/commit/e2bd2f02eafae6e0c9004a8526c2cdff6938603f github.com/DefinetlyNotAI/Logicytics/commit/11a52d3a41d2a95661b5125091a59e0138d532d1 github.com/DefinetlyNotAI/Logicytics/commit/337af6dfb38c873031ba87383a29334309727584 github.com/DefinetlyNotAI/Logicytics/commit/fcb74417bc75fbbe3a286bbb72b2cde07e304c90 github.com/DefinetlyNotAI/Logicytics/commit/bf86bd738cfc8e2a0114e3cef65fb0032d9b8351 github.com/DefinetlyNotAI/Logicytics/commit/94105f2407af1135230822a6e962a90f355ff386 github.com/DefinetlyNotAI/Logicytics/commit/90ceab583871b5d23943bdd573525566308b3669 github.com/DefinetlyNotAI/Logicytics/commit/a85ff57d2478948c2e9d6c116745371451b40a80 Wiki Update Revisions Revision 4 wiki Revision 3 Wiki Revision 2 Wiki Documentation Updates + Bug Fixes Commits:- github.com/DefinetlyNotAI/Logicytics/commit/08930f08929f92ff0fc355ee06dfbdb1a2a0a45e github.com/DefinetlyNotAI/Logicytics/commit/ea1530d2c0cc74a325da6c5d3946de0c0b6b3de0 github.com/DefinetlyNotAI/Logicytics/commit/2e48fb517fbd33600f8032b9444a1fa755a21503 github.com/DefinetlyNotAI/Logicytics/commit/1c063486a2f53f24ecf9607a94076f34b34f56aa github.com/DefinetlyNotAI/Logicytics/commit/d8d28379f53552916a353f8e677e6c24164dc712 github.com/DefinetlyNotAI/Logicytics/commit/732bed86b0858b9ad0c4d696f0b7fd7e810933dc github.com/DefinetlyNotAI/Logicytics/commit/aea54013c3560e67dc794eff64d2725d28e72136
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A
@A0
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Craig-U07FBU5MM8U
@Craig-U07FBU5MM8U0
I have finished v0.2.0 of ScriptMaker, my programming language generation tool based on WebScript. It has lots of bug fixes and now supports reading syntax from a file. GitHub Repo README Reviewers Note
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koeg
@koeg0
hit a large roadblock with music jam, there is a bug in the the build tool and i foreshore can finished the project in this moth, so I'm making a scrapbook
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NinaDong
@NinaDong0
Octodive update: • Add outline to collectibles • Pause added • New start menu art • adjust hitbox • adjust enemy spawn rate • fix cut-off octopus sprite • fix randomly missing hearts on the restart bug • sound effects for menus and restarting This is my last scrapbook. The jam is about to end and this is my finished product. As you can see, almost everything was just bug fixes and polishes. Repo: github.com/Caramel4764/Octodive Game: caramel4764.github.io/Octodive
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Matthew-U05BA68DB6E
@Matthew-U05BA68DB6E0
Oops, I exceeded the session limit. hackclub.slack.com/archives/C01504DCLVD/p1724191163743349 NEW UPDATES TO PORTAL GAME!!!!! • Added many new levels • Play tested, improved, and bug fixed many levels • Added new menus and screens • Fixed a few glitches It can be played at: jedim101.itch.io/portal-game GitHub Repo: github.com/jedim101/2d_platformer NOTE TO REVIEWER: The videos included in the sessions show how to complete each level. If you’d like to play it yourself without spoiling the solutions, try it out before watching the videos.
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Matthew-U05BA68DB6E
@Matthew-U05BA68DB6E0
NEW UPDATES TO PORTAL GAME!!!!! • Added many new levels • Play tested, improved, and bug fixed many levels • Added new menus and screens • Fixed a few glitches It can be played at: jedim101.itch.io/portal-game GitHub Repo: github.com/jedim101/2d_platformer NOTE TO REVIEWER: The videos included in the sessions show how to complete each level. If you’d like to play it yourself without spoiling the solutions, try it out before watching the videos.
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binarybard
@binarybard0
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Sajeg
@Sajeg0
So here I'm with another :jam: update. What can I say. Big new level, cut scenes, sound effects and BUGS 🐛 . Here you can watch me play and then needing to fix a bug. github.com/Sajeg/BreakOut
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NinaDong
@NinaDong0
Octodive update: • Fix bug allowing player to dash again while dashing • Sand ground and occasional foreground that obstruct view • Fix the game becoming slower bug caused by some never-deleted entities eating up memory • New clownfish enemy • New jellyfish enemy • Optimized enemy spawn time to be more fair and reasonable • Some enemy sprite variation for flavor • New start and instruction menu screen so the player doesn't get dropped into the game instantly (instruction says green outlined stuff are good but I actually haven't added the outlines yet) The game jam is ending soon and I have school so I won't be getting much done after this. My next scrapbook will be the final scrapbook for this project and consist primarily of sprite and bug fixing. I squashed quite a few bugs but there's plenty more. Repo: github.com/Caramel4764/Octodive Game: caramel4764.github.io/Octodive :jam:
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AditBajaj
@AditBajaj0
#arcade fixed a lot of bugs, refactored majorly, major performance improvements, and began implementing Slack thread support for my Slack Native app. (Performance improvements are not visual so I displayed the logging of lazy loading to the left) (Also a new bug just appeared randomly so I cannot show the WIP thread support and everything properly) GitHub: github.com/intercepted16/slack-native/tree/dev
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Henri
@Henri0
In the last hours, I was working to finish the first version of selfmail. I did some bug fixes, added a new editor to the dashboard and created this homepage. This homepage is mainly to get new users into the waitlist, so I can share updates with them. This is the github link and I think I'll add this version soon to selfmail.app.#
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NinaDong
@NinaDong0
Octodive update: • Background music (I self-made it with Chrome Music Maker and although I had no idea what I was doing, I'm quite proud of the result) • Sound effects for dashing, picking consumables, loops, taking damage, and dying. • Fix the restart bug where no enemy would show up • Trash enemies have different "skin appearances" for flavor • Heart and ink bottle collectibles • Auto ink generator system that gives a boost automatically every 8 seconds (sprite will be redone to be more visible) • Invincibility after taking damage or while dashing In addition, there was a lot of code rebasing to make coding more enemies easier (not super smart because the jam ends soon but what can I say). I playtested for bugs and solved some along the way but a restart random hit bug is bothering me and I haven't found a fix yet. Repo: github.com/Caramel4764/Octodive Game: caramel4764.github.io/Octodive :jam:
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RyanDiLorenzo-U04JGJN2B40
@RyanDiLorenzo-U04JGJN2B400
For the past few weeks now, I've been working on OnBoard's very own Grafana dashboard for statistics data of how it's doing as a whole. Tracking submissions, submission times, reviewer times and average grant values and more to know how to improve our strategy and make it easier for hack clubbers to get their PCB grants. It's made in Rust and fetches data from AirTable, HCB and GitHub APIs all while dockerized. It's my largest project dealing with APIs and JSON and I've learned so much throughout the process. This project singlehandedly introduced me Docker by creating my own docker image along with learning about Prometheus Exporters in Rust. I'm finally releasing a V1 stable and while it may not have all the data and be 100% bug free, I'm hoping people can use this project to make their own Grafana dashboards on other YSWS projects. See the Docker Image See the Code See the Dashboard
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beyond-reality-dev
@beyond-reality-dev0
:jam: This is another update for the text-based RPG that I am developing in JavaScript, and the first one done specifically for the Arcade Jam (although I forgot to put the :jam: emoji next to some sessions)! :jam: I’ll first describe some technical fixes and then move on to the more interesting content additions. First, I fixed a bug where when an alert popped up on the screen (such as one when a player tries to save during combat), the player would no longer be able to type actions in the input bar. It took a bit of time to diagnose but after that it was simply a matter of returning focus to the input bar. Another UI-related fix was having the game check the gameSpeed value before generating the UI. It’s a radio button, so the current gameSpeed value should be selected, but for new games the gameSpeed value is generated after the radio buttons. This led to the wrong button appearing to be selected, but this was fixed by adjusting the default selection. Finally, I fixed an issue where spells could be cast that were not in the player’s spellbook. The issue was that I forgot to set the value of a checking variable, matchKnown, to false, which led to spells bypassing the checking system. I also had to do some refactoring because links to cutscenes were inadvertently broken. Moving on from the technical changes and bugfixes, there were a lot of mechanics that were added to the game. The first big one was adding an ammo checking system, which actually made sure that weapons had sufficient ammo and then decreased the quantity of ammo by one after use. This also allowed certain weapons, like javelins, to serve as their own ammo. I also changed how enemies dropping items worked, having them now drop items after death into the room rather than into the player’s inventory. I also made support spells have actual functionality and implemented temporary stat modifiers to give some more depth to gameplay. Finally, I added level scaling to ensure that spells and weapons would not become totally useless as the game goes on, although I still have significant work to do balancing-wise. On a related note, I changed the action economy to allow the use of spells and weapons in the same turn. Beyond mechanics, I continued to add a lot of actual content to the game. This included adding a bunch of new locations, such as expanding the rooms in the Imperial Dreadnought and the labyrinth behind the Imperial Treasury. I also greatly expanded the variety of weapons and tried to make it easier to generate custom weapons to give players some more variety in preparation for the game jam. To improve development speed, and minimize burn out, I am trying to develop content and mechanics in parallel to each other. GitHub: github.com/beyond-reality-dev/Spoken-Word-Sorcery
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2008wbbv-U05REM6JGGJ
@2008wbbv-U05REM6JGGJ0
i added a bunch more things to my website github.com/2008wbbv/2008wbbv.github.io/commits/main , some of the commits may seem small that are related to the bug but thats beacuse all the trial and error amounted to only a few lines of code compared to the hours spent
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LuxKaiwalker
@LuxKaiwalker0
github.com/Neurologism/whitemind happy to announce the first working version of the whitemind interface enabling custom drag and drop applications for control flow. in this release, i primarily enabled arrow handling and made sure that there is a user friendly way to establish them. also there were a lot of minor bug fixes. A older version of the website can be viewed at www.whitemind.net but you also can ng s the github repo to view this website 😄
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MohammadKamrul
@MohammadKamrul0
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Marceloni
@Marceloni0
I made a sprig game based aound the "falling sand" genre There are 3 different elements to play around with: Stone, Sand and Water. They all behave differently. You can try the game out here sprig.hackclub.com/share/yQXMZP9g7C3loCOGkVSb but please note that there's currently a bug with how Water is distributed Here's the GitHub Repo github.com/Marceloni/sprig-sandbox controls: W A S D to move your cursor around J to change the size of your brush L to switch between different elements I to clear the screen K to place the element with the brush cursor
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