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issue commentdavidkpiano/xstate

Visualizer won't show child machine

@davidkpiano thank you!

tomByrer

comment created time in 9 hours

issue commentfabio914/OculusQuestMixedRealityForiOS

Choppy playback gameplay with recording beat saber

Hey, these are likely because of your network. Make sure that you're using at least a 5 Ghz Wifi (802.11ac) and that the Quest and the iPhone both have a strong signal. I'd also suggest having both in the same room as the router, and making sure that not many other devices aren't using the network at the same time.

If that doesn't work, you can try recalibrating with a smaller resolution scale factor: 0.25x. Keep in mind, though, that this will affect the quality of the video.

Also, you can experience some performance issues if the iPhone is on low power mode.

jeffry1984

comment created time in 11 hours

pull request commentdavidkpiano/xstate

Svelte readme

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jamesopstad

comment created time in 13 hours

PR opened davidkpiano/xstate

Svelte readme

I've created a readme for @xstate/svelte based on the other integrations. Just a note also to say that there isn't a rollup build step yet so that will need to be added before it can be shipped.

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issue commentdavidkpiano/xstate

External self transitions require target to re-enter the state node

I would start from adjusting what terms are used there - a targetless transition is not a self transitions, at least not according to this glossary: https://statecharts.github.io/glossary/self-transition.html

slowselfip

comment created time in 14 hours

issue commentdavidkpiano/xstate

External self transitions require target to re-enter the state node

Thanks for clarifying. Like @Andarist mentioned, the docs could maybe be a bit more specific that targetless transitions will lack entry / exit-set (and thus not trigger entry/exit actions etc).

What I felt was a bit confusing was the following:

First it's mentioning "external transitions will exit and reenter the state node in which the transition is defined".

And then in the next section the following are listed:

  • EVENT: { actions: [ ... ], internal: false } - external self-transition
  • EVENT: { target: undefined, actions: [ ... ], internal: false } - external self-transition, same as above

Which is stating that the above event types are external and per the first definition exit and re-enter the state node which they are defined in.

Is it correct that targetless external self-transitions exit and re-enter their state nodes, but when they do, they do not have any entry / exit-set?

Maybe it's possible to specify that the last two event types are targetless and that targetless external self-transitions will not trigger entry- or exit actions of the parent state node?

slowselfip

comment created time in 14 hours

issue commentdavidkpiano/xstate

External self transitions require target to re-enter the state node

This is working as intended:

The exit set of a transition in configuration C is the set of states that are exited when the transition is taken when the state machine is in C. If the transition does not contain a 'target', its exit set is empty.

The entry set of a transition in configuration C is the set of states that are entered when the transition is taken. If a transition does not contain a 'target', its entry set is empty.

https://www.w3.org/TR/scxml/#SelectingTransitions

That is, regardless of if internal is specified, if there is no target, the state node will not be exited/reentered.

slowselfip

comment created time in 15 hours

issue commentdavidkpiano/xstate

External self transitions require target to re-enter the state node

The behavior looks correct - take a look at computeExitSet procedure described here: https://www.w3.org/TR/scxml/#AlgorithmforSCXMLInterpretation

Targetless transitions specifically do not exit any states - we could maybe document this better though. Would you be willing to prepare a docs PR that would make this more clear?

slowselfip

comment created time in 15 hours

issue openeddavidkpiano/xstate

External self transitions require target to re-enter the state node

Description <!-- A clear and concise description of what the bug is. --> This is regarding the documentation/functionality w.r.t. external self transitions. I'm not sure if I misinterpreted the docs or if it's a bug.

Expected Result <!-- A clear and concise description of what you expected to happen. --> The documentation at https://xstate.js.org/docs/guides/transitions.html#external-transitions mentions the following:

EVENT: { target: undefined, actions: [ ... ], internal: false } - external self-transition

and

External transitions will exit and reenter the state node in which the transition is defined.

From this I figured something like the following would suffice to re-trigger the entry/exit actions and the invoke on the someState state node when the machine received a SOME_EVENT - event.

{
  ...
  someState: {
    entry: 'someEntryAction',
    exit: 'someExitAction',
    on: {
      SOME_EVENT: {
        internal: false
      }
    },
    invoke: {
      src: someService,
      ...
    }
  }
  ...
}

To get the expected result I had to add an explicit target in the SOME_EVENT transition config.

on: {
  SOME_EVENT: {
    target: 'someState', // <- Here
    internal: false
  }
}

Actual Result <!-- A clear and concise description of what happened instead. --> Neither the entry/exit or invoke occured as I was sending SOME_EVENT to the machine.

Reproduction <!-- Create a reproduction of the issue from one of the following templates: -->

Additional context <!-- Add any other context about the problem here (e.g., XState version) -->

created time in 21 hours

issue commentfabio914/OculusQuestMixedRealityForiOS

connection failed, but telnet debugger successed.

@sp958857 did you solve this eventually? I too can connect from a normal computer (or a simulated app) to the headset but still no luck from the phone unfortunately

sp958857

comment created time in a day

issue openedfabio914/OculusQuestMixedRealityForiOS

Choppy playback gameplay with recording beat saber

Hi Fabio. Fantastic app

just having issues with choppy gameplay playback when screen recording in the iPhone. on the new version of beat saber (supporting 90hz) and when playing back recorded gameplay there is random Moments of choppiness

created time in a day

startedbarbagroup/AeroPython

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issue openedfabio914/OculusQuestMixedRealityForiOS

beatsaber color too dark

when i play Beat saber, the color is way too dark than the color what i see on the headset. is sometiing wrong in my end? i am using the ipad pro 2020

created time in a day

startedjoowani/colorpedia

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issue commentfabio914/OculusQuestMixedRealityForiOS

Gray screen

Make sure to quit the Oculus Mixed Reality Capture app, and then launch Beat Saber, before starting the mixed reality connection.

0408sea

comment created time in a day

issue openedfabio914/OculusQuestMixedRealityForiOS

Gray screen

For beat saber, I have all the right settings (include the one I have to change in the game), I can only see myself and the controllers everything else like the “background” is just gray. Did I missed anything?

created time in a day

issue closedfabio914/OculusQuestMixedRealityForiOS

Unable to connect: connectionTimeout

When I try to calibrate it shows this message Unable to connect: connectionTimeout. F825A10B-6336-49F7-AA53-E7A3FCB98B7D

closed time in a day

0408sea

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Fabio

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Update Compatibility.md

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issue commentdavidkpiano/xstate

Inconsistent handling of `StateMachine.withContext` and `useMachine` options.context

Yeah, this is currently an inconsistency. In v5, the default behavior will be to merge context, so the behavior will become consistent.

rlaffers

comment created time in a day

issue openeddavidkpiano/xstate

Inconsistent handling of `StateMachine.withContext` and `useMachine` options.context

Description When the custom initial context is configured with StateMachine.withContext API, the machine's context is completely replaced with the custom context, as explained in the docs. In contrast, when using the React hook useMachine, context passed in the options object is merged with the machine's context. Consider:

machine.withContext({ data: 42 })  // overwrites machine's context
// vs.
// (in a React component)
useMachine(machine, { context: { data: 42 } }) // merges data into machine's initial context

Unless I missed some deeper reasoning, this inconsistency is suboptimal.

Expected Result A consistent behavior when extending state machines with context using both APIs is expected.

Actual Result Two different methods of extending machine with a custom context have different behavior.

Reproduction https://codesandbox.io/s/condescending-kowalevski-z48m2

created time in a day

IssuesEvent

issue closedfabio914/OculusQuestMixedRealityForiOS

Unable to connect: connectionTimeout

When I try to calibrate it shows this message Unable to connect: connectionTimeout. F825A10B-6336-49F7-AA53-E7A3FCB98B7D

closed time in a day

0408sea

issue commentfabio914/OculusQuestMixedRealityForiOS

Unable to connect: connectionTimeout

Idk what happened, but my quest 2 somehow just changed it’s IP address today and when I try the new IP address it worked!

0408sea

comment created time in a day

issue commentdavidkpiano/xstate

onTransition does not fire after every transition

If you are referring to what events onTransition is being called with - this batching only applies to NULL events (aka always transitions) and raised events. If you send an event FOO to a machine and it specifies a regular send action in a matched transition(s) then this second event won't be "batched" for the purpose of onTransition.

tomByrer

comment created time in 2 days

issue commentdavidkpiano/xstate

onTransition does not fire after every transition

Ah, thanks David!

BTW, I assume XState tries to batch actions, even from different states, until it hits a transition it can not cross. (As opposed to taking each state at a time.) Am I correct?

tomByrer

comment created time in 2 days

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