javascript – setting start scripts to start app on heroku

I have a React / node app that I took over and that I am trying to push to heroku.

I use the following commands to start my app locally:

cd react-web
sudo npm run postinstall
export REACT_APP_CUSTOMER_ENVIRONMENT=testenv
npm start

so, this starts the app. Now for heroku, in my root directory package.json, I have this start script:

    "scripts": {
    "test-web": "cd react-web && npm test && cd ..",
    "test": "npm run test-web",
    "start": "cd react-web && npm run postinstall && export REACT_APP_CUSTOMER_ENVIRONMENT= testenv && npm start"
  },

and then in my react-web package.json, I have this:

 "scripts": {
    "start": "node checkEnvironmentForBuild && react-app-rewired start",
    "build": "node checkEnvironmentForBuild && react-app-rewired build",
    "deploy": "aws s3 sync build/ s3://YOUR_S3_DEPLOY_BUCKET_NAME --delete",
    "postdeploy": "aws cloudfront create-invalidation --distribution-id YOUR_CF_DISTRIBUTION_ID --paths '/*' && aws cloudfront create-invalidation --distribution-id YOUR_WWW_CF_DISTRIBUTION_ID --paths '/*'",
    "postinstall": "npm link ../shared",
    "test": "node checkEnvironmentForBuild && react-app-rewired test",
    "eject": "react-scripts eject"
  },

in my Procfile, I have this:

web: npm start

when I push to heroku, in the logs, I receive the H12 timeout error. It basically says it is failing with the start scripts.

anyone know what my problem could be

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How are taproot scripts represented in general?

I’m pretty familiar with the opcode style of writing down scripts. I can understand the stack-based language nature of bitcoin script where you can write down different script spend paths via ifs like this:

OP_IF
   <3, publicKey1, publicKey2, publicKey3, 2, ...> OP_CHECKMULTISIGVERIFY
OP_ELSE
   <7 days> OP_CHECKSEQUENCEVERIFY
   <3, publicKey1, publicKey2, publicKey3, 1, ...> OP_CHECKMULTISIGVERIFY
OP_ENDIF

which can then be executed with a scriptSig like "ignored" key1Sig 1 or "ignored" key2Sig 0.

However, I don’t know a good way to write down spend paths for taproot. Eg, if I want to say have a key spend-path using a threshold signature, and I want 3 script spend-paths, one of which has two nested script spend-paths, what’s a good way to represent that. Or rather, how has that been represented in the past? And how does a transaction spending an output select which taproot script spend-path it wants to use? In the current script, one of the if branches is selected with either 1 or 0 pushed onto the stack via the scriptSig. In Taproot, how is the spend path selected?

is there a way to write SCRIPTS that CONDITION OVER THE CURRENT TIME stamp?

I am very new to bitcoin scripts, and need to design some high level bitcoin protocols without enough time to really dive into the details of the language itself.

Is there a way to write a script that conditions on the current time?
something like this. where currentTime stands for the current time stamp.

GivenTimeLimit=8.23.2013

if currentTime<GivenTimeLimit: 
 redeeming requires knowing x s.t h(x)=x (input is x)
else: 
 redeeming requires knowing x s.t. h(x)=x AND z s.t. h(z)=z (inputs are x and z)

I am trying to create a situation where until time (or date) GivenTimeLimit, only one party p1 can redeem a certain amount, but after GivenTimeLimit, only the other party, p2, can redeem this amount. Is that possible?

Thank you very much!

unityscript – Get checkpoints from array from other scripts

I have a small problem with my pathfinding system in tower defense.
In the array attached to the 1st object, I have all checkpoints which entity should walk in a given order.

    public GameObject() PathfindingCheckpoints;

Then each enemy should get the checkpoints from this array and walk through each one and when reaches last, disappears and lowers tower health.
And I’m stuck on getting checkpoints from the array and setting them as a destination.
Almost forgot, I’m using NavMesh.
Right now code is:

using UnityEngine;
using UnityEngine.AI;

public class EnemyAI : MonoBehaviour
{
    public int whichCheckpoint = 0;
    NavMeshAgent myNavMeshAgent;
    void Start()
    {
        GameObject checkpointSource = GameObject.FindWithTag("CheckpointDefinition");
        myNavMeshAgent = GetComponent<NavMeshAgent>();
    }

    // Update is called once per frame
    void Update()
    {
        myNavMeshAgent.SetDestination();
    }
}

And I don’t know how and what to do.
Many thanks for your help.

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Live Chat Unlimited

Admin submitted a new resource:

Live Chat Unlimited – Live Chat Unlimited

View attachment 14268

Updates

Version 2.5.0 – 31 January 2018

  • + Archive chat
  • + Delete chat
  • + Re-join chat when its closed
  • + Online/offline buttons for operators
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[Liam W] (RIP) Member Self Delete | XenForo Nulled Download

This add-on gives your members the ability to delete their own accounts.

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Users are logged out when requesting deletion, and an email confirming them of their decision is sent.

Please consider contributing on GitHub…

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[DRC] Nav Search No Auto

Admin submitted a new resource:

[DRC] Nav Search No Auto – Prevent Autocompletion in the Navbar Search.

View attachment 32433

Read more about this resource…

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