FHIR Extension displays ?gen-e1? in IG - hl7-fhir

I have been playing around with FHIR for a few weeks and Extensions have been causing me some confusion. I have a resource derived from Basic that contains two extensions (one based off of ImagingStudy and the other off of Device). However, when I build the IG, I don't see the Referenced type properties available for inspection. Am I doing something incorrectly with my defintions?
I have also read that when creating extensions, I need to publish them so that they can be referenced (maybe this is part of the original problem?). Is there a good reference or tutorial that describes the publishing process? I would like to push to my local system.
Any other resources that folks could recommend to a beginner would be greatly appreciated!
Thank you very much!

oh that shouldn't happen. can you report a bug here https://github.com/HL7/fhir-ig-publisher/issues wihth a link to a github repo branch or a zip that reproduces it?

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ITMS-90338: Non-public API usage PROCESSING ERROR - Previously Working

Upon uploading a binary to App Store Connect, I receive this email from Apple:
ITMS-90338: Non-public API usage - The app references non-public selectors in [PROJECT NAME HERE]: callWithArguments:, estimatedProgress, frameInfo, getVersion, initWithFrame:configuration:, isMainFrame, navigationDelegate, navigationType, setNavigationDelegate:, setProcessPool:, targetFrame, toDouble, toString, userContentController. If method names in your source code match the private Apple APIs listed above, altering your method names will help prevent this app from being flagged in future submissions. In addition, note that one or more of the above APIs may be located in a static library that was included with your app. If so, they must be removed. For further information, visit the Technical Support Information at http://developer.apple.com/support/technical/
However, other than the build number increasing from 1.2 to 1.2.1, this is the exact same Binary that has been previously uploaded (and is live).
I've checked other questions on StackOverflow, such as this and this, however are typically in reference to third party SDKs.
I am completely baffled as I don't use these method names at all, anywhere in the project...
Is this an issue with iOS 16 having been just released?
Thank you.
UPDATE
This issue has been resolved on the app validation backend. Resubmitting should work.
source
Original Answer
I'm also experiencing this issue this morning. A simple search of my project reveals many usages of these WKWebView APIs that are clearly public.
I suspect the issue is due to an issue with App Store builds linking against the freshly announced iOS16/Mac updates this morning. Unless those APIs have been outright banned today with no warning (unlikely), I'd put money on it being an Apple issue which they will resolve ASAP.
I tried many ways online but finally found one way out. Refer to this comment on the gihub issue. Hope you find this helpful!

Firefox source code analysis; lines of code per component

I am currently trying to analyse Bugzilla in order to find the ratio of number of bugs : lines of code for each Firefox component. However, I have never worked with Bugzilla before and have no knowledge of Firefox's codebase.
How would I go about finding lines of code per Firefox component (as they appear on Bugzilla under Comp header)? I have made an attempt at looking through mozilla central, but have no idea which source files relate to which components.
EDIT: Dexter pointed out that there is a directive BUG_COMPONENT in the mozilla-central tree, but this directive seems extremely incomplete and is not helpful. Any other advice, or pointers as to where I could get such advice would be much appreciated.
Great question! We recently added the BUG_COMPONENT directive (see the meta bug) to the Firefox code: it's in the moz.build file contained in each directory in the source. This directive allows linking each file in the repository to the related Bugzilla component.
For example, the following directive found here, tells that all the files in test/browser containing the Telemetry word belong to the Toolkit::Telemetry component on Bugzilla.
with Files("test/browser/*Telemetry*"):
BUG_COMPONENT = ("Toolkit", "Telemetry")
You can use either DXR or searchfox to quickly search the Firefox repository.
Updated the answer to account for the questions in the comments.
As noted in the comments, some components are tracked on Bugzilla (e.g. Activity Stream) but do not have a direct mapping to source files within the mozilla-central repository (the one Firefox is built from). That's because some newer components do not ride "the trains" (~6 weeks development cycle), but are rather updated more frequently and deployed as addons.
The code for these components usually lives under the Mozilla github account, along with other project. Since there are quite a number of projects, one way to identify the ones you might be interested in is to restrict them to JavaScript ones. If you follow this last link, you'll see the repository for both the test-pilot and Activity Stream (plus other addons).
I'm afraid the only way to match GitHub projects to Bugzilla components is to look at the name of the repository on GitHub and find the matching component in Bugzilla: you can type the name here to get some component suggestions. If you want to get fancy, you might also leverage the Bugzilla REST API:
Get a list of the JS GitHub project.
Extract the name of the project.
Use the REST API to get the component suggestion.
I would personally just consider the mozilla-central repository as a starting point, as it is mostly annotated: scrape the BUG_COMPONENT from the source files, map them to the paths then use the REST API to get the list of bugs.
Sidenote: the Download Panel seems to be correctly annotated in the main repo.

Sketchapp Headers information

I want to learn more about sketchapp to build a plugin for it, I was looking at the JSON files we can extract from a project and i noticed all the "classes" (i look them up and they show up as headers) tagged in it like: "MSRect", "MSColor", "MSExportOptions", etc.
I've looked at the sketchapp developer webpage, and some forums and i found some mentions to this classes but i couldn't get anything usefull at basic level.
The question would be, where i can find information about what are those classes and what they do?
Thank you.
https://github.com/abynim/Sketch-Headers, here I could find all the information i needed about this "classes", some one took the time to use the dump command to get all the information ( Methods, properties, etc.), and upload it to github.
This files took some time to understand and manage, but they solved all the problems i had with the creation of my plugin for Sketch.

Images in markdown files in GitHub Enterprise

I'm working on a README.md file in a GitHub Enterprise repository.
It's funny, I'm using the same code snippet I use in my public repositories, i.e.
![alt text](https://raw.github.com/repository/project/master/filename.png)
Unfortunately, this kind of command doesn't work on the enterprise project.
I see one big difference in the raw version of a picture. Specifically, in the enterprise repository I have a the URL of the raw picture file with a query parameter, e.g.
?token=AAABGqiVI6Qk6Mi4ZM0ZBeHrXexkUBmNks5W_AyCwA%3D%3D
Does someone know how to embed a picture in a markdown in GutHub enterprise?
Have you tried working with using relative links to your images? So trying to do something like ![](img/image_name.png)? The reason why I recommend this is because if they are working with your repo, they should have these images regardless and if they are accessing this online, GitHub will handle the rendering properly. This is assuming that you want this information to be facing towards others to be able to see it.
It is actually recommended by GitHub to not use absolute links such as [Absolute README link](https://github.com/username/repo/blob/branch/docs/more_words.md) Source
Edit: I also found this question/answer on SO that might be useful to refer to about how to solve it. It also mentions with the relative linking:
GitHub recommend that you use relative links with the ?raw=true parameter to ensure forked repos point correctly.
It also talks about how you can have a separate branch that can contain all of your screenshots and you can reference them as:
![Alt text](/../<branch name>/path/to/image.png?raw=true "Optional Title")
Hope this helps!

What do I need to know to create Xcode project templates?

I know some of the tutorials for creating Xcode project templates, for example this one here: http://robnapier.net/blog/project-templates-364
This is the best one I could find. All others basically repeat the same info, or are no longer up to date, or worse tell me that even they don't know what they're doing. Possibly useful tools that are linked to here and in other places are no longer available.
I keep running into roadblocks, and would like to gather as much information as possible on the process of creating Xcode project templates. Info that is most importantly up to date (at least it must be relevant for Xcode 3 or higher).
For example, what I'd like to see is:
a description of the
TemplateChooser.plist and similar
plist files and what these options do
(in my case, once I add a
TemplateChooser.plist, my project
disappears from the Xcode project
template list)
how to create a project template that references another .xcodeproj (when I do that, the other .xcodeproj appears in the project template list even though it doesn't use the special naming convention)
processes that can be applied, for example is it possible to run a script during the creating of a project from a template? This would be useful to unzip certain files into the newly created project.
If you have the answer or suggestions to any of the issues above, I'd appreciate that. Otherwise any link to good Xcode project template resources would be highly recommended. Especially if there is an official documentation from Apple - I haven't found one yet which seems to imply that project templates are undocumented.
Have you seen these:
http://www.sodeso.nl/?p=895
http://www.codeproject.com/KB/iPhone/CreatingXcodeProject.aspx
If you say you have searched, I'm pretty sure you've already seen the links but these are the best resources I could find with my 'googlabilities'
You might try contact this guy - http://linkedin.com/in/mottishneor he has some related messages around the web
The links suggested by FX are also not bad at all!
There is indeed little XCode template info out there. What I have found of interest are the following links (I documented myself on the topic, but haven't yet gone any further):
a Google Code search reveals a few examples, but not much
in particular, I found interesting to look at the code provided by Three20; they have some basic examples, like here
referencing another project worked for me, so maybe you could open a specific question about that giving more details?
there is information scattered on the Apple mailing-lists
there is no official documentation from Apple, as is evidenced by the lack of results to this query
I'm sorry if this is not a Enlighting, concise answer. As you said, it's not well documented, and sources are all over the place. I just hope I could highlight some places to find information that your own searches might not have reached :)
I don't have a Mac anymore, so this is as much as I can give you without testing this myself. As far as I can tell, Xcode templates are undocumented by Apple.
This guy has some guides for messing with Xcode templates but the info is pretty sparse. My suggestion for working with templateChooser.plist is to try to only edit that file in the interface builder.
This guide is a good example of how to add a reference to another .xcodeproj. For the reason you were having trouble adding a reference to your project we probably need more information.
If you scroll way down in this doc you can that each template already includes a script called myscript.sh. This script will show up in the scripts menu for projects built with that template. That isn't quite as convenient as running scripts automatically, but it's better than nothing.
In conclusion, Xcode template documentation is a nightmare. It looks like there are a lot of powerful features there, but they are obscured because of lack of user friendlyness and because documentation lags far behind Apples updates of Xcode. It just doesn't seem to be a priority for them. I hope this helps.
And yet another video link http://howtomakeiphoneapps.com/2010/10/how-to-make-custom-xcode-templates-with-video/

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