Time Machine say it couldn’t complete back up because disk is nearly full, but it isn’t

Time Machine says it cannot complete the backup because the disk is nearly full, but it is not. In fact, the Time Machine tab under System Preferences says “2.68 TB available”.

Time Machine was working fine for a couple of years, then suddenly started getting this error. I have not made any major file or fold moves recently.

The external backup drive is 4TB G-DRIVE which has always been used exclusively for Time Machine backups. I noticed from the beginning that this single drive shows as two different mount points. Under “About This Mac / Storage”, it shows as:

External 4 TB USB Disk

G-DRIVE mobile USB-C
2.86 TB available of 4TB

G-UTILITIES
4.04 GB available of 4.08 GB

I assumed this was normal but perhaps it is not. If it’s not correct, I don’t know how to correct it.

G-UTILITIES just contains few instructional documents that came with the drive. They are about 30 MB total in size.

Under “About This Mac / Storage”, my hard drive that I back up (Macintosh HD), shows “1.52 TB available of 2.12 TB”. That is, it is about 71% full.

What do I need to do get the backups running again?

(I see other related posts on similar issues, but they are not quite the same. Most of them refer to Time Machine becoming confused by large file or folder moves which is not relevant in this case. And none of them address the 2 mount points for the single backup drive.)

Please see 4 screen shots below.

Thanks!

Time Machine error message

System Preferences / Time Machine tab show plenty of space

About This Mac show main hard drive and single backup drive with 2 mounts

Both drives as viewed from "finder" app.

Why isn’t Mac’s Trash search scoped to the Trash by default?

When I open the Trash on Mac, it’s usually because I’m looking for a specific file that I deleted.

I’ll search for the file name (or part of it)… and then the Mac returns every file in the file system that matches, by default, on “This Mac”. I have to click Trash in order to find the file in the Trash, every time.

Searching This Mac

What’s the UX reason that search isn’t scoped to the Trash by default, when there’s already an easy-to-access global search (command-F)? Doesn’t this violate the User Control heuristic?

unity – why isnt this playing a sound?

This code is supposed to play a sound when I press ‘E’ but it’s not working. also keep in mind I’m new to unity and coding in general so don’t be to harsh if I made a really dumb mistake.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class flashlightonoffsound : MonoBehaviour
{

    public AudioSource flashlightsound;

    // Use this for initialization
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.E))
        {
            flashlightsound.Play();
        }
        else
        {
            flashlightsound.Stop();
        }
        
    }
}

unity – why isnt this pause menu code working?

the code when it works right should pause the game (which means setting the timescale to 0)when you press esc and bring up a pause menu. it does this, but when i press the menu button( which brings me to the main menu) and then press play(brings me to level 1) the level starts off with a timescale of 0 and i have to press esc for the game to start.`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class PauseMenu : MonoBehaviour
{
public static bool GameIsPaused = false;

public GameObject pauseMenuUI;

void Start()
{
    pauseMenuUI.SetActive(false);
}

// Update is called once per frame
void Update()
{
    if (Input.GetKeyDown(KeyCode.Escape))
    {
        if (GameIsPaused)
        {
            Resume();
        }
        else
        {
            Pause();
        }
    }
}
public void Resume()
{
    pauseMenuUI.SetActive(false);
    Time.timeScale = 1f;
    GameIsPaused = false;
}

void Pause()
{
    pauseMenuUI.SetActive(true);
    Time.timeScale = 0f;
    GameIsPaused = true;
}

public void LoadMenu()
{
    SceneManager.LoadScene("main menu");
}

}`

unity – why isnt this for turning a flashlight on and off working?

i dont know if this matters but I’m using unity 2D. the code only turns the flashlight off and not back on.

`using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class flashlightonoff : MonoBehaviour
{
public static bool flashlightisoff = false;

public GameObject Flashlight;

void Start()
{
    Flashlight.SetActive(true);
}

void Update()
{
    if (Input.GetKeyDown(KeyCode.E))
    {
        if (flashlightisoff)
        {
            ON();
        }
        else
        {
            OFF();
        }
    }
    
}

void ON()
{
    Flashlight.SetActive(true);
    flashlightisoff = false;
}

void OFF()
{
    Flashlight.SetActive(false);
    flashlightisoff = true;
}

}`

reverse proxy – Why “/” nginx location rule fails to catch some URLs? Isn’t it supposed to go with all?

I have an nginx that serves as reverse proxy, and it redirects requests to an angular app or to a node js backend app depending on the request URL. There is also a rule location ~ /s/(cas)/(.*) that serves static content (although I’m seeing now that if “/” caught this route too, it would not be necessary to have that rule, as static content is also kept at backend:4000).

My concern is particular to the most general rule “/” that is supposed to catch all requests that did not fall into any other location, it is not applying correctly to some URLS causing nginx to send its 50x.html error page. In particular, my problem is that this redirection seems to not catch all traffic that didn’t fit a previous rule. And is the one rule in charge of redirecting the traffic that should land on the angular app.

If I’m correct, this should fall under the “/” rule:

https://SUBDOMAIN.DOMAIN.es/user/trip/13925/instant?sharedToken=(REDACTED)

And these should at least be redirected correctly by the “/” rule, but also show the nginx fail page after a lot of timeout:

https://SUBDOMAIN.DOMAIN.es/user/trip/foo/instant?sharedToken=(REDACTED) # changed id for "foo"
https://SUBDOMAIN.DOMAIN.es/user/trip/instant?sharedToken=(REDACTED) # removed id segment of url
https://SUBDOMAIN.DOMAIN.es/user/instant?sharedToken=(REDACTED) # also removed "trip" segment of url

Any other variation of the url works fine and is redirected to https://backend:4000.

So, why aren’t these rules caught by the location “/”?

This is the nginx config file. Domain and subdomain have been omitted on purpose:

server {
    listen 443 ssl http2;
    listen (::):443 ssl http2;
    expires $expires;
    add_header Strict-Transport-Security "max-age=15768000; includeSubDomains" always;
    server_name (SUBDOMAIN).(DOMAIN_NAME).es;
    ssl_certificate /etc/nginx/ssl/CERT.crt;
    ssl_certificate_key /etc/nginx/ssl/CERT.key;
    ssl_protocols TLSv1 TLSv1.1 TLSv1.2;
    ssl_prefer_server_ciphers on;
    ssl_ciphers EECDH+CHACHA20:EECDH+AES128:RSA+AES128:EECDH+AES256:RSA+AES256:EECDH+3DES:RSA+3DES:!MD5;
    ssl_session_cache shared:SSL:5m;
    ssl_session_timeout 1h;
    gzip on;
    gzip_disable "msie6";
    gzip_vary on;
    gzip_proxied any;
    gzip_comp_level 6;
    gzip_buffers 16 8k;
    gzip_http_version 1.1;
    gzip_min_length 256;
    gzip_types text/plain text/css application/javascript application/json application/x-javascript text/xml application/xml application/xml+rss text/javascript application/vnd.ms-fontobject application/x-font-ttf font/opentype image/svg+xml image/x-icon;

    location ~ /api(?<url>/.*)  {
        resolver 127.0.0.11;
        set $target http://backend:5000/api${url}$is_args$args;
        proxy_set_header X-Forwarded-Host $host;     # Relay whatever hostname was received
        proxy_set_header X-Forwarded-Proto $scheme;  # Relay either http or https
        proxy_set_header X-Forwarded-Server $host;   # Relay whatever hostname was received
        proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
        proxy_set_header X-Forwarded-Prefix /api/;
        proxy_set_header Host "SUBDOMAIN.DOMAIN.es";

        add_header Access-Control-Allow-Origin *;
        add_header Access-Control-Max-Age 3600;
        add_header Access-Control-Expose-Headers Content-Length;
        add_header Access-Control-Allow-Headers Range;

    ## Websockets support 2/2
        proxy_http_version 1.1;
        proxy_set_header Upgrade $http_upgrade;
        proxy_set_header Connection $connection_upgrade;
    ## END Websockets support 2/2

        proxy_pass $target;
        client_max_body_size 10M;
    }

    location ^~ /_assets/ {
        alias /usr/share/nginx/html/assets/;
    }

    location ^~ /.well-known/acme-challenge/ {
        alias /usr/share/nginx/html/.well-known/acme-challenge/;
    }

    location ~ /s/(cas)/(.*) {
        add_header Pragma "no-cache";
        add_header Cache-Control "no-store, no-cache, must-revalidate, post-check=0, pre-check=0";
        proxy_pass http://backend:4000;
    }

    location / {
        #root /usr/share/nginx/html;
        proxy_pass http://backend:4000;
        expires -1;
        proxy_set_header X-Forwarded-Host "SUBDOMAIN.DOMAIN.es";
        proxy_set_header X-Forwarded-Server "SUBDOMAIN.DOMAIN.es";
        proxy_set_header Host "SUBDOMAIN.DOMAIN.es";

        add_header Pragma "no-cache";
        add_header Cache-Control "no-store, no-cache, must-revalidate, post-check=0, pre-check=0";

        add_header Access-Control-Allow-Origin *;
        add_header Access-Control-Max-Age 3600;
        add_header Access-Control-Expose-Headers Content-Length;
        add_header Access-Control-Allow-Headers Range;
    }

    #error_page  404              /404.html;

    # redirect server error pages to the static page /50x.html
    #

    error_page   500 502 503 504  /50x.html;
    location = /50x.html {
        root   /usr/share/nginx/html;
    }

}

json – Swift The data couldn’t be read because it isn’t in the correct format

I am new to swift and trying to figure out how to parse JSON to a struct. I am trying to get an image from NASA Mar’s Rover Photos.I am trying to follow tutorials online, but can’t seem to fix this issue. What am I doing wrong here?

error:

Fatal error: The data couldn’t be read because it isn’t in the correct format.

import Foundation

class API {
    class func getImage(_ onSucessus: @escaping ((LatestPhoto)) -> ()){
        Constrant.session.dataTask(with: Constrant.request){(data, res, err) in
            guard let data = data, err == nil else{
                fatalError()
            }
            do{
                let apod = try Constrant.decoder.decode((LatestPhoto).self, from: data)
                DispatchQueue.main.async {
                    onSucessus(apod)
                }
            }
            catch{
                fatalError(error.localizedDescription)
            }
            
        }.resume()
        
    }
}

Struct

struct LatestPhoto: Identifiable, Codable{
    let id = UUID()
    let imgSrc: String
    let earthDate: String

    enum CodingKeys: String, CodingKey {
        case imgSrc = "http://stackoverflow.com/img_src"
        case earthDate = "earth_date"
      
    }
}

JSON

{
  "latest_photos": (
    {
      "id": 839114,
      "sol": 3127,
      "camera": {
        "id": 20,
        "name": "FHAZ",
        "rover_id": 5,
        "full_name": "Front Hazard Avoidance Camera"
      },
      "http://stackoverflow.com/img_src": "https://mars.nasa.gov/msl-raw-images/proj/msl/redops/ods/surface/sol/03127/opgs/edr/fcam/FRB_675093431EDR_F0880366FHAZ00302M_.JPG",
      "earth_date": "2021-05-23",
      "rover": {
        "id": 5,
        "name": "Curiosity",
        "landing_date": "2012-08-06",
        "launch_date": "2011-11-26",
        "status": "active"
      }
    },
    {
      "id": 839115,
      "sol": 3127,
      "camera": {
        "id": 20,
        "name": "FHAZ",
        "rover_id": 5,
        "full_name": "Front Hazard Avoidance Camera"
      },
      "http://stackoverflow.com/img_src": "https://mars.nasa.gov/msl-raw-images/proj/msl/redops/ods/surface/sol/03127/opgs/edr/fcam/FLB_675093431EDR_F0880366FHAZ00302M_.JPG",
      "earth_date": "2021-05-23",
      "rover": {
        "id": 5,
        "name": "Curiosity",
        "landing_date": "2012-08-06",
        "launch_date": "2011-11-26",
        "status": "active"
      }
    }
  )
}

sharepoint online – Javascript isn’t being loaded correctly

I have a very simple html file that displays a new image every 2 seconds. Im pretty sure my code works, I can open the file in a browser and everything is as expected. However, when I put it in an content editor webpart it fails to work properly. I currently have the code in a different file that the content editor refrences, Im not really sure where Im going wrong as Im very new to sharepoint. My code is below:

<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<style>
* {box-sizing: border-box;}
body {font-family: Verdana, sans-serif;}
.mySlides {display: none;}
img {vertical-align: middle;}

/* Slideshow container */
.slideshow-container {
  max-width: 1000px;
  position: relative;
  margin: auto;
}

/* Caption text */
.text {
  color: #f2f2f2;
  font-size: 15px;
  padding: 8px 12px;
  position: absolute;
  bottom: 8px;
  width: 100%;
  text-align: center;
}

/* Number text (1/3 etc) */
.numbertext {
  color: #f2f2f2;
  font-size: 12px;
  padding: 8px 12px;
  position: absolute;
  top: 0;
}

/* The dots/bullets/indicators */
.dot {
  height: 15px;
  width: 15px;
  margin: 0 2px;
  background-color: #bbb;
  border-radius: 50%;
  display: inline-block;
  transition: background-color 0.6s ease;
}

.active {
  background-color: #717171;
}

/* Fading animation */
.fade {
  -webkit-animation-name: fade;
  -webkit-animation-duration: 1.5s;
  animation-name: fade;
  animation-duration: 1.5s;
}

@-webkit-keyframes fade {
  from {opacity: .4} 
  to {opacity: 1}
}

@keyframes fade {
  from {opacity: .4} 
  to {opacity: 1}
}

/* On smaller screens, decrease text size */
@media only screen and (max-width: 300px) {
  .text {font-size: 11px}
}
</style>
</head>
<body>

<div class="slideshow-container">

<div class="mySlides fade">
  <div class="numbertext">1 / 3</div>
  <img src="https://sharepoint.stackexchange.com/image1.jpg" style="width:100%">
  <div class="text">Caption Text</div>
</div>

<div class="mySlides fade">
  <div class="numbertext">2 / 3</div>
  <img src="image2.jpg" style="width:100%">
  <div class="text">Caption Two</div>
</div>

<div class="mySlides fade">
  <div class="numbertext">3 / 3</div>
  <img src="image3.jpg" style="width:100%">
  <div class="text">Caption Three</div>
</div>

</div>
<br>

<div style="text-align:center">
  <span class="dot"></span> 
  <span class="dot"></span> 
  <span class="dot"></span> 
</div>

<script type="text/javascript">
var slideIndex = 0;
showSlides();

function showSlides() {
  var i;
  var slides = document.getElementsByClassName("mySlides");
  var dots = document.getElementsByClassName("dot");
  for (i = 0; i < slides.length; i++) {
    slides(i).style.display = "none";  
  }
  slideIndex++;
  if (slideIndex > slides.length) {slideIndex = 1}    
  for (i = 0; i < dots.length; i++) {
    dots(i).className = dots(i).className.replace(" active", "");
  }
  slides(slideIndex-1).style.display = "block";  
  dots(slideIndex-1).className += " active";
  setTimeout(showSlides, 2000); // Change image every 2 seconds
}
</script>

</body>
</html>

Instead of displaying my images every two seconds, sharepoint will flash through them all and remain stuck on the third one. I should also note that this is Sharepoint classic, all done online. I do not have access to sharepoint designer.