ActivityPub Viewer

A small tool to view real-world ActivityPub objects as JSON! Enter a URL or username from Mastodon or a similar service below, and we'll send a request with the right Accept header to the server to view the underlying object.

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{ "@context": [ "https://www.w3.org/ns/activitystreams", { "ostatus": "http://ostatus.org#", "atomUri": "ostatus:atomUri", "inReplyToAtomUri": "ostatus:inReplyToAtomUri", "conversation": "ostatus:conversation", "sensitive": "as:sensitive", "toot": "http://joinmastodon.org/ns#", "votersCount": "toot:votersCount", "litepub": "http://litepub.social/ns#", "directMessage": "litepub:directMessage", "Hashtag": "as:Hashtag" } ], "id": "https://peoplemaking.games/users/rp/statuses/112954114041997085", "type": "Note", "summary": null, "inReplyTo": null, "published": "2024-08-13T09:56:39Z", "url": "https://peoplemaking.games/@rp/112954114041997085", "attributedTo": "https://peoplemaking.games/users/rp", "to": [ "https://www.w3.org/ns/activitystreams#Public" ], "cc": [ "https://peoplemaking.games/users/rp/followers" ], "sensitive": false, "atomUri": "https://peoplemaking.games/users/rp/statuses/112954114041997085", "inReplyToAtomUri": null, "conversation": "tag:peoplemaking.games,2024-08-13:objectId=34100608:objectType=Conversation", "content": "<p>Looking into <a href=\"https://peoplemaking.games/tags/godotengine\" class=\"mention hashtag\" rel=\"tag\">#<span>godotengine</span></a> threading, I gotta wonder, why its perfectly fine to do, let&#39;s say, &quot;Control.new()&quot; in a thread, but calling &quot;instantiate()&quot; on a PackedScene, which is just a Control node without any changed properties (so, pretty much the same as &quot;Control.new()&quot;, i think), raises a whole bunch of thread safety check errors?</p><p>I feel inclined to just &quot;set_thread_safety_checks_enabled(false)&quot; before the instantiate calls, since the visual end-result looks the same, but that feels so wrong lol.</p>", "contentMap": { "en": "<p>Looking into <a href=\"https://peoplemaking.games/tags/godotengine\" class=\"mention hashtag\" rel=\"tag\">#<span>godotengine</span></a> threading, I gotta wonder, why its perfectly fine to do, let&#39;s say, &quot;Control.new()&quot; in a thread, but calling &quot;instantiate()&quot; on a PackedScene, which is just a Control node without any changed properties (so, pretty much the same as &quot;Control.new()&quot;, i think), raises a whole bunch of thread safety check errors?</p><p>I feel inclined to just &quot;set_thread_safety_checks_enabled(false)&quot; before the instantiate calls, since the visual end-result looks the same, but that feels so wrong lol.</p>" }, "attachment": [], "tag": [ { "type": "Hashtag", "href": "https://peoplemaking.games/tags/godotengine", "name": "#godotengine" } ], "replies": { "id": "https://peoplemaking.games/users/rp/statuses/112954114041997085/replies", "type": "Collection", "first": { "type": "CollectionPage", "next": "https://peoplemaking.games/users/rp/statuses/112954114041997085/replies?only_other_accounts=true&page=true", "partOf": "https://peoplemaking.games/users/rp/statuses/112954114041997085/replies", "items": [] } } }