Add benchmarking for the http tracing handler

Adds a benchmark to be used as a baseline for future changes or migrations. This is helpful especially because tracing happens in several places like activator, queue-proxy. Note that eventing uses direct calls to opencesus lib eg. trace.StartSpan() in its event handlers and sets span attributes explicitly in several occasions (this is lighter compared to the handler we benchmark here). I am wondering if we can do the same for Serving as trace.StartSpan() is run anyway as part of the HTTPSpanMiddleware (worth investigating next and use this benchmark to compare changes). Maybe create an optimized handler to be used with activator, queue-proxy?
Allocations btw seem to be pretty high check bellow. /cc @evankanderson

$ go test   -benchmem -memprofile memprofile.out -cpuprofile profile.out -test.v -test.bench BenchmarkSpanMiddleware -test.run ^$ ./tracing/
goos: linux
goarch: amd64
pkg: knative.dev/pkg/tracing
BenchmarkSpanMiddleware
BenchmarkSpanMiddleware/sequential
BenchmarkSpanMiddleware/sequential-12         	  133786	      9358 ns/op	    6718 B/op	      97 allocs/op
BenchmarkSpanMiddleware/parallel
BenchmarkSpanMiddleware/parallel-12           	  300289	      4129 ns/op	    6586 B/op	      97 allocs/op
PASS
ok  	knative.dev/pkg/tracing	3.025s

From sequential execution:
Dropped 76 nodes (cum <= 12.05ms)
Showing top 10 nodes out of 142
      flat  flat%   sum%        cum   cum%
     480ms 19.92% 19.92%      910ms 37.76%  runtime.scanobject
     190ms  7.88% 27.80%      190ms  7.88%  runtime.procyield
     160ms  6.64% 34.44%      240ms  9.96%  runtime.findObject
     130ms  5.39% 39.83%      400ms 16.60%  runtime.mallocgc
     110ms  4.56% 44.40%      110ms  4.56%  runtime.pageIndexOf (inline)
      70ms  2.90% 47.30%       70ms  2.90%  runtime.memclrNoHeapPointers
      60ms  2.49% 49.79%       60ms  2.49%  runtime.memmove
      60ms  2.49% 52.28%       70ms  2.90%  runtime.spanOf
      50ms  2.07% 54.36%      170ms  7.05%  runtime.greyobject
      50ms  2.07% 56.43%       80ms  3.32%  runtime.heapBitsSetType

It means that for the most part there is gc work going on here. Let's check gc allocation:
Dropped 11 nodes (cum <= 63402)
Showing top 10 nodes out of 75
      flat  flat%   sum%        cum   cum%
   1327148 10.47% 10.47%    1327148 10.47%  go.opencensus.io/tag.Upsert
    819212  6.46% 16.93%    2306801 18.19%  go.opencensus.io/trace.(*span).copyToCappedAttributes
    699082  5.51% 22.44%     699082  5.51%  container/list.(*List).insertValue (inline)
    654138  5.16% 27.60%    1353220 10.67%  github.com/golang/groupcache/lru.(*Cache).Add
    546149  4.31% 31.90%    1043150  8.23%  go.opencensus.io/trace.newLruMap
    524333  4.13% 36.04%     622638  4.91%  contrib.go.opencensus.io/exporter/zipkin.zipkinSpan
    466960  3.68% 39.72%    1618794 12.77%  go.opencensus.io/plugin/ochttp.(*trackingResponseWriter).end.func1
    447849  3.53% 43.25%     447849  3.53%  context.WithValue
    400255  3.16% 46.41%    2726550 21.50%  go.opencensus.io/plugin/ochttp.(*Handler).startStats
    382302  3.01% 49.43%     382302  3.01%  go.opencensus.io/tag.newMap (inline)

By digging into startStats I see that similar to the findings in metrics benchmarking, mutators and other tag/attributes manipulation cause significant overhead.

I am wondering if we can do the same for Serving as trace.StartSpan() is run anyway as part of the HTTPSpanMiddleware (worth investigating next and use this benchmark to compare changes). Maybe create an optimized handler to be used with activator, queue-proxy?

Both the activator and the queue-proxy already do this, so I'd be curious what we're even getting from this handler.

/retest

TestMetricsExport again.
/retest

/retest

/retest

/retest

@markusthoemmes I see that the broker ingress handler and other handlers do not mix with the special opencensus http handler. This means that they cannot extract the request headers and add them to the local context (In Serving it is the opposite, for activator and queue-proxy). Trace.StartSpan() used by broker ingress handler only picks up the existing tracing info if already exists in current ctx. The special handler uses a separate call to extract tracing info from the request context eg. B3 headers. If you check the example here with istio enabled (istio propagates headers) ping source span is not shown as the parent span of the broker ingress span. However the chain looks ok bellow starting with the broker ingress span. Btw since tracing is enabled ping source should send tracing headers since it uses the observed client from cloudevents sdk. It seems like a bug to me at the Eventing side.

/retest


Removed incorrect sign

Thank you for your contribution! Your change will be part of our next doc update.


Fix vhosts oauth tests

In eunits the default security is "admin_local" and default security object for it was recently changed. This sets default_security for oauth tests to "everyone", allowing them to pass.

+1. Tests pass locally.
    Running test function(s):
      couchdb_vhosts_tests:vhosts_test_/0
======================== EUnit ========================
Virtual Hosts rewrite tests
  couchdb_vhosts_tests:150: should_return_database_info...[0.234 s] ok
  couchdb_vhosts_tests:165: should_return_revs_info...[0.005 s] ok
  couchdb_vhosts_tests:181: should_serve_utils_for_vhost...[0.020 s] ok
  couchdb_vhosts_tests:197: should_return_virtual_request_path_field_in_request...[0.094 s] ok
  couchdb_vhosts_tests:215: should_return_real_request_path_field_in_request...[0.007 s] ok
  couchdb_vhosts_tests:233: should_match_wildcard_vhost...[0.008 s] ok
  couchdb_vhosts_tests:250: should_return_db_info_for_wildcard_vhost_for_custom_db...[0.003 s] ok
  couchdb_vhosts_tests:267: should_replace_rewrite_variables_for_db_and_doc...[0.007 s] ok
  couchdb_vhosts_tests:285: should_return_db_info_for_vhost_with_resource...[0.003 s] ok
  couchdb_vhosts_tests:303: should_return_revs_info_for_vhost_with_resource...[0.005 s] ok
  couchdb_vhosts_tests:320: should_return_db_info_for_vhost_with_wildcard_resource...[0.004 s] ok
  couchdb_vhosts_tests:337: should_return_path_for_vhost_with_wildcard_host...[0.007 s] ok
[os_mon] cpu supervisor port (cpu_sup): Erlang has closed
  [done in 1.590 s]
=======================================================
  All 12 tests passed.


Terminal fonts are not square

Hi,
first of all - thanks for an amazing project. This makes banglejs2 app development actually possible :)
There's a small fundamental issue with using the TUI though: the screen right now does not have 1:1 proportions, because console fonts are not square. Maybe that's possible to work-around with using ▄ ▀ symbols.

Thank you, I appreciate the kind words! I'm glad to be helping someone in the same situation that spurred me to write this in the first place.
The display already is using half block characters, so it should look reasonably close to square in many fonts. Here's a sample of how it looks for me; is it showing up very differently for you?

That said, I do acknowledge it's generally not going to be perfectly square, and the TUI isn't ideal for other reasons (though it is pretty neat!); I just haven't gotten around to adding a GUI yet. I was already thinking I should, and I'll try to get on that before too long.


feat: add react and react-dom to externals

Coverage remained the same at 99.89% when pulling e0deb7346b8dae63a72f0699ddc3bd1ce500684e on roblan:feat/external_react into 431e42abbf973523f1f44568af8eed31353281d7 on mprzodala:v2.


ADD SOLBET to token list

I agree to not ping anybody on Discord/Twitter/email about this pull request. Instead I will inquire by posting a new comment in the pull request if needed.

PRs are reviewed in bulk and and can take up to two weeks to be merged.
Please provide the following information for your token.
Please include change to the src/tokens/solana.tokenlist.json file in the PR.
DON'T modify any other token on the list.
At minimum each entry should have

Token Address: 3UMYcByZNQVHHyyqVfXMKr8XWP64omYBFVvf7bD6wBiA
Token Name: SOLBET
Token Symbol: BET
Logo: assets/mainnet/3UMYcByZNQVHHyyqVfXMKr8XWP64omYBFVvf7bD6wBiA/logo.svg
Link to the official homepage of token: https://solbet.org
Coingecko ID if available (https://www.coingecko.com/api/documentations/v3#/coins/get_coins__id_):

Hey guys any idea when pull requests will be approved? Our ecosystem pr has been approved already.

@bartosz-lipinski If you're available please take a look at our pull request. The airdrop we're planning for COPE and ROPE is due to being in a few days and the team as a whole would be very appreciative if we could get our token list approved before then.
~ Rose


Colorspace Management and Gamma Correction

We have discussed colorspace and gamma correction before, but I think we have not fully clarified it.
In the current code, we assume that the shader receives the color in the srgb space, and uses srgb2physical() to convert the color to the linear space when "the code deems it necessary". (including diffuse maps, environment maps, and so on).
However, there are some problems here.
First of all, some texture maps themselves exist in linear space. For example, HDR environment maps in RGBE format are usually stored in linear space. Although we have the colorspace attribute in the Texture class, at present only the colorspace of the diffuse texture map (the map attribute of the Material) works. Others, such as environment maps, use srgb2physical() for conversion by default after sampling, which is often incorrect when using HDR environment maps.
In addition, strictly speaking, colorspace conversion after sampling is not correct. The process of sampling (using linear filtering mode) is accompanied by interpolation. We use a linear space texture format (such as rgba8unorm) to transfer the actual srgb space image and sample it. This sampling and interpolation process actually takes place in the srgb space (which is not what we expect), and then perform space conversion on the sampled results. The same is true for mipmap generation. The correct generation process should also occur in the linear space. For the original image in the srgb space, we only need to set the GPU texture format to the "-srgb" format (for example, rgba8unorm-srgb), and everything will be completed automatically.
In my opinion, all colors in the renderer logic should be assumed to be colors in linear space, which is the working space of the renderer and also helps to simplify and unify the rendering code. Otherwise, we must carefully distinguish which color values come from the linear space and which color values come from the srgb space in the rendering logic, which is usually troublesome and may be accompanied by a large number of flags.
For static colors, we should complete the management and conversion of colorspace in the CPU process to ensure that when input to the GPU or shader, it is in linear space.  And generally speaking, colorspace conversion only needs to occur once on the cpu, and does not need to occur in every draw and every fragment as it does now.
For texture maps, the format of GPUTexture should be set according to the encoding format (linear or srgb) of the texture map itself (we are likely to use textures from different colorspaces at the same time in the same renderer). This can not only achieve the logical unification (making the encoding or colorspace of the gfx.Texture class correspond to the format of GPUTexture), but also use hardware acceleration to directly conduct correct linear sampling from the srgb texture.
Finally, I think we'd better provide the function of specifying the output texture format (maybe through the attribute of the renderer) by user. Although in most cases, we should output textures in rgbaunorm8-srgb format, there are some exceptions. For example, when generating a dynamic environment map from the scene, this process occurs inside the program. We only need to generate the texture in the linear space and hand it over to the following rendering logic, without any additional colorspace conversion process. For another example, when rendering the "depth" image, we can also specify the output texture format as rgba32float or depth32float to ensure the depth accuracy.

Interesting points! Thanks for bringing these up 👍   I took the liberty of responding in a different order than you mentioned these points. Starting with the simpler ones:

Others, such as environment maps, use srgb2physical() for conversion by default after sampling, which is often incorrect when using HDR environment maps.

Good point. This would need to be fixed whatever we do. I'll make a list at the end of this post.

For example, when generating a dynamic environment map from the scene, this process occurs inside the program. We only need to generate the texture in the linear space and hand it over to the following rendering logic, without any additional colorspace conversion process.

We could make this settable, but I think you nearly always want an srgb texture, because it will make more effective use of the available bits. If you store linear colors in an 8bit per color texture, you'll observe bands in dark regions.
Now that I think of it, when this texture is used again in the following rendering logic, the srgb2physical should not be called (currently it is, I think).
Coming to the harder points ...

In my opinion, all colors in the renderer logic should be assumed to be colors in linear space, which is the working space of the renderer

I believe the starting point should be what would be an API that's easiest for the users (and powerful enough where needed). Then we can look at where best to do the conversion. Preferably in the most consistent possible way.
I believe, by now, that we cannot simply decide that all colors coming into the shader are all either srgb or linear. The colorspace attribute is the current exception. But when going for all-colors-are linear, there will also be exceptions. To name a few:

The BackgroundMaterial has 4 colors which are interpolated (in srgb, deliberately) over the viewport.
Similarly 1D colormaps (think Vidirids or Jet) should be interpolated in srgb.
I guess any texture depicting "artist" colors is best interpolated in srgb.
Per-vertex colors.

In addition, strictly speaking, colorspace conversion after sampling is not correct.

Good point! I had not thought of texture interpolation yet. Although as the list that I mention above implies: I do think it depends :)
Another aspect is that I want a user to load in an image or volume without having them worry whether it's srgb or not. If they show that data as-is, it is interpreted as srgb (because it's likely correct), but if they use a colormap, the value is interpreted as just a value, that is used as an input into the colormap. This means that we cannot put the data in an srgb colormap by default.
So let me propose something ...

We replace/tweak the Texture.colormap option so that it can do:

Convert using srgb2physical when the data is interpreted as a color. Also the current default. (Interpolation is in sRGB space.)
Mark texture as linear, so srgb2physical is not called. (Interpolation is in physical space.)
Mark texture as srgb format, for people who know their texture is an srgb color. Conversion done in hardware. (Interpolation is in physical space.)

The get_bindings part of the shader is aware of the texture flag, and maybe also of the colorspace of other input, and can set a template variable, similar to what we do in the current mesh shader. That way the shader stays "clean".
Where it makes sense in the shader, we make srgb colors explicit using a prefix, to improve readability.

Another way to see this is that users who know what they're doing set the colorspace of all textures to either physical or to use an -srgb texture. People who know less about this will get the default behavior, which is actually pretty good in most cases. What do you think?
To fix

The Texture.colorspace attribute is only honored for the .map texture.
The srgb2physical should not be made for textures that we know are in srgb format (e.g. output from another renderer).
Make it possible for the render target to be not srgb?

Addition: Initially, my thinking was that since for the user most colors are sRGB, it would make sense that the colors come into the shader as sRGB. But becuase we can't really draw a clean line anyway, I think a good rule of thumb would be to convert to physical space as quickly as possible. So I agree with your suggestion to convert static colors on the CPU (except the ones that are interpolated with other colors).

Yes, I think that all colorspace management and conversion are completed outside the shader (in CPU part), which will bring many benefits.  For color, conversion is done in the CPU phase, and for texture, it is achieved by setting the correct GPUTexture format.
We agree that all colors in the shader (whether from uniform or from the texture) are colors in linear space. In other words, we treat them as color values in linear space, no matter what color values they are actually. The colorspace management is handed over to the CPU.

I believe the starting point should be what would be an API that's easiest for the users (and powerful enough where needed).

Another aspect is that I want a user to load in an image or volume without having them worry whether it's srgb or not.

I quite agree.
But it has little to do with where to manage the colorspace. We can reduce the user's work in this aspect by setting the default value or default behavior of "satisfying the requirements of being correct in most scenarios".
For experienced users who understand colorspace, they have the ability to make correct settings in their own code. For inexperienced users, in most cases, the default settings can meet their needs, and they do not need to care about the colorspace. In some cases, when they find that the rendering results do not meet their expectations, we can provide complete documents for them to quickly find the reasons, so that they can learn about the colorspace. ——In my opinion, if users need some advanced rendering or design work, this is what they must know.

We agree that all colors in the shader (whether from uniform or from the texture) are colors in linear space. In other words, we treat them as color values in linear space, no matter what color values they are actually. The colorspace management is handed over to the CPU.

To be clear, I don't fully agree with that :)  I believe there are valid use-cases where interpolation in sRGB is preferred. And there are practical advantages for having a default texture format that does the sRGBtophysical conversion in the shader.
This means that in the shader, where a color is loaded, some care must be taken. I see no way around this. By making generalizations and using suffixes we can make it clear what happens.
I'll prep a PR following the proposal I posted earlier, including some of your suggestions. May be a while though - I'll probably finish text rendering first.

For inexperienced users, in most cases, the default settings can meet their needs, [...] when they find that the rendering results do not meet their expectations, we can provide complete documents for them to quickly find the reasons, so that they can learn about the colorspace. [...]

I agree 👍

@almarklein  Did we already do this?

Yes, we have colorspace management implemented that allows working both with srgb and physical colors.


feat(ui): tooltip component. Closes #261

Please read and mark the following check list before creating a pull request:

[x] I read and followed the CONTRIBUTING.md guide.
[x] I read and followed the New Feature Checklist guide.

Short description of what this resolves:

Includes bug fixes in module resolution for ApplicationProvider
Implements Popover and Tooltip components

NOTES
During ui test implementation discovered that there is no way to test react element measurements.
So currently there are no ui tests, but I've covered models.

Used force-push to remove commits with bug fixes in module resolution for ApplicationProvider which are implemented in #264

render prop for popover
mappings for popover
tooltip should have mappings for popover and text
tooltip should have icon ?
comment the code, especially calculations
export placements as object + refactoring


Ability to add admins to an event

PR deployed at: https://pr32-app-noblocknoparty.surge.sh

PR deployed at: https://pr32-app-noblocknoparty.surge.sh

Can we not pass an array of addresses so that we can grant in one transaction (comma separated etc)? Would be ideal when gas price is relatively high

PR deployed at: https://pr32-app-noblocknoparty.surge.sh

PR deployed at: https://pr32-app-noblocknoparty.surge.sh

PR deployed at: https://pr32-app-noblocknoparty.surge.sh

PR deployed at: https://pr32-app-noblocknoparty.surge.sh


need help installing node

Hi, I want to install node to use the Azure node api for archiving WAL.  I thought I could just copy the apt commands in the Dockerfile like this:
RUN set -x \
    && apt-get update \
    && apt-get install -y --no-install-recommends ca-certificates wget \
    && wget -O /tmp/setup_5.x https://deb.nodesource.com/setup_5.x \
    && bash < /tmp/setup_5.x
    && apt-get install -y nodejs

but I am getting a bunch of errors from the apt commands, and it doesn't work.  I find apt a confusing program that I hope one day docker can make obsolete.  What am I doing wrong?

Looks like you might be missing a backslash \ at line 5:
RUN set -x \
    && apt-get update \
    && apt-get install -y --no-install-recommends ca-certificates wget \
    && wget -O /tmp/setup_5.x https://deb.nodesource.com/setup_5.x \
    && bash < /tmp/setup_5.x \
    && apt-get install -y nodejs

Oops, yes,  you are right that I have that problem.  It isn't the problem I was worried about, but I can't reproduce that problem now.  It must be that either I had a bad Internet connection or one of the servers I needed to connect to was out.  Sorry for the bother.


Scala code in container-di converted to Java

Includes some changes in other modules where they interfaced with container-di using Scala container classes, or where the removal of scala Maven artifacts revealed an import of scala classes otherwise.
In the tests, some code was shuffled between ContainerTest and ContainerTestBase to avoid running tests twice without any change in other classes that inherited from them.
CC: @gjoranv

@gjoranv Please review as well.


Add filters and search to goals page

Resolve #204

In other issues:

[ ] owner filter
[ ] page size limit
[ ] sort filter
[ ] tags filter
[ ] save filter in query string
[ ] save filter as preset


Multiselect can't remove selected option [object Object], not found in selected list when trying to remove option

This worked as expected previously, but stopped working recently. I believe this addition is the cause of the issue: https://github.com/janosh/svelte-multiselect/commit/dd9efbee8f2194c8f40bdaf411e253fe8e4aab77#diff-7d86c55b55f23806b2be4051d790e7c775fd5fa4e1ad3fc2da59eb51ce25c0e9R233-R237
I think the reason it doesn't work, is that we're sending in a custom type as the option, like this:
// Dropdown.ts
export type DropdownItem = {
  label: string;
  value: string | number;
};

    // svelte-implementation
    <script>
        let period: DropdownItem[] = [];
    </script>

    ...

    <MultiSelect
      placeholder="Velg"
      bind:selected={activePeriod}
      options={period}
      loading={!(
        activeIndicator === undefined || activeIndicator.length == 0
      ) &&
        (period === undefined || period.length == 0)}
      disabled={activeIndicator === undefined || activeIndicator.length == 0}
      disabledInputTitle="Velg indiktator først"
      id="search-query-item-period"
      noMatchingOptionsMsg="Ingen treff"
    />

A possible fix would be to change to the following:
- if (option === undefined) {
+ if (option === undefined && option?.value === undefined) {

Repro
I didn't create a repl, as I believe the context given is enough to fix the issue. If however it isn't let me know and I'll try to reproduce it
Steps to reproduce the problem:

Go to https://data.statsforvalteren.no/
Click on 'Hent ut datasett'
Select an option in any of the multiselect's
Deselect the option by clicking on the x symbol next to it
See error

Expected behavior
The multiselect component does not error out if the .value attribute isn't undefined.

I thought I was the only one with this detail.
If i try to remove only one option this message appear.
but when i remove all at same time works.
i was looking this example and works great.
https://multiselect.janosh.dev/kit-form-actions
I'll keep looking for how to fix it

Well this is embarrassing. I didn't have a test covering such a common use case as removing a selected option that is an object. 😅
Will be fixed promptly.


docs: Emphasize target setting in Xcode tutorial

Motivation
In our Xcode tutorial we outline the steps to enable Swift OpenAPI Generator on a separate framework. When you come to add the package dependencies on the runtime and transport libraries the default target Xcode offers to add them to is not this new framework. Failing to add them to the framework target causes linker issues.
This is implied in our guide but it's pretty subtle and a user tripped up over this.
Modifications

Emphasize which target the libraries need to be added to in the Xcode tutorial.

Result
Hopefully clearer step in the tutorial.
Test Plan
Ran through the steps manually and confirmed this generates a building app.
Resolves
Resolves #57.

//cc @AliakseiM


Update AboutPage.jsx With Framer Motions, Icons Showcases

Making About Page Cool
Doing framer motion (Hover Effects), Font Awesome Icons with some styling in fonts and make it superr cool about page

Ensure Dependencies are Installed:
npm install @fortawesome/react-fontawesome @fortawesome/free-solid-svg-icons framer-motion

Previously this About page looking like this Without any effects and icons

Now It looking like this @gnnandan @iam-harshit
https://github.com/Curious-Ecosystem/Curious-Connect/assets/73696489/7403640a-78ab-4777-be25-143cec336e48
Screenshot :

@UjjwalSaini07 We are using the react-icons package

i do that change the fontawesome icon with react icons @gnnandan @thecuriousteam


Why purescript belong haskellPackage instead of to nodePackages?

The purescript official guide recommend purescript and tools installation via npm but current nix's purescript seem to come from hackage or haskell.
What is the ecosystem of purescript in nix's point-of-view?
How purescript's packages is managed?
$ nix-shell -I nixpkgs=/nix/nixpkgs -p purescript --run 'purs --version'
0.11.6

$ nix-shell -I nixpkgs=/nix/nixpkgs -p haskellPackages.purescript --run 'purs --version'
0.11.6

Also, I ask a similar question to this on stackoverflow.

Well the compiler is written in haskell so :woman_shrugging:


AMP-67753 fix broken quickstart links

Amplitude Developer Docs PR
Description
I noticed there were broken links on the quick start guide.
This is due to the fact the relative reference was resolving to the incorrect path
e.g. data/sdks/sdks/unity
I fixed this and tested it locally.
Before:
https://www.loom.com/share/2cf0d87fffda4af6a031d7b9622ae881
After:
https://www.loom.com/share/1e6801e90f1443f69e69275320cc6c54
@amplitude-dev-docs
@caseyamp

I noticed this issue is also present in other locations like here but don't have the time atm to resolve all this and test it.


doc: Fix clustermesh documentation to set the correct identityMode

This PR fixes the documentation issues and as well adds in the option
through helm when 'etcd' is enabled.
Fixes: #12125
Signed-off-by: Swaminathan Vasudevan<EMAIL_ADDRESS>

Coverage increased (+0.006%) to 37.066% when pulling 8eda6f96e384534b74f2424481b07e00d520f33e on soumynathan:fix-clustermesh-guide into 97e3fc404d16a312ab4bce638f543174560e3e3a on cilium:master.

@joestringer and @aanm Is there anything else left in this PR that need to be addressed.

@joestringer and @aanm Is there anything else left in this PR that need to be addressed.

During my testing, I found that if identities are not managed by the kvstore, clustermesh would not be able to enforce security policies correctly. The docs changes reflect the changes necessary there so that side is good.
The ConfigMap changes side I'm less sure about. @aanm sounds like you think that we should defer this to the user and not override their setting here if they configure --set global.etcd.enabled. Ie outside of clustermesh scenarios, it would be fine to just default to managing the identities via CRD instead. Is that right? In that case, we should drop the helm changes.

I spoke with @aanm last week before he went on PTO and he said that as long as this behaviour is expected (clustermesh security policies require --identity-allocation-mode=kvstore), he's fine with the PR. @tgraf confirmed this on Slack (at least until we document how to use http://github.com/cilium/clustermesh-apiserver which changes the story).


Add parameter to power-tune only cold starts

This PR brings in  the changes made in the Lambda Power Tuning PR https://github.com/alexcasalboni/aws-lambda-power-tuning/pull/206#
Please only merge and publish once the changes have been merged into the  Lambda Power tuning repo
cc @alexcasalboni

Thanks for opening this PR. The repo is now deprecated in favor of the official AWS lambda power tuning terraform module: https://registry.terraform.io/modules/aws-ia/lambda-power-tuning/aws/latest.


Fix empty field login_name in API response JSON when creating user (#30511)

Backport #30511 by @yp05327
Fix #30508
ps: if sourceID is not set, LoginName will be ignored

@yp05327 needs manual fix for lint failure.

Fix it in https://github.com/go-gitea/gitea/pull/30532, close this one.


Potential memory leak in DTLS

In dtlsconnection.c file, in connection_free API, dtls_connection_t*  is freed
But dtlsSession field seems to not been freed

Please give feedback on this remark.

Yes, smells like a leak. Also in connection_create, when the dtlsSession is just set to NULL without being freed.

// no dtls session
connP->dtlsSession = NULL;

:+1:

Fixed by #288


[Publish] No tests dependencies in published app

*Removes Tests libs dependencies in published app.
We gain about 27 files / 4 Mb in the app folder

Published zip goes from 29mb to 27 mb

Replaced by another PR


owls-99865 - Issue 3133 - Report helpful error when domainUID starts with number

Add validation to ensure that domainUID value provided to create-domain.sh script in samples is a valid WebLogic domain nam
resolves #3133
https://build.weblogick8s.org:8443/job/weblogic-kubernetes-operator-kind-new/11041/

@alai8, looks like this is causing a bunch of test failures... Can you please check?

The 3 failures at https://build.weblogick8s.org:8443/job/weblogic-kubernetes-operator-kind-new/11041/
oracle.weblogic.kubernetes.ItLiftAndShiftFromOnPremDomain.testCreateMiiDomainWithClusterFromOnPremDomain
oracle.weblogic.kubernetes.ItFmwSample.testFmwDomainInPv(String)[1]
oracle.weblogic.kubernetes.ItMiiDynamicUpdatePart1.testMiiRemoveTarget
are the same as ones listed under Main Kind Nightly (parallel) for 6/22 on the Operator Integration Test Nightly Triage page


Functions Expose Request

Hi,
Please expose functions for below objects
Object --- Report 5899 Calculate Inventory Value .
Functions----
SetItemJnlLine
InitializeRequest
Object --- Report 5706 Create Stockkeeping Unit
Functions ----
InitializeRequest
Object --- Codeunit 414 Release Sales Document
Functions ----
PerformManualCheckAndRelease
thanks!
srinivas

Good news! In a recent fix pack, we've exposed many public, safe functions. The following will be fixed as part of that pack in the upcoming minor and major update: SetItemJnlLine, InitializeRequest (x2).
PerformManualCheckAndRelease was not part of the fix pack, but PerformManualRelease is exposed. Will that not do? I will also expose PerformManualCheckAndRelease for the next major release.


Add IsPostalCode function

I added IsPostalCode function, but it uses geonames library .

Hello guys!
I forked this package cause owner disappeared. Hope, he will be back, but it would be easier to merge these changes back if he is back
Link to my repo: create issue there and we'll discuss it.


Storage Initializer should get an exact object if present before listing all objects

Preamble
I have a model which expects a model to be mounted at /mnt/models/my-model. My cluster's provider (which hosts KServe) offers a S3 service that uses two different endpoints: a standard s3 endpoint (supports mostly all common s3 operations) and an accelerated s3 endpoint (which only supports the s3 get operation, and not the s3 list operation).
Since the model I use is quite huge, I want to use the accelerated endpoint so get blazing fast download speeds versus the standard one, but the problem arises when the Storage Initializer performs a list operation to search for all the objects under the provided prefix because the accelerated s3 endpoint does not allow that operation, probably because of the inner implementation.
Describe the solution you'd like
So, instead of listing all the objects and trying to find the exact object first (check how the variable exact_obj_found is used), I think that checking if the uri is an exact object first and then downloading it, without having to iterate through all the objects first, would be a better idea. At the same time, using this approach, my model could be directly downloaded without having to perform a list operation, therefore succeeding. Please let me know what do you think about this, I think it makes more sense, especially for storage accounts with limited permissions.
Anything else you would like to add:
For the _download_s3 method, we could use the head object method and for the _download_gcs method, we could use the blob exists method.

Didn't see a big issue here, but just need to handle any other permission issue properly example if some S3-compatible bucket doesn't support Head method then it should go for List.
Another question is that whether the Head method can know if a path is a folder or a file, and what will happen if it is a folder.


Alma migration go-live plan with timeline

Timeline
We need a timeline that specifies each step on the go-live plan so that we know exactly when to switch over to new services and take other kinds of actions.
So far we know

Nov 6 (2020): Records currently in Alma were exported. Any changes made in voyager after this date aren't reflected in Alma.
July 6: Bibliographic data freeze in voyager. Circulation and requests will continue.
July 27: Data is loaded into Alma and Alma becomes the ILS.

Considerations:

We won't be able to populate the new catalog index until data is in Alma. This means we cannot switch to the alma-based catalog for some number of days after Alma is live. We will need to stay on the Voyager-based catalog and place it in some kind of read-only mode (no renewals, no requests).

TODO: Time how long it takes to do the full index from Alma. Make sure we include time to index the SCSB partner records, theses, and numismatic objects
Use this time estimate to propose specific options for a read-only mode (i.e. display a phone number to call or email address to write for help with those operations)

System diagram
We need a diagram showing the systems / services that need to be brought up during migration, and their relationships to one another. This will help us plan the order in which we want to switch DNS.

Document has been started here: https://docs.google.com/spreadsheets/d/1BpR9b1S9hhGW2Me4LDTd7I4IJUFueJ0gttg4n9rmRzo/edit#gid=0

Relevant documents are:
Go-live checklist: https://app.smartsheet.com/sheets/Vcq866Hhx29hFRwX26FQXgXhpPR22M9QCvFwvrq1?view=gantt
DRDS go-live detailed tasks: https://docs.google.com/document/d/1TTx8hiAe3fdLr6mFJ1rAIYGUQMFiuzT1qajljXPnmeQ/edit#


Pull Request Question, ES6 Rewrite

this is a question more than an issue.
I forked this and rewrote it in ES6 and made it so there isn't a global dependancy on lodash (still uses lodash at moment but you don't need to include it globally). I also extracted the template to it's own file and export the service as part of the module
I use jspm to install it and I use gulp (instead of grunt) to build it.
I wasn't sure if you'd want such a massive change as a pull request so I figured I'd ask you and you can check it out and let me know.
https://github.com/billrawlinson/ng-password-strength

Some of the pending pull requests already do all you're asking for. In fact the only thing missing is the es6 rewriting. We could unify both modules but keep es5 and es6 detached for now. What do you think?

I am not sure how you'd manage that kind of unification.  If you have a plan for doing so I certainly have no problem with it.

I just published a new version, 0.3.0. I've defined a structure and a naming for factories. You can take a look at it and use the same structure and naming. Or if you think there's a better one just say so and I'll make the changes

I'll have to take some time this weekend to dig into your changes.  Thanks for the heads up.


Issue related to applying DPHubert

Thank you for sharing your incredibly impressive research findings.
Based on your research results and code, using the pretrained model you provided, we are checking whether performance is improved by changing the existing filterbank features to DPHubert.
When I replaced the existing filterbank feature with DPHubert, the training loss did not decrease, so I ask if I am using it properly.
--------------- DPHuBERT vs filterbank ----------------------
import torch
from wav2vec2.model import wav2vec2_model
import torchaudio.compliance.kaldi as kaldi
def compute_fbank(wav_path, num_mel_bins=80, frame_length=25, frame_shift=10):
...
-> # DPHuBERT model loading
ckpt_path = "ckpt/DPHuBERT-sp0.75.pth"
ckpt = torch.load(ckpt_path)
model = wav2vec2_model(**ckpt["config"])
-> # test file loading
wav_path = 'test.wav' # 2s speech segment
wav1, sample_rate = torchaudio.load(wav_path)
-> # model inference
feats = model(wav1)
feats_dphubert = feats[0].detach().squeeze(0)
-> # extract fbank
feats_fbank = compute_fbank(wav_path)
print(feats_fbank.shape)
print(feats_fbank)
Results
######### DPHuBERT #########
torch.Size([99, 768])
tensor([[-1.0170e+00, -2.7282e-01,  1.9364e-02,  ...,  1.2696e+00,
1.2089e+00, -1.4274e-01],
[-1.4545e+00,  8.6395e-01,  1.5025e+00,  ...,  1.0475e-01,
-2.1907e-01,  4.0857e-01],
...,
[-9.1688e-01, -1.3553e+00,  4.7466e-01,  ...,  1.5207e+00,
-7.5736e-01, -3.6008e-01],
[-3.2112e-01,  3.7745e-01,  1.2618e+00,  ..., -9.1286e-03,
2.9160e-01,  2.5179e-01]])
######### kaldi fbank #########
torch.Size([198, 80])
tensor([[-1.8410, -2.9732, -0.1945,  ..., -3.5483, -0.4301, -0.0836],
[ 1.7030,  1.0651,  0.2152,  ..., -0.4424,  1.2358,  1.6760],
[ 1.2880,  2.5628,  2.2842,  ...,  0.4173,  0.2479,  1.4235],
...,
[ 3.3114,  2.6104,  2.6001,  ...,  1.4915,  1.6558,  1.3758],
[ 3.0036,  1.0210,  1.3731,  ...,  2.6757,  2.5608,  2.5627],
[ 1.8944,  3.3109,  2.9344,  ...,  2.6761,  2.3816,  1.6409]])

Hi, thanks for your interest in our work!
Did you load the pre-trained state dict into the model instance? Something like this:
model.load_state_dict(ckpt["state_dict"], strict=False)

Hi, @pyf98
Thanks for the comment.
I loaded it with the following code.
However, since the training loss is not decreasing, I would like to ask if it is used incorrectly.
import torch
from wav2vec2.model import wav2vec2_model
wav_path = "test_data/test.wav" #2s speech segment
wav1, sample_rate = torchaudio.load(wav_path)
wav1 = wav1 * (1 << 15)
ckpt_path = "ckpt/DPHuBERT-sp0.75.pth"
ckpt = torch.load(ckpt_path)
model = wav2vec2_model(**ckpt["config"])
model.load_state_dict(ckpt["state_dict"], strict=False)
model.eval()
model(wav1)

Hi, I think we may not need this: wav1 = wav1 * (1 << 15).
The code looks correct. For reference, I was using this for S3PRL expert:
    def forward(self, wavs: List[Tensor]) -> Dict[str, Union[Tensor, List[Tensor]]]:
        """
        When the returning Dict contains the List with more than one Tensor,
        those Tensors should be in the same shape to train a weighted-sum on them.
        """
        device = wavs[0].device
        wav_lengths = torch.LongTensor([len(wav) for wav in wavs]).to(device)

        # NOTE: the model knows whether to normalize waves before conv feature extractor
        hs = self.model.extract_features(
            pad_sequence(wavs, batch_first=True),
            wav_lengths,
        )[0]

        return {
            "hidden_states": hs,
        }

Hi, @pyf98
Thanks for sharing the reference code.
Based on the reference code, as shown below, I extracted features and trained a model using the extracted features.
For the 2-second speech file, the features seem to be extracted well, but still, when I train the model based on the extracted features, the training loss is not reduced.
hs = model.extract_features(wav1)[0]
features= hs[0].squeeze(0)
print(features.shape)
print(features)

Hi, @pyf98
Finally, I would like to ask you one question.
According to the paper, using DPHuBERT can confirm a significant performance improvement over the existing filterbank.
Since the dimension of the existing filterbank is 80, there is no problem entering the model layer as an input, but in the case of the current DPHuBERT, the dimension seems to be 768, which is very large.
Did you have any problems with DPHuBERT's dimension (=768) being input to the model's input layer?
Do we need additional modules like PCA or autoencoder to reduce the dimensionality of DPHuBERT outputs for training?

Hi,
Thanks for the update.
I am not sure if you have used any other SSL representations before. If so,
you can use DPHuBERT in the same way. If not, I would suggest checking some
prior work on SSL like S3PRL. We don’t use PCA or autoencoder for
dimensionality reduction.
On Tue, Jul 18, 2023 at 01:10 greatnoble @.***> wrote:

Hi, @pyf98 https://github.com/pyf98
Finally, I would like to ask you one question.
According to the paper, using DPHuBERT can confirm a significant
performance improvement over the existing filterbank.
Since the dimension of the existing filterbank is 80, there is no problem
entering the model layer as an input, but in the case of the current
DPHuBERT, the dimension seems to be 768, which is very large.
Did you have any problems with DPHuBERT's dimension (=768) being input to
the model's input layer?
Do we need additional modules like PCA or autoencoder to reduce the
dimensionality of DPHuBERT outputs for training?
—
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Hi, @pyf98
Thanks for your answer, it helped me a lot.


"flutter run --flavor flavorname" fails if gradle flavor contains uppercase letter

build.gradle
 productFlavors {

        CLEnToFr {
            dimension "app"
        }
    }

flutter run --flavor clentofr and flutter run --flavor CLEnToFr both build the apk file but they then both end with error message Gradle build failed to produce an Android package. The apk is saved, as expected, in .../CLEnToFr/ folder.
If I change the gradle file to have lowercase letters only, eg "clentofr", everything works fine.

I am experiencing the same issue, while it works fine on iOS. Is there an ETA for this fix?

Having the same issue as well

I believe this is preventing any Android app with flavors configured to ship, right? Or what would be the workaround?

In packages/flutter_tools/lib/src/android/gradle.dart we can find this:
  String _buildTypeFor(BuildInfo buildInfo) {
    final String modeName = camelCase(buildInfo.modeName);
    if (buildTypes.contains(modeName.toLowerCase()))
      return modeName;
    return null;
  }

Could this be the problem? Would be the fix removing those toLowerCase()?

@jorgecoca It seems like it could be the issue.
It is preventing Android apps with uppercase in their flavor names to ship. So the workaround is to change the flavor name to lowercase (it works fine in that case).

It is a problem if you actually use flavor dimensions, since then it Gradle will expect a camel case format when composing the flavor.

@zoechi thoughts on the given solution? Should we go ahead and open a PR?

cc @tvolkert  @gspencergoog ?


Code cleanup from temporary enabling .NET analyzers

Also: removed .NET 7 support and updated readme to 2.8.1
<AnalysisMode>all</AnalysisMode>
    <EnableNETAnalyzers>true</EnableNETAnalyzers>
    <AnalysisLevel>latest</AnalysisLevel>
    <EnforceCodeStyleInBuild>true</EnforceCodeStyleInBuild>

Is there any reason not to keep these analyzers on?

Is there any reason not to keep these analyzers on?

@jmezach Yes, they produce a lot of warnings from the module code (that we cannot modify)

You mean the sqltoolsservice submodule? Yeah, I've been wondering if we can somehow get rid of that dependency as we haven't been able to update it for quite a while now.

Getting rid of it would be great - looks like there is also ways to exclude files and/or  folder from analysis https://github.com/dotnet/roslyn/issues/3705

We could maybe log an improvement issue to get this done?

Sounds good to me

Logged https://github.com/rr-wfm/MSBuild.Sdk.SqlProj/issues/602


Footer change requests

As a developer, I need to make changes to the footer to improve the visual design and user experience of our application.

[x] add padding top & bottom
[x] fix bar to the bottom of every page

this was fixed on homepage PR - https://github.com/pricescrawler/web-app/commit/c1c6dc93ae42fcdfb083466c9cb5f679ed62aefc


question

Hello
I need an open source maching engine that can process sales orders that are placed in the database through the app, that is, I can finally create something like a binance.
Please advise that this engine of yours can run alongside my app? For example, the membership and wallet sections should be deposited or withdrawn in the my app, and only the trading section should be run in this maching engine?

Yep, this project is only about the match engine.

Thanks for the tips.
I want to create different wallets and have different networks in my exchange. Please help me in this regard.


autotile collision shapes don't register with world.intersect_point(tilePositionHere) due to lacking a fill

This is something we use in order to implement a grid based top down movement:
it's used for detecting collisions, before moving to them
var gridSize = 32
func _process(delta):
	var resultUp = world.intersect_point(get_position()+Vector2(0,-gridSize))
	var resultDown = world.intersect_point(get_position()+Vector2(0,gridSize))
	var resultLeft = world.intersect_point(get_position()+Vector2(-gridSize,0))
	var resultRight = world.intersect_point(get_position()+Vector2(gridSize,0))
	print(resultRight)

......
		if Input.is_action_pressed(inputUpAction) and resultUp.empty():
			direction = Vector2(0,-1)
		elif Input.is_action_pressed(inputDownAction) and resultDown.empty():
			direction = Vector2(0,1)
		elif Input.is_action_pressed(inputLeftAction) and resultLeft.empty():
			direction = Vector2(-1,0)
		elif Input.is_action_pressed(inputRightAction) and resultRight.empty():
			direction = Vector2(1,0)
		else:	direction = Vector2(0,0)

The problem is that collision shapes created in the autotile editor dont get picked up by this code- as a result world.intersect_point always returns empty in the example code and the player can move through walls.
Note that the code works with normal tilesets collisions that are children to a tile

Ok I think I understand why this might be happening - the autotile editor does not create closed fills. See this:

I manually created a closed collision shape - as you can see its grid square centre contains a part  of the shape.
The autotile editor collision shapes are in contrast empty in the middle- they are only outlines - thus why they are completely useless for a grid based movement system where we rely on
	var resultUp = world.intersect_point(get_position()+Vector2(0,-gridSize))
	var resultDown = world.intersect_point(get_position()+Vector2(0,gridSize))
	var resultLeft = world.intersect_point(get_position()+Vector2(-gridSize,0))
	var resultRight = world.intersect_point(get_position()+Vector2(gridSize,0))

to check the tiles next to the player

Sounds like #10110

related but not the same. yes, the cquse of the issue is because i used concave polygon shapes wich where easier to use, sadly if i change it now it will break alltilesets done up until now, i could prevent this but would meqn an extra work for just a bunch of tilesets. an opinion here?
@reduz shouldn't segments work with tilemap on static mode? i heard from damar indra that this doesnt work well with kinematic bodies...

I dont think that using convex shapes is needed, your use case can be done in a different (and much better) way using a raycast instead of intersect_point, you case only works for rect shapes with the same size of the tile, but a raycast could detect segments or any other shape in the way to the destination.
Example (sorry for the spanish video, this is done with Godot 2.1 but the technique is the same): https://youtu.be/7MOIQ_oDmpU?list=PLdxpqdgprAY0bLAtdcWi8M1TZjSjIdDHn&t=616
Clossing this issue for now, feel free to reopen it if an use case for convex shapes is found.

@MarianoGnu thank you for the link- although I dont understand what he's saying. My usecase is only one usecase.
Closing the issue means that intersect_point will continue to not work with autotiles, but other devs wont be able to see it or address it in the future, unless someone reports it again.
I can't re-open it, this option is not available to me in github. I can only re-open issues if I was the one closing t them.
Only you can re-open the issue.

As i said, when the first usecase comes i'll reopen it. Using insersect_point is a bad solution imo, and you shouldn't need to rewrite a lot of code (just 10 lines as much) unless you have a lot of repeated code and  repeated scene setup. Do you use intersect_point for more cases than checking if destination is valid?

@MarianoGnu fair enough. I will try using  is_cell_vacant method as well

Ah damn, that method has been removed in godot3 :o

damn,I wish godot had a method for checking if a cell contains a collision shape or not

Btw gdquest made a popular tutorial on grid based movement here:
https://www.youtube.com/watch?v=3a6z0yxxfaM
Which is now broken for the autotile system. He has a lotof followers and his video tutorials are in english

@MarianoGnu
I am having the issue @eon-s is having with raycast2d and these empty collisions - the player controller gets stuck inside the tile.
https://github.com/godotengine/godot/issues/13319
Try doing a grid movement with the autotiles  and raycast2d- its super flaky


2023-02-02 - wormhole-attack.md

Ok got it
ср, 31 мая 2023 г., 23:15 Jules H @.***>:

@.**** commented on this pull request.
In content/attacks/posts/wormhole-attack
https://github.com/1712n/dni-website/pull/41#discussion_r1212030261:

+---
+date: 2023-02-02
+categories: Proof-of-Work (PoW),Proof-of-Stake (PoS)
+title: $32 Million Stolen from Wormhole Protocol in Latest Crypto Attack
+---

+Title: $32 Million Stolen from Wormhole Protocol in Latest Crypto Attack
+
+#Summary:
+
+The Wormhole protocol, a bridge that allows users to transfer cryptocurrency between different blockchains, was hacked on February 2, 2023, resulting in the theft of $32 million worth of cryptocurrency. The attackers exploited a vulnerability in the protocol's code to steal 120,000 ETH and 32,600 USDC tokens.
+
+#Attackers:
+
+The attackers have not been identified. However, it is believed that they may be a group of hackers who have been targeting cryptocurrency projects in recent months.
this speculation is not useful. Is the suspected group identity known? If
so, add it, if not, leave it as unidentified.
In content/attacks/posts/wormhole-attack
https://github.com/1712n/dni-website/pull/41#discussion_r1212031140:

+---

+Title: $32 Million Stolen from Wormhole Protocol in Latest Crypto Attack
+
+#Summary:
+
+The Wormhole protocol, a bridge that allows users to transfer cryptocurrency between different blockchains, was hacked on February 2, 2023, resulting in the theft of $32 million worth of cryptocurrency. The attackers exploited a vulnerability in the protocol's code to steal 120,000 ETH and 32,600 USDC tokens.
+
+#Attackers:
+
+The attackers have not been identified. However, it is believed that they may be a group of hackers who have been targeting cryptocurrency projects in recent months.
+
+#Losses:
+
+The total value of cryptocurrency stolen in the attack is $32 million. This includes 120,000 ETH, which is worth $25 million, and 32,600 USDC tokens, which are worth $7 million.
please add a note referencing if these dollar values are in present day
terms or in terms for the date of the hack.
In content/attacks/posts/wormhole-attack
https://github.com/1712n/dni-website/pull/41#discussion_r1212045167:

+#Summary:
+
+The Wormhole protocol, a bridge that allows users to transfer cryptocurrency between different blockchains, was hacked on February 2, 2023, resulting in the theft of $32 million worth of cryptocurrency. The attackers exploited a vulnerability in the protocol's code to steal 120,000 ETH and 32,600 USDC tokens.
+
+#Attackers:
+
+The attackers have not been identified. However, it is believed that they may be a group of hackers who have been targeting cryptocurrency projects in recent months.
+
+#Losses:
+
+The total value of cryptocurrency stolen in the attack is $32 million. This includes 120,000 ETH, which is worth $25 million, and 32,600 USDC tokens, which are worth $7 million.
+
+#Timeline:
+
+The attack took place on February 2, 2023. The Wormhole protocol team discovered the attack on February 3, 2023. The attackers were able to exploit a vulnerability in the protocol's code to steal the cryptocurrency.
list the dates. Get rid of the last sentence it doesnt add anything
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/qualitycheck

/qualitycheck

/qualitycheck

/qualitycheck

Conflict. Another article on this topic already exists.

Ок
пт, 9 июн. 2023 г., 05:14 Jules H @.***>:

Conflict. Another article on this topic already exists.
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@jhirschkorn closing then?


cfg_default! and its friends interfere with tooling

With the Rust plugin in IntelliJ IDEA, the use of cfg_default!, cfg_std!, and other similar macros prevents the IDE from discovering the top-level module declarations. That results in absolutely no IDE features working for the types and functions contained within those modules.

intellij-rust <IP_ADDRESS>7-193
IntelliJ IDEA 2019.3 (Build #IU-193.5233.102)
async-std = "1.2.0"

I know that work has been underway to fix this for quite some time in the IntelliJ Rust plugin. This thread discusses it more: https://github.com/intellij-rust/intellij-rust/issues/1191. As a Clion user myself, I feel your pain, but I think this is a problem for the tool more than the libraries.


Feature request: custom lists

We're using machine groups to separate different types of computers (labs, podiums, faculty/staff, etc.).  Along the same lines, I'd love to be able to create and edit lists of Macs - even if they span multiple machine groups.  This would be useful for:

Monitoring individual computer labs.  I'd probably create a single list per lab, so I can easily check up on a lab without needing to do a search or memorize computer names.
Checking up on problematic Macs.  Machines tend to end up on my radar for a short amount of time.  I keep a tab open with the machine's details, but it'd help to be able to temporarily bookmark them.
More things!

I use ARD lists for this sort of thing right now, but I'm trying to rely less on ARD (especially because it's very glitchy at this point).
Thanks!
Mike

Would adding 'tags' to machines solve your issue? I know we need to add a listing for tags

I think so!  Could a machine have multiple tags?

Sure, as many as you like! You can add tags to machines in the current release version.

Perfect!  This looks great!
Would it be possible to add a report where you could see a list of all of the tags, then click that to get a 'Clients' listing of all Macs with that tag?
Thanks, Arjen!

Yes, that would not be very hard to implement. I had bigger plans for tags (use them to filter everything, just like machine groups), but I may do the simple list view first.

That sounds pretty sweet, too!

tag widget and list view is in 2.7.3

Awesome!  Thanks, Arjen!  I'll get the server upgraded! :+1: