Remove the user module 'type' property

in this PR we:

resolved #77
changed dependencies in test data files - to point on previous test data file (as requested).
Removed field "type" from User as we decided it is no longer needed.
fixed user_test_data because of the change above.
made new migrations because of the change above .

@Omeramsc linked an issue about PR and changed the name. about 3, if this was already done is there something to do? should I  redo this?

@Omeramsc linked an issue about PR and changed the name. about 3, if this was already done is there something to do? should I redo this?

Yes, you should redo it. return the old migration file, make sure your local DB is reverted, and create a new migration for the alterations

@Omeramsc linked an issue about PR and changed the name. about 3, if this was already done is there something to do? should I redo this?

Yes, you should redo it. return the old migration file, make sure your local DB is reverted, and create a new migration for the alterations

I think I misunderstood before.
When I changed the test data and user model, I first erased the db.sqlite3 file and then made the migrations. That process was correct? @Omeramsc

Good job!

Please link an issue to the PR.
way better descriptions and titles than before. I would however improve the title. think about something along the lines of "Remove the user module 'type' property", which gives more context about what has changed, and where. since migrations and tests are almost always affected by such changes, you shouldn't mention them in the title (it is however ok to mention them in the description)
you should have a separated migration file for the alterations made. never edit an existing migration file.  You can read more about Django migrations here

Thanks @Omeramsc, although it is not a must.
In case of deletion of init file, all data will be generated automatically again,
The fixes are created clean by makemigration,

@Omeramsc linked an issue about PR and changed the name. about 3, if this was already done is there something to do? should I redo this?

Yes, you should redo it. return the old migration file, make sure your local DB is reverted, and create a new migration for the alterations

I think I misunderstood before. When I changed the test data and user model, I first erased the db.sqlite3 file and then made the migrations. That process was correct? @Omeramsc

db.sqlite is created on makemigrations without data,
once migrates run the files are populated.
I assume @Omeramsc refers to the 0001_initial, which created in makemigrations operation,
Isnt it?

@Yarboa 0001_initial indeed is the file that should not change.
I do and should insist of it, as this is a project worked on by multiple people; while Dan can remove and modify his migrations and db, others may encounter issues if the true source of their DB is suddenly changed while their local (or production...) DB uses different configurations

@Yarboa 0001_initial indeed is the file that should not change.
I do and should insist of it, as this is a project worked on by multiple people; while Dan can remove and modify his migrations and db, others may encounter issues if the true source of their DB is suddenly changed while their local (or production...) DB uses different configurations

I understand, but, can't they just remove their db and then rerun migrations? I don't see how initial001.py can't change, for example it used to have the dictionary of 'E' = 'Expert'
'S' = 'Student'
Which doesn't exist anymore..

@Yarboa 0001_initial indeed is the file that should not change.
I do and should insist of it, as this is a project worked on by multiple people; while Dan can remove and modify his migrations and db, others may encounter issues if the true source of their DB is suddenly changed while their local (or production...) DB uses different configurations

I understand, but, can't they just remove their db and then rerun migrations? I don't see how initial001.py can't change, for example it used to have the dictionary of 'E' = 'Expert' 'S' = 'Student' Which doesn't exist anymore..

@Yarboa 0001_initial indeed is the file that should not change.
I do and should insist of it, as this is a project worked on by multiple people; while Dan can remove and modify his migrations and db, others may encounter issues if the true source of their DB is suddenly changed while their local (or production...) DB uses different configurations

I understand, but, can't they just remove their db and then rerun migrations? I don't see how initial001.py can't change, for example it used to have the dictionary of 'E' = 'Expert' 'S' = 'Student' Which doesn't exist anymore..

See, @DanWaldman I do not agree here neither, but for me it is not a must,
MHO, Since if the code is rebased in other PRs, than it is not so important
If @Omeramsc insists, i would tend to do what needed inorder to promote the PR

Would you say the same if AcadeMe had 100 users and developers? think about all the websites that you're using, would you accept them deleting all of their databases (including your user) just to change one of their fields? That's not the way things work.
We prefer you'll be doing the right way than the short way.
Have you read the links I mentioned in my former comments? you should have the answer as for "how" there. there's also a ton of information about it on google.

Would you say the same if AcadeMe had 100 users and developers? think about all the websites that you're using, would you accept them deleting all of their databases (including your user) just to change one of their fields? That's not the way things work.
We prefer you'll be doing the right way than the short way.
Have you read the links I mentioned in my former comments? you should have the answer as for "how" there. there's also a ton of information about it on google.

Understood, I'll work on it later today

@Omeramsc In the last commit I returned the 0001_initial to it's old state and reverted db.
Sadly I looked a lot online and couldn't figure out how to make a different file or how I should go about from there.
if you have time (maybe tomorrow morning) I'd be happy if you could help me out with this with more specifics, so that we can finally merge this PR.
thanks.

Please rebase

Please rebase

@DanWaldman You should make sure you have the old migration and the db set up as it was before the change (like you have now if I understood correctly), perform the change in the code (remove the type property) - and run the script that creates the migrations.

Please rebase

Rebased and pushed, reverted 0001_initial to former version, changed the code and made migrations.
@Yarboa @Omeramsc


百度盘上传好像不行

|-- upload_function: _rapidupload_file
Traceback (most recent call last):
File "/home/xxx/my-project/iScript/pan.baidu.com.py", line 3610, in
main(argv)
File "/home/xxx/my-project/iScript/pan.baidu.com.py", line 3606, in main
handle_command(comd, xxx)
File "/home/xxx/my-project/iScript/pan.baidu.com.py", line 3208, in handle_command
px.upload(xxx[:-1], xxx[-1])
File "/home/xxx/my-project/iScript/pan.baidu.com.py", line 1477, in upload
self._upload_dir(lpath, rpath)
File "/home/xxx/my-project/iScript/pan.baidu.com.py", line 1439, in _upload_dir
self._upload_file(localpath, remotepath)
File "/home/xxx/my-project/iScript/pan.baidu.com.py", line 1397, in _upload_file
result = self._rapidupload_file(lpath, rpath)
File "/home/xxx/my-project/iScript/pan.baidu.com.py", line 1141, in _rapidupload_file
r = ss.post(url, params=p, data=data, verify=VERIFY)
File "/home/xxx/.local/lib/python2.7/site-packages/requests/sessions.py", line 555, in post
return self.request('POST', url, data=data, json=json, **kwargs)
File "/home/xxx/.local/lib/python2.7/site-packages/requests/sessions.py", line 508, in request
resp = self.send(prep, **send_kwargs)
File "/home/xxx/.local/lib/python2.7/site-packages/requests/sessions.py", line 618, in send
r = adapter.send(request, **kwargs)
File "/home/xxx/.local/lib/python2.7/site-packages/requests/adapters.py", line 508, in send
raise ConnectionError(e, request=request)
requests.exceptions.ConnectionError: HTTPSConnectionPool(host='c.pcs.baidu.com', port=443): Max retries exceeded with url: /rest/2.0/pcs/file?method=rapidupload&app_id=250528 (Caused by NewConnectionError('<urllib3.connection.VerifiedHTTPSConnection object at 0x7f73c9ca5450>: Failed to establish a new connection: [Errno 110] Connection timed out',))
显示这个错误。。。

@josephzjw 不要把 BDUSS 公开，不然，你网盘的内容就暴露了

@josephzjw 这个错(Failed to establish a new connection: [Errno 110] Connection timed out) 应该是你网络的问题或者是 百度服务器的问题。

好的，我知道了，谢谢啦


CommonsChunkPlugin can cause duplicate chunk blocks

What kind of change does this PR introduce?
bugfix
Did you add tests for your changes?
Added a ConfigCase to that fails without the fix to prevent future regressions.
Summary
When using CommonsChunkPlugin to create async chunks, its currently possible to introduce duplicate chunk blocks.
I found this when I noticed this in the output of my build:
Promise.all/* require.ensure */([__webpack_require__.e("main"), __webpack_require__.e("main"), __webpack_require__.e("main")])..

The setup I had that reproduced this issue involves the following normal chunks

main
main + some extra code
main + some extra code + all my code

Using the CommonsChunks I basically wanted the chunks to be:

main
some extra code (with main being an async chunk)
rest of my code (with 2 and 1 being async chunks)

The motivation for this setup was that depending on the user type (normal, developer, admin), I wanted to be able to load 1, 1 + 2 and 1 + 2 + 3 without having 1 and 2 duplicated multiple times.
Does this PR introduce a breaking change?
No. The current behavior without the fix is not "broken", since multiple blocks to the same chunk works fine, it's just extra bytes and potentially has issues for long term caching.

Thanks


Extension Host terminated unexpectedly

ExtensionHost-1538671642891.log
Issue Type: Bug
Extension host is crashing every time the window is brought into focus.
VS Code version: Code 1.27.2 (f46c4c469d6e6d8c46f268d1553c5dc4b475840f, 2018-09-12T07:04:11.329Z)
OS version: Darwin x64 17.7.0

System Info

Item
Value

CPUs
Intel(R) Core(TM) i7-6920HQ CPU @ 2.90GHz (8 x 2900)

GPU Status
2d_canvas: enabledchecker_imaging: disabled_offflash_3d: enabledflash_stage3d: enabledflash_stage3d_baseline: enabledgpu_compositing: enabledmultiple_raster_threads: enabled_onnative_gpu_memory_buffers: enabledrasterization: enabledvideo_decode: enabledvideo_encode: enabledwebgl: enabledwebgl2: enabled

Load (avg)
4, 3, 3

Memory (System)
16.00GB (0.85GB free)

Process Argv
/Applications/Visual Studio Code.app/Contents/MacOS/Electron -psn_0_114716

Screen Reader
no

VM
29%

Extensions (1)

Extension
Author (truncated)
Version

puppet-vscode
jpo
0.12.0

Try closing all windows and launching with code --disable-extensions, this is typically related to problems with specific extensions.

My Extension Host was crashing due on an out of memory exception (console log attached), since I was seeing some other weird behaviors with other extensions I have deleted my local extension folder (C:\Users\carlo\.vscode) and restored my config using shan.code-settings-sync, and the crash seems to be gone
-1539099125320.log

Good to know that the crash is gone.
cc @alexandrudima @bpasero

I did not open the issue, I was merely offering a solution that worked for me in a similar scenario, maybe @danofsatx should confirm the problem is solved before closing this?


OpenBrowser throws error with AddExtensions

I use Chrome and AddExtensions with a CRX file downloaded from the chrome webstore. When starting the browser, the error below is shown:

Hi @dornech,
Any chance you can share minimal reproducible code for this? That would help us debug the issue.
Thanks!

Thanks for caring. I am impressed by SeleniumVBA and plan to migrate my applications to SeleniumVBA from SeleniumBasic (which still works somehow but is outdated and ha somne quirks int he API).
Set objWebCapabilities = objSelenium.CreateCapabilities
objWebCapabilities.AddExtensions Array("<extension-file including path with extension .crx>")
objWebDriver.StartChrome
objSelenium.OpenBrowser objWebCapabilities

I am pretty confident that the code is OK because if I do not do the AddExtensions call, the browser starts and everything works fine.
BTW: Windows10, latest Chrome-Browser

Thanks for the code - I agree with you - nothing looks unusual to me. BTW, you don't need to wrap your extension path(s) in an Array() structure, just to let you know - you can just list them as comma-separated arguments. I doubt that has anything to do with the issue though... We will get back to you soon.

Thanks for the response, yes I I learned already from looking into the code that the array-stuff is not required. Initially thought this to be required from the wiki.
However, strange thing is, that the CRX file works with SeleniumBasic, so it is not an issue of the CRX file but seems to be an issue how the options are prepared for / presented to webdriver / chromnedriver.exe.

Ok, I see the direction that we have to go to fix this: https://stackoverflow.com/questions/27278222/is-it-possible-to-add-a-plugin-to-chromedriver-under-a-protractor-test/27278322#27278322
Apparently, Selenium WebDriver is expecting a Base64 encoded string of the crx file, not the path to the file. This will take some time to fix and test.
I was able to successfully test one of the alternative answers in that stackoverflow link, in case it is of use to you until I can fix the AddExtensions problem:
caps.AddArguments "--load-extension=" & Environ("LOCALAPPDATA") & "\Google\Chrome\User Data\Default\Extensions\jdbnofccmhefkmjbkkdkfiicjkgofkdh\2.3.1_0"

@dornech, before I commit the fix, am hoping you can test for me....
Sub TestExtensions()
    Dim objSelenium As New WebDriver
    Dim objWebCapabilities As WebCapabilities
    Dim b64 As String
    Dim strExtensionPath As String

    strExtensionPath = "[path to local crx file]"

    b64 = encodeBase64(readByteArrayFromFile(strExtensionPath))

    objSelenium.StartChrome

    Set objWebCapabilities = objSelenium.CreateCapabilities
    objWebCapabilities.AddExtensions b64

    objSelenium.OpenBrowser objWebCapabilities

    Stop 'check if extension loaded

    objSelenium.CloseBrowser
    objSelenium.Shutdown
End Sub

Private Function encodeBase64(bytes() As Byte) As String
    Dim domDoc As New MSXML2.DOMDocument60
    Dim domNode As MSXML2.IXMLDOMElement
    Set domNode = domDoc.createElement("b64")
    domNode.DataType = "bin.base64"
    domNode.nodeTypedValue = bytes
    encodeBase64 = domNode.text
End Function

Private Function readByteArrayFromFile(ByVal filePath As String) As Byte()
    Dim binaryStream As New ADODB.Stream
    Dim byteArray() As Byte

    'specify stream type - we want To save binary data.
    binaryStream.Type = adTypeBinary

    'open the stream
    binaryStream.Open

    'load and read binary data from disk
    binaryStream.LoadFromFile filePath
    byteArray = binaryStream.Read

    binaryStream.Close
    readByteArrayFromFile = byteArray
End Function

Hi, that's funny: based on your hint I was looking for a possibility to do the b64 encoding - and found the MSXML-thing. And I have already a read2bytearray routine in my VBA pool. Just tested the bits & pieces togehter and wanted to suggest this to you ...

Slightly different variable names etc. but in principle yes.
3 Points to note:

For upward compatibility I wonder if there is a posibility to check if data provided is already a base64 string i e avoid code changes and do the encoding only if a path/filename is provided.
I wonder if this is a browser dependent issue - I tested only Chrome (and Chromium style browsers/drivers) and I am not sure nor did I investigate if it applies to Firefox as well.
I ran into a memory issue with one extension (i. e. AdblockPlus). I do not know if this can be avoided or is a restriction of the XML library.

Oops, I made the commit literally seconds before your last post, so missed your points above in the update.
Anyway, thanks for reporting this and let us know how the transition to SeleniumVBA goes.
Mike

BTW, I tried with AdblockPlus on Windows 11, latest Chrome browser. The crx file is large (64 mb) compared to the other crx files that I tried (less than a 1 mb), but the encoding worked very fast (less than a second). The sending of the capabilities instruction with the encoded string to the Chrome WebDriver and waiting for the response to come back took about 20 seconds or so. It did seem to work - AdBlockPlus presented a page asking me to pay money. So I don't think it's a problem with the encoding, at least on my setup.


Adding Link to Trust Center

adding link so customers can find independent audit reports on the trust center, as this question keeps coming up

Microsoft authors of articles need to make updates through the private repository so the updates can be staged and validated by the current validation rules. After you review staging and fix all validation issues, you can add the sign-off comment to let the PR reviewers know the updates are ready to be merged.It's easy to access the private repo version of your articles in GitHub. Just add -pr to the URL, as follows:
Public repo URL: https://github.com/Microsoft/azure-docs/blob/master/articles/azure-portal-overview.md
Private repo URL: https://github.com/Microsoft/azure-docs-pr/blob/master/articles/azure-portal-overview.md
We have closed this pull request. Please resubmit the updates through the private repo. If you need perms to the private repo, see the contributor guide instructions


Plus sign

When I hit +, it detect = instead

That is because it's the same key - the + is a modifier when you press shift and hit =.
I've had a few people ask for this functionality though so I may add it in.

I was wondering about that, especially since other tools like yours produced the same result. I didn't think of what you said, since I'm not using a US keyboard layout and I got seperate keys for those.

Ah yes - which keyboard do you have?
I do need some sort of plan for internationalization as well..

I'm typing this on an Apple keyboard with German layout (QWERTZ)


Presence heartbeat (v2)

Rewrite, and possibly unnecessarily thoroughly test, the presence-heartbeat code.
Resumption of PR #3704.
Fixes #3699.

The CI failure is due to a lint complaint involving no-loop-func. Which is fascinating, as I could have sworn I'd used that construct before...
... ah, no, it was inside a .forEach then.
Disabled via linter pragmata, at least for now.

The linter failure in the previous CI failure has been addressed by linter pragmata for now. (I thought I'd used that construct previously; but no, that was inside a .forEach.)
The current CI failure is due to a tests-only auxiliary file being (not unreasonably) mistaken for an actual test file by Jest, because it's in a subdirectory of the __tests__ folder that it's being used from. It clearly needs to be moved, but I see nowhere appropriate for it at present, and have no strong opinion about where it should go. A dev-src/ directory at the root, perhaps?

(Addendum: I haven't simply done that because, on reflection, the additional tests they're in support of may be more code than is worth having around. I'd prefer a second opinion on that.)

Marking priority, following the issue.

Thanks again @ray-kraesig for these changes! Now that the key parts of #3886 are in, want to rebase this to take advantage of Lolex being in master? (And the remaining commits of #3886 should be landing shortly, too, but I think those won't interact with this branch.)
I think the now-merged commits from #3886 also resolve the Jest file-layout questions discussed above. But please mention if I've missed something and that's not the case.
I'm also about to go read through this code -- I'll just skip over for now the bits that look like they were covered by #3886.

I think it might be simplest to reserve those for a subsequent PR.

Fair enough! Snipped for now.

Thanks @ray-kraesig for the revisions!
One question and a nit, both in the commit messages.

Fixes (the original version of) #3699, and is work towards #3659.

Seems to me like it actually fixes #3699. Is there a particular aspect of that that's still open that you have in mind?
Maybe this is a sign that my revised title was too vague :slightly_smiling_face: : "Presence-reporting logic is confused, in overlapping ways". I think the bar for closing the issue isn't that we become sure there are no bugs or confusions in the new version -- just that it's no longer confused in the ways we knew about. And of course a related good thing to achieve (as this PR does) is that it's written in a way that we can hope is less prone to confusion. :wink:
heartbeat: change presence-reporting protocol

Following discussion on chat.zulip.org's #mobile-team channel, adjust

s/channel/stream/ :smile:
Oh, and I guess a second nit: s/heartbeat/presence/ in that summary line would feel a bit more on-point to me. I think it's because this change is mainly aimed at the server-facing reporting of presence, rather than the internal implementation choices (even though it involves making changes to the latter to accomplish its changes to the former.)

Seems to me like it actually fixes #3699. Is there a particular aspect of that that's still open that you have in mind?

As of that commit, yes: idle messages are still sent, under the (existing) confusion that they should be. The following commit should have the relevant fix-note. (Done.)

As of that commit, yes: idle messages are still sent, under the (existing) confusion that they should be. The following commit should have the relevant fix-note. (Done.)

Ah, got it. Thanks!
I'll merge shortly. I think I'll make one small further edit to the commit messages: on this "Fixes (the original version of) #3699" commit, I'll add a mention that a fix to the remainder of that issue is coming up next. Reduces the suspense a bit for the reader. :wink:


Extend getGlyphMapForStandardFonts with some Hebrew entries (issue 15033)

This only adds the minimum entries required in order to render the referenced document correctly, rather than trying to support "all" Hebrew glyphs, to ensure that all lines in getGlyphMapForStandardFonts are covered by tests.

/botio makeref


Multi tenancy operator flaky test

According to the last checks, this one still tends to fail quite often:
TestOperatorIDFiltering/Operators_can_handoff_scoped_integrations

@christophd do you mind having a look?

yes, let me have a look


Update to JupyterLab 4

Description
Currently when trying to use with JupyterLab 4, errors out with
The following packages are incompatible
├─ jupyterlab-link-share 0.3**  is installable and it requires
│  └─ jupyterlab >=3.0.0,<4 , which can be installed;

Reproduce
Attempt to use with JupyterLab 4
Expected behavior
Works with JupyterLab 4
Context
Trying to update dependencies in https://github.com/jupyterlab/jupyterlab-demo

Does the share link feature in jupyter-collaboration work on Binder when there are two servers running with one proxied?
This was also asked in https://github.com/jupyterlab/jupyter_collaboration/pull/150#issuecomment-1545743030 but I'm not sure about the status of it.

It seems to be working fine with binder using https://mybinder.org/v2/gh/jupyterlab/jupyterlab-demo/lab-4.0?urlpath=lab over at https://github.com/jupyterlab/jupyterlab-demo/pull/115. It is a bit unexpected that the link sharing dialog opens by clicking at an icon in top right corner while this extension was adding a menu item (I was looking in the left collaboration panel and all over menus).

when there are two servers running with one proxied?

Is this the usual Binder setup?

Is this the usual Binder setup?

Probably not. At some point it was used for the JupyterLab dev Binder by starting JupyterLav dev mode as a separate server via jupyter-server-proxy. But I don't think this is the case anymore.

@krassowski, @jtpio, thank you for replies and looking into this.


Add kafka examples to navigation

To be merged after https://github.com/build-trust/ockam/pull/7997


About the evaluation

Hi, @yjxiong
I found you use 'accuracy' evaluation in training but use 'precision' evaluation in testing, am I right? If I'm right, please tell me why?

There is no difference when they refer to the top-1 classification performance.


Align Animal Data Model - Use common schema for Agri. Document

I think this one can be closed

closing


Create CI testing suite

A testing suite created using GitHub Actions will be run on every code push as well as pull request submissions to ensure code is properly vetted prior to being merged.
Signed-Off-By: Robert Clark<EMAIL_ADDRESS>

LGTM


VKD3D-Proton Support Request

This issue is to request required features and extensions that should improve AMDVLK on VKD3D-Proton. Just recently, VKD3D added VK Profiles for D3D feature and shader model level support.
AFAICT, AMDVLK can support baseline D3D Feature Level (FL) 12.0 and up to Shader Model (SM) 6.6 but doesn't support FL 12.2 and SM 6.6 because of a few missing features/extensions. While some D3D12 games are playable on AMDVLK w/ current drivers (v2023.Q2.2), others are not due to missing features/extensions.
Lastly, there are a few other features that are needed for optimal performance.
For FL 12.1, AMDVLK will need:
VK_EXT_fragment_shader_interlock
    VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT
        fragmentShaderSampleInterlock = true
        fragmentShaderPixelInterlock = true

For FL 12.2, AMDVLK will need:
VK_EXT_mesh_shader (partially supported)
    VkPhysicalDeviceMeshShaderFeaturesEXT
        taskShader = true

VK_EXT_conservative_rasterization (partially supported)
    VkPhysicalDeviceConservativeRasterizationPropertiesEXT
        fullyCoveredFragmentShaderInputVariable = true

For SM 6.6, AMDVLK will need:
VK_NV_compute_shader_derivatives
    VkPhysicalDeviceComputeShaderDerivativesFeaturesNV
        computeDerivativeGroupLinear = true

For optimal performance w/ FL 12.0, AMDVLK will need:
VkPhysicalDeviceLimits
    maxPushConstantsSize = 256

For overall optimal performance, AMDVLK will need:
VK_EXT_graphics_pipeline_library (ongoing work to support this is in-progress)
VK_EXT_extended_dynamic_state2 (partially supported)
    VkPhysicalDeviceExtendedDynamicState2FeaturesEXT
        extendedDynamicState2PatchControlPoints = true
VK_KHR_present_id
VK_KHR_present_wait

nice review!

opened issue asking specifically for taskShader for enable mesh shaders under VKD3D now that games like Alan Wake 2 can make use of it.. (for better perf?)
also you can update the list to include VK_NV_device_generated_commands_compute for Starfield and also support/exposed on RADV under VKD3D..

@bluestang2006  VK_EXT_graphics_pipeline_library is disabled for dxvk now because of a corruption with VK_EXT_graphics_pipeline_library enabled. This will be fixed in next release.
The VKCTS <IP_ADDRESS> tests can pass in our testing. What version of vkcts are you using?

@bluestang2006 VK_EXT_graphics_pipeline_library is disabled for dxvk now because of a corruption with VK_EXT_graphics_pipeline_library enabled. This will be fixed in next release. The VKCTS <IP_ADDRESS> tests can pass in our testing. What version of vkcts are you using?

I'm using a much more recent version of VKCTS, off the main branch. I'll wait for the next release when it's enabled for DXVK. Any updates on the Feature Level (FL) requests for VKD3D?

We reproduced failures in dEQP-VK.pipeline.fast_linked_library.bind_buffers_2.* with new version CTS.  It's pre-existing and has to do with robustness 2 not GPL fast link. We are working on it.
Regarding the Feature Level (FL) and Shader Model (SM) support for VKD3D:
•	VK_NV_compute_shader_derivatives
We implemented the support we care about and the extension is enabled via app detect for steam.
Discussions will resume to ship the EXT version very soon.
•	VK_EXT_conservative_rasterization (fullyCoveredFragmentShaderInputVariable)
We do not plan on supporting this.
•	VK_EXT_fragment_shader_interlock
We plan to expose it for select apps via app detect.
We still do not want to enable widely because it's not preferred behavior.
•	VK_EXT_extended_dynamic_state2 (extendedDynamicState2PatchControlPoints)
We do not plan on supporting this.
•       VkPhysicalDeviceLimits ( maxPushConstantsSize = 256)
This is a HW limitation for us. We don’t have that many user data registers
•	VK_KHR_present_id
Currently no plan to implement, but we are checking to put this into future plan
•	VK_KHR_present_wait
Currently no plan to implement, but we are checking to put this into future plan
•	Task shaders
We plan to support it in proprietary driver, but no plan to expose it in open source driver yet

We implemented the support we care about and the extension is enabled via app detect for steam.

We plan to expose it for select apps via app detect.

Adding workarounds for broken apps that are already in the wild is fine, but when AMDVLK just selectively chooses not to fully support all apps except for some specific ones, that only makes me as an app developer selectively not want to support AMDVLK at all — or support it by faking VkApplicationInfo and possibly detouring other detection mechanisms, which, I think, might actually be a good technical measure to counter this practice. Especially if this filtering is done to show strong sides of the hardware/driver in a few curated examples while sweeping the subpar aspects under the rug, then I don't think it would be respectful to use apps relying on certain features as word-of-mouth marketing demos when in reality you're actively setting up roadblocks for developers who want to use that functionality. This is not the responsibility of a driver, especially in Vulkan which is explicitly designed in a way that lets drivers and apps communicate as much information about each other as possible.

• Task shaders
We plan to support it in proprietary driver, but no plan to expose it in open source driver yet

Task shader support is open-source. It's part of VK_EXT_mesh_shader, but it's conditional on kernel and firmware support. I've added more info in #341.

@Triang3l  Thanks for your feedback!
For VK_NV_compute_shader_derivatives, we are selectively enabling it temporarily. The extension is planned for removal when the EXT version of it is available. The EXT spec's release has been delayed because Roadmap releases took priority but should be back on track soon.
For VK_EXT_fragment_shader_interlock, we will consider the decision to expose it by default once we have an implementation.

We reproduced failures in dEQP-VK.pipeline.fast_linked_library.bind_buffers_2.* with new version CTS. It's pre-existing and has to do with robustness 2 not GPL fast link. We are working on it.
Regarding the Feature Level (FL) and Shader Model (SM) support for VKD3D: • VK_NV_compute_shader_derivatives We implemented the support we care about and the extension is enabled via app detect for steam. Discussions will resume to ship the EXT version very soon. • VK_EXT_conservative_rasterization (fullyCoveredFragmentShaderInputVariable) We do not plan on supporting this. • VK_EXT_fragment_shader_interlock We plan to expose it for select apps via app detect. We still do not want to enable widely because it's not preferred behavior. • VK_EXT_extended_dynamic_state2 (extendedDynamicState2PatchControlPoints) We do not plan on supporting this. • VkPhysicalDeviceLimits ( maxPushConstantsSize = 256) This is a HW limitation for us. We don’t have that many user data registers • VK_KHR_present_id Currently no plan to implement, but we are checking to put this into future plan • VK_KHR_present_wait Currently no plan to implement, but we are checking to put this into future plan • Task shaders We plan to support it in proprietary driver, but no plan to expose it in open source driver yet

@jinjianrong really, many thanks for sharing your plan/roadmap on AMDVLK VKD3D support!! "finally" expectations are clear!

@Triang3l Thanks for your feedback! For VK_NV_compute_shader_derivatives, we are selectively enabling it temporarily. The extension is planned for removal when the EXT version of it is available. The EXT spec's release has been delayed because Roadmap releases took priority but should be back on track soon.
For VK_EXT_fragment_shader_interlock, we will consider the decision to expose it by default once we have an implementation.

@jinjianrong @Triang3l a suggestion regarding VK_NV_compute_shader_derivatives and VK_EXT_fragment_shader_interlock exposure.. even if you have concerns enabling unconditionally, excepting selected/curated apps, you have already a mechanism in place via AMDVLK_ENABLE_DEVELOPING_EXT env variable to expose such extensions maybe..
remembered reading https://www.phoronix.com/news/AMDVLK-Developing-Ext-Var 5 years ago..
or maybe this AMDVLK_ENABLE_DEVELOPING_EXT env variable has been removed?

adding latest results of running latest AMDVLK around various VKD3D profiles:
basically primary problems the same but adding new:

Unsupported extension: VK_EXT_swapchain_maintenance1

Testing profile VP_D3D12_maximum_radv adds:

Unsupported extension: VK_KHR_shader_maximal_reconvergence

and older ones like:

Unsupported extension: VK_NV_device_generated_commands
Unsupported extension: VK_NV_device_generated_commands_compute

Testing profile VP_D3D12_FL_11_0_baseline.
[RESULT] GPU: AMD Radeon Graphics, Profile: VP_D3D12_FL_11_0_baseline, supported: yes
Testing profile VP_D3D12_FL_11_1_baseline.
[RESULT] GPU: AMD Radeon Graphics, Profile: VP_D3D12_FL_11_1_baseline, supported: yes
Testing profile VP_D3D12_FL_12_0_baseline.
[RESULT] GPU: AMD Radeon Graphics, Profile: VP_D3D12_FL_12_0_baseline, supported: yes
Testing profile VP_D3D12_FL_12_0_optimal.

Unsupported extension: VK_EXT_fragment_shader_interlock
Unsupported feature condition: VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT::fragmentShaderPixelInterlock == VK_TRUE
Unsupported feature condition: VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT::fragmentShaderSampleInterlock == VK_TRUE
[RESULT] GPU: AMD Radeon Graphics, Profile: VP_D3D12_FL_12_1_baseline, supported: no
Testing profile VP_D3D12_FL_12_2_baseline.
Unsupported extension: VK_EXT_fragment_shader_interlock
Unsupported feature condition: VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT::fragmentShaderPixelInterlock == VK_TRUE
Unsupported feature condition: VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT::fragmentShaderSampleInterlock == VK_TRUE
Unsupported feature condition: VkPhysicalDeviceMeshShaderFeaturesEXT::taskShader == VK_TRUE
Unsupported properties condition: VkPhysicalDeviceConservativeRasterizationPropertiesEXT::fullyCoveredFragmentShaderInputVariable contains VK_TRUE
[RESULT] GPU: AMD Radeon Graphics, Profile: VP_D3D12_FL_12_2_baseline, supported: no
Testing profile VP_D3D12_FL_12_2_optimal.


Error message positioned incorrectly

Because the default thumbnail width/height = 200px, while the original DZ ones are 120px, and the css for the error message hasn't been change, the error message is positioned incorrectly.

To fix...
.dropzone .dz-preview .dz-error-message {
...
    top: 210px;
    left: 30px;
...
}

...or could even use something like...
.dropzone .dz-preview .dz-error-message {
...
    top: calc(100% + 10px);
    left: calc(50% - 70px);
...
}

... to allow for the thumbnail sizes to change dynamically?

@oldskool73 it's really annoying. Thanks for suggestion. Will try it soon

@oldskool73 Thanks.


add a button to snap the view to the current bounds

basically to reinitalize the stretch behavior
maybe this can added to the toolbar?

https://stackoverflow.com/questions/52971285/add-toolbar-button-icon-matplotlib


Fix/reretrieve post too slow

Related User Stories
tag related stories or create a new one if does not exist
Check list

[x] My branch is up to date with master. How?
[x] I passed all integration tests in Travis CI.
[x] Now it is a good time to ask for review.

@ExiaSR


Add simple gpu readback example

Objective

It's pretty common for users to want to read data back from the gpu and into the main world

Solution

Add a simple example that shows how to read data back from the gpu and send it to the main world using a channel.
The example is largely based on this wgpu example but adapted to bevy

https://github.com/gfx-rs/wgpu/blob/fb305b85f692f3fbbd9509b648dfbc97072f7465/examples/src/repeated_compute/mod.rs

Don't have time to review this thoroughly atm, but we should definitely include a warning that CPU readback is extremely high latency, and should rarely be used for gameplay logic.
We also need to explain why it's slow, and why we have to wait for the mapping (GPU needs to finish writing to the buffer, then copy everything over PCIE).

Don't have time to review this thoroughly atm, but we should definitely include a warning that CPU readback is extremely high latency, and should rarely be used for gameplay logic.

As a Bevy user I'd love to be able to easily quantify this latency.
I saw there were some new render diags: http://dev-docs.bevyengine.org/bevy/render/diagnostic/struct.RenderDiagnosticsPlugin.html but haven't looked at it enough to see whether it could fit into an example like this

@JMS55 I agree it's important for users to know, but I think all of that is covered in the various comments describing what is going on. I could add a top level comment saying it more explicitly that doing this will slow things down and introduce latency.

@torsteingrindvik

As a Bevy user I'd love to be able to easily quantify this latency.

Technically this will always be a single frame of latency, since everything else is blocking.

frame n => render world sends data through the channel at the end of the frame
frame n + 1 => main world receives the data

So if you want a number it's whatever the duration of a frame is in your app, but since this process is blocking then the total frame time will be longer than if you didn't do any readback.


🐛 BUG: dev --local fails when Worker fetches origin

What version of Wrangler are you using?
2.0.8
What operating system are you using?
Mac
Describe the Bug
The following simple Worker works without --local but recurses with --local.
export interface Env {}

export default {
  async fetch(
    request: Request,
    _env: Env,
    _ctx: ExecutionContext
  ): Promise<Response> {
    return await fetch(request.url)
  }
}

Running wrangler dev will work and correctly fetch from the origin server. Running this with --local will fail. On failure, Miniflare suggests setting the option upstream in its config, but there is no way to do that using either CLI options or changing the TOML as the 'miniflare' TOML option is deprecated and ignored.

Quick question: Do you have routes in your wrangler.toml? I'm asking because I wonder if by default we should simply use the domain specified in your routes automatically as the upstream (unless of course it's proxying to totally different domain, which may require extra config).

@threepointone yeah, I think either using dev.host in the toml or from route would be a reasonable default / fix for this, but one of the main perks of using miniflare is to run fully local (including origin) so having a CLI option to override "upstream" for miniflare would be clutch for those using --local.

Yeah I can't think of a way to make this fully inferable for a clearly valid usecase, so I think we'll have to introduce config for this. Thanks for reporting!

Fixed via https://github.com/cloudflare/wrangler2/pull/1207#issuecomment-1165310921


Bug in hGetAll (4.0.1) returning mixed fields or Incorrect documentation, or both.

I am having problems with hGetAll.
When after I hSet with a mix of string, number and Buffer, when subsequently call hGetAll, the buffer field comes back corrupted in two ways.

typeof reports it as a string but logging it, results in binary escape horror.
Treating it as a binary, it does not match what was saved.

Now, when I attempt to use this example code from README.md
await client.hSet('key', 'field', Buffer.from('value')); // 'OK'
await client.hGetAll(
  commandOptions({ returnBuffers: true }),
  'key'
); // { field: <Buffer 76 61 6c 75 65> }

I get the following compilation error.
src/Redis/RedisRepository.ts:65:73 - error TS2345: Argument of type '{ returnBuffers: boolean; }' is not assignable to parameter of type 'ClientCommandOptions'.
  Object literal may only specify known properties, and 'returnBuffers' does not exist in type 'ClientCommandOptions'.

65         const fields = await this.Redis.Client.hGetAll(commandOptions({ returnBuffers: true }),key);

Environment:

Node.js Version: v16.13.0
Redis Server Version: Redis server v=6.2.6 sha=00000000:0 malloc=libc bits=64 build=ffd424e92d4892ad
Node Redis Version<EMAIL_ADDRESS>Platform: Mac OS 11.6.1

I've added the returnBuffers option in a0de7967f98068790cd09c909bbbb7e7d6deefe8, which wasn't released yet...

Thank you! Will that change also resolve the type mismatch/corruption? What was going on there? Bad low-level marshaling?


I have a request for you

Hello,blueskythlikesclouds, nice to meet u.
I am using ur miku tools, it's really helpful, I'm really appreciate it.
Thank you so much.
But i have requests for you, could you please making more powerful miku motion data editor just like DeXd or alXve 5 Movie Data Tool?
Please help, thanks.

You're asking for a motion editor like in MMD?

You're asking for a motion editor like in MMD?
Yes,i want to show edited motion with project diva  arcade or project diva future tone arcade,i mean i need to use edited motion data replace to original file(farc).

It is my request,I wish u can making an motion editor for project diva  arcade just like MMD or movie data tool.

I'm not sure if I'll be making an actual motion editor like MMD but there will be an FBX importer. (also possibly VMD)

i'm counting on you, i just want editing orignlal motion data from Project diva.

Haha, sure. The next release is going to be pretty big, and it's going to have the ability to import custom motions.

Great!! that will be help

Hello,it's me again.
How is it going with your updates?
Would i meet your program in this few days?

No, I'm afraid it's going to take a lot of time to be finished. There's so much to do.

That’s a shame.
Anyway,Keep it up
It's look like next version will be more powerful.

how is going?
When will you new version be released?


Eyewitness - President Abello Subtitle Typo

In the Vanguard mission 'Eyewitness', after the cabinet session, president Abello's subtitles incorrectly say "We'll have to make due with the tools we've got" where it should be written "We'll have to make do with the tools we've got".

Details
Eyewitness quest ID -  002AAE8D
Game Version
<IP_ADDRESS>
Language
English (EN)
New Game
Yes
Reproduction Steps
Play Eyewitness quest with subtitles on

Fixed on issue #730


upload empty directory

Extending the work in #447, implement the upload of empty directories.
Original comment by @acud:

so this won't support empty directories. would be nice to have the support so we don't lose information when uploading. this was happening in old swarm and i think this is counter-intuitive and an undesired behavior

This came up during discussion I had with Viktor, and he mentioned that we should not created entries for empty directories, unless there is at least one file in them (@zelig please correct me if I misunderstood). Which means if there is information about directory from TAR archive, entry for that directory should be created, unless directory is empty.
Personally, I do not have any opinions about this (at this time at least), just mentioning for a reference.

@zbiljic @zelig I personally don't like the idea of omitting information from a given upload. Directory structure is as important as physical files. I object to omitting empty directories, they should be given consideration just as any other file type. This is counter intuitive for users too

I second @acud s opinion. Being able to upload empty directories is important for a user.

This came up during discussion I had with Viktor, and he mentioned that we should not created entries for empty directories, unless there is at least one file in them (@zelig please correct me if I misunderstood). Which means if there is information about directory from TAR archive, entry for that directory should be created, unless directory is empty.

this must have been a misunderstanding. i specifically  want empty dirs to be represented and see it as a shortcoming of the old manifest format not to allow that.
the solution currently in mantaray is not as i designed it and want to change so
bump this @Eknir @zbiljic

Hi @zelig , I would like to request a meeting on this. As can be seen in this discussion, @acud opposes to omitting empty directories and I also see the value of uploading them. Nevertheless, I assume there are solid reasons for you bumping this issue.
What about upcoming roundtable? If yes, could you put it on the agenda?


Repo - Structure as Unity UPM-compatible Package

The repo is currently structured as a Unity Project. (link)
To improve integration with user's new and existing Unity Projects, I suggest...
Suggestion

The repo be structured instead as a Unity UPM-compatible Package (link)

Optional Additions

I moved this to its own ticket - The resulting package be published to NPMJS - https://github.com/trilitech/tezos-unity-sdk/issues/23

NOTE: This request does not directly relate to any current or future release of the Tezos Unity SDK on the ASSET STORE. That is a separate subject matter.
TAG
#PriorityForSam

Someone, perhaps Jeremy, in Slack mentioned https://solana.unity-sdk.gg/ . I gave it a look. It's a good inspiration for web docs, installation of SDK, and good separation of any samples from the SDK.
Here is a video of me talking about it. https://tezos-dev.slack.com/archives/C04JEV96Q2H/p1678096701803079
Enjoy!

Closed with #25


⚠ ClamAV has degraded performance

In f71baf7, ClamAV (https://spamassassin.apache.org/) experienced degraded performance:

HTTP code: 200
Response time: 193 ms

Resolved: ClamAV performance has improved in a34792c.