Configurable Authentication for Leaderboard

[ ] Authentication using NextAuth with various providers (Google and GitHub for now).
[ ] Login page or a modal pop-up for login.
[ ] Enable or disable authentication feature.
[ ] Configurable providers.
[ ] Role-based configurable routes.

@rithviknishad can you please assign this to me !

This may be an opt-in feature. To be disabled by default and would be disabled for this org's deployment too.
How would you validate a user is allowed to access the deployment?

How would you validate a user is allowed to access the deployment?

The feature will be disabled by default, and all routes related to authentication (/api/auth) will redirect to the home page if it's disabled.
The user needs to manually change a flag like (ENABLE_AUTHENTICATION=true) in the environment variables to enable authentication.
If a user has enabled this flag, they need to provide a client ID and secret from their own OAuth.
The user's role will be fetched from the data repo directly based on a username.

Let's say an organization A that has private repositories and their leaderboard is set to include those information, how would you validate if a person is from org. A?

That might be a bit tricky!

One thing we can do is domain specific validation (email@organization.com).
Only the users present in the data repository will be validated or allowed.
We can add something like a request for access, which creates a PR similar to what we have for updating profiles. If and only if the pr gets merged, then the user will get access.

I have one suggestion,
Instead of implementing register/login functionality, let's consider adding a toggle on the homepage to switch between private and public repositories. When a visitor toggles to view private repositories, we'll then validate whether the visitor is allowed access.
It is less complicated i guess.

@rithviknishad , can we have a separate endpoint that is only accessible to the owner? The owner's email will be placed in the env , and the user with that email can access a route where the owner can add users' emails to allow them access to the website. I think we can somehow have write access permissions for the data repository directly using GitHub's new fine-grained PAT and update the data repository using Octokit.

, Also, we can directly update a specific file, such as allowedUsers, from the web using Octokit.
https://stackoverflow.com/questions/41316067/updating-a-file-in-github-repository-using-octokit

@dgparmar14 we need authentication to verify the users who will have access to private repositories, right?
the problem here is how we going to allow which users will have access
let me know if you have any ideas on how this can be achived


Python 3.5.2 not expecting str

When I try run the acceptance test, I get an exception. I'm using python 3.5.2. If I change back to python 2.7, it is fine.
Traceback (most recent call last):
  File "atest/run.py", line 134, in <module>
    rc = atests(*sys.argv[1:])
  File "atest/run.py", line 72, in atests
    interpreter = InterpreterFactory(interpreter)
  File "/home/rlucca/Git/robotframework/atest/interpreter.py", line 18, in InterpreterFactory
    return Interpreter(path, name, version)
  File "/home/rlucca/Git/robotframework/atest/interpreter.py", line 27, in __init__
    name, version = self._get_name_and_version()
  File "/home/rlucca/Git/robotframework/atest/interpreter.py", line 41, in _get_name_and_version
    name = name if 'PyPy' not in output else 'PyPy'
TypeError: a bytes-like object is required, not 'str'

Acceptance test system itself isn't Python 3 compatible. You need to run atest/run.py using Python 2.7. atest/README.rst ought to explain this. This limitation could obviously be lifted.


How many times to silent renew execute done?

Hi brockallen,
Once silent renew working to get auto signin success, i have try to call resource api to get json data and have an error response(401 Unauthorized).
How many times to silent renew execute done? (ex. 1 second or 2 second)

This issue should closed, i found an prolem, "accessTokenExpiringNotificationTime" i set 4 second, this time seems not enough to create new token and that the reason why i can't call api successfully(401 Unauthorized).
Thanks


Pixel-perfect zoom mode?

I really miss the old zoom mode that only chose pixel-perfect zooms (1x, 2x, etc.). The current zoom mode is more flexible, but it takes me more time to find a zoom mode where all pixels have the same size. When making maps, I usually only use these zooms: 100%, 200%, 300%, etc, because I know an ‘underlying’ pixel corresponds to one ‘screen’ pixel.
Most zooms R48 offers mean that pixels have different sizes. Here’s an illustration:

Red lines are borders of ‘real’ pixels, blue lines subdivide zoomed pixels. Most R48 zooms now make pixels unequal (on the image, some pixels are 3px while others are 2px). These zoom modes make it harder to judge about how the map will look in the end.
Current zoom mode works like RPG Maker MV, but:

MV has an ‘100% zoom’ buttom (‘1:1’ icon) which reverts to the default zoom, which is pixel-perfect,
MV tiles are larger (48x48) so you rarely need 2x and larger zooms, most time you need 100% zoom (but in RM2k[3]/EasyRPG games, you work with larger zooms most of the time, because 16x16 us just too small — in fact, RM2k treats 200% zoom as the default one, not 100%).

Some function to use only pixel-perfect zooms would be welcome. Maybe a switch somewhere, or ‘if you hold shift key, only zooms with integer number of pixels are chosen’, or something along these lines. Or maybe a ‘revert to 100% zoom’ like in RPG Makers (although ‘revert to 200%’ would probably be more appropriate for 2k[3] mode).

This mode was already bound to Shift, but now it's also bound to Control. Just in case.
And yes, I did run out of room for more informative controls text...

Thanks!


CPP: Use newer taint tracking in Overflowdest.ql

Switch Overflowdest.ql from security.TaintTracking to newer dataflow.TaintTracking as has been requested.  See discussion in https://github.com/Semmle/ql/pull/329.  This will cause some test failures and should not be merged until the latter taint library has been extended to handle cases such as:
char array[128];

taintSource(array);

// ...

taintSink(array);

(@rdmarsh2 estimates early November)
In addition we should probably run query differences of some sort on this query once the tests pass.  And probably give it a change note.

I've added the WIP label to make sure this isn't accidentally merged.

@rdmarsh2 do we still have plans to implement the above described improvement to dataflow.TaintTracking?  Or should we skip this and wait for IR-based taint tracking?  Either way, without this feature I think we'll struggle to move away from the old security.TaintTracking.

Plans have changed: we'll switch all the security.TaintTracking users over to IR taint tracking at the same time via DefaultTaintTracking.qll.

OK.


Blazor Client/Server side - Built in feature to use Azure B2C!

In today's security systems, storing User's credentials and passwords in your own hosted application/database, is the biggest mistake we can make, to invite hackers to break into our DB.
Azure has a very strong and sophisticated infrastructure [Azure B2C] to safeguard our users' identity and provide solid utilities for users to sign up, sign in, change password and etc. But, the liability is not on us anymore and we can focus.
Piggybacking on the existing ASP Auth system or even using IdentityServer4 and store user's identity in our hosting DB, is a Recipe for disaster to happen for us the developers, and any legal issues, can drag MSFT into it, because the manufacture provided a weak solution to store user's identity.
However, integrating ASP apps (MVC, Web API, Blazor and etc.) is a lot of work to get it working with Azure B2C. Every one of us has to go through this pain. So, Blazor Team, PLEASE give us an easy to use integration path to use Azure B2C right out of the box for both models. Right now, Azure B2C integration with MVC or Web API is hard to use, and there way too many steps involved.
We either need a clean integration between Blazor (both models) and Azure B2C or a complete guideline and steps to follow for each model.
When building such integration, please give us full access to B2C features, so we can use it's full potentials.
Note: I'm very nervous and concern that Blazor will be offering the older security model with on premise storage of users.
I hope ASP team, pays a great deal of attention that if Blazor's security is weak, it will open up a lot headaches for ALL of us.
Thanks!
..Ben

You can use external auth like you can with any spa application that uses ASP.NET Core as a
Backend. I don’t fully understand the request here.

Locking because of the mention of potential legal action.


CSV Import for Cards

As a user I want to  be able to generate cards from a CSV file. Because cards are generated in the browser, we need to load and preocess the CSV using TypeScript
Acceptance Criteria:

[ ] Add a button to "Import a CSV".
[ ] The CSV must have the following columns: Name, expiration date, birthdate, traffic ID
[ ] Allow only plain CSVs, use a parser without support for excel files!
[ ] Support all possible variants of CSV and automatically detect it (comma separated, tab separated)
[ ] only support UTF-8 files, error on others
[ ] Upon importing, start a task which generates a pdf page for ever row in the CSV (show some message during processing)
[ ] Optional: Do the processing in a WebWorker. That way the main thread will not block.

Technical Tasks:

[ ] No techincal tasks, do the story in this PR.

@dkehne do we already have confirmation for this issue?

As of today it is still undecided whether this will be implemented. The current deadline for Nürnberg without this feature is 01.03.2023.


Bug: Profile on footer Social Icons

profile is not added in footer section icon only github profile is added to it  please give me profile link so that i added in it
https://github.com/khushi-joshi-05/Food-ordering-website/assets/168094736/89b21a20-c6fb-45c3-93fd-29b4c47006f7
hello @khushi-joshi-05 please provide me links of all profile so that i can add these on icon of social media in footer section

@khushi-joshi-05 please assign this issue to me under GSSoC

@sunny0625 please assign this issue to me


Fix Moq dependency at a version that still supports netcoreapp 1.0

Required to address issues reported on #318

All Tests passed on VS2019, too.


Windows Phone 8.1 Support

Hello,
I am very interested in your library. I tried to add it to my portable library, but Windows phone 8.1 is not added in your build.
Is there a chance that you add it and release a new version on nuget?
Thanks

Hello,
afaik that is fixed with e82b893. But there is still a new release missing.

+1
I'm trying to install to portable-net45+win+wpa81 (aka Target profile Profile111)  but no joy.


Fix bug where symbols would get the framework name show up twice in the availability badges.

Bug/issue #, if applicable: 126713717
Summary
When a framework had a display name different to the top level symbol name both variations would appear as availability badges in the symbols that were declared in extensions of that same framework, resulting in  odd availability information.
Before the fix:

After the fix:

This was caused by the logic introduced here:
https://github.com/apple/swift-docc/pull/732/files#diff-68ec34e58e2102fa55684b18f310a856fd3220cf919e869bca4ad5f179ac1f14R1206
Dependencies
N/A
Testing
Steps:

Preview attached doc catalog.
Assert that the availabilities displayed in the Foo symbol does not show the framework name.

Checklist
Make sure you check off the following items. If they cannot be completed, provide a reason.

[X] Added tests
[X] Ran the ./bin/test script and it succeeded
[ ] Updated documentation if necessary (N/A)
AvailabilityBug.docc.zip

@swift-ci please test

Should the framework name show up once after this fix? In the 2nd screenshot there's no longer any module availability item.

Should the framework name show up once after this fix? In the 2nd screenshot there's no longer any module availability item.

Not in this case. It should only display the names of external frameworks (https://github.com/apple/swift-docc/pull/732).

@swift-ci please test


[Request for external] codeunit 143000 "Library - NL Localization"

The test library codeunit 143000 "Library - NL Localization" contains a lot of onprem scoped functions. These functions are not OnPrem specific and should be able to also run on the cloud. Please review all of them and remove the OnPrem scope from the functions in this codeunit. The codeunit is in the Dutch localization.

Thanks for reporting this. We agree, and we’ll publish a fix asap, either in an update for the current version or in the next major release. Please do not reply to this, as we do not monitor closed issues. If you have follow-up questions or requests, please create a new issue where you reference this one.
Build ID: 11415.


V0.12.1

Description of the change
Enable Nix setup by copying existing extensions from RDKAFKA_EXT_PATH if available; otherwise, download and build an extension with MiniPortile.
Based on v0.12.3 version, which was a dependency for karafka-core and waterdrop gems as of 5/31/2023. main branch has incompatible changes that require modifications upstream.

Scratch that. Wrong version.


samples: Updated README for tracing application sample

Updated README.txt to .rst format file
This pull request is necessary for issue: https://github.com/zephyrproject-rtos/zephyr/issues/27805.

Thanks for the complete review @kartben! It's should be okay with the last modifications :)

@kartben Can you take another look?


[FEATURE] DrawText with Span<> so we don't need to GC.

Be able to draw from the stack via Span. This would result in no extra string allocates on my end, just an internal copy for that string in the stack. I did a heap trace and found I was creating so many new strings per second, and I realized oh yeah, I'm creating a new string each time.
Describe the solution you'd like
ReadOnlySpan<char> fpsText = $"{fps}fps";
DrawText(fpsText, 0, 0, font, paint);

Being able to DrawText like that would be nice.
Describe alternatives you've considered
I could cache the fpsText, but it may wildly change on some other systems and need up to MAXFPS strings.
Additional context
Too much GC's result in large hiccups, it'd be nice to focus on reducing some of these bottlenecks to result in a smooth experience.

DrawText appears to have a string overload because that was the old API and it is convenient, however, no matter what API you use on the SKCanvas API, it creates a SKTextBlob object under the hood and draws using that.
The SKTextBlob supports spans, so maybe that is how you can avoid hidden allocations?
This is sort of what the implementation in SKCanvas looks like:

public void DrawText (string text, float x, float y, SKFont font, SKPaint paint)
{
	using var blob = SKTextBlob.Create (text, font);
	if (blob == null)
		return;
	DrawText (blob, x, y, paint);
}

It was more so that the garbage collector wouldn't need to much to do. I'm not sure if SkiaSharp was designed with realtime rendering of every frame in mind, but those GC cleanup hiccups are very noticeable (as just drawing text is creating new objects every time). Having an allocation free setup would help with this. :) (That's why using span instead of creating an object, would use local stack space)

If you mutate your text buffer you always need to allocate a new SKTextBlob. This is how it works. If you don't mutate reuse the text blob.

The issue is that string are not super draw friendly. Fonts and things require some shaping and glyphs. Technically, skia only really supports glyphs, so string - especially unicode - gets converted into a series of positions glyphs. So changing the text will trigger a change of the underlying glyphs.
And, there are more lies. text blobs are created using a SKTextBlobBuilder.
The builder allows for allocations of "runs" and then it is snapped off into text blobs, which are then drawn. Text blobs are read only as well, so updating is not possible -and it would not be simple to do as the text blob is a collection of runs which are collections of glyphs and positions.
However, you can make a text blob builder and keep that one alive, then generate blobs off that using spans. However there are also the SKRunBuffer objects that maybe are getting in the way of the GC as that does not do anything special. It just wraps a native struct and provides a way to add the contents of a run. It does not have any handles, so it was just a plain C# object.
Are you able to verify that the hiccups are from the text drawing? Can you get some stats on what objects are actually being cleaned up as there are a few layers to this ...

Sorry @mattleibow , I'd really like to follow up with this as I might be using more of it in the future, but I'm working on a different project for a client at the moment. I will provide some insight though: It's probably not just the Text Drawing that is allocating objects, I'd have to look more into your library. But it would be smooth for a few seconds, huge stutter, continue for a bit, again huge stutter. C# is at least providing spans and such for allocation-less code, and I think that's pretty important in any realtime graphics library.

If it's alright, I would like to also advocate for a DrawText overload with the signature:
public void DrawText(ReadOnlySpan<char> text, float x, float y, SKPaint paint)

I understand that an SKTextBlob will always be allocated, however I find it can be nicer to do text creation/manipulation via spans instead of strings and would prefer to directly pass my spans without allocating them as strings, just for them to be referenced as spans again by SKTextBlob.Create():
https://github.com/mono/SkiaSharp/blob/95c296bd9e8301205c7136de5670681fd1f24396/binding/Binding/SKCanvas.cs#L607-L611
https://github.com/mono/SkiaSharp/blob/7646bc1e68ec8711f1be9ff0547fa3d42f03a300/binding/Binding/SKTextBlob.cs#L32-L33
Part of my reasoning for requesting the overload instead of just writing an extension method is because of SKPaint.GetFont() being internal, which means either cloning the font on every call with SKPaint.ToFont(), unnecessarily holding on to a clone of the text paint's font for the duration of the renderer's lifetime, or accessing GetFont() via reflection, none of which are very desirable.


inception time port from sktime-dl

Inception time port from sktime-dl, uses the multiple inheritance model rather than the (broken) sktime containment approach. Only real change from classification is the removal of the one hot encoding of the response and a change to loss="mean_squared_error" instead of accuracy.
Inception time port changes the structure, to make InceptionTime and ensemble (as published) and IndividualInceptionTime a separate classifier/regressor
removed from the sktime testing because of multiple inheritance issues. resnet included but we think it is still buggy, it gives strange solutions, dont use yet.

failed ColumnEnsembleRegressor?


support -compat=1.17 in gomod

Package ecosystem
gomod
Package manager version
1.17
Language version
Go 1.17
dependabot.yml content
version: 2
updates:
  - package-ecosystem: "gomod"
    directory: "/"
    schedule:
      interval: "monthly"
    open-pull-requests-limit: 10

  - package-ecosystem: "github-actions"
    directory: "/"
    schedule:
      interval: "monthly"

I'm a developer of https://github.com/megaease/easegress, last month, we add the -compat=1.17 flag to the go mod tidy command in our make file (please refer Module graph pruning for details of this flag), as below:
test:
	cd ${MKFILE_DIR}
	go mod tidy -compat=1.17
	git diff --exit-code go.mod go.sum
	go mod verify
	go test -v ${MKFILE_DIR}pkg/... ${TEST_FLAGS}

But we found all PRs created by dependabot this month failed to execute the git diff command above because dependabot hasn't used the -compat=1.17 flag when creating the PRs, which results in a local modification after executing go mod tidy -compat=1.17.

This is surprising. Dependabot runs go 1.18, so it should spit out the same as -compat=1.17... ie, both should include the pruned module graph output.
What does the go directive of the go.mod file say?
I wonder if it's specifying < 1.17, resulting in a default go mod tidy run defaults to the pre-module graph pruning output...

The go directive in go.mod is go 1.17, the policy of our project is to support the latest two Go versions.
After upgrading the Go compiler to 1.19, using go 1.18 in our go.mod, and removing the -compat=1.17 flag, the issue disappears, because the documentation of the  go mod tidy command says:

By default, tidy acts as if the -compat flag were set to the version prior to the one indicated by the 'go' directive in the go.mod file.

But I still think dependabot should support the -compat flag, as the Go team may add other options to it.

Thanks, I hadn't seen that documentation update on go mod tidy behavior.
I do feel your pain... at my previous employer we had to do this exact thing of running go mod tidy -compat=1.17 on every Dependabot PR until go 1.18 dropped, and it was annoying.
Unfortunately, supporting -compat isn't that straightforward from an API perspective... some customers would want it, some wouldn't, and it wouldn't be clear how to specify it... for example, we're not going to add a custom option just for this to the dependabot.yml file.
So, given the limited number of engineering hours that we have, for now we'll stick with the simple go mod tidy command. Thankfully I'm not aware of upcoming go.mod changes, so once we're through the pain of the 1.17 module pruning transition this should be a lot less painful.
Perhaps in the future we can add a generic way to pass custom options to each ecosystem's updater, but don't expect anything like that anytime soon.


Unit tests for bazel-orfs?

Is it possible to add unit tests for bazel-orfs?

Interesting question, never heard about such a thing... Would be useful. We do have some CI integration tests at least...

Let's ask around, meanwhile, closing this issue since we can't do anything now. Easy to reopen.

Found this in my research: https://bazel.build/rules/testing. There is a unit testing framework to test out rules.

I don't see any immediate actions here, we'll try to go with what we have for now unless we see something specific and narrow we can improve.


Integration with Business messaging platforms

Integrate with business messaging platforms such as,

Slack
MS Teams
Cisco Jabber
Yammer
SF chatter
RocketChat
Google Meet
Workplace by Facebook

Because of my need, I made an implementation in Rocket Chat(5.0.1) so that I can get service to wso2-Identity-Server(5.11.0) as SSO via SAML2.

This issue is being closed due to extended inactivity. Please feel free to reopen it if further attention is needed. Thank you for helping us keep the issue list relevant and focused!


#Add Blog Post About Verifiable Credentials (VCs)

Closes #1732
Please review the PR and action accordingly. Thank you!

this is how your image is showing up:

@angiejones @blackgirlbytes I have made the changes to the resolution of the image. Please check.


feat(map): show protest card on marker popup

Resolves https://github.com/guytepper/1km.co.il/issues/14

Wow, that's amazing. Thank you! Our designer loved it too!
Seems like it doesn't work well on mobile. Can you disable it there for the time being?
Also, take a look at the PortestCard styles, as some of them gets overridden from the popup (e.g. font)

@guytepper it does work on mobile, seems the issue in only on Safari, unrelated to platform, as it does work on chrome-iOS and firefox-iOS, for example.   I'll check it now (and test Androids as well).
Regarding the style,  leaflet styles need to be overridden.   for now, I'll just to it manually (!important on specific attributes), but we should probably get rid of those !important and fix it it proper css flow, after you do the redesign.

@guytepper I've validated on a couple of platforms, the issue is only in Safari.   Unfortunately, it's hard to debug Safari due to a couple of stuff (mainly: geoloc require HTTPS on localhost, app doesn't work without..).    I will take care for this later today.

The safari issue was always there, in your existing online version as well. Unrelated to this PR.
It originates because only on safari (why??), when you click a Marker, it panes the map to center the Marker.  so onMoveEnd event calls setMapPosition, the state changes, and you get in react in a rendering loop.
I'm looking if this "click-to-pane" can be bypassed for safari. surprisingly, it's not in the api, nor google.. maybe related to new safari.

@guytepper after testing a bunch of solutions/hacks (debounce, useMemo, ...), the best and cleanest solution is to downgrade back to leaflet 1.6.     I've tested it now, adding to this PR.   Unfortunately, Vercel doesn't rebuild it (link still runs leaflet 1.7.1).
I'll keep tracking the leaflet issue, hope this fix is soon..  it affect all leaflet-marker-safari.

Hi @oori, sorry for taking so long to check this out.
When I press multiple times on the protest markers, and move the map frequently, the app crashes:
Maximum update depth exceeded.
This can happen when a component repeatedly calls setState inside componentWillUpdate or componentDidUpdate. React limits the number of nested updates to prevent infinite loops.

Do you experience this too? (I've downgraded leaflet to 1.6.0 locally)

Maximum update depth exceeded.

@guytepper Yes, that's exactly the issues I was referring to above.    I thought downgrading to 1.6.0 is a solution to only one problem (marker clicks), but not the dragging.
This issue exists on your current live site as well ;(
the issue originates here OnMoveEnd, but it amplified due to faulty react setState flow, because of setMapPosition called too fast (like fast-duplicate OnMoveEnd calls).  We should probably move this to a new issue, it's unrelated to this PR.    Anyway, I will check this bug out again later.

@oori once again, thanks a lot and sorry for the delay. I've improved the popup styles & deployed to production.
Please let us know once Leaflet fix that issue :)


raven: 3.4.1 -> 5.32.0

Motivation for this change
Things done

[ ] Tested using sandboxing
(nix.useSandbox on NixOS,
or option build-use-sandbox in nix.conf
on non-NixOS)
Built on platform(s)

[ ] NixOS
[ ] macOS
[X] Linux

[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nox --run "nox-review wip"
[ ] Tested execution of all binary files (usually in ./result/bin/)
[ ] Fits CONTRIBUTING.md.

It looks like the Travis failure is relevant (a rare event, I know)

This update breaks three packages:
  /nix/store/mg2553zxq5szmik9zmplldcrd3xq9njn-python2.7-raven-5.32.0.drv
  /nix/store/g7m7jrdf3ip7ip4acgs2kc4g1dhfzj11-python2.7-graphite-api-1.0.1.drv
  /nix/store/bs9f2pmznzzrd45sssn98jasg6am9zgd-python2.7-graphite-influxdb-0.3.drv

https://github.com/vimeo/graphite-influxdb is deprecated. For graphite-api an update might help: https://github.com/brutasse/graphite-api/releases


Unable to add accessory, the setup code is incorrect

Hi, I have configured everything as per your instructions but, I have changed the configuration code and checked that the terminal returns the correct code I entered.
When I try to do the procedure to add the accessory, both iPhone and iPad (iOS 16 and iOS 15.7 respectively) return the error "Unable to add accessory, the setup code is incorrect" and the terminal tells me "SRP Proof Verification Failed".
Am I doing something wrong? Can you help me out?

I'm unsure, it could be because of the fork of Homespan that the project is currently set to use. Since the TV accessory changes have been merged into the Homespan project you could try switching back to that dependency and see if that makes a difference?

Could these warnings during compilation be related to the problem?

I managed to fix the things that were wrong in order to get the code to compile without errors, however, the functions 'addEventCallback' and 'fireEventCallback' remain empty of instructions and as a result the LED does not signal states.
Could you at least tell me where to find the instructions containing these two functions? I went through the code at length without finding any.
So I was able to match the device without any problems, but at the moment the air-conditioning machine is not receiving the commands, but I'm pretty sure it may be a matter of configuring the wired remote control already in the system!

Thats great news,
fireEventcallback is here: https://github.com/unreality/HomeSpan/blob/fb6a888d1845ba317a71f378bc4e92c5ce112df2/src/HomeSpan.cpp#L1374
addEventCallback is here: https://github.com/unreality/HomeSpan/blob/fb6a888d1845ba317a71f378bc4e92c5ce112df2/src/HomeSpan.cpp#L1356

I update you by confirming, in spite of myself, that the LED despite corrections does not work.
Furthermore I can only see the device on homekit but I cannot send commands or even receive statuses from HVAC.
Could you please update and verify the code? Thanks in advance!

@FOSV ive created a new release, let me know if it fixes your issues

@FOSV ive created a new release, let me know if it fixes your issues


Issue with ScaffoldManager and double scaffold

If you try to use ScaffoldManager to display a SnackBar and you have multiple scaffold you will get multiple snackbar

Code
import 'package:flutter/material.dart';

void main() {
  runApp(MyApp());
}

class MyApp extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      home: FirstPage(),
    );
  }
}

class FirstPage extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Scaffold(
        bottomNavigationBar: BottomAppBar(
          color: Colors.red,
          child: Row(
            children: [
              SizedBox(height: 45,)
            ],
          ),
        ),
        floatingActionButtonLocation: FloatingActionButtonLocation.centerDocked,
        body: Center(
          child: Column(
            mainAxisAlignment: MainAxisAlignment.center,
            children: <Widget>[
              TextButton(
                onPressed: () {
                  Navigator.push(
                    context,
                    MaterialPageRoute(
                      builder: (context) => Secondpage(),
                    ),
                  );
                },
                child: Text('change to next page'),
              )
            ],
          ),
        ),
        floatingActionButton: FloatingActionButton(
          child: Icon(Icons.add),
          onPressed: () {},
        ),
      ),
    );
  }
}

class Secondpage extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      bottomNavigationBar: BottomAppBar(
        color: Colors.red,
        child: Row(
          children: [
            SizedBox(height: 45,)
          ],
        ),
      ),
      floatingActionButtonLocation: FloatingActionButtonLocation.centerDocked,
      body: Center(
        child: Column(
          mainAxisAlignment: MainAxisAlignment.center,
          children: <Widget>[
            TextButton(
              onPressed: () {
                final snackBar = SnackBar(
                  content: Text('Snackbar'),
                  behavior: SnackBarBehavior.floating,
                );
                ScaffoldMessenger.of(context).showSnackBar(snackBar);
              },
              child: Text('Display snackbar'),
            ),
            TextButton(
              onPressed: () {
                Navigator.pop(context, null);
              },
              child: Text('Back'),
            )
          ],
        ),
      ),
      floatingActionButton: FloatingActionButton(
        child: Icon(Icons.add),
        onPressed: () {},
      ),
    );
  }
}

flutter doctor -v
[√] Flutter (Channel stable, 2.0.0, on Microsoft Windows [Versione 10.0.19042.844], locale it-IT)
    • Flutter version 2.0.0 at C:\flutter
    • Framework revision 60bd88df91 (20 hours ago), 2021-03-03 09:13:17 -0800
    • Engine revision 40441def69
    • Dart version 2.12.0

[√] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at C:\Users\Damia\AppData\Local\Android\sdk
    • Platform android-30, build-tools 30.0.3
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)
    • All Android licenses accepted.

[√] Chrome - develop for the web
    • Chrome at C:\Program Files (x86)\Google\Chrome\Application\chrome.exe

[√] Visual Studio - develop for Windows (Visual Studio Community 2019 16.7.4)
    • Visual Studio at C:\Program Files (x86)\Microsoft Visual Studio\2019\Community
    • Visual Studio Community 2019 version 16.7.30517.126
    • Windows 10 SDK version 10.0.18362.0

[√] Android Studio (version 4.1.0)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin can be installed from:
       https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
       https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)

[√] VS Code (version 1.53.2)
    • VS Code at C:\Users\Damia\AppData\Local\Programs\Microsoft VS Code
    • Flutter extension version 3.20.0

[√] Connected device (4 available)
    • Mi 9T (mobile)    • e58120aa • android-arm64  • Android 10 (API 29)
    • Windows (desktop) • windows  • windows-x64    • Microsoft Windows [Versione 10.0.19042.844]
    • Chrome (web)      • chrome   • web-javascript • Google Chrome 89.0.4389.72
    • Edge (web)        • edge     • web-javascript • Microsoft Edge 88.0.705.81

• No issues found!

@ferraridamiano
Can you elaborate on the use case you are trying to achieve using nested Scaffolds ? Particularly:
return Scaffold(
      body: Scaffold(
        bottomNavigationBar: BottomAppBar(
          color: Colors.red,
          child: Row(
            children: [
              SizedBox(height: 45,)

Snackbars are tied to scaffolds, so I think the number of scaffolds you'll use, the same number of snackbars will be displayed, as you are seeing in your case.

Is it forbidden / not recommended in flutter to nest two scaffolds?

Hi @ferraridamiano thanks for reporting this! The ScaffoldMessenger is supposed to handle nested Scaffolds for you, but it looks like you found a place where it missed this case. Thank you!
It looks like it also causes an exception to be thrown since the hero tags are the same for those duped SnackBars.
I have a fix already on the way for this, just writing the tests now. :)

Excuse me @Piinks, but if I try to run the example above (first post) with the latest release (v. 2.0.2) I get this:

Is this behavior intentional?

flutter doctor -v
[√] Flutter (Channel stable, 2.0.2, on Microsoft Windows [Versione 10.0.19042.867], locale it-IT)
    • Flutter version 2.0.2 at C:\flutter
    • Framework revision 8962f6dc68 (3 days ago), 2021-03-11 13:22:20 -0800
    • Engine revision 5d8bf811b3
    • Dart version 2.12.1

[√] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at C:\Users\Damia\AppData\Local\Android\sdk
    • Platform android-30, build-tools 30.0.3
    • Java binary at: C:\Program Files\Android\Android Studio\jre\bin\java
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)
    • All Android licenses accepted.

[√] Chrome - develop for the web
    • Chrome at C:\Program Files (x86)\Google\Chrome\Application\chrome.exe

[√] Visual Studio - develop for Windows (Visual Studio Community 2019 16.7.4)
    • Visual Studio at C:\Program Files (x86)\Microsoft Visual Studio\2019\Community
    • Visual Studio Community 2019 version 16.7.30517.126
    • Windows 10 SDK version 10.0.18362.0

[√] Android Studio (version 4.1.0)
    • Android Studio at C:\Program Files\Android\Android Studio
    • Flutter plugin can be installed from:
       https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
       https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build 1.8.0_242-release-1644-b01)

[√] VS Code (version 1.54.2)
    • VS Code at C:\Users\Damia\AppData\Local\Programs\Microsoft VS Code
    • Flutter extension version 3.20.0

[√] Connected device (5 available)
    • Mi 9T (mobile)                   • e58120aa      • android-arm64  • Android 10 (API 29)
    • sdk gphone x86 64 arm64 (mobile) • emulator-5554 • android-x64    • Android 11 (API 30) (emulator)
    • Windows (desktop)                • windows       • windows-x64    • Microsoft Windows [Versione 10.0.19042.867]
    • Chrome (web)                     • chrome        • web-javascript • Google Chrome 89.0.4389.82
    • Edge (web)                       • edge          • web-javascript • Microsoft Edge 89.0.774.45

• No issues found!

Hey @ferraridamiano yes, that is how it should behave. When Scaffolds are nested, the ScaffoldMessenger will only present a SnackBar on the root Scaffold. In the above example, the inner Scaffold has the bottom navigation bar, and the outer Scaffold is the one receiving the SnackBar.


Memory size when using 'populate': 1

Fatal error: Allowed memory size of 134217728 bytes exhausted (tried to allocate 20480 bytes)
I have a catalog of products, and wanted to relate some products to other products ('brothers and sisters'). This is easily done, but now I wanted to show a small picture of these related products on my product page.  However, when I use populate: 1 this results in the above memory error. A single product is like ~7000 characters.
After some analysis, it seems that it works fine until product A -> B and B -> A. Although I only use populate: 1, this seems to raise the memory error.

You just need to bump the memory limit in your php.ini

I would expect something else to work, since it works fine until product A is related to B and B is related to A?

It sounds like you created a circular dependency, which can cause populated
collection links to spiral out of control (usually when I encounter
problems like this it is a sign I need to rethink my design). It does sound
like it is continuing to populate beyond 1 recursion depth so maybe there
is some weird edge case. What is the exact structure
On Wed, Oct 17, 2018, 11:32 PM RoelantStegmann<EMAIL_ADDRESS>wrote:

I would expect something else to work, since it works fine until product A
is related to B and B is related to A?
—
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Uhm its quite a big structure of a product. Would you want to see all?
Product:
name:
...
related_link_1
related_link_2
related_link_3
And then we have some cases where product A has related_link_1 for product B and B contains the link vice versa.

OK so I think I understand what's going on. You have two items directly
linking each other, so even a populate depth of 1 is causing a recursion
loop that will never end. Since they are directly linking each other, each
populate operation is only 1 level deep, but infinite populate operations
are generated.
There should probably be a check for cases like this somewhere, but I also
think this is poor database design. I'd rethink the structure. Maybe some
ideas here:
https://www.codeproject.com/Articles/38655/Prevent-Circular-References-in-Database-Design
On Thu, Oct 18, 2018 at 11:49 AM RoelantStegmann<EMAIL_ADDRESS>wrote:

Uhm its quite a big structure of a product. Would you want to see all?
Product:
name:
...
related_link_1
related_link_2
related_link_3
And then we have some cases where product A has related_link_1 for product
B and B contains the link vice versa.
—
You are receiving this because you commented.
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https://github.com/agentejo/cockpit/issues/892#issuecomment-431119494,
or mute the thread
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.


Article outdated

This article needs to be updated, it inaccurately sates that VS2019 doesn't have a built in terminal. I also don't see anywhere any documentation on how to run a debug session in the built in terminal instead of CMD, so perhaps a new article about the built in terminal is in order.

Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

ID: faa41bfb-a781-102a-19d8-96d32f2c7da1
Version Independent ID: 053e8e36-d51e-f03f-f10e-e593e90edefd
Content: Collaborate using Visual Studio - Visual Studio Live Share - Visual Studio Live Share
Content Source: docs/use/vs.md
Product: visual-studio-family
Technology: live-share
GitHub Login: @Chuxel
Microsoft Alias: clantz

Hi, thanks for reporting this issue.
The new built-in terminal in VS2019 is not yet supported by Live Share. We're working on integrating it with Live Share.
We'll update the docs as part of this work.

I just updated this doc to remove the comment about VS not including an integrated terminal 👍

I just updated this doc to remove the comment about VS not including an integrated terminal 👍


Investigate combinations of unsafe & ref

In PR #837 @KalleOlaviNiemitalo raised two comments regarding combinations of unsafe & ref that they believe should be allowed. They are being pushed to this issue to allow the PR to proceed.

This should be allowed:
unsafe delegate ref int D(int* p);

link

This should be allowed:
class C {
    unsafe ref int M(int* p) => ref *p;
}

link

Meeting 2023-09-06: Assigning to Bill to investigate further.

@KalleOlaviNiemitalo

This also applies to local_function_declaration.

Can you clarify what you mean here? Are you saying we need to define rules for local functions in unsafe code, or ref safety in local functions?


Fix example app generator

Every file was indented by two spaces; this broke the magic comment at the top of config.ru. (And just looked odd.)
rackup should be run through bundle exec, and doesn't need the port when the magic comment is working. (The port argument is actually ignored if the magic comment is there; see https://github.com/rack/rack/pull/798).
Typo fix commented -> commenced.

LGTM


Cannot setup Rancher HA v1.2.0-pre4-rc7

Rancher Version:
rancher/server:v1.2.0-pre4-rc7
Docker Version:
Docker version 1.12.1, build 23cf638
OS and where are the hosts located? (cloud, bare metal, etc):
RancherOS v0.7.0-rc7
Setup Details: (single node rancher vs. HA rancher, internal DB vs. external DB)
Rancher HA with Galera Cluster
Environment Type: (Cattle/Kubernetes/Swarm/Mesos)
Cattle
Steps to Reproduce:
Create a galera cluster (3 nodes), setup Rancher HA
Results:
time="2016-11-14T10:05:31Z" level=info msg="Waiting for server to be available" component=cert
time="2016-11-14T10:05:31Z" level=info msg="Can not launch agent right now: Server not available at http://<IP_ADDRESS>:18080/ping:" component=service

Expected:
I expect Rancher HA to start
To clarify, I am setting up a sandbox environment to test Rancher 1.2 and Rancher OS 0.7.
I setup everything with VirtualBox 5.1.4 on my Mac, installed RancherOS from iso with basic cloud-config as below:
#cloud-config
ssh_authorized_keys:
  - ssh-rsa xxx
hostname: rancher-server-01
rancher:
  network:
    interfaces:
      eth*:
        dhcp: false
      eth0:
        address: <IP_ADDRESS>/24
        gateway: <IP_ADDRESS>
      eth1:
        address: <IP_ADDRESS>/24
    dns:
      nameservers:
        - <IP_ADDRESS>
        - <IP_ADDRESS>
        - <IP_ADDRESS>

My virtual machines have two network interfaces, eth0 configured as NAT (to be able to do pulls), eth1 setup as host-only network for me to ssh to the machines.
I have already tried adding CATTLE_AGENT_IP=<IP_ADDRESS> in rancher-ha.sh but it seems to be completely ignored as it still tries to connect to <IP_ADDRESS>
I can provide more logs if required.

HA is completely revamped in newer RCs, please give it a try.


Add SDCFlows summary

cc @oesteban to make sure that I'm not lying.
Just saw the note on #2. Can drop the first commit if you want to merge, but might be simplest for you just to copy the bullet points.

Thanks! just incorporated your sdcflows summary in 3ff9228.  will close this - but @oesteban please leave any comments you have

Thanks! just incorporated your sdcflows summary in 3ff9228. will close this - but @oesteban please leave any comments you have

I just did -- sorry I was slow :D

Done!


(FACT-703) Add VTX fact

Adds a vtx fact to determine if VTX is enabled on the system.

@EmilienM thanks for the contribution! We're going to close this pull request for now, but if you get a chance to address the comments above, please re-open it and we'd love to review it. Thanks!


JupyterLab's layout blocks the right file from opening

JupyterLab caches its layout, which blocks the right file from opening if JupyterLab wasn't loaded in the iframe already.

Can we clarify this issue a bit? @yannickperrenet

I would have to guess, since you had already opened this issue in our internal ticketing system. And so I opened the issue here when moving to GitHub's issue tracker.

This was already fixed when we changed how we open files in JupyterLab (through DocManager).


Correction for raw affiliation Department of Biology, University of Victoria and Natural History Section, Royal British Columbia Museum, Victoria, British Columbia, V8W 3N5, Canada, e-mail:

Correction needed for raw affiliation Department of Biology, University of Victoria and Natural History Section, Royal British Columbia Museum, Victoria, British Columbia, V8W 3N5, Canada, e-mail:
raw_affiliation_name: Department of Biology, University of Victoria and Natural History Section, Royal British Columbia Museum, Victoria, British Columbia, V8W 3N5, Canada, e-mail:
new_rors: 00yxpmx15;04s5mat29
previous_rors: 00yxpmx15
works_examples: W2119322598
contact: bb4c6f81b8fe2aea204ffc68e84629e4:2cfb457f @ ourresearch.org

This issue was accepted and ingested by the OpenAlex team on 2024-10-10. The new affiliations should be visible within the next 7 days.


sync doesn't seem to happen automatically during dev cycle?

@Alexandre-Fernandez This is a fantastic library and I've really enjoyed using it. Thank you!
When developing my Astro 2 project, I regularly add pages and translation strings with the dev server running (npm run dev). I would expect that these new translations would show up automatically; however, I seem to have to stop the dev server, run i18n:sync, and then restart it for them to show up in the template, or for the new routes to be built.
I can go into more detail if this sounds unexpected, but first I'm just curious: are you supposed to be able to add new templates, routes, translations, etc. while the dev server is running, and they Just Work? Or is it known that you have to stop, resync, and restart?

Quick note to add: this only applies to the i18n-relevant bits (routes with language codes, etc.). Other Astro-built templates and routes build fine. It's just the i18n brain that needs to sync each time.

At the moment all state is loaded at build time. This would be a great feature to add.
However I don't have much time to dev this library these days, I'll check the documentation on how to implement this and if it's not too time consuming I'll try adding it. That or make a PR :)

@Alexandre-Fernandez I'd be happy to contribute if I'm able, though it may be beyond my abilities. Mostly I wanted to figure out what the intended behavior was, to figure out if I should continue working around it or resolve the problem.

I had a quick look through the hooks available in Astro and I don't think any would really achieve this. You'd probably want something that integrates into your IDE that can trigger a command upon saving a file.
For VS Code a popular extension seems to be Run on Save. I haven't tested this myself so I'm not sure how well Astro/TypeScript will play with this being run and then being able to successfully pick up the updated type definitions. I've had a few issues with the Astro Language Server in VS Code stopping randomly but it could be an issue with my setup.

Translations should be added on every page refresh with the new version.
As for automatically generating pages and types I will probably add it under a flag in the config.


[Docs] Fixing python snippet typos

Thanks for the submission!. Make sure that you've signed your commit.  The easiest way to do this right now is to run git commit -s --amend --no-edit, and then force-push the branch again.

While you're amending the commit, also update the message to follow the git commit message guide we have in the contributer's guide: https://chris.beams.io/posts/git-commit/#seven-rules

How about now?


__dirname points to the build output path, not src path

Currently, __dirname points to output directory instead of the source directory.
For example, this points to <sst app>/.build/lib/file.sql
path.join(__dirname, 'file.sql')

The desired location is <sst app>/file.sql

The best workaround for now is to use process.cwd():
path.join(process.cwd(), 'file.sql')

Where process.cwd() points to the root of your SST app, ie. where your sst.json sits.

Working with Prisma and Nexus in an Nx workspace I used the following to have both sst start and nx serve myapi correctly generate files:
import { makeSchema } from "nexus"
import * as path from "path"

// On my setup SST runs from root of repository/workspace
const isRunningFromSst = /.*\.build.*/.test(__dirname)
const appDirectory = isRunningFromSst
  ? path.join(process.cwd(), "apps/myapi")
  : process.cwd() // Nx already runs `myapi:serve` from apps/myapi

export const schema = makeSchema({
  type: [/***/],
  outputs: {
    schema: path.join(appDirectory, "src/schema.graphql"),
    typegen: path.join(appDirectory, "src/app/generated/nexus.ts"),
  },
  contextType: {
    module: path.join(appDirectory, "src/app/context.ts"),
    export: "ResolverContext",
  },
  sourceTypes: {/***/},
})


Feat: Enemy NPC Reaction to Attack the Main Character

Enemy NPC Reaction to Attack the Main Character
Issue Description:
The objective of this issue is to add an enemy NPC to the DemoPrincipalScene that reacts to the main character when within a specified range. The NPC should pursue the character and, upon reaching them, execute an attack animation. This aims to enhance interaction and gameplay dynamics by introducing reactive enemy behavior.
Location and Setup:

An NPC must be added to the DemoPrincipalScene.
Movement animations (running or walking) are already available in Assets > ExplosiveLLC and should be applied to the NPC when pursuing the character.
The attack animation (strike) needs to be created from scratch and can be stored in Assets > ExplosiveLLC.
The NPC should also have an idle state animation when not pursuing the character. This animation is already available and is the same used by the player when idle.

Note: A reference video will be provided to demonstrate the expected NPC behavior, including state transitions.
Issue Details:

Player Pursuit:

Implement logic for the NPC to detect the main character when within a specified range.
Once in range, the NPC should begin pursuing the character using running or walking animations as appropriate.
The movement should be fluid and adapt to the character's direction and speed.

Idle State Animation:

When the NPC is not pursuing the character, it should enter an idle state using the provided animation that keeps the NPC naturally stationary.

Attack Animation:

Create a custom attack (strike) animation for the NPC from scratch.
The animation should be executed when the NPC is close enough to the main character.
The attack animation should be consistent with the game's visual style and offer an engaging experience.

NPC Behavior:

Detection and Pursuit:

Implement a detection system for the NPC to react only when the character is within the specified range.
The NPC should follow the character until they reach them or the character moves out of range.

Attack:

Once close enough, the NPC should stop and perform the created attack animation.
Transitions between movement, idle, and attack animations should be smooth and natural.

Objective:
The purpose of this issue is to enhance gameplay by introducing enemy NPCs that react to the player's character. This adds a level of challenge and immersion consistent with the dynamic and cyberpunk style of Citizen of Arcanis.
VIDEO: https://youtu.be/4ye56mwY_FI?si=UY5OZeukcj40s0GN&t=542

Can I take care of this issue?

@ShantelPeters Could you give me a description of how you would solve it?

To solve this issue @Josue19-08
I will  add an NPC to the DemoPrincipalScene and implement detection logic to trigger pursuit when the player is within range.Then Use existing movement animations for pursuit and apply an idle animation when the player is out of range.
i will then create a custom attack animation and trigger it when the NPC reaches the player ensuring smooth transitions between movement, idle, and attack states, using blend trees or state machines. Lastly i will test the behavior for fluid interactions and adjust as needed to ensure a seamless and engaging gameplay experience.

Ok, it's yours. 👍🏽 @ShantelPeters


Fix LoadState gRPC

@wally-the-cartographer merge

Merge requested by authorized user pifon2a. Merge queue now has a length of 2.


Add celerite as a gp package and abillity for shared parameters

Some changes to parameters and how they are read in to be able to support shared parameters within the GP.
Added the gp package celerite and runs fine on individual channels, but I wasn't able to fully run with shared fits so it might be buggy still.
Also fixed that the lc.unc_fit is used within the GP model as the noise instead of lc.unc.
(There have also been some changes to the tinygp code but it doesn't work just yet so I need to do this for the next release.)

I took a quick look through this but didn't dive too deep into any of it, and things generally seem reasonable to me. I'll try to read through it more thoroughly later unless Kevin beats me to it


[Bug]: temperature=0 does not lead to Greedy Sampling

Your current environment
PyTorch version: 2.3.1+cu121
Is debug build: False
CUDA used to build PyTorch: 12.1
ROCM used to build PyTorch: N/A
OS: Ubuntu 22.04.4 LTS (x86_64)
GCC version: (Ubuntu 11.4.0-1ubuntu1~22.04) 11.4.0
Clang version: Could not collect
CMake version: version 3.30.0
Libc version: glibc-2.35
Python version: 3.11.9 (main, Apr 19 2024, 16:48:06) [GCC 11.2.0] (64-bit runtime)
Python platform: Linux-5.15.0-78-generic-x86_64-with-glibc2.35
Is CUDA available: True
CUDA runtime version: 12.3.107
CUDA_MODULE_LOADING set to: LAZY
GPU models and configuration:
GPU 0: NVIDIA A100-SXM4-80GB
GPU 1: NVIDIA A100-SXM4-80GB
GPU 2: NVIDIA A100-SXM4-80GB
GPU 3: NVIDIA A100-SXM4-80GB
GPU 4: NVIDIA A100-SXM4-80GB
GPU 5: NVIDIA A100-SXM4-80GB
GPU 6: NVIDIA A100-SXM4-80GB
GPU 7: NVIDIA A100-SXM4-80GB
Nvidia driver version: 535.104.05
cuDNN version: Probably one of the following:
/usr/lib/x86_64-linux-gnu/libcudnn.so.9.0.0
/usr/lib/x86_64-linux-gnu/libcudnn_adv.so.9.0.0
/usr/lib/x86_64-linux-gnu/libcudnn_cnn.so.9.0.0
/usr/lib/x86_64-linux-gnu/libcudnn_engines_precompiled.so.9.0.0
/usr/lib/x86_64-linux-gnu/libcudnn_engines_runtime_compiled.so.9.0.0
/usr/lib/x86_64-linux-gnu/libcudnn_graph.so.9.0.0
/usr/lib/x86_64-linux-gnu/libcudnn_heuristic.so.9.0.0
/usr/lib/x86_64-linux-gnu/libcudnn_ops.so.9.0.0
HIP runtime version: N/A
MIOpen runtime version: N/A
Is XNNPACK available: True
CPU:
Architecture:                    x86_64
CPU op-mode(s):                  32-bit, 64-bit
Address sizes:                   43 bits physical, 48 bits virtual
Byte Order:                      Little Endian
CPU(s):                          192
On-line CPU(s) list:             0-191
Vendor ID:                       AuthenticAMD
Model name:                      AMD EPYC 7642 48-Core Processor
CPU family:                      23
Model:                           49
Thread(s) per core:              2
Core(s) per socket:              48
Socket(s):                       2
Stepping:                        0
Frequency boost:                 enabled
CPU max MHz:                     2300.0000
CPU min MHz:                     1500.0000
BogoMIPS:                        4591.25
Flags:                           fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx mmxext fxsr_opt pdpe1gb rdtscp lm constant_tsc rep_good nopl nonstop_tsc cpuid extd_apicid aperfmperf rapl pni pclmulqdq monitor ssse3 fma cx16 sse4_1 sse4_2 movbe popcnt aes xsave avx f16c rdrand lahf_lm cmp_legacy svm extapic cr8_legacy abm sse4a misalignsse 3dnowprefetch osvw ibs skinit wdt tce topoext perfctr_core perfctr_nb bpext perfctr_llc mwaitx cpb cat_l3 cdp_l3 hw_pstate ssbd mba ibrs ibpb stibp vmmcall fsgsbase bmi1 avx2 smep bmi2 cqm rdt_a rdseed adx smap clflushopt clwb sha_ni xsaveopt xsavec xgetbv1 xsaves cqm_llc cqm_occup_llc cqm_mbm_total cqm_mbm_local clzero irperf xsaveerptr rdpru wbnoinvd amd_ppin arat npt lbrv svm_lock nrip_save tsc_scale vmcb_clean flushbyasid decodeassists pausefilter pfthreshold avic v_vmsave_vmload vgif v_spec_ctrl umip rdpid overflow_recov succor smca sme sev sev_es
Virtualization:                  AMD-V
L1d cache:                       3 MiB (96 instances)
L1i cache:                       3 MiB (96 instances)
L2 cache:                        48 MiB (96 instances)
L3 cache:                        512 MiB (32 instances)
NUMA node(s):                    4
NUMA node0 CPU(s):               0-23,96-119
NUMA node1 CPU(s):               24-47,120-143
NUMA node2 CPU(s):               48-71,144-167
NUMA node3 CPU(s):               72-95,168-191
Vulnerability Itlb multihit:     Not affected
Vulnerability L1tf:              Not affected
Vulnerability Mds:               Not affected
Vulnerability Meltdown:          Not affected
Vulnerability Mmio stale data:   Not affected
Vulnerability Retbleed:          Mitigation; untrained return thunk; SMT enabled with STIBP protection
Vulnerability Spec store bypass: Mitigation; Speculative Store Bypass disabled via prctl and seccomp
Vulnerability Spectre v1:        Mitigation; usercopy/swapgs barriers and __user pointer sanitization
Vulnerability Spectre v2:        Mitigation; Retpolines, IBPB conditional, STIBP always-on, RSB filling, PBRSB-eIBRS Not affected
Vulnerability Srbds:             Not affected
Vulnerability Tsx async abort:   Not affected
Versions of relevant libraries:
[pip3] numpy==1.26.4
[pip3] nvidia-nccl-cu12==2.20.5
[pip3] torch==2.3.1
[pip3] torchmetrics==1.4.0.post0
[pip3] torchvision==0.18.1
[pip3] transformers==4.42.4
[pip3] transformers-stream-generator==0.0.5
[pip3] triton==2.3.1
[conda] numpy                     1.26.4                   pypi_0    pypi
[conda] nvidia-nccl-cu12          2.20.5                   pypi_0    pypi
[conda] torch                     2.3.1                    pypi_0    pypi
[conda] torchmetrics              1.4.0.post0              pypi_0    pypi
[conda] torchvision               0.18.1                   pypi_0    pypi
[conda] transformers              4.42.4                   pypi_0    pypi
[conda] transformers-stream-generator 0.0.5                    pypi_0    pypi
[conda] triton                    2.3.1                    pypi_0    pypi
ROCM Version: Could not collect
Neuron SDK Version: N/A
vLLM Version: 0.5.2
vLLM Build Flags:
CUDA Archs: 5.2 6.0 6.1 7.0 7.2 7.5 8.0 8.6 8.7 9.0+PTX; ROCm: Disabled; Neuron: Disabled
GPU Topology:
GPU0    GPU1    GPU2    GPU3    GPU4    GPU5    GPU6    GPU7    NIC0    NIC1    NIC2    NIC3    CPU Affinity    NUMA Affinity   GPU NUMA ID
GPU0     X      NV12    NV12    NV12    NV12    NV12    NV12    NV12    PXB     SYS     SYS     SYS     24-47,120-143   1               N/A
GPU1    NV12     X      NV12    NV12    NV12    NV12    NV12    NV12    PXB     SYS     SYS     SYS     24-47,120-143   1               N/A
GPU2    NV12    NV12     X      NV12    NV12    NV12    NV12    NV12    SYS     PXB     SYS     SYS     0-23,96-119     0               N/A
GPU3    NV12    NV12    NV12     X      NV12    NV12    NV12    NV12    SYS     PXB     SYS     SYS     0-23,96-119     0               N/A
GPU4    NV12    NV12    NV12    NV12     X      NV12    NV12    NV12    SYS     SYS     PXB     SYS     72-95,168-191   3               N/A
GPU5    NV12    NV12    NV12    NV12    NV12     X      NV12    NV12    SYS     SYS     PXB     SYS     72-95,168-191   3               N/A
GPU6    NV12    NV12    NV12    NV12    NV12    NV12     X      NV12    SYS     SYS     SYS     PXB     48-71,144-167   2               N/A
GPU7    NV12    NV12    NV12    NV12    NV12    NV12    NV12     X      SYS     SYS     SYS     PXB     48-71,144-167   2               N/A
NIC0    PXB     PXB     SYS     SYS     SYS     SYS     SYS     SYS      X      SYS     SYS     SYS
NIC1    SYS     SYS     PXB     PXB     SYS     SYS     SYS     SYS     SYS      X      SYS     SYS
NIC2    SYS     SYS     SYS     SYS     PXB     PXB     SYS     SYS     SYS     SYS      X      SYS
NIC3    SYS     SYS     SYS     SYS     SYS     SYS     PXB     PXB     SYS     SYS     SYS      X
Legend:
X    = Self
SYS  = Connection traversing PCIe as well as the SMP interconnect between NUMA nodes (e.g., QPI/UPI)
NODE = Connection traversing PCIe as well as the interconnect between PCIe Host Bridges within a NUMA node
PHB  = Connection traversing PCIe as well as a PCIe Host Bridge (typically the CPU)
PXB  = Connection traversing multiple PCIe bridges (without traversing the PCIe Host Bridge)
PIX  = Connection traversing at most a single PCIe bridge
NV#  = Connection traversing a bonded set of # NVLinks
NIC Legend:
NIC0: mlx5_0
NIC1: mlx5_1
NIC2: mlx5_2
NIC3: mlx5_3
🐛 Describe the bug
I'm using glm-4-9b-chat with openai compatible server mode, while I try to do greedy sampling to reproduce my errors, I encountered inconsistent results.
The parameters and the minimum reproducible code is below:
python -m vllm.entrypoints.openai.api_server --model THUDM/glm-4-9b-chat --port 8014 --trust-remote-code --gpu-memory-utilization 0.5

from openai import OpenAI
client = OpenAI(base_url=f"http://localhost:8008/v1", api_key="greedy sampling test")
extra_body = {
    "use_beam_search": False,
    "best_of": 1,
}
for _ in range(10):
    response = client.chat.completions.create(
        model="THUDM/glm-4-9b-chat",
        messages=[{"role": "user", "content": "Describe the best fruit for me."}],
        temperature=0, # I also tried to set temperature=1e-5 and still got the error
        top_p=1,
        max_tokens=100,
        # extra_body=extra_body,
        stop=["<|endoftext|>", "<|user|>", "<|observation|>", "<|assistant|>"]
    )
    print(response.choices[0].message.content)

And I got 5 of the answer
The "best" fruit for you depends on various factors including your dietary needs, preferences, and any health conditions you might have. Here are a few popular fruits that are generally considered healthy and have a range of benefits:

1. **Blueberries**: These are rich in antioxidants, which can help protect against oxidative stress and inflammation. They're also known for their brain-boosting properties.

2. **Apples**: They contain fiber, which can aid digestion, and they're also high in

4 of the answer
The "best" fruit for you depends on various factors including your dietary needs, preferences, and any health conditions you might have. Here are a few popular fruits that are generally considered healthy and have a range of benefits:

1. **Blueberries**: These are rich in antioxidants, which can help protect against oxidative stress and inflammation. They're also known for their brain-boosting properties.

2. **Apples**: They contain fiber, which can aid digestion, and they're also high in

1 of the answer
The "best" fruit for you depends on various factors including your dietary needs, preferences, and any health conditions you might have. Here are a few popular fruits that are generally considered healthy and have a range of benefits:

1. **Blueberries**: These are rich in antioxidants, which can help protect against oxidative stress and inflammation. They're also known for their brain-boosting properties.

2. **Apples**: They contain fiber, which can help with digestion, and they have a high

Sorry, but I wonder if I can achieve absolute the same answer?


fix a memory problem detected in malformed SMILES

This was detected by OSS-Fuzz.
The problematic SMILES was C(.
Simple fix

It looks like this is making an empty molecule that throws an exception:

Pre-condition Violation
no atoms
Violation occurred on line 179 in file /home/vsts/work/1/s/Code/GraphMol/ROMol.cpp
Failed Expression: getNumAtoms() > 0

Ah, the CI builds were failing because I forgot to check in the files produced by flex and bison...
That's fixed now.


Edge Chromium check missing

RegExp missing check for 'edg' on line 214 (browser = RegExp(r'(edge|edg)', caseSensitive: false).hasMatch(userAgent)).

It has been fixed in version 2.0.4. Thank you.


How did we get indexed so well by google?

It seems that whatever we are doing, its making us extremely searchable:

It would be nice to be able to get more of this!
One theory: Google like to parse tables for this sort of preview?

Google just supports mediawiki, I suppose.


Social Computing Lab from IIT Ropar

Dear all,
I am Dr. Sudarshan, a professor from IIT Ropar running a social computing lab at the CSE dept of our IIT. We are desined a web portal to collect all information on who is ready to help and who are the seekers of help and how to assign a virtual volunteer per camp. We have collected 500+ volunteers who are ready to help by taking part in the crowdsourced portal. Please let us know if we can team up with you people to double up our efficiency. Please pass on the number of the person in charge with whom I can talk.
Sudarshan Iyengar
www.sudarshaniyengar.com
9023978851

Thanks, please call me ( Murali ) at<PHONE_NUMBER> / Santhosh at<PHONE_NUMBER>

Thank you for reaching out @sudarshansudarshan we need all the support help to

identify the short term action items
1 month to 3 month action items
long term

in the Relief and Rehabilitation of the state and its people.
I believe, the volunteer co-ordination can help various Government departments to co-ordinate the volunteers on ground and from call centers.  Linking of the call centers, supply demand, volunteers + govt officials on various tasks etc needs clear direction and execution. I will introduce you to the volunteers working on many of the aspects, we need to define a clear path that we can follow to ensure long term and permanent solutions to the aftermath of the disaster with emphasis to healthcare.


Incorrect stylization at Fullscreen

Is there an existing issue for this?

[X] I have searched the existing issues

Current Behavior
@react-navigation is present in almost all React Native projects. When using it, the player goes to full screen with incorrect styling (image example).
The idea of workaround was to use Modal from react-native, but in that case fullscreenHandler is working incorrect: onFullscreenEnter callback works only after the second tap on fullscreen icon, thats why icon didn't change color in first time.
Expected Behavior
The player must overlap @react-navigation components or if use Modal - onFullscreenEnter callback should work correct
Steps To Reproduce

Init new Ract-Native app by running command npx react-native@latest init AwesomeProject
add this dependencies into package.json
@react-native-community/masked-view
@react-navigation/bottom-tabs
@react-navigation/native
bitmovin-player-react-native
react-native-gesture-handler
react-native-reanimated
react-native-safe-area-context
react-native-screens
chane in podfile min_ios_version_supported to '14.0' and add
source 'https://github.com/bitmovin/cocoapod-specs.git'
source 'https://cdn.cocoapods.org/'
from ios folder run pod install
change App.jsx to first or second sample and change your licance key and video uri
run app, by using command yarn ios or npm run ios

What platform(s) are you experiencing the issue on?

[X] Android
[ ] Android TV / Fire TV
[X] iOS
[ ] tvOS

Player React Native SDK version
0.7.2
Device / Environment
No response
Stream URL (Optional)
No response
Additional information / Code snippets / Screenshots
Sample 1 (with default fullscreen styles):
import React, { useEffect, useCallback, useState } from 'react';
import { NavigationContainer } from '@react-navigation/native';
import { createBottomTabNavigator } from '@react-navigation/bottom-tabs';
import {
  Dimensions,
  View,
  StyleSheet,
Modal,
} from 'react-native';
import {
  usePlayer,
  SourceType,
  PlayerView,
  FullscreenHandler,
} from 'bitmovin-player-react-native';

const videoUri = 'SOME-VIDEO_URI'
const width = Dimensions.get('screen').width;

class SampleFullscreenHandler implements FullscreenHandler {
  isFullscreenActive: boolean = true;
  onFullscreen: (fullscreenMode: boolean) => void;

  constructor(
    isFullscreenActive: boolean,
    onFullscreen: (fullscreenMode: boolean) => void
  ) {
    this.isFullscreenActive = isFullscreenActive;
    this.onFullscreen = onFullscreen;
  }

  enterFullscreen(): void {
    this.onFullscreen(true);
    this.isFullscreenActive = true;
  }

  exitFullscreen(): void {
    this.onFullscreen(false);
    this.isFullscreenActive = false;
  }
}

const Screen = () => {
  const [fullscreenMode, setFullscreenMode] = useState(false);
  const fullscreenHandler = new SampleFullscreenHandler(
    fullscreenMode,
    setFullscreenMode
  );
  const player = usePlayer({
    licenseKey: 'YOUR-LICENCE_KEY',
  });

  useEffect(() => {
    player.load({
      url: videoUri,
      type: SourceType.HLS,
    });
    return () => {
      player.destroy();
    };
  }, [player]);

  const onReady = useCallback(() => {
    player.play();
  }, [player]);

  return (
    <View style={styles.root}>
      <PlayerView
        style={fullscreenMode ? styles.playerFullscreen : styles.player}
        player={player}
        onReady={onReady}
        fullscreenHandler={fullscreenHandler}
      />
    </View>
  )
}

const Tab = createBottomTabNavigator();

function App() {
  return (
    <NavigationContainer>
      <Tab.Navigator>
        <Tab.Screen
          name="Home"
          component={Screen}
          options={{
            tabBarLabel: 'Home',
          }}
        />
      </Tab.Navigator>
    </NavigationContainer>
  );
}

const styles = StyleSheet.create({
  root: {
    flex: 1,
  },
  player: {
    width,
    height: width * 9 / 16,
  },
  playerFullscreen: {
    flex: 1,
    position: 'absolute',
    top: 0,
    right: 0,
    bottom: 0,
    left: 0,
    backgroundColor: 'black',
  },
});

export default App;

Sample 2 (with Modal)
Change this
return (
    <View style={styles.root}>
      <PlayerView
        style={fullscreenMode ? styles.playerFullscreen : styles.player}
        player={player}
        onReady={onReady}
        fullscreenHandler={fullscreenHandler}
      />
    </View>
  )

Into this
const Container = fullscreenMode ? Modal : View;

  return (
    <Container style={styles.root}>
      <PlayerView
        style={fullscreenMode ? styles.playerFullscreen : styles.player}
        player={player}
        onReady={onReady}
        fullscreenHandler={fullscreenHandler}
        onFullscreenEnter={()=>console.log('onFullscreenEnter')}
      />
    </Container>
  )

Hi @NazarKuryl0!
Thank you for your detailed report!
Could you try the following changes?

Change const Screen = () => { to const Screen = ({navigation}) => {
Change fullscreenHandler initialization to:

  const fullscreenHandler = new SampleFullscreenHandler(
    fullscreenMode,
    (isFullscreen: boolean) => {
      setFullscreenMode(isFullscreen);
      navigation.setOptions({
        headerShown: !isFullscreen, // show/hide top bar
        tabBarStyle: {display: isFullscreen ? 'none' : 'flex'}, // show/hide bottom bar
      });
    },
  );

With the above changes I managed to get the following result:

Fullscreen
Normal

In the meantime we updated our guide to implement fullscreen playback, please see here: https://developer.bitmovin.com/playback/docs/enabling-fullscreen-playback

@NazarKuryl0 Did the above solution proposal help?

Closing this issue due to already provided workaround.


markRegExp locking up

When using markRegExp, some "partial matching" regular expressions will cause the browser to lock up.
For example, using this demo for reference:

When a regular expression of /(lorem|ipsum)/gi is entered into the input; the result is as expected.
As you delete letters from the end of the second word... you'll get to this point: /(lorem|i)/gi.

I've tested this from the console with the same result.
$(".context").unmark().markRegExp(/(lorem|)/gi);

It probably isn't in an infinite loop, it's just trying to match an enormous number of empty strings:
'Lorem ipsum dolor sit āmet'.match(/(lorem|)/gi)
// results: ["Lorem", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", "", ""]

Hi @Mottie,
Thanks for submitting!
The plugin doesn't validate regular expressions or any of its option values.

Why do you need to pass an empty alternative?
What do you expect to happen?

Thank you in advance.

I have a filter that allows users to actively type in a regular expression into an input to search for results, so it's not that I am passing an empty alternative, it's the user typing.
With that particular regular expression, I would expect only the "lorem" to match and not lock up the browser.

Alright, so what do you suggest? Checking if it's an empty value?
If we introduce these tests there may be others complaining that it doesn't check all kind of invalid regular expressions they encountered.
Why not adjust your testRegex to catch these case?

I've been testing alternatives and the "easiest" solution I found would be to add the following line of code
if (match[0] === "") { break; }

Inside the "wrapMatches" function while loop (updated demo):
{
    key: "wrapMatches",
    value: function wrapMatches(node, regex, custom, cb) {
        var hEl = !this.opt.element ? "mark" : this.opt.element,
            index = custom ? 0 : 2;
        var match = void 0;
        while ((match = regex.exec(node.textContent)) !== null) {
            if (match[0] === "") {
                break; // prevents browser lock-up
            }
            var pos = match.index;
            if (!custom) {
                pos += match[index - 1].length;
            }
            var startNode = node.splitText(pos);

            node = startNode.splitText(match[index].length);
            if (startNode.parentNode !== null) {
                var repl = document.createElement(hEl);
                repl.setAttribute("data-markjs", "true");
                if (this.opt.className) {
                    repl.setAttribute("class", this.opt.className);
                }
                repl.textContent = match[index];
                startNode.parentNode.replaceChild(repl, startNode);
                cb(repl);
            }
            regex.lastIndex = 0;
        }
    }
}

The result is that if the regular expression matches an empty string (e.g. /(lorem|)/gi), nothing gets marked, which I think is acceptable.

@Mottie If you switch to v7.0.0+ you can use the filter option to pass this custom filter. It'll be called exactly at the position you've mentioned. Here is an example with your fiddle: https://jsfiddle.net/vpav6tL1/136/
However, as this doesn't validate the RegExp, the empty matches will still be iterated even if you ignore them. I'm surprised you've mentioned that this would solve your issue. I'm still experiencing a browser freeze. What browser/OS are you using?
From my point of view you'll have to make sure that the RegExp a user filled in doesn't match empty things. I know that this is a challenge, as there can be very much variants. If you can't determine if it's "valid" using a RegExp, you may check if it finds empty parts by executing it on a test string (e.g. yourRegExp.test("lorem")).
What do you think?

I've been testing the script in Chrome on a Windows 10 64 bit system.
Yeah, I guess I'll have to see what I come up with. Thanks.

@Mottie Alright. Thanks for asking, though. If you have any other issue concerning mark.js, don't hesitate to open another issue.

@Mottie Could you imagine to share your solution here if you have one? I think this would be great for others trying to realizing the same.

@Mottie Thanks for referencing this. If it's too uncomfortable to fix this yourself, there might be another option. We could introduce a new return value to break the loop, not just continue. Currently, if the filter returns false it will ignore the match and continue. But as mentioned, this is the reason why it doesn't solve the performance issue.

1 for executing the loop
0 for breaking the loop entirely
-1 for stopping the current loop

But of course, only if really necessary.

So what I think I'll do is just use the mark function. I'll split the keyword at the vertical bar and pass in an array. I know it isn't ideal, but it's a simple solution (demo).

Actually, here is a mark widget demo...
Maybe someday I'll figure out how to get it to highlight matching words with a fuzzy query (e.g. ~ge will match "Girafee" and "Google" in that demo).

@Mottie

I'll split the keyword at the vertical bar and pass in an array.

Honestly, I don't think that this will be a satisfactory solution. When users fill in /test/gi this will match nothing, also with ~ge as you mentioned.

Maybe someday I'll figure out how to get it to highlight matching words with a fuzzy query (e.g. ~ge will match "Girafee" and "Google" in that demo).

Why not mark a RegExp? https://regex101.com/r/iH2eA0/1
How do you solve this internally?
What other mapping solutions did you implement in Tablesorter?
Maybe it's worth a thought fetching the matched keywords from Tablesorter, instead of implementing the matching algorithm again.

Ok, I think I came up with a way to check the regular expression. What do you think?
checkRegex : function( regex ) {
	if ( regex instanceof RegExp ) {
		var result = '\u0001\u0002\u0003\u0004\u0005'.match( regex );
		return result === null || result.length < 5;
	}
	return false;
}

Here is an updated demo with presets for testing.

@Mottie Congrats! Works for me. The only thing that seems to be unnecessary, are the option checkboxes.
I'm looking forward to see this released. Would be happy to provide a link to the plugin on the website.

Hello @julmot & @Mottie
Something odd I noticed in @Mottie 's updated demo : if you type "ht", "tt" or  in the  external search field all lines desapper. TD contents such as  "http://..." are not selected.
Doesn't seem to be normal... or is it ?

@LaRemond Actually, the filter is using parsed data, so in the case of the "Sites" column, the http:// is stripped out. So searching for it won't find it... I need to make a minor tweak to the parser to fix that.

Finally done! Check out the tablesorter mark widget demo.

Hi all,
Google takes me here :). I saw @Mottie mentioned that the '/.*/' doest not work for markRegExp. I experienced the same issue too. Is that related to this issue #55 or a different one?
From @Mottie demo above, '.' works perfectly ( highlight everything), but still '/./' will kill the app :(. I would appreciate if there is any workarounds.
Thank you!!!

Hi @stu-nguyen!
I added this regex checker to my code. If it returns true, then it is okay to use the .markRegExp() function:
function checkRegex( regex ) {
  if ( regex instanceof RegExp ) {
    // prevent lock up of mark.js
    // (see https://github.com/julmot/mark.js/issues/55)
    var result = '\u0001\u0002\u0003\u0004\u0005'.match( regex );
    return result === null || result.length < 5;
  }
  return false;
}

Thanks so much for the quick response @Mottie,
The regex checker worked for me, but is there any to highlight things when you run into this regex /.*/ ?

Use /\S/ or /.+/.

@Mottie Perfect!!! I did read your notes but I didn't understand that you mean to use /.+/ instead.


Remove protobuf dependency from playbooks

We can probably do this when https://github.com/eclipse/openj9/pull/8832 is merged
By removing it we simplify the playbooks

Above PR has been merged- removing from PBs :)


cmp autocomplete menu misalignment

When the autocomplete menu from cmp is open, the selected line has a misalignment that can be one or two char wide. This misalignment propagates to the documentation popup next to the menu (as seen in the screenshot).

nvim-qt does not display the misalignment for the same configuration.

Do you have the bold version of your font installed? In my testing cmp uses a bold font weight for the selected line, so if you have one installed for your font the issue doesn't appear. If you only have the regular version installed then DirectWrite seems to generate a fake bold version which causes this issue.

It was a problem with the font indeed. Thanks!


Custom imports not working with language server

VS Code version: 1.28.2
Extension version (available under the Extensions sidebar): 2018.9.2
OS and version: Fedora 27
Python version (& distribution if applicable, e.g. Anaconda): 3.6.5
Type of virtual environment used (N/A | venv | virtualenv | conda | ...): pipenv

Actual behavior
Imports of packages seem to randomly be green underlined with the message:
[Python (analysis] Unable to resolve 'my.import.path'. IntelliSense may be missing for this module
In particular it seems to be that import statements containing periods are disproportionately affected by this bug, e.g.
from google.cloud import storage
is underlined, whereas
import json
is not
In all cases these paths are present, and running pylint in the console produces no errors. The typehint system also seems to be affected, and any function with a None return type in the function signature is underlined with the message.
[Python (analysis)] unknown variable (None)
Expected  behavior
None of these statements should be underlined, as the imports are valid and the code is functional.
Steps to reproduce:

Create a python project
Add the workspace to the project
Import a module into the project using an import that contains a period in the import statement.

Logs
The python input is simply pylint running and it detects none of the underlines that the extension is throwing up.
Output from Console under the Developer Tools panel (toggle Developer Tools on under Help)
This is the only thing I found that seemed related
console.ts:136 [Extension Host] Error: spawn jupyter ENOENT
	at _errnoException (util.js:1024:11)
	at Process.ChildProcess._handle.onexit (internal/child_process.js:190:19)
	at onErrorNT (internal/child_process.js:372:16)
	at _combinedTickCallback (internal/process/next_tick.js:138:11)
	at process._tickCallback (internal/process/next_tick.js:180:9)
t.log @ console.ts:136

console.ts:136 [Extension Host] Python Extension: Get language server folder name, , Return Value: "languageServer.0.1.50"

The only other relevant piece of information about by setup I can think of is that under "workspace settings", I have a reference to the virtual environments pipenv creates so that I can get folder-specific linting:
"settings": {
		"python.venvPath": "~/.local/share/virtualenvs",
	}

I have tried looking up similar issues, but nothing in them seems to suggest a solution to the problem. I will probably have to swith IDEs until this is resolved.
EDIT: Switching to jedi intellisense resolved my issues and returned the behavior to normal.

Please could you try using the new language server (still experimental):

Open your settings.json file
Add the following setting in there:

"python.jediEnabled": false

Reload VS code and wait for language server to get downloaded and test again

As it has been over a month since the request for the information. I'm closing this issue.
However if you do have additional information, please feel free to provide the info and we'll be more than happy to reopen the issue.

@DonJayamanne Sorry for taking so long to follow up, follow your steps the issue seems to have been resolved.


Zooniverse

Hi
Have you though about using zooniverse for annotation...
An exemple here
https://www.zooniverse.org/projects/victorav/the-koster-seafloor-observatory
kind regards

Thank you for sending the link - I'll take a look!


Enable Job Definitions to be edited

Description

Introduces a new element LabeledValue to be used for display of non-editable labeled values and propagates its use across Detail View and Create View
Makes jobs and job definitions editable (entry points are Edit buttons in job detail, job definition detail) by refactoring Create View to have create mode (same as current functionality) and new edit mode where all non-editable fields are displayed as LabeledValue and editable fields (Schedule and Timezone) are TextInputs. Changes to editable fields are saved and propagated to server

Problem
Users can't change anything about Job Definition after creating it
Proposed Solution
The list and detail view for a Job Definition should have an Edit action that allows the user to reconfigure elements of the scheduled job.

Fixes #87
Fixes #172

Preview of job detail and job detail definition forms using new LabeledValue element (copied from #173 ):

Let's setup time to review this on Monday.

Existing changes were already merged in separate PRs


saveSettings in bootloader.js not Defined

https://github.com/FMaz008/VineHelper/blob/263055/scripts/bootloader.js#L147 makes reference to a saveSettings function that doesn't appear to be defined. It's reported as an error in chrome://extensions:

Yeah that line needs to go. The new SettingMgr handle the saving directly from the .set() method. Odd I never notice the warning.

Fixed and pushed 63ae62fceddfd2b6582d8b805ae4426f3f03b72c . Thank you again for your straight to the point bug reports, makes it very easy to fix! :)


Add keyword idl to crates.io

Could you add the keyword idl to crates.io crate. I started rolling my own parser because I didn't know one already existed :(.

The latest commit should fix this, thanks for the report! I think I have to push a new version for the changes to take effect on crates.io though right?

I think so, no rush though. Thanks!


Remove unused Hasher aux column

According to the AUX column layout, we there is currently a hasher aux column. However, we don't build any hasher aux column.
According to @Al-Kindi-0, this is a leftover from a previous PR where that column was merged into the chiplet bus column.

Yes, this seems to be wrong - but also I think the chiplets table still has 2 columns (even though the comment for this function says that there is only 1 bus column). Theseare:

A column for the chiplet bus.
A virtual table column used by the hash chiplet (for the sibling table) and by the Kernel ROM chiplet (for the kernel procedure access table). This column is described in the docs here.


WildFlySwarm - Detect port number from configuration file for health check

Currently we use the default values of 8080. However they can be customized in the configuration.
But we should try to detect any of the various ways you can configure wildfly-swarm, and set its swarm.http.port configuration.
There is no consistent way like spring boot with application.properties so its a bit more tricky with swarm

This should be possible for Wildfly and Thorntail


[Feature Request] Bulk Upsert

Is your feature request related to a problem?
Yes, i can not upload bulk messages via upsert
Describe the solution you'd like
I would like to use ELO insertOrIgnore or upsert with array, but this is not implemented
Describe alternatives you've considered
I have currently no workaround. Single upsert takes too much time
Additional context
Add any other context or screenshots about the feature request here.

plz ref: https://github.com/jenssegers/laravel-mongodb/issues/2266#issuecomment-1253636306

Closing as duplicate of #2266

Closing as duplicate of https://github.com/mongodb/laravel-mongodb/issues/2266


simplify foreach source code comment

just for fun is a bad motivation
found a missing comma in the text

rebased - i also realized that tester is a horrible name and changed it to arr.

Sorry - rebased.


optimizations that can be made.

heyo love what your trying to do here just thought I would throw some basic suggestions.
especially in udon gets and sets and very un-performant especially when the code behind a lot of unity functions tends to be not fast, to begin with so for example  GetComponent() is totally fine to call but don't call it multiple times instead cache the variable
so Rigidbody SexyCache =  GetComponent();
then use the rigid body reference
SexyCache.velocity 0 x;
Utilities.IsValid never used this before doubt it's needed here.  another thing you could also do is make it only get the component in start that way the performance overhead is gone and we can just assume a rigidbody was already assigned or found and stored during start.
if(SexyCache  == null) {
Rigidbody SexyCache = GetComponent();
if(SexyCache  != null) {
}
}
GetComponent<Rigidbody>().Sleep(); only last till the end of the frame, I am sure there is a better way of doing this (rigidbody.kinematic)  and would only be of issue for funky pickups

you should also be caching if their ownership was transferred and then looking against that variable instead of update loop checking if I own an object
hope that helps feel free to hit me up on discord dooly123#001 gl!

Just noticed this now.  Will dig in a little more.  I can make some of these optimizations.  It's already massively faster, but no reason not to rice it!


Plotting a field fails

In order to plot a field created using DPF-Composites, I make use of dpf.operators.averaging.elemental_nodal_to_nodal, but I get the following error message:

Here the script used:
import ansys.dpf.core as dpf
import numpy as np

from ansys.dpf.composites.composite_model import CompositeModel
from ansys.dpf.composites.constants import Spot, Sym3x3TensorComponent
from ansys.dpf.composites.example_helper import get_continuous_fiber_example_files
from ansys.dpf.composites.layup_info import (
    AnalysisPlyInfoProvider,
    get_all_analysis_ply_names,
    get_dpf_material_id_by_analyis_ply_map,
)
from ansys.dpf.composites.select_indices import (
    get_selected_indices,
    get_selected_indices_by_analysis_ply,
    get_selected_indices_by_dpf_material_ids,
)
from ansys.dpf.composites.server_helpers import connect_to_or_start_server

server = connect_to_or_start_server()
composite_files_on_server = get_continuous_fiber_example_files(server, "shell")

composite_model = CompositeModel(composite_files_on_server, server)

stress_operator = composite_model.core_model.results.stress()
stress_operator.inputs.bool_rotate_to_global(False)
stress_field = stress_operator.get_output(pin=0, output_type=dpf.types.fields_container)[0]

analysis_ply_info_provider = AnalysisPlyInfoProvider(
    mesh=composite_model.get_mesh(), name="P1L1__ud_patch ns1"
)

element_ids = analysis_ply_info_provider.property_field.scoping.ids

stress_tensor = dpf.fields_factory.create_tensor_field(num_entities = len(element_ids),
                                                       location = dpf.locations.elemental_nodal)

for element_id in element_ids:
    stress_data = stress_field.get_entity_data_by_id(element_id)
    element_info = composite_model.get_element_info(element_id)
    assert element_info is not None
    selected_indices = get_selected_indices_by_analysis_ply(
        analysis_ply_info_provider, element_info
    )

    stress_tensor.append(stress_data[selected_indices], element_id)

op_vm = dpf.operators.invariant.von_mises_eqv(field=stress_tensor, poisson_ratio=0.27)
VM_field = op_vm.outputs.field()
print(VM_field)

op_nodal = dpf.operators.averaging.elemental_nodal_to_nodal(field=VM_field)
VM_field_nodal = op_nodal.outputs.field()
print(VM_field_nodal)

composite_model.get_mesh().plot(VM_field_nodal)

Bug 801352 in TFS

The support of the created field has to be set. This can be done by adding the following line after VM_field = op_vm.outputs.field():
VM_field.meshed_region = composite_model.get_mesh()
The reason for this is that the elemental_nodal_to_nodal operator needs the mesh.


Add a new toggle button

The options in the header section seems messy in small pages .I would like to add a toggle button that will appear in case of small pages & will contains these all options with proper routing also.Please assign this task to me, I have solved this problem manytimes.

@ANSHIKA-26  can you please help me by telling the exact issue number that matched my issue and my issue was closed!!


[Map] dm-[LLTF]-LedgeDance

Hash: 3779a281b6842055f20f1cf34eabab9b857d3e10
Current name: dm-[LLTF]-LedgeDance
According to the readme, the author is [LLTF]FoamyGal
who may also have used just FoamyGal

This person seems to have had trouble maintaining their clan allegiance, added all these aliases:
FoamyGal
[KFH]FoamyGal
Marc "FoamyGal" Buchbach
[TrufF]FoamyGal
[lltf]fOAMyGAL
[LLTF]FoamyGal
Foamygal (bored like hell at 6 am)
[CBCG]FoamyGal
[LLTF] FoamyGal
[KFH]FoamyGal for SCA
(CBCG)FoamyGal


feat: add rspack plugin

This PR adds @nrwl/rspack plugin, which allows users to build and serve apps using rspack rather than webpack.
You can use it as a custom plugin when creating workspace.
# Create standalone app
npx create-nx-workspace rspack-app --preset=@nrwl/rspack

# Or create a monorepo
npx create-nx-workspace rspack-app --preset=@nrwl/rspack --monorepo

Notes

nx-ignore e2e is failing in CI (works locally). Exclude for now.
skipped two deno e2e tests (Caleb is investigating).

Usage example
Rspack config (apps/demo/rspack.config.js):
// This configures rspack with defaults to build apps.
// Users can further configure it if needed.
const { composePlugins, withNx } = require('@nrwl/rspack');

module.exports = composePlugins(withNx(), config => {
  return config;
});

Project config (apps/demo/project.json):
{
  "name": "demo",
  "targets": {
    "build": {
      "executor": "@nrwl/rspack:build",
      "outputs": [
        "{options.outputPath}"
      ],
      "defaultConfiguration": "production",
      "options": {
        "main": "apps/demo/src/main.tsx",
        "outputPath": "dist/apps/demo",
        "tsConfig": "apps/demo/tsconfig.app.json",
        "rspackConfig": "apps/demo/rspack.config.js"
      },
      "configurations": {
        "development": {},
        "production": {}
      }
    },
    "serve": {
      "executor": "@nrwl/rspack:dev-server",
      "defaultConfiguration": "development",
      "options": {
        "buildTarget": "demo:build"
      },
      "configurations": {
        "development": {},
        "production": {}
      }
    }
  },
  ...
}

Example repo
https://github.com/jaysoo/rspack-monorepo-example/pull/1

ref: https://github.com/web-infra-dev/rspack/issues/2249


Next Steps: "Create metric alerts using ARM Templates" link out of date

Relates to #49688
The link in Next Steps to "Create metric alerts using Azure Resource Manager Templates" should be updated to link to the newer page: Create a metric alert with a Resource Manager template.

Document Details
⚠ Do not edit this section. It is required for docs.microsoft.com ➟ GitHub issue linking.

ID: 0728f6aa-4933-e227-58c1-da28b3b6dd3f
Version Independent ID: e8245931-ed83-cf3d-0c03-fcde025f41b6
Content: Create, view, and manage Metric Alerts Using Azure Monitor - Azure Monitor
Content Source: articles/azure-monitor/platform/alerts-metric.md
Service: azure-monitor
Sub-service: alerts
GitHub Login: @harelbr
Microsoft Alias: harelbr

@Zhaph - You're absolutely right, thanks for pointing this out!
A PR with a fix has just been issued.

@harelbr Thanks for the super quick response. 👍

#please-close


[Feature/Enhancement] Is there a way to add automatically illustrations that are always fail to download to the Blacklist?

When some illustrations may be deleted by the author, they would not be able to be downloaded. I wonder if it is possible to set a failure counter, that records how many times an illustration failed to download. When it reaches the limit set, the illustration will be added automatically to the blacklist.

Can you provide an example? This has not happened to me in my 12 year use of this tool...

Can you provide an example? This has not happened to me in my 12 year use of this tool...

Oh! 12 years!
Im new here, just have used this tool for half a year
I set this tool as a routine  everyday runs, it will be finished more quickly if it can skip those illustrations that cannot be downloaded

I don't know which option you are using to download, because the download by artist id does not see deleted images, but if you use the database, you can simply add a fake entry for that image id, no?

If it is looking at your image bookmarks should the deleted images be not in there then? A log file would be nice

or you can just set the retry = 0 in config.ini?

or you can just set the retry = 0 in config.ini?

I tried it but it didn't seem to work.
I noticed the program will ALWAYS wait to download the next illustration in a random time period
....
Image # 1946
Processing Image Id: xxx
Giving up image_id (medium): xxx
Image ID (xxx): PixivException(9005 Failed to get page: https://www.pixiv.net/en/artworks/xxx=> HTTP Error 404: Not Found, hasDumpPage=N)
Stack Trace: (<class 'PixivException.PixivException'>, PixivException('Failed to get page: https://www.pixiv.net/en/artworks/xxx=> HTTP Error 404: Not Found'), <traceback object at 0x00729B68>)
Wait for 1.31s
Image # 1947
.....

My solution
set the downloadDelay=0
but Im worried pixiv will block my IP at some point 'cause it's very like a robot

delete the image from your bookmark then? You can check the log file using keyword: Giving up image_id (medium):  using notepad++

delete the image from your bookmark then? You can check the log file using keyword: Giving up image_id (medium):  using notepad++

Sure, deleting the image from the bookmark is one way...