fix(dragging): Pooled events to reuse inside setState.

In a previous refactor, the setState methods were changed to use the prevState prop, but this lost the event received on the function, so the needed properties were desesctructured from the original event so it can be used inside the setState.
Solves #147
No breaking changes

[x] package.json:version has been updated with npm version patch (or major/minor as appropriate)
[x] @brainhubeu/react-carousel version has been updated in docs-www/package.json to the same which is in package.json:version

Thanks @ernestognw
@rkostrzewski @Lukasz-pluszczewski
could any of you approve?

You're welcome guys, thank you for approving.


Update version: tailscale.tailscale version 1.54.1

Pull request has been created with WinGet Automation :rocket:
Microsoft Reviewers: Open in CodeFlow

Automatic Validation ended with:

Hi @vedantmgoyal2009,
Is an installer switch missing?


'mapwithai'

Description
When uploading a changeset to OSM, should the mapwithai source be a hashtag instead?

Version
2.0.3
What browser are you seeing the problem on? What version are you running?
Edge v115.0
The OS you're using
win
Steps to reproduce
No response
The browser URL at the time you encountered the bug
https://rapideditor.org/edit#background=EsriWorldImagery&datasets=fbRoads,msBuildings&disable_features=boundaries&map=19.31/-27.28025/152.94342&overlays=osm-gps
The auto-detected useragent string for your browser (leave blank if you're manually filling this form out)
Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/<IP_ADDRESS> Safari/537.36 Edg/115.0.1901.188

Let me take this one internal. We're retiring the 'map with AI' brand so this should probably become a thing of the past. We do use it for internal analytics though, so we'll likely replace it with something else. Will also consider using the hashtag!


Airline just for current window in bottom

Airline just for current window in bottom. It means not for every window new instance of airline. One airline on bottom which show information for selected window

Not possible

Am 31.07.2021 um 23:38 schrieb Gleb Gonchar @.***>:

Airline just for current window in bottom. It means not for every window new instance of airline. One airline on bottom which show information for selected window
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

All windows will have a statusline, you cannot disable the statusline feature per window. What you can do, if customize other windows with your own statusline (e.g. make it blank) and tell vim-airline not to touch it.


CONFIG_STACK_CANARIES doesn't work on x86_64

This feature isn't working right now on x86_64, and the problem seems deep.  Generated code via -fstack-protect arguments panics very soon after boot.  I worry this may be an ABI issue with support for x32, but it needs investigation.  The tests are whitelisted for now.

you are not hitting this 95936e2b1433b8aaac798861050a0353149fc0a4, are you?

Ooh, maybe.  That could totally produce the symptom's I saw, though I'm pretty sure it persisted as I rebased.  Honestly I don't know anything about this gcc feature and just punted once I realized the failure was just that canaries don't work even on hello_world.  Will check.

if you hit that problem you'll see references to memory in %fs or %gs segment in the beginning of functions.

Hah, yeah, that was it.  I thought I'd added that whitelist patch after my final rebase, but I guess not.  It works on top of current HEAD.  Just pushed a rebased PR.  That was easy, thanks.


Plan to port the fixes to the openssl versions (CVE-2024-6119) in use for nodejs.

Hello,
In recent BDBA scan, there is one CVE:
https://nvd.nist.gov/vuln/detail/CVE-2024-6119
detected in node.js.
Issue summary: Applications performing certificate name checks (e.g., TLS clients checking server certificates) may attempt to read an invalid memory address resulting in abnormal termination of the application process.
Impact summary: Abnormal termination of an application can a cause a denial of service.
Applications performing certificate name checks (e.g., TLS clients checking server certificates) may attempt to read an invalid memory address when comparing the expected name with an otherName subject alternative name of an X.509 certificate. This may result in an exception that terminates the application program.
Note that basic certificate chain validation (signatures, dates, ...) is not affected, the denial of service can occur only when the application also specifies an expected DNS name, Email address or IP address.
TLS servers rarely solicit client certificates, and even when they do, they generally don't perform a name check against a reference identifier (expected identity), but rather extract the presented identity after checking the certificate chain. So TLS servers are generally not affected and the severity of the issue is Moderate.
In the latest version of nodejs of 22.9.0, the fixed is still not included, Here we would like to know if there are plans to port this fixes to the openssl versions in use for nodejs. thanks a lot.
Best regards,
Peilin

Solution - Fix available
Fixed in openssl version:
Fixed in openssl version:
3.0.15 by this commit,
3.1.7 by this commit,
3.2.3 by this commit,
3.3.2 by this commit.

Node.js uses a fork of OpenSSL https://github.com/quictls/openssl for its usage on QUIC protocol. This library hasn't officially released a 3.0.15 version yet.

https://github.com/nodejs/node/pull/55184
Will be fixed in the next Node.js release.

With the recent release of Node 23.0.0, is this vulnerability fixed?

Yes, OpenSSL has been updated in both v22.10.0 and v23.0.0 lines.

Yes, OpenSSL has been updated in both v22.10.0 and v23.0.0 lines.

Thanks for confirming


TorchAudio.save ignores sample rate argument

Hi, @ankane, I just noticed torchaudio.save method saves with 48 kHz instead of the passed value of 16 kHz.
[slowpilot@ai app]$ bundle exec irb
3.0.0 :001 > require 'torchaudio'
 => true
3.0.0 :002 > TorchAudio.save 'test.wav', Torch.zeros([1, 16000]), 16000
 => nil
3.0.0 :003 >
[slowpilot@ai app]$ ffprobe test.wav
ffprobe version 4.2.4 Copyright (c) 2007-2020 the FFmpeg developers
...
Input #0, wav, from 'test.wav':
  Duration: 00:00:00.33, bitrate: 385 kb/s
    Stream #0:0: Audio: pcm_u8 ([1][0][0][0] / 0x0001), 48000 Hz, 1 channels, u8, 384 kb/s

Thanks as always @orlando-labs. Just pushed a new release.


Exec with options stress test update

What type of PR is this?
/kind cleanup

@pohly Thank you so much for that.! I learn always so many things from you.!
Actually, I did somewhat similar at first, but discarded because of some errors related to ginkgo.GinkgoRecover().
I learned how to solve this problem.!


working with the nodejs Benchmarking WG

An official Benchmarking WG has been created for the nodejs foundation (information on https://github.com/nodejs/benchmarking). We are investigating ways to more thoroughly detect performance regression over different versions. Part of this has been discussion around using larger scale benchmarks, instead of relying so heavily on the micro benchmarks commonly used.
Are there any examples of an extremely complicated build? We'd like to be able to track as much information as possible.

@trevnorris I can provide assistance if you need any help - google web starter kit would be a good one to look at, but that is based on the 3.0 branch. If you are starting a new project you should definitely use 4.0 which is much simpler and more flexible for complex stuff.

In terms of the amount of stuff it's doing, the gulptask I wrote for work is pretty huge and complicated, but it is closed source and not written like a typical gulpfile.
'use strict';

var path = require('path');
var gulp = require('gulp');
var findModulesDown = require('find-node-modules-down');
var getLmnTask = require('lmn-gulp-tasks');

var buildRoot = process.env.MERMAID_BUILD_ROOT || '.';
var assetPath = process.env.MERMAID_ASSET_PATH || 'assets/mermaid';
var buildPath = path.resolve(path.join(buildRoot, 'public', assetPath));
var imageCache = path.join(buildPath, 'src_cache');

var assetHost;
if (process.env.ASSET_HOST) {
  assetHost = 'https://' + process.env.ASSET_HOST + '/';
} else {
  assetHost = '/';
}

function getTask(name, options) {
  if (typeof options !== 'object') {
    options = {};
  }

  if (typeof options.rev !== 'boolean') {
    options.rev = true;
  }

  options.manifest = buildPath;

  return getLmnTask(name, options);
}

gulp.task('auto-reload', getTask('auto-reload'));

gulp.task('js', getTask('browserify', {
  src: './src/js/script.js',
  dest: path.join(buildPath, 'js/bundle.js')
}));

gulp.task('js-quality', getTask('js-quality', {
	src: ['./src/**/*.js', '!./src/**/*.min.js']
}));

gulp.task('scss', getTask('scss', {
  src: './src/scss/*.{sass,scss}',
  dest: path.join(buildPath, 'stylesheets'),
  imagePath: assetHost + path.join(assetPath, 'images'),
  includePaths: findModulesDown()
}));

gulp.task('fonts', getTask('copy', {
  src: './src/scss/themes/**/*.{ttf,woff,eot,svg}',
  dest: path.join(buildPath, 'fonts'),
  flatten: true
}));

gulp.task('src-copy', getTask('copy', {
  src: './src/**/*.{png,jpg,gif}',
  dest: imageCache,
  rev: false
}));

gulp.task('responsive-images', ['src-copy'], getTask('responsive-images', {
  src: [
    './node_modules/lmn.jester.component.*/src/images/**/*.{png,jpg,gif}',
    './node_modules/lmn-monkey/src/**/*.{png,jpg,gif}',
    path.join(imageCache, '**/*.{png,jpg,gif}')
  ],
  dest: path.join(buildPath, 'images'),
  lossless: function (file) {
    return file.path.indexOf('hero') !== -1;
  },
  flatten: true
}));

gulp.task('optimise-svgs', getTask('optimise-svgs', {
  src: [
    './node_modules/lmn.jester.component.*/src/images/**/*.svg',
    './node_modules/lmn-monkey/src/imgs/**/*.svg',
    './src/components/**/*.svg',
    './src/images/**/*.svg'
  ],
  dest: path.join(buildPath, 'images'),
  flatten: true
}));

gulp.task('icons', getTask('copy', {
  src: './src/icons/*.{ico,png}',
  dest: path.join(buildPath, 'images')
}));

gulp.task('clean', getTask('clean', {
  src: [buildPath, 'rev-manifest.json']
}));

gulp.task('watchers', function () {
  gulp.watch('./src/**/*.{sass,scss}', ['scss']);
  gulp.watch('./node_modules/lmn.jester.*/**/*.scss', ['scss']);
  gulp.watch('./src/**/*.js', ['js']);
});

gulp.task('images',  ['responsive-images', 'optimise-svgs', 'icons']);
gulp.task('lint',    ['js-quality']);
gulp.task('build',   ['images', 'fonts', 'js'], function () {
  // THIS IS A HORRIBLE HACK NEVER EVER USE GULP.RUN
  // SERIOUSLY PLEASE DONT
  gulp.run(['scss']);
});

gulp.task('default', ['lint', 'build', 'watchers']);

https://github.com/lostmyname/lmn-gulp-tasks

@contra I believe we're going to start back with v0.10 to see how performance has improved, or not, over the last couple years. Will 4 work with v0.10?
@callumacrae Great example. Thanks for sharing.

@trevnorris Yep the whole ecosystem is strictly 0.10+ so you should be totally fine there :+1:

The WSK gulpfile: https://github.com/google/web-starter-kit/blob/master/gulpfile.babel.js

Closing due to no response

@contra Sorry about the delay. Most of the benchmark WG are also on other WG. With the v4.0 (which is also the first "official" LTS release) we've been mostly lost in other things.
The gulp files provided are an excellent starting point to help us get a proper suit of macro-benchmarks running. Will have more feedback once a system for running these is up and running. Thanks again for the feedback and scripts for testing.


Add concordance cwl for future integration

add a concordance directory holding the concordance tool CWL for future integration into the overall workflow

Please see https://github.com/genome/concordance

thanks - that should be fixed now too


Add deployed URL to swoop deploy success output

The cli doesn't know the location of the buckets so this currently isn't possible.


throwing error is not working

Describe the bug
when i intentional throw error, am unable to get it using productsQuery.error, and it just return null
am using Development build expo
const productsQuery = useQuery({
queryKey: ['product', requeryMonitor],
queryFn: async ()=>{
throw new Error('Oh no!')
},
});
Your minimal, reproducible example
none
Steps to reproduce

Just throw an Error in useQuery

Expected behavior
when i throw error, am unable to get the error using productsQuery.error
How often does this bug happen?
Every time
Screenshots or Videos
No response
Platform
Android & Ios
Expo Development Build
Tanstack Query adapter
react-query
TanStack Query version
^5.0.5
TypeScript version
No response
Additional context
No response

please provide a reproduction, and feel free to re-open the issue if you have one.
note that queries do 3 retries per default, so it can take some time until the query actually goes into error state.

`const storeQuery = useQuery({
queryKey: [queryKey, store.s_id],
queryFn: async () => {
  try {

      const result = await fetcher({ url: `${ baseUrl } /api/stores / ${ store.s_slug } `, method: "GET" }, { showModal: false });

      if (result.status) {

        //Do Something

      } else throw Error(result.message || "Something Went Wrong")

  } catch (error) {
    console.log(error)
  }

  return {}

})`
it was working before on Expo, but when i change to Development build, is not working again, am unable to see error if i console storeQuery.error

please read: https://tkdodo.eu/blog/react-query-fa-qs#why-do-i-not-get-errors-
your problem is point 2, logging.


Unable to write changes to disk images

I played the "Where in the USA is Carmen Sandiego" IIGS game and solved some cases. When I quit the emulator and re-play "Where in the USA is Carmen Sandiego" the next time, I found the cases that I solved previously was NOT saved in the "Where in the USA is Carmen Sandiego" disk image.
So I suggest to include 2 changes:

The emulator should be able to write the changes back to the disk image
The emulator should allow saving of the snapshot of disk image. When the snapshot is re-loaded into the emulator, it should return to the previous state of the disk image.

Where in the U.S.A. is Carmen Sandiego IIgs.zip

Snapshots save the current state of all active disks (at least as of a week ago) within its file - if you reload a snapshot you should see all disks in their respective drives.
I'm surprised that shutdown isn't saving disks, but there's been a lot of rework over the past couple weeks.
The 0.6 version will be branched shortly and will be used for testing these issues you've brought up in addition to the full regression testbook.

Snapshots save the current state of all active disks (at least as of a week ago) within its file - if you reload a snapshot you should see all disks in their respective drives.
I'm surprised that shutdown isn't saving disks, but there's been a lot of rework over the past couple weeks.
The 0.6 version will be branched shortly and will be used for testing these issues you've brought up in addition to the full regression testbook.

I did not see how to save the snapshot of the disk image.
And I did not shutdown the emulator.
When the user solve a case in "Where in the USA is Carmen Sandiego", the game should trigger a save action to write the changes back the disk. But I found emulator does not save the changes back to the disk image.
When I played the non-IIGS version of the game in Virtual ][, it will properly save the changes to the disk image after I solved a case. When I quit the game and restart playing again, the disk image will include all the previous changes I have played before.

Ok, I will use the disks you sent in this issue when I run through some of my tests before releasing the next version.

Ok, I will use the disks you sent in this issue when I run through some of my tests before releasing the next version.

But first you need to know how to play the game.

OK. I found a way for you to see the issue when you start the game but without playing.

It seems that the issue is fixed. Now I can see the progress can successfully be saved in the "Where in the USA is Carmen Sandigeo" IIGS game.

Disk persistance was fixed in https://github.com/samkusin/clemens_iigs/pull/111 and through various fixes since then.


Fixed small typo

Wonderful resource!
Glad I could "contribute" too ;)
Cheers,
Federico

Thx for catching it! I will need to do spell check more often...

Glad to help. I'll take a closer look and in that case I'll file in a pull request for you ;)
By the way, looking forward for the RNA-seq companion project!

It will take time for me to write....keep tuned!


Documentation of the fields retrieved

Hi,
Looking at the data that comes back from the .websockets.subscribe endpoint, I can see:
  Nounce: 53229,
  Buys:
   [ { Type: 1, Rate: 0.0036498, Quantity: 0 },
     { Type: 0, Rate: 0.00364223, Quantity: 96.09497478 },
     { Type: 2, Rate: 0.00325, Quantity: 2623.09164641 },
     { Type: 2, Rate: 0.00193, Quantity: 4.87063839 },
     { Type: 2, Rate: 0.00048, Quantity: 10.56814045 } ],
  Sells:
   [ { Type: 0, Rate: 0.00369978, Quantity: 1.69001102 },
     { Type: 1, Rate: 0.0046079, Quantity: 0 } ],
  Fills: [] }

Looking at bittrex's api, it looks like Type corresponds to full/limit trade etc. however I can't find anywhere that explains how Type 0/1/2 corresponds to any of these trade types.
Any help greatly appreciated
EDIT
I came across an answer that outlined the meaning of the states:

Type 0 – you need to add this entry into your orderbook. There were no orders at matching price before.
Type 1 – you need to delete this entry from your orderbook. This entry no longer exists (no orders at matching price)
Type 2 – you need to edit this entry. There are different number of orders at this price.

and in doing so, and reading around more, I understand I need to get a snapshot of the order book, and then use the socket to update my version of it. OK, that makes sense. If anyone knows the answer, is Type 2 (above) the new number of orders, or an amount to add/subtract from the amount in your synced order book?

It's the new total quantity for that price so if you want to know the difference you would need to compare the value you currently have stored to the new value.


Kernel dies with Missing file: …/platformConstants

I'm building iHaskell with stack and a system ghc version 9.4.2 on macOS.
The build and binary work, but kernel dies in Jupyter with the error:
ihaskell: Missing file: /opt/local/lib/ghc-9.4.2/lib/platformConstants

The version is:
ihaskell -V
<IP_ADDRESS>

Possibly related #804

Did you follow the rest of the comments in the issue that you linked to? We don't support GHC 9.4 yet so I suspect the same issue has occurred again where you've installed IHaskell with GHC 9.2 when your system GHC is 9.4.

Did you follow the rest of the comments in the issue that you linked to? We don't support GHC 9.4 yet so I suspect the same issue has occurred again where you've installed IHaskell with GHC 9.2 when your system GHC is 9.4.

Thanks. I can confirm that I built and installed IHaskell with my system ghc 9.4.2.

When you say you built and installed it, you mean that you ran stack install? I think that would use GHC 8.10.7! As you can see from https://www.stackage.org/, there is no resolver for GHC 9.4, and the current LTS is on GHC 9.0 (not even 9.2 yet).

When you say you built and installed it, you mean that you ran stack install? I think that would use GHC 8.10.7! As you can see from https://www.stackage.org/, there is no resolver for GHC 9.4, and the current LTS is on GHC 9.0 (not even 9.2 yet).

We use --system-ghc with the IHaskell stack build so that it’s built with the same ghc it’s run with:
https://github.com/macports/macports-ports/blob/725cddc569e21d1b1c8860e3ebd332893c5c53a3/_resources/port1.0/group/haskell_stack-1.0.tcl#L50

I tried a cabal-based build and got prey far (after patching the packages from stack.yaml into ihaskell.cabal), but ran into this native ihaskell issue on ghc version 9.4.1:
:info:build [15 of 25] Compiling IHaskell.Eval.Util ( src/IHaskell/Eval/Util.hs, /opt/local/var/macports/build/_opt_local_ports_devel_ihaskell/ihaskell/work/dist/build/x86_64-osx/ghc-9.4.2/ihaskell-<IP_ADDRESS>/build/IHaskell/Eval/Util.o, /opt/local/var/macports/build/_opt_local_ports_devel_ihaskell/ihaskell/work/dist/build/x86_64-osx/ghc-9.4.2/ihaskell-<IP_ADDRESS>/build/IHaskell/Eval/Util.dyn_o )
:info:build src/IHaskell/Eval/Util.hs:488:32: error:
:info:build     • Couldn't match expected type ‘[ClsInst]’
:info:build                   with actual type ‘GHC.Core.InstEnv.InstEnv’
:info:build     • In the second argument of ‘nubBy’, namely ‘clsInsts’
:info:build       In the expression: nubBy instEq clsInsts
:info:build       In an equation for ‘clsInsts'’: clsInsts' = nubBy instEq clsInsts
:info:build     |
:info:build 488 |       clsInsts' = nubBy instEq clsInsts
:info:build     |                                ^^^^^^^^
:info:build src/IHaskell/Eval/Util.hs:489:45: error:
:info:build     • Couldn't match expected type ‘GHC.Core.InstEnv.InstEnv’
:info:build                   with actual type ‘[ClsInst]’
:info:build     • In the expression: clsInsts'
:info:build       In the ‘ic_instances’ field of a record
:info:build       In the ‘hsc_IC’ field of a record
:info:build     |
:info:build 489 |   in hscEnv { hsc_IC = ic { ic_instances = (clsInsts', famInsts) } }
:info:build     |                                             ^^^^^^^^^

Hi, I just fixed this error as part of adding GHC 9.4 support in https://github.com/IHaskell/IHaskell/pull/1376, you should be able to get further if you try again with the latest master.

Hi, I just fixed this error as part of adding GHC 9.4 support in #1376, you should be able to get further if you try again with the latest master.

Thanks. The stack build completes, but the kernel fails with the error:
ihaskell: Missing file: /opt/local/lib/ghc-9.4.2/lib/platformConstants

The cabal build now fails with the error:
:info:build src/IHaskell/Eval/Parser.hs:30:1: error:
:info:build     Could not find module ‘Language.Haskell.GHC.Parser’
:info:build     Perhaps you meant
:info:build       Language.Haskell.TH.Ppr (needs flag -package-id ghc-lib-parser-<IP_ADDRESS>20822)
:info:build       Language.Haskell.TH.Ppr (needs flag -package-id template-haskell-<IP_ADDRESS>)
:info:build       Language.Haskell.TH.PprLib (needs flag -package-id ghc-lib-parser-<IP_ADDRESS>20822)
:info:build     Use -v (or `:set -v` in ghci) to see a list of the files searched for.
:info:build    |
:info:build 30 | import           Language.Haskell.GHC.Parser
:info:build    | ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

That module is provided by ghc-parser which is also in this repo.

That module is provided by ghc-parser which is also in this repo.

Thanks! Have this working with cabal now. Also note that I believe a patch is necessary in ihaskell.cabal to add directory dependencies for a cabal build. Please see https://github.com/macports/macports-ports/pull/16364.
For a stack version 2.9.1 build, I still observe this issue:
ihaskell: Missing file: /opt/local/lib/ghc-9.4.2/lib/platformConstants

No, I don't think we need that patch. ihaskell is a separate project to ghc-parser and declares a dependency on it, if you have to change things on your end to get it to build correctly then that seems like a MacPorts-specific concern.

No, I don't think we need that patch. ihaskell is a separate project to ghc-parser and declares a dependency on it, if you have to change things on your end to get it to build correctly then that seems like a MacPorts-specific concern.

Thanks, you're right. Not a MacPorts thing, my own mistake. Fixed in the MacPorts PR.

Closing, please reopen if required.


debug mode crashes App Engine from "import Popen"

I have a Flask (0.10.1) application running on App Engine which crashes when using a recent version of Werkzeug (>=0.11.6). The following stacktrace shows that Popen is being imported in get_machine_id as of a7066a7.
Downgrading to Werkzeug 0.11.5 appears to be a suitable workaround.
ERROR    2016-05-06 19:10:31,021 wsgi.py:279]
Traceback (most recent call last):
  File "/google-cloud-sdk/platform/google_appengine/google/appengine/runtime/wsgi.py", line 268, in Handle
    for chunk in result:
  File "/.../lib/werkzeug/debug/__init__.py", line 313, in debug_application
    is_trusted = bool(self.check_pin_trust(environ))
  File "/.../werkzeug/debug/__init__.py", line 363, in check_pin_trust
    if self.pin is None:
  File "/.../lib/werkzeug/debug/__init__.py", line 261, in _get_pin
    self._pin, self._pin_cookie = get_pin_and_cookie_name(self.app)
  File "/.../lib/werkzeug/debug/__init__.py", line 161, in get_pin_and_cookie_name
    get_machine_id(),
  File "/.../lib/werkzeug/debug/__init__.py", line 96, in get_machine_id
    _machine_id = rv = _generate()
  File "/.../lib/werkzeug/debug/__init__.py", line 68, in _generate
    from subprocess import Popen, PIPE
ImportError: cannot import name Popen

Why are you running the debugger on App Engine?

@untitaker I came across this issue when running the local development server with Flask in debug mode.  I'm not running the Werkzeug debugger explicitly.

I haven't used GAE, but it seems to me like you're running your Flask application in debug mode on a public server. This is a major security risk.
The bugfix for making the debugger work in GAE is trivial, but if this bug prevents people from owning themselves, all the better.

@untitaker I understand those risks and I'm definitely not running debug mode on the server. The mode is conditionally set using environment variables. Just in case you happen to be basing that off of the paths you're seeing in the stacktrace above, I modified them to remove irrelevant details about my laptop's home directory.

I don't understand. Are you able to emulate GAE locally?

Yes.


Add support for other languages

Other languages such as German and French use different ways to quote. I implemented a basic mechanism to adapt to the language of the document which is set via <html lang='de'>. You can try it out with the commits from my fork. It seems to work for German but the French is getting mixed up by the 'em in one of the first paragraphs in the badger.html. Would you like to merge this into your version once it is working?

:+1:

@k-nut: I appreciate that you're probably not interested in doing this any more, but if you are (or if anyone else wants to have a go), I think a state machine would be useful here. Unfortunately, most libraries to do that in JS are bigger than this library! Still, I think it would be a useful feature—possibly in another file (smartquotes.js and smartquotes.multilang.js`?).

Hey @callumacrae I would sure love to finish this. I got the German version running after all and would at least like to include that. How do you think a state machine could be useful here? And splitting this into another file for multilang support seems like a good idea!

I'm not sure, but if you gave me a specific case where regular expressions wouldn't do the trick, I could try to explain an example.

Well one problem for example are years like '93. They are replaced by the character that also is the beginning single quote (’) in English. In German & French the beginning single quote is another character though (‚)... I guess that this could be worked around with regex as well. It's been quite some time since I last checked the code...

I see. So de and fr use different characters for quotes and abbreviations, which en uses the same?
I can't see any way around that short of replacing both the start and end quote at the same time. I wonder how other libraries handle this.

As far as I am able to tell that is right. I'm not a language/typography expert though... Good question how the other libraries handle this!

I can't even find any libraries that do this!

For reference https://en.wikipedia.org/wiki/Quotation_mark#Summary_table_for_all_languages


cut detection subsampler

lets us automatically detect cuts in video and subsample into multiple small clips using the ClippingSubsampler

this doesnt work yet but once i put this in worker.py and test it out a bit ill ask for a proper review

This is where the clipping subsampler is called - https://github.com/iejMac/video2dataset/blob/01c04aa9b2e2e43e3038a3c219a378068b22bc54/video2dataset/worker.py#L185
You want to do something like with subtitles.  Basically the idea is you want to make a parameter which tells you if you want cut detection to determine clipping. If so you want to set the meta["clips"] in worker.py like in that if statement in linked. So I'm thinking you do something like:
if self.cut_split: # or idk maybe think of a better name for this var
    meta["clips"]= self.cut_detector(streams)

And like make sure the cut_detector returns the correct format so it works with the ClippingSubsampler. If you do this it should just work

so there is a weird bug now where sometimes the clips array looks like [start, end] if theres only a single clip and sometimes it looks like [[start, end], [start, end], ...] and this is causing me issues when i switch between no cut detection and some cut detection. so im gonna debug that in detail tomorrow. also, @iejMac i discussed with andreas that we might want to detect cuts at various framerates -- this should be pretty simple i think, maybe we can just iterate over various framerates and write like {input}_{fps}.mp4 in the subsampler and then do cut detection on those lower-framerate videos in the tempdir, not sure. also andreas said it might be best if instead of cutting up the videos in v2ds we cut out the contiguous subsections in the dataloader step of whoever's using this data, that way we just have to keep track of metadata which allows for more flexibility.


Cannot find build artifact information.

Quite possible I'm missing it in all the JSON, but I'm trying to write a script such that I can download the artifacts for a build and then do things with it. From what I can tell, the information about builds that I get doesn't include a download URL for the artifacts.
What am I missing?

@jwittner - it's likely the artifact URL for the build is not included in the JSON.
You can take the _links.self URL for a resulting build and append /artifacts to the end to get the list of artifacts for a specific build. See: https://docs.microsoft.com/en-us/rest/api/vsts/build/artifacts/list

Thanks! That was just the trick I needed!

@jwittner - we will keep the issue open and use it to add better support for querying and retrieving build artifacts.

Building the commands to download the artifacts from a build run:
Scenarios:

List the build artifacts generated in a build run
Download build artifacts generated in a build run

Commands:
az pipelines run artifact list
az pipelines run artifact download

@geverghe you can assign this to me. Quick question on terminology - is run what we are using to describe an instance of a pipeline?
So therefore:
Definition --> Pipeline
Build/Release --> Run
We'll also have an upload command as well for integration scenarios.

So as per our discussion, the pipeline commands went through an overhaul:
Create a pipelines: az pipeline create
List pipelines: az pipelines list - This lists the pipelines by names and provides the last run status for each.
Show pipeline: az pipelines show - This shows one item in the entire list filtered based on pipeline ID/Name
Delete pipeline: az pipelines delete
Update a pipeline: az pipelines update - Update the pipeline associated meta and not the YAML content
Create a pipeline run: az pipeline run
List all pipeline runs: az pipelines run list - Can be filtered for a pipeline, for a branch (support all filter parameters supported in API)
Show details of a particular pipeline run: az pipelines run show

Why the change?
There is a first class notion of run and associated run management in pipelines and therefore the split into az pipelines and az pipelines run command groups. As per the above nomenclature, the updated proposal for artifact list and download would be
az pipelines run artifact list
az pipelines run artifact download

Let me know if you need any additional clarification. Open to feedback on the verb as well.

That's fine - I just wanted to know what it was going to be :)

@mitchdenny is there a timeline on this?

I don't have a timeline yet - we've done the plumbing in ArtifactTool but need to punch it through to the AZ CLI extension. Its on the backlog.

@geverghe are we happy with the pluralization of this:

Not elated - open to suggestions on sub group names to hold everything pertaining to pipeline runs.
The problem is that run is a command, i.e., az pipelines run, and therefore run cannot be a sub group name. Therefore, including the plural at the artifact level will not fix the issue.

Ok. That makes sense. You legitimately got a verb called run (start a run) and a noun (a list of runs).

@mitchdenny : The ask here is for build artifacts, will pipeline artifact command also support downloading of build artifacts (or are these the same)?

This just does Pipeline Artifacts at this stage. Let me take a look at the FCS API to see what is involved supporting that.

@gauravsaralMs - I should clarify Pipeline Artifacts are the replacement for File Container in the hosted service, so I guess they are the new build artifacts. But we'll need to support both in this command - so that is something that I'll look into.

I should clarify Pipeline Artifacts are the replacement for File Container in the hosted service, so I guess they are the new build artifacts. But we'll need to support both in this command - so that is something that I'll look into.

@jwittner Pipeline Artifacts commands are available in the latest version of the extension (0.4.0).
You can list, download and upload the artifacts (given the restriction of file containers which will be supported soon and when that functionality lands, you won't need to upgrade the extension for it)
Do give it a try and let us know any feedback.

@geverghe @mitchdenny Can we close this issue now?

This is super cool!
One piece of feedback for the api - when I list/show builds they have an id. But when I go to get artifacts I use run-id. These appear to be the same value, but use different terminology, which was originally confusing to me. Probably too late, but perhaps build-id or buildid (matches the url query string for build results) would be more clear. A hint in the help would be nice if it is too late. =)
Browsing around seemed to work pretty well, but downloading failed for me with:
az : ERROR: Encountered an unexpected error.
At line:1 char:1
+ az pipelines runs artifact download --run-id 8968 --artifact-name 'Pr ...
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : NotSpecified: (ERROR: Encountered an unexpected error.:String) [], RemoteException
    + FullyQualifiedErrorId : NativeCommandError

ArtifactTool.Commands.PipelineArtifacts.PipelineArtifactDownloadException: Artifact with name 'ProjectTemplateUnity CI_master_2019.81.8968.0' was found, but is of type 'Container'.
   at ArtifactTool.Commands.PipelineArtifactDownloadCommand.ExecuteAsync() in D:\a\1\s\src\ArtifactTool\Commands\PipelineArtifacts\PipelineArtifactDownloadCommand.cs:line 41
   at ArtifactTool.Commands.CommandBase.OnExecuteAsync() in D:\a\1\s\src\ArtifactTool\Commands\CommandBase.cs:line 113
   at McMaster.Extensions.CommandLineUtils.Conventions.ExecuteMethodConvention.InvokeAsync(MethodInfo method, Object instance, Object[] arguments) in C:\projects\commandlineutils\src\CommandLineUtils\Conventions\ExecuteMethodConvention.cs:line 77
   at McMaster.Extensions.CommandLineUtils.Conventions.ExecuteMethodConvention.OnExecute(ConventionContext context) in C:\projects\commandlineutils\src\CommandLineUtils\Conventions\ExecuteMethodConvention.cs:line 62
   at McMaster.Extensions.CommandLineUtils.Conventions.ExecuteMethodConvention.<>c__DisplayClass0_0.<<Apply>b__0>d.MoveNext() in C:\projects\commandlineutils\src\CommandLineUtils\Conventions\ExecuteMethodConvention.cs:line 25
--- End of stack trace from previous location where exception was thrown ---
   at McMaster.Extensions.CommandLineUtils.CommandLineApplication.<>c__DisplayClass126_0.<OnExecute>b__0() in C:\projects\commandlineutils\src\CommandLineUtils\CommandLineApplication.cs:line 505
   at McMaster.Extensions.CommandLineUtils.CommandLineApplication.Execute[TApp](CommandLineContext context) in C:\projects\commandlineutils\src\CommandLineUtils\CommandLineApplication.Execute.cs:line 31
   at McMaster.Extensions.CommandLineUtils.CommandLineApplication.ExecuteAsync[TApp](CommandLineContext context) in C:\projects\commandlineutils\src\CommandLineUtils\CommandLineApplication.Execute.cs:line 145
   at McMaster.Extensions.CommandLineUtils.CommandLineApplication.ExecuteAsync[TApp](IConsole console, String[] args) in C:\projects\commandlineutils\src\CommandLineUtils\CommandLineApplication.Execute.cs:line 130

I'm assuming this is due to the File Container restriction you mentioned above @mitchdenny ?

Actually - we are snapping to some future terminology we are adopting around Pipelines, and runs (could be either a build or a release conceptually - but it equals a buildId right now).

@jwittner Lots of functionality planned around pipelines, check out #333. As Mitch mentioned this will all make sense with the other commands coming soon. :)
Keep us posted on the your feedback for CLI and any issues in general.

@mitchdenny - mind verifying that the error I got downloading is in fact due to the 'File Container' support?

@jwittner thats correct.

It does not download if the artifact type is container.
I am getting following exception '
Encountered an unexpected error.
ArtifactTool.Commands.PipelineArtifacts.PipelineArtifactDownloadException: Artifact with name 'drop' was found, but is of type 'Container'.

Any plans when Container type artifacts are going to be supported?

No plans.  You can grab a Container directly from REST.  I think it's downloadUrl from https://docs.microsoft.com/en-us/rest/api/azure/devops/build/artifacts/get artifact?view=azure-devops-rest-5.1#artifactresource


10-edit applicants

Which ticket does this address

closes #10

What problems does this solve

Unable to edit applicants.

Solution/Changes

Add edit applicant command

Checklist

[ ] All tests pass locally and on CI

Checked out an extra branch to resolve conflicts. Merged back to original branch


Migrate subgraph URLs to decentralized network

Description
DO NOT MERGE UNTIL ALL SUBGRAPHS ARE UPGRADED!

So I actually believe subgraphs is unused on the main branch... it was only used for the offset interface which is now legacy code and being rebuilt as a sep app
I'm going to update this PR to simply remove the subgraph URLs entirely


data-search attribute not works for date

Hello.
I have a custom date column like:
`
16 days ago
`
I need to filter by data-search attribute. But it's search by inner html (span > data-time).
My settings is
yadcf.init(machineTable, [
       {
            column_number: 8,
            filter_type: 'date',
            html5_data: 'data-search'
        }
  ]);

The page http://cybot.verstkalab.ru/machines/index.html ("Last available" column)
Please help((

Closing this 1 since your example is not available... if you'll provide another one let me know


[DOC] Removed mention of 30x from shims.md [skip ci]

Removed mention of Spark 30x from shims.md because we don't support Spark 30x
fixes #5209
Signed-off-by: Raza Jafri<EMAIL_ADDRESS>

Is the [skip ci] not being honored by CI?

It always has to be built, skip CI or not.

build


Code has side effect, an array value gets modified.

Value g gets modified when the following is evaluated...
results =
           [ getRow 0 (setColorInGrid ( 0, 0 ) 99 (Debug.log "before" g))
               == [ 99, 4, 2, 4 ]
           , concatGrid g == concatenated
           , getRow 0 (setColorInGrid ( 0, 0 ) 99 (Debug.log "after" g))
               == [ 99, 4, 2, 4 ]
           ]

The first and third elements should be identical, but g changes when concatGrid g is evaluated.
Full code is attached. Happens on v 0.18, Firefox and Chrome. I have not tested on other versions or browsers.
GridA.elm.txt

@wearsunscreen, isn't this already captured by https://github.com/elm-lang/core/issues/649? If so, close here. Even if not already captured there, elm-lang/core is probably the appropriate repository for reporting bugs like this. So even then the issue should still be closed here and reopened over there.

@jvoigtlaender, it does seem to be close to that issue. I'll move this to core, link it to elm-lang/cor#649, and close this issue. Thanks.

Move this issue to elm-lang/core#775.


Update download-software-licenses-csp.md

Changed the requirement from global admin to license admin as that works
Fixes https://github.com/MicrosoftDocs/microsoft-365-docs/issues/13209

@cmcatee-MSFT Please merge this PR. Thanks

Fix to be addressed in upcoming update.


[bug]: PatchMatch does not load on Archlinux, returns notfatal error.

Is there an existing issue for this?

[X] I have searched the existing issues

OS
Linux
GPU
cuda
VRAM
No response
What happened?
Followed the instructions here: https://invoke-ai.github.io/InvokeAI/installation/060_INSTALL_PATCHMATCH/?h=patchmatch#debian-based-distros
See attached screen shot, always get Patchmatch not loaded (nonfatal)
If you do the test in python to see if patchmatch is installed it returns nothing.
Screenshots

Additional context
I have never gotten Patchmatch to load on any Arch based system. Did the devs test this? Whether it was vanilla Arch, EndeavourOS or Manjaro Linux (the two most popular Arch distros). I have never gotten patchmatch to work on any Linux  system except Ubuntu/Debian based systems (Linux Mint, Ubuntu, etc)
Contact Details
<EMAIL_ADDRESS>

Same issue here but slightly different error. using majaro latest build
Version `GOMP_5.0' not found (required by /usr/lib/libvtkCommonCore.so.1)).
only time pypatchmatch worked for me was when the arch linux instruction manual was posted at first way back when invoke ai V2 or so was released... after that it was a fight to get it to work. and aftter a few more breaks it was either too complicated or not enough resources discribing fixes.
hopefully the devs fix this as i have been opening bugs in the past and they have been wrongfully flaged as "fixed"

Update tried to do once again full reinstall, clear pacman and pip cache, new error once testing
python                                                                                 ✔
Python 3.10.9 (main, Dec 19 2022, 17:35:49) [GCC 12.2.0] on linux
Type "help", "copyright", "credits" or "license" for more information.

from patchmatch import patch_match
patchmatch.patch_match: ERROR - patchmatch failed to load or compile (libopencv_gapi.so.406: cannot open shared object file: No such file or directory).
patchmatch.patch_match: INFO - Refer to https://invoke-ai.github.io/InvokeAI/installation/060_INSTALL_PATCHMATCH/ for installation instructions.

Do you have xformers installed?
I discovered the hard way that xformers wants pytorch 1.13, under which patchmatch will not compile.
To get xformers and patchmatch, I had to first rebuild my conda environment, then install patchmatch, then launch InvokeAI to make patchmatch compile, then I could upgrade torch to 1.13 to install xformers (from google) and lastly install triton.

I will give it a try right now and let you know. Seems to me patchmatch hasnt been updated for some time... i dont even have torch 1.12 it was 1.13.1
From what i understood the process is

rebuild conda enviroments
install torch 1.12 and install patchmatch
launch invokeai
upgrade torch to 1.13... possibly 1.13.1?
install cformers not using pip so ime assuming compiling myself
install triton using pip
Ille let you know if it works  i appreciate the help

Do you have xformers installed?
I discovered the hard way that xformers wants pytorch 1.13, under which patchmatch will not compile.
To get xformers and patchmatch, I had to first rebuild my conda environment, then install patchmatch (under torch 1.12), then launch InvokeAI to make patchmatch compile, then I could upgrade torch to 1.13 to install xformers (from facebook https://github.com/facebookresearch/xformers ) and lastly install triton's latest release ( pip install triton==2.0.0.dev20221120 ).

So in the end of the ordeal i ended back in square 1 :'( tried to install patchmatch on 1.12 but...
patchmatch.patch_match: ERROR - patchmatch failed to load or compile (libopencv_gapi.so.406: cannot open shared object file: No such file or directory).
error on invoke ai and previously mentioned python terminal error.

I am having what seems to be the same problem on OSX M1 Mac. Installing opencv doesn't help, any progress?

I am having what seems to be the same problem on OSX M1 Mac. Installing opencv doesn't help, any progress?

I saw solutions mentioned but its convoluted. It involved downgrading python to a earlier version so that it can compile and several other things. I think its best to just wait for the next release of invoke ai and hope they include an up to date pypatchmatch that doesent have install requirements that are old

Actually, I used chatGPT to help me trace back the issues and come up with a solution. On my system, it seemed opencv being installed by homebrew was not being found by invokeai. Calling export PKG_CONFIG_PATH=/opt/homebrew/Cellar/opencv/4.7.0_1 solved the problem! However this definitely is only a temporary fix, as it will break with any version updates. As you say, next release will hopefully sort out these convoluted dependancy issues XD

Actually, I used chatGPT to help me trace back the issues and come up with a solution. On my system, it seemed opencv being installed by homebrew was not being found by invokeai. Calling export PKG_CONFIG_PATH=/opt/homebrew/Cellar/opencv/4.7.0_1 solved the problem! However this definitely is only a temporary fix, as it will break with any version updates. As you say, next release will hopefully sort out these convoluted dependancy issues XD

On arch Linux, it's basically the same thing. One loading patch match it says libgomp5 is missing. So it's either the libraries are properly linked or didn't compile properly because the python versions weren't compatible. Honestly, at the end of the day I'm a student I don't really have time to troubleshoot for hours. But it's nice as a community with people with similar hobbies and issues.

I'm getting more or less the same problem with it not finding GOMP_5.0 and InvokeAI 2.3.0 installed from release zip file. I can't remember if I did something specific to get to at least this point, where I can let it error or run the server with --no-patchmatch. Initially when I did my first, fresh install, the server would segfault upon attempt to generate an image in CLI or once the web interface connected; this was remedied by passing --no-patchmatch.

I'm running Manjaro which is current on all packages. GCC version is 12.2.1, Python 3.10.9, opencv-cuda installed with the symbolic link made per the documentation. Right now, it's generating my banana sushi images fine, but without patchmatch, outpainting will be crippled.
I've tried installing it to default paths under my home directory. I've tried forcing rebuilds of pypatchmatch. I've tried reinstalling pytorch. I've tried installing python-pytorch-cuda and python-pytorchvision-cua through the package manager. I've tried (unsuccessfully) to force an alternate install of python 3.9.16 (venv still used 3.10).
I'm a somewhat capable user and developer, but ML is mostly a blind spot and my python has 20 years of rust on it, so I'm kind of out of my element here. Let me know if there's any other information I could provide.

Not sure if it helps anyone, but passing the argument export PKG_CONFIG_PATH=/opt/homebrew/Cellar/opencv/4.7.0_1
Helped invokeAI find the packages it needed. (That was for opencv installed using homebrew, point it to whatever folder contains opencv.pc for you!) Obviously this isn't a great solution as it hard links to the opencv version number, but at least it might get it working 😄

Same issue for me on Manjaro. I followed the instructions from the documentation.
`>> System config requested

patchmatch.patch_match: ERROR - patchmatch failed to load or compile (libvtkFiltersTexture.so.1: cannot open shared object file: No such file or directory).
patchmatch.patch_match: INFO - Refer to https://invoke-ai.github.io/InvokeAI/installation/060_INSTALL_PATCHMATCH/ for installation instructions.
Patchmatch not loaded (nonfatal)
`

pip install pypatchmatch                                                                                 ✔  31s   Defaulting to user installation because normal site-packages is not writeable Requirement already satisfied: pypatchmatch in /home/alex/.local/lib/python3.10/site-packages (0.1.6) Requirement already satisfied: pillow in /home/alex/.local/lib/python3.10/site-packages (from pypatchmatch) (9.4.0) Requirement already satisfied: numpy in /home/alex/.local/lib/python3.10/site-packages (from pypatchmatch) (1.23.3) Requirement already satisfied: tqdm in /home/alex/.local/lib/python3.10/site-packages (from pypatchmatch) (4.64.1)
`Python 3.10.9 (main, Dec 19 2022, 17:35:49) [GCC 12.2.0] on linux
Type "help", "copyright", "credits" or "license" for more information.

from patchmatch import patch_match
patchmatch.patch_match: ERROR - patchmatch failed to load or compile (libvtkFiltersTexture.so.1: cannot open shared object file: No such file or directory).
patchmatch.patch_match: INFO - Refer to https://invoke-ai.github.io/InvokeAI/installation/060_INSTALL_PATCHMATCH/ for installation instructions.
`

A workaround that worked for me (Archlinux) is to use the systems libgomp.so instead of the included one.
If you want to try it for yourself:

cd <invokeai dir>/.venv/lib/python3.10/site-packages/torch/lib/
Backup libgomp-a34b3233.so.1: mv libgomp-a34b3233.so.1 libgomp-a34b3233.so.1.bkp
Symlink the systems library: ln -s /usr/lib/libgomp.so.1 libgomp-a34b3233.so.1

A workaround that worked for me (Archlinux) is to use the systems libgomp.so instead of the included one. If you want to try it for yourself:

cd <invokeai dir>/.venv/lib/python3.10/site-packages/torch/lib/
Backup libgomp-a34b3233.so.1: mv libgomp-a34b3233.so.1 libgomp-a34b3233.so.1.bkp
Symlink the systems library: ln -s /usr/lib/libgomp.so.1 libgomp-a34b3233.so.1

Thank you for the tip. Sadly it did not seem to work for me.
My /torch/lib folder inside invokeai only has libgomp.so (system has both libgomp.so and libgomp.so.1). I tried linking them as per your example, but no change.
Also reinstalled opencv (non cuda version), but still the same error:
patchmatch failed to load or compile (libvtkFiltersTexture.so.1: cannot open shared object file: No such file or directory).

Thank you for the tip. Sadly it did not seem to work for me. My /torch/lib folder inside invokeai only has libgomp.so (system has both libgomp.so and libgomp.so.1). I tried linking them as per your example, but no change.

It looks like you are missing another library libvtkFiltersTexture.so.1. On my machine this library is not located in the .venv directory but in the system-wide library directory. Check if you have community/vtk installed (it should be because it is required by python-opencv).
Sidenote: I just noticed that the instructions for Arch-based distros don't include installing python-opencv, I just installed it because it was mentioned for Debian-based distros. So if you don't have extra/python-opencv, maybe try installing it.

Fantastic! That worked, thank you very much!
Steps (Manjaro):

installed community/vtk
installed extra/python-opencv
Got this error on invokeai startup:
ERROR - patchmatch failed to load or compile (/home/alex/invokeai/.venv/lib/python3.10/site-packages/torch/lib/libgomp.so: version `GOMP_5.0' not found (required by /usr/lib/libvtkCommonCore.so.1)).
cd /invokeai/.venv/lib/python3.10/site-packages/torch/lib/
mv libgomp.so libgomp.so.bkp
ln -s /usr/lib/libgomp.so libgomp.so.1

Now starts up with ">> Patchmatch initialized" and no more errors! :smiley:

Issue is still present in 2.3.1-rc2
You will need to reapply the above fix to get patchmatch working again

A workaround that worked for me (Archlinux) is to use the systems libgomp.so instead of the included one. If you want to try it for yourself:
1. `cd <invokeai dir>/.venv/lib/python3.10/site-packages/torch/lib/`

2. Backup `libgomp-a34b3233.so.1`: `mv libgomp-a34b3233.so.1 libgomp-a34b3233.so.1.bkp`

3. Symlink the systems library: `ln -s /usr/lib/libgomp.so.1 libgomp-a34b3233.so.1`

This did it for me, though I had also installed python-opencv as a precaution before the install as well. Patchmatch now initializes and seems to behave when outpainting!
Thanks for the solve, @B14CK313

A workaround that worked for me (Archlinux) is to use the systems libgomp.so instead of the included one. If you want to try it for yourself:
1. `cd <invokeai dir>/.venv/lib/python3.10/site-packages/torch/lib/`

2. Backup `libgomp-a34b3233.so.1`: `mv libgomp-a34b3233.so.1 libgomp-a34b3233.so.1.bkp`

3. Symlink the systems library: `ln -s /usr/lib/libgomp.so.1 libgomp-a34b3233.so.1`

This did it for me, though I had also installed python-opencv as a precaution before the install as well. Patchmatch now initializes and seems to behave when outpainting!
Thanks for the solve, @B14CK313

Couldnt get it working for me but thank you for the advice. Every time i try to fix pypathmatch its a new error its inasine. its either gomp 5 not found,
patchmatch failed to load or compile (/opt/anaconda/bin/../lib/libstdc++.so.6: version `GLIBCXX_3.4.30' not found
ect or when testing on python with import-pypatchmatch or whatever the command was it either outputs an error or no output at all which is rediculous for trying to troubleshoot

There has been no activity in this issue for 14 days. If this issue is still being experienced, please reply with an updated confirmation that the issue is still being experienced with the latest release.

Still occuring
python                                      ✔  3s   base 
Python 3.10.9 (main, Mar  1 2023, 18:23:06) [GCC 11.2.0] on linux
Type "help", "copyright", "credits" or "license" for more information.

from patchmatch import patch_match
patchmatch.patch_match: ERROR - patchmatch failed to load or compile (libopencv_gapi.so.406: cannot open shared object file: No such file or directory).
patchmatch.patch_match: INFO - Refer to https://invoke-ai.github.io/InvokeAI/installation/060_INSTALL_PATCHMATCH/ for installation instructions.

A workaround that worked for me (Archlinux) is to use the systems libgomp.so instead of the included one. If you want to try it for yourself:

cd <invokeai dir>/.venv/lib/python3.10/site-packages/torch/lib/
Backup libgomp-a34b3233.so.1: mv libgomp-a34b3233.so.1 libgomp-a34b3233.so.1.bkp
Symlink the systems library: ln -s /usr/lib/libgomp.so.1 libgomp-a34b3233.so.1

This also worked for me on Arch. Thank you @B14CK313

A workaround that worked for me (Archlinux) is to use the systems libgomp.so instead of the included one. If you want to try it for yourself:

cd <invokeai dir>/.venv/lib/python3.10/site-packages/torch/lib/
Backup libgomp-a34b3233.so.1: mv libgomp-a34b3233.so.1 libgomp-a34b3233.so.1.bkp
Symlink the systems library: ln -s /usr/lib/libgomp.so.1 libgomp-a34b3233.so.1

I also had to do this. I wonder if it has to do with the naming schema. Well whatever the case it's working now! Cheers!


feat(index): add expertise mobile design

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'/' character is replaced with it's html encoding of '/' in blueprints

Describe the bug
When using a '/' character in a variable gets replaced with / during synthesis.
Steps to reproduce

Create a variable in blueprint.ts
Apply the blueprint to a project and put in '/test' in the variable field.

Duplicate of #289

https://github.com/aws/codecatalyst-blueprints/issues/289#issuecomment-1942170578


Add it to good first issue site

https://github.com/DeepSourceCorp/good-first-issue

What's this?

we ned at least 10 contributors and at least 3 open issu labeled as good first issue

Just one more contributor 👀👀

PR is wating to be merged: https://github.com/DeepSourceCorp/good-first-issue/pull/774


Update CI and Readme

Improved instruction in readme
Added the docker build and semantic release to CI
Added releaserc to the template

You might ask me why I have a step to generate app name. Firstly, It uses the repo name as the app name. This will be useful if the user wants to change the name of the app. They can just rename the repository rather than generate the whole new template using the pollination-apps new command. Secondly, it makes sure the app name is lowercase.


Added new book resources for python developers

It's hard to find interview prep resources on Python. These resources cover all interview queries for python developers

@AvidCoder101 @prottayislive  I fixed changes by myself.

@CodingSpecies can you please review this PR as well as.

@all-contributors add @prottayislive for content.


Add support for WakeupReason from Ext0 events

See https://docs.espressif.com/projects/esp-idf/en/latest/esp32/api-reference/system/sleep_modes.html#external-wakeup-ext0 for more information on ext0 vs ext1
Resolves #256

Thanks!


Release - 0.1.0

:tada: This PR is included in version 1.0.0 :tada:
The release is available on GitHub release
Your semantic-release bot :package::rocket:


x/tools/gopls: autocomplete keywords

They probably should be ranked even lower than builtins.

Hi, I am interested in helping with this.

@sebsebmc: Awesome! A good place to start looking is https://github.com/golang/tools/blob/master/internal/lsp/source/completion.go. Feel free to reach out to me here or on the Gophers Slack if you need help.
Some things to consider:

How should keywords be ranked? My thinking is that they should probably be prioritized lower than lexical completions, but higher than deep completions (what do you think, @muirrn?).

We should only suggest keywords if they are reasonable in the context of the code. For example, we shouldn't suggest continue outside of a loop.

I think if we do a good job with 2), we can probably just start with the "stdScore" (assuming they are naturally ordered after lexical completions). My guess is typing "cont<>" and getting some weird fuzzy match instead of "continue" will be a more common annoyance than typing "cont<>" and getting "continue" instead of a lexical candidate.
One other thought: most keywords are statements, so we should also limit those to beginning of statements. For example:
for {
  breakDance := 123
  actuate(brea<>) // don't offer "break" completion because it isn't start of statement
}

I actually just ran into the continue case a few minutes ago (VSCode offers keyword completions on its own, so they don't work at all with our rankings), but that's exactly why I mentioned the placement between standard and deep completions. I agree, there are enough cases where we can exclude keywords that the ranking system should be fine.

Hi, I've been looking at completions.go already, I'll be sure to reach out with any questions.

So currently I have reduced the keywords into roughly 2 categories: those that the parser thinks might be an identifier, and those that it doesn't. I've been focusing on the *ast.Ident case and trying to return keywords based on the context and erring on the side of not recommending a keyword.
Currently, the scoring is very rudimentary and there still needs to be some more work on restricting the keywords to beginnings of statements. This is partially being done right now by bailing on keyword suggestion if the path contains certain nodes like: FieldSet, ValueSpec, TypeSwitchExpr... These node types mean we are inside a statement where a keyword is unlikely to be valid.
For nodes that aren't being marked as an identifier, the parser is typically marking them as a *ast.BadDecl because it only wants valid declaration keywords at the file level scope. A partially typed keyword here is invalid and the token needs to be retrieved from the file to be able to prefix match on it.
I plan on submitting a patch for the first case once I have it flushed out a bit more and then based on that we can think about how to handle the second case. (Or if there's a different approach altogether that would be better)

there still needs to be some more work on restricting the keywords to beginnings of statements.

Not tested, but to detect if we are at the start of a statement I would start by checking if path[0] or path[1] is an *ast.BlockStmt. Maybe you already tried something like that.

the parser is typically marking them as a *ast.BadDecl because it only wants valid declaration keywords at the file level scope

I assume you are talking about cases like this:
package foo
co<> // want to complete to "const".

I had a failed CL that might have helped with this case. The CL would replace the leaf BadDecl in path with an *ast.Ident to facilitate completion. If that helps you then maybe there is a case to reopen it. On the other hand, maybe not offering completions for file level keywords is fine.

I'm not sure that the BadDecl needs to be replaced, it would likely be sufficient to be able to get the co in your example and match that against the keywords used in declarations (like var, const, etc.)

checking if path[0] or path[1] is an *ast.BlockStmt

The problem are nodes like CaseClause that don't have BlockStmt as bodies.

Additional work is needed to add support for keywords used in declarations at the file level. Currently any non-comment text results in *ast.BadDecl and so there is no text to match against to provide completions.
The keywords that we want to complete here are: package, import, const, var, type, and func. We can special case things like suggesting a package snippet if the document doesn't yet have an *ast.Package node, or we can fix the AST like suggested in https://github.com/golang/go/issues/34332#issuecomment-543369950
Note: I don't believe testing package statements is possible right now because of packagetest not running tests that don't contain a valid package statement.
Another issue is that inside of switch/select statements when there is no case or default statement the the parser expects a right brace so when typing the first case/default keyword users will not get completions.

It seems that keyword completions are not being proposed in some of the expected cases. It will require a bit more investigation to see what's going on, but I just wanted to note that here.

@stamblerre do you have any other keyword TODOs or can this be closed? I'm ignoring "package" since that will probably be a can of worms.

One issue I have noticed is this (internal/lsp/cache/view.go:679):


Warning:Unclosed client session

As titile, each time the function is runned, there is always a warning:Unclosed client session, if you can solve this problem, I will give you my great thanks!
Hope you have a nice day!😀
Here is the full log:
Unclosed client session
client_session: <aiohttp.client.ClientSession object at 0x000002177E518310>
Unclosed connector
connections: ['[(<aiohttp.client_proto.ResponseHandler object at 0x000002177F0B9240>, 4686.937), (<aiohttp.client_proto.ResponseHandler object at 0x000002177F0B9860>, 4694.015)]']
connector: <aiohttp.connector.TCPConnector object at 0x000002177F0F2FD0>

What is your python version?

I just fixed some async bugs. Upgrade Python version and it will be resolved.
(Just tested on 3.11)

I just fixed some async bugs. Upgrade Python version and it will be resolved.
(Just tested on 3.11)

Hi! Sorry to troble you again, but I just found out that my python version is 3.11.1. I do not know if it will affects the function? When I test the creator on my pc, I still found that the warnings occur again each time. Here are the logs(I printed the list out):
Sending request...
Waiting for results...
..Unclosed client session
client_session: <aiohttp.client.ClientSession object at 0x0000025880A85CD0>
Unclosed connector
connections: ['[(<aiohttp.client_proto.ResponseHandler object at 0x0000025880A89550>, 2882.187), (<aiohttp.client_proto.ResponseHandler object at 0x0000025880A89B70>, 2889.453)]']
connector: <aiohttp.connector.TCPConnector object at 0x0000025880A90050>
['https://tse4.mm.bing.net/th/id/OIG.oUJg.JtsTo8xxti5kDt0', 'https://tse4.mm.bing.net/th/id/OIG.5jbmwBghgJ3EZMEUMoZj', 'https://tse3.mm.bing.net/th/id/OIG.XqRxGFBcbuzr.LcCq2zb', 'https://tse4.mm.bing.net/th/id/OIG.iiAlYFGy389R7E3t4OsC']
Unclosed client session
client_session: <aiohttp.client.ClientSession object at 0x00000258FFED34D0>
My full python version is:Python 3.11.1 (tags/v3.11.1:a7a450f, Dec  6 2022, 19:58:39) [MSC v.1934 64 bit (AMD64)] on win32
I don't know the differences between 3.11 and 3.11.1, if I told you the wrong version and made trouble, I will feel very ashame!  Hope you have a nice day😀

I can't seem to replicat/fix it.  It does not affect running, just looks a little in a mess. Thank you !
------------------ 原始邮件 ------------------
发件人: @.>;
发送时间: 2023年5月25日(星期四) 下午3:14
收件人: @.>;
抄送: @.>; @.>;
主题: Re: [acheong08/BingImageCreator] Warning:Unclosed client session (Issue #32)
I can't seem to replicat/fix it. Python versions are a nightmare
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Already used hooks

I was already using hooks so the explanation

[ ] every time when you click on any button event handler is called
[ ] and according to that we have a setResult called on line 11 calculato.js
[ ] which calculates the result according to the files given by microverse
[ ] ultimately online 5 set the new state of our calculator each time when we press buttons
[ ] and operations perform under the hood

happy coding

Hello @PowerLevel9000 ,
Your project is complete!  There is nothing else to say other than... it's time to merge it 👍 👍 😄 👏
Congratulations! 🎉 🎉 🎉
Highlights

Professional Readme File ✔✔
Linters are setup correctly ✔✔
Clear and nice code ✔✔

Cheers and Happy coding!👏👏👏
Feel free to leave any questions or comments in the PR thread if something is not 100% clear.
Please, remember to tag me in your question so I can receive the notification.

As described in the Code reviews limits policy  you have a limited number of reviews per project (check the exact number in your Dashboard). If you think that the code review was not fair, you can request a second opinion using this form.


Update Istio status for Istio 1.22 and GW v1.1

What type of PR is this?
/kind documentation
What this PR does / why we need it:
Updates Istio status.
Which issue(s) this PR fixes:

Fixes #
Does this PR introduce a user-facing change?:

NONE

@robscott this is on v1.1.0 now, so ready to go from my POV.
BTW, do these get cherrypicked or something or is the docs deploying from main?

Thanks @howardjohn! Docs still deploy from main but that will probably change some time before v1.2.
/lgtm
/approve


Use vulnerability database from local cache

Problem
I would like to run the trivy-operator in standalone mode in an air-gapped environment. For this we use our own trivy-image. It is regulary rebuild with an up-to-date vulnerability database in its local cache (TRIVY_CACHE_DIR).
We have two issues with our setup using the HELM-Chart:

we cant disable the InitContainer
the trivy container enforces arguments to download its database: --db-repository (https://github.com/aquasecurity/trivy-operator/blob/v0.14.0/pkg/plugins/trivy/plugin.go#L700)

Command
  InitContainer:
   Command:
      trivy
    Args:
      --cache-dir
      /tmp/trivy/.cache
      image
      --download-db-only
      --db-repository
      <private-registry-name>

2023-07-06T10:23:04.261Z  ^[[34mINFO^[[0m           DB Repository: <private-registry-name>
2023-07-06T10:23:04.261Z  ^[[34mINFO^[[0m           Downloading DB...
2023-07-06T10:23:04.519Z  ^[[31mFATAL^[[0m          init error: DB error: failed to download vulnerability DB: database download error: OCI repository error: 1 error occurred:
                          * GET https://<registry-url>/jwt/auth?scope=repository%3A<repository-name>%2Foci%2F<image-name>%3Apull&service=container_registry: DENIED: access forbidden

@yanehi sound reasonable you can raise a PR if you have time

Related https://github.com/eraser-dev/eraser/issues/888#issuecomment-1753407795

Hey @chen-keinan , could you please confirm our agreed approach here:

Update getPodSpecForStandaloneFSMode() and getPodSpecForStandaloneFSMode()

or

Create new receiver functions to cater offline vulnerability database use case

@zhcli in general look ok , feel free to raise a PR and I'll take a look at it in details


cleanup(rules): initial tagging of stable rules round3

What type of PR is this?

Uncomment one (or more) /kind <> lines:

/kind bug

/kind cleanup

/kind design

/kind documentation

/kind failing-test

/kind feature

Any specific area of the project related to this PR?

Uncomment one (or more) /area <> lines:

/area rules

/area registry

/area build

/area documentation

What this PR does / why we need it:
Third round of initially tagging rules w/ maturity_stable.

enhanced desc
more complete output fields
cleanup of tags if applicable
add new maturity_stable tag

@LucaGuerra @loresuso @jasondellaluce
Which issue(s) this PR fixes:

Fixes #
Special notes for your reviewer:

[APPROVALNOTIFIER] This PR is APPROVED
This pull-request has been approved by: incertum
The full list of commands accepted by this bot can be found here.
The pull request process is described here

Needs approval from an approver in each of these files:

OWNERS [incertum]

Approvers can indicate their approval by writing /approve in a comment
Approvers can cancel approval by writing /approve cancel in a comment

[APPROVALNOTIFIER] This PR is APPROVED
This pull-request has been approved by: incertum, LucaGuerra
The full list of commands accepted by this bot can be found here.
The pull request process is described here

Needs approval from an approver in each of these files:

OWNERS [LucaGuerra,incertum]

Approvers can indicate their approval by writing /approve in a comment
Approvers can cancel approval by writing /approve cancel in a comment


Update Main.xaml

Added annotation to Task 2

@SunkireddyRagini
Task – 2
Code verified.
Task – 3
Code verified.
Task – 4
Code verified.
Note: mention the PR number with respective tasks In tracker


Fix 3D scaling enum size in the editor and improve descriptions

The enum was exposed with 3 options, but there are only 2 options available.
Attempting to use FSR with a scale factor above 1.0 no longer prints a warning, as it could get in the way. (This limitation is already documented in the class reference.)
When FSR is not supported, bilinear scaling is used instead of disabling scaling entirely.
Note: Not cherry-pickable to 3.x as built-in 3D scaling isn't available there.

Thanks!


Rename BooleanItem.cs to BooleanItem.ca

Is it a accidental check in?

@tza3688gm - I am rejecting this. If you feel this change is necessary, please re-open and elaborate on the purpose of this check-in and why it should be considered.
Thanks,
Tyler


"Launch Game" button doesn't work

Right after the update the "Launch Game" button in the main OpenCAGE window doesn't open anything. I have it set to spawn me in "Tech_Comms" and I'm always spawning there. I can't switch it to another level, due to it not opening the launch game interface. Every other button I click on works.
Noticed there is a new GitHub link button in the bottom right corner of the main window. Might be from that.
OpenCAGE version: <IP_ADDRESS> (Staging)

Huh, weird. A couple questions:

Are you using the Steam version?
If you navigate to /DATA/MODTOOLS/REMOTE_ASSETS/ please could you grab a screenshot of the contents of that folder?
Thanks!

I am using STEAM.

Is there anything in the launchgame folder?

Here is how it looks like:

Just tried running it by double clicking on the .exe file with and without OpenCAGE running. No effect. It is probably opened in a special way by OCage.

Here are the settings from the config file. I tried to change "OPT_LoadToMap": "TECH_COMMS" to "FRONTEND" and other levels, but the changes seem to be applied only when I click on "Start Alien: Isolation" in the "Launch Game" window which doesn't show.

E.G. I made a run.bat file in the launchgame folder containing LaunchGame -opencage "G:\SteamLibrary\steamapps\common\Alien Isolation" and I could successfully launch it that way.
Interested to see if you can.

Unfortunately it didn't work. Tried it with run (Win+R) and .bat file. Even as administrator. I only have windows defender. The cursor is showing a loading icon for a second which means it managed to run itself and tries to load something, but no window opens.

Interesting! I'll have a dig.

I assume the script editor is still working ok?

Yes. Every other button including the script editor works.

Please could you try and put this new exe in the launchgame folder and paste the log.txt that gets generated here once you've tried opening "Launch Game" through OpenCAGE again. Thanks!

init paths set location verified LaunchGame() enableCinematicTools: False enableRuntimeUtils: False

That's super useful, thanks! Please could you give this one a go? Should narrow down the cause of the issue!

Window opened! But the "Select level" is empty:

Here is the new log:
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done

Clicking any button or checkbox gives an error (in this case when clicked Start Alien: Isolation, the message is a bit different with checkboxes):

Details:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '-1' is not valid for 'index'.
Parameter name: index
   at System.Windows.Forms.ComboBox.ObjectCollection.get_Item(Int32 index)
   at LaunchGame.LaunchGame.LaunchGame_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
    Assembly Version: <IP_ADDRESS>
    Win32 Version: 4.8.4614.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
LaunchGame
    Assembly Version: <IP_ADDRESS>
    Win32 Version: <IP_ADDRESS>
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Alien%20Isolation/DATA/MODTOOLS/REMOTE_ASSETS/launchgame/LaunchGame.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: <IP_ADDRESS>
    Win32 Version: 4.8.4550.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: <IP_ADDRESS>
    Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: <IP_ADDRESS>
    Win32 Version: 4.8.4390.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_<IP_ADDRESS>__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Core
    Assembly Version: <IP_ADDRESS>
    Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Configuration
    Assembly Version: <IP_ADDRESS>
    Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_<IP_ADDRESS>__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
    Assembly Version: <IP_ADDRESS>
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.Xml.dll
----------------------------------------
Newtonsoft.Json
    Assembly Version: <IP_ADDRESS>
    Win32 Version: <IP_ADDRESS>524
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Alien%20Isolation/DATA/MODTOOLS/REMOTE_ASSETS/launchgame/Newtonsoft.Json.DLL
----------------------------------------
System.Numerics
    Assembly Version: <IP_ADDRESS>
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.Numerics.dll
----------------------------------------
CathodeLib
    Assembly Version: <IP_ADDRESS>
    Win32 Version: <IP_ADDRESS>
    CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Alien%20Isolation/DATA/MODTOOLS/REMOTE_ASSETS/launchgame/CathodeLib.DLL
----------------------------------------
netstandard
    Assembly Version: <IP_ADDRESS>
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/netstandard/v4.0_<IP_ADDRESS>__cc7b13ffcd2ddd51/netstandard.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Here is when I clicked on the "Add Quit to Menu On Death" checkbox (same error shows with other checkboxes).

Details:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\UI.PAK'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at System.IO.File.OpenWrite(String path)
at CATHODE.PAK2.SaveInternal()
at CathodeLib.CathodeFile.Save()
at LaunchGame.LaunchGame.UpdateUI(String file, Boolean modded)
at LaunchGame.LaunchGame.UIMOD_ReturnFrontend_CheckedChanged(Object sender, EventArgs e)
at System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)
at System.Windows.Forms.CheckBox.set_CheckState(CheckState value)
at System.Windows.Forms.CheckBox.OnClick(EventArgs e)
at System.Windows.Forms.CheckBox.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: <IP_ADDRESS>
Win32 Version: 4.8.4614.0 built by: NET48REL1LAST_B
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
LaunchGame
Assembly Version: <IP_ADDRESS>
Win32 Version: <IP_ADDRESS>
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Alien%20Isolation/DATA/MODTOOLS/REMOTE_ASSETS/launchgame/LaunchGame.exe
System.Windows.Forms
Assembly Version: <IP_ADDRESS>
Win32 Version: 4.8.4550.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.Windows.Forms.dll
System
Assembly Version: <IP_ADDRESS>
Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.dll
System.Drawing
Assembly Version: <IP_ADDRESS>
Win32 Version: 4.8.4390.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_<IP_ADDRESS>__b03f5f7f11d50a3a/System.Drawing.dll
System.Core
Assembly Version: <IP_ADDRESS>
Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.Core.dll
System.Configuration
Assembly Version: <IP_ADDRESS>
Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_<IP_ADDRESS>__b03f5f7f11d50a3a/System.Configuration.dll
System.Xml
Assembly Version: <IP_ADDRESS>
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.Xml.dll
Newtonsoft.Json
Assembly Version: <IP_ADDRESS>
Win32 Version: <IP_ADDRESS>524
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Alien%20Isolation/DATA/MODTOOLS/REMOTE_ASSETS/launchgame/Newtonsoft.Json.DLL
System.Numerics
Assembly Version: <IP_ADDRESS>
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_<IP_ADDRESS>__b77a5c561934e089/System.Numerics.dll
CathodeLib
Assembly Version: <IP_ADDRESS>
Win32 Version: <IP_ADDRESS>
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Alien%20Isolation/DATA/MODTOOLS/REMOTE_ASSETS/launchgame/CathodeLib.DLL
netstandard
Assembly Version: <IP_ADDRESS>
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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Ayyy! Perfect, thanks - I see the issue. Will get an update out now.

I have a question. Why in the error it is showing

It is supposed to be C:\Program Files (x86)\Steam\steamapps\common\Alien Isolation\DATA\ENV\PRODUCTION? Am I supposed to move files there or something or is it normal?

Yeah it's an issue with setting the path to the game - could you give this one a go and see if it's fixed?

Still opens a broken "Launch Game" window:

Here are the logs so far:
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done
closing
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done
closing
init
paths set
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done
closing
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done

Huh, interesting. Please could you try this one for me? Still won't work but the log might shed some more light on what is happening.

You are right it still doesn't work, but here is the log:
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done
closing
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done
closing
init
paths set
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done
closing
init
paths set
location verified
LaunchGame()
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done
closing
init
paths set
location verified
SharedData.pathToAI: C:\Program Files (x86)\Steam\steamapps\common\Alien Isolation
LaunchGame()
LaunchGame.SharedData.pathToAI: C:\Program Files (x86)\Steam\steamapps\common\Alien Isolation
_configPath: C:\Program Files (x86)\Steam\steamapps\common\Alien Isolation\OpenCAGE Settings.json
_jsonConfig: {
  "OPT_LoadToMap": "Frontend"
}
PATH_GameRoot:
enableCinematicTools: False
enableRuntimeUtils: False
1
2 -->
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\DATA\ENV\PRODUCTION'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at LaunchGame.LaunchGame..ctor(String MapToLaunchTo)
LaunchGame(): done

Ahhhhhh, I think I see the issue - do you not run OpenCAGE from your Alien: Isolation directory?

No. I run it in a seperate folder.

Cool, that makes sense then - I'll try sort a fix! Thanks for all the help debugging :)

Something bizarre just happened. Turns out I had the OpenCAGE file in the Alien: Isolation folder as well, but I just haven't used it. I use the one from the seperate folder. Decided to try to open it from "Alien: Isolation" folder and got stuck in an update loop. Killed it with the task manager. Opened OpenCAGE back from where I usually do (the seperate folder) and the "Launch Game" window started opening properly, showing all levels and no errors.

I've just pushed an update out to staging which should fix this issue. OpenCAGE now enforces that you launch it from A:I's directory (I thought I had already implemented this lol - hence the issues!).
If you prefer to keep OpenCAGE outside of A:I's directory for whatever reason, you should be able to right click and make a shortcut to OpenCAGE to continue opening it from the previous location.
Don't forget to copy your config json file with the exe :)

got stuck in an update loop
This will be to do with some update config changes I have made in the staging release - will be fixed once everything is merged down to main :)


Why TF do not support strides = [1,0] or [0,1] for conv2d?

It will mean the kernel moves on only one direction.
Are there alternative way to do it?
Thank you very much.

@guotong1988
Please, share colab link or simple standalone code to reproduce the issue.It helps us in localizing the issue faster.Thanks!

import tensorflow as tf
import numpy as np

batch_size = 2
sequence_len = 5
hidden_size = 16
kernel_len = 2
in_channel = 1
out_channel = hidden_size
a1 = np.array(np.arange(1, 1 + sequence_len * hidden_size).reshape([sequence_len, hidden_size, in_channel]),
              dtype=np.float32)
a2 = np.array(np.arange(1, 1 + sequence_len * hidden_size).reshape([sequence_len, hidden_size, in_channel]),
              dtype=np.float32)
inputX = np.stack([a1, a2], axis=0)
print("input:")
print(inputX)
print()

kernel = np.array(np.arange(1, 1 + kernel_len * hidden_size * in_channel * out_channel), dtype=np.float32).reshape(
    [kernel_len, hidden_size, in_channel, out_channel])
print("kernel:")
# print(kernel)
# print(kernel[0][0][0], kernel[0][1][0])
# print(kernel[1][0][0], kernel[1][1][0])

conv2d = tf.nn.conv2d(inputX, kernel, strides=[1,0], padding='VALID')

with tf.Session() as sess:
    tf.global_variables_initializer().run()
    print(sess.run(tf.shape(conv2d)))
    print(sess.run(conv2d))

@guotong1988
Which version of TF you are using?.
I think you are using 1.x. Can you please check with recent stable version 2.4 or nightly version and see if the issue still persists?
Thanks!

I think it is easy to edit the code to TF2.

@guotong1988,
Please share the code in Tensorflow Version 2.x. Thanks!


libfuse/libdokan: enable teams for admins on staging

Also add "core.keybase.io" to the list of prod domains.

FYI just updated this to not add KBFS favorites for team TLFs, since the CORE side isn't ready yet.


feat: In app splash screen with progress messages.

An in-app splash screen using the event stream to push progress messages about initialization.

cherry picked into https://github.com/itchysats/10101/pull/566


pre-train model

Hello, congratulations for your great work. I want to know when you train the pre-train model, did you use both the train and valid dataset?
Thanks for your reply.

We first train the model using the train set and then finetune the model using both train and val set.

We first train the model using the train set and then finetune the model using both train and val set.

Thanks a lot for your quick reply.


 Did you know there are better ways? Localization has always been a pain, but if you read this post you'll find that it doesn't have to be so bad. Keeping localizations in sync is not an Xcode feature, but you can make it work with these tips. BartyCrouch and SwiftGen to the rescue!

Swift 内容过多。延迟到下周。