August Endgame

August 27th: Code freeze for the endgame
August 31th Endgame done

Note: The Insiders build needs to be in the wild for 24 hours before we can enter the last phase of the endgame.

Monday

[ ] Update OSSREADME.json for built-in extensions based on differences to yarn-lock files if needed

[ ] typescript @jrieken
[ ] javascript @mjbvz
[ ] php @roblourens
[ ] markdown @mjbvz
[ ] json @aeschli
[ ] css @aeschli
[ ] configuration-editing @jrieken
[x] node-debug @weinand
[ ] node-debug2 @roblourens
[ ] emmet @ramya-ray-a

[ ] Code freeze at 5pm PT
[ ] Ensure we have a green build on all platforms at 5pm PT
[ ] All test items contain sufficiently comprehensive test descriptions by 6pm PT
[ ] Update your availability for testing here - https://vscode-tools.azurewebsites.net/

Tuesday

[ ] Test plan items assigned
[ ] All closed feature-requests either have a verification-needed or on-testplan tag
[ ] Test build starts at 7am CET / 10pm PT on Monday
[ ] Test plan ready by 8am CET / 11pm PT on Monday
[ ] Testing
[ ] Verification needed
[ ] Run OSS tool @bpasero

The LCA review of the ThirdPartyNotices.txt files is not needed anymore

Wednesday

[ ] Testing
[ ] Remind team members to assign issues that they intend to fix to the current milestone
[ ] Fixing (self-assigned, milestone assigned)
[ ] Verification

Thursday

[ ] Fixing (scrutiny sets in - major bugs only - to be discussed in stand-up meeting, labeled as candidate)
[ ] Verification
[ ] Check new OSS usage is entered into the OSS registry @owner

Friday

[ ] Pause scheduled insider builds @bpasero

Satellite modules/npm packages ready, version updated, smoke tested

[ ] vscode @bpasero
[ ] yo generator @aeschli
[ ] vsce @joaomoreno
[ ] node debug @weinand
[ ] node debug2 @roblourens
[ ] node debugadapter node @weinand

[ ] All issues verified

[ ] Fixing (only critical bugs - no string changes)

Smoketest

[ ] Windows - @owner
[ ] OS X - @owner
[ ] Linux - @owner

[ ] All release notes updated

release notes are collected in a file named v1_27.md in this repo directory
[ ] @aeschli
[ ] @alexandrudima
[ ] @bpasero
[ ] @chrmarti
[ ] @dbaeumer
[ ] @egamma
[ ] @isidorn
[ ] @joaomoreno
[ ] @jrieken
[ ] @kieferrm
[ ] @mjbvz
[ ] @octref
[ ] @ramya-rao-a
[ ] @rebornix
[ ] @rmacfarlane
[ ] @roblourens
[ ] @sandy081
[ ] @sbatten
[ ] @tyriar
[ ] @weinand

[ ] Acknowledge pull requests in release notes. We acknowledge PRs from outside the team. Use the thankyou tool to generate the initial contents of the section. owner

[ ] vscode @bpasero
[ ] vscode-node-debug @weinand
[ ] vscode-node-debug2 @roblourens
[ ] vscode-debugadapter-node @weinand
[ ] vscode-languageserver-node @dbaeumer
[ ] language-server-protocol @dbaeumer
[ ] vscode-textmate @alexandrudima
[ ] vscode-loader @alexandrudima
[ ] vscode-generator-code @aeschli
[ ] vscode-vsce @joaomoreno
[ ] vscode-docs @gregvanl
[ ] vscode-css-languageservice @aeschli
[ ] vscode-json-languageservice @aeschli
[ ] vscode-html-languageservice @aeschli
[ ] jsonc-parser @aeschli
[ ] vscode-jscs @chrisdias
[ ] vscode-tslint @egamma
[ ] vscode-eslint @dbaeumer
[ ] vscode-jshint @rmacfarlane
[ ] vscode-recipes @auchenberg
[ ] localization @danyeh
[ ] vscode-github-issues-prs @chrmarti

[ ] Add notable fixes to the release notes @all

When done fixing/verifying and there are changes since last build at the end of day PT

[ ] Trigger new insider build and publish it manually @bpasero

Friday/Monday

[ ] Branch code to `release/<x.y> endgame master

[ ] Bump up the version in package.json - endgame master

[ ] Announce master is open for business endgame master

[ ] Let Daniel Ye know that the release branch release/<x.y> got created and that translation should be pulled from there and that the pull request has to be created against that branch endgame master

[ ] Polish release notes @redmond

Monday - Wednesday

[ ] Polish release notes @redmond
[ ] Cherry-pick hand-picked and reviewed changes to release/<x.y> @endgame master
[ ] Build Insider from release/<x.y> @endgame master
[ ] Manually release Insider @endgame master
[ ] Documentation updated

[ ] @aeschli
[ ] @alexandrudima
[ ] @bpasero
[ ] @chrmarti
[ ] @dbaeumer
[ ] @egamma
[ ] @isidorn
[ ] @joaomoreno
[ ] @jrieken
[ ] @kieferrm
[ ] @mjbvz
[ ] @octref
[ ] @ramya-rao-a
[ ] @rebornix
[ ] @rmacfarlane
[ ] @roblourens
[ ] @sandy081
[ ] @sbatten
[ ] @tyriar
[ ] @weinand

Note: The Insiders build needs to be in the wild for 24 hours before we can enter the last phase of the endgame.

Wednesday/Thursday

[ ] Check translations (check i18n folder git history for latest translations, then build locally and see the amount of untranslated strings) @zurich
[ ] Build stable for all platforms @bpasero
[ ] Add a git tag to HEAD of release/<x.y> in format x.y.z (for vscode.d.ts download)  @bpasero
[ ] Make rpm signing request @Tyriar
[ ] Sanity check of installable bits

[ ] Windows

[ ] signed installer 32-bit @owner
[ ] signed installer 64-bit @owner
[ ] signed user installer 32-bit @owner
[ ] signed user installer 64-bit @owner
[ ] zip 32-bit @owner
[ ] zip 64-bit @owner

[ ] OS X - @owner
[ ] Linux

[ ] deb package 32-bit @owner
[ ] deb package 64-bit @owner
[ ] rpm package 64-bit @owner
[ ] rpm package 32-bit @owner
[ ] archives @owner

[ ] Publish website @gregvanl
[ ] Publish to stable @bpasero
[ ] Publish deb and rpms to repositories manually @Tyriar
[ ] Add version with symbols to HockeyApp @Tyriar
[ ] Enable scheduled insider builds @bpasero
[ ] Twitter announcement @seanmcbreen

Am I going to get subscribed to one of these every month? =/

Since they @ you, probably :P

@owner is in the same boat. ^^

Sorry, will not happen again.

maybe you can do something like @#_ms-endgame

Will the release be delayed?

@oneslash vscode-go is an important extension. It is driven by a broad community and this extension acknowledges contributions in the Change Log of the extension.

@egamma Well, you want to ship tomorrow, but there are many checkboxes(tasks) that are not done, yet.

@jens1o I appreciate that you track our progress, but you are off-by-one week 😎 .
The endgame is done August 31 and we ship the week after the endgame. From inside an iteration:

Is this workflow new? Did I missed something?

@bpasero Thanks very much. I'm curious how you're fixing this - are you updating your processes, trying to get GH to change, or something else?

@endgame we have a template in our wiki (https://github.com/Microsoft/vscode/wiki/Running-the-Endgame) that I just blindly copied from and that template included placeholders for endgame, redmond, etc with a @ as prefix. I removed that prefix so that in the future this should not happen again.

@endgame See https://github.com/Microsoft/vscode-wiki/commit/17b1e717d321fbe139655cd70ec9dcc952708569#diff-e877b64867bbefcd578947aec1fb7d01


Update config.guess script for aarch64 support

Also contains minimal changes needed to be able to build the gem.
I have pushed a release tag for this as well, which functions as the "merge" here. All I'm really looking for is an LGTM of some kind, and I will ultimately just close the PR unmerged.
(this fix is required for https://github.com/Tapjoy/tapjoyserver/pull/20907)

Tag has been pushed to Tapjoy fork of this gem, and the gem pushed to Tapjoy gemfury. Closing, not merging.


CLOUDSTACK-9186: Root admin cannot see VPC created by Domain admin user

Issue:
Root admin cannot see LB rules and Public LB IP addresses created by domain-admin in UI therefore root admin cannot manage those.
Reproducible Steps:

Log in as a Domain-Admin account and create a VPC with vpc virtual router as public load balancer provider
click on the newly created VPC -> click on the VPC tier -> click internal LB
Add internal LB,
Logoff domain-admin and login as root admin
Navigate the VPC created previously and click internal LB, internal lb is not showing up.

Same steps for Public LB IP addresses except select the correct Network offering while creating a tier.
Expected Behaviour:
Root admin should be able to manage VPC created by Domain admin user .
Actual Behaviour:
Root admin cannot see VPC created by Domain admin user and hence not able to manage it.
Fix:
Added the parameter listAll=true in case of Internal LB as well as Public LB IP addresses.

cc @remibergsma @kishankavala

@nitin-maharana Thanks. Are there any other api calls that have the same issue?

@nitin-maharana shouldn't we use the "recursive" parameter set to "true" too?

@remibergsma : I didn't check in other API calls. If i come across any, then will raise the issue. Thanks.

@rafaelweingartner : The recursive parameter is not necessary here, because we don't provide the domain id parameter.

@nitin-maharana thanks for checking.
LGTM

Closing this PR as made a new PR #1301 (Against 4.7 which will be merged in master later).

Closing this PR as made a new PR #1301 (Against 4.7 which will be merged in master later).


Better error reporting

When there are issues with API keys and provider settings, the user just sees "this is probably temporary" and doesn't get any feedback that they should check their API key. I think there are a few other situations where this comes up. e.g., I think this happens if we have an experiment that is tied to a LLM then you edit the provider and remove the model.

This is similar to https://github.com/dimagi/open-chat-studio/issues/449


node, process and thread count for SGE

Figure out how to map counts to SGE
Refs #625

Fixes in #631


[doc] Update documentation on the topic of filtering tests by system

Closes #490

@jenkins-cscs retry daint

Codecov Report

Merging #492 into master will decrease coverage by 0.02%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##           master     #492      +/-   ##
==========================================
- Coverage   91.42%   91.39%   -0.03%
==========================================
  Files          70       70
  Lines        8788     8788
==========================================
- Hits         8034     8032       -2
- Misses        754      756       +2

Impacted Files
Coverage Δ

reframe/core/config.py
82.45% <0%> (-1.76%)
:arrow_down:

Continue to review full report at Codecov.

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UHF-9072: Remove Genesys Neuvonta block and JS library.

UHF-9072
What was done
Remove code related to Genesys Neuvonta chat application because it was replaced by a IBM Chat Widget implementation.
Note: This should be merged after related blocks have been removed from Etusivu and Strategia instances.
How to install

Make sure your instance (Etusivu and Strategia) is up and running on latest dev branch.

git pull origin dev
make fresh

Update the Helfi Platform config

composer require drupal/helfi_platform_config:dev-UHF-9072-remove-genesys-neuvonta-chat

Run make drush-cr;make drush-cim

How to test

[ ] Check that nothing breaks after this code has been removed
[ ] Search on City of Helsinki's Github for mentions of genesys_neuvonta to make sure these blocks aren't used on other instances

Other PRs

Link to other PR

Codecov Report

Merging #607 (970752a) into main (f560477) will increase coverage by 0.15%.
The diff coverage is n/a.

:exclamation: Current head 970752a differs from pull request most recent head 7abd3ca. Consider uploading reports for the commit 7abd3ca to get more accurate results

@@             Coverage Diff              @@
##               main     #607      +/-   ##
============================================
+ Coverage     12.74%   12.90%   +0.15%
+ Complexity      236      235       -1
============================================
  Files            30       29       -1
  Lines           902      891      -11
============================================
  Hits            115      115
+ Misses          787      776      -11

Files
Coverage Δ

src/Plugin/Block/ChatLeijuke.php
0.00% <ø> (ø)

:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more


On blur country and country_code inputs can be out of sync

You update the country val on blur based on the flag, but I think you should also update the country_code hidden input then. Otherwise, if you type something wrong and then blur, the name will be "fixed" but the code will remain empty... Hope all this makes sense...
Cheers!

This issue was resolved by an earlier pull request, which now does a better job of ensuring that all of the elements (flag, country name, country code) are properly updated whenever one of them is selected, via blur, keyup, programatic change, or flag selection.


Update react-native-gradle-plugin.md

Fix grammar.

@myogh can you accept the CLA?

@myogh can you accept the CLA?

Done.


ovn: Handle multiple addresses correctly.

The address provided is of the form:
"tcp://<IP_ADDRESS>:6641,tcp://<IP_ADDRESS>:6641,tcp://<IP_ADDRESS>:6641".
We are currently not splitting it.
Signed-off-by: Gurucharan Shetty<EMAIL_ADDRESS>

@TomCodeLV
PTAL.

Thanks for the review.


A11y: Evaluate and implement a11y features for ngx-tabs

Add cypress-axe to evalute WCAG level A
Manually test keyboard accessible/tab order
Manually test with screen readers
Update Semantic HTML and AIRA tags as needed

Ensure a user can visually see focused tab, navigate tabs with tab and shift-tab, select tab using space.
On focus, a non-active tab label should appear white.
On focus, an active tab bar should appear white.
Conceptually:

Cosed via #702


Add rolv-apneseth/tfm.nvim

Repo URL:
https://github.com/Rolv-Apneseth/tfm.nvim
Checklist:

[x] The plugin is specifically built for Neovim, or if it's a colorscheme, it supports treesitter syntax.
[x] The lines end with a .. This is to conform to awesome-list linting and requirements.
[x] The title of the pull request is Add/Update/Remove `username/repo`  (notice the backticks around `username/repo`) when adding a new plugin.
[x] The description doesn't mention that it's a Neovim plugin, it's obvious from the rest of the document. No mentions of the word plugin unless it's related to something else.
[x] The description doesn't contain emojis.
[x] Neovim is spelled as Neovim (not nvim, NeoVim or neovim), Vim is spelled as Vim (capitalized), Lua is spelled as Lua (capitalized), Tree-sitter is spelled as Tree-sitter.
[x] Acronyms should be fully capitalized, for example LSP, TS, YAML, etc.

Thanks for the PR!


Fix some warnings

About the PR
This just fixes a few of the warnings.
Why / Balance
Because they should all go away. I don't like how many there are.
Technical details
I just looked at the compiler warnings and did what Visual Studio / the obsoletion messages said to do.
Media

[x] I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Breaking changes
None
Changelog
No.

a lot of these arent actual compile warnings and just IDE style warnings, which should have a lot lower priority to actually fix (and really dont need to be fixed at all except in refactors touching that code)

Yeah, the ones that are valids in here are the obsolete methods removal and unused deps removal, get rid of everything else

Done.

@Psychpsyo can you solve conflicts? these changes seem fine (tho do remember to do a do-over after merging master since some patterns have changed)

@Psychpsyo can you solve conflicts? these changes seem fine (tho do remember to do a do-over after merging master since some patterns have changed)

Probably won't be happening since I'd need to set up a bunch of stuff for that again, sorry.


Typo "@ciphertext"→"@ciphertext"

https://docs.microsoft.com/en-us/sql/t-sql/functions/decryptbykey-transact-sql?view=sql-server-2017

@hyoshioka0128 : Thanks for your contribution! The author(s) have been notified to review your proposed change.

Thanks @hyoshioka0128!
#sign-off


add dashboard for reproduce table visualization behavior for show DateTime columns as is without browser timezone conversion

fix https://github.com/Altinity/clickhouse-grafana/issues/450

Pull Request Test Coverage Report for Build<PHONE_NUMBER>2
Warning: This coverage report may be inaccurate.
This pull request's base commit is no longer the HEAD commit of its target branch. This means it includes changes from outside the original pull request, including, potentially, unrelated coverage changes.

For more information on this, see Tracking coverage changes with pull request builds.
To avoid this issue with future PRs, see these Recommended CI Configurations.
For a quick fix, rebase this PR at GitHub. Your next report should be accurate.

Details

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage increased (+1.1%) to 77.245%

Totals

Change from base Build<PHONE_NUMBER>6:
1.1%

Covered Lines:
1748

Relevant Lines:
2052

💛  - Coveralls

test pass, but coverall failed


Remove dghubble from OWNERS list

Hey folks, for my own clusters, I no longer use bootkube and haven't for a while. Its been a good few years, but I think its best I take myself off the list and leave it in the capable hands of those who are actively using it.

/approve
/lgtm

Thanks for all the work to get the project to where it is @dghubble!


Xcode 9.3 dosn't work

OC&Swift. it dosn't work.
http://johnholdsworth.com/Injection93.app.zip。
There is no response

Please use the version from the Mac App Store.

@johnno1962 Do you mean http://johnholdsworth.com/Injection93.app.zip dosen't match Xcode 9.3  or the Mac App Store version can work too ?

sorry, the Mac App Store version can work on Xcode 9.3 . I forget the code blow in AppDelegate, I think this issue could be closed
NSBundle *bundle = [[NSBundle alloc]<EMAIL_ADDRESS>    [bundle load];


Spectral library refactor

Previously, spectral library writing and updating ran slowly. The bottleneck was grouping PSMs according to their sequence and charge state, which had an algorithmic complexity of O(n^2).
I refactored this section of the code using LINQ's IGrouping. It now runs in O(n) time.
I also changed psmFiltering to be consistent between UpdateSpectralLibrary and GenerateSpectralLibrary

Merged into FilteringRefactor


Unnormalized Translation of the First Frame

Hi,
Thanks for the great work. I came across a minor detail in the implementation that I couldn’t quite understand:
https://github.com/athn-nik/motionfix/blob/67e1195050666a3ad55bcd19b438322330348663/src/model/base_diffusion.py#L782
From my understanding, the translation of the first frame is always zero. Should it be unnormalized in this line?

Hello,
yes it is set to zero. This is a design choice (all motions are set to start from zero translation in train, val and test sets). This is to make the motion edits interpretable (all motions should start from the same point and orientation and then "be different").
During inference, since we are predicting deltas (roughly trans[i]-trans[i-1]), we choose to have the initial translation set to zero for fair comparisons and to make the edits visible (i.e., both source and target motion start from the same point in space).

Hi,
Thanks for the explanation. However, I observed that when I printed the SMPL vector produced by motionfix_evaluate.py
motion = np.load(motion_path, allow_pickle=True).item()['pose']
print(motion[:1, :3])

The translation of the first frame is
[4.23084013e-02, -4.18675467e-02, -1.15762670e-2] rather than zero.  Am I misunderstanding something?

Hello, you are right. Let me fix my previous response they all start roughly from (0,0,0). This slight difference which is caused from [this line](https://github.com/atnikos/motionfix/blob/67e1195050666a3ad55bcd19b438322330348663/src/model/base_diffusion.py#L782).  This makes it start from: 'mean': array([ 0.0423084 , -0.04186755, -0.01157627] `, which is the mean translation of all motions.


Does not add Sigil 2 to the list despite it being detected

Does not add Sigil 2 to the list despite it being detected

Fixed: see my pull request


The cni 1.4.1 download binary is from something old, please check and fix it.

Hi the cni download version for 1.4.1 is broken, it's actually built from some 1.3.0+ version, since I can see the debug logs before 1.4.0, like "Querying Kubernetes API for Pod"... it takes me a day to figure it out, please fix it:-)

Sorry, leave it to calico-cni project.

https://github.com/projectcalico/calico-cni/issues/181


how can i implement code in Eclipse?

please help.
how can i implement/import this project in eclipse?

The library is currently built with gradle setup in Android Studio. For importing in eclipse you can use the jar file or you need to make it compatible for eclipse.


Add Crabby to software list

Crabby is a tool for measuring the performance and uptime of web pages and APIs.  It has a built-in /metrics endpoint that exposes all of the metrics it gathers.
https://github.com/chrissnell/crabby
https://github.com/chrissnell/crabby#prometheus

Thanks for your PR. This software is not directly instrumented, it appears to be some form of exporter that's incorrectly using the pushgateway.

@brian-brazil The current version nolonger uses the pushgateway.

@brian-brazil Where did  you see the pushgateway mentioned?  It previously used PG but no longer does.  There may be some outdated docs somewhere that I want to fix.

https://github.com/chrissnell/crabby#crabby

The software is a stand-alone prober, not an exporter.

It's an exporter, similar to the webdriver exporter. Its sole purpose is to provide metrics.

Updated the docs.  It does not use pushgateway, I assure  you.
I don't know what the difference between an "exporter" and a "stand-alone prober" is.  Crabby exposes a Prometheus-compatible endpoint that you can poll.  Like this:
[cjs@pitcairn ~]$ curl http://<IP_ADDRESS>:9000/metrics
# HELP crabby_chrissnell_com_dns_duration_milliseconds Crabby timing metric, in milliseconds
# TYPE crabby_chrissnell_com_dns_duration_milliseconds gauge
crabby_chrissnell_com_dns_duration_milliseconds{isp="comcast",location="home",siteowner="Chris Snell",type="personal"} 3.747178
# HELP crabby_chrissnell_com_server_connection_duration_milliseconds Crabby timing metric, in milliseconds
# TYPE crabby_chrissnell_com_server_connection_duration_milliseconds gauge
crabby_chrissnell_com_server_connection_duration_milliseconds{isp="comcast",location="home",siteowner="Chris Snell",type="personal"} 84.766628
# HELP crabby_chrissnell_com_server_processing_duration_milliseconds Crabby timing metric, in milliseconds
# TYPE crabby_chrissnell_com_server_processing_duration_milliseconds gauge
crabby_chrissnell_com_server_processing_duration_milliseconds{isp="comcast",location="home",siteowner="Chris Snell",type="personal"} 82.019435
# HELP crabby_chrissnell_com_server_response_duration_milliseconds Crabby timing metric, in milliseconds
# TYPE crabby_chrissnell_com_server_response_duration_milliseconds gauge
crabby_chrissnell_com_server_response_duration_milliseconds{isp="comcast",location="home",siteowner="Chris Snell",type="personal"} 0.128773
# HELP crabby_chrissnell_com_time_to_first_byte_milliseconds Crabby timing metric, in milliseconds
# TYPE crabby_chrissnell_com_time_to_first_byte_milliseconds gauge
crabby_chrissnell_com_time_to_first_byte_milliseconds{isp="comcast",location="home",siteowner="Chris Snell",type="personal"} 345.259138
# HELP crabby_chrissnell_com_tls_handshake_duration_milliseconds Crabby timing metric, in milliseconds
# TYPE crabby_chrissnell_com_tls_handshake_duration_milliseconds gauge
crabby_chrissnell_com_tls_handshake_duration_milliseconds{isp="comcast",location="home",siteowner="Chris Snell",type="personal"} 174.725897

Crabby is an application that is generating metrics.  It's purpose is to fetch web pages and/or hit API endpoints and generate metrics about the response time of those things.  The metrics come entirely from within Crabby.  It is not fetching them from some other app and exporting them.   It's a completely standalone thing.

That's an exporter, just like the blackbox exporter is an exporter.
As an exporter this would be considered for the exporter list, however it appears to substantially overlap with the webdriver exporter and we try to avoid duplicates in our lists to encourage collaboration.

It's not the same but I'm not here to argue.  You can kill the PR if you want.

If there's significant differences we could list both, and webdriver-exporter does look a bit abandoned so there's scope for replacing that too.

I feel like this is a separate piece of software, rather than a duplicate of the webdriver exporter.

I feel like this is a separate piece of software, rather than a duplicate of the webdriver exporter.

It's a separate piece of software, but seems to habe the same basic goal of producing metrics for how quickly a browser loads a given web page.
As an exporter it doesn't belong in this particular list one way or the other.

The browser-based metrics aren't the primary means of operation.  The primary mode is the simple check, which does a HTTP GET using Go's built-in libraries.  This is going to be expanded soon, to allow more complex testing of APIs by adding the ability to use other HTTP verbs like POST, PUT, etc.
Other planned features include ICMP monitoring and centralized configuration for large, distribtued networks of crabby probes.

That sounds duplicate of the blackbox exporter then, as it covers all the basic HTTP/ICMP probes. Managing a network of such things is a service discovery/relabelling question on the Prometheus side then.


Wireless device reported as ethernet

Issue Description
In some cases, wireless (Wi-Fi & WWAN) devices report their type as "Ethernet" (/sys/class/net//type contains "1"). This behavior has been observed on multiple devices (unfortunately, only Dell devices have been tested) running Arch/Manjaro distros.
It's unclear whether this issue is related to the kernel or driver (but a workaround is required as the app may be run on a distro with this problem).
Observations
The following list I got:
Interface: "enp2s0", type: Ethernet, up: true # real ethernet
Interface: "wlp3s0", type: Ethernet, up: true # wiifi card
Interface: "wlp108s0", type: Ethernet, up: true # wifi card
Interface: "wwp0s20f0u2i12", type: Ethernet, up: true # wwan card

Differences observed:

For Wi-Fi cards, there is a "wireless" directory under /sys/class/net/<interface>/.
For WWAN cards, there is no "wireless" directory, but /sys/class/net/<interface>/flags contains NO_ARP.

Request for Help
If anyone has insights or can identify other differences by which devices can be distinct, your input would be greatly appreciated.

Thank you for your report.
I will investigate the differences in the device filesystem specifications  and revise the implementation to accurately identify device types.
Until now, I have conducted tests on Ubuntu and Kali Linux, but I plan to also examine the behavior on Arch Linux. This will help us understand the differences in behavior across various Linux distributions and enable us to devise more appropriate measures.
I will continue to consider specific workarounds and solutions based on the results of these tests.

Fixed detection for Wi-Fi devices on Linux, ensuring they are correctly identified when previously they might have been misclassified as Ethernet. This was achieved by checking additional directories like /sys/class/net/<interface>/wireless and /sys/class/net/<interface>/phy80211 whenever the /sys/class/net/<interface>/type returned 1 (Ethernet).
Tested on Ubuntu, Kali, and Arch.
However, the current implementation does not yet cover WWAN devices. We are considering keeping this issue open to address WWAN coverage specifically, or we might close this issue and open a new one focused solely on WWAN detection improvements.


ARROW-510: Integration tests for all date and time combinations

As soon as we have the Java support completed, I will rebase and then enable the date/time tests here to get a green build (or find other problems).
I fixed a couple C++ bugs to make integration testing against itself work.

cc @julienledem @BryanCutler @icexelloss

@wesm is there a Jira for implementing vector container for date and time?

See https://issues.apache.org/jira/browse/ARROW-510
ARROW-663 and ARROW-729

Closing since these commits were pulled into #475


Labels in other languages and start camera immediately

How can I edit labels like Auto, Manual, Edit Scan, Done ... etc.
Is there a way to start camera immediately (without screen shrink and slide up)?

You can provide other language dir like values-$language and rewrite strings.xml file in the values dir.The second question I do not know what 's exactly you want? Could you please give more details.


Core validation: Value assigned to the location decoration is not checked against (physical device::maxVertexOutputComponents / 4)

We recently received a bug report from ISV, which - after closer inspection - revealed that validation layers apparently do not check if the location decoration value specified in a SPIR-V blob exceeds the maximum number of output components in the VS shader stage reported as supported for a physical device that the shader module is used against.
In specific, let's consider the following:
OpDecorate %2680 Location 64

Our driver reports a value of (32*4) for maxVertexOutputComponents. Ignoring this restriction causes our vkCreateGraphicsPipeline() to crash.
The ISV claims they have been using validation layers and this condition has not been reported. Could you check if this use case is covered, please?

This check is not yet implemented. The spec is slightly vague on how this restriction works -- is it a restriction on the number of distinct locations that may be used on an interface (but leaving the choice of which integers to use arbitrary), or is the intent that all location values used must be below the limit?

In our case it's the latter. Not sure about the others.

@DominikWitczakAMD I think that interpretation is reasonable, and I will use it when implementing the validation check, but we should get a spec wording tweak to make it absolutely clear.


Potential Dangerous Recursive Call within ReadLoop

Within SerialPortComponent.cs the function ReadLoop() is called within a task within a While loop. At the End of ReadLoop(), ReadLoop() is called again if there are bytes to Read.

Firstly there seems to be no reason to call ReadLoop() again as the ReadLoop() is already in a While Loop.
Secondly, this Recursive Call is potentially dangerous since the Read String will not be cleared and you could get a Stack Over Flow.

This extra call to ReadLoop() should be removed.

Code removed


DynamoDBAttributeValue) Integer() hides float conversion and truncation

When converting DynamoDBAttributeValue using Integer() method it currently hides the conversion to Float64 one is passed.
This hidden functionality hides its true nature and has led to errors downstream.
We are doing this as we are having to convert from a DynamoDBAttributeValue to json and therefore could be a float or an int
Example:
package main

import (
	"fmt"

	"github.com/aws/aws-lambda-go/events"
)

func main() {
	var val interface{}
	var err error
	// We may receive a float64 or an integer
	attr := events.NewNumberAttribute("0.123344")

	val, err = attr.Integer()
	if err != nil {
		// expect an error here but Integer() will return int64(float64) truncating the decimal
		// amd hiding the error.
		// we are therefore not able to correctly cast to float64
		val, err = attr.Float()
	}

	// To JSON - We are using a map as we are not sure what the key/values will be from the dynamodb stream
	output := map[string]interface{}{
		"key": val,
	}

	b, err := json.Marshal(output)
	if err != nil {
		panic(err)
	}

	fmt.Println(string(b))
	// Output: {"key":0}
}

It would seem more predictable behaviour for Integer() to return an error if DynamoDBAttributeValue is not of integer type.

I should note: we could switch to use Float() upfront but this leads to issues with large int64 values

The int64 returned by Integer() can't contain the largest DynamoDB Number either :) https://stackoverflow.com/a/53056505. If giant values or extreme precision matters, you may want to consider using String(), and the possibly the math/big library, to help fully preserve values downstream.
I'm also OK with an Int64(), that preserves the parse error, being added.

@bmoffatt thanks - but either way the point being I can't use Float() to handle both integers and floats.
Im unsure what you mean "that preserves the parse error" - has the error if a float is passed it is not preserved. It is cast to an int64 leading to truncation.
I suppose what I was expecting - and maybe it is me that's wrong here - that Integer() would behave the same as strconv.ParseInt() (which it uses) and return an error. If an end users was happy with truncating a float to int then they could explicitly do this rather it happening unbeknown.

released in https://github.com/aws/aws-lambda-go/releases/tag/v1.34.0


constant propagation for ONNXWhereOp

includes a bug fix in getMemoryBuffer() in ElementsAttrBuilder.cpp, which was exposed by the new const prop for Where
similarly, also added some checks in ElementsAttrHelper.hpp.inc in ElementsAttrHelper.cpp which would have caught some mistakes, and I threw in a refactor to remove code duplication between the get/readElementsWideNums() implementations, plus an optimization when the ElementsAttr is splat

It could be nice if ConstPropWhere didn't need the result as the first argument. But I see how it greatly simplifies the implementation as it allows the type to be scraped off of it as opposed to manually calculating the broadcasted shape if the condition, and the if else branches.

yeah, this is how all the ConstPropX functions have always been implemented
fwiw, replacingValue.getLoc() is also used in the construction of the resulting constant, but that probably doesn't matter

Jenkins Linux s390x Build #9324 [push] constant propagation for... started at 00:08

Jenkins Linux ppc64le Build #8370 [push] constant propagation for... started at 00:12

Jenkins Linux amd64 Build #9306 [push] constant propagation for... started at 23:08

Jenkins Linux amd64 Build #9306 [push] constant propagation for... passed after 1 hr 4 min

Jenkins Linux s390x Build #9324 [push] constant propagation for... passed after 1 hr 22 min

Jenkins Linux ppc64le Build #8370 [push] constant propagation for... passed after 1 hr 37 min


Support registration certificates

Fixes #18

Pre-submit checklist:

Branch

[ ] Tests are provided (if possible)
[ ] Commit sequence broadly makes sense and have useful messages
[ ] Important changes are reflected in changelog.d of the affected packages
[ ] Relevant tickets are mentioned in commit messages

PR

[ ] (For external contributions) Corresponding issue exists and is linked in the description
[ ] Targeting main unless this is a cherry-pick backport
[ ] Self-reviewed the diff
[ ] Useful pull request description
[ ] If relevant, reference the ADR in the PR and reference the PR in the ADR
[ ] Reviewer requested

I appreciate you spending the time on this! I tried using this PR's code to see if I could now execute a staking script but I could not. While the registration transaction now successfully goes through, I now get the following error when I withdraw 0 ADA:
[WARNING] TxnValidation af8148a03e0bf6dccf5fe746c6c93559b3ba27ca5a7a80651d2ff53589d8ae1b
          Validation failed in phase 1: CardanoLedgerValidationError "ApplyTxError [DelegsFailure (WithdrawalsNotInRewardsDELEGS (fromList [(RewardAcnt {getRwdNetwork = Testnet, getRwdCred = ScriptHashObj (ScriptHash \"47cec2a1404ed91fc31124f29db15dc1aae77e0617868bcef351b8fd\")},Coin 0)]))]"

I get this error even if the staking script is not registered. Were you able to execute a staking script?

@fallen-icarus No. A quick look at what this errors means suggests that the emulator would have to maintain delegation state to get this to work. Unfortunately I no longer work on the emulator (nor anyone else), so this looks like a dead end for now.

@fallen-icarus I'm getting the chance to work a bit longer on the emulator! And maintaining the delegation state didn't seem too hard to do. If you want you can try your scripts again!

@fallen-icarus Thanks for verifying so quickly, that's really helpful!


init: ported Has_Any_{String,Unicode} primitive function

Since there are a number of level 1 libraries using the string function, we have to port its primitive ones into HestiaKERNEL library. Let's do this.
This patch ports Has_Any_{String,Unicode} primitive function into HestiaKERNEL library into init/ directory.

Merge first since production is unaffected.


PS v6.0 Alpha : Remove-Item : The process cannot access the file

When I run several times this template : plaster\1.0.1\Templates\NewPowerShellManifestModule
I get an exception : 'Remove-Item : The process cannot access the file
'C:\Users\Laurent\AppData\Local\Temp\moduleManifest-c78732c2-851e-4e86-a32a-9d527b16ed39.psd1' because it is being used by another process.'

When I delete all files in the DestinationPath and run again the same template, I get this exception :
'Copy-Item : The process cannot access the file 'C:\temp\TestPlaster\test\test.Tests.ps1' because it is being used by another process.'

#Windows Seven
$PSVersiontable
Name                           Value
----                           -----
CLRVersion
PSVersion                      6.0.0-alpha
BuildVersion                   <IP_ADDRESS>
PSRemotingProtocolVersion      2.3
SerializationVersion           <IP_ADDRESS>
GitCommitId                    v6.0.0-alpha.16
PSCompatibleVersions           {1.0, 2.0, 3.0, 4.0, 5.0, 5.1.10032.0, 6.0.0}
PSEdition                      Core
WSManStackVersion              3.0

I can repro this one.  I'll look into it.

@LaurentDardenne can you still produce this on beta3 of PowerShell v6? Maybe we can save the Plaster team some work if it's not an issue anymore. My approach to writing on this issue.

Same error, the fisrt installation is correct, but not the second :

I close the current PS session(powershell.exe) and run a new session  :

The contains of $Error :
PS C:\program files\powershell\6.0.0-beta.3\Modules\plaster\1.0.1\Templates\NewPowerShellManifestModule> $Error
The running command stopped because the preference variable "ErrorActionPreference" or common parameter is set to
Stop: The process cannot access the file
'C:\Users\laurent\AppData\Local\Temp\2\moduleManifest-f39f6cae-d3c6-429f-8c0e-4594d07233c0.psd1' because it is being
used by another process.
Remove-Item : The process cannot access the file
'C:\Users\laurent\AppData\Local\Temp\2\moduleManifest-f39f6cae-d3c6-429f-8c0e-4594d07233c0.psd1' because it is being
used by another process.
At C:\program files\powershell\6.0.0-beta.3\Modules\plaster\1.0.1\InvokePlaster.ps1:820 char:25
+                         Remove-Item -LiteralPath $tempFile
+                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : WriteError: (C:\Users\lauren...94d07233c0.psd1:FileInfo) [Remove-Item], IOException
    + FullyQualifiedErrorId : RemoveFileSystemItemIOError,Microsoft.PowerShell.Commands.RemoveItemCommand

Copy-Item : The process cannot access the file 'C:\temp\Plastertest\test.psd1' because it is being used by another
process.
At C:\program files\powershell\6.0.0-beta.3\Modules\plaster\1.0.1\InvokePlaster.ps1:979 char:21
+ ...                 Copy-Item -LiteralPath $SrcPath -Destination $DstPath
+                     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    + CategoryInfo          : NotSpecified: (:) [Copy-Item], IOException
    + FullyQualifiedErrorId : System.IO.IOException,Microsoft.PowerShell.Commands.CopyItemCommand

I remove the destination path, the installation works fine.
One more time  :

This files are really locked, after a delay (1 mn -2 mn) i can delete the temporary file but not the psd1 :

I thinks is it a Powershell bug.
$psversiontable (Windows server 2016) :

Name                           Value
----                           -----
PSVersion                      6.0.0-beta
PSEdition                      Core
GitCommitId                    v6.0.0-beta.3
OS                             Microsoft Windows 10.0.14393
Platform                       Win32NT
PSCompatibleVersions           {1.0, 2.0, 3.0, 4.0...}
PSRemotingProtocolVersion      2.3
SerializationVersion           <IP_ADDRESS>
WSManStackVersion              3.0

@LaurentDardenne dang you can. Okay, but good to know. @rkeithhill do you think this should also be reported in Microsofts powershell github repo? Or did the data you got when reproducing this tell you that this is something the Plaster project has to/can fix within its boundaries?

When I repro'd it, I assumed that this was an issue with either early .NET Core bits or PowerShell Core bits.  But before submitting an issue to these projects, I need to track exactly where the problem lies to make sure it isn't a Plaster issue.

Sure :-)
--
Mvh. / Kind regards
Lars Bengtsson

Health is wealth, movement is medicine -

On 28 Jun 2017, at 16.53, Keith Hill<EMAIL_ADDRESS>wrote:
When I repro'd it, I assumed that this was an issue with either early .NET Core bits or PowerShell Core bits. But before submitting an issue to these projects, I need to track exactly where the problem lies to make sure it isn't a Plaster issue.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub, or mute the thread.

This appears to be a problem with the PowerShell Core Get-FileHash command.  It seems to be leaving open a file handle to the file it is passed.

OK, I've submitted a PR to fix the issue with Get-FileHash and from my testing it fixes the issue as you see it from Plaster.   I'm confident enough in the fix to close the issue here.

Thanks Keith :-)

That PR has been merged into PowerShell Core.  Running Plaster with PS Core Beta.4 should no longer exhibit this issue.


Upload PRs to Test PyPI

https://github.com/marketplace/actions/pypi-publish#advanced-release-management

Included in #294


Secret state?

I'm curious if you've thought about how to handle secret state like a deck to draw from and players hands?  Perhaps using key pairs to encrypt/decrypt the state?  For a deck, this would require a trusted server component that can decrypt, deal, and re-encrypt the deck state, but feels like an approach that works.
I planned on using such an approach for a game I wanted to make using Firebase but never got around to building the backend (though I have an old iOS Swift 2 code base for the prototype client using Game Centers old pass and play system).  it was basically Leterpress with Poker hands,  perhaps I'll try porting it to this time permitting (but it needs secret state, hence my question).

Very good question.
This wasn't really on the roadmap for v1.0, but I think we should prioritize it. Maybe just have all secret information only on the server? A deck of cards could just show how many cards there are on the client (it doesn't really need anything else in order to render the deck).
I don't see the value in encryption for this use case.

I have experimented with this a little bit in side projects, and the only approach to this that has seemed feasible to me other than "trust your players not to dig into the javascript on your site to cheat" is to, in multiplayer, assign each instance a unique identity and for items such as player's hands and the deck in card games, let the server handle what each player is given/can see.
This library seems at least for now more focused on running the whole game client side and like a more traditional board game, which makes the trust the player approach seem fairly reasonable.

So, IMO, the main value of encryption is that the same state can continue to be seen and replicated by all parties, but the private parts would only be visible by those who have access.
Imagine this state object for a game of heads up Texas Holdem:
{
	deck: {
		count: 42,
		encrypted_contents: "encrypted w/ Server key"
	},
	pot: 30,
	board: ["Ad", "3h", "2s"]
	players: [
		{
			hand: {
				count: 5,
				encrypted_contents: "encrypted w/ p1 key"
			},
			chips: 200
		},
		{
			hand: {
				count: 5,
				encrypted_contents: "encrypted w/ p2 key"
			},
			chips: 270
		}
	]
}

And then imagine a pure transform function D(State, Keys...) that decrypts encrypted_contents when it's valid for one of the keys passed in.
P1's view of the State becomes D(State, P1Key):
{
	deck: {
		count: 42,
		encrypted_contents: "encrypted w/ Server key"
	},
	pot: 30,
	board: ["Ad", "3h", "2s"]
	players: [
		{
			hand: {
				count: 5,
				encrypted_contents: "encrypted w/ p1 key",
                                contents: [ "As", "Kd" ] // added by state xform function
			},
			chips: 200
		},
		{
			hand: {
				count: 5,
				encrypted_contents: "encrypted w/ p2 key"
			},
			chips: 270
		}
	]
}

While P2's would be D(State, P2Key):
{
	deck: {
		count: 42,
		encrypted_contents: "encrypted w/ Server key"
	},
	pot: 30,
	board: ["Ad", "3h", "2s"]
	players: [
		{
			hand: {
				count: 5,
				encrypted_contents: "encrypted w/ p1 key"
			},
			chips: 200
		},
		{
			hand: {
				count: 5,
				encrypted_contents: "encrypted w/ p2 key",
                                contents: [ "3d", "3c" ] // added by state xform function
			},
			chips: 270
		}
	]
}

And, if the server has access to the p1 and p2 keys, it would have a complete view of the plaintext state D(State, [P1Key, P2Key, ServerKey]):
{
	deck: {
		count: 42,
		encrypted_contents: "encrypted w/ Server key",
                contents: [ /*...*/ ] // added by state xform function
	},
	pot: 30,
	board: ["Ad", "3h", "2s"]
	players: [
		{
			hand: {
				count: 5,
				encrypted_contents: "encrypted w/ p1 key",
                                contents: [ "As", "Kd" ] // added by state xform function
			},
			chips: 200
		},
		{
			hand: {
				count: 5,
				encrypted_contents: "encrypted w/ p2 key",
                                contents: [ "3d", "3c" ] // added by state xform function
			},
			chips: 270
		}
	]
}

Likewise there would be an encryption function E(State, Keys...) that removes contents and updates the encrypted_contents value as well, such that E(D(State, Keys...), Keys...) == State.
This implementation requires a trusted server.  There are encryption models that don't (see: https://en.wikipedia.org/wiki/Mental_poker) however I think that's way outside the scope of a v1, where as I think something like the above could be on the v1.x roadmap.
If worried about cheating (and on any multiplayer game on the Internet you need to be), there are some other things to keep in mind if going down this route sounds interesting:

Which keys are valid for which parts of the state tree should also be defined somewhere (either in code or in a section only editable by the trusted server).  This prevents a user from doing something crazy like encrypting the board w/ their key.
The encrypted contents should include the path to the contents (e.g. players[0].hand) to prevent copy attacks (otherwise a player could swap the deck and their hand when submitting, and the server might decrypt and re-encrypt).
Likewise you might want a nonce in the overall state (just a value that increases by 1 with each turn submission), and embed that in the encrypted contents as well, to prevent replay attacks (A player keeping his encrypted hand from 3 turns ago and then pasting it back in later).  However, this requires then re-encrpyting w/ the new nonce on each submission.
These aren't high-value secrets, the keys just need to be big enough to prevent brute-forcing during a game (but keep in mind that a player could decrypt a game several months later with enough compute power to learn if you were bluffing in the final hand or not).
New keys should be used per game, and distributed at the start.  Since there's already a trusted server required it should probably just generate the keys for each game and give them to the player outside of the state.

Anyways, I think my key point is that cryptography would let a single state be shared by all players without giving all the players access to all the information, which IMO feels simpler and more in line w/ the React/Redux philosophies than trying to manage and merge different states per player in an adhoc way.

This seems really similar to the issue I submitted ( #23 ), so I guess I'll just share my opinion here. I think cryptography is overkill for the intended use-case. I think for most games, showing the client only the information it needs to know is a more accurate abstraction than cryptography.
As far as philosophy goes, I believe that for most multiplayer games the client state is essentially just a projection of a subset of the global state (the authoritative source). It seems like the cryptography approach effectively achieves the same goal, but I don't really see any tangible value it adds.
If the goal is a p2p approach, there still needs to be some master (or host, to use gaming terminology), so I'm having trouble seeing any unique benefit this confers.

I agree with @rgfoley, for the intended use case, an implementation of encryption would add overhead and complexity when really that kind of data is better off staying in an "authoritative source" and letting the server handle things that the player should not have access to.
In theory in a symmetric game with hidden areas, what the players have in their states would still follow the same structure, just it would represent different things, and would be interpreted by the server.

i say having "hidden" information is important (especially if we want demos as hidden role games are the easiest to program) but crypto is a little too much.

It would be nice to separate the game logic from the visibility logic.
Maybe you could use something like GraphQL to specify the part of the game state that is available to each player?

I want to echo @rgfoley as I research how to use this library to implement a couple specific games I am interested in testing out. It would be great to have the game object have "client" plugins and "server" plugins to the game object, where the client plugin data goes to the browser based on a matching playerId of some sort and the server plugin data does not appear to any user.
I'm definitely interested in contributing in this direction, but would like to hear more from @nicolodavis before proceeding.

Some great ideas in here. Thanks for the discussion, guys!
Let's start with something simple, and expand from there as we see use-cases that need them. There are two parts to what needs to happen for this feature to become a reality:
1. Make the client-side code aware of who the current player is
A simple prop to the returned React component on the client will do. In reality, the notion of a player needs to become a first-class citizen in the library.
ReactDOM.render(<App gameid="..." currentPlayer="..." />, ...)

2. Defining areas of state that are private
I actually think a simple object inside G that's reserved for players will do the trick.
G: {
  players: {
    0: {...},
    1: {...},
    2: {...},
  }
}

I've used 0, 1 and 2 as keys here, but depending on what [1] does to how players are keyed, this will need to change accordingly. Whenever a players object is used inside G, the framework will know to delete all the keys that don't correspond to the current player before sending it over to the client.
@jmcshane Do you want to take a stab at this? I can take [1] if you want to do [2].

Good point. Actually there isn't a good story for that (yet).
The server currently merely relays information between clients, and doesn't really do much more. With #7 and other ideas in this space, we'll eventually need to have the server start being a "player", at which point the model we have here should fit naturally (with the syntax modified suitably).

Maybe just a convention that player 0 is the game itself?  If so maybe call
it clients instead of players, and make the distinction between the server
(which just relays messages), and the “game client” which is client 0 and
has access to the entire client state.
I’m just spitballing I’m sure much better terms can be decided on.
On Tue, Dec 19, 2017 at 9:47 PM Nicolo John Davis<EMAIL_ADDRESS>wrote:

Good point. Actually there isn't a good story for that (yet).
The server currently merely relays information between clients, and
doesn't really do much more. With #7
https://github.com/google/boardgame.io/issues/7 and other ideas in this
space, we'll eventually need to have the server start being a "player", at
which point the model we have here should fit naturally (with the syntax
modified suitably).
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Three other things:

Sharing secret information. Games like Secret Hitler, or something with teams.

Fog of war in a game with tiles, like Carcassonne.

Would making information public (e.g. player's position on the board) mid-turn work fine?

This is one of the main use-cases I considered for cardforest.com, which was my attempt on making something very similar to boardgame.io (think boardgame.io + stackblitz) (a bit outdated) (not released)
Instead of using redux (which wasn't really a thing when I started), I used a mutable state object that wrapped in a proxy that keeps track of changes (open source at https://github.com/CardForest/master-class). This makes writing the game logic a lot more natural. This also made it possible to write specialized serialization adapters that can decide how to serialize the changes/state for each player.

@nicolodavis Definitively we are going to need one "player" to be the game itself. Specially when there is dice, we can model the dice being an action taken by this player.
The only thing to keep in mind, though, is that we shouldn't assume that  this player must live in the server. If the person is playing a single player game, there should be no need to connect to the internet. Specially given efforts on Progressive Web Apps, which I want to explore, we could have an installed app that runs offline with AI and all.
But if it is a multiplayer game, we definitively want the server to be throwing the dices, keeping the secret state, etc...

I think a good starting point is to acknowledge the server as the golden source of state information for the game at any given time. From there, each player is given some filtered view of the state the corresponds to what they need to know. Using that information, the player dispatches actions that cause the state to change on the server and the cycle continues.
For games like chess, the server view and player view are the same thing, so no filtering is needed. For games like poker, the server should know both players' hands, but should only let a player see their own hand.
The downside of the approach mentioned by @nicolodavis is that you may want to broadcast some partial state (for example, the number of cards in the other player's hand), which makes having player-specific slices a bit difficult to work with.
Another challenge presented by this method is how to support team-oriented games. Imagine a card game consisting of two teams of two players. They cannot see the other team's cards, but they can see their partner's cards.
Even more challenging would be state that is revealed only to certain players. Imagine a strategy game. Perhaps, by default, I cannot see another player's resources. If some kind of "spy" unit allows me to see that player's resources, how do I conditionally show that state?
I think if we start to consider the myriad exceptions to each rule, the solution is to have a way "hooks" in the server logic to apply filtering rules to the global state. These "hooks" would amount to the business logic that make up the rules of a particular game. From there, we can use the method suggested by @nicolodavis  to just have player-specific slices of state, and let the server worry about hydrating them with "need-to-know" information.

@rgfoley sorry for repeating the shameless plug (last time, I promise), but https://amitport.gitbooks.io/master-class/content/docs/serialization.html is a valid implementation for all the use cases you mention (not perfect, a bit out dated, but worth looking into).
The state object has a snapshot method that accepts a mapper function. The mapper is called on every property in the state object tree (deep properties), it has access to context (such as the property's location and schema options) and can map the property to something else (e.g., an object representing an hidden/partial/augmented state)
(I can explain more, but I'm not sure if anyone cares :/ )

I think some sort of mapping function (a reducer, essentially) that takes the global state and provides a client specific view makes a lot of sense.
The filtering I suggested above based on the players object could be one such reducer that comes bundled with the library. The user is free to implement more complex ones for other game types.
I need to think a bit more about the server as a player. I agree that this should not dilute the single player experience, which is important whole prototyping.

@amitport cardforest looks really neat, btw!

Tracking effort in the space at https://github.com/google/boardgame.io/projects/4 if people are curious about the roadmap.


Freezing render at update huge texture to gpu

https://github.com/pixijs/pixi.js/issues/1899
this is same issue and this issue is very critical for us..
our game use many textures and it is load during game playing,
game is frozen short time during load texture.
if  move textures's loading on loading time,  there have problems too
because render is freezing so loading looks stopped until loading done..
is there any solution to resolve this?
thx..
our game's textures have following size
512x512, 1024x1024 - usually using this ( this size load during playing game)
2048x2048 - some texture load at playing game, some texture load at loading time
4096x4096 - only for pc this size can load at loading time
thx.. alots..

Hi @SeminYun, are you able to supply a fiddle or pen that displays this issue you're having against the latest dev build?

@SeminYun Any update if this is still a problem or not? If it is, then a fiddle would be great to investigate; if not we can close this issue down :)

@SeminYun Any update if this is still a problem or not? If it is, then a fiddle would be great to investigate; if not we can close this issue down :)

closing for now as seems inactive. @SeminYun you could try looking into the renderer.prepare functions to solve your issue.
Cheers!


Is SpartialIndex available for multipolygon types ?

Is SpartialIndex available for multipolygon types ?

@MyqueWooMiddo Yes, SpatialIndex works for any geometry types in Sedona

@MyqueWooMiddo Yes, SpatialIndex works for any geometry types in Sedona

I see，THX


Send Email via local postfix?

Issue Description

Hey,
how is it possible to send a mail, if you have a local postfix with configured mailrelayhost?
i always get the following message in the logs:

{"type":"log","@timestamp":"2016-10-14T13:55:00+00:00","tags":["status","info","KaaE"],"pid":31651,"message":"Action Report requires Email Settings! Reports Disabled."}
{"type":"log","@timestamp":"2016-10-14T13:55:00+00:00","tags":["status","info","KaaE"],"pid":31651,"message":"Processing action: report_admin"}
{"type":"log","@timestamp":"2016-10-14T13:55:00+00:00","tags":["status","info","KaaE","report"],"pid":31651,"message":"Subject: KaaE Report, Body: Sample KaaE Screenshot Report"}
{"type":"log","@timestamp":"2016-10-14T13:55:00+00:00","tags":["status","info","Kaae","report"],"pid":31651,"message":"Reporting Disabled! No Settings!"}

Config:
"email" : {
"user":      "",
"password":  "",
"host":      "nameofmailrelayhost.lan",
"ssl":       true,
"active":    true
},
Greetings,
Flow

Hi @fl0wx
You can try send to localhost with ssl disabled. KaaE apparently can't parse or find its settings  /etc/kaae.json could you confirm it exists?

Hey,
i copied the kaae,json to /etc/
stilll get this messages:

{"type":"log","@timestamp":"2016-10-15T06:40:00+00:00","tags":["status","info","KaaE"],"pid":31651,"message":"Executing report: reporter_dv1fuh8qi Next round at Sat Oct 15 2016 08:40:00 GMT+0200 (CEST),Sat Oct 15 2016 08:45:00 GMT+0200 (CEST)"}
{"type":"log","@timestamp":"2016-10-15T06:40:00+00:00","tags":["status","info","KaaE"],"pid":31651,"message":"Action Report requires Email Settings! Reports Disabled."}
{"type":"log","@timestamp":"2016-10-15T06:40:00+00:00","tags":["status","info","KaaE"],"pid":31651,"message":"Processing action: report_admin"}
{"type":"log","@timestamp":"2016-10-15T06:40:00+00:00","tags":["status","info","KaaE","report"],"pid":31651,"message":"Subject: KaaE Report, Body: Sample KaaE Screenshot Report"}
{"type":"log","@timestamp":"2016-10-15T06:40:00+00:00","tags":["status","info","Kaae","report"],"pid":31651,"message":"Reporting Disabled! No Settings!"}

config:
root@server:[/opt/kibana/installedPlugins/kaae]08:41:48:cat /etc/kaae.json
{
  "es": {
    "timefield":        "@timestamp",
    "default_index":    "watcher",
    "type":             "watch",
    "alarm_index":      "watcher_alarms"
  },
  "kaae": {
        "history":      20,
      "results": 50
  },
  "settings" : {
        "email" : {
           "user":      "",
           "password":  "",
           "host":      "localhost",
           "ssl":       false,
           "active":    true
        },
        "slack" : {
           "username":  "KAAE",
           "hook":      "https://hooks.slack.com/services/<token>",
           "channel":   "#kaae",
           "active":    false
        },
      "report" : {
         "tmp_path" : "/tmp/",
         "active":      false
      },
      "pushapps" : {
        "api_key" : "<pushapps API Key>",
        "active":       false
    }
  }
}

any suggestions?

@lmangani : Hey , do you have any news :)?
Greetings,
Flo

Hi @fl0wx you simply need to enable reporting as well:
"report" : {
         "tmp_path" : "/tmp/",
         "active":      true

Make sure PhantomJS is installed on the system before trying! ;)

Hey @lmangani i hat phantomjs installes and report set to active.
Also i set up an watcher to generate an alarm.
i still got no emails.
Log

{"type":"log","@timestamp":"2016-10-20T12:44:25+00:00","tags":["status","info","KaaE"],"pid":22882,"message":"Scheduled Watch: new_saved every every 1 minute"}
{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","KaaE"],"pid":22882,"message":"Executing report: reporter_dv1fuh8qi Next round at Thu Oct 20 2016 14:45:00 GMT+0200 (CEST),Thu Oct 20 2016 14:50:00 GMT+0200 (CEST)"}
{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","KaaE"],"pid":22882,"message":"Processing action: report_admin"}
{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","KaaE","report"],"pid":22882,"message":"Subject: KaaE Report, Body: Sample KaaE Screenshot Report"}
{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","Kaae","report"],"pid":22882,"message":"Reporting Disabled! No Settings!"}
{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","KaaE"],"pid":22882,"message":"Executing watch: new_saved Next Round of new_saved at Thu Oct 20 2016 14:45:00 GMT+0200 (CEST),Thu Oct 20 2016 14:46:00 GMT+0200 (CEST)"}
{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","KaaE"],"pid":22882,"message":"Processing action: email_admin"}
{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","KaaE","email"],"pid":22882,"message":"Subject: KAAE ALARM , Body: Series Alarm : 2003"}
{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","Kaae","email"],"pid":22882,"message":"Delivering to Mail Server"}
{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","KaaE"],"pid":22882,"message":"Storing Alarm to ES with type:email_admin"}
{"type":"log","@timestamp":"2016-10-20T12:45:01+00:00","tags":["status","info","Kaae","email"],"pid":22882,"message":"{ attachments: [],\n  alternative: null,\n  header: \n   { 'message-id': '<1476967500753.0.22882@server>',\n     date: 'Thu, 20 Oct 2016 14:45:00 +0200',\n     from: 'kaae@localhost',\n     to: 'xxx',\n     subject: '=?UTF-8?Q?KAAE_ALARM_?=' },\n  content: 'text/plain; charset=utf-8',\n  text: 'Series Alarm : 2003' }"}

suggestions?

Hi @fl0wx
Reports are still disabled, probably due to missing settings: ```{"type":"log","@timestamp":"2016-10-20T12:45:00+00:00","tags":["status","info","Kaae","report"],"pid":22882,"message":"Reporting Disabled! No Settings!"}

The mail delivery to postfix is something else - maybe you can have it accept smtp?

@lmangani how can i enable them? i set active to true in /etc/kaae,json and also in the kibana directory.
i dont understand why the mailing via the relayhost isnt working. i tried following configs:
 "email" : {
           "user":      "",
           "password":  "",
           "host":      "mailrelayhost",
           "port":      25,
           "ssl":       false,
           "active":    true
        },

and
 "email" : {
           "user":      "",
           "password":  "",
           "host":      "localhost",
           "ssl":       false,
           "active":    true
        },

the first one generates following error:
{"type":"log","@timestamp":"2016-10-20T13:48:00+00:00","tags":["status","info","KaaE"],"pid":24848,"message":"Storing Alarm to ES with type:email_admin"}
{"type":"log","@timestamp":"2016-10-20T13:48:00+00:00","tags":["status","info","Kaae","email"],"pid":24848,"level":"error","message":"bad response on command 'RCPT': Temporary local problem - please try later","error":{"message":"bad response on command 'RCPT': Temporary local problem - please try later","name":"Error","stack":"Error: bad response on command 'RCPT': Temporary local problem - please try later\n    at module.exports (/opt/kibana/installedPlugins/kaae/node_modules/emailjs/smtp/error.js:3:13)\n    at response (/opt/kibana/installedPlugins/kaae/node_modules/emailjs/smtp/smtp.js:207:28)\n    at caller (/opt/kibana/installedPlugins/kaae/node_modules/emailjs/smtp/smtp.js:48:14)\n    at Socket.response (/opt/kibana/installedPlugins/kaae/node_modules/emailjs/smtp/smtp.js:181:11)\n    at Socket.g (events.js:260:16)\n    at emitTwo (events.js:87:13)\n    at Socket.emit (events.js:172:7)\n    at notify (/opt/kibana/installedPlugins/kaae/node_modules/emailjs/smtp/response.js:19:14)\n    at Socket.watch (/opt/kibana/installedPlugins/kaae/node_modules/emailjs/smtp/response.js:44:7)\n    at emitOne (events.js:77:13)\n    at Socket.emit (events.js:169:7)\n    at readableAddChunk (_stream_readable.js:153:18)\n    at Socket.Readable.push (_stream_readable.js:111:10)\n    at TCP.onread (net.js:536:20)","code":2}}

sending emails via sendmail on bash is working without any problems.
Greetings FLo

@fl0wx I wish I could help but this is more of a local settings issue - the error KaaE/emailjs receives from your server is bad response on command 'RCPT': Temporary local problem - please try later
You might want to try experiment with a small nodejs/emailjs script locally and once you get a working solution, I'd be happy to make it easy to configure in KaaE if needed?

@lmangani : i will try emailjs  - smtp cleint. is that the right one?
I will report to you, if i get a working example

Many Thanks!
We'll reopen this issue as soon as you have some data/examples we can integrate


Update rxjs peer dependency

When trying to update my packages via ng update @angular/core I get the following error:

Package "ngx-cacheable" has an incompatible peer dependency to "rxjs" (requires "6.2.0", would install "6.2.2")

Can you update package.json to use any version of rxjs 6?
Something like:
"peerDependencies": {
  "rxjs": "^6.2.0"
},

Sure thing, I will update that over the weekend. Thanks for reporting!


boost causes a linker error when building ledger

Is this maybe due to it being built statically? Why is it built statically in the first place? @cemkeylan
/usr/lib/gcc/x86_64-pc-linux-musl/10.0.1/../../../../x86_64-pc-linux-musl/bin/ld: /usr/lib64/libboost_filesystem.a(directory.o): relocation R_X86_64_PC32 against symbol `_ZN5boost6system6detail10cat_holderIvE24system_category_instanceE' can not be used when making a shared object; recompile with -fPIC
/usr/lib/gcc/x86_64-pc-linux-musl/10.0.1/../../../../x86_64-pc-linux-musl/bin/ld: final link failed: bad value
collect2: error: ld returned 1 exit status
ninja: subcommand failed

On a slightly off-topic note: I'd rather we get rid of boost entirely... It's huge and horrible.

CC @eudaldgr

Same error here.

Making boost build dynamically enables the ledger build to complete. :+1:

I have built it statically because I wasn't aware of programs that required boost to be built dynamically. Fixed :+1:


Getcash.js from factory isnt working

when I do it it removes cash numbe

Look in the top right

try again, a dialogue should open asking how much cash you want to add.

ok

If this has not worked I can push an update. Let me know.

ok

If this has not worked I can push an update. Let me know.

hasnt woked for me in a long time and the cypto one for cash just straight up kicks me out the game fyi

yeha

*yeah

pushing update.


wip: work on bumping KB

Things to do:

[x] Update ansible operator code based on https://github.com/kubernetes-sigs/controller-runtime/pull/2427
[x] Generate testdata
[x] Update documentation
[x] Add changelog/migration guide

Description of the change:
Motivation for the change:
Checklist
If the pull request includes user-facing changes, extra documentation is required:

[ ] Add a new changelog fragment in changelog/fragments (see changelog/fragments/00-template.yaml)
[ ] Add or update relevant sections of the docs website in website/content/en/docs

/hold
Please hold from reviewing.

Blocked by https://github.com/kubernetes-sigs/controller-runtime/pull/2427

Things left todo:

Fix error checking during OLM install command. The API groups should unwrap and verify the Discovery error passed down by controller-runtime.
Verify linter, and make sure it passes.
Verify documentation is upto date.

I haven't been able to prioritize this PR immediately, should have it moving sometime next week.

@Neo2308 @bshephar I've been distracted with other priorities, and could not get the time to finish this. Would any one of you like to take this over and push it to the finish line? The work is almost done, just need to debug the two scorecard tests, which is causing e2e tests to fail. If you are comfortable, please let me know. I'll add you as a collaborator in this PR. Thank you!

@varshaprasad96 raised a PR to this branch with the fix for scorecard. (Tested for go e2e)

@Neo2308 I have merged your pull request.

To fix the sanity: Can you bump the local operator-sdk version which you have to the latest (1.31) and run make generate. That should fix the diffs.
To fix unit tests: The new handler package in ansible is using envtest binaries. The KUBEBUILDER_ASSETS var should be set to point to the right location where binaries are downloaded using setup-envtest.  Similar to how it is done here: https://github.com/operator-framework/operator-sdk/blob/e67da35ef4fff3e471a208904b2a142b27ae32b1/Makefile#L169. Either we can set this up before calling the unit test target, or remove the handler tests package from in here and have it tested separately.

Thanks for working on this!
Let me add you as a collaborator, so you can push directly to this branch.

@varshaprasad96 raised a PR to this branch with the fix for unit & sanity tests.
Need help on fixing the e2e tests.

@Neo2308 Thanks for the fix. Looking into the CI, it seems like the e2e tests are failing on the run packagemanifests tests for OLM. Before we start looking into it and figure out the issue, I'm wondering if it is even required. Packagemanifests have been deprecated for long, are not being used widely, since folks have moved to using operator bundles. So it should be fine to remove them. I've created a slack thread to confirm with other maintainers: https://kubernetes.slack.com/archives/C017UU45SHL/p1694445066414709

@varshaprasad96 did we hear back on the slack thread? I dont have access to this slack organisation.

@Neo2308 I have not received any reply on this. But to unblock this, I'd say to proceed with removing tests for package manifests but ensure that run bundle works as expected. Those can be added back in, if there is any strong opinion against removing them during reviews.

@varshaprasad96 could you take this up since I am not sure what exactly needs to be removed?

/assign @oceanc80

@varshaprasad96 / @oceanc80 What are the next steps here? Is there something I can help with?
Considering that k8s 1.29 is scheduled to be released this week, we would be 3 versions behind the master.

@varshaprasad96 could we close this PR since its been covered in https://github.com/operator-framework/operator-sdk/pull/6613 and available in https://github.com/operator-framework/operator-sdk/releases/tag/v1.33.0


Add gradient_check.check_double_backward in reference

Rel. 5408.
This PR adds gradient_check.check_double_backward to the reference.

Jenkins, test this please.

Jenkins CI test (for commit 68f8ad74ccefb6890ecc54129b34f2e20dda336c, target branch master) failed with status FAILURE.
(For contributors, please wait until the reviewer confirms the details of the error.)

Jenkins CI test (for commit 68f8ad74ccefb6890ecc54129b34f2e20dda336c, target branch master) failed with status FAILURE.
(For contributors, please wait until the reviewer confirms the details of the error.)


card action trigger: typo

event/dispatcher/callback/model.go
CardActionTriggerReponse struct should is CardActionTriggerResponse?

branch is : v3_main

yes, got it.


nhentai has some flaws in the chapter images

Extension information
nhentai
Steps to reproduce
The images are not displayed when watching a chapter, currently the jimov api with nhentai already has the images ready and it is not necessary to make the change in the extension code.
I attach the link of an example https://jimov-api.vercel.app/manga/nhentai/chapters/418117
Miru version
v1.7.1
Other details

Acknowledgements

[X] I have searched the existing issues and this is a new ticket, NOT a duplicate or related to another open issue.

@OshekharO


Support chain commands / viewing command string by default?

https://github.com/tony/libtmux/pull/79#issuecomment-343349939
This could have a potential break in the API, commands would be required to have .execute() to run.
On the other hand, you would be able to view and even alter the raw string output of the command before running it. Highly valuable for debugging.
But it gets better, this could allow the use of chained commands separated by semicolons. This could substantially improve the performance of libtmux and tmuxp downstream.
Any feedback would be appreciated. I don't like breaking API's, but this seems like one that could be worth the investment.

One thing that'd have to be careful about with this is traversals breaking.
Methods may have to be separated between commands and traversals (moving between/up/down/searching tmux objects)
Depends on how it's implemented


Remove linebreak limit & fix font-width disparity

This PR is probably not ready to merge, but I'm sharing it here to make the information public for anyone else facing text-alignment issues...
This PR has 2 main changes.

I changed breakRowWidth from 1000 to 10000, just to bypass the line-wrap that occurs on long lines
I removed the logic inside fontstash.h which rounds the glyph width of each character to the nearest integer, to be more accurate with what the FontMetrics package (and the canvas implementation, based on your testing as we discussed in Slack) gives us. It isn't perfect, there's still some inaccuracies, but it's "good enough" for my personal projects (QuillEx & Flamelex). It seems perfect for monospaced fonts with no spacing, but some other fonts e.g. Roboto-Regular and fira-code (which is actually monospaced, but maybe has extra spacing between letters??) it's still a tiny bit off.

The calculation is still not perfectly the same as FontMetrics:
int font = nvgCreateFont(vg, "sans", "./IBMPlexMono-Regular.ttf");
nvgFontSize(vg, 24.0f);
char text[] = "LukeLukeLukeLuke";
float widthLuke = nvgTextBounds(vg, 0,0, text, NULL, NULL);
printf("Luke width: %f", widthLuke);

Gives a value of width: 230.399963, whereas FontMetrics gives:
iex(4)> FontMetrics.width("LukeLukeLukeLuke", 24, m)
236.30769230769232

However, I guess that somehow this is at least "good enough" for me eye-balling the text alignment.

I figured out the remaining error.
fontstash is pre-calculating the xadv for each character based on the bounding box from the font (which is based on integers), then multiplying by the scale factor, resulting in a float. But that float is then cast into a short (integer) and stored into the fontstash, creating a rounding error per character.
So, please make the folllowing updates, all in fontstash
Line 386
	short xadv,xoff,yoff;

Should become
	short xoff,yoff;
	float xadv;

Line 1158
	glyph->xadv = (short)(scale * advance * 10.0f);

should become
	glyph->xadv = scale * advance * 10.0f;

This completely fixes the rest of the errors for me. Yay!

Hey Luke. As we discussed in Slack, please remove the line break change. I think that should become a new :line_break style that gets added to v0.12
Would also need testing in the remote driver which I'm not prepared to do right now...

Removed line-break change
added your additional integer cast error fixes

It now renders very nicely, as discussed it still seems like we get some tiny differences when computing the widths. I have a local nanoVG where I'm just compiling a pure C app which is how I was able to get it to print the values out, my nanoVG code looks like this:
// in the initialization section
int font = nvgCreateFont(vg, "sans", "./IBMPlexMono-Regular.ttf");

// then, inside the drawing loop...
        nvgFontSize(vg, 24.0f);
        char text[] = "LukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLukeLuke";
        float widthLuke = nvgTextBounds(vg, 0,0, text, NULL, NULL);
        printf("Luke width: %f", widthLuke);

This prints Luke width: 1612.801636
When I use FontMetrics.width/3, it gives 1612.8... good enough for me :P


[A11y] Supports links inside ListTile

b/245911732
Steps to reproduce
import 'package:flutter/material.dart';

void main() {
  runApp(MaterialApp(
    home: Scaffold(
      body: Center(child: CheckboxListTile(
        value: false,
        onChanged: (_) {},
        title: Text.rich(TextSpan(
          children: [
            TextSpan(text:'before'),
            WidgetSpan(child: TextButton(child: Text('link'), onPressed: (){}, )),
            TextSpan(text:'after'),
          ]
        )),
      )),
    )
  ));
}

run the app with talkback or voiceover.

Expected results
The link should have its own semantics node.
Actual results
The entire checkboxlisttile is merged into one node, and the link widget is always at the end of the label.
Logs

Logs

<!-- Paste your logs here -->

Flutter Doctor output

Doctor output

<!-- Paste your output here -->

Will be out of office for about one month. Here's an update (just in case anyone will handle this issue next):
Tried to replace the MergeSemantics in CheckboxListTile with Semantics(container: true) but the semantic flags in Checkbox cannot merge into CheckboxListTile Semantics node and will break the CheckboxListTile test in dev/a11y_assessments/test/accessibility_guideline_test.dart.(draft pr: #131709).

Code sample

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

void main() => runApp(const CheckboxListTileApp());

class CheckboxListTileApp extends StatelessWidget {
  const CheckboxListTileApp({super.key});

  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      theme: ThemeData(useMaterial3: true),
      home: const CheckboxListTileExample(),
    );
  }
}

class CheckboxListTileExample extends StatefulWidget {
  const CheckboxListTileExample({super.key});

  @override
  State<CheckboxListTileExample> createState() => _CheckboxListTileExampleState();
}

class _CheckboxListTileExampleState extends State<CheckboxListTileExample> {
  bool checkboxValue1 = true;

  @override
  Widget build(BuildContext context) {
    debugDumpSemanticsTree();
    return Scaffold(
      appBar: AppBar(title: const Text('CheckboxListTile Sample')),
      body: Column(
        children: <Widget>[
          CheckboxListTile(
            value: checkboxValue1,
            onChanged: (bool? value) {
              setState(() {
                checkboxValue1 = value!;
              });
            },
            title: Text.rich(TextSpan(
                children: <InlineSpan>[
                  const TextSpan(text: 'before'),
                  WidgetSpan(child: TextButton(child: const Text('link'), onPressed: (){},)),
                  const TextSpan(text: 'after'),
                ]
            )),
            subtitle: const Text('Supporting text'),
          ),
        ],
      ),
    );
  }
}

Semantics tree
flutter: SemanticsNode#0
flutter:  │ Rect.fromLTRB(0.0, 0.0, 1600.0, 1200.0)
flutter:  │
flutter:  └─SemanticsNode#1
flutter:    │ Rect.fromLTRB(0.0, 0.0, 800.0, 600.0) scaled by 2.0x
flutter:    │ textDirection: ltr
flutter:    │
flutter:    └─SemanticsNode#2
flutter:      │ Rect.fromLTRB(0.0, 0.0, 800.0, 600.0)
flutter:      │ sortKey: OrdinalSortKey#d53cd(order: 0.0)
flutter:      │
flutter:      └─SemanticsNode#3
flutter:        │ Rect.fromLTRB(0.0, 0.0, 800.0, 600.0)
flutter:        │ flags: scopesRoute
flutter:        │
flutter:        ├─SemanticsNode#7
flutter:        │ │ Rect.fromLTRB(0.0, 0.0, 800.0, 56.0)
flutter:        │ │
flutter:        │ └─SemanticsNode#8
flutter:        │     Rect.fromLTRB(270.0, 14.0, 530.0, 42.0)
flutter:        │     flags: isHeader
flutter:        │     label: "CheckboxListTile Sample"
flutter:        │     textDirection: ltr
flutter:        │
flutter:        └─SemanticsNode#4
flutter:          │ Rect.fromLTRB(0.0, 56.0, 800.0, 127.0)
flutter:          │ actions: tap
flutter:          │ flags: hasEnabledState, isEnabled, isFocusable
flutter:          │ label:
flutter:          │   "before
flutter:          │   after
flutter:          │   Supporting text"
flutter:          │ textDirection: ltr
flutter:          │
flutter:          ├─SemanticsNode#5
flutter:          │   Rect.fromLTRB(68.1, 8.4, 124.1, 40.4)
flutter:          │   tags: PlaceholderSpanIndexSemanticsTag(0)
flutter:          │   actions: tap
flutter:          │   flags: isButton, hasEnabledState, isEnabled, isFocusable
flutter:          │   label: "link"
flutter:          │   textDirection: ltr
flutter:          │
flutter:          └─SemanticsNode#6
flutter:              Rect.fromLTRB(744.0, 19.5, 776.0, 51.5)
flutter:              actions: tap
flutter:              flags: hasCheckedState, isChecked, hasEnabledState, isEnabled,
flutter:                isFocusable
flutter:

For the next step, we need to investigate why the checkbox semantics node doesn't merge to the CheckboxListTile's semantics node. One reason that we thought was the conflict between ListTile's onTap and Checkbox's onTap, but even I assigned a null to one of the onTap, the Checkbox semantics flags still cannot be merged up.
The other direction that we can try is to try to add an override method describeSemanticsConfiguration method in the custom renderer class in ListTile, then merge leading, title, subtitle and trailing. But not sure if this can fix the problem.
CC: @chunhtai

@QuncCccccc are you guys working on this?


Loading models trained in PyTorch

Hello,
I trained my model in python using PyTorch and now I want to make inference in cpptorch. I am not quite sure how to load my model. I tried saving my model using torch.save_state_dic() and then loading the file using code you provided but i got this error:
/home/aytop/Downloads/cpp-torch/src/loader.cpp:203: std::shared_ptrcpptorch::object object_loader::read_object(std::istream&): Assertion `0' failed.
Aborted (core dumped)
Any advice?

This repo is c api for Torch7. PyTorch is the python implement instead of Lua.
You need Caffe2 to deploy your PyTorch trained model.


lmao pussies

yall discontinued the project for "whitehat".  Am I the one destroying innocent people's lifes and stealing their money? And even being proud of that?  Just leave us alone dude. You are the only p6ssy hiding behind a monitor and stealing people's data/money.

That's be the of DamagingRose for a specific time. hope you all can understand that, we don't want to be the reason why peoples data/money is being stolen. And after I heard what my community talk about and how they see the world and threat other people, I don't want to create projects or a community for/with these people anymore.

fr bro is scared to send his loc 😹😹‼🔥 pussssies ‼🗣🔥😹


Make @ReflectableClass a @Repeatable annotation

This would make @ReflectableClass more convenient to use.

Requires v1.3.0 of https://github.com/formkiq/graalvm-annotations-processor

Added to v1.2.0