command 'completion.openUserDict' not found

Just installed, coming across this error:
command 'completion.openUserDict' not found
(VS Code 1.25, Windows 10, large custom word file)

Could you please go to menubar>help>toggle developer tools to see whether there is any error message?

Error Message
Error: command 'completion.openUserDict' not found
at t._tryExecuteCommand (commandService.ts:57)
at commandService.ts:50
at n.Class.derive._oncancel.then (winjs.base.js:1581)
at t.executeCommand (commandService.ts:50)
at t.run (actions.ts:204)
at t.run (actions.ts:252)
at commandsHandler.ts:306
at n.Class.derive._oncancel.done (winjs.base.js:1539)
at Object.g [as _notify] (winjs.base.js:1195)
at Object.enter (winjs.base.js:867)
at n.Class.derive._oncancel._run (winjs.base.js:1083)
at n.Class.derive._oncancel._completed (winjs.base.js:1051)
And upon clicking the 'more info' arrow:

e.onDidNotificationChange
@
notificationsAlerts.ts:40

(anonymous)
@
notificationsAlerts.ts:28

e.fire
@
event.ts:140

e.notify
@
notifications.ts:127

e.error
@
notificationService.ts:61

t.onError
@
commandsHandler.ts:325

(anonymous)
@
commandsHandler.ts:310

done
@
winjs.base.js:1393

(anonymous)
@
commandsHandler.ts:306

done
@
winjs.base.js:1539

g
@
winjs.base.js:1195

enter
@
winjs.base.js:867

_run
@
winjs.base.js:1083

_completed
@
winjs.base.js:1051

I don't know why from the error message. Could you please try to

uninstall this extension
restart vscode
reinstall this extension

I guess some of the extension files are missing.

I have:

Clicked the uninstall button
Clicked the reload button
Found extension and clicked install button
Clicked reload button
Tried command again
Same error :(

Oh, I guess I know the reason. This extension will only be activated if you open a Markdown/LaTeX/HTML file. Try open such a file at first and then execute that openUserDict command.

Unfortunately, I was in a .tex file at the time, and I have also verified that it doesn't work for html.

Are word completions work well?

Standard word completions were working absolutely fine, are no longer. No idea why.

I also have no idea... 😔
Maybe you can try to install the latest build from here

Sorry it's taken a while. I'll try to test this by the end of the week :)

It works!
No further issues so far :)

@yzhang-gh I'm getting this issue again :( the same presentation as previously, new computer.

I noticed a weird problem recently (the extension is running and openUserDict also works, but no completion at all). I suspect the Settings Sync extension did something wrong.
However, reinstalling this extension solved my problem. I would suggest reinstalling it and see whether it is still broken.

I haven't got the settings sync extension, so I don't think that has anything to do with my particular case, and I've reinstalled it and unfortunately that hasn't helped. Even disabling all other extensions didnt.

Could you run show running extensions in the command palette to see whether this extension is activated?
And please also check the developer console in case there is some useful information.


configurable template urls

Hi!
I've moved the urls for gallery and silder template into ionGalleryConfig to allow use of custom templates.
Hope you like it.

Looks good. Will this mess up with angular template cache if the templates are served differently ?
I will have a quick round of testing later before merging.

Did you find any problems? Works fine for me! No problems with template cache so far.

I did a small set of tests and no issue at all. Will be merging this 🚢

Hi Guys, I'm trying to add a custom button but not having much luck. If I edit the default slider.html, the changes are not reflected in my app. If I change the template_slider config to a different slider file, it does not work. Appreciate any help as would love to use this plug-in but really need get a custom button on the slider. cheers

If you do change the template_slider, you have to rebuild the .min files with gulp. As for this PR, you just need to pass down to the props the template, as explained in the Readme. Any errors in the console ?

Thanks Pedro.
On a bit of a learning curve with directives.
I have been able to add a button to the slider html.
You need to include the relative path to get this working.
For me, it's like the below:
// values for ion gallery
ionGalleryConfigProvider.setGalleryConfig({
                      action_label: 'Close',
                      //template_gallery: 'gallery.html',
                      //template_slider: 'slider.html',
                      template_gallery: '../../assets/lib/ion-gallery/src/templates/tGallery.html',
                      template_slider: '../../assets/lib/ion-gallery/src/templates/tSlider.html',
                      toggle: false,
                      row_size: 3,
                      fixed_row_size: true
});

Example below of adding a button to the end of the slider. I'm having problem getting the padding working on right hand side buts its a start:

{{::actionLabel}}

<ion-slide-box does-continue="true"
               active-slide="selectedSlide"
               show-pager="false"
               class="listContainer"
               on-slide-changed="slideChanged($index)">
  <ion-slide ng-repeat="single in slides track by $index">

      <ion-scroll direction="xy"
                locking="false"
                zooming="{{ionZoomEvents}}"
                min-zoom="1"
                scrollbar-x="false"
                scrollbar-y="false"
                ion-slide-action
                delegate-handle="slide-{{$index}}"
                overflow-scroll="false"
                >

 0"
            class="image-subtitle"
            ng-show="!hideAll">

        <button class="button button-block button-positive select-button"
                ng-click="">
                Select
        </button>

      </ion-scroll>

    </ion-slide>
</ion-slide-box>

This kinda leads me to the next thing, does anyone have example of injecting scope and adding custom function inside this directive. I take any changes to the js files require the .min file to be rebuilt with gulp?


Update to a consistent Node version

Codecov Report

Merging #668 (21359c5) into master (b13bba0) will not change coverage.
The diff coverage is n/a.

:exclamation: Your organization is not using the GitHub App Integration. As a result you may experience degraded service beginning May 15th. Please install the Github App Integration for your organization. Read more.


Require consumers to pass v2 format vs internalizing normalizing the lint results per library.

Right now we try to internalize the normalizing of lint results into v2 format. This is nice for the consumer, but does constrain us to take on the burden of ensuring multiple formats are adapted to v2. It makes much more sense, and is much more flexible, for us to define the required format, and to require consumers to convert their lint results into that format.
This will better allow consumers other than those currently supported (eslint and ember-template-lint) to use this library.

Implemented.


fix parsing timestamp strings

Fixes #161
By defautl dayjs parse strings as isoDate. If the string only contain
digits, we can assume it is a timestamp and convert it to number before
giving it to dayjs for parsing.

Looking more into it, it does conflict with the dayjs case where you give the string '2005' and it return january 1st 2005.

Hey, and thanks for taking a look at this! I believe had something similar in earlier version of the plugin, i.e. a more intelligent time format detection. Unfortunately, some users reported issues like the one you noticed as well.
Instead of detecting the format, I'm thinking maybe we should look into defining the format explicitly. Do you have any thoughts on #165? Specifically, if you think it would solve your use case?

Yeah it look like the same kind of problem.
I will have a look at it but it's a little bit more involved than my current proposition. I will need some time to setup a proper dev env, unit tests won't suffice and I don't know grafana plugin developement.
I feel you could have a "custom time" type that open a modal with the all the knobs to set it up to your needs. I don't know if the grafana ui tools allow this kind of stuff.

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.ABegon seems not to be a GitHub user. You need a GitHub account to be able to sign the CLA. If you have already a GitHub account, please add the email address used for this commit to your account.You have signed the CLA already but the status is still pending? Let us recheck it.

This plugin is now in maintenance mode, no new features will be added. We recommend using the Infinity data source plugin instead.


Menu disappears/won't appear on Release Notes focus

I'm using Linux Mint 16.04 and the latest VSCode.
When focus is on Release Notes, the menu disappears and the hotkey does not make it reappear.
I do not know why the menu must disappear or how much programming went into making it (not) work this way, but I would argue that it is better if you could use the menu while reading the release notes.
This has only been tested with regular files already open when the release notes appear.

(Experimental duplicate detection)
Thanks for submitting this issue. Please also check if it is already covered by an existing one, like:

Link to new settings from Release Notes (#63301)

Nope. But it's clear that the release notes were programmed like they were old school easter eggs. Also, instead of a bot looking for dupes, maybe offer a better way for issue submitters to pre-organize their issue better suited to how you handle areas of concern. Try attacking the problem from the other end.

@mjbvz Webviews are eating alt-key press

This seems to be caused by the menubar ModifierKeyEmitter class listening for alt key presses using domEvent(document.body, 'keydown'). Our webview implementation has to re-dispatch all keyboard event, but it does so using the keybinding service. This means that the keydown event for alt key presses never triggers ModifierKeyEmitter.
@bpasero or @sbatten Any ideas on how we can workaround this?

@mjbvz so only commands with keybindings will be received outside of the webview when one is focused?

The webview converts key presses into commands. The raw key presses themselves however are captured by the webview. I tried rebroadcasting the key press events using dispatchEvent but it didn’t work properly

Never mind, 8009f4e  doesn't seem to fix this properly

using mnemonics in webviews works, alt focusing does not. as a workaround use alt+f to get to the menu or focus outside of the webview such as the sidebar or panel.


Restricting Characters?

I have an issue where my code blows up when right single quotes get put into the database.
Smith’s Mill Road

Unfortunately, my db driver is the root cause of this, not returning certain characters from the database to PHP correctly.  I'm eventually switching out the database, but I'm stuck on accessing SQL Server from Linux for right now (yuck).
Anyways, is there a way to restrict what characters are populated into db fields?  That would be the quick fix for my issue at this point.

preg_replace()?
It's not in the scope of Faker to handle escaping for all platforms/softwares.

Thanks, I can use that for sure!


Fixed NPE in PidToIBaseResourceProcessor

Fixes #2954

Heya!  Then the auto-merge should kick in :) Thanks for the contribution!

@tadgh Thanks for the approval. We're just waiting for the CI to finish so it'll merge. Could you take a look at #2965 too? It's very similar.


POC

A first prototype for vault-secrets-reloader for deployments, findings and issues are addressed in issue #1 .
Steps for trying out locally

Prepare a kubernetes cluster (recommended with Docker desktop or kind)
Start the operator either with make up from the operator repo locally, or via Helm:

helm upgrade --install vault-operator ~/Github/bank-vaults/vault-operator/deploy/charts/vault-operator \
    --set image.tag=latest \
    --set image.bankVaultsTag=latest \
    --set image.pullPolicy=IfNotPresent \
    --wait

Create the namespace vswh (kubectl create namespace vswh)
Create a Vault instance with kubectl apply -f test-cr.yaml
Install the webhook:

helm upgrade --install vault-secrets-webhook charts/vault-secrets-webhook \
    --set replicaCount=1 \
    --set image.tag=local \
    --set image.pullPolicy=IfNotPresent \
    --set configMapMutation=true \
    --set deploymentSecretSync=true \
    --set configmapFailurePolicy=Fail \
    --set podsFailurePolicy=Fail \
    --set secretsFailurePolicy=Fail \
    --set vaultEnv.tag=latest \
    --namespace vswh

Apply the test deployment: kubectl apply -f test/deploy/test-deployment-reload.yaml
Build the reloader image (make docker-build) and start it with make deploy
Check if the secret vault-secrets-reloader-hashes in namespace vswh got been created and filled with data
Start port-forwarding Vault: kubectl port-forward vault-0 8200:8200 and in another terminal instance, export some important envs that the CLI tool needs:

export VAULT_TOKEN=$(kubectl get secrets vault-unseal-keys -o jsonpath={.data.vault-root} | base64 --decode)

kubectl get secret vault-tls -o jsonpath="{.data.ca\.crt}" | base64 --decode > $PWD/vault-ca.crt
export VAULT_CACERT=$PWD/vault-ca.crt

export VAULT_ADDR=https://<IP_ADDRESS>:8200

Now change a secret in Vault in the same terminal window: vault kv patch secret/mysql MYSQL_PASSWORD=updated3xtr3ms3cr3t
The test deployment should be restarted soon, with the new secret is present in its logs
You can clean up after the reloader with make undeploy

We moved past of this implementation with the POC 2.


Add extension to describe generics

In JSON Schema/Swagger/OpenAPI you cannot define generics or templates, see: https://github.com/OAI/OpenAPI-Specification/issues/957
This is a proposal how to implement generics with custom extensions.
Define a schema with generic parameters:
{
    "type": "object",
    "title": "KeyValuePair",
    "properties": {
        "key": {
            "x-generic": "TKey"
        },
        "value": {
            "x-generic": "TValue"
        }
    }
}

Usage of the generic schema in a property:
{
    "properties": {
        "myPairProperty": {
            "x-generics": {
                "TKey": {
                    "type": "string"
                },
                "TValue": {
                    "type": "number"
                }
            },
            "oneOf": [
                {
                     "$ref": "#/definitions/KeyValuePair"
                }
            ]
        }
    }
}

[ ] x-generic defined on JsonProperty: Defines a generic property (if one property has x-generic set, then the property and schema is generic). If the processor understands x-generic, it will ignore all other properties and instead replace the schema with the specified one. Otherwise you can define a default schema for processors which do not support this.
[ ] x-generics defined on JsonSchema4: Defines the type of the generic parameters (i.e. an instance of the generic schema). If the property schema is generic, then all generic parameters from the generic schema must be defined in x-generics.

Update ActualPropertySchema (just for generator): Create copy of generic schema, replace the type parameters, and return it...

[ ] Update JsonSchemaValidator

It’s important to note that this will only work with the complete NJsonSchema/NSwag toolchain and will probably break or yield wrong results when used with other tools. Ideally we’d also generate a reasonable fallback with eg any typing etc...

How should multiple generic parameters be handled with that schema definition?

Yes, you would have multiple entries in the "x-generics" object.

I've updated the sample

@RicoSuter I think this would be a really good thing to add actually. Happy to help out if I can commit some time.
I had a very complicated object I needed to deal with on the typescript side with multiple generics, and it really doesn't work well. I don't think it matters that this concept would only work within the NSwag toolchain - people would definitely make use of it.

Is there any progress on this issue?

Is there any progress on this issue?

I am wondering the same.

Is there any progress on this issue?

The answer is no there is no progress :-)... not planned as it is very custom to the NJsonSchema/NSwag toolchain - main recommendation is to avoid generics because other tools will not understand it.

Was looking into generics and JSON schema recently and found this:
https://gist.github.com/kevinswiber/4ee078f7bee175852587aca738377168#file-page-schema-json-L32
Apparently generics can be supported using $dynamicRef, $dynamicAnchor and multiple schemas.
I'm not entirely sure how difficult this would be to implement, but I believe it may be possible to add generic support without going against the specification of OpenAPI, even if other generators don't have this implemented.
Interested to hear others' thoughts.

because other tools will not understand it.
IMHO this is bad argument, since each and very OpenAPI tool works in a very different way, and none of them fully support all aspects of the OpenAPI on different platform. NJsonSchema and NSwag are from .net world, so they should support generics, because its native of the platform.

How is this still an issue in 2023 9 years after the first request for generics in the OpenAPI spec that basically all languages support or could just use object?
You should be able to define Page as a schema type, and to be valid, everywhere it's referenced should have to provide the ref/concrete type to TResult.
And that should be it.  NSwag shouldn't have to be doing this, this should just be part of the OpenApi spec.  But like Enums that it still has a mess of, this still isn't supported.
This is literally why people create new competing standards: Basics broken.


fixed some deprecated methods

Hey Mike,
I heard about this project on Fragmented and was looking through it when I noticed some deprecated methods. I swapped them out with what I've found to be the successors.
I'm fairly new at Android and Git so if I've missed something please let me know.
Thanks

Thanks a bunch, I was planning on updating this project soon (to add all the fun stuff they just released).  I am sure I will accept this request, but just need to find the time to review it and stuff.
Totally appreciate the code help!

Need to get that CI working (It was never working, this build didn't work before).  Cheers, and thanks again.

I won't lie, I saw the build fail and went into a little bit of a panic mode thinking I submitted something broken!  I tried searching it up like crazy, but couldn't seem to get it working even locally.  From what I found it is something to do with a git ignore on the /gradle/wrapper/gradle-wrapper.jar.
This StackOverflow might be a help

Ha, I probably should disable that.  I haven't been working on this project much (and was playing with Circle here, in anticipation of a work project).
I generally polish the project in advance of me presenting on this topic, which I will be doing in Apr, so will be spending a bit of time to get this updated.
Once again appreciate your commit (sorry to freak you out, ;-) ).


Important improvements

Use case
Hello, I'm a Flutter developer, and this is my sixth year using Flutter.
Most required features for any app in Flutter are found on pub.dev, which is good sometimes but mostly bad. Why?
Most times, we struggle to find the right packages that fit our needs and are also up-to-date, which should be built-in with Flutter. For example:

Permissions
Camera
Contacts
App as bubble
Audio recording
etc.

All these features should be built into Flutter because they are essential for any app. Why should we struggle with package developers and beg them to update their packages? For instance, managing contacts—there are no new packages available, and existing ones are outdated and unreliable.
Also, every time a new Flutter version is released, many of us struggle with packages that stop working. We end up having to plead with package developers to update their packages or modify them ourselves.
The only solution for now is to create our own packages and develop them natively, which is bad because most of us chose Flutter for its cross-platform capability and because it made our lives easier for app development.
If the Flutter team added paid packages, ensuring they are continuously updated and work flawlessly without delays for our projects—instead of waiting for package developers to update it or modifying packages ourselves—it would be great and much better for most of us.
Thank you.
Proposal
This has to be provided by Flutter directly.

All these features should be built into Flutter because they are essential for any app.

This is not entirely accurate. Even the native development frameworks do not include all these features because they should be opt-in. The libraries are available to be used when they are needed, which is what flutter does.

For instance, managing contacts—there are no new packages available, and existing ones are outdated and unreliable.

There seems to be one that is still being updated. See https://pub.dev/packages/flutter_contacts

Also, every time a new Flutter version is released, many of us struggle with packages that stop working. We end up having to plead with package developers to update their packages or modify them ourselves.

This is not an issue specific to flutter. This is the nature of software development in general. There will always be updates that break existing implementations if packages are not kept up to date.
Moreover, the flutter team maintaining everything within the framework would take up too much engineering effort and time which would affect work that needs to be done in other areas.
All in all, this is not a feasible proposal as such I'll be closing it.
You may start a discussion on the flutter discord if you are so inclined.
Thank you


Backticks and apostrophe usage in markdown, general observation and recommendation

Recommendation: In markdown text where the intention is to allow 'type text' or other autotype-into-VM features, it is likely more standard to format using the 'backtick' (on US keyboard, the key w/tilde and backtick) as opposed to the apostrophe (US keyboard = quotation mark and apostrophe).
The reason for this is various ALH's may have their own proprietary methods to allow 'typetext', however methods that are more generic - such as Github's method - are more likely to be ALH-agnostic, and also not require as much manual or other re-formatting by ALHs.
In most places where a student might need to type something into the VM, it appears no backticks are in use at all, for example:

In the Scrap percentage field, enter 30.

This would preferably be formatted like so:

In the Scrap percentage field, enter 30.

In other places it appears an attempt was made to use apostrophes (with slash character to prevent display) in particular in https://github.com/MicrosoftLearning/MB-335-Dynamics-365-Supply-Chain-Management-Expert/blob/master/Instructions/Labs/M3 Implement production methods_1B.md (but also in other docs) for example as  seen in Exercise#7:
Currently looks like:

In the Product number field, enter or select 'P6100'.

In the Product name field, enter or select 'Orange Juice'.

In the Search name field, enter or select 'Orange Juice'.

In the Item model group field, enter or select FEFO.

Preferably formatted like:

In the Product number field, enter or select P6100.

In the Product name field, enter or select Orange Juice.

In the Search name field, enter or select Orange Juice.

In the Item model group field, enter or select FEFO.

(example of formatting, stuck in a code block to defeat GH editor auto-formatting)
**`P6100`**

Thanks for reporting this on GitHub! Module 3 / Case study 1B / Exercise 7 Step 3-6. We are reviewing this and will provide an update once a resolution is in place.

Thanks again for providing insight on this. The tick marks have been removed to avoid confusion.


using pulse sensor with ATtiny85 chip

Hi there, I am planning to use the Pulse sensor on attiny85 chip. But looks like the code uploaded online have to be modified due to the fact that attiny85 does not have timer2 and serial communication. With added serialsoftware, I am able to serialprint words to the serial monitor with the Attiny85 chip, so im quite sure my code there has no problem. But for the timer2 to be modified as timer1, I am not sure the codes that I found online is correct or not. I tried to serial print the BPM but not luck. Can anyone help Please ?

timer1 pulse rate.txt

Hi diontan524,
That looks great! I will give your code mod a test run on the ATtiny85 that I have, and add notes to our master branch (and credit you) when I get it working. Do you have your version posted on a repo somewhere?

Nope i have not post this anywhere else. Thank you guys and hope to hear
from u soon.
On Feb 22, 2017 12:52 AM, "Joel Murphy"<EMAIL_ADDRESS>wrote:

Hi diontan524,
That looks great! I will give your code mod a test run on the ATtiny85
that I have, and add notes to our master branch (and credit you) when I get
it working. Do you have your version posted on a repo somewhere?
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
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.

anyone has any solution yet ?

Hi,
I have an ATtiny, but it is on a Digitspark, and in order to use it on my mac I need an external USB hub thing. Please give me some time to get it all together.
In the meantime, you can use the example that is at the bottom of the Timer Interrupt Notes tab. That shows how to set up a software timer to sample the pulse sensor data.

I think it can use arduino to program it. That's the way I do it, by setting the arduino as ISP

Yes, I think that would work. My only ATtiny is attached to this digispark USB board. It already has the bootloader on it, etc.

I see... Is it doable? I found many websites already unfortunately non of
them solve this :'(
On Mar 1, 2017 11:54 PM, "Joel Murphy"<EMAIL_ADDRESS>wrote:

Yes, I think that would work. My only ATtiny is attached to this digispark
USB board. It already has the bootloader on it, etc.
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Is it possible for you to use the software timer?
I do know of someone who is using it. Have not been in touch with them in a while...

Is it a library ? I heard the previous pulse sensor code is run by using
timer 1 before it was changed to timer 2. Is it true ?
On Mar 2, 2017 12:14 AM, "Joel Murphy"<EMAIL_ADDRESS>wrote:

Is it possible for you to use the software timer?
I do know of someone who is using it. Have not been in touch with them in
a while...
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.

Please check the Timer Interrupt Notes tab in this repo. At the end, it describes how to modify the code to use a software timer. It is not a library.

I have updated the Timer Interrupt Notes page here
https://github.com/WorldFamousElectronics/PulseSensor_Amped_Arduino/tree/master/PulseSensorAmped_Arduino_1.5.0
There are Interrupt setup notes for ATtiny 85 running at 8MHz and also at 16MHz. They reference the Adafruit GEMMA and TRINKET. They are tested and they work.
What speed master clock are you using?
I have an original Digispark, Kickstarter Edition board. It runs at 16.5MHz, which makes the timer interrupt kind of messy.

ATtiny by default is 1Mhz, but I set and run it at 8Mhz
On Mar 4, 2017 2:35 AM, "Joel Murphy"<EMAIL_ADDRESS>wrote:

I have updated the Timer Interrupt Notes page here
https://github.com/WorldFamousElectronics/PulseSensor_Amped_Arduino/
tree/master/PulseSensorAmped_Arduino_1.5.0
There are Interrupt setup notes for ATtiny 85 running at 8MHz and also at
16MHz. They reference the Adafruit GEMMA and TRINKET. They are tested and
they work.
What speed master clock are you using?
I have an original Digispark, Kickstarter Edition board. It runs at
16.5MHz, which makes the timer interrupt kind of messy.
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BUG-114648 API Mock tests for Attach/Detach Resources to Environment

Please review it.

test case is added
and 3. test case will be added in the next task: https://hortonworks.jira.com/browse/BUG-114651


Add open sandbox command

Adding 1 command : osand
This command open the Simulator sandbox folder of the app in Finder.

I missed this pull request when it came in.
I just compared this command to pdocspath, and the results are the same.
pdocspath calls NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, …), and at least for Simulator apps this is the same as calling NSHomeDirectory().
Thanks for the pull request, but since this is already provided by Chisel, I will close it.


zsh: how to exit terminal other than exit to bash?

I added  if [ -t 1 ]; then exec zsh fi in $HONE/.bashrc and it worked well in startup, i.e. start zsh automatically.
But question is, every time I exit in zsh, it exits to bash. not exiting the terminal. So I have to exit twice.
I think I've read the solution somewhere, I searched for quite a lot time, but I couldn't find it now.
I use ConEmu, perhaps related to the software's feature?

Make zsh default shell.

Instead of running zsh from your bashrc, change your default shell via chsh:
https://linux.die.net/man/1/chsh

Funny thing is, it now exits the terminal other than to bash, before I use chsh command. Perhaps a windows reboot?
Also I thought the WSL was different from Linux/GNU? I run chsh -s zsh, but echo $SHELL gave me /bin/bash.

Can you describe what you are doing?

I restarted the windows, and started the WSL. It went into zsh automatically, and exit command just exited the terminal.
Not sure whether the command chsh -s zsh was needed or not. Coz I typed it before restart.


add udata and sensor demo code

Is your feature request related to a problem? Please describe.
Describe the solution you'd like
Additional context

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.


releases of kata-deploy should install the corresponding kata-container release

Which feature do you think can be improved?
kubectl apply -f kata-deploy.yaml
My expectation was that by checking out a certain release of packaging, I would get the installation files which install the corresponding kata-containers release. That's not the case for the current latest release (1.9.1):
https://github.com/kata-containers/packaging/blob/1.9.1/kata-deploy/kata-deploy.yaml#L19
That installs the katadocker/kata-deploy:latest image which may or may not contain 1.9.1. Currently it does, but for how long?
How can it be improved?
The .yaml file should reference katadocker/kata-deploy:1.9.1.

/cc @egernst @amshinde

Note that a similar issue exists for the Install Kata and configure Docker command line. If people just cut-and-paste, they might unintentionally install "latest" if they don't append the desired version first. But at least here users have it right in front of them. With the .yaml file it is more hidden.

Another solution would be a wrapper script that patches in the desired image version on-the-fly. I like that less than providing a proper .yaml because with a .yaml that already has the right content, one can do kubectl create -f https://github.com/kata-containers/packaging/raw/1.9.1/kata-deploy/kata-deploy.yaml without checking out the repo.

I think we could improve the documentation to clarify this behavior, but it is yaml, and it should just install the latest, imo.  Users can always modify the yaml to lock down to a particular release version (ie, they are still kept on dockerhub).
What do others think?


Expanding species type

Codecov Report

Merging #150 into master will increase coverage by 0.5%.
The diff coverage is n/a.

@@            Coverage Diff            @@
##           master     #150     +/-   ##
=========================================
+ Coverage   82.87%   83.37%   +0.5%
=========================================
  Files          81       81
  Lines        2633     2635      +2
  Branches      466      541     +75
=========================================
+ Hits         2182     2197     +15
+ Misses        444      431     -13
  Partials        7        7

Impacted Files
Coverage Δ

src/component/widget/BioblocksRadioGroup.tsx
100% <ø> (ø)
:arrow_up:

src/reducer/SpringReducer.ts
100% <ø> (ø)
:arrow_up:

src/component/TensorTComponent.tsx
100% <ø> (ø)
:arrow_up:

src/data/BioblocksData.ts
100% <ø> (ø)
:arrow_up:

src/component/VizSelectorPanel.tsx
95.23% <ø> (ø)
:arrow_up:

src/container/TensorTContainer.tsx
76.31% <ø> (ø)
:arrow_up:

src/container/AnatomogramContainer.tsx
44.44% <ø> (-0.5%)
:arrow_down:

src/selector/SpringSelectors.ts
100% <ø> (ø)
:arrow_up:

src/component/widget/CategorySelector.tsx
100% <ø> (ø)
:arrow_up:

src/container/SpringContainer.tsx
60% <ø> (ø)
:arrow_up:

... and 8 more

Continue to review full report at Codecov.

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Sept 22 release notes

Harness Developer Pull Request
Thanks for helping us make the Developer Hub better. The PR will be looked at
by the maintainers.
What Type of PR is This?

[ ] Issue
[ ] Feature
[ ] Maintenance/Chore

If tied to an Issue, list the Issue(s) here:

Issue(s)

House Keeping
Some items to keep track of. Screen shots of changes are optional but would help the maintainers review quicker.

[ ] Tested Locally
[ ] Optional Screen Shoot.

@ethangj can you fix your merge conflicts?


Enable assertions for gradle run

Codecov Report

Merging #80 (8ed47bb) into master (ed6bcd5) will not change coverage.
The diff coverage is n/a.

@@            Coverage Diff            @@
##             master      #80   +/-   ##
=========================================
  Coverage     69.57%   69.57%
  Complexity      450      450
=========================================
  Files            76       76
  Lines          1374     1374
  Branches        151      151
=========================================
  Hits            956      956
  Misses          384      384
  Partials         34       34

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update ed6bcd5...8ed47bb. Read the comment docs.


Support multiplying f64 * Vec3 and so on

Rust doesn't allow impl<N> Mul<Vec3<N>> for N, but na could provide an impl for the most common types, f32 and f64, just as a convenience. In my case, it'd be nice; I'm using f32 exclusively.
If this is something you'd take, let me know. I'll send a PR.

That would be useful indeed!
Actually, I thought impl Mul<Vec3<f32>> for f32 was not permited either since both Mul and f32 come from external crates.

Yeah - the actual rules are complicated enough that I failed to get to the end of the niko blog post explaining them. :) But


Loop recording broken.

Once recording reaches limit for a disk, it stops and there's "cannot find hdd" error on console.
Also the slider for setting limit is broken. I have a test 74GB disk, and cannot move slider to any limit lower than 46GB. This happens since first OpenCVR versions, even before it became client-server, and it's annoying :)

Thanks,I will try it today.

It looks exactly like this.
2016/08/01 00:46:12 [V]: Max Length Reached !
2016/08/01 00:46:12 [V]: Update record ID 72922 End
2016/08/01 00:46:12 [V]: R:\vidstor64\mdb\1\19372334-3c13-46f2-85d3-412536b7722b.vm Lock ref 1
2016/08/01 00:46:13 [V]: Can not find HDD
2016/08/01 00:46:13 [V]: Recording loop mode
2016/08/01 00:46:13 [V]: Find a used block R:\vidstor64\mdb\1\f66a4cbc-24f7-4e67-b26d-1634da9336c5.vm
2016/08/01 00:46:13 [V]: R:\vidstor64\mdb\1\f66a4cbc-24f7-4e67-b26d-1634da9336c5.vm Lock ref 0
2016/08/01 00:46:13 [V]: Add record ID 72926
I checked it again now, and it managed to play back a recording from 5 minutes ago, but when I scrolled back to a time one hour ago or so, server crashed.

How many camera you use? all onvif ?

4; yes, all ONVIF.

Answering your question from other issue, which you apparently misplaced:
No, just kept scrolling the scrollbar and after reaching point in time which was about one hour ago, server just crashed. I wasn't watching the recording for an hour if that's what you mean.

I think for the loop record, it is OK. but for the crash issue, could you help give me a snapshot of the crash ?


some questions about code understanding

Hello, i have some questions about code understanding:
(1) In src/lmflow/models/hf_decoder_model.py,  line 283,  why 'truncation=True' is required when lora is used, and not required when lora is not used?
(2)  In answer_extraction function (src/lmflow/utils/data_utils.py),  why medmcqa and usmle use different patterns respectively?   what is the difference between "(answer|Answer|ANSWER|output|Output|OUTPUT|A): ((A|B|C|D|a|b|c|d)" and "(Answer|Output|A): ((A|B|C|D|a|b|c|d)" for multiple choice questions?
(3) When I used deepspeed, I found that it greatly reduced memory consumption, but resulted in more training time. Are there any speed training tips or hyperparameter settings that I should be aware of ? （My test found that the llama13b-lora trained four times as long as the llama7b-lora. Is that reasonable？）
Thank you very much!

Thanks for your interest in LMFlow!
(1) The code was contributed by different contributors. This is just a difference introduced at that time and maybe safely removed if input length is always no greater than max model input length.
(2) This is similar to (1), and can be safely merged together, since the former extraction strategy is more general than the latter.
(3) ds_config_zero3.json uses zero3 optimization, which offloads some parameters from GPU memory to CPU memory. This requires extra efforts and thus cost more training time. You may refer to this link for detailed explanations and how to modify those configs.
Hope that answers your question. Thanks 😄

This issue has been marked as stale because it has not had recent activity. If you think this still needs to be addressed please feel free to reopen this issue. Thanks


Thanks for this, and sharing a fork

Hey there, thanks for doing this and sharing the results. I forked it and threw together a little slideshow with html + js, that could be used as a browser homepage. Here it is: https://github.com/hangtwenty/earthview-wallpapers
🙇

Nice work @hangtwenty!


Add video URL for documents, fixes #14

Co-authored-by: Mael Fosso<EMAIL_ADDRESS>Co-authored-by: Emmanuel Kembou<EMAIL_ADDRESS>

I see no harm in merging though. The additional attribute in the model does not hurt - a new app does not need to use it. The only question is: do we need it at all? If not, we should close this issue without merging.


[Question] Is there any way to include CSS files with WindiCSS

Description
I tried to use WindiCSS CLI with external CSS files and HTML. I try to use directive @apply in the CSS files but it does not generate styles for it.
How did I do it?

I add CSS files in the extract options like assets/*.css
I used class that I used in the CSS files with HTML

.navbar {
  @apply bg-red-500;
}

<nav class="navbar">
 <!-- Navbar content here -->
</nav>

Result
There is no style for navbar generated. I inspected with Devtools and see no class. I think I do some steps wrong.
WindiCSS Version
WindiCSS 3.1.3
Note
This is a project for Hugo so I don't think I can use another solution besides PostCSS plugin or CLI. I prefer to use CLI because it is intended way to use WindiCSS if I don't have JS framework.

duplicate of #102


tests: log hygiene checks for storage controller

Problem
As with the pageserver, we should fail tests that emit unexpected log errors/warnings.
Summary of changes

Refactor existing log checks to be reusable
Run log checks for attachment_service
Add allow lists as needed.

Checklist before requesting a review

[ ] I have performed a self-review of my code.
[ ] If it is a core feature, I have added thorough tests.
[ ] Do we need to implement analytics? if so did you add the relevant metrics to the dashboard?
[ ] If this PR requires public announcement, mark it with /release-notes label and add several sentences in this section.

Checklist before merging

[ ] Do not forget to reformat commit message to not include the above checklist

not to self: one test_compatibility failure that I need to wait for CI to give me the allure report to figure out (WARN process_result{tenant_id=95f60157a92a14e4164d9c75dab97c6d shard_id=0000 sequence=1}: Reconcile error: pageserver API: "no tenant_shard_id specified in path param")


Catch all Route '/app/uuid/*' not working ...

Routing behaviour
Description
I have a route in routes.js that works some of the time.
It is using a wildcard in the route. Eg:
{
path: '/app/:pid/*',
name: 'projectRunPage',
getComponent(nextState, cb) { ... }
When I go to the path with say 'http://localhost:3000/app/0a7cd1f7-45e0-4da7-8961-512cdf7ede95/request' by entering it directly into URL
All works as expected. However, when I have a link to say 'http://localhost:3000/app/0a7cd1f7-45e0-4da7-8961-512cdf7ede95/thing' then I get a pageNotFound from the Boilerplate.
Surprisingly, a link to same path I entered directly in the Browser URL I get a pageNotFound.
I was expecting the same component to work fine.
Versions

React-Boilerplate (see package.json): 3.4.0
Node/NPM: 5.3.0
Browser: Chrome (linux)

@jamesladd, I doubt that it's a bug in RR3, could be a precedence related problem, hard to tell. Can you publish a simple repro case on a branch?


[Snackbar] should be in root of document like Dialog?

When using Snackbar in a nested component, no amount of z-index is going to help it get on top.
Are there plans to make this work like dialog, so it will always be on top?
Is it also going to support prop open like the new Dialog, or will this mean problems with the timer?

Is it also going to support prop open like the new Dialog, or will this mean problems with the timer?

I'm currently working on it, see https://github.com/callemall/material-ui/pull/2562.

When using Snackbar in a nested component, no amount of z-index is going to help it get on top.

We are using zIndex: 10, I think that we should instead use the muiTheme. I'm gonna take care of this.

Are there plans to make this work like dialog, so it will always be on top?

I don't think that we need to use the RenderToLayout component.
According to the material spec, we should only have on snackbar displayed at the time.
Hence, you should only have one instance of this component.

Cool, and yes, I only need one at a time, but when the snackbar is in a nested element, I think it will not  be on top consistently if it is not placed in the root element? No matter how high the z-index, because of html hierarchy and ultimately depends on its parent's absolute and relative properties and a combination of it.
Or is z-index supposed to work differently when it's fixed, because it's fixed now and it's still behind its parent components, no matter what z-index I add to it.
Did you mean RenderToLayer like popover uses? Because I think that would be appropriate for this case. Because I think a Popover is also not supposed to be on screen multiple times, but in the end it's up to the programmer to make sure this doesn't happen, although some preventative measure could be handy, it also limits your freedom.
For example, if you would add two things consecutively very quickly, and only one Snackbar is allowed, you would miss the notification of the second added thing, while I would imagine having the second one slide over it is a visually intuitive thing, and is synchronized with the user's input. So in this case you'd be rendering multiple snackbars, but you'd only see the top, most recent one slide over the previous one temporarily.

@TrySpace I have just merged https://github.com/callemall/material-ui/pull/2562 that should address your first point.
Regarding your second one.

For example, if you would add two things consecutively very quickly, and only one Snackbar is allowed, you would miss the notification of the second added thing, while I would imagine having the second one slide over it is a visually intuitive thing, and is synchronized with the user's input.

I still think that this should be handled by a single Snackbar. We could improve this existing behavior by adding a minimum time opened.
Right now, if the message change, the Snackbar close and open with the new message ride away.

@oliviertassinari : Can this issue be closed? The linked issue is closed as well and it looks like you had already merged the PR to address the issue.

@tintin1343 If we close this issue, it would be a wontfix I'm fine with it.

Closing this issue. Refer to the above comments for more information.

Hi. This was closed a long back but still, I feel this is still an issue. I have created a fiddle with scenarios I know https://jsfiddle.net/Zword/rd8gtaso/2/ . Using createPortal of 'react-dom' should fix this. I can make changes and raise a PR


Implement PR labels for Gitea

like https://github.com/release-plz/release-plz/pull/1879 but for gitea.
Also add an integration test.
Note that it might be needed to create the label via API before adding it. This might be needed also for github. If this is true, create the label if it doesn't exist. To minimize the number of API calls needed, you should read the error message or status code of the add_labels API call to understand if creating a label is needed.

hey @MarcoIeni I don't mind working on this if it's still available

Good choice, this is a fun one!
I assigned it to you 😁


Fixed a bad url for github sample

Fixed bad url of GitHub sample from:
https://github.com/Azure-Samples/service-fabric-dotnet-getting-started/tree/master/Custom/SimpleApplication
to:
https://github.com/Azure-Samples/service-fabric-dotnet-getting-started/tree/master/GuestExe/SimpleApplication

Hi @slapointe, I'm your friendly neighborhood Azure Pull Request Bot (You can call me AZPRBOT). Thanks for your contribution!
You've already signed the contribution license agreement. Thanks!
We will now validate the agreement and then real humans will evaluate your PR.
TTYL, AZPRBOT;

@tysonn: Please merge.


'infinite' option is ignored

I am having these options: autoplay - which is working fine, and infinite which seems to remain always 'true'.
fluxOptions: {     autoplay: false,           infinite: false       }

Thank you, I will check it tomorrow

@deulos infinite prop is used only for autoplay? If I am at the end and I press Next, the slider is starting with the first slide. I thought it is used for this case too, to avoid to start over. Thanks

No, is just to stop it automatically when reaches the last.
I will try to explain it better in wiki.
Regards!


Malformed package-lock.json

Expected Behavior

Running npm install results in successful node_modules creation
Current Behavior

Running npm install results in error:

Possible Solution

There is a missing line on line 103-104 that results in misaligned brackets. Fix would be to delete package-lock.json and re-run npm install to re-create the file.
Steps to Reproduce

Run cd server
Run npm install

Context (Environment)

I am unable to deploy the current build to the cloud since it cannot install the necessary dependencies.

Unable to build and deploy as npm install cannot be run successfully.
Detailed Description

Recreating package-lock.json to fix the malformed line
Possible Implementation

N/A

I approve

I approve


Automatically formatting and cleaning code on commit

Description:
This PR adds automatically formatting and cleaning code on commit.
Code style is standard for typescript. All files changed prior commit will be formatted.
Related issue(s):
Fixes #559
Notes for reviewer:

Checklist

[ ] Documented (Code comments, README, etc.)
[ ] Tested (unit, integration, etc.)

Codecov Report
Patch and project coverage have no change.

Comparison is base (7725f13) 76.94% compared to head (b010e53) 76.94%.

:exclamation: Current head b010e53 differs from pull request most recent head 27cba21. Consider uploading reports for the commit 27cba21 to get more accurate results

Additional details and impacted files
@@           Coverage Diff           @@
##             main    #1695   +/-   ##
=======================================
  Coverage   76.94%   76.94%
=======================================
  Files          39       39
  Lines        2859     2859
  Branches      575      575
=======================================
  Hits         2200     2200
  Misses        479      479
  Partials      180      180

:umbrella: View full report in Codecov by Sentry.
:loudspeaker: Have feedback on the report? Share it here.


ci: test with gevent 22.10.0, CPython 3.11, do not test with CPython 3.6 anymore

For the record:


Create the event card

The event card will have two styles, portrait and landscape, specified in Figma here. If only one event is promoted it will show in landscape style, else in portrait style. Editors will not be able to style the card (background color).

@nicholas-haggerty

@meols same. Ok for me, but take a look


New example contribution for WVD

New example contribution for WVD

@rjmholt, I contributed a example but the test fails, I'm not sure why, maybe you can help?

@fberson thanks for contributing this! The test fails because the template still has the PSVersion and template hash in it -- if you remove those it should work. The PSVersion changes across PowerShell versions, so has to be taken out for tests in PS 5.1 and PS 7 to pass. I need to rewrite the tests to ignore those, but for now just removing those properties should do.
In the test failure message you should see this as:
   Expected $true, because object should contain property 'psarm-psversion' at '/.metadata._generator', but got $false.

@rjmholt Could you please enable anonymous access to Azure pipelines so that we can see CI process and results as in PowerShell repo?

@rjmholt, thanks! That fixed it! Ready for approval :)

@iSazonov @fberson are you able to see CI now?

Looks like I can without logging in 🙂


Build a single spritesheet

On godot you can merge images, and after that create the animations. This will improve performance because you will not have dozens of animated sprites to manage, for each character on the game:

Sounds like a great idea. I did some research today and I found a Godot 3 LPC implementation which solves this: https://github.com/DrJamgo/Godot_LPC_Spritesheet_Gen/blob/main/addons/lpc_spritesheet_gen/lpc_sprite.gd.
The function "_add_layer_sprite" looks like it uses atlastextures (which I also read about the other day) to do the flattening. While at least in Godot 4 the documentation on AtlasTextures isn't very clear, it seems like you can still accomplish this.
Another option is do leave that work to another system, outside the scope of the plugin. Would this plugin do the job?

It's relative simple, I just need some time. To make this I just need to create a new texture and blend the spritesheets: https://docs.godotengine.org/en/stable/classes/class_image.html#class-image-method-blend-rect

Hi Alex, I'm working on this right now, I'll have a draft PR in maybe an hour. Either now or for the future, any chance you have Discord or some other chat app? Would be nice to synchronously chat in the future, if you're open to it.

Hi Alex, I'm working on this right now, I'll have a draft PR in maybe an hour. Either now or for the future, any chance you have Discord or some other chat app? Would be nice to synchronously chat in the future, if you're open to it.

Added to readme too


Changes to accommodate for custom benchmarks in bayesian analysis.

This will prevent MAP assignments to fall over due to NaNs in the benchmark series

Something must have gone wrong, it should show changes of the existing file, not add a new one.


[FEATURE] Support query id in Spark engine

Code of Conduct

[X] I agree to follow this project's Code of Conduct

Search before asking

[X] I have searched in the issues and found no similar issues.

Describe the feature
The SQLOperationListener can get the spark.sql.execution.id when the sql execution starts.
Motivation
No response
Describe the solution
No response
Additional context
No response
Are you willing to submit PR?

[ ] Yes. I would be willing to submit a PR with guidance from the Kyuubi community to improve.
[ ] No. I cannot submit a PR at this time.

please assign to me


The README file gives no instructions for installing Cygwin

Windows can't run the makejdk-any-platform.sh (or any of the other tools) natively, and needs Cygwin or something similar installed. This dependency should be properly documented.

FYI In general we have the ansible playbooks in https://github.com/AdoptOpenJDK/openjdk-infrastructure/tree/master/ansible/playbooks/AdoptOpenJDK_Windows_Playbook that cover all the prerequities needed to run the build which has generally been the master source of such information (although the Windows one isn't 100% complete just now but we are working on that)
I'm not against updating the README with a list as well but we just need to be conscious of the fact it will require updating things in two places when we add extra prerequisites.

I tried to find a ”for dummies” guide in that repo too, with little luck.
Right now, it seems that for *nix users making a build is a trivial exercise (git clone, makejdk-any-playform.sh). For Windows users, it looks extremely complicated.
I would assume many aspiring developers would prefer building the JDK on their workstation, not putzing around with Ansible build cluster automation.

Nah we actually have a load of specific packages needed for UNIX based platforms too (In fact the list is longer), although it's a bit more likely that UNIX users will have more of the ones we need available by default.
The intention of ansible is to make it as easy as possible to set up machines in a suitable way as simply as possible without requiring people to do it manually, although the "as simply a possible" thing isn't quite there in practice for end users yet particularly on Windows so I'm perfectly happy to keep this issue as a valid one for someone to effectively convert the info in the ansible scripts into such a document until such time as we have a more sensible story in place, since yours is certainly a valid use case.
For the record, OpenJ9 provide some such documents already in their instructions in the documents at https://github.com/eclipse/openj9/tree/master/doc/build-instructions but bear in mind that some of what's in there will be a superset of what's required for HotSpot (.e.g. Clang/LLVM and FreeMarker)

docs updated. closing


SSD1306Wire.h Not included

Hello!
I absolutely love this project but due to this file not being included I am confused as to how to include it. I tried to find the file online but it does not match up. I am not the most advanced with coding so if you could include or explain how to get the file it would be much appreciated. Thank you so much!

Are you using the Arduino IDE for flashing of your wemos d1 mini?

Yeah, is it supposed to be included in the download for arduino?Sent from my Verizon, Samsung Galaxy smartphone
-------- Original message --------From: Ruben Hönle<EMAIL_ADDRESS>Date: 12/17/20  6:02 PM  (GMT-05:00) To: julisa99/Lovebox<EMAIL_ADDRESS>Cc: justindhkb<EMAIL_ADDRESS>Author<EMAIL_ADDRESS>Subject: Re: [julisa99/Lovebox] SSD1306Wire.h Not included (#3)
Are you using the Arduino IDE for flashing of your wemos d1 mini?
—You are receiving this because you authored the thread.Reply to this email directly, view it on GitHub, or unsubscribe.

Yeah, just go in Arduino IDE to Sketch > Include Library > Manage Libraries
(see here: https://www.arduino.cc/en/guide/libraries)
Then search for "esp8266-oled-ssd1306" and select this one (from ThingPulse)

THANK YOU SO MUCH
On Thu, Dec 17, 2020 at 6:55 PM Ruben Hönle<EMAIL_ADDRESS>wrote:

Yeah, just go in Arduino IDE to Sketch > Include Library > Manage Libraries
(see here: https://www.arduino.cc/en/guide/libraries)
Then search for "esp8266-oled-ssd1306" and select this one (from
ThingPulse)
[image: Bildschirmfoto 2020-12-18 um 00 52 58]
https://user-images.githubusercontent.com/56157634/102557492-98bd1780-40cb-11eb-8cc0-2b9d8623ea08.png
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/julisa99/Lovebox/issues/3#issuecomment-747778919, or
unsubscribe
https://github.com/notifications/unsubscribe-auth/ASD5TEKLTN73UQCJFQ6HFKLSVKLAFANCNFSM4U3MFXWQ
.

Hello again,
I'm having issues using the gists and uploading the file to the board. I'm
just a little lost with how it all comes together coding wise like with
file and such. Also all the power comes from the USB right?
On Thu, Dec 17, 2020, 9:56 PM Justin Rosado<EMAIL_ADDRESS>wrote:

THANK YOU SO MUCH
On Thu, Dec 17, 2020 at 6:55 PM Ruben Hönle<EMAIL_ADDRESS>wrote:

Yeah, just go in Arduino IDE to Sketch > Include Library > Manage
Libraries
(see here: https://www.arduino.cc/en/guide/libraries)
Then search for "esp8266-oled-ssd1306" and select this one (from
ThingPulse)
[image: Bildschirmfoto 2020-12-18 um 00 52 58]
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All power comes from USB. You need to create a private gist. The url you type in should be "/username/the gist ID(the long number)/raw" this should then pull from that text file. However you need the first line to be a number. The second line either a "t" or "any other letter". The "t" tells the microcontroller its a text file. Then the third line you can put as your text.
It should display then.

Hey @justindhkb
I added an example for the gist file at issue #7
Merry Christmas! 🎄🎁


PERFORMANCE NOT IMPROVED WITH RESNET152 BACKBONE

🐛 Bug
When I am changing the backbone to resnet152 there is not much performance improvement in respect to the resnet101 backbone. What more parameters are needed to be changed more?

I'd recommend having a look at the config from Detectron https://github.com/facebookresearch/Detectron/blob/master/configs/12_2017_baselines/e2e_mask_rcnn_X-152-32x8d-FPN-IN5k_1.44x.yaml
They seem to use multi-scale training, and use a backbone pre-trained on ImageNet 5k.

I get nan loss when I remove pretrained backbone resnet model, so how should I go about it?


Password in runsettings: Bad practice

TestRunParameters contains an example where username/password is used in a runsettings file. I know, most people know that this is very bad but you also have to take into account, that many people will copy the content from your documentations and use it in production software. If you like it or not... it's a fact :)

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

ID: 21ac034a-a498-f3e3-28d0-175b6fead219
Version Independent ID: 747194a8-ffcf-60b3-b525-6f8fe00066a2
Content: Configure unit tests with a .runsettings file - Visual Studio
Content Source: docs/test/configure-unit-tests-by-using-a-dot-runsettings-file.md
Product: visual-studio-windows
Technology: vs-ide-test
GitHub Login: @gewarren
Microsoft Alias: gewarren

@thomasgalliker Thank you for the feedback.
The documentation has been updated and is under review.


how to train my own data?

hi how to train my own data? my img data is detected and 15% padded. all the data in dir named 0-80 . for axample: all 0 year img in dir 0
thanks.

@zhangyunming
You should implement your own processer for custom dataset . Details can be found. in
"https://github.com/StevenBanama/C3AE/blob/master/preproccessing/dataset_proc.py"


chore(main): release 8.2.0

:robot: I have created a release beep boop
8.2.0 (2024-10-08)
Features

add :CodeCompanionChat sub-commands (98761d6)

This PR was generated with Release Please. See documentation.

:robot: Created releases:

v8.2.0
:sunflower:


Docs version has not been updated

not sure if this is a failed automation, or something in need of it

cc @moderation

I'm thought updating the website was part of a release checklist but not automated - here are my prior PRs - https://github.com/envoyproxy/envoy-website/pulls?q=is%3Apr+is%3Aclosed+author%3Amoderation

yep - sure - but i shifted the build to bazel with the intention of automating anything possible - seems like i missed this - shouldnt be too difficult
we can update in the meantime tho


Update DEVELOPMENT.md

Remove references to homebrew installation specifically.
Allow the users to install the pre-requisite tools as they like on
whatever platform they choose.
Fixes #168

Codecov Report

Merging #203 (b93c7f5) into main (bfa8784) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##             main     #203   +/-   ##
=======================================
  Coverage   91.94%   91.94%
=======================================
  Files          39       39
  Lines        1613     1613
=======================================
  Hits         1483     1483
  Misses         87       87
  Partials       43       43

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README: add missing line in manual steps

cd required for git clone to land into right dir

Thanks for catching and fixing this!

No problem. I caught it because the new go 1.11 modules stuff breaks the old go get github.com/google/git-appraise-web workflow... :(

@philips Well that's certainly not good.
Can you share the error you are seeing? I've just tried go get github.com/google/git-appraise-web/git-appraise-web after installing go 1.11, but wasn't able to reproduce an issue.

$ env | grep GO111
GO111MODULE=on

$ go get github.com/google/git-appraise-web/git-appraise-web
go: cannot find main module; see 'go help modules'

To be clear this isn't an issue with git-appraise-web it is just how the new go mod stuff works.


[UI]add duplicate button

Signed-off-by: killbotXD<EMAIL_ADDRESS>Description
Add dependency for remote components
Signed commits

[x] Yes, I signed my commits.

Codecov Report

Merging #3524 (6d8f377) into master (008287e) will decrease coverage by 2.16%.
The diff coverage is 0.50%.

@@            Coverage Diff             @@
##           master    #3524      +/-   ##
==========================================
- Coverage   12.63%   10.47%   -2.17%
==========================================
  Files          37       37
  Lines        2929     3209     +280
==========================================
- Hits          370      336      -34
- Misses       2467     2806     +339
+ Partials       92       67      -25

Flag
Coverage Δ

gointegrationtests
?

unittests
10.47% <0.50%> (-0.94%)
:arrow_down:

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Impacted Files
Coverage Δ

mesheryctl/internal/cli/root/config/config.go
0.92% <0.00%> (ø)

mesheryctl/internal/cli/root/perf/perf.go
26.66% <0.00%> (-23.34%)
:arrow_down:

mesheryctl/internal/cli/root/system/channel.go
16.49% <0.00%> (-2.33%)
:arrow_down:

mesheryctl/internal/cli/root/system/config.go
1.11% <ø> (ø)

mesheryctl/internal/cli/root/system/start.go
1.27% <0.00%> (-0.24%)
:arrow_down:

mesheryctl/internal/cli/root/system/status.go
0.00% <0.00%> (ø)

mesheryctl/internal/cli/root/system/stop.go
0.93% <0.00%> (-0.16%)
:arrow_down:

mesheryctl/internal/cli/root/system/system.go
69.23% <ø> (ø)

mesheryctl/internal/cli/root/system/update.go
1.13% <0.00%> (-0.22%)
:arrow_down:

mesheryctl/pkg/utils/auth.go
0.00% <0.00%> (ø)

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Get rid of build.sh, implement cache-able builds

Removes build.sh in favor of actual stages in the Dockerfile itself so
that stages can be cached instead of having to run things over and over
again on different systems.
Also adds in a patch for big endian (s390x) systems that is not
currently present in any release of protobuf.
ping @granttigera
Signed-off-by: Eli Uriegas<EMAIL_ADDRESS>

 Thank you for your submission, we really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

The most crucial part of this PR is the ability to build on s390x. Without this PR, the code cannot compile on big endian systems, i.e. s390x.

Cherry pick specific for big endian systems, see https://github.com/google/protobuf/pull/3955


Adds SignUp button in the homepage

Description
A clear and concise description of what the PR does.

This PR does the following:

Adds Sign Up Button in the Home page ...
Fixes #384 ...
Updates ...

Related Issues
Link any related issues using the format Fixes #issue_number.
This helps to automatically close related issues when the PR is merged.

Placeholder: "Fixes #384"

Changes
List the detailed changes made in this PR.

Added a new feature to ...
Refactored the ...
Fixed a bug in ...

Testing Instructions
Detailed instructions on how to test the changes. Include any setup needed and specific test cases.

Pull this branch.
Run npm install to install dependencies.
Run npm test to execute the test suite.
Verify that ...

Screenshots (if applicable)
Add any screenshots that help explain or visualize the changes.
Additional Context
Any additional context or information that reviewers should be aware of.

This PR is based on the following...

Checklist
Make sure to check off all the items before submitting. Mark with [x] if done.

[x] I have performed a self-review of my code
[x] I have commented my code, particularly in hard-to-understand areas
[x] My changes generate no new warnings
[x] I am working on this issue under GSSOC

@arunimaChintu adjust its position ?

@Satyam1923 yes it does adjust the position of the sign-up button. Heres the relevent part of the code: "
<button
onClick={handleSignUp}
className="bg-blue-500 hover:bg-blue-700 text-white font-bold py-2 px-4 rounded focus:outline-none focus:shadow-outline"

Sign Up

"

Yes it does adjusts its position. Heres the relevent part of the code:

    Sign Up

@arunimaChintu no just fix it besides login button.

okay!


Add configuration required by functional tests

JIRA link (if applicable)
https://tools.hmcts.net/jira/browse/RPE-302
Change description
Add configuration required by functional tests
Does this PR introduce a breaking change? (check one with "x")
[ ] Yes
[x] No

Here's the successful test job: https://sandbox-build.platform.hmcts.net/job/HMCTS/job/send-letter-consumer-service/job/cnp/29/
I didn't have to add keys to Azure Vault - that happens automatically now


GetHealth request

Description
Closes #49
Type of change

[x] New feature (non-breaking change which adds functionality)
[x] This change requires a documentation update

Checklist

[x] My code follows the style guidelines of this project
[x] I have performed a self-review of my code
[ ] I have commented on my code, particularly in hard-to-understand areas
[ ] I have made corresponding changes to the documentation
[x] My changes generate no new warnings
[x] I have added tests that prove my fix is effective or that my feature works
[x] New and existing unit tests pass locally with my changes

Pull Request Test Coverage Report for Build f3899007d19648803a1f99a735ea4a4b65f478e4-PR-65

4 of 4 (100.0%)  changed or added relevant lines in 3 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 100.0%

Totals

Change from base Build 46781e5cdbfa08cf7806407b5e56b64f79838994:
0%

Covered Lines:
261

Relevant Lines:
261

💛  - Coveralls


Define meaningful const instead of using un-meaningful magic number

I look at Recast detour source code and it takes me a while or even longer to digest the source code. I think it is not really good for maintain. I suggest using #define macro to solve this issue.
For example:
this code
const int* tri = &tris[i*3]; calcTriNormal(&verts[tri[0]*3], &verts[tri[1]*3], &verts[tri[2]*3], norm);
We can replace the number 3 with:
#define THREE_DIMENSIONAL 3
Then the code should be
const int* tri = &tris[i*THREE_DIMENSIONAL];
Then we can quickly grab the idea, tri is the "i th 3D vector in the array".
I think the macro is good because it just tell the compiler to copy the define value that paste there at compile time - not effect the run-time performance, plus you get a better meaningful code which is priceless for maintain the code at long run.

It did took me awhile to figure out
const int* tri = &tris[i*3];
//Triangle --> std::vector<int> with 3 item, each item is the index point to the vertical of the triangle
std::vector< Triangle > arrTris; //Array of triangles
Triangle tri = arrTris[i]; //i th Triangle

And
&verts[tri[0]*3]
//Vector3 --> std::vector<float> with 3 item
Triangle tri;    //The triangle, contains 3 index, each index point to the vertical of the triangle from the vertical array
Vector3 vert[3]; //The vertical of the triangle above (A triangle has 3 vertical)
std::vector< Vector3 > arrVerts; //Array of all vertical in the scene
vert[0] = arrVert[ tri[0] ]; //Verticle 0 of the triangle
vert[1] = arrVert[ tri[1] ]; //Verticle 0 of the triangle
vert[2] = arrVert[ tri[2] ]; //Verticle 0 of the triangle


At least one recent native 2DS/3DS build? Not regular releases or any actual development, but just a single version available

I don't mean making 2DS/3DS versions for every single build going forward or any actual development, but rather just one single native 2DS/3DS build of, say, v0.5.2 or whatever the current trunk version is, and just leaving it be and just continuing to focusing development on the DSi version like you have been.
Thing is, users of the original 2DS (quite possibly the most comfortable handheld made since the original GBA) and of course the original 3DS are between a bit of a rock and a hard place when it comes to GB/C emulation, so I'm wondering how much it would take for just a single recent 2DS/3DS build to be made available just so we have, well, something.
The thing is, the RetroArch cores and mGBA tends to be too slow on the original 2DS/3DS, especially on more demanding games (I recently noted that Pokemon Puzzle Challenge absolutely chugs in mGBA at ~35fps). Meanwhile, the previous 2DS/3DS fork of GameYob from 2015 actually performs worse than this current DSi version of GameYob, not to mention that old 3DS fork is old enough to still have audio issues.
Heck I've even tried using the old Goomba Color in combination with open_agb_firm, but I discovered that, while it technically runs games at full speed, it does it by use of quite noticeable frame skipping (particularly noticeable when going up or down a pipe in the Super Mario Land 2 DX color-hack - something even mGBA has no problem running).
Just using the DSi version has the problem of double-scaling whereby games are scaled to the 192p resolution of the DSi and then scaled a second time to the 240p resolution of the 2DS/3DS - this is one aspect that mGBA is actually extremely good at, particularly its "bilinear (pixelated)" scaling mode which looks similar to super sampled integer nearest neighbor (e.g. doing 200% nearest neighbor to 320x288 and then downscaling via bilinear back to 267x240), and it doesn't even seem to result in any performance hit.
(if interested, I've elaborated on this aforementioned "super sampled integer nearest neighbor" on melonDS's issue tracker here: https://github.com/Arisotura/melonDS/issues/1100)
And while I cannot code at all, I do at least have a bit of image-editing skills, so I even took the 32x32 DSi GameYob icon and made a slightly more detailed, higher resolution 48x48 icon that the 2DS/3DS would need to use and IMO looks considerably better than the icon that the old 2015 2DS/3DS GameYob port used (its banner is great though; no need to re-invent the wheel there):

(the background is colored to match the Home menu's color that surrounds any and all icons as transparent pixels just turn into black instead)

This repository doesn't build the 3DS version and hasn't for a long time. You want this repository: https://github.com/Steveice10/GameYob
The last released build was in 2015, which might be correct - I haven't been keeping tabs on it.

This repository doesn't build the 3DS version and hasn't for a long time. You want this repository: https://github.com/Steveice10/GameYob

That repository you linked to is archived.  Your repository is literally, not figuratively, the only GameYob repository open.

Regardless, this repository does not build the 3DS version and I don't have anything to do with the 3DS version anymore. Although there is technically some 3DS code remaining in this repository, it hasn't been updated since 2014 and probably can't even be compiled anymore.
That archived repository was where the 3DS version was developed and it would have the most up-to-date source to my knowledge. I see that there are commits as recent as 2018, but I don't know what state it was left in, it may be unstable compared to the 2015 build. Regardless I have nothing to do with it anymore, sorry. If the 2015 build isn't something that you want to use then there might not be anything better you can use.


test/e2e: increase timeout to wait cc-operator-daemon-install

Apparently 60 seconds is not enough to wait for the cc-operator-daemon-install DaemonSet to be scheduled, as the libvirt e2e has failed on waiting. So increased the timeout to 5 minutes.

/lgtm @wainersm would you please correct commit message?

Fixed.
Thanks @huoqifeng !


New version: Trapz v1.2.4

Registering package: Trapz
Repository: https://github.com/francescoalemanno/Trapz.jl
Created by: @francescoalemanno
Version: v1.2.4
Commit: 8635098aac6ea762857e697a3e46242039f42b7c
Reviewed by: @francescoalemanno
Reference: https://github.com/francescoalemanno/Trapz.jl/issues/5

block, worked around @ https://github.com/JuliaRegistries/General/pull/11101


[vm] Fix native function errors

Some native functions (most notably LCS) threw system-level errors instead of aborting.
Changed the NativeContext to only have Options to prevent accidentally propagating errors
Fixed spot in LCS
Fixed code that needlessly was wrapped in a Result

Motivation

Make sure native functions are behaving correctly

Test Plan

new test
cargo test

@dariorussi A lot of this was me being too clumsy in tryin to enforce than any error is an invariant violation.
It is really bizarre to allow native functions to throw anything else, so I still want that debug_assert. But I'll move it around. (Unless of course you think native functions should be able throw other things, which is weird, but we could discuss it)
In this case, type_to_type_layout can throw VM_MAX_VALUE_DEPTH_REACHED on really large values. @vgao1996 and I talked and we want to somehow move that error out of ExecutionFailure and into it's own bucket, something like UnableToProduceChangeSet or something. In order to do this, I switched type_to_type_layout to an Option to make aborting the easiest thing for the function (and any future users) to do

/land


Add sweep local id and secrets

Signed-off-by: iain<EMAIL_ADDRESS>

This change is

Reviewed 1 of 1 files at r1.
Review status: all files reviewed at latest revision, all discussions resolved.

Comments from Reviewable


Pause rendering?

Is there a way to pause and resume re-rendering of a Scene while underlying Signals are updated?  I'm recording videos where I update multiple signals of the scene between frames.  It would be nice if I could pause rendering so that I can update all signals and then just re-render the scene once.  I'm doing some volume rendering that's fairly expensive to render.

You should be able to just not start a renderloop task... let me add an option for that and an example!


Files crashes after closing Properties window (<IP_ADDRESS> - <IP_ADDRESS>)

Explain the bug
Wherever you trigger the properties window to open, upon closing it via the close button, OK button, or the Cancel button will cause the entire Files app to crash.
To reproduce

Go to any directory (i.e. Downloads)
Right click in the empty space/folder/file and select Properties
When the properties window opens, press the close, OK, or Cancel button
Files will crash

Expected behavior
I expect to be able to close the properties window in Files without the app crashing.
Logfile
debug.log
debug_fulltrust.log
System Information

OS Version: Windows 11 Home 21H2 22000.100
App version: v<IP_ADDRESS>

Additional comment
The problem does still occur after restarting the app as well as repairing/resetting the app in settings. The problem occurs 100% of the time.

I can't produce this issue though in Files v<IP_ADDRESS>.

@stanleyowen
I just updated to version <IP_ADDRESS> myself but unfortunately this issue still occurs. I have attached a gif of the problem I am experiencing.

Update:
I updated to the latest version of Files (<IP_ADDRESS>) and the bug still occurs. I have attached another gif to show me causing the bug and have also attached another debug.log and debug_fulltrust.log file.
I am still running the latest Windows 11 insider preview being build 22000.100 so maybe the crash could be caused by the version of Windows otherwise, I have tried every solution I could think of to fix the issue (such as repairing/resetting the app) with no luck.
Logfile
debug.log
debug_fulltrust.log
Gif

Merging with $2714


Change linear whitespace handling:

When splitting a string, the existing code would compress linear whitespace away completely; this seems to not be intention of RFC2616, which allows replacing any amount of linear whitespace with a single space.
Requesting an additional signoff from @vinniefalco.

Tests?

Sheesh! Everything fails. That’ll teach me to do a PR on a Friday night!

Codecov Report

Merging #3143 into develop will decrease coverage by <.01%.
The diff coverage is 100%.

@@             Coverage Diff             @@
##           develop    #3143      +/-   ##
===========================================
- Coverage    68.94%   68.94%   -0.01%
===========================================
  Files          688      688
  Lines        55743    55741       -2
===========================================
- Hits         38431    38429       -2
  Misses       17312    17312

Impacted Files
Coverage Δ

src/ripple/beast/rfc2616.h
79.72% <100%> (-0.54%)
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The tests would be nicer if you could tell by looking at them what the results should be for example
test( "apple,    pear,     peach", { "apple", "pear", "peach" });

The tests would be nicer if you could tell by looking at them what the results should be for example
test( "apple,    pear,     peach", { "apple", "pear", "peach" });

Probably, however to exercise all possible combinations (no spaces, single space, multiple spaces, in both prefix & suffix form) would require a lot of entries. I believe that this automatically generated string is better from that standpoint, but it is more difficult to troubleshoot in the case of failure.
If you feel strongly enough about manual checks, I can make that change.

I don't have strong feelings about it but to be honest I have not checked the HTTP spec to see if the change is correct

The latest RFC is https://tools.ietf.org/html/rfc7231 btw

\sigh you made me scrutinize the test. I think that the test is not exercising the modified code path.
Consider this string:
"the    rain, in    spain"
For the purpose of splitting into tokens we expect two entries:
"the rain" and "in spain"
As you can see, the multiple whitespace in between words for each item in the list has been folded down to one whitespace. The test does not look like it exercises this case. The test also does not check that multiple whitespace inside a quoted string is preserved, i.e. the string "the   rain", in    spain should turn into "the   rain" and in spain.

Fair enough. I’ll migrate to explicit tests. 🖖

to exercise all possible combinations

You can keep the procedural tests, and just add a few select manual cases of literal strings. There's no need to "exercise all possible combinations" just make sure you get the corner cases and as close to 100% coverage as possible.

@nbougalis I've written a branch  with a more extensive unit test, feel free to cherry pick.

@miguelportilla Did you mean to close this?

@seelabs Oops! I did not intend to close the PR.

I just pushed a branch rfc2616 on my personal fork. It rebases this PR onto 1.6.0-b2 (020b28580816a295185aef8832a8fe07ecc40de2), then applies these changes:

@miguelportilla's tests
@miguelportilla's fix for building RocksDB
my alternative implementation of rfc2616::split (after fixing bugs)

It passes all the tests.

Thanks @thejohnfreeman. I looked at your branch and while I am heavily allergic to `goto it's certainly used to good effect here.
With that said, I'm not sure how I want to handle this PR. I need to verify that the parsing changes I am proposing here are actually consistent with RFC2616 semantics, instead of consistent with how I think things should be parsed.
With that in mind, I'll close this PR for now and reopen, if necessary, at a later time.


Fix/move event

MoveEntityEvent could be bypassed if CPacketPlayer.PositionRotation was sent since it has both moving and rotating field set to true and sponge was using
boolean positionOnly = packetIn.moving && !packetIn.rotating;
boolean rotationOnly = !packetIn.moving && packetIn.rotating;
and it would fire an event only if (rotationOnly || positionOnly)

I'll explain this a bit more in detail since I probably took a few things for granted (and I didn't do a good job at explaining the issue).
Code to reproduce the issue:
    @SubscribeEvent //this is only fired on the client, which is why I'm using this event.
    public void onRightClickEmpty(PlayerInteractEvent.RightClickEmpty event) {
        EntityPlayer player = event.getEntityPlayer();
        CPacketPlayer.PositionRotation packet = new CPacketPlayer.PositionRotation(player.posX + 1, player.posY, player.posZ, 0.1f, 0.1f, true);
        Minecraft.getMinecraft().getConnection().sendPacket(packet);
    }

    @Listener(beforeModifications = true)
    public void onMove(MoveEntityEvent.Position event) {
        event.setCancelled(true);
    }

You wouldn't expect a player to be able to move. (note: this can also be bypassed by rotating while moving, but not in a reproducible way since some packets are handled just fine (moving true, rotating false).
Let's use the code snippet:

put a breakpoint here https://github.com/SpongePowered/SpongeCommon/blob/a00f52d6a59bfa89976f7257eae11e2565267b97/src/main/java/org/spongepowered/common/mixin/core/network/NetHandlerPlayServerMixin.java#L447

rightclick in air

Both rotationOnly and positionOnly (the naming don't help much) are true, only RotateEventityEvent is fired.

https://github.com/SpongePowered/SpongeCommon/blob/a00f52d6a59bfa89976f7257eae11e2565267b97/src/main/java/org/spongepowered/common/mixin/core/network/NetHandlerPlayServerMixin.java#L447-L454

The player moves happily

So what's happening is:

MoveEntityEvent is not fired even if the played moved
RotateEntityEvent is also fired (this is breaking the API)

Now, to the reviews:

Did you test it could be bypassed before doing this?

yes :(

It therefore handled CPacketPlayer.PositionRotation fine.

No, it didn't. See the explanation above, this is only happening with this type of CPacketPlayer.
I see what you've done in making rotate fire independently of the move event too. The previous behaviour was intentional, that the rotate event is only fired if the move event is not - there were discussions about that earlier this year.
Thanks for linking the API doc, I wasn't aware of how RotateEntityEvent was documented.
However, you're contradicting yourself in stating the previous behaviour was intentional since (as I explained above) a RotateEntityEvent is fired when a player moves (with that specific packet). Either the previous behaviour was intentional (and the API doc is wrong) or the API doc (rotation without moving their position) is correct in stating a RotateEntityEvent is fired when there's no movement (and the previous behaviour was a bug).

I'm going to be honest, I'm not seeing the value in this PR.

:(

The previous behaviour was fine and while I get that you were attempting to fix what you saw as a bypass, it actually wasn't (as I've pointed out in a previous review) - the logic looks to me that it is absolutely fine

I very much think this is a case of "if it ain't broke, don't fix it".

No, it wasn't (see above).

by changing it, we're losing comments explaining why we're doing what we are and it's just making things less clear.

I'm interested in this, can you point out what part is unclear ? Adding comments would help future maintenance.

I'd like Zidane, as the person who previously wrote this logic in (based on commit history), to review this.

I'm fine with other devs reviewing this (that's why I didn't push the commit directly), but the original author of the code is @modwizcode, thus I'm also pinging him to leave a comment.

This introduces a bug. It should not fire if moving is false rather than this - you can get this packet but it not be in the tolerances. What this now does is not fire an event if rotating is true (rotation is large enough) but moving is false - if rotation is true but moving is false, then this should still fire.

Ah I see, will fix that

Right, I see the bug now. The real issue was not that positionOnly and rotationOnly were mutally exclusive, they weren't, as I stated. The issue was that if both positionOnly and rotationOnly were true, the rotation event took precidence, not the movement one - which is not what the original comment states.
In other words, to fix this,
https://github.com/SpongePowered/SpongeCommon/blob/a00f52d6a59bfa89976f7257eae11e2565267b97/src/main/java/org/spongepowered/common/mixin/core/network/NetHandlerPlayServerMixin.java#L449-L453
needed to be rewritten to give position precidence (if (positionOnly) moveEvent else rotationEvent).
I don't mind the rewrite, but the original comment is incorrect and this has caused the confusion.

I'm interested in this, can you point out what part is unclear ? Adding comments would help future maintenance.

I missed this part. Basically, any comment you removed from the code (such as https://github.com/SpongePowered/SpongeCommon/pull/2373/files#diff-5aa358b1827289e5a5d8e580204fc2bfL410). Some of them provide info about what Minecraft does and would be valuable to keep.

I'll defer to @Zidane on this as I'm not currently an active contributor, but for input as the one who wrote the original fix for the non-intuitive way minecraft sometimes sends packets, I think that all that really needs to be done here is make sure the movement event gets prioritized if both movement and rotation occur, as it seems I didn't test for that case.
I'm not really seeing the point of a lot of the other modifications you've made here, and while you've added some comments, they don't really give the depth or any detail that the original comments documented about the internals of the way the game handles different packets.
If you want to clean up this PR by reducing it to the minimal set of changes from the existing code, that would probably be the best way to get this fix in quickly.

I'll defer to @Zidane on this as I'm not currently an active contributor, but for input as the one who wrote the original fix for the non-intuitive way minecraft sometimes sends packets, I think that all that really needs to be done here is make sure the movement event gets prioritized if both movement and rotation occur, as it seems I didn't test for that case.
I'm not really seeing the point of a lot of the other modifications you've made here, and while you've added some comments, they don't really give the depth or any detail that the original comments documented about the internals of the way the game handles different packets.

I'm assuming you are talking about // Minecraft sends a 0, 0, 0 position when rotation only update occurs, this needs to be recognized and corrected since that's the only comment which has effectively being removed (contrary to other comments being rephrased).
The reason is I didn't find anything wrong with how Minecraft sends moving/rotation packets. CPacketPlayer's fields for positional updates (x, y, z and yaw, pitch) are primitive types (double and float). They can't be null, so they are using boolean flags (moving and rotating) to indicate a rotation/movement is taking place.
What I'm saying is that Minecraft does not send a 0, 0, 0 position when rotation only update occurs, those are the values defaulted to the fields when they are initialized.
You shouldn't be looking at them at all if moving is false.
The whole positionOnly/rotationOnly concept looks messy to me (it kinda gives the wrong impression CPacketPlayer.PositionRotation is not handled (even if I change priority)). Making the method clearer was also a (secondary) goal of this, but this may be a bias since I'm the author.

I seem to remember that there edge cases where minecraft's flags did not match the behavior that was actually occurring but i worked on this code a long time ago now so I could indeed be wrong. It did seem like a few other lines were superfluous changes that didn't really need to be changed and made the changelog more obscure.
That comment explains that the code has to specifically handle 0,0,0 as an edge case where minecraft sometimes sends a position update but it's actually a rotation update (afaik this is one of the things I was fixing), and also why we can't just accept the location directly from the packet as would seem obvious.
Like I said, maybe this behavior was changed. This is just my two cents.

I seem to remember that there edge cases where minecraft's flags did not match the behavior that was actually occurring

I will investigate that, it sounds like a bug.

I've taken another look through the code. If we are going to gut and rewrite part of the method to make it clear - we should also make it more effecient and make it clear as to what is going on.

Good, I opened a PR because I was looking for suggestions.

There is also a bug in here that would allow for rotation to occur even if the MoveEntityEvent is cancelled.

I will look into it.

I get your point about the *Only variables being confusing - we could just rename them.

Ok ? They are being reassigned a couple of times and mixed with ShouldFires flags, I don't think we can just rename them that easily (not without changing the flow of the method).

This is why I've been pushing against such big changes. I get that you feel this is more logical. However, this has felt like a sledgehammer to crack a walnut - apart from the fact that the original issue was misdiagnosed, big changes like this introduce bugs. One has already been fixed, I've spotted another, in a comment below.
However, the fact of the matter is that the only logic that was broken was that the rotation event was firing instead of the move event when the PositionRotation packet was recieved. This is all that is really needed to fix the bug at hand. I have tested it locally, ensured that position and rotation packets fire the move event and not the rotation event (with sponge.shouldFireAll set to true) and it works.

That's a slippery slope and I find your last statement ironic - apart from the fact the you stated the previous behaviour was fine, your patch has also completely broken the contract with the API (in some cases). You can reproduce the behaviour with a listener for RotateEntityEvent (make sure there are no listeners for MoveEntityEvent.Position so that ShouldFire#MOVE_ENTITY_EVENT_POSITION is false), you will start seeing RotateEntityEvent being fired even when the position moved (contrary to what is stated in the api Called when an Entity performs rotation of their body or, if applicable, head without moving their position.)

I am considering commiting that patch to the tree so the fix is in and there is a new baseline to work against.

I wouldn't mind. As a matter of fact I was thinking of closing this PR.

That's a slippery slope and I find your last statement ironic

This entire PR has been a slippery slope to be honest. We have butted heads because of numerous problems:
a) The PR description did not actually describe the bug correctly. The original assumption was false, and I based my logic on them.
b) I didn't think there was a problem because I based my analysis on your description of what was going wrong. It took you actually explaining what you'd seen which made me realise what is wrong.
c) I agree that I got it slightly wrong. Referring to the comment:

apart from the fact the you stated the previous behaviour was fine

I admit that I was wrong, but I was also working against what was stated at the time and I should have looked into it in greater depth. See a).
d) Any big rewrite will likely incur issues. Bugs were introduced in this rewrite and by running it through my IDE I unconvered some significant ones. API contracts were broken or not fully understood - and it seems I have fallen into that trap too.
e) The reason I asked for @Zidane was because he was the original author of the code in question. The rotation event was added by blood, Zidane added a fix that resulted in the current behaviour.
No-one is faultless here. I apologise for my part in this. I should have been more careful in my initial analysis.

your patch has also completely broken the contract ith the API (in some cases)

Good catch. Easily enough solved.


preprocessor adds extra className when using templated media queries

I ran into an issue when implementing the templated media queries as explained the styled-components/styled-components repo.
If I enable preprocess, the classNames is added before the media query:
{
  "presets": ["next/babel", "es2015", "react"],
  "plugins": [["styled-components", { "ssr": true, "displayName": true, "preprocess": true }]],
}

This causes the media query to not work. When I disable preprocess, everything works as expected:
{
  "presets": ["next/babel", "es2015", "react"],
  "plugins": [["styled-components", { "ssr": true, "displayName": true, "preprocess": false }]],
}

This is expected. The example hasn't been changed to cater for preprocessing since it's still experimental. In v3 it's going to be completely rebuilt from scratch.
If you'd like it to work you'll have to use the css helper inside the media functions and don't just pipe through all arguments

https://github.com/styled-components/babel-plugin-styled-components/issues/65


Zoom in on User Location and specified marker

Hello,
I am trying to get the map to zoom in on the user's location and a default marker but can't seem to get the desired result.  The map is showing both the user location and the marker correctly but focuses on the marker (that is what I supplied in the region state prop.  For the user location I used
showsUserLocation={true}
Thanks for the help!

I'm wondering this same thing. Any luck?

Unfortunately not...Anyone?

If it matters to anyone searching, I used map.fitToCoordinates with my desired marker and psuedo-marker using current location to create this effect.

Seems to be resolved. Closing.


Can't test a locally built CHaP with a small test project consisting of just a cabal.project file

Followed the instructions in the "... by building packages with cabal" section: https://github.com/IntersectMBO/cardano-haskell-packages?tab=readme-ov-file#-by-building-packages-with-cabal
My cabal.project is:
-- Give it a different name to avoid cabal confusing it with the
-- real CHaP
repository cardano-haskell-packages-local
  -- Point this to the *built* repository
  url: file:/home/kolam/git/iog/cardano-haskell-packages/_repo
  secure: True
  -- You can skip the root-keys field

-- Add all the packages you want to try building
extra-packages:
  , cardano-testnet-8.8.0

The root folder only has this single cabal.project file.
Then, doing cabal update as instructed, I get:
$ cabal update
Warning: There are no packages or optional-packages in the project
open: does not exist (No such file or directory)

Ah yes, this must be that annoying bug of cabal where it tries to create a file before creating the directory the file is supposed to be. Try
mkdir ~/.cabal/packages/cardano-haskell-packages-local
``` (or equivalent).