Problems with manual stepping (with proposal for time_scale property)

I'm foreseeing some potential issues with manual world stepping. Some of these problems I don't believe can be resolved cleanly.

Application logic step
All application logic dependent on physics step is currently inside _physics_process. However, this function is only called per Godot fixed time step. If a developer wants to handle per-step logic, they have to watch notifications in their script for NOTIFICATION_WORLD_STEPPED, which is gross IMO.
This could be resolved by creating a physics step callback like Godot's _integrate_forces. We could name it _world_stepped. This way we can also pass the time delta parameter p_step.

Kinematic movement and animation player
In Godot, it is not unusual for kinematic bodies to be controlled by AnimationPlayer. This is fine as long as physics calculation steps through time at the same rate as _physics_process. However, because we can't predict how much time the application will choose to step the world per fixed time step, kinematic motion will behave erratically.
Example of jittery kinematic motion with 2 physics steps / godot fixed step:
- step -      - position.X -
start         []
godot+world   -->[]      (vel.x = 3)
world         -->[]      (vel.x = 0)
godot+world   ----->[]   (vel.x = 3)
world         ----->[]   (vel.x = 0)

The above example is if we calculate the kinematic body's velocity from the change in transform every world step. Note that velocity is zero because the transform is updated in the fixed step. If we change it so that velocity is derived every fixed step, the body will jump ahead too far during the world step and be corrected on the fixed step. Because AnimationPlayer does not set velocity, this disaster can easily occur:
- step -      - position.X -
start         []
godot+world   -->[]       (vel.x =  3)
world         ----->[]    (vel.x =  3)
world         -------->[] (vel.x =  3)
godot+world   ----->[]    (vel.x = -3)
world         -->[]       (vel.x = -3)
world         []          (vel.x = -3)
godot_world   -------->[] (vel.x =  9)

There is no way to resolve this problem with manual stepping. This feature will be broken.

Time scaling property
If we keep the function for manual stepping, there should be clear documentation that it should only be used if you know what you're doing. However, a common use case of manual stepping may be to alter the flow of time. We can add a time_scale property to achieve this effect. With a known ratio between world step and fixed step time, kinematic motion jitter can be handled.
Time scaling could be implemented in two ways I can think of:

Step using (fixed step delta) * (time scale)
Implement game loop logic:
Accumulate time_since_step by (fixed step delta) * (time scale). Step by fixed step delta while time_since_step > fixed step delta, time_since_step -= fixed step delta.

So my use case, in both my games right now now, isn't related to time_scaling (although that's an interesting use case as well).

Application logic step
All application logic dependent on physics step is currently inside _physics_process. However, this function is only called per Godot fixed time step. If a developer wants to handle per-step logic, they have to watch notifications in their script for NOTIFICATION_WORLD_STEPPED, which is gross IMO.
This could be resolved by creating a physics step callback like Godot's _integrate_forces. We could name it _world_stepped. This way we can also pass the time delta parameter p_step.

You shouldn't need any callback if you step the world manually.  The next line of code after you call step() is what gets executed right after the world is done simulating.  In the multithreaded scenario it doesn't make sense either because you just can't call back into the main thread randomly at any time after the world has completed a step().  The main thread may be in rendering code, or recording command buffers at time, or anywhere else really.  It basically always needs to be synced with a semaphore at the start of the next frame.  This is pretty much how the existing multi-threaded 2d physics works.
From an application developer standpoint, I think if you choose to step your physics world manually (in whatever function or callback you choose. It could be _physics_process, but it could also be _process if you don't want a fixed step, or it could be anywhere else really) you have to be more aware of synchronization with your rendering.  You shouldn't need to depend on NOTIFICATION_WORLD_STEPPED to do this.  Once you take control of stepping the world yourself, you're really not constrained by anything with respect to application logic being dependent on _physics_process, you can step the world anywhere really.  Using the manual step, for example, I step the world in a game controller node in _process (which is guaranteed to run once per frame), and we use an accumulator to implement a fixed tick.
With server-auth networked simulations it's really common for clients to 'set the b2world state back to a previous point in history' (server reconciliation), and then fast-forward back to real-time all in a single frame (many step() calls in a given frame to accomplish a fast-forward).  You have to have explicit control over stepping the world in order to accomplish this kind of thing correctly.  Often many times in a given frame a reset will happen, and step() will be called X times to catch the client back up to real-time.  The number of steps() then just depends on the latency between server and client.
I think this toggle is an advanced feature, you should know what you are doing to use it.   But it's also pretty useful for anyone who doesn't necessarily want to use a fixed physics step (avoiding any aliasing in single player games between _process dt and _physics_process dt).
wrt animation player, ya I think if you want to manually step your physics world you will end up with a lot of irregularites with other godot systems that assume a fixed physics tick, and at a rate specified in the project settings.  I think this is probably just one edge case among potential others that would behave oddly.  I assume stuff like profiling and other stuff would be weird / broken as well.
A time scaling property I think would be difficult to integrate properly into godot systems.  (how would that work with animation player, with perhaps multiple Box2DWorlds, etc).  I think just exposing the Step(float dt) adds some nice flexibility (can't really do rollback-resim networked physics without control over it).  But ya, I would consider it a 'know what you are doing' kind of thing.  But I think being able to use the physics system without necessarily bringing in other systems is a big win for flexibility.  Exposing the step with a manual dt basically allows you to use the world in whatever way you really want from an application developer's perspective, it's pretty powerful.

So my use case, in both my games right now now, isn't related to time_scaling (although that's an interesting use case as well).

Application logic step
All application logic dependent on physics step is currently inside _physics_process. However, this function is only called per Godot fixed time step. If a developer wants to handle per-step logic, they have to watch notifications in their script for NOTIFICATION_WORLD_STEPPED, which is gross IMO.
This could be resolved by creating a physics step callback like Godot's _integrate_forces. We could name it _world_stepped. This way we can also pass the time delta parameter p_step.

You shouldn't need any callback if you step the world manually.  The next line of code after you call step() is what gets executed right after the world is done simulating.  In the multithreaded scenario it doesn't make sense either because you just can't call back into the main thread randomly at any time after the world has completed a step().  The main thread may be in rendering code, or recording command buffers at time, or anywhere else really.  It basically always needs to be synced with a semaphore at the start of the next frame.  This is pretty much how the existing multi-threaded 2d physics works.
From an application developer standpoint, I think if you choose to step your physics world manually (in whatever function or callback you choose. It could be _physics_process, but it could also be _process if you don't want a fixed step, or it could be anywhere else really) you have to be more aware of synchronization with your rendering.  You shouldn't need to depend on NOTIFICATION_WORLD_STEPPED to do this.  Once you take control of stepping the world yourself, you're really not constrained by anything with respect to application logic being dependent on _physics_process, you can step the world anywhere really.  Using the manual step, for example, I step the world in a game controller node in _process (which is guaranteed to run once per frame), and we use an accumulator to implement a fixed tick.
With server-auth networked simulations it's really common for clients to 'set the b2world state back to a previous point in history' (server reconciliation), and then fast-forward back to real-time all in a single frame (many step() calls in a given frame to accomplish a fast-forward).  You have to have explicit control over stepping the world in order to accomplish this kind of thing correctly.  Often many times in a given frame a reset will happen, and step() will be called X times to catch the client back up to real-time.  The number of steps() then just depends on the latency between server and client.
I think this toggle is an advanced feature, you should know what you are doing to use it.   But it's also pretty useful for anyone who doesn't necessarily want to use a fixed physics step (avoiding any aliasing in single player games between _process dt and _physics_process dt).
wrt animation player, ya I think if you want to manually step your physics world you will end up with a lot of irregularites with other godot systems that assume a fixed physics tick, and at a rate specified in the project settings.  I think this is probably just one edge case among potential others that would behave oddly.  I assume stuff like profiling and other stuff would be weird / broken as well.
A time scaling property I think would be difficult to integrate properly into godot systems.  (how would that work with animation player, with perhaps multiple Box2DWorlds, etc).  I think just exposing the Step(float dt) adds some nice flexibility (can't really do rollback-resim networked physics without control over it).  But ya, I would consider it a 'know what you are doing' kind of thing.  But I think being able to use the physics system without necessarily bringing in other systems is a big win for flexibility.  Exposing the step with a manual dt basically allows you to use the world in whatever way you really want from an application developer's perspective, it's pretty powerful.

You shouldn't need any callback if you step the world manually. The next line of code after you call step() is what gets executed right after the world is done simulating.

From an application developer standpoint, I think if you choose to step your physics world manually (in whatever function or callback you choose. It could be _physics_process, but it could also be _process if you don't want a fixed step, or it could be anywhere else really, maybe one of your own application's threads) you have to be more aware of synchronization with your rendering. You shouldn't need to depend on NOTIFICATION_WORLD_STEPPED to do this.

The _world_stepped callback is a per-node virtual function like _process or _physics_process that the application developer can choose to implement if they need it. It is essentially the same as _integrate_forces.
The point is to provide a place for logic that always happens after every step. This allows the flexibility of calling world.step(...) anywhere you want without manually managing your general physics-step-dependent logic that must execute with/after it. For example, if a game were to implement dynamic physics effects like buoyancy, this is where that logic would go.
With regards to multithreading, yeah, we'd have to sync with the main thread and process the callbacks. Calls to _integrate_forces are added to a callback queue to be flushed before the next physics step.
Just for reference, this is the physics iteration loop in Godot from main.cpp (my comments, fluff removed):
{ // physics iter
    PhysicsServer2D::get_singleton()->sync();
    PhysicsServer2D::get_singleton()->flush_queries(); // _integrate_forces callbacks

    OS::get_singleton()->get_main_loop()->physics_process(physics_step * time_scale));

    message_queue->flush(); // call_deferred handled I think

    PhysicsServer2D::get_singleton()->end_sync();
    PhysicsServer2D::get_singleton()->step(physics_step * time_scale);

    message_queue->flush();
}

You shouldn't need any callback if you step the world manually. The next line of code after you call step() is what gets executed right after the world is done simulating.

From an application developer standpoint, I think if you choose to step your physics world manually (in whatever function or callback you choose. It could be _physics_process, but it could also be _process if you don't want a fixed step, or it could be anywhere else really, maybe one of your own application's threads) you have to be more aware of synchronization with your rendering. You shouldn't need to depend on NOTIFICATION_WORLD_STEPPED to do this.

The _world_stepped callback is a per-node virtual function like _process or _physics_process that the application developer can choose to implement if they need it. It is essentially the same as _integrate_forces.
The point is to provide a place for logic that always happens after every step. This allows the flexibility of calling world.step(...) anywhere you want without manually managing your general physics-step-dependent logic that must execute with/after it. For example, if a game were to implement dynamic physics effects like buoyancy, this is where that logic would go.
With regards to multithreading, yeah, we'd have to sync with the main thread and process the callbacks. Calls to _integrate_forces are added to a callback queue to be flushed before the next physics step.
Just for reference, this is the physics iteration loop in Godot from main.cpp (my comments, fluff removed):
{ // physics iter
    PhysicsServer2D::get_singleton()->sync();
    PhysicsServer2D::get_singleton()->flush_queries(); // _integrate_forces callbacks

    OS::get_singleton()->get_main_loop()->physics_process(physics_step * time_scale));

    message_queue->flush(); // call_deferred handled I think

    PhysicsServer2D::get_singleton()->end_sync();
    PhysicsServer2D::get_singleton()->step(physics_step * time_scale);

    message_queue->flush();
}

And touching on my thoughts on time scaling, I've changed my mind and think it's best to leave implementation to the application. It's easy enough for the user to disable auto_step and add world.step(delta * my_scale) inside _physics_process.

And touching on my thoughts on time scaling, I've changed my mind and think it's best to leave implementation to the application. It's easy enough for the user to disable auto_step and add world.step(delta * my_scale) inside _physics_process.

Ah ok, I see about _world_stepped.  that sounds great.  In the scenario of a separate physics thread, we may have to flush the message queue to get these callbacks to pump before the next physics_process.   PhysicsServer2D::get_singleton()->sync(); is the semaphore that will block the main thread until the last frame's physics thread's step() is complete.  If it's similar to the _integrate_forces callbacks callback, then we probably want those callbacks on the main thread right after or before that flush_queries()
In the single threaded physics we would get the _world_stepped callbacks during the last line of your posted sample code.

Ah ok, I see about _world_stepped.  that sounds great.  In the scenario of a separate physics thread, we may have to flush the message queue to get these callbacks to pump before the next physics_process.   PhysicsServer2D::get_singleton()->sync(); is the semaphore that will block the main thread until the last frame's physics thread's step() is complete.  If it's similar to the _integrate_forces callbacks callback, then we probably want those callbacks on the main thread right after or before that flush_queries()
In the single threaded physics we would get the _world_stepped callbacks during the last line of your posted sample code.

I believe I've been able to resolve all the issues I brought up, so I'll close this assuming no further discussion is needed.

I believe I've been able to resolve all the issues I brought up, so I'll close this assuming no further discussion is needed.


Update README

Update readme to remove unnecessary info. not yet ready to merrge will update examples in the readme

Can you also update the readme in this file?
https://github.com/dawn-rs/dawn/blob/master/dawn/src/lib.rs

Again here as in #103 fmt is broken currently so I will run it on everything when it works again.


Error when using short_reads_pipeline

Hello and thank you for this tool! I use it all the time on contigs, and now I am trying the short_reads_pipeline, and getting the error:
Step 3: Run DeepARG-SS to identify ARG-like reads
sequence item 4: expected string, NoneType found
Here is my command: deeparg short_reads_pipeline --forward_pe_file $read_1 --reverse_pe_file $read_2 --output_file $out_dir/${ref}_results
Trimmomatic and the merge steps both work. I'm running this on a cluster, and deeparg works for contigs so I'm not sure how to handle this or if it's a known bug. Log file attached.
da_test.txt
I've tried with both v1.02 and v1.04, installed with conda.
Thanks!

Closing, forgot to provide the db...


chore(package): update mocha to version 4.1.0

Closes #76

Codecov Report

Merging #78 into master will not change coverage.
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As a user, I can perform searches through accumulative filters

... so that I can get more focused searches.
For example:
filter friend male CS
Address Book would then list out all person that are assigned all 3 tags.

As an expert user who wants to be able to narrow down searches quickly and efficiently


Add dummy run to mass Gliffy importer

Add option to attempt all Gliffy to draw conversions and report result, but don't actually change anything.

This isn't practical. The recommendation will be to test on a test Confluence instance.


Unable to deploy app, Can't connect to MySQL server on 'localhost' ([Errno 2] No such file or directory)

Hi there,
I was following the Gcloud python tutorial and trying to learn how to use cloud SQL. I was able to use the cloud SQL proxy to run the instance locally. However, when trying to deploy the app online, I was given the error message shown in title.
I have googled this question a bit and enabled all the APIs and services required. I have also repeated the steps several times with a new project each time. I hope someone can give me a clue to solve this problem.

The solution is to uncomment #cloud_sql_instances: [ ]" in app.yaml


Marker basic colors from mesh resources (.dae) are not showing

While tying to use a custom marker in rviz by loading the mesh resources from a .dae file, the colors defined are not showing correctly in rviz environment. I used the frame.dae file provided in this repository follwing this link:
https://github.com/ros-visualization/rviz/blob/22b81ecfea7ea7ed69e35d537abf6f50c8e5f1d7/src/test/meshes/frame.dae
Although marker.mesh_use_embedded_materials = true;  is correctly set, colors from the dae are showing white, they should be red, green and blue. I still can taint the mesh using marker.colors.r g b a but original material from dae are showing as white.
the results are showing in this image:

Your environment

OS Version: e.g. Ubuntu 16.04
ROS Distro: [Kinetic ]
RViz, Qt, OGRE, OpenGl version as printed by rviz:his is RViz version 1.12.17 (kinetic).
Compiled against Qt version 5.5.1.
Compiled against OGRE version 1.9.0 (Ghadamon).

a workaround for this problem is to use texture files for defining the dae materials. For some reason by doing so colors are showing correctly. A good example to follow is the PR2 description dae file in this repository.

I cannot confirm this issue on Melodic or Noetic. The mesh_marker_test produces the expected behaviour:

If that issue is only present in Kinetic, we won't fix that anymore. Kinetic ran EOL in April 2021. I suggest switching to a more recent version of rviz. If your stuck to Kinetic, you can still build a more recent rviz from source.


Updating README with example scrape config and note about getting the…

… metrics into monitoring
Description:
Beginning of updates for issue #63.  This PR adds a scrape_config that can be used for monitoring as well as a note about when this scrape_config is necessary.
Related issue(s):
Fixes #
Notes for reviewer:

Checklist

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

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The diff coverage is n/a.

@@           Coverage Diff           @@
##             main     #415   +/-   ##
=======================================
  Coverage   73.55%   73.55%
=======================================
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Gh 1083 named ops

Codecov Report

Merging #1130 into develop-0.8.0 will increase coverage by 16.75%.
The diff coverage is n/a.

@@                 Coverage Diff                  @@
##             develop-0.8.0    #1130       +/-   ##
====================================================
+ Coverage            65.29%   82.04%   +16.75%
====================================================
  Files                  622       17      -605
  Lines                19234      490    -18744
  Branches              2417       61     -2356
====================================================
- Hits                 12558      402    -12156
+ Misses                5678       70     -5608
+ Partials               998       18      -980

Impacted Files
Coverage Δ
Complexity Δ

...store/data/element/AccumuloElementValueLoader.java

...quetstore/io/reader/ElementRecordMaterialiser.java

...n/impl/NestedHyperLogLogPlusParquetSerialiser.java

...hq/gaffer/flink/operation/handler/GafferAdder.java

...er/store/operation/handler/compare/MaxHandler.java

.../operation/handler/ScoreOperationChainHandler.java

...er/spark/serialisation/TypeReferenceSparkImpl.java

...chq/gaffer/hdfs/operation/mapper/GafferMapper.java

...ration/handler/export/set/GetSetExportHandler.java

...ation/hdfs/handler/AddElementsFromHdfsHandler.java

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Support "Import Datasets" in the Variable Explorer

Allow data to be imported into the Variable Explorer for Python Interactive

What does 'import datasets' mean?

You can import data files (csv, txt, etc) into the variable explorer as DataFrames (or list or array) and start using it in the Jupyter session.

Does it generate a cell with the code to create the dataframe?

not from what I see in Spyder. but we could :)

I'd want it there at least. Otherwise it's not part of my 'history'. And it would help somebody that wanted to run the code themselves.


Simple starter example of Re.Pack working with Expo

Ask your Question
I was trying to set up a simple expo app that could use Re.Pack for bundling. But i'm getting stuck on step 4 while following these instructions. Any help is appreciated.
Here is what i see on xcode while trying to perform step 4 of the instructions:

Here is my repo for reproducing the error i get when i start the app on ios simulator:

As stated in the Repack docs: currently expo is not officially supported and enabling this compatibility will require experimenting.
Any help here would be appreciated, so if you want to spend some time investigating this topic please feel free to do so 🚀


Uploads edit route does not exist

Reflected in the live app:
From the uploads page: https://pod.stanford.edu/organizations/stanford/uploads/ try clicking an Edit link and get the page does not exist error.
e.g. https://pod.stanford.edu/organizations/stanford/uploads/18464/edit
This has implications for #745 -- do we want to include the redesigned Edit button if such a route does not exist? Should we remove this button and simply link to the uploads#show page for that upload? Or do we need to fix the routing.
@ggeisler @corylown

@marlo-longley Good question. I noticed that the edit action didn't work as well when working on the mockup  (should've ticketed that), but assumed it was just a bug. But I guess the first question should be: does it make sense to edit an upload? Maybe it does (if you want to change the name of the upload, for some reason? or, can you add files to an upload?). If so, the mockup is correct and we just need to fix the link.
But if there is no reason for editing an upload, and the link is just currently there because this was just the default index page Rails generated, then we should omit the Edit buttons shown in the mockup.

I would be inclined to omit the Edit buttons for now. I can't think of a reason we'd need to provide the ability to edit an upload after it's submitted. If we learn otherwise we can add the Edit button and route needed to support it.

@ggeisler @corylown Sounds good. Currently owners and POD Admins have :crud abilities on Upload, so technically they can edit/update an Upload. I will leave the ability alone and just remove the Edit button from the UI.

Fastest issue close ever!


modify the models

modify models to either fix db issues or facilitate API

[ ] Edit the A/L results model
[ ] Edit the O/L model
[ ] Edit the Pirivena model

I added the "year" field in the after the "AL_index" field in the "al_result" table. What else to do in other tables here?


FlowVR issue with MPICH

Job #16057 failed for 0af92cd0ca5162bc704db3909a244f6797493dc7:
The error unrecognized binding string "cores" seems to come from mpich https://lists.mcs.anl.gov/pipermail/mpich-discuss/2012-October/013326.html when an old option format is used.

In GitLab by @ksiero on Oct 28, 2020, 12:38
mentioned in commit 462a3e40c715baa4fd2e18b59c5c440d22d372a8

@braffin : As FlowVR lauches MPI, I believe the issue is on this side.

In GitLab by @ksiero on Oct 30, 2020, 10:37
mentioned in commit 07a789280db8b98e35077eadd38022064529637d


You have reached the preview usage limit

Getting this error
ship deploy
Steamship Python CLI version 2.17.22
Creating / fetching package with handle [handle_name]... Unable to create / fetch package. Server returned message: You have reached the preview usage limit. Please sign up for a plan at https://steamship.com/account/plan to continue.
Aborted!

Its working and all of sudden i got this error. Its already a paid plan.

sorry, we have sub now


Blazor SignalR enhancements

Fixes #21723
Thanks @ErikApption! :rocket:
Brennan ... Do you want to cover anything WRT ...

It looks like you can grab IOptions<RouteOptions> from DI after UseEndpoint to get all the routing information, including the endpoints.

It looks like you can grab IOptions<RouteOptions> from DI after UseEndpoint to get all the routing information, including the endpoints.

That was just a guess at something you might be able to do, I wouldn't write it in a doc without someone looking into it more.


remove unnecessary null check

This PR fix upcoming lint reports bring by https://github.com/dart-lang/linter/pull/3258

Google testing — Google testing failed. Please contact a Google developer to investigate.

@goderbauer could you have a look please?

Looks like an unrelated flake. The check should turn green momentarily.

test-exempt: semantically equivalent workaround for lint


Use different ports in testing to enable parallel tests

Signed-off-by: Francesco Guardiani<EMAIL_ADDRESS>Fix #8

cc @devguyio


ERROR: ONOS node alpha_c1 has died

Good afternoon,sir, one question , could you help me with this error,please.

It worked in the first try but now that error is shown.

This is an ONOS issue. It is normally related to a lack of resources on the machine.

Good afternoon, sir, I have a couple of questions
Do I have to increase the RAM in the VM ?
Is there another way to activate the TENNISON framework ? (I read the guide but it mentions vagrant)
Thanks,
Raul Ysa

The tennison framework can be ran on its own. You can edit and read that script to see how.
Also I think one of the other closed issues under this got repo tells you how to run ONOS with one instance instead of three.
For the script you're currently running you need at least 20GB ram allocated to the VM.

I increased the assigned RAM and it works.

How can I use the Tennison GUI ?
Thanks, sir , for your answer :D

I couldn't find that instance , is the Tennison_installer.sh ?

Thanks,
Raul Ysa

I wanted to use the GUI , "GUI can be reached on IP:Port/ (<IP_ADDRESS>:5000)/
Default admin login is tennison:rocks" , is this correct?


Add hiring info to home page

Migrated from GitLab: https://gitlab.com/meltano/meltano/-/issues/260
Originally created by @bencodezen on 2019-01-04 15:36:19

Add a 'We're hiring' link to https://about.gitlab.com/jobs/apply/ on https://meltano.com/

View 7 previous comments from the original issue on GitLab


[Macros] Disallow expression macro as default argument

Add error diagnostic when an expression macro is used as the default argument per SE-0382. Using a macro as a sub expression in default argument position is still allowed as expression macros behave the same as built-in magic literals.

rdar://115674594

@swift-ci please test

Can't we fix the behavior (by propagating source location information to the callsite) instead of turning it off? It would be absolutely great to have this working.
Holly solved the expansion of magic literals to accurately represent values in the outermost source file. Can we take this a step further and process default arguments as well?

Hi @tevelee, I agree that allowing non-built-in macro as default argument could be an interesting future direction. But as reasoned in the original proposal, we should disable it right now as specified, and go through Swift Evolution process to make sure that developers won't be surprised by when the macros expand:

With the exception of the built-in macro declarations for source locations (e.g., #fileID, #line), a macro cannot be used as the default argument of a parameter. The existing features for source locations have special behavior when they appear as a default argument, wherein they are expanded by the caller using the source-location information at the call site rather than in the function declaration where they appear. This is useful, existing behavior that we cannot change, but it might not make sense for all macros, and could be surprising. Therefore, we prohibit such default argument that are (non-built-in) macros to avoid confusion, and are open to revisiting this restriction in the future.

@swift-ci please smoke test

Thanks for the context, @ApolloZhu! I missed this during the review of the proposal, your PR makes perfect sense now.


Timber\Attachment::path() returns incorrect value

Expected Behavior
Timber\Attachment::path() returns /wp-content/uploads/file.png
Actual behavior
Timber\Attachment::path() returns wp-contenthttps://example.com/wp-content/uploads/file.png
Steps to reproduce behavior
<?php

var_dump(\Timber\Timber::get_post(get_posts( [ 'post_type' => 'attachment', 'numberposts' => 1 ] )[0])->path())

Notes
No response
What version of Timber are you using?
Timber 2.3.0
What version of WordPress are you using?
Wordpress 6.7.1
What version of PHP are you using?
PHP 8.2
How did you install Timber?
Installed or updated Timber through Composer

first thing that came to mind
    // Attachment class
    public function path(): string
    {
        $src = $this->src();
        // If src is a URL, convert it to a filesystem path first.
        if (URLHelper::is_url($src)) {
            $src = URLHelper::url_to_file_system($src);
        }

        return URLHelper::get_rel_path($src);
    }

Thanks you @mrfsrf , for the solution! I've made that into a PR with some additional tests in #3073


z-way server shows no device

http://%Z-WAY_SERVER%/smarthome now lists no devices. Indeed I was tinkering the setting from the same page a week ago, but not sure what change I made.

As https://github.com/130s/hut_10sqft/issues/338#issuecomment-565785233, this doesn't seem to be an issue any more (with z-way 3.0.0. Not sure what was a fix).


HDFS-15929. Replace RAND_pseudo_bytes in util.cc

RAND_pseudo_bytes is deprecated in OpenSSL
1.1.1 and must be replaced by RAND_bytes.
Refactored usages of GetRandomClientName where
it now returns the client name wrapped in a
a shared_ptr to provide the ability to do
null check. We use a null check as a means to
get the functionality similar to monads in
functional programming.

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This PR fixes some warnings reported as part of https://github.com/apache/hadoop/pull/2792.

How come we still see:
[WARNING] /home/jenkins/jenkins-agent/workspace/hadoop-multibranch_PR-2826/src/hadoop-hdfs-project/hadoop-hdfs-native-client/src/main/native/libhdfspp/lib/rpc/rpc_engine.cc:126:40: warning: 'int RAND_pseudo_bytes(unsigned char*, int)' is deprecated [-Wdeprecated-declarations]
[WARNING]                  from /home/jenkins/jenkins-agent/workspace/hadoop-multibranch_PR-2826/src/hadoop-hdfs-project/hadoop-hdfs-native-client/src/main/native/libhdfspp/lib/rpc/rpc_engine.cc:18:
[WARNING] /usr/include/openssl/rand.h:44:1: note: declared here
[WARNING] /home/jenkins/jenkins-agent/workspace/hadoop-multibranch_PR-2826/src/hadoop-hdfs-project/hadoop-hdfs-native-client/src/main/native/libhdfspp/lib/rpc/rpc_engine.cc:126:40: warning: 'int RAND_pseudo_bytes(unsigned char*, int)' is deprecated [-Wdeprecated-declarations]
[WARNING]                  from /home/jenkins/jenkins-agent/workspace/hadoop-multibranch_PR-2826/src/hadoop-hdfs-project/hadoop-hdfs-native-client/src/main/native/libhdfspp/lib/rpc/rpc_engine.cc:18:
[WARNING] /usr/include/openssl/rand.h:44:1: note: declared here

[WARNING] /home/jenkins/jenkins-agent/workspace/hadoop-multibranch_PR-2826/src/hadoop-hdfs-project/hadoop-hdfs-native-client/src/main/native/libhdfspp/lib/rpc/rpc_engine.cc:126:40: warning: 'int RAND_pseudo_bytes(unsigned char*, int)' is deprecated [-Wdeprecated-declarations]
[WARNING]                  from /home/jenkins/jenkins-agent/workspace/hadoop-multibranch_PR-2826/src/hadoop-hdfs-project/hadoop-hdfs-native-client/src/main/native/libhdfspp/lib/rpc/rpc_engine.cc:18:
[WARNING] /usr/include/openssl/rand.h:44:1: note: declared here

@goiri the above warnings are fixed in this PR - https://github.com/apache/hadoop/pull/2825. I created a separate PR for replacing each instance of RAND_pseudo_bytes since they involve quite a bit of refactoring and didn't want to complicate the PR review process.

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dupname asflicense compile cc mvnsite javac unit codespell golang

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Expose technique when displaying subtechniques

What capability are you seeking? What do you want to be able to do?
When searching for specific subtechniques there are some that have "name collisions" in the search results. One example is Spearphishing Attachment, in the current output it is difficult to determine which technique the entry belongs to (could be Phishing [T1566] or Phishing for Information [T1598]) if you do not have the technique IDs memorized.
It would be helpful if the parent technique could be displayed for subtechniques to make it easier to resolve these, perhaps controlled by a setting to allow users to control the output. A non-exhaustive list of other examples is Spearphishing Link, Web Services, Social Media Accounts, Server.
Screenshot:

Are there any existing features that come close to doing what you need? Explain why those features aren't quite right.
No existing features to my knowledge.
Do you have any ideas about how the feature would work?
For subtechniques, the technique could be displayed alongside subtechnique name.
I am not sure the best way to approach the format specification but it would also be amazing to have the ability to include the parent technique when copying the output. Many people in the community will represent a subtechnique such as T1204.002  along the lines of T1204.002 - User Execution: Malicious File
Mockup Screenshot:

If you want to express positive or negative feedback on a bug report, please leave a Thumbs Up or Thumbs Down so that we can keep track of demand. Please do not reply just to say +1 or -1. Thanks!

This is fixed in #47. Here's an example of what it looks like when searching for "spearphishing". Compare to Jake's original post above.

And here's an example showing highlighting and result ranking are handled for parent/child techniques.


Microsoft.WindowsTerminal version 1.18.2681.0

[ ] Have you signed the Contributor License Agreement?
[ ] Have you checked that there aren't other open pull requests for the same manifest update/change?
[ ] This PR only modifies one (1) manifest
[ ] Have you validated your manifest locally with winget validate --manifest <path>?
[ ] Have you tested your manifest locally with winget install --manifest <path>?
[ ] Does your manifest conform to the 1.5 schema?

Note: <path> is the name of the directory containing the manifest you're submitting.

Microsoft Reviewers: Open in CodeFlow

Wait, it look like I conflict with another pipelines.


Remove version: DeaDBeeF.DeaDBeeF version 1.9.3

[Automated] It returns code over 400 in all urls
Microsoft Reviewers: Open in CodeFlow

URL: https://sourceforge.net/projects/deadbeef/files/travis/windows/1.9.3/deadbeef-1.9.3-windows-x86_64.exe/download
OK
(Automated message - build 923)

URL: https://sourceforge.net/projects/deadbeef/files/travis/windows/1.9.3/deadbeef-1.9.3-windows-x86_64.exe/download
Status Code: 200
(Automated message - build 902)

Close with reason: Duplicate;


No refreshing gif icon in file transfer for win

I still don't have this gif on Windows.

Done in Master.

Waiting for Master builders to be fixed.

Failed in Production.

Done in Master.

Fixed in Prod.


Differentiating between Dictionary and Array

When one object is returned, I got an dictionary otherwise it's an array. What should be the datatype of my attribute.

Following issue answered my question: https://github.com/icanzilb/JSONModel/issues/274


How to generate 53215 vertices as 3DMM.

The 3DMM output mesh has 53215 vertices. How to use PRNet to generate 53215 vertices mesh? Where can I find/generate the corresponding index? The index given (face_inds.txt) can generate only 43867 vertices.

@Franciszzj As far as I can tell, you cannot actually do this. There are two reasons: (1) The uv-map from the Basel face model collapses many vertices on top of each other when you flatten out a mesh from 300W-LP to get a target position map, which makes it impossible to predict different locations for these vertices, and (2) The 53215 vertex count includes predictions for the neck region, which PRNet does not make. The paper doesn't really describe the different submeshes of the Basel face model that they are using, but the main point is that the uv-map gives floating point coordinates, but we are setting up a correspondence where vertices are pixels with integer values in [256,256]

@Franciszzj As far as I can tell, you cannot actually do this. There are two reasons: (1) The uv-map from the Basel face model collapses many vertices on top of each other when you flatten out a mesh from 300W-LP to get a target position map, which makes it impossible to predict different locations for these vertices, and (2) The 53215 vertex count includes predictions for the neck region, which PRNet does not make. The paper doesn't really describe the different submeshes of the Basel face model that they are using, but the main point is that the uv-map gives floating point coordinates, but we are setting up a correspondence where vertices are pixels with integer values in [256,256]

Hi @wungemach, do you know any easy method to remove neck regions when I change the resolution of UV position map...


Hi-Res doesn't work

Hello,
I've tried to update BasicDisplay.sys with patched drivers provided by you (1920x1080 and 1366x768 in a turn). But laptop still stuck @ highest available resolution: 1280x800 (and no upper resolutions appeared)
OS: Windows 8.1 x64
Laptop: Acer 8920g (supports Full HD 1920x1080)
Can you assist, please and let me know what else should I check?
Thanks!

Same here, Win8.1 x64 1080p patch

The hacked driver here is for headless mode. For physical monitors, check my comment of #1 .


⚠ Fortnite has degraded performance

In 2a93f77, Fortnite (https://fortnite.com) experienced degraded performance:

HTTP code: 200
Response time: 1667 ms

Resolved: Fortnite performance has improved in 6565df6.


Include fix for qemu in sota_qemux86-64.bbclass

Is this a qemu-only problem? I wish we knew if this was a persistent problem that others encounter. This has always felt like a bit of a hack.

@patrickvacek while investigating, I found this https://lists.yoctoproject.org/pipermail/yocto/2017-November/038876.html, so I concluded that this is a problem when BUILD_ROM=y, which our other platforms seem to not use (I can double check though).
We can check again with @OYTIS

Updated so that I won't crash if x86_64-linux-gnu-gcc is not present


Version 3.3.0 can not deploy with Visual Studio 2019

Environment

Tesseract Version: 3.3.0

Platform: Windows 10 32-BIT

Current Behavior:  Runs fine in debugger.   Deployed application reports:
Failed to find library "liblept1753.dll" for platform x86.
Expected Behavior:
Suggested Fix:
Problem with manifest or script?

That version is no longer supported.
Please use the Tesseract user forum for questions.


Features/user specific avatar type

Client sending appearance
In common/messages.ts, I add appearance into the UserDetails data structure,
export type UserDetails = {
  ...;
  appearance: string;
};

which will be sent over to server through socket in src/socket.ts.
poseEmitter.on("translatedPose", (pose: BlazePose.Pose) => {
  socket.emit(
    "pose",
    { id: clientId, name: username, appearance: settings.appearance } as Messages.UserDetails,
    pose
  ); // TODO: only emit appearance upon change
});

Server processing appearance
appearance is passed to server/server.ts through socket
socket.on("pose", (userDetails: Messages.UserDetails, pose: unknown) => { ... });

and later updated in performer through the following lines (I add the else clause)
    if (!performer) {
      performer = findOrCreatePerformer(userDetails);
      io.emit("performers", getPerformersForBroadcast());
    } else {
      performer.appearance = userDetails.appearance;
    }

which in turn will be sent back to clients through
socket.broadcast.volatile.emit("pose", performer, pose);

Client receiving appearance
Clients listens to pose through
  socket.on("pose", (person: Person, pose: BlazePose.Pose) => {
    updatePersonPose(person, pose);
  });

and update appearance in updatePersonPose() function, in specific the following line:
performers.push({
      ...person,
})

Recall that appearance has been added to both Performer and Person data structures, so the passing of this property should not be an issue.
Later in drawPose() function, settings.appearance is replaced by person.appearance to reflect user specific appearance.
  // switch (settings.appearance) {
  switch (person.appearance) {

The two branches, features/user-specific-avatar-type and features/debugging-mode are both branched off main but since the modifications in two branches are at different places I assume there shouldn't be many conflicts and thus it's safe to first review either.


Infobox for widget

Leader
@KaWaite
User story
Thanks to the Widget Align System user can freely align widgets on WAS. However, there are some widgets that cannot work on the WAS. For example, the button widget shows modal. Splashscreen is also one example.
Requirements
Examples
Testing list

[ ]

Plugin support model and popup, so users can use that API to create something similar to Splashscreen. So I will close this issue.


Container console not working

Description
I wan't to open container console, but I get strange error:

If I SSH to host and execute docker exec -it <container_name> /bin/bash it works as excepted. Am I missing something or is this a bug?
Steps to reproduce the issue:

Open container
Click on "Console" button
Leave default (/bin/bash & default user)
Click "Connect"

Any other info e.g. Why do you consider this to be a bug? What did you expect to happen instead?
Technical details:

Portainer version: 1.12.0
Target Docker version (the host/cluster you manage): 17.06.0-ce
Platform (windows/linux): linux
Command used to start Portainer:

# ...
    portainer:
      image: portainer/portainer
      volumes:
        - /var/run/docker.sock:/var/run/docker.sock
        - /usr/lib/docker-startup/data/portainer:/data
      restart: on-failure:5
# ...

Target Swarm version (if applicable): /
Browser: Firefox 56.0.2 (64 bit)

I'm wondering if this is related to the way the container (service?) is started. Could you give me an example of container/service to reproduce?

I have the same issue.
Portainer config
portainer:
  image: portainer/portainer:1.15.1
  container_name: portainer
  restart: always
  ports:
   - "<IP_ADDRESS>:8073:9000"
  volumes:
   - /home/user/server_data/portainer:/data
   - /var/run/docker.sock:/var/run/docker.sock

Affected container example
Dockerfile:
FROM clearent/nexus:3.6.0-02

docker-compose.yml:
nexus:
  build: .
  restart: always
  container_name: nexus
  ports:
   - "<IP_ADDRESS>:7086:8081"
  volumes:
   - /home/user/server_data/nexus-data:/nexus-data

BTW, host is currently running 22 containers and it seems that this affects all of them.

@matjazmav @kykc is any of you running Portainer behind a reverse proxy?

@deviantony thanks, my bad! Works fine after websocket configuration on nginx proxy.

@deviantony Yeh I'm, after configuring websockert in nginx it works

Closing this issue as the problem seems to be solved.

Facing same issue
Attach
The interactive-flag is not set. You might not be able to use the console properly.
The TTY-flag is not set. You might not be able to use the console properly.

test

For others seeing this and using HTTPD/Apache you can use something like this
ProxyPass         /api/websocket wss://<IP_ADDRESS>:9443/api/websocket
ProxyPassReverse  /api/websocket wss://<IP_ADDRESS>:9443/api/websocket


How to exclude some dirs when indexing

My project is large ,some dirs are not necessary, so I need to exclude them.I use .cquery to control the project.
Thanks

I found some config method in below url
https://github.com/cquery-project/cquery/blob/master/src/config.h
maybe this can help me
std::vectorstd::string indexWhitelist;
std::vectorstd::string indexBlacklist;


Release/1.0.8

Full diff: https://github.com/ros-visualization/python_qt_binding/compare/1.0.7...release/1.0.8
I will fast-forward merge this PR and trigger the release upon maintainer approval.

The Rpr failure is totally caused by my mistake - I opened the PR against main by accident and re-targeted at galactic-devel. We can safely ignore that check.


Refactor model & response data

What happened 👀
Before we move to integrate with the GraphQL API client, we should clean up the HTTP API client base.
Insight 📝

Moving packages & doing a small merging, the data returned from the raw response from an HTTP API client, should be called explicitly as XxResponse - then an app actual model class should be called as pure Xx. In this case we refactor to have: AuthTokenResponse and AuthToken separately. This creates better separation of concerns between multiple sources of data (upcoming graphQL), with the actual app's data. They can live together when it becomes app data, but before that, the raw data should come from distinct sources.

Proof Of Work 📹
The app works normally. Some dependencies were added ahead for the graphql integration shouldn't be the concern.

all fixed, @manh-t 🙇


Mock Tokens Initial Scope

Summary

RFCs: Link to RFC, Link to RFC, or $\emptyset$.
Categories: any of protocol-units,scripts.

https://github.com/movementlabsxyz/movement/issues/203
Scripts and instructions on Mock Tokens deployed on test or development networks.
Changelog
Initializes tokens for:
Testnet

Suzuka
Devnet
M1
M2

Testing
All were throughly tested
Outstanding issues
Deployment

@0xPrimata are you stuck on this? Does it still need to be merged?

What's the status on this?

All were throughly tested

Generally, you should be explaining how they were tested, how someone else should test, and programmatic tests added.

All were throughly tested

Generally, you should be explaining how they were tested, how someone else should test, and programmatic tests added.

it's the current devnet and testnet versions, so they are working


Error: failed post-install: timed out waiting for the condition - on variable creation

Hi all,
I'm not sure if is bug but basically are occurring only when I try to setup variables or connections
What is the bug?
Trying to install the helm I got the following error in my ZHS terminal:
Error: failed post-install: timed out waiting for the condition
And this one in my Azure Kubernetes:
{     "kind": "Event",     "apiVersion": "v1",     "metadata": {         "name": "airflow-cluster-scheduler-8f4bd86f6-l285w.167f90e5b12edc28",         "namespace": "airflow-cluster-namespace",         "selfLink": "/api/v1/namespaces/airflow-cluster-namespace/events/airflow-cluster-scheduler-8f4bd86f6-l285w.167f90e5b12edc28",         "uid": "790af9b7-5772-4d4b-a715-1e0d9b9b48fc",         "resourceVersion": "233374",         "creationTimestamp": "2021-05-16T14:01:47Z",         "managedFields": [             {                 "manager": "kubelet",                 "operation": "Update",                 "apiVersion": "v1",                 "time": "2021-05-16T14:01:47Z",                 "fieldsType": "FieldsV1",                 "fieldsV1": {                     "f:count": {},                     "f:firstTimestamp": {},                     "f:involvedObject": {                         "f:apiVersion": {},                         "f:fieldPath": {},                         "f:kind": {},                         "f:name": {},                         "f:namespace": {},                         "f:resourceVersion": {},                         "f:uid": {}                     },                     "f:lastTimestamp": {},                     "f:message": {},                     "f:reason": {},                     "f:source": {                         "f:component": {},                         "f:host": {}                     },                     "f:type": {}                 }             }         ]     },     "involvedObject": {         "kind": "Pod",         "namespace": "airflow-cluster-namespace",         "name": "airflow-cluster-scheduler-8f4bd86f6-l285w",         "uid": "ab181e23-c77f-4ff4-802b-3355faf184f9",         "apiVersion": "v1",         "resourceVersion": "232325",         "fieldPath": "spec.containers{dags-git-sync}"     },     "reason": "BackOff",     "message": "Back-off restarting failed container",     "source": {         "component": "kubelet",         "host": "aks-agentpool-28188663-vmss000001"     },     "firstTimestamp": "2021-05-16T14:01:47Z",     "lastTimestamp": "2021-05-16T14:05:55Z",     "count": 21,     "type": "Warning",     "eventTime": null,     "reportingComponent": "",     "reportingInstance": "" }
The error just happen when I try to add any variable or connection in the values file. See below.
What are your Helm values?
Any relevant parts of your custom_values.yaml
 variables:     - key: "environment"       value: "prod"
What is your Kubernetes Version?:
$ kubectl version
Client Version: version.Info{Major:"1", Minor:"19", GitVersion:"v1.19.7", GitCommit:"1dd5338295409edcfff11505e7bb246f0d325d15", GitTreeState:"clean", BuildDate:"2021-01-13T13:23:52Z", GoVersion:"go1.15.5", Compiler:"gc", Platform:"darwin/amd64"}
Server Version: version.Info{Major:"1", Minor:"19", GitVersion:"v1.19.9", GitCommit:"6c90dbd9d6bb1ae8a4c0b0778752be06873e7c55", GitTreeState:"clean", BuildDate:"2021-03-22T23:02:49Z", GoVersion:"go1.15.8", Compiler:"gc", Platform:"linux/amd64"}```

1.19.9

**What is your Helm version?**:

```console
$ helm version
version.BuildInfo{Version:"v3.5.4", GitCommit:"1b5edb69df3d3a08df77c9902dc17af864ff05d1", GitTreeState:"dirty", GoVersion:"go1.16.3"}```

@demetrioi If you are using helm install --wait, please enable the helmWait value:
https://github.com/airflow-helm/charts/blob/main/charts/airflow/values.yaml#L1-L3

@demetrioi this should have been fixed by PR: https://github.com/airflow-helm/charts/pull/266, which will be in the next release of the chart 8.4.0, (you can follow which version has it in the CHANGELOG).

Thanks @thesuperzapper yes it's solved.

Oh God. I try many times with --wait it always failed while I remove the --wait flag it works. I spent a lot time to figure it out what's wrong with it. Finally got the answer here.
I suggest that you'd better note the --wait flag could result in failed in the documentation. or else other one may meet same issue again.

Oh God. I try many times with --wait it always failed while I remove the --wait flag it works. I spent a lot time to figure it out what's wrong with it. Finally got the answer here. I suggest that you'd better note the --wait flag could result in failed in the documentation. or else other one may meet same issue again.

@jkryanchou this is a community project, if you have an idea to improve it, please raise a PR.


Adding pixleogicdev account

Adding my Twitch dev channel PixelogicDev.
This is an awesome platform. Thanks so much for putting it together!

Thank you!


nim-toml-serialization is broken with Nim 2.2.0

Hey there,
Thank you for your time and work on toml_serialization!
I am facing the following issue having upgraded to Nim 2.2.0, when using Toml.loadFile:
/home/firasuke/Downloads/Git/glaucus/rad/src/cerata.nim(40, 7) template/generic instantiation of `loadFile` from here
/home/firasuke/.nimble/pkgs2/toml_serialization-0.2.12-157d397bc26f9e9fad14a4bc7e2ca68a03e92a55/toml_serialization.nim(155, 13) template/generic instantiation of `readValue` from here
/home/firasuke/.nimble/pkgs2/serialization-0.2.2-320676ee66fba7dba2dc0f97bb2c73e1abbb1bf7/serialization.nim(31, 9) template/generic instantiation of `readValue` from here
/home/firasuke/.nimble/pkgs2/toml_serialization-0.2.12-157d397bc26f9e9fad14a4bc7e2ca68a03e92a55/toml_serialization/reader.nim(426, 8) template/generic instantiation of `decodeInlineTable` from
 here
/home/firasuke/.nimble/pkgs2/toml_serialization-0.2.12-157d397bc26f9e9fad14a4bc7e2ca68a03e92a55/toml_serialization/reader.nim(334, 25) template/generic instantiation of `parseInlineTableImpl`
from here
/home/firasuke/.nimble/pkgs2/serialization-0.2.2-320676ee66fba7dba2dc0f97bb2c73e1abbb1bf7/serialization/object_serialization.nim(215, 6) Error: [] must have some form of array type
nimble.nim(304)          buildFromDir

    Error:  Build failed for the package: rad
     Info:  Nimble data file "/home/firasuke/.nimble/nimbledata2.json" has been saved.

Any ideas what could be the issue here?

outdated nim-serialization?

outdated nim-serialization and nim-toml-serialization?

Oh I thought the latest version was 0.2.12, no?

we not always increase the version number when new features or bugfixes are merged. including  changes because of new compiler version or other hotfixes. and because we only use nimble for CI and not for day to day development, we tend to manage our libraries using git commit hash rather than using version number.

we not always increase the version number when new features or bugfixes are merged. including changes because of new compiler version or other hotfixes. and because we only use nimble for CI and not for day to day development, we tend to manage our libraries using git commit hash rather than using version number.

oh I see, but I am still facing the same error even after running:
nimble install https://github.com/status-im/nim-toml-serialization@#master

(I have run nimble clean and nimble uninstall on the former cached versions of toml_serialization)
Could this be an issue with nim-serialization instead?

And I did a reinstall of Nim 2.2.0 and this issue is gone.
I am closing this issue for now (and hopefully forever).
Thank you for your time!


[Docs] Adds tutorial and stepwise instructions for EXTERN

Adds a tutorial for EXTERN to export data with MSQ

Fixes up the style of the EXTERN function reference
This PR has:

[ x] been self-reviewed.

Not for this PR, but it would be good to standardize how we refer to SQL functions in this topic. Specifically when it comes to using code font.


Is it possible to use VI-mode?

It looks like python-prompt-toolkit supports vi mode: https://github.com/jonathanslenders/python-prompt-toolkit/blob/master/docs/pages/building_prompts.rst#vi-input-mode and also supports dynamic switching between emacs and vi mode.
I think, it will be wonderful to use vi mode in http-prompt.

Yes, it's possible and should be easy to do. Let's include this in the next release.

The feature was added in PR #94 and merged to master. To enable vi mode, add this line in your config file:
vi = True


First slave window has weird tall and narrow size when switched to floating.

Already reported ? *

[X] I have searched the existing open and closed issues.

Regression?
No
System Info and Version
 System/Version info
Hyprland 0.45.2 built from branch  at commit 12f9a0d0b93f691d4d9923716557154d74777b0a  ([gha] Nix: update inputs).
Date: Tue Nov 19 21:47:18 2024
Tag: v0.45.2, commits: 5451
built against aquamarine 0.5.0

flags set:
debug

System Information:
System name: Linux
Node name: thinkpad
Release: 6.12.4-gentoo-krunking
Version: #1 SMP PREEMPT_DYNAMIC Thu Dec 12 20:45:11 EET 2024

GPU information:
00:02.0 VGA compatible controller [0300]: Intel Corporation 3rd Gen Core processor Graphics Controller [8086:0166] (rev 09) (prog-if 00 [VGA controller])

os-release: NAME=Gentoo
ID=gentoo
PRETTY_NAME="Gentoo Linux"
ANSI_COLOR="1;32"
HOME_URL="https://www.gentoo.org/"
SUPPORT_URL="https://www.gentoo.org/support/"
BUG_REPORT_URL="https://bugs.gentoo.org/"
VERSION_ID="2.17"

plugins:

======Config-Start======

Config File: /home/lampis/.config/hypr/hyprland.conf: Read Succeeded
# See https://wiki.hyprland.org/Configuring/Monitors/
monitor=,preferred,auto,auto
#monitor=,addreserved,0,6,38,38
monitor=,addreserved,0,8,8,8

# Startup
exec-once=/usr/libexec/polkit-gnome-authentication-agent-1 &
exec-once=hyprpaper
exec-once=udiskie &
exec-once = dunst &
exec-once = cat ~/.cache/wal/sequences &
exec-once = dbus-launch
exec-once=dbus-update-activation-environment DISPLAY
exec-once=sleep 0.7 && waybar
exec-once = wl-paste --type text --watch cliphist store #Stores only text data
exec-once = wl-paste --type image --watch cliphist store #Stores only image data

# Set programs that you use
$terminal = foot
$fileManager = nemo
$menu = tofi-drun
$volup = pulseaudio-ctl up
$voldown = pulseaudio-ctl down
$mute = pulseaudio-ctl mute
$mutemic = pulseaudio-ctl mute-input

# Some default env vars.
env = XCURSOR_SIZE,24
env = MOZ_ENABLE_WAYLAND,1
env = MOZ_DBUS_REMOTE,1
env = WLR_DRM_NO_ATOMIC,1
env = DBUS_SESSION_BUS_ADDRESS="autolaunch:"

# For all categories, see https://wiki.hyprland.org/Configuring/Variables/
input {
    kb_layout = us, gr
    kb_options = grp:alt_shift_toggle
    follow_mouse = 1
    sensitivity = 1 # -1.0 - 1.0, 0 means no modification.
}

master {
    # See https://wiki.hyprland.org/Configuring/Master-Layout/ for more
    allow_small_split = false
    new_status = slave
    orientation = left
    mfact = 0.55
}

general {
    # See https://wiki.hyprland.org/Configuring/Variables/ for more
    gaps_in =2
    gaps_out = 2
    gaps_workspaces = 20
    border_size = 2
    col.active_border = rgba(d8e49cee)
    col.inactive_border = rgba(262626aa)
    resize_on_border = true
    layout = master
    # Please see https://wiki.hyprland.org/Configuring/Tearing/ before you turn this on
    allow_tearing = true
    no_focus_fallback = true
    resize_corner = 3
}
cursor {
    inactive_timeout = 3
    enable_hyprcursor = true
    }

decoration {
    # See https://wiki.hyprland.org/Configuring/Variables/ for more
    rounding = 0
    blur {
        enabled = no
        size = 3
        passes = 1
    }
    shadow {
    enabled = yes
    range = 10
    render_power = 3
    offset = 2 2
    ignore_window = false
    color = 0xee1a1a1a
    }
}

animations {
    enabled = yes
    # Some default animations, see https://wiki.hyprland.org/Configuring/Animations/ for more
    bezier = myBezier, 0.05, 0.9, 0.1, 1.05
    animation = windows, 1, 7, myBezier
    animation = windowsOut, 1, 7, default, popin 80%
    animation = border, 1, 10, default
    animation = borderangle, 1, 8, default
    animation = fade, 1, 7, default
    animation = workspaces, 1, 6, default
}
misc {
  enable_swallow = true
  vfr = true
  swallow_regex = ^(foot)$
  disable_hyprland_logo = true #no anime girls :(((
  force_default_wallpaper = 0 # Set to 0 to disable the anime mascot wallpapers :((((((
  disable_splash_rendering = true
  animate_manual_resizes = true
  disable_autoreload = false #hyprctl reload
  background_color = 0x000000
  new_window_takes_over_fullscreen = 2
  middle_click_paste = false #make sure to disable it from firefox too
}

# Example windowrule v1
# Example windowrule v2
# windowrulev2 = float,class:^(kitty)$,title:^(kitty)$
# See https://wiki.hyprland.org/Configuring/Window-Rules/ for more
#windowrulev2 = nomaximizerequest, class:.* # You'll probably like this.
windowrule=float,^(galculator)$
windowrulev2=size 450 400,title:^(galculator)$
windowrulev2 = noborder,floating:1
windowrulev2 = rounding 10,floating:1
windowrulev2 = noshadow, floating:0
#windowrulev2 = minsize 300 300, class:.*

# See https://wiki.hyprland.org/Configuring/Keywords/ for more
$mainMod = SUPER

# Example binds, see https://wiki.hyprland.org/Configuring/Binds/ for more
bind = $mainMod, Return, exec, $terminal
binde = $mainMod SHIFT, C, killactive,
binde = $mainMod SHIFT, X, killactive,
bind = $mainMod SHIFT, Q, exit,
bind = $mainMod, N, exec, $fileManager
bind = $mainMod, F, togglefloating,
bind = $mainMod, T, togglefloating,
bind = $mainMod, P, pin,
bind = $mainMod, Space, fullscreen,
bind = $mainMod SHIFT, Return, exec, $menu
bind = $mainMod, V, exec, cliphist list | tofi --config .config/tofi/config_clip | cliphist decode | wl-copy
bind =, Print, exec, grim -g "$(slurp)" - | wl-copy && wl-paste > ~/Pictures/Screenshots/Screenshot-$(date +%F_%T).png
binde= $mainMod, End, exec, light -U 5
binde= $mainMod, Home, exec, light -A 5
binde=,xf86audioraisevolume,exec,$volup
binde=,xf86audiolowervolume,exec,$voldown
binde=,xf86audiomute,exec,$mute
binde=,xf86audiomicmute,exec,$mutemic

# Move focus with mainMod + arrow keys
bind = $mainMod, H, layoutmsg, cycleprev
bind = $mainMod, J, layoutmsg, swapprev
bind = $mainMod, K, swapnext,
bind = $mainMod, L, cyclenext,
bind = $mainMod, Backspace, layoutmsg, swapwithmaster
binde = $mainMod SHIFT, L, resizeactive,10 0
binde = $mainMod SHIFT, H, resizeactive,-10 0
binde = $mainMod SHIFT, K, resizeactive,0 -10
binde = $mainMod SHIFT, J, resizeactive,0 10

# Switch workspaces with mainMod + [0-9]
bind = $mainMod, 1, workspace, 1
bind = $mainMod, 2, workspace, 2
bind = $mainMod, 3, workspace, 3
bind = $mainMod, 4, workspace, 4
bind = $mainMod, 5, workspace, 5
bind = $mainMod, 6, workspace, 6
bind = $mainMod, 7, workspace, 7
bind = $mainMod, 8, workspace, 8
bind = $mainMod, 9, workspace, 9

# Move active window to a workspace with mainMod + SHIFT + [0-9]
# Use movetoworkspacesilent instead to only move the window to the workspace.
bind = $mainMod SHIFT, 1, movetoworkspacesilent, 1
bind = $mainMod SHIFT, 2, movetoworkspacesilent, 2
bind = $mainMod SHIFT, 3, movetoworkspacesilent, 3
bind = $mainMod SHIFT, 4, movetoworkspacesilent, 4
bind = $mainMod SHIFT, 5, movetoworkspacesilent, 5
bind = $mainMod SHIFT, 6, movetoworkspacesilent, 6
bind = $mainMod SHIFT, 7, movetoworkspacesilent, 7
bind = $mainMod SHIFT, 8, movetoworkspacesilent, 8
bind = $mainMod SHIFT, 9, movetoworkspacesilent, 9

# Move/resize windows with mainMod + LMB/RMB and dragging
bindm = $mainMod, mouse:272, movewindow
bindm = $mainMod, mouse:273, resizewindow

# This disables middle click paste
# bind = , mouse:274, exec, ;

======Config-End========

Description
Long time issue, toggling float on the first slave window on the master layout causes it to be very tall and narrow. It's as narrow as the window allows, see picture. Windows after the first slave behave as expected.
How to reproduce
Toggle float (togglefloating) on the first slave window on the master+stack layout.
Crash reports, logs, images, videos

foot terminal and nemo file manager toggled to float, both cannot be resized to be any less wide.

+1 for reporting this issue.
I am facing a similar issue with foot. But the issue is limited to foot only.
I tried my best to replicate this issue with kitty, alacritty, wezterm, ghostty .. they all worked as expected.
Somehow on my system even nemo is working as expected. I wonder what's wrong with my foot. :)

It's really weird behavior. Foot, alacritty, mpv, firefox, nemo, discord are affected. I installed kitty to test and it seemed to not be affected at first, but then it did.

foot terminal and nemo file manager toggled to float, both cannot be resized to be any less wide.

Have you also tried setting minimum size for all floating windows like:
windowrulev2 = minsize 500 200, floating:1, class:.*
dynamic rules - minsize wiki
This might not close this issue but does it work as a temporary workaround to change the minimum size of these floating windows to a decent value?

It's not a very good solution, min size does make the floating window not be very narrow but doesn't stop it from being very tall. Using a windowrule to set the max size is not good either, I don't want to have such a limitation when working with floating windows.

Yes me neither..


Builder changes for v13.0.2

Checklist before submitting

[ ] Did you read the contributor guide?
[ ] Did you update any affected documentation?
[ ] Did you write any tests to validate this change?

Description
Fixes # (issue).
Review process to land

All tests and other checks must succeed.
At least one maintainer must review and approve.
If any  maintainer requests changes, they must be addressed.

Xgboost-env is somehow not getting built. Locally this works, hence merging the PR.


What is gtest_out.npy?

In synse_resources/ntu_results/shift_10_r/ we have
g_label.npy - 50906 NTU120 action labels
gtest.npy - 50906 ShiftGCN 256D features
and gtest_out.npy - a 50906x120 array between [-19.3308 39.108074]
What is gtest_out.npy? The output of the ShiftGCN classification layer (can't be, it's 120d, and you said you trained ShiftGCN only on the 110 seen classes)?
Why is the size 50906? (NTU120 has in total 52 940 samples, and only 302 are samples with missing skeletons)

gtest_out.npy is the classification layer output from shift-gcn. Although the model is trained using samples from 110 classes only, the output size of the classification layer has to be kept 120 dimensional to accommodate all the classes(for the generalized ZSL setting). During training the original labels(range 0-119) of the samples are used, only the samples from the unseen classes are not used.
Samples from the test set of NTU-120 are present in gtest_out. NTU-120 has a total of 114480 samples and for the experiments we have used the CS split (for simplicity).

Thank you for the clarification.
What is the CS split? (can't find a mention to it neither in https://github.com/shahroudy/NTURGB-D nor https://github.com/skelemoa/synse-zsl nor in your paper)

Are you able to share the algorithm or the code used to create such files?
I'd like to know to which original skeleton files each line in the g_label gtest and gtest_out belong to.

Sure, I can share the data preparation code we used. Although it will take me sometime to upload it, as it is scattered around in a few jupyter notebooks in my local machine.

nudge @pranaygupta36 :)
This would be useful to make this repo complete (namely it would allow users to retrain SynSE; I was trying to retrain SynSE and hit another road block, as for the retraining of the gating model it expects synse_10_r_unseen_zs.npy, synse_10_r_seen_zs.npy, ztest_out.npy, and val_out.npy, all of each are not automatically generated by synse_training.py)

hey @WurmD sorry for the long delay, you are correct all the files are not automatically generated, the ztest_out.npy and the val_out.npy files are within the ' synse_resources/ntu_results/<experiment_name>' folders. They can be found in the 'val' experiment folder. For ex. synse_10_r_val
The val_out.npy contains the final layer softmax scores of the samples selected for validation and the ztest_out.npy are the final layer softmax scores of the zsl test samples. The scores are obtained from the skeleton feature encoder. If you can provide a bit more information about the dataset using which you are trying to retrain the network, I might be able to help you a little more.


feat: add Lanyard KV to typings

Really simple change, just updated the typings to include Lanyard KV which is an additional field that's just an object with string k/vs

Awesome thanks! I'll publish this later as I'm at the Airport right now.

Released under e705d1200bb4dd2d0b1d910f0744839a0d490b0c


Basic post-processing tools

Implement basic post-processing tools.
As mentioned in #135.
New file ivadomed/postprocessing.py:

threshold_predictions(): moved from ivadomed.utils.py. Note that we now return a data with int as type, instead of the input data type
keep_largest_object(): works with 2 or 3d binary data
keep_largest_object_per_slice(): loop across slices and call above function
fill_holes(): works with 2 or 3d binary data
mask_predictions(): eg to mask soft pred

Example:
from ivadomed.utils import segment_volume
import nibabel as nib
from ivadomed import postprocessing as imed_postPro

nib_soft=segment_volume('/home/GRAMES.POLYMTL.CA/chgroc/ivado-medical-imaging/models_uq_mice/model-sc_uq_mice', '/home/GRAMES.POLYMTL.CA/chgroc/duke/projects/ivado-medical-imaging/data_mice_abdullah-UQ/437/anat/437_t1.nii.gz')

nib.save(nib_soft, 'seg_soft.nii.gz')

data_thr = imed_postPro.threshold_predictions(nib_soft.get_data(), 0.8)
nib.save(nib.Nifti1Image(data_thr, nib_soft.affine), 'seg_hard.nii.gz')

data_rmBlobs = imed_postPro.keep_largest_object_per_slice(data_thr, axis=2)
nib.save(nib.Nifti1Image(data_rmBlobs, nib_soft.affine), 'seg_hard_rmBlobs.nii.gz')

data_soft_masked = imed_postPro.mask_predictions(nib_soft.get_data(), data_rmBlobs)
nib.save(nib.Nifti1Image(data_soft_masked, nib_soft.affine), 'seg_soft_masked.nii.gz')

data_holes_filled = imed_postPro.fill_holes(data_rmBlobs, (3, 3, 1))
nib.save(nib.Nifti1Image(data_soft_masked, nib_soft.affine), 'seg_hard_holesFilled.nii.gz')

One of my main questions would be: do we want to input arrays or nibabel objects. I have a preference for arrays but nibabel would make the CLI cleaner?

@jcohenadad --> FYI I have just pushed a new commit + slightly updated the example (thr value).

We decided to have nibabel inputs.

I made the changes we discussed during SCT meeting.
New example lines:
from ivadomed.utils import segment_volume
import nibabel as nib
from ivadomed import postprocessing as imed_postPro

nib_soft = segment_volume('/home/GRAMES.POLYMTL.CA/chgroc/ivado-medical-imaging/models_uq_mice/model-sc_uq_mice', '/home/GRAMES.POLYMTL.CA/chgroc/duke/projects/ivado-medical-imaging/data_mice_abdullah-UQ/437/anat/437_t1.nii.gz')
nib.save(nib_soft, 'seg_soft.nii.gz')

nib_thr = imed_postPro.threshold_predictions_nib(nib_soft, 0.2)
nib.save(nib_thr, 'seg_hard.nii.gz')

nib_rmBlobs = imed_postPro.keep_largest_object_per_slice_nib(nib_thr, axis=2)
nib.save(nib_rmBlobs, 'seg_hard_rmBlobs.nii.gz')

nib_soft_masked = imed_postPro.mask_predictions_nib(nib_soft, nib_rmBlobs)
nib.save(nib_soft_masked, 'seg_soft_masked.nii.gz')

nib_holes_filled = imed_postPro.fill_holes_nib(nib_rmBlobs, (3, 3, 1))
nib.save(nib_holes_filled, 'seg_hard_holesFilled.nii.gz')

Note: This branch is based on PR #160 !

@charleygros any suggestion about which of these 2 we should use by default for cord/GM segmentation: keep_largest_object vs. keep_largest_object_per_slice?

        Threshold a soft (ie not binary) array of predictions given a threshold value, and returns
        a binary array.

        Args:
            predictions (array): array to binarise.
            thr (float): Threshold value: voxels with a value < to thr are assigned 0 as value, 1
                otherwise.
        Returns:
            array: Array containing only zeros or ones.

        """
>       thresholded_preds = np.copy(predictions)[:]
E       IndexError: too many indices for array

../../../.conda/envs/sct_venv/lib/python3.6/site-packages/ivadomed/postprocessing.py:23: IndexError
==================================================================================== short test summary info =====================================================================================
FAILED testing/test_postprocessing.py::test_threshold - IndexError: too many indices for array
======================================================================================= 1 failed in 0.28s ========================================================================================


Set headers in new tabs

X-CSRF-TOKEN is set when GraphiQL is opened, but not when a new tab is opened.
If you reload the browser, a new tab will be created and X-CSRF-TOKEN will be set.

✅ Access to https://localhost/graphiql

X-CSRF-TOKEN is set in Headers.

❌ Add tab is pressed.

X-CSRF-TOKEN is not set.

❌ Browser reload

A new tab is created, X-CSRF-TOKEN is set in Headers.
I don't want a new tab to be created when reloading the browser.
Please let me know if there is anything missing.
Environment

PHP: 8.1.10
Laravel: 9.27.0
mll-lab/laravel-graphiql: 1.0.0

Process
$ php artisan vendor:publish --tag=graphiql-view

Add to resources/views/vendor/graphiql/index.blade.php head
<head>
    <meta name="csrf-token" content="{{ csrf_token() }}">
</head>

Add to resources/views/vendor/graphiql/index.blade.php script
<script>
    ReactDOM.render(
        React.createElement(GraphiQL, {
            fetcher: GraphiQL.createFetcher({
                url: '{{ url(config('graphiql.endpoint')) }}',
                subscriptionUrl: '{{ config('graphiql.subscription-endpoint') }}',
            }),
            shouldPersistHeaders: true,
            headers: JSON.stringify({
                'X-CSRF-TOKEN': document.querySelector('meta[name="csrf-token"]').content,
            }),
        }),
        document.getElementById('graphiql'),
    );
</script>

Add to config/graphiql.php route.middleware
    'route' => [
        'uri' => '/graphiql',
        'name' => 'graphiql',
        'middleware' => ['web'],
        // 'prefix' => '',
        // 'domain' => 'graphql.' . env('APP_DOMAIN', 'localhost'),
    ],

$ php artisan optimize:clear

I can confirm this is how GraphiQL currently works, and according to https://github.com/graphql/graphiql/issues/2145#issuecomment-1230136600 it is the expected behaviour.
Having the header be present in new tabs would be preferrable to me too, so I am going to leave this issue open. The plan is to wait for https://github.com/graphql/graphiql/issues/2145 to be implemented, then we can recommend changing the configuration in a future PR.

@spawnia It would be nice to see a header set on the new tab.
Waiting for update, Thank you.

https://github.com/graphql/graphiql/pull/2886 adds the ability to define defaultHeaders. I just tested it, will document it and from now on recommend using it.


feat(sdk): Update issuer metadata-related code to support latest model

Updated issuer metadata-related code to support the latest model define at https://openid.net/specs/openid-4-verifiable-credential-issuance-1_0-08.html#section-11.2
Signed-off-by: Derek Trider<EMAIL_ADDRESS>

Codecov Report
Base: 91.63% // Head: 91.64% // Increases project coverage by +0.00% :tada:

Coverage data is based on head (05200e0) compared to base (e8d9f61).
Patch coverage: 100.00% of modified lines in pull request are covered.

Additional details and impacted files
@@           Coverage Diff           @@
##             main     #249   +/-   ##
=======================================
  Coverage   91.63%   91.64%
=======================================
  Files          49       49
  Lines        1865     1867    +2
=======================================
+ Hits         1709     1711    +2
  Misses        111      111
  Partials       45       45

Impacted Files
Coverage Δ

pkg/credentialschema/credentialdisplay.go
100.00% <100.00%> (ø)

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.

:umbrella: View full report at Codecov.
:loudspeaker: Do you have feedback about the report comment? Let us know in this issue.


[BUG] Searching token to add does not save

Describe the bug
When adding tokens over the search bar and adding them, it does not save them and show them in the TokenDetailView
To Reproduce
Steps to reproduce the behavior:

Go to any TokenDetailView
Add a token over the search bar
Save it
See error

Expected behavior
No matter if just toggled on or searched for the token before, the token should be added
Screenshots
https://github.com/user-attachments/assets/b2f23c47-a824-4d90-94ad-6aa4788bc1e9

Version 1.5.4

Additional context
When adding without searching the token in the search ar, it is possible to add the token

QA done.


Not saving bans

Hello,
I am running multiadmin on a game panel of mine. The way it is currently set up is that it is running multiadmin.exe on one server config by running multiadmin.exe with the "first" parameter marking the first server. The second server config on the panel is running multiadmin.exe with the "second" parameter marking the second server.
Example:
multiadmin.exe first
multiadmin.exe second
While this is very handy for myself and trusted staff to restart, stop, and start the server from the web, it has not seemed to save bans in the C:\Users\netadmin\AppData\Roaming\SCP Secret Laboratory\Bans folder. The folder is currently completely empty.
Thanks,
Blizzard

Found out the issue.


php artisan vendor:publish always copies migrations

First of all, let me say thanks for this great L5 package. The Blade Extensions are wonderful.
I noticed that running php artisan vendor:publish always outputs:
Copied Directory [/vendor/bican/roles/src/migrations] To [/database/migrations]

But looking in the migrations directory it didn't changed anything.

Hi, thanks.
It works for me. I don't know where the problem is for you.

I am able to reproduce the error on a fresh install of L5. This is the only package I added.

I don't know, but it works for me. I tried it again.

I can still reproduce the error on a fresh homestead, please let me know if you require more information.

Yes, please.


kubectl direct streaming fails to register a stream.on('error')

This can lead to uncaught exceptions, but benign ones that occur when e.g. the browser reloads and severs connections to the proxy.

oof, the PR just re-throws the error, so it doesn't solve the uncaught exception. nice

oof, the PR just re-throws the error, so it doesn't solve the uncaught exception. nice


Wrong location used for this doc

During my review I haven't recognized that the location of this do isn't in the right location.
Please move this doc out of the current one. This doc needs to be stored under a new directory like 'Linux/Setup and Config'.
An incorrect multinic setup does not lead automatically to a non-connectivity scenario.

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

ID: d9525eb3-1be7-449b-2b63-10bb1ec71f63
Version Independent ID: d9525eb3-1be7-449b-2b63-10bb1ec71f63
Content: Configure multiple network interfaces in Azure Linux virtual machines - Virtual Machines
Content Source: support/azure/virtual-machines/linux-vm-multiple-virtual-network-interfaces-configuration.md
Service: virtual-machines
GitHub Login: @genlin
Microsoft Alias: genli

@malachma, Thanks for the comment. I will update the TOC.


Dependency package @typescript-eslint/eslint-plugin has a new version available

We have identified a dependency on version 5.22.0 of @typescript-eslint/eslint-plugin. A new version (5.27.1) is available for upgrade.
Following are the steps to upgrade package dependency.

Understand the breaking changes between the version being used and the version you want to upgrade to.

Identify all packages that take a dependency on this package.

Go to the root folder for each such package (/sdk/service-name/package-name) and update package.json to have the new version.

Run rush update to ensure the new version is pulled in.

Make relevant changes to absorb the breaking changes.

Repeat steps 3 to 5 for each of the packages that have a dependency on this package.

Label prediction was below confidence level 0.6 for Model:ServiceLabels: 'Azure.Core:0.29059657,Service Bus:0.25879,Azure.Identity:0.039178416'

@jeremymeng would you mind taking care of this?

Addressed in PR #22123


Fix Bug#284 -Resource added for Mocha unit test

Added link for unit testing azure function with Mocha JS
Bug@ 284

The official documentation on unit testing Javascript Azure functions is on Jest so the documentation& sample on how to unit test using Mocha JS is published it on Azure-Samples & put a reference here.

@fnocera - Can you please let me know what are the next steps?

@munishm you should get two reviews and then go ahead and merge in your changes.

Hey @munishm, thanks for helping out and contributing! We are currently planning on rewriting this page as well as changing up how we do technical recommendations. At least at first, we will be removing this section from the wiki page while we evaluate all the different options and how we want to present them. Given all that I do not think we need this PR to be merged, though I encourage you to come take a look once we have this all updated and feel free to let me know if you see anything that needs any additional information!

@omusavi given the plan do you want to go ahead and close the PR?

@omusavi when will the updates for this file be completed? It's a small change, do you not think we should update the link in the mean time? If not then we should close the PR.

Closing after conversation with @RichCzyzewski given @omusavi is working on a unit test re-write