nixos/test-driver: fix regression when using legacy start command

Motivation for this change
The aarch64-linux versions of the boot.uefiUsb and boot.uefiCdrom tests
were broken by b0fc9da879812e47c1ed3438fb0fd51db00a3494. (See: https://hydra.nixos.org/build/155497816)
That commit was a refactor which omitted the qemuBinary option, which was
previously available in the legacy start command. This restores that
option and fixes the tests previously mentioned.
Things done

Built on platform(s)

[ ] x86_64-linux
[x] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

[ ] For non-Linux: Is sandbox = true set in nix.conf? (See Nix manual)
[x] Tested, as applicable:

NixOS test(s) (look inside nixos/tests)
and/or package tests
or, for functions and "core" functionality, tests in lib/tests or pkgs/test
made sure NixOS tests are linked to the relevant packages

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[ ] Tested basic functionality of all binary files (usually in ./result/bin/)
22.05 Release Notes (or backporting 21.11 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module
[ ] (Release notes changes) Ran nixos/doc/manual/md-to-db.sh to update generated release notes

[x] Fits CONTRIBUTING.md.

Looks good, thank you!


(HTTP code 500) server error - {"message":"Get https://registry-1.docker.io/v2/kitematic/hello-world-nginx/manifests/latest: unauthorized: incorrect username or password"}

Expected behavior
Actual behavior
Information about the Issue
Steps to reproduce the behavior

...
...

Please try to login using your Docker ID (hub username) instead of your email. This should fix the issue.


Pre-Processing: Resize #24

I was at first a bit confused by the double important in the beginning. But nice, easy function to resize - thank you!


Theme updates overwrite custom.css with blank file

Every time I update the Quark theme via admin interface, my custom.css gets overwritten and I need to  recover it from backup. While it is in the Quark theme folder and not in a separate child theme, I think the general expectation is that a theme update would preserve edits to custom.css.

I've solved this issue (and a lot of next issues) by creating own theme which inherits from the Quark theme ...
https://learn.getgrav.org/15/themes/customization#theme-inheritance


Prevent margin call from being triggered unless the price feed is less than call price

This is the first item on "Short Term Roadmap" at https://bitsharestalk.org/index.php/topic,19735.msg253383.html

This issue needs to have the tests updated to verify behavior and then can be merged into master.


Unable to upgrade acs-engine Kubernetes cluster from 1.11.1 > 1.11.2 using v0.20.9; Subnet GatewaySubnet is in use and cannot be deleted.

Is this a request for help?:
Yes
Is this an ISSUE or FEATURE REQUEST? (choose one):
Issue
What version of acs-engine?:
master (36aa21cb)

Orchestrator and version (e.g. Kubernetes, DC/OS, Swarm)
Kubernetes 1.11.2
What happened:
When attempting to acs-engine upgrade the upgrade errors out because of the existance of a Gateway Subnet. This subnet is required for a VPN Gateway we use to connect directly to the K8s VNet.
What you expected to happen:
Upgrade successfully without checking on the presence of my Gateway Subnet. The upgrade should not touch an existing VNet or Subnet configuration.
How to reproduce it (as minimally and precisely as possible):
./acs-engine upgrade --auth-method client_secret \
    --client-id "SP_ID" \
    --client-secret "SP_SECRET" \
    --deployment-dir ./_output/CLUSTER_ID \
    --subscription-id "SUB_ID" \
    --resource-group "RG_ID" \
    --upgrade-version "1.11.2" \
    --location "westus" \
    --debug

Anything else we need to know:
Removing gateway subnet resolves this issue. This should not be checked during an upgrade.

I am also running into this same issue when attempting to upgrade my cluster from v1.10.6 to 1.11.2, using acs-engine built from source as of commit 1ade2f387a770697ed196d1d254456cac87499b5.  I received the following error message in "acs-engine upgrade" output:
FATAL[0314] Error upgrading cluster: Code="DeploymentFailed" Message="At least one resource deployment operation failed. Please list deployment operations for details.
Please see https://aka.ms/arm-debug for usage details." Details=[{"code":"BadRequest","message":"{\r\n
"error": {\r\n    "code": "InUseSubnetCannotBeDeleted",\r\n    "message": "Subnet GatewaySubnet is in use by /subscriptions/
subscription-id/resourceGroups/resource-group-name/providers/Microsoft.Network/applicationGateways/app-gateway-name/gatewayIPConfigurations/applicationGatewayIpConfig and cannot be deleted.",\r\n    "details": []\r\n  }\r\n}"}]
I was able to solve it in the same way @neurot1cal was, however, I had an Application Gateway tied to my GatewaySubnet so I had to delete that AND the GatewaySubnet.  That's not really a viable option for me, as that would create downtime for existing users.

@jackfrancis Is this intended behavior?


Logic App Standard - Cannot set Custom tracking ID from service bus message correlationId in IN-APP trigger "When messages are available in a topic subscription (peek-lock)"

Describe the Bug with repro steps
We've been using service bus messages for a couple of years now, and we've been logging the CorrelationId from the service bus message successfully using the non in-app topic subscription peek-lock triggers by setting the custom tracking id using checks and finally outputting the
triggerOutputs().body?['CorrelationId'].
I've tried setting Custom tracking ID the with these values

@{triggerBody()?['correlationId']}
@{triggerOutputs().body?['correlationId']}

From my tests this is sadly not supported by the new In-app triggers.
I've only successfully been able to set a static value or a guid() as the Custom tracking ID, but setting a correlationId from a service bus message is more important than a static value or a guid.
The trigger do not show any trigger history at all when there is an issue with the Custom tracking ID, no errors in the editor and no failed trigger history,
so it's impossible to know that there actually is an error. The only way you see that there is something wrong is that the message gets locked and the delivery count is incremented in the subscription.
Prerequisites: Managed Identity authentication is setup for the logic app to the service bus.
Steps to reproduce
In the Azure portal:

Create a workflow with a In-app trigger When messages are available in a topic subscription (peek-lock)
Select the topic and subscription
Set Maximum message batch sizeto 3
Enable split on (Array @triggerOutputs()?['body'])
Currency control On, Degree of parallelism = 1
Maximum waiting runs = 10
Add a Custom tracking ID to fetch a correlationId from a service bus message
Send a message, or multiple, to the subscription that has a correlationId
This step won't work since there is no run, but if it did: Open the run and see Client tracking ID on the trigger

Expected result

Trigger history added
Run history added
When viewing the Outputs on the trigger the Client tracking ID trigger should be showing the correlationId from the service bus message.

Actual result

No trigger history added.
No run history added.
Delivery Count is incremented in the service bus subscription and finally the message goes to the dlq.

What type of Logic App Is this happening in?
Standard (Portal)
Which operating system are you using?
Windows
Did you refer to the TSG before filing this issue? https://aka.ms/lauxtsg
Yes
Workflow JSON
{
    "definition": {
        "$schema": "https://schema.management.azure.com/providers/Microsoft.Logic/schemas/2016-06-01/workflowdefinition.json#",
        "actions": {
            "Compose_LogEventIn": {
                "type": "Compose",
                "inputs": {
                    "correlationId": "@triggerBody()?['correlationId']",
                    "body": "@triggerBody()"
                },
                "runAfter": {}
            }
        },
        "contentVersion": "<IP_ADDRESS>",
        "outputs": {},
        "triggers": {
            "When_messages_are_available_in_a_topic_subscription_(peek-lock)": {
                "type": "ServiceProvider",
                "description": "tada",
                "inputs": {
                    "parameters": {
                        "topicName": "TheTopic",
                        "subscriptionName": "TheSubscription",
                        "maxMessageBatchSize": 3
                    },
                    "serviceProviderConfiguration": {
                        "connectionName": "serviceBus",
                        "operationId": "peekLockTopicMessagesV2",
                        "serviceProviderId": "/serviceProviders/serviceBus"
                    }
                },
                "correlation": {
                    "clientTrackingId": "@{triggerOutputs().body?['correlationId']}"
                },
                "runtimeConfiguration": {
                    "concurrency": {
                        "runs": 1
                    }
                },
                "splitOn": "@triggerOutputs()?['body']"
            }
        }
    },
    "kind": "Stateful"
}

Screenshots or Videos
No response
Browser

Edge, but not the issue

Additional context
No response

The solution is to set the correlation in the splitOnConfiguration:
This works
"splitOnConfiguration": {
        "correlation": {
            "clientTrackingId": "@{if(equals(string(triggerBody()),''), guid(), coalesce(triggerOutputs().body?['correlationId'], guid()))}"
        }
    }

This does not work
"correlation": {
    "clientTrackingId": "@{if(equals(string(triggerBody()),''), guid(), coalesce(triggerOutputs().body?['correlationId'], guid()))}"
}


Can't extend Bot anymore

We used our on implementation of Bot which extends Bot to have support for the vaadin webframework. Since the constructor of  Bot is private since 672d99a36808fb738895538419f3b122867f5d4b this does not work in 2.6.0 any more. Can the constructor become public again?

Yes no problem.I'll try to release a fix for it before the end of this week.

Thanks, that would be great

So it's done and released in version 2.6.1 to Sonatype nexus repo and will be available in the official maven repo in a couple of hours.

Thanks for the fast fix. Are you interested in a pull request with the VaadinBot, or is this not the right place for framework specific stuff? The Bot contains some vaadin specific wait stuff.

@dve
Not familiar with the Vaadin framework but I'm willing to add it if it does not require adding any external framework specific maven dependency. Please create a PR and I'll review it and merge it.


open sora plan v1.2.0 data is not available download now？

Is it the right access link:https://huggingface.co/datasets/LanguageBind/Open-Sora-Plan-v1.2.0

This is the right Link:
https://huggingface.co/LanguageBind/Open-Sora-Plan-v1.2.0

Maybe this is the address of the model, not the dataset?


feature/TECH 471 implement prometheus rule mapper

Create prometheus rule crd
Add roundtrip tests
Sanitize some sample projects

📕 TECH-471 Create PrometheusRule mapper
We define prometheus alerts in the project yamls.
These should be mapped to a PrometheusRule resource definition, like in mpl: https://github.com/Vandebron/mpl-modules/blob/f771473766e91659eae69540b312c2e6b8806988/resources/nl/vandebron/helm-charts/service/templates/prometheus-rule.yaml
Do this in k8s/chart.py
🏗 Build 8 ✅ Successful, started by Daniel Koves
🚀 cloudfront-service, job, kong-sync, nodeservice, sbtservice, sparkJob

For any new CRD, it's best to link it the corresponding schema. Most of the time these can be found (https://github.com/prometheus-operator/prometheus-operator/tree/main/example/prometheus-operator-crd)
Regarding these fields: https://github.com/Vandebron/mpyl/pull/157/files?w=1#diff-8ab9ddcdb8fee93bb0c9016ade42a4f20cb40bcfa5fd27e03d014c3c5725a542R206-R210, is an empty string really a valid value? They are all required in the project.yml schema https://github.com/Vandebron/mpyl/blob/05f544b76d42e744a1d22c15a147b5d2614de39f/src/mpyl/schema/project.schema.yml#L737-L755, but maybe they should have a minimal character length of 1?
there's a println here https://github.com/Vandebron/mpyl/pull/157/files?w=1#diff-048b0f6af50666af25d1467e961320942b05af8e2b369238780c26216de28cfdR162

Other than that, looks good to me👍. Regarding @Jorg88's comment: did you pull master? If not, perhaps it's better to recreate this PR and cherry-pick the changes.

I think there are still a few more formatting changes, but looks good otherwise

I'll check again, but could be normal if it's python formatting changes.


Improve Cray ALPS support

Current support is really basic. We just emit aprun -B <command>. We should emit the detailed command with the specific task allocation options.

More info here


Add iOS installation via bookmarklet

IITC can be run on iOS by running a bookmarklet as shown here

It would be nice to have this method on the official installation page.
My code:
javascript:if (document.URL=='https://www.ingress.com/intel') {var head=document.getElementsByTagName('head')[0]; var script=document.createElement('script');script.type='text/javascript';script.src='http://iitc.jonatkins.com/release/total-conversion-build.user.js';head.appendChild(script);} else {alert('You can only use IITC on the Ingress Intel website!');}

Just a heads-up, since I originally opened this issue, then left it fallow fro... months...
My focus on iOS development went to zero, for months, but it's about to become 50% of my time, again. I'm really pleased that others have come up with creative solutions, in the meantime - I've used the bookmarklet, on Mobile Safari on iOS 4.2.1, and on Safari on Os X 10.9.5, and they work brilliantly. My focus in recent months has been on using the programming language Clojure (which compiles to Java VM bytecode) wherever possible, including to Android apps (via the lein-droid and neko projects, amongst others) and I believe there are projects to compile Clojure to iOS, so, once my current worload calms down some, that's my plan - create a Clojure wrapper, which always pulls from the latest test builds, and compiles to native Android and iOS apps. So that's the plan - a different version of IITC under Android (just for kicks) and a version of IITCm as a native iOS app (also just for kicks, also without expectation that Apple will list it in the App Store, but I'll open source it on Github for people to compile for themselves, and / or up to a hundred each of their closest iOS-using friends.)


Refactor load meta-kg

As shown above, the meta-kg sometimes could take up to 20s to load. This is causing serious performance issue on BTE API end. Need to refactor the smartapi-kg package so that it can take a list of specs sending to it as a file instead of making real time API query.
Need also to implement cron job on TRAPI end to fetch SmartAPI specs periodically from SmartAPI API.

After changing the behavior to read specs locally, the total time it took to load metakg goes down to a couple milliseconds.

The performance gain is also huge after the change:
Siege test (sending 2 one-hop queries/second in the duration of 120 seconds):
When reading spec from SmartAPI remotely:

When reading spec from local storage:

Refactored in: https://github.com/biothings/BioThings_Explorer_TRAPI/commit/b679a9806eee8ab38ed0217db7486fcfc01fb622


Remove unused node module version argument

#37 removed the functionality of setting the NEON_NODE_ABI environment variable but didn't remove the now unused nodeModuleVersion function argument. This PR cleans that up.

obsolete after #41


Unable to compile latest version - missing libmagic???

Question
I've been running this FW on my ulanzi for a while and last time I compiled it was back in Sept. (ESPHome 2023.8.3).
I wanted to add a couple of extra icons to the display, but for some reason I'm unable to compile it at all. I tried both on my Win and my Mac machine, but no luck.
Any idea what am I missing?
I have libmagic and pylibmagic installed and no amount of searching on the web yielded any useful results...
% pip install libmagic
Requirement already satisfied: libmagic in /opt/homebrew/lib/python3.11/site-packages (1.0)
% pip install pylibmagic
Requirement already satisfied: pylibmagic in /opt/homebrew/lib/python3.11/site-packages (0.5.0)

Additional information

used Hardware:
Ulanzi TC001

EspHoMaTriXv2 version: 2024.3.0

Logs
ERROR Unable to import component ehmtxv2:
Traceback (most recent call last):
  File "/opt/homebrew/lib/python3.11/site-packages/esphome/loader.py", line 169, in _lookup_module
    module = importlib.import_module(f"esphome.components.{domain}")
             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File<EMAIL_ADDRESS>line 126, in import_module
    return _bootstrap._gcd_import(name[level:], package, level)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "<frozen importlib._bootstrap>", line 1204, in _gcd_import
  File "<frozen importlib._bootstrap>", line 1176, in _find_and_load
  File "<frozen importlib._bootstrap>", line 1147, in _find_and_load_unlocked
  File "<frozen importlib._bootstrap>", line 690, in _load_unlocked
  File "<frozen importlib._bootstrap_external>", line 940, in exec_module
  File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed
  File "/Users/zmarkella/Documents/Git_repos/ESPHomeConfigs/ulanzi/.esphome/external_components/d62ebc04/components/ehmtxv2/__init__.py", line 10, in <module>
    import esphome.components.image as espImage
  File "/opt/homebrew/lib/python3.11/site-packages/esphome/components/image/__init__.py", line 10, in <module>
    from magic import Magic
  File "/opt/homebrew/lib/python3.11/site-packages/magic/__init__.py", line 209, in <module>
    libmagic = loader.load_lib()
               ^^^^^^^^^^^^^^^^^
  File "/opt/homebrew/lib/python3.11/site-packages/magic/loader.py", line 49, in load_lib
    raise ImportError('failed to find libmagic.  Check your installation')
ImportError: failed to find libmagic.  Check your installation
ERROR Unable to import component animation:
Traceback (most recent call last):
  File "/opt/homebrew/lib/python3.11/site-packages/esphome/loader.py", line 169, in _lookup_module
    module = importlib.import_module(f"esphome.components.{domain}")
             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File<EMAIL_ADDRESS>line 126, in import_module
    return _bootstrap._gcd_import(name[level:], package, level)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "<frozen importlib._bootstrap>", line 1204, in _gcd_import
  File "<frozen importlib._bootstrap>", line 1176, in _find_and_load
  File "<frozen importlib._bootstrap>", line 1147, in _find_and_load_unlocked
  File "<frozen importlib._bootstrap>", line 690, in _load_unlocked
  File "<frozen importlib._bootstrap_external>", line 940, in exec_module
  File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed
  File "/opt/homebrew/lib/python3.11/site-packages/esphome/components/animation/__init__.py", line 5, in <module>
    import esphome.components.image as espImage
  File "/opt/homebrew/lib/python3.11/site-packages/esphome/components/image/__init__.py", line 10, in <module>
    from magic import Magic
  File "/opt/homebrew/lib/python3.11/site-packages/magic/__init__.py", line 209, in <module>
    libmagic = loader.load_lib()
               ^^^^^^^^^^^^^^^^^
  File "/opt/homebrew/lib/python3.11/site-packages/magic/loader.py", line 49, in load_lib
    raise ImportError('failed to find libmagic.  Check your installation')
ImportError: failed to find libmagic.  Check your installation
ERROR Unable to import component image:
Traceback (most recent call last):
  File "/opt/homebrew/lib/python3.11/site-packages/esphome/loader.py", line 169, in _lookup_module
    module = importlib.import_module(f"esphome.components.{domain}")
             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File<EMAIL_ADDRESS>line 126, in import_module
    return _bootstrap._gcd_import(name[level:], package, level)
           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "<frozen importlib._bootstrap>", line 1204, in _gcd_import
  File "<frozen importlib._bootstrap>", line 1176, in _find_and_load
  File "<frozen importlib._bootstrap>", line 1147, in _find_and_load_unlocked
  File "<frozen importlib._bootstrap>", line 690, in _load_unlocked
  File "<frozen importlib._bootstrap_external>", line 940, in exec_module
  File "<frozen importlib._bootstrap>", line 241, in _call_with_frames_removed
  File "/opt/homebrew/lib/python3.11/site-packages/esphome/components/image/__init__.py", line 10, in <module>
    from magic import Magic
  File "/opt/homebrew/lib/python3.11/site-packages/magic/__init__.py", line 209, in <module>
    libmagic = loader.load_lib()
               ^^^^^^^^^^^^^^^^^
  File "/opt/homebrew/lib/python3.11/site-packages/magic/loader.py", line 49, in load_lib
    raise ImportError('failed to find libmagic.  Check your installation')
ImportError: failed to find libmagic.  Check your installation

Additional context
Add any other context about the problem here.

Thanks for the tip, but that doesn't explain why I get the exact same issue on my Windows machine.

Thanks for the tip, but that doesn't explain why I get the exact same issue on my Windows machine.

pip install "pillow==10.2.0"
pip install libmagic
pip install python-magic-bin

Out of curiosity, why not run ESPHome in Docker?  All the dependencies are part of the image... actually, as you might guess from andrewjswan's comment, there's on ongoing issue regarding ESPHome being stuck with an outdated version of Pillow...
Also, this definitely isn't an issue with EHMTXv2... it's an ESPHome issue.  Try this thread: https://github.com/esphome/issues/issues/5427

Docker on Windows sounds funny, there is nothing complicated about installing ESPHome in Python.

If you say so but this thread and that thread say otherwise.  Literally takes seconds to update ESPHome, no futzing about with versions or Python environments.  And it's speed is close enough to running on bare-metal.
And yes, lol it runs in Windows on the Linux Subsystem (which the Docker install painlessly updates).  It's a bit odd compared to Linux installs as it can also run Windows containers (I have no idea about that) but I had to run it on my work notebook because I keep ESPHome devices at work.  It's a bit slow though, probably because Windows itself is using 1/4 of the CPU cycles.

If you say so but this thread and that thread say otherwise. Literally takes seconds to update ESPHome, no futzing about with versions or Python environments. And it's speed is close enough to running on bare-metal.

In Python it's all the same, I haven't had any problems for over 4 years. Everything is simple and hassle-free. To be precise I have 3 ESPHome, one in HA OS, and two in Windows in Python, no problems...

And yes, lol it runs in Windows on the Linux Subsystem (which the Docker install painlessly updates). It's a bit odd compared to Linux installs as it can also run Windows containers (I have no idea about that) but I had to run it on my work notebook because I keep ESPHome devices at work. It's a bit slow though, probably because Windows itself is using 1/4 of the CPU cycles.

It's easy when it's easy. But I have Windows 11 and Core 2 Duo, and when installing Docker, it just says, "Sorry, but I won't install on this hardware, much less work with it." But Python works.

https://github.com/esphome/esphome/pull/7365 should fix this issue

this is not direct related to ehmtx, its more a platform thing.


WebGL Texture Atlas are flipped when recovering from a context loss

Version

Phaser Version: 3.80.0
Operating system: Mac

Description
We create our own texture atlas at runtime using an offscreen canvas and create a blob url from the canvas to load into Phaser.
When we do a context loss and recovery test, the texture is flipped on the Y axis.
https://github.com/phaserjs/phaser/assets/16639049/24ab4733-14bc-4487-8443-bfdb4a46e1d7
Example Test Code
WIP
Trying to create a repro test project but seems to be fine so far https://codepen.io/mikewong/pen/KKELRbK (wait one second for context loss)
Edit: I can provide a private staging build link of the project that has the issue if you contact me via yaustar on Discord
Misc
Extra information about the texture if that helps

Hi @yaustar ! This issue is difficult to pin down, as you've mentioned.
I assume that something in the Phaser code has set gl.UNPACK_FLIP_Y_WEBGL on the texture without changing the corresponding metadata that allows us to recover from context loss. But there are a lot of uses of flipY throughout the codebase, so it's proving difficult to isolate.
I think it might be associated with a RenderTexture or a Shader game object. Are you using either of these with the texture? Can you try recreating the issue using any Shader game objects or RenderTexture game objects from your project? Also, if you are using dynamic textures, that could be relevant. Basically, whatever is touching the textures in your game could be responsible, so try recreating the steps that lead up to the texture inversion.
Alternatively, try removing things from your game until the problem stops. Then try to recreate the issue using the last thing you removed.
If you can recreate the issue this way, that's great! It lets me debug more extensively at my end.
If it doesn't work, let me know and I'll be in touch about access to your private staging build. I try to avoid looking at private data, because not only is it private for a reason, it's often less useful than a really succinct recreation of the issue. (I'm in the New Zealand time zone and it's Friday, so I apologise if I don't get to it this week. But I do want to find out why this is happening.)

We don't use RenderTextures or dynamic textures but we do use shaders for outlines on the objects. We barely touch the textures in our project beyond what I've tried to repro in the codepen https://codepen.io/mikewong/pen/KKELRbK
I will try disabling shaders in our project and see if that helps but beyond that, there isn't much more to remove 🤔

The best specific information is what you're giving us - the Codepen with a clear recreation of everything you're doing.
You could always put your actual blob texture into the Codepen, so we've got something as genuine as possible. The problem is, I can see it starts with localhost so it probably won't work on the web. The other stats you've shared for the texture look fine; it has non-power-of-two resolution, but so does the texture currently used in the Codepen.
Now, when you say "it doesn't always flip all textures upside-down', I want to clarify. I expect that the following are all true:

All sprites taken from the blob texture are the same: flipped, or not flipped. You never have some flipped and some not flipped in the same session.
Other sprites are never flipped.

Thanks for your input - I'll see if I can find anything on my own, but keep investigating!

Now, when you say "it doesn't always flip all textures upside-down', I want to clarify. I expect that the following are all true:

All sprites taken from the blob texture are the same: flipped, or not flipped. You never have some flipped and some not flipped in the same session.
Other sprites are never flipped.

In our case, we have 4 main textures.

Background
World objects (desks, chairs etc) (runtime packed atlas)
World objects (atlas created at build time based on most common used objects)
Avatars

During investigation, I've sometimes had one of the textures not flip on recovery. If it's the one of the world objects, all game objects using that atlas look correct.
It's not that sprites are flipped (as far as I can tell) but the texture itself so the sprites are showing a different part of the texture.
Some of the code in our project is legacy so I'm still investigating if there is anything we do to the texture when it is loaded but I can't see it doing anything more than what I'm doing in the code pen project.
The video shows localhost, but we can share a dev build on a server that can accessed by URL.
I mentioned that we have two web apps that use Phaser and the second one was fine
The main difference between the two is that the one that has issues has a custom Game class that overrides step function so we can control the FPS we render at. Is there anything in the recovery or even load process in Phaser that we should be aware of that affects the texture properties?

It's not that sprites are flipped (as far as I can tell) but the texture itself so the sprites are showing a different part of the texture.

Yes, that's clear from your video. The texture atlas data hasn't changed, but the image it's looking at has flipped upside-down, so we're seeing the wrong parts of the texture. It's good for you to confirm that, though, because I was assuming it was true.

The main difference between the two is that the one that has issues has a custom Game class that overrides step function so we can control the FPS we render at. Is there anything in the recovery or even load process in Phaser that we should be aware of that affects the texture properties?

Here's what happens to a texture:
First, the texture data is loaded and stored. This is usually in an Image, but in this case, it's the blob data. This data shouldn't change after loading.
Second, the texture is sent to the GPU. Ideally, this goes through WebGLRenderer.create2DTexture(), which ensures that all the properties are stored in a WebGLTextureWrapper. The Wrapper then uses those properties to create the texture.
One of those properties is flipY, which instructs WebGL which end of the data is the top. This is called via gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, this.flipY). This should only be happening inside the wrapper.
Now the texture is set up and is ready to render. Nothing more should be changed on it.
Third, when the WebGL context is lost, the GPU forgets everything that was sent to it. WebGL's texture disappears completely.
Fourth, when the WebGL context is restored, we simply run the Wrapper's procedure again to create the texture. It should have the exact same settings as it did before, and recreate things exactly as they were.
However, if something has modified UNPACK_FLIP_Y_WEBGL, it will be lost with the lost context, and will not be recreated. And if something has modified flipY after the texture was created, it will not appear before the context is lost, but it will appear after the context is restored and the texture is recreated.
If your code is using those two keywords (UNPACK_FLIP_Y_WEBGL and flipY), it could be a sign that your code is doing something unexpected which interferes with the rendering. I don't think it is, because they're very specialised parts of the system that you'd have little reason to touch, but I should let you know.
More likely, something in Phaser is setting these values, and we've overlooked it. I know that a couple of other places in Phaser can modify UNPACK_FLIP_Y_WEBGL, particularly a render texture (a buffer which other systems can render to, and is then used as a texture for other render passes). Shader might run this if setRenderToTexture() is called - that's another keyword worth looking for.
Phaser might be setting something incorrectly in this process, but we haven't seen anything go wrong. So it's probably more subtle than that. I think you're correct about race conditions, or at least, things might execute in a different order. This might be due to the order in which textures finish loading, or it might be due to things moving around in your game world. But this data is usually handled only during scene creation, so it's probably happening when textures load in. Do you have any custom logic that happens when textures load in, or do you just wait for everything to be done?
I'll look at our code myself on Monday to see what's happening. Right now, I'm just laying out what I think are likely areas where something could be happening, partially as a reminder to myself - but maybe it'll reveal something in your code.

If your code is using those two keywords (UNPACK_FLIP_Y_WEBGL and flipY),

I couldn't find any calls/references to this in our code base
I'm still going down the shader route and disabling all the ones we use but haven't yet found a cause if there is one. Will recheck on Monday.

Do you have any custom logic that happens when textures load in, or do you just wait for everything to be done?

At worse, we change the filtering between nearest and linear. AFAIK we don't process the textures any more than that.

If your code is using those two keywords (UNPACK_FLIP_Y_WEBGL and flipY),

I couldn't find any calls/references to this in our code base

That makes sense. I wouldn't expect them.
What about setRenderToTexture?

I'm still going down the shader route and disabling all the ones we use but haven't yet found a cause if there is one. Will recheck on Monday.

Do you have any custom logic that happens when textures load in, or do you just wait for everything to be done?

At worse, we change the filtering between nearest and linear. AFAIK we don't process the textures any more than that.

Just to clarify, how do you change the filtering? There are a few ways to do that.
Also, do you want everything in your game to be filtered to nearest, or to linear? If everything should be the same, I might have some pointers.

What about setRenderToTexture?

Not in our code base but I need to check if any shaders do this that we may have used

Just to clarify, how do you change the filtering? There are a few ways to do that.

We access the textures from the textures manager and iterate through them calling setFilter

Also, do you want everything in your game to be filtered to nearest, or to linear?

We want them all to be one or the other based on the zoom level. That way we can retain detail on the pixel art when zoomed out and have the crisp pixels when the user zooms in.
In either case, I've removed the logic when testing for this issue and the issue is still there when this logic is disabled.

Alright, I've looked over Phaser and tidied up some code. It might help this issue.
To test this code, you just need to overwrite one of Phaser's functions with the new code. Make sure you're using Phaser 3.80.0. Add this code, BEFORE you make any calls to Phaser:
Phaser.GameObjects.Shader.prototype.initSampler2D = function (uniform)
{
    if (!uniform.value)
    {
        return;
    }

    //  Extended texture data

    var data = uniform.textureData;

    if (data && !uniform.value.isRenderTexture)
    {
        var gl = this.gl;
        var wrapper = uniform.value;

        var magFilter = gl[(data.magFilter || 'linear').toUpperCase()];
        var minFilter = gl[(data.minFilter || 'linear').toUpperCase()];
        var wrapS = gl[(data.wrapS || 'repeat').toUpperCase()];
        var wrapT = gl[(data.wrapT || 'repeat').toUpperCase()];
        var flipY = (data.flipY || false);
        var width = (data.width || wrapper.width);
        var height = (data.height || wrapper.height);
        var source = (data.source || wrapper.pixels);

        if (data.repeat)
        {
            wrapS = gl.REPEAT;
            wrapT = gl.REPEAT;
        }

        if (data.width)
        {
            // If the uniform has resolution, use a blank texture.
            source = null;
        }

        wrapper.update(source, width, height, flipY, wrapS, wrapT, minFilter, magFilter);
    }

    this.renderer.setProgram(this.program);

    this._textureCount++;
};

Hopefully that fits into your code system.
I had to take some shortcuts to make this code work outside the Phaser build system. If it crashes your game, that's useful! Just add the following line to the start of the function: console.log('initSampler2D uniform', uniform);, and let me know how many times that runs and what it says each time. (Unless it runs dozens of times, in which case ⚠quickly close the tab and remove the line. It shouldn't do that, especially if it's crashing, but an unconstrainted console log can cause your computer to slow down.)
Let me know if that removes the flip issue. Even if it doesn't, that eliminates this area of code as a suspect.

I had to create a custom build of Phaser with your patched code just to ensure that is was being used and the function is not called in the lifetime of the app (I've add a breakpoint and console logging to check)
setRenderToTexture is not called either using breakpoints to check

I didn't expect it to be so much work, sorry! Thank you for doing that.
So if none of this code is called, then the problem must be elsewhere. That's really weird, but I'll keep looking.
Just for the sake of inquiry, are there any flipped textures in your game? You should be able to tell by running game.renderer.glTextureWrappers.forEach(tex => {if (tex.flipY) console.log(tex);}) (or whatever fits in your game). A before/after context restore comparison might be informative. It would also be informative if you could compare results from a game session where it DOES flip to a game session where it DOES NOT flip. Note, this isn't checking the actual WebGL textures, just the cached data we use to recreate them. Checking the actual textures is a bit more challenging.
See also another issue: https://github.com/phaserjs/phaser/issues/6256, which also loads an external texture which is flipped upside-down. That one sounds like it always happens, so it's not exactly the same, but it does mention using setUVs to change the appearance of a texture. Does that ring any bells?

I've also made adjustments to TextureSource.setFlipY. This is a piece of code that's almost never called; Phaser only uses it to prepare Video-sourced textures for shaders to consume, and it shouldn't have any effect at all on textures which aren't sourced from a Canvas or Video. This will be in an upcoming release.
I don't think it'll make a difference, but if you're using TextureSource.setFlipY anywhere in your code, it might be doing something.
Most uses of setFlipY are just on GameObjects, and shouldn't affect the texture system at all.

Just for the sake of inquiry, are there any flipped textures in your game? You should be able to tell by running game.renderer.glTextureWrappers.forEach(tex => {if (tex.flipY) console.log(tex);}) (or whatever fits in your game).

Okay, THIS is interesting. There is a texture that is flippedY but it isn't in game.textures.list. It's somewhere else that I need to track down.

In the other apps that share code libraries and don't have this issue, they don't have this extra texture so it's something unique to this particular app to track down.
If I comment out the code in WebGLTextureWrapper:
        if (this.flipY)
        {
            //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
        }

Context recovery works fine

Some more findings:
I've done the following to debug in our app

When loading, the breakpoint in the if statement is not triggered yet running your log code shows the is one wrapper that has a Y flip (I will track that down later)

When I go through the Loss/Recovery step, the breakpoint does trigger and we get the following output

Where I've outlined is the first wrapper recovered to have a flipY set to true but any other textures recovered after it also have have the pixelStore set to flipY too.
Any new textures loaded after this point are also flippedY 😅

We don't use RenderTextures or dynamic textures but we do use shaders for outlines on the objects. We barely touch the textures in our project beyond what I've tried to repro in the codepen codepen.io/mikewong/pen/KKELRbK

Oh fudge, I was wrong here 🤦 We DO use a render texture for an overlay effect that I forgot about so your suspicion is bang on the money

The texture that is flipped is only 1x1 in size, so doesn't even need flipping!

I was about to make a PR when I sync to latest and the issue is fixed as part of this commit you did a few days ago https://github.com/yaustar/phaser/commit/9a5b51dd27a8255fa5e29d1482482cac02ad0090

The texture that is flipped is only 1x1 in size, so doesn't even need flipping!

It gets resized at runtime to overlay where areas are private/not private :)


Reusing Encoder object

See also: Use of Buffer is killing performance. #2

I've been experimenting with an EventEmitter model for processing messages, and so far I can say that it's perf is quite significantly better than using .pipe() on streams.

Reusing Encoder object is one of the most important key to keep better performance.

Model 1: EventEmitter via Stream (current implementation)
var encoder = msgpack.createEncodeStream();
encoder.on("data", function(buf) {...});

Pros: Easy to understand. Already tested.
Cons: Some overhead on Transform class

Model 2: dedicated EventEmitter model
var encoder = new Encoder();
encoder.on("data", function(buf) {...});
encoder.encode(obj);

Pros: Easy to understand.

Cons 1: Calling emit() method on every message may decrease performance for applications which do not use EventEmitter model.

Cons 2: Using Node.js's EventEmitter class is not the best way when supporting browserify, however. There are some alternatives available as below:
https://www.npmjs.com/package/event-lite
https://www.npmjs.com/package/browser-event-lite

Model 3: callback function model
var opt = {push: function(buf) {...}};
var encoder = new Encoder(opt);
encoder.encode(obj);

Pros: Easy. It works fine on browsers as well as on node.js.

Naming for the option parameter:

push
ondata
dest
then

Model 3: thenable model
var encoder = new Encoder();
encoder.then(function(buf) {...});
encoder.encode(obj);

Pros: It may works good with Promise

Model 4: synchronous encoding model (looks not good)
var encoder = new Encoder();
var buf = encoder.encodeSync(obj);

Pros: Easy to understand as fs module has the same Sync suffix.
Cons: decoder.decodeSync() may decodes multiple objects from a single Buffer input.

"callback function model" looks good.

Model 2: dedicated EventEmitter model
Cons: Calling emit() method on every message may decrease performance for applications which do not use EventEmitter model.

Model 2':

If one of output Array or stream.Transform is given => push() mode (no emit() fired)
If NONE of them is given at constructor => emit() mode

This would add no performance penalty! This looks better.

Model 2'':

Default behavior: emit() mode. push() invokes emit() per default.
Only encode.js and encode-stream.js usage: override push() method and bypass emit()

Simplified for the three usages as below.

encoder
decoder
usage
web browsers

encode.js
decode.js
Individual transform only
OK

encoder.js
decoder.js
EventEmitter-style transforms only
OK

encode-stream.js
decode-stream.js
Streaming transforms only
NA


Update README with link to demo

The GitHub Pages link that points to sigsep.github.io/js returns 404, so I'm updating the README with a working link.

Thanks a lot


Update react version to work with react 18

Also remove react and react dom from deps and leave it only in peer deps

@bmigirl Hi, are you planning to fix the suggestions?


Update Parent and remove repository urls defined

Update Parent and remove repository urls defined

PR builder started
Link: https://github.com/wso2/product-is/actions/runs/930794949

PR builder completed
Link: https://github.com/wso2/product-is/actions/runs/930794949
Status: success


UI updates to Informational meeting

•	Remove Hero scenarios field
•	Remove core concepts field
•	Remove asterisk and text about the requirement for architecture diagram, instead add information about how people can upload a link
•	Don't cancel meeting so remove that text

Changes applied:


cannot find the shell script

I really appreciate the detailed readme, but unfortunately find "download.sh" and "download_movingai.sh" arn't in this repository. It will help me a lot if these two files are uploaded in this repository :)

anyway I found the datasets as released zip :) I'll close this issue


⚠ GitLab Server has degraded performance

In 2c9d6cd, GitLab Server (https://gitlab01.its-telekom.eu) experienced degraded performance:

HTTP code: 200
Response time: 6638 ms

Resolved: GitLab Server performance has improved in 1d7dd01.


Ignore ./vendor content in travis git-validation

Ignores vendor content for make dco use of git-validation tool.
Signed-off-by: Phil Estes<EMAIL_ADDRESS>

Also moved make dco to top of travis script as I'm not sure it makes sense to build code if we aren't going to pass DCO check.

Codecov Report

Merging #777 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master     #777   +/-   ##
=======================================
  Coverage   62.46%   62.46%
=======================================
  Files           5        5
  Lines         682      682
=======================================
  Hits          426      426
  Misses        160      160
  Partials       96       96

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 f3c5811...99486b2. Read the comment docs.

LGTM


Default availability to provisional on Darwin.

This is going to fail Matter codegen, but that's expected....

Codecov Report

Merging #1151 (7fcc7b9) into master (62d5aae) will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master    #1151   +/-   ##
=======================================
  Coverage   65.16%   65.16%
=======================================
  Files         170      170
  Lines       18232    18232
  Branches     3927     3927
=======================================
  Hits        11881    11881
  Misses       6351     6351


fix for content length when the file is bigger than 2 GB

fix for: https://github.com/tonyofrancis/Fetch/issues/35

Accepted.


add support for ICE with SIP

ICE is currently working with XMPP in Jitsi, but not for SIP
See comments in https://github.com/jitsi/libjitsi/issues/101 and branch https://github.com/jitsi/jitsi/tree/ice4sip

@nikvaessen will be working on this as part of GSoC 2016.


decimalPlaces: 0 not working on stackedbar chart

im using v.^6.6.1 RN Chart Kit, problem when i config chart with 0 decimal places its not work, but working in another bar

show your code

I had to add decimalPlaces to the chart not the config then it worked.
<StackedBarChart     data={data}     ...     decimalPlaces={0} />

@forrestfrazier Worked for me too... Thanks.

@forrestfrazier Worked for me too... Thanks.


[1600] Adds status_in_diaper_base to Partner Model

Resolves #1600
Description

Type of change

Schema migration
How Has This Been Tested?

Screenshots

@sunsheeppoplar thanks for the PR. Unfortunately, there was a bit of confusion in the issue that I wrote out originally. This change should be inside the associated rails application https://github.com/rubyforgood/partner
I've created another issue within the correct repo - https://github.com/rubyforgood/partner/issues/307

No worries, I guess we can close this one out and I'll make it over there then, @edwinthinks


scene: add wlr_scene_buffer

This new scene-graph node displays a wlr_buffer.
Closes: https://github.com/swaywm/wlroots/issues/3161

To make this usable for rendering saved buffers we also need to add a few more functions for scaling/cropping.

Pushed two more commits to add scaling and cropping.

One thing worth noting is that it should be possible to implement wlr_scene_surface on top of wlr_scene_buffer. Maybe we should do that at some point. Need to investigate how that would impact surface-specific integrations with the scene-graph, such as auto wl_surface.enter/leave.

I think a struct wlr_scene_node_impl would be a nice addition in the future to clear the big switches here and there.

This has been discussed here: https://github.com/swaywm/wlroots/pull/3140#issuecomment-907100708
tl;dr not sure it'd simplify things.

Good point, it does make sense to keep the impl indeed.
Don't forget to rebase the patchset!


Illegal instruction (core dumped)

Dear Tracs developers,
Thank you for this tool. I installed Tracs via bioconda as instructed in the section on installation. However, on trying tracs align -h or any of the tracs modules, I encountered the error Illegal instruction (core dumped). Is there a bug, or did I do something wrong?

Hi,
This sounds like something went wrong in the installation. It's quite hard to debug these issues remotely but we will try to install TRACS on a few other systems to see if we can reproduce the problem.

@gtonkinhill,
I just noted that the issue has been corrected in the recent version (v1.0.1). Thanks. The issue can be closed now.


Rabbit queue for storing/communicating mssgs

Add Rabbit queue for storing/communicating messages
!story G11.3
!component web interface

I have defined a queue for storing ingest messages and I have set up a rabbit login definitions within the config.groovy.


Use trace messaging to indicate composite resources are being ignored

Summary of the new feature / enhancement

As a configuration author using PSDSC resources in DSC, I always see debug messages with a warning prefix about "implementation detail not found" for composite resources when the adapter builds the DSC cache. The warning implies that something has gone wrong, but the actual behavior is desired and expected - Invoke-DscResource doesn't work with composite resources. Instead, the adapter should emit trace messages indicating that it's not caching the composite resource because they're not supported.

The code that is causing this behavior is in the Invoke-DscCacheRefresh function in the adapter module:
https://github.com/PowerShell/DSC/blob/9ee037ae9a4491d1c8a932a3224c3a281a313cc0/powershell-adapter/psDscAdapter/psDscAdapter.psm1#L78-L82
Proposed technical implementation details (optional)
Define an additional check in the foreach loop to specifically discard composite resources:
$dscResourceTypeName = $dscResource.ModuleName + '/' + $dscResource.Name

if ($dscResource.ImplementedAs -eq 'Composite') {
    $trace = @{
        'Trace' = @(
            "Skipping caching composite resource '$dscResourceTypeName'."
            "Composite resources aren't supported in DSCv3."
        ) -join ' '
    } | ConvertTo-Json -Compress
    $host.ui.WriteErrorLine($trace)
    continue
}

[!NOTE]
Out of scope for this issue, but the trace messages from the adapter all use the Debug level, when they should use the appropriate level for their message, and many of them lack sufficient context for a typical user to understand which resource the message is referring to and what the message indicates.

After #435 this issue happens only in Win-PS adapter;
In PS6+ PS Adapter this is fixed.


Cannot build with 7.1.0 SDK.

Hi All,
I've been working successfully with this module for sometime and recently updated to SDK 7.0.2.  That all worked fine, no problems building using etc....
I've since tried to build the module with the latest Appc update of SDK 7.1.0 and cannot get the module to build.
I'm getting compiler errors e.g.
[ERROR] .../workspaces/appcelerator/ti.goosh/android/src/ti/goosh/InstanceIDListener.java:40: error: no suitable constructor found for Intent(InstanceIDListener,Class<RegistrationIntentService>) [ERROR]         Intent intent = new Intent(this, RegistrationIntentService.class); [ERROR]                         ^ [ERROR]     constructor Intent.Intent(String,Uri) is not applicable [ERROR]       (argument mismatch; InstanceIDListener cannot be converted to String) [ERROR]     constructor Intent.Intent(Context,Class<?>) is not applicable [ERROR]       (argument mismatch; InstanceIDListener cannot be converted to Context) [ERROR] .../workspaces/appcelerator/ti.goosh/android/src/ti/goosh/InstanceIDListener.java:41: error: cannot find symbol [ERROR]         startService(intent); [ERROR]         ^ ...
It looks like the compiler is not recognising the class as an instance of InstanceIDListenerService i.e a service/context!
If I switch the sdk back to 7.0.2 (appc ti setup sdk) then it builds again fine...
Any ideas or help much appreciated.
Thanks
G

Anyone had any luck building with latest SDK?

Hi @miniman42 I just tried building the module with the Titanium SDK version 7.1.0 and it builds and works just fine. You can use the latest release though. Don't need to build it yourself if that's causing problems.
Let me know how it goes

I just tried again - cloned the repo and built locally and still getting the above issue so now I need to understand why it doesn't work (and does no problem for SDK 7.0.2).
I have forked the repo to add some minor updates for our use case so I do need to be able to build it myself so would really appreciate any pointers.   Note: for the purpose of testing the issue I am using the master repo and not our fork - to avoid any doubt!
Here's my tooling in case that points to any obvious issue, any suggestions greatly appreciated!
Operating System
Name                        = Mac OS X
Version                     = 10.13.4
Architecture                = 64bit
CPUs                      = 8
Memory                      = 16.0GB
Node.js
Node.js Version             = 8.5.0
npm Version                 = 5.4.2
Appcelerator CLI
Installer                   = 4.2.12
Core Package                = 7.0.2
Titanium CLI
CLI Version                 = 5.0.14
node-appc Version           = 0.2.41
Titanium SDKs
7.1.0.GA
Version                   = 7.1.0
Install Location          = /Users/XXX/Library/Application Support/Titanium/mobilesdk/osx/7.1.0.GA
Platforms                 = iphone, android
git Hash                  = df92fbf
git Timestamp             = 3/14/2018 20:46
node-appc Version         = 0.2.43
Java Development Kit
Version                     = 1.8.0_162
Java Home                   = /Library/Java/JavaVirtualMachines/jdk1.8.0_162.jdk/Contents/Home
Android SDK
Android Executable          = not found
ADB Executable              = /Users/XXX/Library/android-sdk-macosx/platform-tools/adb
SDK Path                    = /Users/XXX/Library/android-sdk-macosx
Android NDK
0NDK Path                    = /Users/XXX/Tools/android-ndk/android-ndk-r16b
NDK Version                 = 16.1.4479499
Android Platforms

android-25
Name                      = Android 7.1.1
API Level                 = 25
Revision                  = 2
Skins                     = HVGA, QVGA, WQVGA400, WQVGA432, WSVGA, WVGA800, WVGA854, WXGA720, WXGA800, WXGA800-7in, AndroidWearRound, AndroidWearRound360x360, AndroidWearRound400x400, AndroidWearRound480x480, AndroidWearRoundChin320x290, AndroidWearRoundChin320x300, AndroidWearRoundChin360x325, AndroidWearRoundChin360x326, AndroidWearRoundChin360x330, AndroidWearSquare, AndroidWearSquare240x240, AndroidWearSquare320x320
ABIs                      = x86, armeabi-v7a, arm64-v8a, x86_64
Path                      = /Users/XXX/Library/android-sdk-macosx/platforms/android-25
android-26
Name                      = Android 8.0.0 (not supported by Titanium SDK 7.1.0.GA, but may work)
API Level                 = 26
Revision                  = 1
Skins                     = HVGA, QVGA, WQVGA400, WQVGA432, WSVGA, WVGA800, WVGA854, WXGA720, WXGA800, WXGA800-7in
ABIs                      = x86
Path                      = /Users/XXX/Library/android-sdk-macosx/platforms/android-26

Can you create a PR with your updates so I can try building it?

Hey Ani, the output above is from the master branch - ie without my updates! I’ve no idea why it won’t build anymore, even as I said with a clean clone of the goosh repo.   Nothing else I build has a problem. The only thing I can think is that perhaps as a result of the ti.playservices module now being included as a dependent module, that some of the classes may be deprecated when we use a later version of playservices (appc are using a really old version atm until they figure a clean way to force users to download the latest version). I’ve updated to a later version (11.8 I think- I’m  not on my Mac atm) of playservices in our app, as we use google FIT apis and the later google sign in apis. So perhaps that’s the cause!  If that’s the case the mod will need an update soon to support current GPS as appc have an update coming soon AFAIK.

I've filed an issue with Appcelerator to see if they can help : https://jira.appcelerator.org/browse/AC-5748

I'll try to build the module with the updated GPS you mention and I'll get back to you. It seems strange though because the Intent class where you're getting the errors is not under the GPS namespace. It's an android feature.

Hi Ani, Appc have recognised the issue (due to incorrectly packaged GPS jars in the SDK source) - see: https://jira.appcelerator.org/browse/TIMOB-26131 - a bit of effort but we got there!
Workaround for now is to delete the 4 GPS jars from the SDK directly as they are loaded dynamically (if present) by the apk runtime.


tvtv.us link gone

What happened to the tvtv.us epg?

And also what happened to the rest of the local epg channels?

The API on tvtv.us has recently changed completely and now we need to update the site_id of most channels before we can create an EPG. And unfortunately, I do not have time to do this right now.

Is there a alternative epg since tvtv.us is down? I used that because it had so many channels

Is it possible to create my own epg with just the channels I need?  I only used tvtv.us for my local channels.

Y’all let me know of a alternative epg that is dependable and has many channels please

@ian10951 Feel free to update the channel list yourself: https://github.com/iptv-org/epg/blob/master/sites/tvtv.us/tvtv.us_us.channels.xml. And the script will load the program during the next daily update.

@freearhey could you explain a little on which location data were you pulling these from? For example, for AMCEast and AMCWest, what would you select as the location/zip code and which provider to select (Cox, YouTube etc.)?
Just wanted some information to see if I could help by writing some script to bulk update these.

@amynkvirani You can use https://www.tvtv.us/api/stations and https://www.tvtv.ca/api/stations to get a list of all available channels at once.

@freearhey thanks a lot.
making sure I got it right, I should only update the site_id value in your XML, and keep everything else the same so people with already configured EPG wouldn't have to change anything, correct?

@amynkvirani Yes, that's right.

Also, would you have an older output for https://www.tvtv.us/api/stations which previously worked?

Unfortunately, I don't have it.

Here's a JSON-->CSV dump of tvtv/us/api/station for anyone who'd have use for it:
TVTV-STATIONS-API-DUMP.csv

Does anyone have the api for directv epg?

@TheDeatCrusher As far as I know directv.com has no public API, but you can find a complete list of channels in the code of the page https://www.directv.com/guide. And the list is different for each region.
Here, for example, is the list just for New York (zip code: 10001)
https://gist.github.com/freearhey/3ce6294aa1a73c8ead83aa4afc7a24e6

Do you have anyway of retreving tvg ids?

Most seem to be working this morning although not all. I do now get a populated xml for both USA and Canada, just about 6 or 7 channels missing that were previously there. Have some channels changed the xml id too ? Greay work anyway.

Much fewer working today, whats going on ? and channels such as History are in Spanish.

@ian10951 could you please specify the specific names of the channels that are missing?

Its easier to show you because a few now just state SIGN OFF as the EPG Data. I cant find anything to upload here so I've sent several Screenshots to an upload site for you to view.
https://easyupload.io/8k2kv9

I converted the dump @ohmybahgosh uploaded into a channel list, anyone have time to categorize the channels?
TVTV-STATIONS.xlsx

Here's a list in xmltv format; who wants to put in correct catagories?
TVTV-STATIONS.csv

Hi everyone - I remapped a bunch of the Canadian channels -- but not all. This was some automatic remapping in Excel, but also a fair bit of manual work. Someone can continue the manual work if you want.
I am attaching a zip with an xml file containing my changes, as well as an Excel file that contains, in columns A-E the data from the original tvtv.us_ca.channels.xml and columns J-K are IDs and channel names from the tvtv API. I matched column K (tvtv channel name) with Column E (channel name from the xml file in this repo) and where there was a match, I updated the ID (column F). As you will see, there are a lot of N/As in column F that need manual matching. I matched some of them, but don't have any more time for this for the moment.
Can someone (@freearhey, maybe) please merge this? It's far from perfect, but it's much better than what is there right now. I would make a PR myself, but I don't want to close this repo just for one file.
tvtv.us_ca.channels.xml.zip

@freearhey so I noticed the EPG wasn't showing data for Comedy Central East. I checked the ID and it does seem to be correct. Any idea what's going wrong?

@amynkvirani Please check again. The channel should now appear.

My bad. It wasn't appearing on Tivimate.
Had to clear cache for the app and restart.
All good now, thanks.

Hi everyone - I remapped a bunch of the Canadian channels -- but not all. This was some automatic remapping in Excel, but also a fair bit of manual work. Someone can continue the manual work if you want.
I am attaching a zip with an xml file containing my changes, as well as an Excel file that contains, in columns A-E the data from the original tvtv.us_ca.channels.xml and columns J-K are IDs and channel names from the tvtv API. I matched column K (tvtv channel name) with Column E (channel name from the xml file in this repo) and where there was a match, I updated the ID (column F). As you will see, there are a lot of N/As in column F that need manual matching. I matched some of them, but don't have any more time for this for the moment.
Can someone (@freearhey, maybe) please merge this? It's far from perfect, but it's much better than what is there right now. I would make a PR myself, but I don't want to clone this repo just for one file. tvtv.us_ca.channels.xml.zip

@cad1231 Im not sure I completely understood why you needed to have the excel file updated (since it appears you have all of the updated IDs in the xml file)... but I updated the excel file to match.  Not sure if that is what needed to be done or not, but here is an updated [file.
Spreadsheet with Index Match_chamby90.xlsx
]

@freearhey so I noticed the EPG wasn't showing data for Comedy Central East. I checked the ID and it does seem to be correct. Any idea what's going wrong?

@freearhey referencing the same channel, this one isn't showing an icon. The link seems to returning a FILE NOT FOUND. How can I fix that? I see there are no icons reference in the updated tvtv.us_us.channels.xml.

@amynkvirani All logos are now loaded from a separate repository iptv-org/api. To replace the logo you just need to update the file: https://github.com/iptv-org/api/blob/master/database/channels.csv

My bad. It wasn't appearing on Tivimate. Had to clear cache for the app and restart. All good now, thanks.

Trying to get epg working in tivimate, checked spelling not working and advise, newbie Sr

Thanks to @Central302, @Arkina1234, @MichaelRPowell, @RevGear, @m-p-3, @isilrhun, @TheDeatCrusher and @amynkvirani, most of the channels have been returned to the list and are already showing in the guide. Therefore, I think this issue can be closed at this point.
If you're still missing some channels, feel free to open new issue.

Where did all the US states and Canadian provinces go though that relied on tvtv? I recall there being many more than just 89 Canadian channels, and many regional US channels.

@magic-ian if there any specifc ones missing, they can be added back in. A few regional ones for the US channels have been added in. More just need to be added back. Supposedly there was an old limitation that required the division of files into smaller pieces, but that is no longer a problem for GitHub.

Thanks @MichaelRPowell, opened a new issue mentioned above to track as per your suggestion. There are too many to make it worthwhile to list all of the missing ones out.


[QUESTION] Using Memory Stream in v5

Hi,
With migration to v5 there are some breaking changes (there is no Shrink method, no access to Engine etc) and there is no documentation how to migrate from v4.
In v4, I used MemoryStream to load data from file and pass it to the LiteRepository, and after when I finished working with LiteDB I was saving the MemoryStream to disk as byte array in a file. And afterwards when reloading the MemoryStream from the file, the LiteDB contained my objects.
Now, it seems that MemoryStream does not contains all data necessary to recreate the LiteRepository the next time when it is reloaded from disk. The way that is used to use LiteDB is not longer valid?
How can I retrieve the Data that is stored in the LiteRepository (initialized by MemoryStream) and save it on disk?

LiteDB v5 works quit different from v4 in this aspect. In v4 you had a single file only (with no temp data). v5 needs temp (log file) to implement WAL. When you initialize a database with MemoryStream, another memory stream are created to store data log (pages changes). This new memory stream contains changes only and when get 1000 pages, this file are copied into original data file. This command can be called by Checkpoint method too. After a checkpoint, your datafile contains all your data an log file are clear. This checkpoin also occurs when you close database.

Given I create a database instance A using
    public LiteDatabase(Stream stream, BsonMapper mapper = null)

Is that correct that I should not open another database instance B using the same stream until I close A? (Because, my thinking, A and B will create different WAL streams instead of using the same).

Hi @mbdavid thanks for the explanation.
With the Checkpoint() method, my use case works well again.

Hi @Soruk , I'm closing this issue as I believe it has been resolved. If it isn't the case, please reopen this issue :slightly_smiling_face:


[Event Modification] Codeunit 70 "Purch.-Calc.Discount" - OnBeforeGetVendInvDisc

Hi, would it be possible to modify the event OnBeforeGetVendInvDisc in codeunit 70 "Purch.-Calc.Discount" to add global variable "VendInvDisc" as VAR parameter?
local procedure GetVendInvDisc(var PurchHeader: Record "Purchase Header"; BaseAmount: Decimal)
    var
        IsHandled: Boolean;
    begin
        IsHandled := false;
        OnBeforeGetVendInvDisc(PurchHeader, CurrencyDate, ChargeBase, InvDiscBase, BaseAmount, IsHandled, VendInvDisc);
        if IsHandled then
            exit;

        VendInvDisc.GetRec(PurchHeader."Invoice Disc. Code", PurchHeader."Currency Code", CurrencyDate, BaseAmount);
    end;

[IntegrationEvent(false, false)]
    local procedure OnBeforeGetVendInvDisc(var PurchaseHeader: Record "Purchase Header"; CurrencyDate: Date; ChargeBase: Decimal; InvDiscBase: Decimal; BaseAmount: Decimal; var IsHandled: Boolean; var VendInvDisc: Record "Vendor Invoice Disc.";)
    begin
    end;

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


TS autoimport should provide qualification to make imported entries unique

Testing: #37177

JS project
file provide1.js

export function foo() {
}

export function foo1() {
}

file provide2.js

export function foo() {
}

export function foo2() {
}

file consume.js

function bar() {
}

inside body bar type foo1, select the symbol. Notice import generated correctly
inside body bar type foo2, select the symbol. Notice import generated correctly
inside body bar type foo

Observe:

there is only one foo
IMO there should be two, each qualified with the file exporting it
select foo
an import is added. I couldn't come up with a rule which on is taken.

Same happens with TS.

Duplicate of #37283


Fixing wrapLine feature

wrapLine didn't work well when span had line-breaks in it.

more detailed:
When using 'wrapLine' the coloring of the code is done by giving className to each span tag.
In the example I gave "/should\n be green/" is wrapped with span with className="hljs-comment".
then, in the function 'wrapLinesInSpan', It's splitted to "/should\n" and "be green/". then you take "/*should\n" and concatenate (Line 91) it as  text element (Line 86) which has no className - so "/should\n" gets the same color as its parent.
The second issue is similar. You are adding the last slice (the last object of 'splitValue') as text to the next node(Line 100), so that you loss its className.

nice, thanks!

published as v5.6.1


Run directly under VSCode aka run source code directly from command line?

As things stand right now, it seems like I have to "pip install", try out pyocd, make changes to code, "pip install", try out pyocd, etc.
Is there a way to run the edited pyocd code directly from the command line without the "pip install" step?
The purpose of this is to allow me to run this under VSCode directly so things like debugging and stepping actually work.  If there is a better way to run this from VSCode than trying to run from the command line, I'm happy to do that instead.
Thanks.

Strange.  I get quite different behavior when I execute when pyocd is installed vs isn't:
(.venv) :~/python/pyOCD$  python -mpyocd list
  #   Probe               Unique ID
-------------------------------------
  0   Segger J-Link EDU   <serial>

(.venv) :~/python/pyOCD$ pip uninstall pyocd
Found existing installation: pyocd 0.33.2.dev2+dirty
Uninstalling pyocd-0.33.2.dev2+dirty:
  Would remove:
    /home/andrewl/python/pyOCD/.venv/bin/pyocd
    /home/andrewl/python/pyOCD/.venv/bin/pyocd-gdbserver
    /home/andrewl/python/pyOCD/.venv/lib/python3.8/site-packages/pyocd-0.33.2.dev2+dirty.dist-info/*
    /home/andrewl/python/pyOCD/.venv/lib/python3.8/site-packages/pyocd/*
Proceed (y/n)? y
  Successfully uninstalled pyocd-0.33.2.dev2+dirty
(.venv) :~/python/pyOCD$ python -mpyocd list
No available debug probes are connected

Hmm, please try adding these lines to the end of pyocd/probe/aggregator.py .
from ..probe.jlink_probe import JLinkProbe
PROBE_CLASSES["jlink"] = JLinkProbe

Or instead use this as the top level script. like: python main.py list
main.py
from pyocd.probe.aggregator import PROBE_CLASSES
from pyocd.probe.cmsis_dap_probe import CMSISDAPProbe
from pyocd.probe.jlink_probe import JLinkProbe
PROBE_CLASSES["cmsisdap"] = CMSISDAPProbe
PROBE_CLASSES["jlink"] = JLinkProbe

from pyocd.__main__ import main
main()

I admit I personally prefer above wacky method. but it looks like sane people's choice is different.
Which is discussed in https://github.com/pyocd/pyOCD/issues/938 .
That is pip install -e .


evaluation failed at [newlog.instance.istio-system]'Timestamp': 'lookup failed: 'request.time''

This problem occurs when trying the Collecting Logs task.
Log
$ kubectl logs -n istio-system -l istio-mixer-type=telemetry -c mixer | grep "newlog" | grep -v '"destination":"telemetry"' | grep -v '"destination":"pilot"' | grep -v '"destination":"policy"' | grep -v '"destination":"unknown"'
2019-08-01T03:38:09.057837Z     error   evaluation failed at [newlog.instance.istio-system]'Timestamp': 'lookup failed: 'request.time''
2019-08-01T03:38:09.057864Z     error   error creating instance: destination='logentry:newloghandler.istio-system(stdio)', error='evaluation failed at [newlog.instance.istio-system]'Timestamp': 'lookup failed: 'request.time'''
        * evaluation failed at [newlog.instance.istio-system]'Timestamp': 'lookup failed: 'request.time''

istioctl version
$ istioctl version
client version: 1.2.2
citadel version: 1.2.2
galley version: 1.2.2
ingressgateway version: 1.2.2
pilot version: 1.2.2
policy version: 1.2.2
policy version: 1.2.2
sidecar-injector version: 1.2.2
telemetry version: 1.2.2

What rule are you using for newlog ?  request.time is not available in TCP contexts (context.protocol == "tcp"). Instead you should use context.time.
You can look at the rules for the two example logs configuration:
apiVersion: "config.istio.io/v1alpha2"
kind: rule
metadata:
  name: stdio
spec:
  match: context.protocol == "http" || context.protocol == "grpc"
  actions:
  - handler: stdio
    instances:
    - accesslog
---
apiVersion: "config.istio.io/v1alpha2"
kind: rule
metadata:
  name: stdiotcp
spec:
  match: context.protocol == "tcp"
  actions:
  - handler: stdio
    instances:
    - tcpaccesslog
---
apiVersion: "config.istio.io/v1alpha2"
kind: instance
metadata:
  name: tcpaccesslog
spec:
  compiledTemplate: logentry
  params:
    severity: '"Info"'
    timestamp: context.time | timestamp("2017-01-01T00:00:00Z")
...
---
apiVersion: "config.istio.io/v1alpha2"
kind: instance
metadata:
  name: accesslog
spec:
  compiledTemplate: logentry
  params:
    severity: '"Info"'
    timestamp: request.time
...

Marking as closed, as I believe this is working as designed.


doc: connectivity: Bluetooth: Add initial Controller sections

Add initial Controller architecture and design sections. These are images contributed by Zephyr member companies and collected over the various Face-to-Face meetings we have been hold in the past years of Bluetooth Low Energy Controller implementation.
Document the Controller SoC peripheral requirements for Nordic Semiconductor SoCs.
Fixes #43562.
Signed-off-by: Vinayak Kariappa Chettimada<EMAIL_ADDRESS>

The documentation guidelines, IIRC, also suggests to use .svg instead of JPEG/PNG for figures, which I strongly agree with for these if they can be converted at some point (I almost expect the originals to be vector graphics in the first place).

Saving as svg needs extra effort to edit each image to correct all the misalignment as shown below:

Other complex images are all misaligned too much. I will change these to svg in subsequent PRs when adding text to each section.

@carlescufi @Thalley please re-review.

cc @fabiobaltieri

Another example alignment mismatch of SVG exported from presentation to visio:

Compared to original PNG:

I need suggestion on how to place something that can be edited in future.

SVG is just text, and can be edited by any text editor in the future. I do, however, expect the export from Powerpoint to Visio to create some truly poorly SVG files that are by no means human readable.
For something that is easier to modify later by others, it probably would be best to redo these figures from scratch. This of course is going to be a much larger task than you original intended for this PR, and I am OK by postponing the conversion from JPEG/PNG to SVG to a later point.

I need suggestion on how to place something that can be edited in future.

SVG is just text, and can be edited by any text editor in the future. I do, however, expect the export from Powerpoint to Visio to create some truly poorly SVG files that are by no means human readable.
For something that is easier to modify later by others, it probably would be best to redo these figures from scratch. This of course is going to be a much larger task than you original intended for this PR, and I am OK by postponing the conversion from JPEG/PNG to SVG to a later point.

I will upload the SVG files side-by-side, so that it is easy in the future to re-work on it and remove the PNG files. The files seem on when viewing in github in this PR. But when I use them in documentation, the alignments are off (I need second pair of eyes!)

Suggest to keep it as PNG for now, and then have a task to update them to SVG via a tool/process that is better than what was used here, possibly manually.

@Emil-Gydesen-Bose I have reverted back to use of PNG; please re-review.


add transitive deps

we should add transitive deps in jcodec-javase and jcodec-android in the 0.2.1 release

it already works.
sorry :)


fix(curriculum): Faster Euler tests for prime seive problems

Checklist:

[X] I have read freeCodeCamp's contribution guidelines.
[X] My pull request has a descriptive title (not a vague title like Update index.md)
[X] My pull request targets the main branch of freeCodeCamp.
[X] I have tested these changes either locally on my machine, or GitPod.

Closes #47824

Keep up the excellent work @jeremylt! We appreciate these quality-of-life improvements quite a lot.


Create Hello-World in Darwin

What the program do ?

In what programming language it is written?

This pull request do not contains files in specific folders. Please fix it and reopen


Unable to compile chip-tool or anything else. Symlink is missing

Problem
Unable to generate and files for compilation, because there is a symbolic link that is pointing to no file. This PR appears to create a file with a non existent symbolic link. More specifically, the pigweed_environment.gni file is point to ../../pigweed_environment.gni which is located in build_overides folder, which does not have the file.
Proposed Solution
Resolve symbolic link.

I ran touch build_overrides/pigweed_environment.gni and the issue was resolved. Is there documentation on re-generating pigweed env?


Fishing spot minimap overlay drawing outside minimap

Type
Incorrect behavior
Operating System
Windows
OS Version
Windows 11
Bug description
When the Fishing plugin is enabled, fishing spot minimap icons draw outside the minimap borders (at least at Molch Island but probably other places too).  This happens regardless of whether the Minimap plugin is turned on.
Screenshots or videos

RuneLite version
RuneLite <IP_ADDRESS>
Oldscool Rev 219
Launcher 2.6.7
Logs
No response

Just an update, this behavior is still present on <IP_ADDRESS>, though it is more noticeable on fixed layout.


hard to get f1 value

I try to run on base size XLnet，128seq len,32 bsz and 2000times. but I can only get 91.3 f1 with conlleval perl version. is it right？

XLNet-base model usually underperform XLNet-large model in various task. I haven't run experiment using base model, but I think 91.3 f1 makes sense for CoNLL2003 NER task

Thinks, I think it's impossible to run large version on my GPU. XD

Ok, I try all my way on Xlnet-base but even cannot get 92.0 F1,
Its so hard to understand how Bert-base can get 92.4.

Maybe you can try out some open-source BERT-NER replementation to repro
92.4? Actually I implemented this XLNet-NER tool by referencing those
BERT-NER reimplementation
On Mon, Aug 26, 2019 at 1:53 AM pwldj<EMAIL_ADDRESS>wrote:

Ok, I try all my way on Xlnet-base but even cannot get 92.0 F1,
Its so hard to understand how Bert-base can get 92.4.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/stevezheng23/xlnet_extension_tf/issues/57?email_source=notifications&email_token=ABYXYM7RW2USILDIYYIYTF3QGOKXBA5CNFSM4INZ77G2YY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOD5DX6JI#issuecomment-524779301,
or mute the thread
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.

--
Best,
Mingzhi

Moreover, you can also try turn on/off fine-tuning core XLNet model by
modifying the source code
On Mon, Aug 26, 2019 at 7:55 AM Steve Zheng<EMAIL_ADDRESS>wrote:

Maybe you can try out some open-source BERT-NER replementation to repro
92.4? Actually I implemented this XLNet-NER tool by referencing those
BERT-NER reimplementation
On Mon, Aug 26, 2019 at 1:53 AM pwldj<EMAIL_ADDRESS>wrote:

Ok, I try all my way on Xlnet-base but even cannot get 92.0 F1,
Its so hard to understand how Bert-base can get 92.4.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/stevezheng23/xlnet_extension_tf/issues/57?email_source=notifications&email_token=ABYXYM7RW2USILDIYYIYTF3QGOKXBA5CNFSM4INZ77G2YY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOD5DX6JI#issuecomment-524779301,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ABYXYM4HNNNV5VC6MH4OWVLQGOKXBANCNFSM4INZ77GQ
.

--
Best,
Mingzhi

--
Best,
Mingzhi

Thanks for you suggestion.
I find that most of BERT-ner repo on github cannot get 92.4 even large-version. Maybe they have some magic trick.
And I have read code in model_unit. I think fine-tuning core XLNet model is turning on by default。
If you are Chinese, my wechat is pawaluodijin.
Anyway, think you very much.
Best,
Pwldj


enhancement: add dataset structured data markup

https://developers.google.com/search/docs/data-types/dataset
https://schema.org/Dataset

The markup assumes the dataset has a individual landing page, which isn't exactly true in our case.
The markup would probably be added to the Data page.
Need to think through if we mark it up as if there is one dataset, with each derivative being a child (hasPart), or if each is separate.

working in data-markup branch

merged


How to test with our own datas?

If I want to use my own coarse-mask datasets for testing, do I need to use "https://github.com/open-mmlab/mmdetection/tree/master/configs/cityscapes" to generate maskrcnn_val/maskrcnn_test first?

Yes. Note that our method is post-processing, so you first need to have segmentation results of an arbitrary instance segmentation model.
You can use Mask R-CNN, or any other model.

The picture I showed above is the parsing I got, but I don’t know how to use your code to run it smoothly, because you have entered many other file paths in your tools/inference.sh test file, such as GT_JSON=datasets/cityscapes/annotations/instancesonly_filtered_gtFine_val.json \
IOU_THRESH=0.55 \ IMG_DIR=/raid/home/dailingna/datasets/cityscapes/leftImg8bit/val/ \ GT_JSON=/raid/home/dailingna/datasets/cityscapes/annotations/instancesonly_filtered_gtFine_val.json \ BPR_ROOT=. \ GPUS=4 \ sh tools/inference.sh configs/bpr/hrnet48_256.py checkpoints/hrnet48_256-cbf4922c.pth maskrcnn_val maskrcnn_val_refined3
I ran this  command successfully.

By the way, our pre-trained model may not be suitable for processing other datasets.

Yes. Note that our method is post-processing, so you first need to have segmentation results of an arbitrary instance segmentation model.
You can use Mask R-CNN, or any other model.

I see your model is pytorch based. But my instance segmentation is generated from Matterport Mask RCNN which is tensorflow/keras version. Do they work together?

Yes, as long as the result format is consistent. See https://github.com/tinyalpha/BPR#prepare-patches-dataset-optional for details.

By the way, our pre-trained model may not be suitable for processing other datasets.
How can we train our own datasets?

@lixuekai2001 You can convert the dataset to the cityscape format, and then follow https://github.com/tinyalpha/BPR#training

@lixuekai2001 You can convert the dataset to the cityscape format, and then follow https://github.com/tinyalpha/BPR#training

If I want to use inference_coco.sh to inference on my own coarse masks, do I need to replace the IMG_DIR and GT_JSON with my own datasets? Or keep these args unchanged?

@keynecky Yes, you need to replace them with your own ones.

How did you convert to maskval, I don’t know how to convert, and the naming rules for conversion, can you tell me? thanks


v86 with xtermjs

How could I run a v86 VM with xtermjs for the serial terminal? I'm working with the Arch example locally.

https://github.com/copy/v86/issues/203#issuecomment-753822011


Default output gets compiled into the release metadata if evaluation is possible without using dynamic values

Ran into this in the extension-docker replacement docker-builder:
- id: test
  default: $__read_file(".docker_image")

Fixed in escape-v0.28.2


Review and update the content of the typography page(s)

What
Make sure all the typography guidance is factual, up-to-date, and still makes sense once it's been re-structured.
Part of https://github.com/alphagov/govuk-design-system/issues/2300. The work is in https://github.com/alphagov/govuk-design-system/pull/3343
Why
We're probably going to be moving lots of things around in https://github.com/alphagov/govuk-design-system/issues/3018, we need to make sure the content is still coherent when spread across more pages.
Who needs to work on this
Content designers
Who needs to review this
Content designers, Interaction designers
Done when

[ ] Figure out how we communicate the difference between typography scales
[x] Figure out how we handle pages without a backlog item
[ ] Content on prototype reviewed
[ ] Changes agreed
[ ] Changes made

Update on 'Figure out how we handle pages without a backlog item'. As we did with the links and lists pages when we split them out, for now we're just going to link to the existing typography issue in the backlog repo.
We'll revisit this in the future as part of a broader review of how we handle discussions on Github.


[Sass] _settings.scss - add !default to all variables for easier maintenance of custom styles

When overriding Foundation default global style it seems the recommended way to do so is by editing _settings.scss.
This complicates things when you want to update Foundation and new variables exist in the new version due to new modules etc.
To simplify updating versions, I suggest the Sass !default keyword should be added to all variables.
This would make updating to a new version  as easy as adding a single line to the top of _settings.scss:
@import 'custom_style
//Rest of _settings.scss goes here

Another almost just as simple option (which I ended up with) is to:

Replace all @import 'settings' statements  with @import 'custom_settings'.
In _custom_settings.scss, put @import 'settings' in the top and then override variables as needed.


Remove Annoying Margin

Remove black 8 pixels margin around the map.

@nicoschmitt Wow at least provide why you decided to close it.

Fair enough :)
I don't work much on this project anymore, especially since necrobot died. But I've decided to backport some of the work that I was doing on another project to this one and the new release (1.0.9) don't have the margin anymore.


⚠ Fortnite has degraded performance

In c8cf471, Fortnite (https://fortnite.com) experienced degraded performance:

HTTP code: 200
Response time: 1563 ms

Resolved: Fortnite performance has improved in 0bb7bcb.


Fixed image splitting in VR mode

Fixed image splitting in VR #8137  according to http://paulbourke.net/stereographics/stereorender/. Tested in HTC Vive.

Thank you so much for the pull request @SorryNotSorryBasileus! I noticed this is your first pull request and I wanted to say welcome to the Cesium community!
The Pull Request Guidelines is a handy reference for making sure your PR gets accepted quickly, so make sure to skim that.

:x: Missing CONTRIBUTORS.md entry.

Please add yourself to the contributors file!

:heavy_check_mark: Signed CLA found.
:grey_question: CHANGES.md was not updated.

If this change updates the public API in any way, please add a bullet point to CHANGES.md.

:grey_question: Unit tests were not updated.

Make sure you've updated tests to reflect your changes, added tests for any new code, and ran the code coverage tool.

Reviewers, don't forget to make sure that:

[ ] Cesium Viewer works.
[ ] Works in 2D/CV.
[ ] Works (or fails gracefully) in IE11.

@lilleyse or @tfili can you review this?

Thanks again for your contribution @SorryNotSorryBasileus!
No one has commented on this pull request in 30 days. Maintainers, can you review, merge or close to keep things tidy?
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I can confirm @SorryNotSorryBasileus has a signed CLA so this is good to start reviewing.

Thanks again for your contribution @SorryNotSorryBasileus!
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Thanks again for your contribution @SorryNotSorryBasileus!
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Who should be noted here to merge this fix? very useful changes for working with vr. Please, somebody with write access, megre this request.

@Lastkraftwagen I apologize for the slow response here.  @lilleyse are you the best person to review this, or can you suggest someone else?

@lilleyse, I've asked @SorryNotSorryBasileus for permissions and resolved merge conflicts with CONTRIBUTORS.md. Can you merge this pull request, please?

Couple of before-after screenshots.

I've tested the code, written by @SorryNotSorryBasileus , on Oculus CV1. Everything works correctly.

@SorryNotSorryBasileus @Lastkraftwagen thanks for the PR and screenshots. I have a Google Cardboard I'm going to try out.
My only code suggestion (right now) is to not allocate two PerspectiveOffCenterFrustum every frame. Is it possible to reuse a scratch PerspectiveOffCenterFrustum?

@SorryNotSorryBasileus I pushed some cleanup related changes in https://github.com/CesiumGS/cesium/pull/8138/commits/bec06174e2847cb65c2f258c5f7eca924b8b38bf. I confirmed that after my changes it looks exactly the same as your changes. I still need to do a final test with the Cardboard but I expect to merge this tonight or tomorrow.

Something buggy is happening when scene.logarithmicDepthBuffer is false. I noticed it on my phone which doesn't support gl_FragDepth and falls back to multifrustum. I think it's only working for the closest frustum.

Off-topic, but someday it would be nice to deprecate this whole fake VR implementation and replace it with proper WebXR integration.

Thanks again for your contribution @SorryNotSorryBasileus!
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Thanks again for your contribution @SorryNotSorryBasileus!
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Thanks again for your contribution @SorryNotSorryBasileus!
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Thanks again for your contribution @SorryNotSorryBasileus!
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Something buggy is happening when scene.logarithmicDepthBuffer is false. I noticed it on my phone which doesn't support gl_FragDepth and falls back to multifrustum. I think it's only working for the closest frustum.

@lilleyse I'm not viewing it with a headset, just using an eye trick. I don't see anything horribly wrong with the screenshot, but the basket seems a little off. Was this what caught your attention, or is the distance to the background off? I only notice an issue with the basket using just my eyes.
Also, does this multifrustum issue occur in the current pseudo VR code? If so, that problem may be outside the scope of this PR, which attempts to fix the projection angles for less eye strain.

Thanks again for your contribution @SorryNotSorryBasileus!
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Thanks again for your contribution @SorryNotSorryBasileus!
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Thanks again for your contribution @SorryNotSorryBasileus!
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@cesium-concierge stop

@SorryNotSorryBasileus thanks for your work here, but we're going to opt to close this out. We feel our current implementation is really a stop gap solution for VR and would rather proper XR support. If you have any interest in the implantation or have further thoughts, please let us know here: https://github.com/CesiumGS/cesium/issues/3422.


Feature Request: Support WebTorrent

Consider adding support for WebTorrent.
WebTorrent is a BitTorrent variation designed to be implementable by web browsers. It works over WebRTC.
https://webtorrent.io
Not sure webtorrent will become popular, but supporting it would be an interesting exercise. Presumably we could use interfaces to cleanly encapsulate the WebRTC code from the normal networking code.

For reference; anacrolix/torrent recently added WebTorrent support in anacrolix/torrent#393.


Intradocument links

How should a document/entity/collection instance refer to another document.  Possibilities for a URL include

absolute  https://ecom.org/api/product/123
relative to API  product/123
relative to service /api/product/123

I like the 3rd option (relative to service) it has the benefit of not requiring a client to add the api prefix and also is valid for the Location HTTP header.
Option 1 has issues when moving to other hosts.


FFHQ1024

Dear DiffAE team,
Thank you for sharing this great work, I really like it.
Have you try to train a model in FFHQ dataset with high resolution (512, 1024)? Do you have plan to release the high resolution checkpoints?
Thank you again for your help.
Best Wishes,
Zongze

thx a lot.


Increase speed limit to 16

Resolves #637

I closed this pull request for the following reasons.

Formatting is not consistent with what the rest of the code uses, For the little change you did 205 lines should not change.
I was already working on implementing this speed limit increase to both the player speed setting and the playback speed buttons setting as well as changing from a dropdown select menu for adjusting the speed to a number input.
@ShawkMusic

Thank you for being willing to contribute though I appreciate it.

I closed this pull request for the following reasons.
1. Formatting is not consistent with what the rest of the code uses, For the little change you did 205 lines should not change.

Yeah I noticed that too. I'm not quite sure why that happened. Maybe something about my text editor settings.


some error when test_model.py

Hi~
Excellent work! But i encounted a problem when running test_model.py. it shows that" libhdx.so: cannot open shared object file: No such file or directory " when running the command "og.launch", any solution ? thx~

It looks like the OGdataset is not being downloaded, have you run this command? This commad will download and install three dataset

python -m omnigibson.utils.asset_utils --download_assets --download_og_dataset --accept_license

Yes, i have downloaded the dataset, it seems i should install vulkan on ubuntu. after i installed vulkan, the error turns to be a warning when running command "og.launch".

By the way, i use WSL2 to run omnigibson, is it able to run in WSL2 ?

Maybe OmniGibson does not support the WSL platform. This is just my guess, as I have never used WSL. I have run it successfully on Ubuntu. The role of OmniGibson is to render and display the matched 3D digital cousins results, which usually requires GUI support. WSL is just a command line tool and does not have such an environment.
However, I can give some maybe useful suggestions. This project has three steps in total. You can try to run "Real World Extraction" and "Digital Cousin Matching" in WSL, because these two steps do not rely on OmniGibson. "Simulated Scene Generation" can be run in the Windows environment. Or you can install a new Ubuntu system. Although it is a little troublesome, it is really convenient! lol!

Thanks a lot! actually i have successfully finish the first two step. i have commit a issue in OmniGibson's github forum too. And i searched a lot on nvidia forum. it seems that isaacsim does not support WSL in 2021.
I will try to run the step3 in windows env~ thx.

Hi @codetea-fly ,
Yes, unfortunately, as far as I know WSL cannot support IsaacSim because Linux requires low-level access to the NVIDIA GPU, which is not allowed.
OmniGibson itself can run directly on Windows -- however, we haven't tested our digital_cousins repo on Windows (only Linux).

Closing this issue for now -- feel free to reopen if any issues persist!


'timeframe_specs' as str? Looks like it's a dict.

As far as I can tell, 'timeframe_specs' is used as a dict (including your examples). Is there a time when it's used as a str? Does typing need to be updated?
   def _create_rule(self, c1:str, c2:str, line:str, timeframe_name:str, timeframe_specs:str, source_key:str, dest_key:str):             # timeframe_specs (str): timeframe specs
_timeframes = {     '1m': {'retention_secs': 60*60*24*10},     '1h': {'retention_secs': 60*60*24*90, 'bucket_size_secs': 3600},     '1d': {'retention_secs': 60*60*24*365, 'ignore_rules': True}, }

Yes, it's a wrong type hint in function definition. It has to be as dict