[Go SDK][Prism] Prism fails pipelines that use features unimplemented in Prism.

It's valuable for Prism to clearly and eagerly fail on pipelines it doesn't support, whenever possible. And since we already have an abundance of integration tests for this, lightly refactor them to be used.
This change affects many files, but most of them are is mechanical and aimed at simplifying testing Prism.
This is a necessary pre-cursor for finishing up the support in Prism before trying to get other SDKs using Prism.
Changes herein:

Add a ptest.BuildAndRun, which accepts a func(s beam.Scope).

This testing approach avoids the vestigial "create pipeline, and then execute it", given we hang everything off of the scope. See https://s.apache.org/no-beam-pipeline for rationale, but this may evolve before it becomes a standard around runner wrappers.
Light refactor to many of the integration test pipelines to be built in a func(s beam.Scope) to be able to use ptest.BuildAndRun.

Not done to all integration tests yet, just the ones Prism doesn't yet support.

Delete the long decommissioned and unused "driver" main for integration tests.
Fail jobs on unimplemented features.

Reasons for failures are clearly related through the Create Job failure message.
Explicitly check windowing strategies vs the Go SDK default settings, since they aren't yet handled by prism.
Explicitly check each PTransform URN against a set list to filter out unknown "standard" transforms.

This avoids pipelines spuriously passing with transforms like TestStream, PubSub.

Makes prism tests set the JobName from the test name, so it's obvious what test case is being run.

Discovered weird/broken behavior WRT flatten handling. To be resolved at a later time.

Thank you for your contribution! Follow this checklist to help us incorporate your contribution quickly and easily:

[ ] Mention the appropriate issue in your description (for example: addresses #123), if applicable. This will automatically add a link to the pull request in the issue. If you would like the issue to automatically close on merging the pull request, comment fixes #<ISSUE NUMBER> instead.
[ ] Update CHANGES.md with noteworthy changes.
[ ] If this contribution is large, please file an Apache Individual Contributor License Agreement.

See the Contributor Guide for more tips on how to make review process smoother.
To check the build health, please visit https://github.com/apache/beam/blob/master/.test-infra/BUILD_STATUS.md
GitHub Actions Tests Status (on master branch)

See CI.md for more information about GitHub Actions CI.

R: @jrmccluskey
(Because Ritesh is busy with the 2.48.0 release, and also my large Timer fit & finish PR).

Run Go Flink ValidatesRunner

Thanks for the review!


{% inlinecss note working (with fix)

Hi,
I was trying to use {% inlinecss within my code, but it wasn't working.
I am having this line at the top of my Twig template :
{% inlinecss<EMAIL_ADDRESS>%}

While the CSS is correctly loaded, I was getting the "The CSS must be set" error.
Eventually, the ToInlineStyleEmailConverter::inlineCSS function was just setting the HTLM and CSS for $this->cssToInlineStyles, instead of it's own variables.
So, in ToInlineStyleEmailConverter, lines 208 and 209, you just have to remove "->cssToInlineStyles", and everything while work.
I could have sent a PR for this, but I'm at work and I don't have the time to fork, install GitHub, make the changes, commit :wink:
Mikael.

this ticket is very old @Mika56 can you please confirm or elaborate or tell us if you can reproduce this or if it is still relevant? Thanks :baby:

@Mika56 is this a duplicate already ?

Hi,
For some reason I didn't get, or missed, the notification for your question back in... 2015 😄
I have to admit I'm not even sure to know what project I was using your library for, nor if this still applies.

👍 @Mika56


Implement exercise binary-search

Why does this also contain commits related to the acronym exercise?

Hi @LegalizeAdulthood,
apologies for committing the files related to the the acronym exercise. This must have been the result of a problem re-basing my local repository. Can these files be removed from the commit?


Support editable installs of Cython pxd files

Editable installs of packages containing Cython currently do not properly support downstream Cython packages finding the pxd files from the editable install. The issue is that editable installs are managed using a meta path finder, and Cython does not appear to support that for pxd files. However, Cython does support pth files adding include paths directly, so this PR solves the pxd search issue by adding the necessary paths directly to the pth file that currently adds the meta path finder.
Resolves #442

@LecrisUT @henryiii here's my first pass at working on #442. I'm running into an issue with it that I can't quite understand though. The scaffolding for the MRE is in place, but for some reason I get a build failure of the first package (pkg1) when I turn off build isolation (see https://github.com/scikit-build/scikit-build-core/pull/516/files#diff-d5c95d2fd1275d136b05a4336ce0df3dea361e1003672881d6068d5e05a6385dR56). @henryiii would you have an idea what that's about? I suspect that it's a paths issue because I see output indicating that the Cython compilation succeeded, but then the actual C compilation step fails saying that the one.c file is missing, which to me indicates that something is wrong with the paths and it's being put in the wrong place. When I inspect the temp directories pytest produced for the test I don't find the Cython-generated C file anywhere. However, the isolated build of pkg1 works just fine.
Once we sort that out, uncommenting the installation of pkg2 below that should demonstrate the issue. I've parametrized the test on editability, so in theory we should see one passed test (when editable mode is off) and one failed test (when editable mode is on).
The predefined pytest fixtures aren't really designed for multiple packages being installed in a single test, so I had to import some stuff manually from conftest to produce a reasonable test. Happy to look into cleaner solutions later, but for now I don't think it's critical for an initial demo of the problem.
To make it easier to see the differences between my PR and @LecrisUT's original that this is based off of (#399) I've opened a corresponding PR from my branch onto his at https://github.com/LecrisUT/scikit-build-core/pull/1. That PR can be used to view just the relevant diff, while this PR will run CI for us.

OK weird, I found the issue although I don't quite understand the underlying cause. It seems like there's a bug where it works with ninja but not make? Installing ninja into the environment allows the unisolated build to run. On the surface that sounds like a CMake bug, but given that it has to do with Python editable installs and build isolation maybe it's a situation where scikit-build-core needs to pass some extra information to CMake when the generator is Unix Makefiles.

@LecrisUT https://github.com/scikit-build/scikit-build-core/pull/516/commits/64b615d3e07ca594a1fe593c2d3668cc5823a0b0 shows the error arising with the original layout, while https://github.com/scikit-build/scikit-build-core/pull/516/commits/31c27ccc9e8c3556c69af712b86e9aea9ab6227d shows that the same error appears when switching to a src/ layout for both packages. Locally I've tested rebasing out your changes from #399 and I see the same error as well.

Quick note about src-layout, it's only relevant tothe original source files. The installed files hqve to strip out the src/ prefix. Built files don't care about src format either.

#399 is in, but it doesn't work if there's an __init__.py or on Python 3.9. So this probably won't be working yet.

A bit swamped this week but will try to get back into this in the next week or two.

@henryiii OK, when you get a chance could you give me some pointers on how you think this feature should be implemented? You seemed to have some thoughts on #442 about what we should and shouldn't do that I didn't follow.

Depending on your level of familiarity with Cython, we may need to get some help from a Cython developer here. From a quick inspection, it seems like since Cython is essentially a preprocessing transpiler of the pyx files, I'm not sure whether cimport statements respect meta path modifications done via the mechanisms used by the _$pkg_editable.py file. Naively I might have expected them to do so, but if I add some print statements inside find_spec I'm not seeing them during the Cython compilation step.
Furthermore, pxd files would change the 1-1 mapping from module to source file into a many-to-one mapping. I've done that by manually modifying the installed _pkg1_editable.py file and it works in the specific test case, but it makes the behavior ill-defined if find_spec goes into the if fullname in self.known_source_files block and then hgas to only return a single spec from a list of files, which doesn't make sense. We need some way to differentiate pxd from py files, and since find_spec doesn't provide that it makes me extra skeptical that this is the right mechanism for making pxd files searchable.
On the issue you also commented

I'm pretty sure you don't want to "install" the header files, you just want to be able to find them in-place. Similarly, I'd expect you'd not want to "install" .pyx files in your CMakeLists, only the .so's need to be "installed". Ahh, you are probably trying to put them in-place, so they get auto-discovered. Not fond of that (mixing compiled and .py files in source expecting a different mixture in the wheel), but it should be possible with a few wheel ignores (**.pyx).

I agree that the pyx files don't need to be added at all. I didn't do anything special to add them, but we could try and clean up whatever in scikit-build-core is doing that. FWIW one hacky solution I tried was to replace the pyx file with the pxd file in the known source files provided to the install function, but that didn't fix Cython compilation which again suggests to me that Cython isn't actually using this finder.

Furthermore, pxd files would change the 1-1 mapping from module to source file into a many-to-one mapping. I've done that by manually modifying the installed _pkg1_editable.py file and it works in the specific test case

Seems you've identified the issue and it might be a way to approach it. I'm not familiar with cython, so I could use a breakdown of how you've edited, maybe a tree view of the files and the dictionary passed to the editable file that makes it work.
From what I read, we should filter the modules that have .pyx and not parse them in the editable file?

Sorry, my wording was confusing. When I said "and it works in this specific case", I was referring to the fact that in general it would not be well-defined for the known_source_files argument to the ScikitBuildRedirectingFinder to be a dict[str, list[str]] instead of a dict[str, str] because there needs to be a unique file to associate with the module. However, in hindsight I think this is a non-issue because the reason you end up with multiple files in the current situation is that we include pyx files, and we really shouldn't be including them at all. So in a world where the module loader approach worked for Cython, I think just removing pyx files from the source list while including pxd files when they are available would be sufficient. However, as I said above I'm not yet convinced that the module loader approach is even valid for Cython.

From what I read, we should filter the modules that have .pyx and not parse them in the editable file?

Essentially Cython can be thought of as a compiled superset of Python. In analogy to C, .pyx files are akin to .c source files, and .pxd files are akin to .h header files. Since every source file is compiled into a shared object, a given pyx file module's lookup in the redirecting finder should always be to an .so file in the known_wheel_files list. You should never include the .pyx files in the known_source_files list because .pyx files aren't directly importable; known_source_files should only contain .py files.
Cython supports cimport statements, which are basically import statements for other Cython modules. In order for one Cython module to use another one in certain contexts (basically any context that isn't pure Python) it has to cimport rather than import that module. However, Cython modules are not cimportable by default. To enable that, you have to put declarations into a corresponding pxd file (unlike C, this isn't an optional separation; the Cython compiler will not allow you to directly import from pyx at all, unlike a C compiler where this is possible but bad practice).
To debug, I've created a local environment with scikit-build-core, then done an editable install of pkg1 into it (which works fine). I then do an editable install of pkg2, which fails as expected. The following approaches all work to remedy this issue:

Set the PYTHONPATH directly to the pkg1/src directory, i.e. PYTHONPATH=/path/to/pkg1/src pip install -e . --no-build-isolation --config-settings=build_dir=build/{wheel_tag} -vv in the pkg2 directory
Add a test.pth file into my site-packages dir containing /path/to/pkg1/src
Add a test.pth file into my site-packages dir containing import mypath, and then adding another file mypath.py to site-packages that just does import sys;sys.path.append("/path/to/pkg1/src")

However, if I add a test.pth file into my site-packages dir containing import mypath and then have mypath.py containing:
import importlib.abc
import sys

class Finder(importlib.abc.MetaPathFinder):
    def find_spec(self, fullname, path=None, target=None):
        print(f"find_spec: {fullname=}, {path=}, {target=}", file=sys.stderr)
        return None

sys.meta_path.insert(0, Finder())

None of the prints of "find_spec..." mention pkg1 during Cython compilation. All of the mentions that I do see are of Python builds or Cython internals, suggesting that since Cython is itself implemented in Python we're seeing the bits that imports in order to do the transpiling, but the transpiling itself does not respect modifications of sys.meta_path.
Does that make sense?

All right, after some discussion at the last dev meeting we came up with an alternative solution that involves just adding the extra paths directly to the pth file. My diagnosis in https://github.com/scikit-build/scikit-build-core/pull/516#issuecomment-1797116250 is correct, and the new solution leverages the fact that Cython does support pth files for paths even though it does not support meta path finders. I will follow up with Cython to try and get that support added in the future, but this solution seems workable in scikit-build-core for now.
@henryiii I've added a test, but I'm not sure how to get it to pass. How should I get installation of scikit-build-core in the virtual environment to install the current local package instead of pulling from PyPI? We could invoke pip install /path/to/scikit-build-core, but I'm not sure if that is the best option or if this is a problem that's already solved in other tests that I'm not seeing.

Thanks for the fix! I guess the isolated fixture and the associated pep518 wheelhouse are designed exactly for the use case of pulling the current version of the code, makes sense. Let me know if you need anything else from me on this PR.

Yes, they are. :)


aligned cards in center

Can you assign this issue to me? I would like to work on it.

hey @Azhar221 it will be great if you can send a video or gif for the same?

@VG-1 #58


Adding sort option for column that is sorted adds it twice

Example:
    #[test(tokio::test)]
    async fn custom_select() -> Result<(), anyhow::Error> {
        let query = advisory::Entity::find()
            .select_only()
            .column(advisory::Column::Id)
            .order_by_desc(advisory::Column::Id)
            .filtering(SearchOptions {
                q: "".to_string(),
                sort: "id".to_string(),
            })?
            .build(sea_orm::DatabaseBackend::Postgres)
            .to_string();

        assert_eq!(
            r#"SELECT "advisory"."id" FROM "advisory" ORDER BY "advisory"."id" DESC"#,
            query
        );

        Ok(())
    }

The result however is:
SELECT "advisory"."id" FROM "advisory" ORDER BY "advisory"."id" DESC, "advisory"."id" ASC

My first thought about this is, "you're doing it wrong". If it's possible that a user would want to filter by id:asc, then why are we invoking .order_by_desc(advisory::Column::Id) at all?
Assuming it's just to ensure a stable ordering when the user doesn't pass a sort param, what should the correct behavior here be: asc or desc?

Also, is the resulting SELECT wrong? Will it error? If it's harmless, do we care all that much?

Is it "wrong"? I think so. Does it execute: yes.
I think it is wrong in the sense that the filter won't apply. Assuming the query sets a default sort order (as discussed here: https://github.com/trustification/trustify/pull/295#issuecomment-2113081522), then that sort order would not get overridden by the user:
create table advisory (id int,location text );
insert into advisory (id, location) values (1, '1'), (2,'2');

SELECT "advisory"."location" FROM "advisory" ORDER BY "advisory"."id" DESC, "advisory"."id" ASC;

The result would be:
2
1

So the user would not have the ability to apply an alternate sort order.

Then can we adopt the convention of invoking the default sort order after the .filtering() call? That way, the user has a chance to override it?
        let query = advisory::Entity::find()
            .select_only()
            .column(advisory::Column::Id)
            .filtering(q("").sort("id:asc"))?
            .order_by_desc(advisory::Column::Id)
            .build(sea_orm::DatabaseBackend::Postgres)
            .to_string();
        assert_eq!(
            r#"SELECT "advisory"."id" FROM "advisory" ORDER BY "advisory"."id" ASC, "advisory"."id" DESC"#,
            query
        );

As I understand how ORDER BY works, the 2nd clause will only have any effect if the 1st clause results in a tie.

Maybe it makes sense to pass some columns into the filtering method which define the default?

Maybe it makes sense to pass some columns into the filtering method which define the default?

Maybe. But I'm inclined to use the existing API unless there's a compelling reason not to. Which of these do you like better?
Currently, we have:
        let query = join_purls_and_cpes(query)
            .filtering(search)?
            .order_by_asc(sbom_package::Column::NodeId);

Is something like this better?
        let query = join_purls_and_cpes(query)
            .filtering(search.default_sort(sbom_package::Column::NodeId))?

I would prefer the latter one, as it ensure that it's correct.
I would prefer a different syntax though:
let query = join_purls_and_cpes(query)
  .filtering(search, &[sbom_package::Column::NodeId])?;

Because:

Default columns are a concept of the filtering, not the SearchOptions DTO.
It might be necessary to have more then one column.


Custom dataset with fewer junctions

Hello, I am currently rerunning the training and evaluation on kinetics-skeleton, however I want to use this repository for my custom dataset with fewer interest points and junctions. Can you advise me where I need to pay attention? Going through the code it seems I will need to redefine junctions of the body as graph for example.

I would really appreciate some guidelines to work with a custom dataset. I have a dataset with only 5 nodes in openpose format however I don't have scores. I am really stuck with making it work for my custom dataset.


SSOC'23 To check whether a given binary tree is balanced or not in Java,C,C++

@Kumar-laxmi
As a part of SSOC'23 please assign me this problem I will explain the code clearly with comments.
Approach : Recursion
Time Complexity : O(N)
Space Complexity : O(N)  [ Auxiliary Stack is used here]

@Kumar-laxmi
As apart of SSOC'23 pls assign me this problem I will explain the code with comments
Approach 1
Inorder traversal is sorted then binary tree is balanced.
Approach 2
check if maximum value in left subtree < root node
minimum value in right subtree >node
i will prefer Approach 2 to solve this


Unify editor version buttons

There're three places that show a version button in the editor with slightly different texts:

Text
Tooltip

Main Editor
4.4.dev
Git commit date: %sClick to copy the version information.

Project Manager
v4.4.dev.custom_build [HASH]
Git commit date: %sClick to copy the version information.

About Dialog
Godot Engine v4.4.dev.custom_build [HASH]
Git commit date: %sClick to copy the version number.

The text copied by clicking the button is the same v4.4.dev.custom_build [HASH].
This PR adds a dedicated EditorVersionButton to avoid repeating version button logic.

Uses the "copy the version information" version for tooltip.
Button text can be selected by an enum.

Thanks!


Add support for Warnings response header

This was included in the March 10, 2016 update to the Text to Speech service:
The GET and POST synthesize methods can now return a Warnings response header that includes
a list of warning messages about invalid query parameters or JSON fields included with the
request. Each element of the list includes a string that describes the nature of the warning
followed by an array of invalid argument strings; for example, Unknown arguments:
[u'invalid_arg_1', u'invalid_arg_2']. For more information, see the API reference.

See the [API Reference](https://www.ibm.com/watson/developercloud/text-to-speech/api/v1/#synthesize audio).

All response headers are now available in the "response" value passed to the completion handler.


No gamepads detected

Before submitting your issue or feature request.  DO NOT REQUEST ASSISTANce FOR PRELOADED IMAGES.  I do not support or condone the use of preloaded ArkOS images.  Preloaded meaning images that come with copyrighted roms preincluded.  Look for support from the creator or supplier of those preloaded images, not from here!  If a ticket is submitted for assistance for such images or if there's an indiciation that a preloaded image is what the support request is for, the issue ticket will be closed with no further response.

This is not the Stock OS that comes with your device, AmberElec, JelOS, or UnOfficialOS.  ArkOS is a different distribution from those systems and will have differing features.  The only somewhat similarity is that they both use EmulationStation as a frontend.  Even with that, the versions of EmulationStation that's used in between ArkOS and these other distributions is different with different capabilities.  If there are features you prefer with the other available distributions, just use those distributions instead.  The choice is yours.

Have you reviewed the Frequently Asked Questions section available for your supported device in the wiki?
yes

If your issue is related to being able to run certain emulators or ports, have you reviewed the Emulators and Ports section available at https://github.com/christianhaitian/arkos/wiki/ArkOS-Emulators-and-Ports-information for needed bios files and supported rom extensions?

Have you reviewed the known issues section available at https://github.com/christianhaitian/arkos/wiki/Known-issues ?
yes

Describe the Issue (If applicable)
A clear and concise description of what the bug is.
I recently updated my RG351V (with V2 screen and the apropriate dtb file if that's of interest) to 09292024 from 08232024.
When I boot up the device it now shows "No gamepads detected".
The only working keys seem to be the volume, power and reset buttons.
I've read in this diff  that there were some adjustments that sound like a similar issue.
How do I get my Anbernic working again?
How can the issue be reproduced? (If applicable)
What device are you using? (Only the Gameforce Chi, RK2020, OGA 1.0, OGA 1.1, RG351MP, RG351V, RGB10, R35s, RG353V/VS, RG353M, RG503, RGB30, and RK2023 units are officially supported)
RG351V
What version of ArkOS are you on?

You can find this during the initial boot process right before the Emulationstation loading screen

09292024
Anything else you'd like to include that may help to review this issue or feature request?

Even weirder: I connected a USB-C hub with a USB keyboard to the second USB-C slot and it started up normally. All buttons seem to work.
When I disconnect the hub and restart, I get "no gamepads detected" again.

I am able to access the console with the USB-hub and keyboard.
I did update from 08232024 to 09292024 and I'll now look into the SDL files changed within this update.

workaround: I took a look at the Update-RG351V.sh and saw, that the last change to SDL files was made in the 05242024 version.
I now linked the SDL files back to these versions, as the may update did (see "Install and link new SDL 2.0.3000.3 (aka SDL <IP_ADDRESS>)"):
`
sudo ln -sfv /usr/lib/aarch64-linux-gnu/libSDL2.so /usr/lib/aarch64-linux-gnu/libSDL2-2.0.so.0
sudo ln -sfv /usr/lib/aarch64-linux-gnu/libSDL2-2.0.so.0.3000.3 /usr/lib/aarch64-linux-gnu/libSDL2.so
sudo ln -sfv /usr/lib/arm-linux-gnueabihf/libSDL2.so /usr/lib/arm-linux-gnueabihf/libSDL2-2.0.so.0
sudo ln -sfv /usr/lib/arm-linux-gnueabihf/libSDL2-2.0.so.0.3000.3 /usr/lib/arm-linux-gnueabihf/libSDL2.so

Everything is working fine again.

I have a v1 unit and the latest update works fine on my unit.  Did you make sure your unit was sufficiently charged?  Low battery can cause the gamepad to not be detected on the 351v units.

It was charged around 80%
Am 19. Oktober 2024 13:05:47 MESZ schrieb christianhaitian @.***>:

I have a v1 unit and the latest update works fine on my unit.  Did you make sure your unit was sufficiently charged?  Low battery can cause the gamepad to not be detected on the 351v units.
--
Reply to this email directly or view it on GitHub:
https://github.com/christianhaitian/arkos/issues/1207#issuecomment-2423763111
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Message ID: @.***>

Do you have a spare sd card that you can load the 351v image and update that and see if the issue happens again?

Will do👍🏻

I now did a fresh ArkOS install on a Samsung 256GB Pro microSD from the latest image, replaced the dtb and updated to the latest version.
That all worked flawlessly.

Ok.  I suspect it was the occasional no gamepad bug that the 351v sometimes has.  The 351p and 351m units also had that issue but it was much worse on the 351p/m units versus the 351v.  Thanks for confirming the updates works fine with the latest update on the v2 unit.

I hope it won't break again on the next update😅

I doubt it breaks if there's a future sdl2 update.  It will just be an issue that may require a few reboots.  Typical for this unit since it has a usb controller.

I can change the links again to test it but I am pretty sure it was due to the SDL version. Especially since it worked multiple times with a keyboard connected while it did not work without it in between.

So why were you able go update on a new sd card without issue?

That's the question 😅 I am also pretty sure it's not just due to the SDL version.... probably several factors combined. Or I could create some checksum. Maybe the file got corrupted (although that would also be surprising)
Am 20. Oktober 2024 07:52:40 MESZ schrieb christianhaitian @.***>:

So why were you able to update on a new sd card without issue?
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Can no longer install charts with v3

What this PR does / why we need it:
I can no longer install charts with v3.  Maybe I'm doing something wrong, or I'm running a different scenario?
The proposed fix makes sense to me as some new fields recently added had not been initialized.
Here's what I'm doing to trigger the problem:
# I start from an empty Helm Environment
> ls $HOME/Library/Caches/helm  $HOME/Library/Preferences/helm  $HOME/Library/helm
ls: /Users/marckhouzam/Library/Caches/helm: No such file or directory
ls: /Users/marckhouzam/Library/Preferences/helm: No such file or directory
ls: /Users/marckhouzam/Library/helm: No such file or directory

# Add a repo
> bin/helm repo add stable https://kubernetes-charts.storage.googleapis.com
"stable" has been added to your repositories

# Repo is there
> bin/helm repo list
NAME  	URL
stable	https://kubernetes-charts.storage.googleapis.com

# Correct directories have been modified
> ls $HOME/Library/Caches/helm  $HOME/Library/Preferences/helm  $HOME/Library/helm
ls: /Users/marckhouzam/Library/helm: No such file or directory
/Users/marckhouzam/Library/Caches/helm:
repository

/Users/marckhouzam/Library/Preferences/helm:
repositories.yaml

> bin/helm install nginx stable/nginx-ingress
Error: failed to download "stable/nginx-ingress" (hint: running `helm repo update` may help)

> bin/helm repo update
Hang tight while we grab the latest from your chart repositories...
...Successfully got an update from the "stable" chart repository
Update Complete. ⎈ Happy Helming!⎈

> bin/helm install nginx stable/nginx-ingress
Error: failed to download "stable/nginx-ingress" (hint: running `helm repo update` may help)

Same as PR #6295, would be really great to see one of these PRs merged soon!

Note: you can install charts from filesystem without this fix.


Move linutil to its own dir

Type of Change

[x] Refactoring

Description
moves linutil updater and linutil installer to its own directory
Testing
tested

If we're going to remove preconditions, we need to check if linutil is installed in the scripts.


feat: review

:tada: This PR is included in version 0.2.0 :tada:
The release is available on:

v0.2.0
GitHub release

Your semantic-release bot :package::rocket:


Make wrapping in tables optional

2.4.5 introduced wrapping of cells in Table Report so that overflowing content returns to a new line instead of being hidden.
However, some users requested this to be optional => we should make wrapping the default behaviour, but add an advanced setting to disable it.


Added missing files required for ocs-operator api lib

Missing files when updating ocs-operator lib caused issues in the dev environment
Signed-off-by: Kaustav Majumder<EMAIL_ADDRESS>

[kmajumde@fedora ocs-osd-deployer]$ make test
which: no controller-gen in (/usr/local/go/bin:/usr/local/go/bin:/home/kmajumde/.nvm/versions/node/v14.18.2/bin:/home/kmajumde/.local/bin:/home/kmajumde/bin:/usr/local/bin:/usr/local/sbin:/usr/bin:/usr/sbin:/var/lib/snapd/snap/bin:/home/kmajumde/bin:/bin:/usr/local/go/bin:/home/kmajumde/bin:/bin:/usr/local/go/bin:/home/kmajumde/bin:/bin:/usr/local/go/bin:/home/kmajumde/bin:/bin:/usr/local/go/bin)
which: no kustomize in (/usr/local/go/bin:/usr/local/go/bin:/home/kmajumde/.nvm/versions/node/v14.18.2/bin:/home/kmajumde/.local/bin:/home/kmajumde/bin:/usr/local/bin:/usr/local/sbin:/usr/bin:/usr/sbin:/var/lib/snapd/snap/bin:/home/kmajumde/bin:/bin:/usr/local/go/bin:/home/kmajumde/bin:/bin:/usr/local/go/bin:/home/kmajumde/bin:/bin:/usr/local/go/bin:/home/kmajumde/bin:/bin:/usr/local/go/bin)
go: creating new go.mod: module tmp
go get: installing executables with 'go get' in module mode is deprecated.
        To adjust and download dependencies of the current module, use 'go get -d'.
        To install using requirements of the current module, use 'go install'.
        To install ignoring the current module, use 'go install' with a version,
        like 'go install example.com/cmd@latest'.
        For more information, see https://golang.org/doc/go-get-install-deprecation
        or run 'go help get' or 'go help install'.
go get: added github.com/fatih/color v1.7.0
go get: added github.com/gobuffalo/flect v0.2.0
go get: added github.com/gogo/protobuf v1.3.1
go get: added github.com/google/gofuzz v1.1.0
go get: added github.com/inconshreveable/mousetrap v1.0.0
go get: added github.com/json-iterator/go v1.1.8
go get: added github.com/mattn/go-colorable v0.1.2
go get: added github.com/mattn/go-isatty v0.0.8
go get: added github.com/modern-go/concurrent v0.0.0-20180306012644-bacd9c7ef1dd
go get: added github.com/modern-go/reflect2 v1.0.1
go get: added github.com/spf13/cobra v1.0.0
go get: added github.com/spf13/pflag v1.0.5
go get: added golang.org/x/mod v0.2.0
go get: added golang.org/x/net v0.0.0-20200226121028-0de0cce0169b
go get: added golang.org/x/sys v0.0.0-20191022100944-742c48ecaeb7
go get: added golang.org/x/text v0.3.2
go get: added golang.org/x/tools v0.0.0-20200616195046-dc31b401abb5
go get: added golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543
go get: added gopkg.in/inf.v0 v0.9.1
go get: added gopkg.in/yaml.v2 v2.2.8
go get: added gopkg.in/yaml.v3 v3.0.0-20190905181640-827449938966
go get: added k8s.io/api v0.18.2
go get: added k8s.io/apiextensions-apiserver v0.18.2
go get: added k8s.io/apimachinery v0.18.2
go get: added k8s.io/klog v1.0.0
go get: added k8s.io/utils v0.0.0-20200324210504-a9aa75ae1b89
go get: added sigs.k8s.io/controller-tools v0.4.1
go get: added sigs.k8s.io/structured-merge-diff/v3 v3.0.0
go get: added sigs.k8s.io/yaml v1.2.0
/home/kmajumde/go/bin/controller-gen object:headerFile="hack/boilerplate.go.txt" paths="./..."
go fmt ./...
go vet ./...
/home/kmajumde/go/bin/controller-gen "crd:trivialVersions=true" rbac:roleName=manager-role webhook paths="./..." output:crd:artifacts:config=config/crd/bases
mkdir -p /home/kmajumde/work/git/ocs-osd-deployer/testbin
test -f /home/kmajumde/work/git/ocs-osd-deployer/testbin/setup-envtest.sh || curl -sSLo /home/kmajumde/work/git/ocs-osd-deployer/testbin/setup-envtest.sh https://raw.githubusercontent.com/kubernetes-sigs/controller-runtime/v0.6.3/hack/setup-envtest.sh
source /home/kmajumde/work/git/ocs-osd-deployer/testbin/setup-envtest.sh; fetch_envtest_tools /home/kmajumde/work/git/ocs-osd-deployer/testbin
Using cached envtest tools from /home/kmajumde/work/git/ocs-osd-deployer/testbin
source /home/kmajumde/work/git/ocs-osd-deployer/testbin/setup-envtest.sh; setup_envtest_env /home/kmajumde/work/git/ocs-osd-deployer/testbin; \
DEPLOYMENT_TYPE=converged go test ./... -coverprofile converged-cover.out
setting up env vars
?       github.com/red-hat-storage/ocs-osd-deployer     [no test files]
?       github.com/red-hat-storage/ocs-osd-deployer/api/v1alpha1        [no test files]
ok      github.com/red-hat-storage/ocs-osd-deployer/controllers 82.181s coverage: 75.4% of statements
?       github.com/red-hat-storage/ocs-osd-deployer/readinessProbe      [no test files]
ok      github.com/red-hat-storage/ocs-osd-deployer/readinessProbe/readiness    6.287s  coverage: 73.3% of statements
?       github.com/red-hat-storage/ocs-osd-deployer/templates   [no test files]
?       github.com/red-hat-storage/ocs-osd-deployer/testutils   [no test files]
?       github.com/red-hat-storage/ocs-osd-deployer/utils       [no test files]
source /home/kmajumde/work/git/ocs-osd-deployer/testbin/setup-envtest.sh; setup_envtest_env /home/kmajumde/work/git/ocs-osd-deployer/testbin; \
DEPLOYMENT_TYPE=provider go test ./... -coverprofile provider-cover.out
setting up env vars
?       github.com/red-hat-storage/ocs-osd-deployer     [no test files]
?       github.com/red-hat-storage/ocs-osd-deployer/api/v1alpha1        [no test files]
ok      github.com/red-hat-storage/ocs-osd-deployer/controllers 83.970s coverage: 73.4% of statements
?       github.com/red-hat-storage/ocs-osd-deployer/readinessProbe      [no test files]
ok      github.com/red-hat-storage/ocs-osd-deployer/readinessProbe/readiness    5.356s  coverage: 73.3% of statements
?       github.com/red-hat-storage/ocs-osd-deployer/templates   [no test files]
?       github.com/red-hat-storage/ocs-osd-deployer/testutils   [no test files]
?       github.com/red-hat-storage/ocs-osd-deployer/utils       [no test files]
source /home/kmajumde/work/git/ocs-osd-deployer/testbin/setup-envtest.sh; setup_envtest_env /home/kmajumde/work/git/ocs-osd-deployer/testbin; \
DEPLOYMENT_TYPE=consumer go test ./... -coverprofile consumer-cover.out
setting up env vars
?       github.com/red-hat-storage/ocs-osd-deployer     [no test files]
?       github.com/red-hat-storage/ocs-osd-deployer/api/v1alpha1        [no test files]
ok      github.com/red-hat-storage/ocs-osd-deployer/controllers 71.619s coverage: 72.4% of statements
?       github.com/red-hat-storage/ocs-osd-deployer/readinessProbe      [no test files]
ok      github.com/red-hat-storage/ocs-osd-deployer/readinessProbe/readiness    5.923s  coverage: 73.3% of statements
?       github.com/red-hat-storage/ocs-osd-deployer/templates   [no test files]
?       github.com/red-hat-storage/ocs-osd-deployer/testutils   [no test files]
?       github.com/red-hat-storage/ocs-osd-deployer/utils       [no test files]

@ezio-auditore from test o/p you provided on the PR, the project is currently using go1.16 and you are at go1.17 and so every-time you run the test, it's pulling deps for go1.17. Maybe you can vendor it locally to not download every-time, just an observation.


Changes build to Maven and gets things working with Java 7

This converts to the normal maven build, in preparation of a switch to
the java language. This also gets Java 7 working.
See #24

next up: convert the source to java and rip out the scala-related maven configuration


Make holobot 's name as optional alternative command prefix

Summary
for example:
holobot weather Sun
(^ assuming holobots name on the server is holobot)
Why is this needed?
It is not, I just think it might be nice feature
Checklist

[X] I have made sure not to add ANY sensitive information (tokens, passwords, credentials, personal details, etc.).
[X] I have searched the issue tracker and have made sure it is not a duplicate. If it is a follow up of another issue, I have specified it.

Thank you for the idea, but I cannot support this.
It has been decided since the introduction of interactions (initially called "slash commands") that Holo would avoid reading message content, thus avoiding the need to request the associated intent from Discord. Unfortunately, "prefix commands" inevitably require this intent.
As I understand it, people prefer this way of interacting with bots because of how poor the UX is when it comes to interactions currently, such as the UI lagging or sending the invocation as plain text instead of executing it. This is something that Discord needs to improve and should not require workarounds from bot developers.
I can, however, provide a bit of information regarding how it currently works so that your personal UX is improved. Here are some things that many users don't know:

You don't have to type the entire command, you can just type the last bit. Let's say there is a command /admin commands setrule. Instead of typing all of that, you can type /setrule and the matching command will show up in the auto complete popup.
/ is not the only prefix that works for command auto completion. Based on the previous example, you can type .setrule or $setrule or even !setrule.
On PC you can use the tabulator key to jump between parameters. You can use Shift+Tab to jump backwards, like in many applications. On phones you don't need this because tapping is faster.


Fixes for compiler warnings for 64-bit

A few simple changes to compile clean under MSVC 2017 64-bit. All changes in cnpy.cpp.
line 67 and line 110 , change int to size_t:
size_t loc1, loc2;
line 318, change size_t to uint32_t:
uint32_t size = (uint32_t) &local_header[22];

https://github.com/rogersce/cnpy/commit/e6536edb128bd0575bf07514d486eb67b5dfb04b
Thank you for reporting this. I just pushed a fix, please let me know if you see any other issues building on Windows.


Shaking Edges

Problem
The right digit changes quickly between variable width numbers. This causes the entire label to shake left and right.
Potential Solutions

Make the label left justified, or
Specify a monospace font

+1 for this too :smile:

Oh ya! I was totally going to do a monospace font and forgot


Can't disable "Start automatically" option

As a Kap user, I'd like to disable the "Start automatically" option:

However, when I quit Kap and re-open, "Start automatically" is checked again:

My expectation is that the option would remain unchecked.
$ uname -a
Darwin local 17.4.0 Darwin Kernel Version 17.4.0: Sun Dec 17 09:19:54 PST 2017; root:xnu-4570.41.2~1/RELEASE_X86_64 x86_64

If I remove Kap from my user's Login Items, then "Start automatically" is properly unchecked:

This is an issue with Electron: https://github.com/electron/electron/issues/10880

This is fixed in master with the upgrade to Electron 4.


no replset config has been received

I have a no replset config has been received message when I try to deploy the cluster on my K8s. I don't know why it happens. Here is my Yaml:
apiVersion: v1
kind: Service
metadata:
  name: mongo
  namespace: production
  labels:
    name: mongo
spec:
  ports:
  - port: 27017
    targetPort: 27017
  clusterIP: None
  selector:
    role: mongo
---
apiVersion: apps/v1beta1
kind: StatefulSet
metadata:
  name: mongo
  namespace: production
spec:
  serviceName: "mongo"
  replicas: 3
  template:
    metadata:
      labels:
        role: mongo
        environment: production
    spec:
      terminationGracePeriodSeconds: 10
      containers:
        - name: mongo
          image: mongo
          command:
            - mongod
            - "--replSet=rs0"
            - "--smallfiles"
            - "--noprealloc"
            - "--bind_ip=<IP_ADDRESS>"
          ports:
            - containerPort: 27017
          volumeMounts:
            - name: mongo-persistent-storage
              mountPath: /data/db
          resources:
            requests:
              memory: "1G"
              cpu: "0.5"
            limits:
              memory: "2G"
              cpu: "2"
        - name: mongo-sidecar
          image: morphy/k8s-mongo-sidecar
          env:
            - name: MONGO_SIDECAR_POD_LABELS
              value: "role=mongo,environment=production"
  volumeClaimTemplates:
  - metadata:
      name: mongo-persistent-storage
      annotations:
        volume.beta.kubernetes.io/storage-class: "ssd"
    spec:
      accessModes: [ "ReadWriteOnce" ]
      resources:
        requests:
          storage: 25Gi

Is there anything I obviously did wrong ?
Thanks for your help
rs.status()
{
	"operationTime" : Timestamp(0, 0),
	"ok" : 0,
	"errmsg" : "no replset config has been received",
	"code" : 94,
	"codeName" : "NotYetInitialized"
}

There are a few minor differences in the configuration of this fork.
The environment variable MONGO_SIDECAR_POD_LABELS is here KUBERNETES_POD_LABELS.
Take a look at the example directory. https://github.com/morphy2k/k8s-mongo-sidecar/blob/master/example/mongo-statefulset.yaml

Ha I see ! Sorry taking your time. Thanks for the sidecar :+1:


Markdown: alert words highlighting requires page refresh to update existing messages.

Currently, highlighting for alert words in existing messages are only updated on page refresh. Updating alert words does not update the highlighting of the content you are already viewing, but it will highlight subsequent (newly created) messages that contain alert words. This makes it possible to have messages both highlighted and not highlighted when they contain the alert words text.
Also, even when the page is refreshed, it's possible that some messages aren't highlighted (See screenshots below).
Steps to reproduce:

Edit alert words.
Enter new message.
Repeat Step 1 (without refreshing the page)

Screenshots:
Without refreshing, alert words are removed and added using the above steps. It's possible to have different highlighting for messages with the same content:

Finally, setting "aaron sleeps" as the alert word, and refreshing the page. Also note that some messages still don't end up highlighted. After page refresh:

Related issue: duplicate alert words can be added: the check for unique alert words is probably checking string equivalence. Here we are able to add variations of "aaron sleeps".
'aaron sleeps' === 'AARON SLEEPS' is false, so it's not detected as a duplicate. At the end, note the attempt to add an existing phrase. 'aaron SLEEPS' === 'aaron SLEEPS' is true, so it is not added and we get the notice in red.

The duplicated alert words bug is now fixed in 8e5b0351b3f5fe4c246620e697cac1eb3e4c7fde.
For the live-update issue, I think there's a reasonable way to fix it, namely doing a full rerender of all visible messages (after calling exports.process_message on every message in message_store) after a change in the set of alert_words.  I'm not sure if it's worth writing the code to do that given that folks change alert words relatively infrequently, but we could do that.
(There's also some question about what semantics are correct; the current model is that a message is treated as "alerted" only if it had an alert word using the alert words available when it was sent, not now).  If we don't change those semantics, I'm not convinced it's possible to make the situation any better than it is now.


Overwriting attributes with nested collection of data objects

When using a nested collection of data objects I have a problem with the message response of your attributes.
I have the classes:

class CustomerData extends Data
{
    public function __construct(
        public string $name,
        /** @var ContactData[] */
        public array $contacts,
    ){}

    public static function attributes(): array
    {
        return [
            'name' => 'nome',
        ];
    }
}

class ContactData extends Data
{
    public function __construct(
        public string $phone,
        public string $description,
    )
    {
    }

    public static function attributes(): array
    {
        return [
            'phone' => 'telefone',
            'description' => 'observação',
        ];
    }
}

And I do a test:
        try {
            dd(CustomerData::validateAndCreate([
                'name' => 'John',
                'contacts' => [
                    ['phone' => '1234567890', 'description' => null],
                ]
            ]));

        } catch (ValidationException  $e) {
            dd($e->errors());
        }

And the answer:
array:1 [
  "contacts.0.description" => array:1 [
    0 => "The contacts.0.description field is required."
  ]
]

Shouldn't it be expected?
array:1 [
  "contacts.0.description" => array:1 [
    0 => "The observação field is required."
  ]
]

Laravel: 10.23.1
Laravel Data: 4.1
PHP: 8.1

This is a known issue, Laravel actually doesn't support this: https://github.com/spatie/laravel-data/blob/1584cb6a783b05a35fae645a87e93bce7f867371/tests/ValidationTest.php#L1923-L1950

Hi @victoralbino Have you found a workaround?


Clarification: How to enable on-board nor-flash following the board porting guide?

This came up in #20194 and was raised by @mnkp in comment https://github.com/zephyrproject-rtos/zephyr/pull/20194#issuecomment-552673262 :

Since Default board configuration guidelines generally require to configure all major components available on the evaluation board maybe we should ensure that spi_nor driver is enabled if flash subsystem is enabled.

See https://docs.zephyrproject.org/latest/guides/porting/board_porting.html#default-board-configuration
On-board spi-nor-flash is present in some board's device tree, e.g. nrf52840_pca10056, see https://github.com/zephyrproject-rtos/zephyr/blob/master/boards/arm/nrf52840_pca10056/nrf52840_pca10056.dts#L194
But the configuration CONFIG_SPI_NOR=y is not set in the board's configuration, only in the sample drivers/spi_flash
This is the case for all boards with spi-nor-flash populated. It is only in the device tree, but the driver is not enabled in the configuration.
Is this indented that spi-nor-flash is not enabled in the board configuration?
If it is, i think it should be documented on the board_porting page.

I suspect it is intentional to leave the driver support out for boards that are primarily generic development platforms.  The SPI NOR devices are rarely used in these cases.
It's part of a wider issue in that these devices tend to have relatively high power draw (30% of Particle Xenon idle current goes to an unconfigured MX25L32 that isn't explicitly put into deep power-down mode).  #19448 needs attention to help solve that; it also suggests a need for drivers to support both init and deinit functions, and possibly only provide and invoke deinit based on devicetree status.
But yes, the "enable everything" directive should be reconsidered.    Sensors are another existing common exception.

@pabigot I think this issue can be closed, since the board porting guide now contains this in https://docs.zephyrproject.org/latest/guides/porting/board_porting.html?highlight=board porting#general-recommendations
- Unless explicitly recommended otherwise by this section, leave peripherals and their drivers disabled by default.

OK.


Posts actually going in proper categories now except when a new category is created.

Additional formatting added to all posts page.

I'm not sure how the categories got broken on my end, I hope this fixes it.


Add "how do I log the house all seeing one person" to FAQ

I thought we had this written, but it doesn't appear to be in there!

Was about to open an issue for this. The text currently references an "Option B", which doesn't seem to exist.

I too was about to add a similar issue. I'm curious what "Option B" is.

Oh, we decided to remove that because it was incredibly complicated. I don't remember what we wrote anymore because it was months ago. I will remove the reference to "option B"

There's a more "budget efficient" way to do it, but it's pretty low on our priority list to add it at this point.


Dockerize of installation process

Hi!
Can I customize Dockerfile so that I can answer questions during npm init nuxt-app?

Hi. I believe your intention is just to automate or autofill the questions right?
Then actually create-nuxt-app has an option called --answers which fits your use case here :) I found this out when I was browsing the source code and I'm not sure why it's not fully documented. I could be wrong, but I think it has to do with the questions being different across create-nuxt-app versions.
Example usage
What we normally do

Run the following command to create a project called sample-app.
yarn create nuxt-app sample-app
# or
npx create-nuxt-app sample-app

We choose the following answers:
create-nuxt-app v3.2.0
✨  Generating Nuxt.js project in sample-app
? Project name: sample-app
? Programming language: JavaScript
? Package manager: Yarn
? UI framework: Tailwind CSS
? Nuxt.js modules: Axios, Content
? Linting tools: ESLint, Prettier
? Testing framework: None
? Rendering mode: Universal (SSR / SSG)
? Deployment target: Static (Static/JAMStack hosting)
? Development tools: jsconfig.json (Recommended for VS Code if you're not using typescript)

Doing the same thing with the --answers option
To achieve the exact same configuration as we did above, here is the following command using --answers which takes in a json format of your selections:
yarn create nuxt-app sample-app --answers '{"name":"sample-app","language":["js"],"pm":"npm","ui":"tailwind","features":["axios","content"],"linter":["eslint","prettier"],"test":"none","mode":"universal","target":"static","devTools":["jsconfig.json"]}'
# or
npx create-nuxt-app sample-app --answers '{"name":"sample-app","language":["js"],"pm":"npm","ui":"tailwind","features":["axios","content"],"linter":["eslint","prettier"],"test":"none","mode":"universal","target":"static","devTools":["jsconfig.json"]}'

Remember to change the sample-app in the command to your own project name. Also note that sample-app appears 2 times per command. first one after nuxt-app, second one inside the json string.

You can try out this command directly in your own terminal and check whether it works or not. Then for your Dockerfile use case, I think you'll just need to create this command string and pass in environment variables if you want to make it customizable.

Excellent! thank you! soon I make repository with docker configure for nuxt app

You're welcome. You might also be interested in the current open PR #581 which adds docker option to the CLI directly and generate the Dockerfile & docker-compose.yml files for you  :)


Transfer of jupyterlab-vim extension

Target

Vim keybindings for jupyterlab notebooks.

The code repository: https://github.com/axelfahy/jupyterlab-vim
The npm package on npmjs.com (if available): https://www.npmjs.com/package/@axlair/jupyterlab_vim
The python package on pypi.org (if available): https://pypi.org/project/jupyterlab-vim/
The conda-forge recipe on https://github.com/conda-forge (if available):
The documentation website (if available):

Reason

To avoid having only one maintainer and losing compatibility with next jupyterlab version. I forked the original extension (https://github.com/jwkvam/jupyterlab-vim) because it was not up-to-date with jupyterlab versions and I want to avoid the same issue for others if @ianhi or myself stop updating it.
Checklist

[x] You are owner of the repository you want to transfer
Which role do you want to have in the jupyterlab-contrib organization (check one of):

[ ] Help with all jupyterlab-contrib repositories
[x] Help with the transferred repository only
[ ] I don't have time anymore to keep helping the project

The transferred repository (check one of):

[ ] Must keep the extension name
[ ] Cannot use the original name
[x] I don't care

[x] The code is available under a Open Source license
[x] A license file is present in the code repository
[x] The extension is working on at least JupyterLab 2.x
[x] The repository contains a README file describing:

[x] The provided feature(s)
[x] A picture illustrating the feature(s)
[x] The available options/settings (if applicable)
[x] How to install the extension
[ ] optional a Binder link to test the feature online

[ ] optional The frontend code (Typescript/Javascript) is tested
[ ] optional The backend code (Python) is tested
[x] I certify the extension is not using exclusively paid-plan of any commercial service
[x] I will help the transfer process on the code repository AND the built packages

You must enable two-factor authentication on GitHub

Thanks for starting this @axelfahy
You should have received an invitation to join this organization as owner so that you can proceed with the repository transfer (I will reduce your rights afterwards).
Could you please add me to the PyPI project as owner?
Could you add the package on npm jlab-contrib organization (you need to accept the invitation to join it)?

To add the npm package to the jlab-contrib organization go to that page:

To add an existing package, you need to type its name in the input box next to + Add existing package button. Then click on that button.

Thanks, @fcollonval, for the info. I am having an issue with the last step: I don't have the input box on the npm website:

Am I missing something?

Sorry I needed to update your rights after you accepted the invitation. It should be appearing now.

All should be done, thanks a lot for the guidelines and the reactivity.

Thanks for granting me the access. As mentioned earlier, I switched you back as member of the organization but you should be now admin of the repository.
@ianhi do you want to get maintainer rights on the repository?

@ianhi do you want to get maintainer rights on the repository?

@fcollonval yes please that would be great. I've just enabled 2FA is there anything else I need to do?

You should have received an invitation for the GitHub repository as well as an invitation for the npm organization.


Error: The specified engine (ID stable-diffusion-v1) was not found.

I'm getting this error while using stability-client at 1.9.0 any idea how to fix it?
C:\Users\Azra\my-stability-project>node generateImage.js
Error generating image: Error: The specified engine (ID stable-diffusion-v1) was not found.
at EventEmitter. (C:\Users\Azra\my-stability-project\node_modules\stability-client\build\index.js:1:102950)
at EventEmitter.emit (node:events:518:28)
at onEnd (C:\Users\Azra\my-stability-project\node_modules\stability-client\build\index.js:1:101241)
at C:\Users\Azra\my-stability-project\node_modules@improbable-eng\grpc-web\dist\grpc-web-client.js:1:11490
at Array.forEach ()
at e.rawOnError (C:\Users\Azra\my-stability-project\node_modules@improbable-eng\grpc-web\dist\grpc-web-client.js:1:11452)
at e.onTransportHeaders (C:\Users\Azra\my-stability-project\node_modules@improbable-eng\grpc-web\dist\grpc-web-client.js:1:9025)
at NodeHttp.responseCallback (C:\Users\Azra\my-stability-project\node_modules@improbable-eng\grpc-web-node-http-transport\lib\index.js:31:22)
at Object.onceWrapper (node:events:633:26)
at ClientRequest.emit (node:events:518:28)

Check Usage here

that engine is no longer available, see https://platform.stability.ai/docs/features/api-parameters#engine

@vpzomtrrfrt any alternative available?

that link lists the other options available for this API

@vpzomtrrfrt Thanks! Can you update this package accordingly?


Component Dependencies

There are components that have un-defined, but real, dependencies on other components existing in the cluster.  For example, when uploading a repo, there needs to exist a git server configured in the Zarf init.  If that doesn't exist, then deploying the component on the cluster will fail since the repos can't get uploaded.
There are/will be comparable dependencies in the future with BigBang needing Flux or other capabilities.
Would like to look for a standardized way to either:

assure the cluster has been initialized with the correct/necessary components
provide scripts/actions default to specify that a component was installed, even if its not part of the same Zarf package.

This might also lead to some features that would add components to a zarf package that are dependencies  (once #1060 ) and conditionally add them if they're not already installed by another zarf package

I believe wait actions in onDeploy.before would suffice for this.


Audio stops working after scene reload.

Hi, for some reason in my project when I reload an scene, the audio stops working:
https://www.youtube.com/watch?v=5W4jNN3zqdI
Here's an example of the bug.
Not sure why it happens and if there's a fault of my code, since when I reset the game, the sound keeps working.
Wooble Booble.tar.gz
I add my project files so you can test the project.

Which Godot version are you using?

Which Godot version are you using?

3.1 stable

I think I may have figured out what you did wrong. It's not an issue with the editor, but when you change scenes you have start the audio again. See here:
func ChangeScene():
	get_tree().change_scene("res://Scenes/Level.tscn")
	$Select.play()

That works for me, but if it doesn't work for you then tell me, and I can keep looking for solutions. In the future, it might also be a good idea to post bugs in your code on Godot's questions and answers forum as it is meant for these sort of questions. If their really is a bug in the editor, and you post to this forum you'll find out soon enough and you can open an issue here.
Hope this helps!

I think I may have figured out what you did wrong. It's not an issue with the editor, but when you change scenes you have start the audio again. See here:
func ChangeScene():
	get_tree().change_scene("res://Scenes/Level.tscn")
	$Select.play()

That works for me, but if it doesn't work for you then tell me, and I can keep looking for solutions. In the future, it might also be a good idea to post bugs in your code on Godot's questions and answers forum as it is meant for these sort of questions. If their really is a bug in the editor, and you post to this forum you'll find out soon enough and you can open an issue here.
Hope this helps!

yeah, I was guessing my issue lied because I stopped the audio when reloading the scene.
Thanks, I'll take into account your advice.
BTW How do I restart the audio engine?

All you have to do is add $Select.play() to your ChangeScene() function and it'll restart the audio

All you have to do is add $Select.play() to your ChangeScene() function and it'll restart the audio

Thanks, I guess I just need to restart the audio engine.
Closing my issue I guess.

All you have to do is add $Select.play() to your ChangeScene() function and it'll restart the audio

For some reason it doesn't work, I'm sure my issues lies that the audio engine somehow get's paused when I paused the game at the end of the level transition.

I think I've found it.
func StartGame():
	$Select.play()
	#yield($Select, "finished")
	score = 0
	get_tree().change_scene("res://Scenes/Level.tscn")
	scoretween = find_node("Root/GUI/ScoreTween")
	scorelabel = find_node("Root/GUI/Score")

Somehow a node containing the sound and a yield condition to wait until the sound finishes before changing scenes, just may switch the scene and hung the audio engine somehow.
I believe this is what happens, maybe another dev could test my idea and see if is a real engine bug, like switching scenes with a yield condition make the audio to hung.

Ok, so I found the issue, I set the AudioStreamPlayer of the sounds to Pause mode Process and they worked fine, seems like when pausing a game tree and swapping scenes somehow makes the audio to hung.
At least that's what I'm able to understand what's happening.
Would be nice to see a real dev opinion.

Would be nice to see a real dev opinion.

Real dev here ( ͡° ͜ʖ ͡°)
This is a bug. I haven't managed to pinpoint it yet, but the direct cause seems to be that you are pausing the game inside level's ready. If you comment this line, the issue doesn't happen.
But what's actually weird, it randomly works. When I run the game, it almost always hangs all the audio after pressing start (and by hangs audio, I mean completely no sound, nothing). However, it seems to work 1/20 of the times and also it's always ok when I double-press start. So yeah, this shouldn't happen.

This still keeps happening, but in my case changing the scene actually removes all audio nodes from the scene.

Still valid in 3.2.4 beta3

Hello. Any news on this? I'm impacted by a similar behavior.
In my case I'm pretty sure it's not related to Pause. It happens both on Linux and Windows. For some users it happens 90% of the time, for others just 5% of the time. I am using Tweening and modifying the master bus from a function called from Tween.
Sometimes I can hear a split second of the audio buffer when going back to my menu. Some other times the audio is restored after unloading and loading several nodes. Difficullt to troubleshoot with so many things going on but I'm trying to research this. Any guidance or hint is very welcome.

Hello. Any news on this? I'm impacted by a similar behavior.
In my case I'm pretty sure it's not related to Pause. It happens both on Linux and Windows. For some users it happens 90% of the time, for others just 5% of the time. I am using Tweening and modifying the master bus from a function called from Tween.
Sometimes I can hear a split second of the audio buffer when going back to my menu. Some other times the audio is restored after unloading and loading several nodes. Difficullt to troubleshoot with so many things going on but I'm trying to research this. Any guidance or hint is very welcome.

@jjmontesl Does it work better if you remove the Tweening for audio and use another way to change the volume (such as AnimationPlayer or setting it directly via code)?

@jjmontesl Does it work better if you remove the Tweening for audio and use another way to change the volume (such as AnimationPlayer or setting it directly via code)?

Hello. Apparently no, my tweening is not involved. I have trying to research this as thoroughly as I can.
So I am observing something in line with the bug description:

sound has stopped after some node swapping heavy lifting (it may work back if I restart my scene again)

I hit pause. Nodes that are marked as "pause_mode = process" start playing.

I unpause. All nodes stop playing.

Nodes that are "pause_mode = inherit" and were part of the tree at the moment the "issue" happens, won't work in any of the pause modes. But wil work if I use the Remote editor to change their pause mode and play them (as long as the SceneTree is paused). So the behavior is really astonishing.
I am experiencing this on Windows and on Linux with both ALSA and PulseAudio drivers.
This happens with at least AudioStreamPlayer and AudioStreamPlayer2D. OGG and WAV. Looping and non looping streams.
Also, I suspect race conditions. I can reproduce this every 1 in 20 tries, but some for some of my users appears to happen up to 50% of the time.
If I do again some more heavy lifting with nodes, the "lock" disappears and all sound works as expected. Until a few loads later, somehow the bug is triggered again.  (I speak of "heavy lifting" because I don't use ChangeScene, but I remove and add a lot of nodes to the tree, but this triggers this issue).
I have observed that grabbing screenshots also triggers this issue (again, randomly). A small lag is appreciated whenever I take a screenshot, but sometimes this provokes this bug and audio stops working (again, except nodes that keep running once I pause the scene tree).
I have been adding logging to source code and looking into audio system pause/unpause, callbacks setup, mixing, locks, streams and related stuff but I'm a newcomer to this codebase and I'm coming to a stall (also, I'm not really sure what the best approach for debugging this would be, can I attach a debugger to the running Godot game and somewhjat debug the audio thread?). I guess I'll add some counters (logging mixing information its too much).
I have checked both from C# and through logging statements in Godot source that, when this happens, the AudioStreamPlayers involved are indeed "playing" and not "stream_paused". Their playback position keeps moving as expected. The bus channels involved are not marked as "inactive" (but they go inactive if sound "stops" being sent to them, even if I cannot hear anyway). The AudioStreamPlayback objects are active as expected. So I don't find anything unexpected in the internal objects state :/.
I have also tried blindly removing all fade in/out operations from Godot audio system, with no changes, so those seem not to be involved.
So at this point I haven't had much success. It could be anything: audio locking/threading issues, wrong buffer operations, wrong logic, wrong object references, race conditions, and of course my own code doing something weird (although at this point I think there's something on Godot side)...
All advice or insight is welcome, as I happen to be in a rush to resolve this. Cheers!

Hello. Apparently no, my tweening is not involved. I have trying to research this as thoroughly as I can.
So I am observing something in line with the bug description:

sound has stopped after some node swapping heavy lifting (it may work back if I restart my scene again)

I hit pause. Nodes that are marked as "pause_mode = process" start playing.

I unpause. All nodes stop playing.

Nodes that are "pause_mode = inherit" and were part of the tree at the moment the "issue" happens, won't work in any of the pause modes. But wil work if I use the Remote editor to change their pause mode and play them (as long as the SceneTree is paused). So the behavior is really astonishing.
I am experiencing this on Windows and on Linux with both ALSA and PulseAudio drivers.
This happens with at least AudioStreamPlayer and AudioStreamPlayer2D. OGG and WAV. Looping and non looping streams.
Also, I suspect race conditions. I can reproduce this every 1 in 20 tries, but some for some of my users appears to happen up to 50% of the time.
If I do again some more heavy lifting with nodes, the "lock" disappears and all sound works as expected. Until a few loads later, somehow the bug is triggered again.  (I speak of "heavy lifting" because I don't use ChangeScene, but I remove and add a lot of nodes to the tree, but this triggers this issue).
I have observed that grabbing screenshots also triggers this issue (again, randomly). A small lag is appreciated whenever I take a screenshot, but sometimes this provokes this bug and audio stops working (again, except nodes that keep running once I pause the scene tree).
I have been adding logging to source code and looking into audio system pause/unpause, callbacks setup, mixing, locks, streams and related stuff but I'm a newcomer to this codebase and I'm coming to a stall (also, I'm not really sure what the best approach for debugging this would be, can I attach a debugger to the running Godot game and somewhjat debug the audio thread?). I guess I'll add some counters (logging mixing information its too much).
I have checked both from C# and through logging statements in Godot source that, when this happens, the AudioStreamPlayers involved are indeed "playing" and not "stream_paused". Their playback position keeps moving as expected. The bus channels involved are not marked as "inactive" (but they go inactive if sound "stops" being sent to them, even if I cannot hear anyway). The AudioStreamPlayback objects are active as expected. So I don't find anything unexpected in the internal objects state :/.
I have also tried blindly removing all fade in/out operations from Godot audio system, with no changes, so those seem not to be involved.
So at this point I haven't had much success. It could be anything: audio locking/threading issues, wrong buffer operations, wrong logic, wrong object references, race conditions, and of course my own code doing something weird (although at this point I think there's something on Godot side)...
All advice or insight is welcome, as I happen to be in a rush to resolve this. Cheers!

Hi again. I think I have some advancements, I finally found something that I think is not right when the issue shows up:

Unaffected audio nodes maintain a correct pause_owner.
Affected audio nodes have a NULL pause_owner:

I'll keep researching this.

Hi again. I think I have some advancements, I finally found something that I think is not right when the issue shows up:

Unaffected audio nodes maintain a correct pause_owner.
Affected audio nodes have a NULL pause_owner:

I'll keep researching this.

I have found this reference: https://www.reddit.com/r/godot/comments/g7n71v/audio_limitations/

I have found this reference: https://www.reddit.com/r/godot/comments/g7n71v/audio_limitations/

For the record: I have read about other projects where this is happening. I also have recently published a project which is impacted by this.

Hello. I'm using the project uploaded to this Issue and I have added logging statements to Godot source and I have found the following:
Sending into bus Song -> Master: Energy: -nan TargetBuffer: True
Sending into bus Ball -> Master: Energy: 0 TargetBuffer: True```

When the problem is triggered (still, not consistently), some of the buffers include NaN values.

I have found that bus effects are involved, as they are driving one of the channels energy to -NaN:
Mixing into bus Song: /root/Root/Music Energy: 0 + 6.857935 Buffer: 8ca26b0 -> 67d6ec0
Effects Energy: 6.857935 -> -nan
Sending bus Song -> Master: Energy: 0 + -nan Buffer: 5238800 -> 523a880

Some findings:
The problem is not triggered if no effects are used in any bus.
On the other hand, the following code works around this issue, although when triggered it prevents audio effects from working, placed in audio_server.cpp:
		//process effects
		if (!bus->bypass) {
			for (int j = 0; j < bus->effects.size(); j++) {

				if (!bus->effects[j].enabled)
					continue;

				// Check if any of the processed effect samples are NaN, and if so skip the effect.
				float sanityCheck = 0.0f;
				for (int k = 0; k < bus->channels.size(); k++) {
					const AudioFrame *buf = bus->channels.write[k].buffer.ptr();
					for (uint32_t jj = 0; jj < buffer_size; jj++) {
						sanityCheck += (buf[jj].l + buf[jj].r);
					}
				}
				if (sanityCheck != sanityCheck) {
					continue;
				}

We are still researching what is the root cause of the NaNs in the audio bus in the first place. Some questions are:

Why is this a race condition? Why does pausing the game cause before scene load cause the problem more often?
Are NaNs pumped by AudioStreamPlayer at some point, and then maintained and propagated by effects?
Are EffectInstances reset at some point? why does the problem get often resolved when reloading another scene if the effects are already poisoned?

After some more research I have traced every place where audio is mixed between buffers. NaNs are pumped at several places, and once they appear in a buffer they quickly propagate.
I have managed to workaround this for Bus Effects and AudioStreamPlayer by checking every mix (this is expensive), but I still have troubles with AudioStreamPlayer2D (I haven't looked into 3D). My current tentative workaround code is here: https://github.com/jjmontesl/godot/commit/2e3cdfc77689767d11d0f252a1dfc70257064c93 . It almost works but the 2D audio nodes sometimes trigger the fail condition and, in this case, my workaround is adding a lot of noise instead of blanking the channel (may be a signal of buffer list/swap corruption).
I still don't know the real root cause. I'm exploring:

thread_get_channel_mix_buffer() and related: I will try to add more debugging here, but I see places where these are called outside the audio thread
notifications (in particular, the "active", "stream_paused", "fadein/out" flags might be being subject to race conditions, and these could cause mixing to wrong buffers)
buffer swap (I'm ignoring these for now, but might be involved)
set_stream() operations: I'm suspicious about these being involved in the race conditions, so I'm trying to understand these too
uninitialized buffers: I believe this is directly related to the root cause of the NaN, as my workaround detects corrupt buffers and clears them, and then the node works as expected from there on (until scene is reloaded or a new failure is triggered).

In my code I'm using free() at some points, and I pause during large node tree replacement operations. That helps causing the failure but not in a deterministic way. But I'm prettty sure that sometimes just playing a sound or approaching an Audio2D node will cause it.
I can also see that virtually all nodes introduce NaNs at some points, and buses always pump some NaNs into the mix at program startup, but for most people seems they often go unadverted. Filters will propagate the NaNs which is why using them seems to cause this more often, but they are not the root cause.

Another note: at least some of the NaNs introduced by the AudioStreamPlayer2D were due to my Node2D having a Transform with NaN values. This was used to calculate distance fading which in turn filled audio buffers with NaNs. If somebody else is impacted by this you may want to check that your AudioStreamPlayer2D Transform values are correct.
I will send a PR with this fix (separately).

Commit https://github.com/jjmontesl/godot/commit/dea4a169af2d45b77fc396367eeea8e5e1a2e701 is my tentative workaround. It  fixes all audio issues in my codebase and in the reprodution project above.
It possibly may still fail for AudioStreamPlayer3D and nodes other audio sources like video.

Possibly related:  #22016  #25087  #30827

I've been unable to reproduce the original issue in that example project, but I did come up with a tweak to it that allows me to reproduce an audio pop very easily. To your point @jjmontesl I think there might be a few underlying issues that are manifesting in lots of unique and hard to reproduce ways. Do you have a minimal repro project that works in 4.0?

Do you have a minimal repro project that works in 4.0?

No, I work in stable. I've been told there are no changes in the audio system for 4.0.
Also, that you cannot reproduce this issue with this project is not surprising. This issue seems not consistent. However, with the example project, I and iFire are able to reproduce it 50% of the runs. In my project (different codebase), the error happens only 1/20 or 1/40 (I need to load a scene a lot of times before it's triggered). It's also possible that you don't realize it's failing; there are severall sounds at play in that project: background music, ball bounces, enemy "crash"... sometimes you stop hearing some of them but not all. I'm using 3.2.3-stable.
I have been inspecting the audio system throroughly and I have some ideas about what to look for, which I stated abiove. I don't think there are "a few" underlying issues. I think we have mostly one problem with a race condition returning uninitialized buffers. There may be other issues but that's the main blocking one (imo).

I fixed one race condition in #46078 (it's very hacky right now, but I'll tidy it up soon). I'd consider making the same changes in 3.2 and seeing if that fixes your issue? It definitely helps with my pops and I suspect the pops are due to unintialized values as well.

At a quick glance, I don't think your fix is usable as a final fix (like my workaround). It may work but note that the p_buffer, if I understand correctly, may be shared (several streams need to mix onto the same player / bus).
But I agree, for what I've seen, that it will help your clicks and pops. Note that my workaround already fixes all my sound issues, so I need no further workarounds: what we need is to find why buffers are being used prior to their initialization (if such is the case). Why do I mean with this? that I think that we both are fixing "sympthoms", not "root causes".
I have downloaded your test project, I'll compile myself a 4.0 and test your fix and my fix on both projects.


optional and boolean api inconsistency

It feels unintuitive to me that optional and boolean use completely different input values.
Shouldn't they both use percentages?

The mt_rand function accepts only integers, so what about a solution like this for the v1.* versions and a BC for the v2?
$faker->optional(40); // new optional method with percentage
$faker->optional(0.6); // old system

Internally could be:
    public function optional($weight = 0.5, $default = null)
    {
        // case 1
        if (ctype_digit($weight) && mt_rand(1, 100) <= $weight) {
            return $this->generator;
        }

        // case 2
        if ($weight > 0 && $weight < 1 && mt_rand() / mt_getrandmax() <= $weight) {
            return $this->generator;
        }

        return new DefaultGenerator($default);
    }

Use cases

$faker->optional(0) conflict but useless imho, in case 1 it always return NULL, in case 2 it never return NULL
$faker->optional(0.5) no conflict, case 2 is invoked
$faker->optional(1) conflict if we consider both cases, but considering that case 2 with $weight == 1 is always NULL, case 1 is the only with sense
$faker->optional(50) no conflict, case 1 is invoked
$faker->optional(100) no conflict, case 1 is invoked

I can write a PR if this is ok for you.

Great idea! I'd love a PR.

Closed due to inactivity.


Switch return type of main to 'int'

Introduction
The application entry point used by zephyr, main, doesn't currently have any useful return value. As a result, it has been declared to return void. I propose to change that to int as required by the C and C++ standards for "hosted" applications.
Problem description
Zephyr avoids compiler issues when using a void return type of main by a combination of three methods:

Compiling with -ffreestanding
Special casing C++ applications and having those use a return type of int.
Adding compiler flags, -Wno-main  and -Wno-main-return-type

Switching to a return type of  int removes the need for using any of these.
Removing the -ffreestanding compiler parameter, as proposed in #54638, will enable significantly better error detection in code using standard C library functions as well as improve generated code quality as the compiler will be able to use knowledge about C library semantics during compilation. However, clang emits an error (even with -Wno-main-return-type) when building without the -ffreestanding flag.
Proposed change
Applications will need to switch the return type of their main entry point from void to int. Zephyr will continue to ignore the return value meaning that there will be no change in how the system operates.
Detailed RFC
PR #54628 shows the sequence of tasks needed to accomplish this goal:

Updating documentation describing the declaration of  main
Declaring main in kernel/init.c to return int and then explicitly ignoring the value
Switching the definition of main in all in-tree samples and tests to return int.

Proposed change (Detailed)
Most of the changes for function definitions are performed with a coccinelle script, with a handful of manual fixups.
Dependencies
This should have limited effect on other parts of the system, except for pending additions of new tests and samples. As no behavior change is proposed, this should not affect test results anywhere.
Concerns and Unresolved Questions
Should the return value of  main actually do something? If so, what should that be? The current PR uniformly returns 0, so we could, in the future, define non-zero return values to do something different.
Alternatives
The obvious alternative is to do nothing. However, leaving the return value as void means that we can never remove the -ffreestanding compiler flag as clang will generate an error on a void valued main definition.

Architecture WG:

@carlescufi for applications that do not change their void to int, would that trigger a compiler warning or error? @keith-packard do you know?
@cfriedt asks about deprecation. But it's unclear how to deprecate this
@nashif asks for more details: what will happen to out-of-tree apps, what will they need to change, what will happen  if they don't
No objections in general but we ask @keith-packard to provide info about what happens to existing out-of-tree apps
@galak would like this to be tried with GCC, clang  and others

Architecture WG:
* @carlescufi for applications that do not change their `void` to `int`, would that trigger a compiler warning or error? @keith-packard do you know?

If they are building without -ffreestanding, then yes. Otherwise, no.

* @cfriedt asks about deprecation. But it's unclear how to deprecate this

There's nothing to deprecate at this point; existing code will continue to work correctly unless they disable the -ffreestanding compiler flag, or until we define semantics for the return value.

* @nashif asks for more details: what will happen to out-of-tree apps, what will they need to change, what will happen  if they don't

All they'll need to do is change the return type and add appropriate return values. If they don't change, then nothing happens until they remove the -ffreestanding compiler flag.

* No objections in general but we ask @keith-packard to provide info about what happens to existing out-of-tree apps

* @galak would like this to be tried with GCC, clang  and others

The PR has been through CI, which involves testing with both GCC and clang.

@keith-packard thanks for the reply, but there's something I still don't quite get:

If they are building without -ffreestanding, then yes. Otherwise, no.

Assuming #54638 gets merged, and then assuming that #54628 gets merged too, if I'm a happy out-of-tree user with my void main() app and I update Zephyr, what will happen exactly? I am using the Zephyr build system as-is.

@keith-packard thanks for the insight. But I am still unclear about something: if we merge #54628 but not #54638, then there's no impact to users whatsoever? i.e. no need for them to change their void main() to int main() at all, regardless of C library used?

@keith-packard thanks for the insight. But I am still unclear about something: if we merge #54628 but not #54638, then there's no impact to users whatsoever? i.e. no need for them to change their void main() to int main() at all, regardless of C library used?

Good question -- picolibc already disables -ffreestanding, and as this patch re-enables the compiler warnings related to main return type, applications using picolibc will need to change their main return type. Once we merge #54638, then all applications not using the minimal C library would need to switch. We could leave the compiler warning flags disabled, which would limit the effect for applications not using clang.

@keith-packard thanks for the insight. But I am still unclear about something: if we merge #54628 but not #54638, then there's no impact to users whatsoever? i.e. no need for them to change their void main() to int main() at all, regardless of C library used?

Good question -- picolibc already disables -ffreestanding, and as this patch re-enables the compiler warnings related to main return type, applications using picolibc will need to change their main return type. Once we merge #54638, then all applications not using the minimal C library would need to switch. We could leave the compiler warning flags disabled, which would limit the effect for applications not using clang.

OK, thanks for the info. Could you please add all of this info in the release notes? Basically I am looking at this from the point of view of a user that maintains an out-of-tree app and reads the release notes, and does not want to be surprised by a strange warning about the main return type

Sounds good. I guess I'm still hoping to see the -ffreestanding flag disabled more of the time, in which case the release notes for this section will have to be re-written again. But, having them correct as of this patch seems like a good practice.
* The declaration of :c:func:`main` has been changed from ``void
  main(void)`` to ``int main(void)``. The main function is required to
  return the value zero. All other return values are reserved. This aligns
  Zephyr with the C and C++ language specification requirements for
  "hosted" environments, avoiding compiler warnings and errors. These
  compiler messages are generated when applications are built in "hosted"
  mode (which means without the ``-ffreestanding`` compiler flag). As the
  ``-ffreestanding`` flag is currently enabled unless the application is
  using picolibc, only applications using picolibc will be affected by this
  change at this time.


create CSS file

The css should use

universal
element selectors
clas selectors
3 colours in design
uses a single font and font family
needs 2 heading elements - this is HTML
header needs to be fixed to the top of the page on scroll
Header should have 3 links that are inline - including contact
contact link should jump to contact form

the css is created the header is fixed. there are
single font - Check
class selectors - check
element selectors - check
2 heading elements - only have one
3 colours - only have 2
Universal element


Update CHANGELOG.md for 'v6.0.0-beta.1' release

Need to update the .spelling file. Will push a new commit.


doc(anta): Remove links from headers

Description

Remove links from headers and put them in a <p> section just below
Change H2/H1 from uppercase to capitalize

Fixes # (issue id)
Checklist:

[x] My code follows the style guidelines of this project
[x] I have performed a self-review of my code
[x] I have run pre-commit for code linting and typing (pre-commit run)
[x] I have made corresponding changes to the documentation
[ ] I have added tests that prove my fix is effective or that my feature works
[x] New and existing unit tests pass locally with my changes (tox -e testenv)

Could you also fix this paragraph in this PR ?
https://www.anta.ninja/stable/contribution/#how-to-write-a-unit-test-for-an-antatest-subclass


Support any Tables.jl-compliant backend for tables in C-set

This PR:

allows any column-based table type compliant with Tables.jl to be used for the tables in a C-set
switches the default table type to TypedTables.jl, which closes #330

The following concrete table types are known to work:

StructArrays (the old default)
TypedTables (the new default)
named tuples of arrays (validated in the unit tests)

Thanks! Yeah, the Tables.jl interface seems well thought out. It's nice.


Please put on thunderstore

For reference: https://valheim.thunderstore.io/
Would allow users using the popular r2modman mod manager to download your mod easier.

https://valheim.thunderstore.io/package/sweetgiorni/AnyPortal/


Fix Table and TreeTable with itemClickListener

Forward ported fix for #29 from 7.7 to a legacy TableContextMenu.
Updated to use 8.0.0.rc2

This change is

Reviewed 8 of 8 files at r1.
Review status: all files reviewed at latest revision, all discussions resolved.

Comments from Reviewable


A little more atmosphereShader customizability.

Feature
At least the ability to change the color of the sun in the sky when on a planet.
Context
Thought about making Rodina's Zorica star system in Outer Wilds and on each of the four planets, the Zorica sun in the sky is different colors.
Jarilo

Morena

Perun

Veles

Now while this would be nice to have, it is pretty hard to do that with just the Outer Wilds shaders.

Unfortunately we won't be doing this, having that level of atmospheric shader customization is better off being part of the addon itself instead of being in NH


Add array of viewers to a circle to allow for sharing

Status
Not complete
Why
To allow you to control who can view circles
What
Add a primary text box to type names, after hitting return or tab it will match with the name you are selecting.  Not required right away, but eventually have add note. Display a verticle list of all the viewers it has been shared with (give ability to remove permissions)
Just like how Google Drive does it

Notes
Not exactly sure what to use to type into as Material-UI Next doesn't allow array inputs.
Time to complete
6hr
Tags
React, Relay, GraphQL, Material UI
Priority
3/5
Value
5/5
Effort/Focus required
5/5
Enjoyability
3/5
At
Computer
Required

Styles are leading more towards a vertical array list of viewers similar to how other list items will be displayed (below is an example of where connected circles is going, but not final).
You will be allowed to add, remove people


spec code examples are broken

Not all code examples are correctly displayed. For example in this section: http://get-scala.org/documentation/specification/06-expressions.html#expression-typing
The code example is shown as:
$T$ forSome { type $t_1[\mathit{tps}\_1] >: L_1 <: U_1$; $\ldots$; type $t_n[\mathit{tps}\_n] >: L_n <: U_n$ }.

I believe this has been fixed. Please reopne if I'm mistaken.


Added implemenations for some FStar.Int.Cast functions.

Is there where these functions should go?

I'm curious about why you need these. KreMLin already extracts Int.Cast.uint32_to_uint64 x as (uint64_t)x

I thought it would do those automatically too, but then I got undefined references. It may be because I defined let u32_64 = Int.Cast.uint32_to_uint64 just for the shorter name.

It does, thanks!


ERROR @wdio/runner: Error: Some reporters are still unsynced: VideoReporter

I am getting a blank video; there may be another window opening when the test starts(BiDi window with that one blank tab). I am new, so please correct me if I am wrong anywhere.
Log:
ERROR @wdio/runner: Error: Some reporters are still unsynced: VideoReporter
[0-0]     at Timeout. (file:///D:/automationPorject/Sample_Project/node_modules/@wdio/runner/build/index.js:561:25)
[0-0]     at listOnTimeout (node:internal/timers:573:17)
[0-0]     at process.processTimers (node:internal/timers:514:7)
To Reproduce :
https://github.com/Govind-Markad/Automation_Test
Expected behavior
There should be a recorded video of the test.

wdio-video-reporter version: 6.0.0
WebdriverIO version: 9.1.0
Mode: Local
Node.js version: v20
NPM version: 10.7.0
Browser name and version: Chrome 129.0.6668.60
Platform name and version: Windows 11

Duplicate of #133

Don't think this is a duplicate of #133, this seems unique to WDIO v9 and I suspect it's to do with the switch to the new BiDi protocol. I am encountering this same issue, and when I add wdio:enforceWebDriverClassic to my config I no longer encounter this issue.
Diving into the src/index.ts, I've been able to narrow it down to specific promises in screenshotPromises never resolving. Specifically, it appears to be the last screenshot from each test. If I remove the last this.addFrame() calls in onTestEnd and onSuiteEnd, the problem goes away.

@FluffyJay1 have you tried bumping up the videoRenderTimeout value.  it's in ms and noticed your original wdio.conf file had 120, which should probably be 120000 for 2 min
I'm working on some ideas to fix the blank frames at the end of tests


Switch NAM to float input. Enable fast tanh.

Just a few changes to run NAM more like it actually is run in practice.
While NAM takes double input by default (for historical reasons), it uses float internally. I added a #define that switches to float input.
I also enabled fast tanh for NAM.

👍
Another note on some things that impact accuracy and performance:
NAM pre-warms WaveNet models to ensure avoid audio discontinuities due to initial conditions. I think that this may just be due to how it handles the convolutions, so it may not be an issue with the RTNeural implementation. But something to be aware of.
Also, NAM resizes buffers during process() if the buffer size changes (which is always does the first time). This is obviously non-ideal, but be aware that doing a single process call over a relatively small amount of data is going to make it look like NAM is slower than it is in practice.


Feature Quick Search

Search Matching Score base on Job Category and Location.
Showing Search Result is not Reactive yet.

deployed to http://matchingscores.meteor.com/


Numbers in password

Prompt user asking whether numbers should be included and validate answer.
Add numbers to possible password pool if they answer in the affirmative.
Repeat prompt if an invalid answer is given.

Prompt user whether or not numbers should be included in the password.
Validate their response.
Add numbers to the pool if they answer in the affirmative.


How to automate App testing

Hi,
how would you automate App testing?
I tried to start chromedriver in App-Modus but it won't work:
Selenium::WebDriver.for :chrome, :args => ["--app-id=olddgoefnehjeogjhpcpolcnnifnglkp"]
Thanks for your ideas and suggestions!

According to https://sites.google.com/a/chromium.org/chromedriver/extensions, you could do that:
ChromeOptions options = new ChromeOptions();
options.addArguments("load-extension=/path/to/extension");
DesiredCapabilities capabilities = new DesiredCapabilities();
capabilities.setCapability(ChromeOptions.CAPABILITY, options);
ChromeDriver driver = new ChromeDriver(capabilities);


 Can you fix this?

Yes the cloud app did seem to have crashed. I have rebooted the app. Seems to be fine now.

Thank you.

It crashed again. https://documentgpt.streamlit.app/


App fails to start on iOS

Reports indicate a timeout issue.

Fixed by ignoring firebase getRedirectResult timeouts.


No xamarin examples

Please add Xamarin.Android and Xamarin.iOS examples as well

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

ID: 93ebb157-6f09-f44f-bdb6-e0f62cb2078f
Version Independent ID: fa1ece37-6d25-e338-e68a-96780a0ce6a1
Content: Create & locate anchors overview - Azure Spatial Anchors
Content Source: articles/spatial-anchors/create-locate-anchors-overview.md
Service: azure-spatial-anchors
GitHub Login: @RamonArguelles
Microsoft Alias: rgarcia

@dotMorten , Thanks for raising the issue.We will investigate the issue and update you.


Enhanced Slurm Cluster Monitoring with GPUd and Lepton AI

Summary
This document details how to integrate GPUd for real-time GPU monitoring and Lepton AI for centralized dashboarding into a Slurm cluster deployed on Crusoe Cloud. This enhances cluster observability and allows for proactive issue detection.
Motivation
These changes are necessary to provide users with a comprehensive solution for monitoring GPU health and performance within their Slurm clusters. By integrating GPUd and Lepton AI, users can:

Proactively identify issues: Detect hardware and system-level problems early, reducing downtime.
Centralized monitoring: View GPU metrics across the entire cluster in a single dashboard.
Improve resource utilization: Gain insights into GPU usage patterns to optimize job scheduling.
Simplify management: Streamline the process of monitoring and maintaining GPU resources.

For new content

[x] I have added a new entry in registry.yaml (and, optionally, in authors.yaml) so that my content renders on the cookbook website.
[x] I have conducted a self-review of my content based on the contribution guidelines:

[x] Relevance: This content is directly related to building and managing Slurm clusters on Crusoe Cloud, a core use case.
[x] Uniqueness: This guide provides a specific integration of GPUd and Lepton AI, which is not covered in existing documentation.
[x] Spelling and Grammar: I have carefully reviewed the text for errors.
[x] Clarity: The instructions are step-by-step and easy to follow.
[x] Correctness: The commands and configurations have been tested and are accurate.
[x] Completeness: The guide covers all necessary steps, from initial setup to accessing the dashboards.

Would you prefer this logic to be encapsulated in the terraform module for slurm? @ethxnp