How to create an issue?

project, _, err := git.Projects.GetProject("georg/test-timetracking")
Expect(err).NotTo(HaveOccurred())
Expect(*(project.Name)).To(Equal("test-timetracking"))
_, _, err = git.Issues.CreateIssue(
	"georg/test-timetracking",
	&gitlab.CreateIssueOptions{
		Title:       "Hello World",
		Description: "I am the Description",
		AssigneeID:  2,
	},
)
Expect(err).NotTo(HaveOccurred())

Why does this result in an error 500? How do I create a new Issue then?

Not sure, I use this is my functional tests which work as expected and looks just about the same as your example:
opt1 := &gitlab.CreateIssuesOptions{
  Title:  "Auto test issue",
  Labels: []string{"bug", "testlabel2"},
}

_, _, err := git.Issues.CreateIssue("svanharmelen/test", opt1)
if err != nil {
  log.Fatal(err)
}

Maybe you should first check with curl if you are able to make this call directly. As maybe it's not related to this package, but to the values you supply or your Gitlab server? For some details/pointers on how to use curl for this, see the docs: http://doc.gitlab.com/ce/api/issues.html#new-issue

May be related to this issue, where users are not able to get the project by namespace/projectname https://github.com/gitlabhq/gitlabhq/issues/4921

This should be fixed by PR #48


[Suggestion] Some way of "extracting" binaries of correct framework to a bin folder

Tl;Dr;
I'm suggestion a Paket command to extract binaries, resources and tools from a set of packages into a deployable bin folder. Purpose is to compose a lot of packages into something that can be deployed without using visual studio.
Background:
I'm currently working on improving the build automation of our desktop application that is currently undergoing a move from VB6 to .net.
In that process I now have to manage a lot more dependencies of the VB6 project. This was previously horrible, but now with Paket is is quite a bit less horrible.
My Vb6 build process is now like this:

Fetch all .net dependencies using Paket
Copy all the relevant dlls (and other supporting stuff like icon resources, translations and such) from the packages to a deployable structure in my bin folder
Register all direct VB6 dependencies using Regasm
Execute vb6 from command line to build all vb6 projects
Create and embed side-by-side interopmanifests for .net assemblies and VB6 applications.
DONE binaries are now ready for deploy

Currently I have good tooling through the F# build and dependency management eco-system (FAKE + Paket) for everything except item 2.
Possible draft for solution:
I have some code that caters for my specific needs right now: (See this gist: https://gist.github.com/Vidarls/549ce388ea6d219ed417)
The code is in the form of a FAKE build script.
The code is quite general, but I know it fails to handle all the different combinations of target framework sub folders, (and probably has other potentials for being more robust too.)

I think this is related to https://github.com/fsprojects/Paket/issues/677

There certainly is some overlap with regards to figure out which binaries to resolve.

I think this is "easily" achieved by directly using Paket API (Paket.Core nuget package) and using the InstallModel APIs. Feel free to disagree (in which case I could re-open)

Nonono. Please don't use paket api.
Am 27.05.2017 1:48 nachm. schrieb "Matthias Dittrich" <
<EMAIL_ADDRESS>
Closed #707 https://github.com/fsprojects/Paket/issues/707.
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub
https://github.com/fsprojects/Paket/issues/707#event-1099870015, or mute
the thread
https://github.com/notifications/unsubscribe-auth/AADgNDYVs79gmnCBpmKlc4u8x_czht7lks5r-A1ygaJpZM4DxS5C
.

What?

Fable should just read files in simple format. No need to depend on paket.core. Let's just make it easy for fable

Lets continue on https://github.com/fsprojects/Paket/issues/2373
But to answer: Why?
Note that I don't think its a good idea to list references, I'd really prefer fable using paket API instead.
For the group info I don't mind too much and we can add that.

Yes I responded to wrong issue. Sorry


cmd/vet: duplicate struct field tag check does not handle XMLName

In Go 1.8beta1 a new check to detect duplicate names used in struct field tags was introduced to go vet  (CL 16704). This check produces false positive warnings when XML attributes and the special XMLName field name are used:

When fields are encoded as XML attributes, a warning is produced when an attribute reuses a name previously used for an element.

type Foo struct {
    First int `xml:"a"
    NoDup int `xml:"a,attr"` // warning about reuse of "a"
}

When XMLName is used to set the name of the enclosing struct element, it is treated as a regular struct field.

type Bar struct {
    XMLName xml.Name `xml:"a"`
    NoDup   int      `xml:"a"` // warning about reuse of "a"
}

Both cases are addressed in CL 34070.
The original implementation does not take into account the specific behavior of encoding/xml regarding the XMLName field, and the fix only does so in order to eliminate false positive warnings.
No warning is currently generated for a struct field with XMLName field:
type Foo struct {
    Bar int `xml:"a"`
    Baz struct {
        XMLName xml.Name `xml:"a"`
    }
}

As go vet generates a warning about other naming collisions in tags, it should generate a warning in this case as well.
I am currently working on an implementation.
EDIT: added detailed description of original problem addressed by CL 34070

If you have a fix ready soon and it's not invasive, then we could perhaps still get it in for 1.8.

Detecting duplicate names defined through XMLName is harder than anticipated. An example:
type Foo struct {
        DupAnon struct {
                XMLName xml.Name `xml:"a"` // error: duplicate of DupField (last in struct)
                // Arguably it might not be a duplicate but the first occurrence of 'a'.
        }
        DupAttr1 Bar // no tag here, but an error nonetheless (also AST traversal trainwreck).
        // Report error for line above? (see Bar)
        DupAttr2 Qux // same as above, but adds complexity for detection:
        // XMLName tags cannot simply be read-only with regard to seen map in current implementation.
        DupField int `xml:"a"` // Duplicate of DupAnon or first real occurrence of 'a'?
}

type Bar struct {
        XMLName xml.Name `xml:"a"` // should the error be attributed to this line?
}

type Qux struct {
        XMLName xml.Name `xml:"a"` // same as Bar
}

By now I have a hacky proof of concept using a two-pass approach that does not detect DupAttr2 and generates duplicate error messages when one of the duplicate tags is malformed. On the upside, that approach mostly leaves checkCanonicalFieldTag untouched and just adds a new function and some plumbing.
All in all I do not think that I will be able to get this ready in time for Go 1.8. As the original issue of false warnings is addressed I do not think it is critical to include it either.


Dialog history

Super rudimentary history display/manager. Needs way more work.

Got stuck on the history loading more than it should or the restart not resetting the text in the history view.

Well the approach looks good :)
Debugging this stuff can be tricky. It might help to dump the Save Point data to a file so you can check exactly what's being saved for each save point. For the restart issue, I'd suggest adding a new Restart signal to SaveManagerSignals.cs which gets sent when the Restart button is pressed (i.e. in SaveMenu.Restart). That way the HistoryManager can clear itself when the game restarts.
btw I think something like NarrativeLog might be more descriptive than HistoryManager (which could be confused with the SaveHistory).

I want to get that reset signal working so we don't have to be constantly updating the text in the history view. Maybe do the same for the Debug view and take it out of the savemenu.update?

Ok, I'll walk away for a bit and let you take a look at what I have so far.
I tried to separate out the narrative log from the save menu as best I could for now so that people have the choice of having it or not. It would be nice to be able to disable and enable each menu button depending on what people need. Like having a generic Menu script that adds/removes the savemenu, narrativelog, or whatever else we might add.
I myself would like a general menu that I can change text speed, bgm volume, and beep audio.
THOSE SIGNALS ARE AWESOME!

Works great, well done! Good idea to separate the Narrative Log Menu component out. You could add a boolean property on that component to control if the Narrative Menu is available. Might be useful for people using Fungus for games that don't have much/any dialog text but still want to save.
Not sure you need the Log button actually - could just show the Log whenever the Save Menu is expanded? One less button to fiddle with! The log really helps to visualize the rewinding too.
For button configurations, I think you could just disable any buttons you don't need in the Save Menu? Not much benefit to splitting the standard save options out into separate components.
I like the idea of adding volume controls, etc. to the Save Menu. Seems like a natural place to put them - maybe it could be more of a toolbar stretching across the full width of the screen with all the controls laid out horizontally?

Having the option to disable to Narrative Log absolutely should be an option. I'll add that in.
As for expanding the menu across the screen, could we make a modal window instead? My goal is to eventually do a lot of mobile game development and Vertical screens seem to be the new hotness. I won't have much room across the top if that's the case. It would be nice to have a single menu button that could take us to the log, save options, sound options, etc.. Not 100% on that yet though.
I've been looking here for inspiration but I need to take some time and look for more visual novel interface examples with vertical layouts.

Ok, so after more research, Vertical screens might not be big in VN's yet, but I'm gonna make it big! Nintendo has been pushing for vertical layout and I think I prefer it. Also, they said it was cool on Cool Games Inc and I take them very seriously hehe. Warning, some cursing: https://soundcloud.com/coolgamesinc/episode-42-the-lodge#t=6:30
I can always move the components myself, so I won't worry too much about making it look good for vertical layout. I'll make sure it looks good in horizontal first. If the layout is responsive, we don't have to worry!

I guess the script components don't care about the layout, so if it made sense you could have portrait and landscape versions of the prefab rather than trying to adjust the layout from code.

so here's what else needs to be done that I'll be working through:

[ ] Write tests
[ ] Remove separate narrative log button (people will be able to add this since I'll keep the original method to show it)
[ ] Add option to disable narrative log
[ ] Add option to show previous lines or currently showing line - I'll use the previous lines as the default option
[ ]  Keep the save menu and narrative log on the same component
[ ] Add some sliding LeanTween action for flare

Nice! ...save menu and narrative log on the same gameobject or same component?

Woops meant gameobject - so on the same save menu UI Prefab

Where should I put the narrative log tests? I wanted to put it with some existing save menu tests.

Heya - prob going to push a new release soon. Is this near ready for merge?

It's probably two commits away from finished. Still need to fix the scrolling and get the text from a different spot. I'll take a look at that tonight and try to get it add in to the pull.

Cool cool!

I can't get the padding on the text to work! GAR! That's the last thing I needed. Do you have time to take a look at it? I'll keep poking around this evening but I've already spent too much time getting the darn thing to work. ;____;

Got it running here - looks grand. What's the padding issue?
There is a weird thing were the scene is always in a modified state. When I try to save it, it immediately changes to an unsaved state. Is there a value being set every frame in the editor or something?

That's one of the issues. You can't have a layout element and a Content size fitter on the same object - which I put on Content. It makes it work, but it throws a fit and will never show it being saved. Disable either one of those, and after the next time you stop playing, the interface gets weird.

Also, I'm working on a new example and forgot to get rid of the old say history example.

Ok! I think I have it figured out! I just put that all in a new vertical layout panel. It should be good now. Merge if you think it's good to go.

One quick thing, can we change the menu to a bars icon since it's more than just settings and saving? http://fontawesome.io/icon/bars/

I think there is a problem when you introduce more than one say dialog. I have a narrative, normal say, and a digital style say window and it keeps on getting stuck on the narrative dialog. Maybe it's the timing on when it gets the activeSayDialog.

I think I know what the problem is. The GetActiveSayDailog() doesn't get the dialog being used when it's attached to the character. It sees 3 or 4 different active dialogs and defaults to the first one in the array and doesn't change from that.

Hey Leah. Yeah no problem switching to bars if you think it makes more sense, it's easy for folks to customise anyway.
So when we're using a SayDialog from a character it should also set the current active Say Dialog?

I haven't looked too much into it yet. I have for a few of my characters, a custom dialog box attached for them. I would think it should set the active say dialog to that, because that's where I'm getting the text from.

Ah - are you using the conversation command to display the text? ConversationManager.GetSayDialog() should probably set the SayDialog.ActiveSayDialog property when that happens. Sorta weird for a getter to have side effects like that but I think it makes sense?

I'll add the new icon and see about updating the ConversationManager.GetSayDialog() tonight.

It's working with my game now, which with all the crazy stuff I do with that, means that it's done for me. Anything else you want to put in this pull request?

or maybe a rebase?

The functionality is working great, but seems the text box layout is off to the left for some reason? Also the button texture doesn't appear for me?

 I was pretty sick when I was trying to finish it lol
Give it another go.

Ran into this problem with the content text component: https://forum.unity3d.com/threads/ui-text-character-limit.359729/ The thread has some possible fixes at the end of it.

I plan on doing something like this in the second pass: https://github.com/qiankanglai/LoopScrollRect

oh that's a pain, I would have thought Unity UI would handle that under the hood - it's a common use case. Anyway, the LoopScrollRect approach sounds like the right way to solve it.

I won't be able to work on this for a couple weeks. I have some big deadlines coming up. If you make a new branch in your repository, just for these menu changes, I can change the pull request to point to that instead of master. It would be nice to start with a new pull request to add in the LoopScrollRect.

Donezo!
https://github.com/snozbot/fungus/tree/dialog-history

Changed to the dialog history branch. Should be good to merge into there.

Hey - do I need to do something here? Started a new job recently so been a bit all over the place :)

Is it just a Rebase and Merge?

Congrats on the job! All you should have to do is click the merge button. It'll be put into the dialog-history branch, leaving the master branch alone.

Ok, that's done.


Update This Mod

This mod seems abandoned. Please update it to version 1.17.1, 1.18.1 or both. A 1.18.1 version would be appreciated.

@StereoMadnessss https://github.com/19MisterX98/SeedcrackerX/releases


How best to move the scroll pane to a certain location?

I have a GenericStyledArea wrapped in a VirtualizedScrollPane.  When I close my application I'm saving the current scroll y value through the use of area.estimatedScrollYProperty().getValue().  When the app restarts I'm using the saved value to restore the scroll y position through area.scrollYBy().  However this value doesn't seem to be very accurate, especially for longer pieces of text.  As the saved value gets larger the drift gets bigger, i.e. the scroll pane isn't moving to the correct y value.
Is there a way to make the scroll y value more accurate?  Or is there a better way to save the location?  I don't want to use the caret location because that can differ from the scroll location.  I can get the current "first" paragraph displayed in the viewport using area.visibleParToAllParIndex(0) but I then need the offset into the paragraph, for instance if the user has scrolled part of the paragraph offscreen.  Method area.getVisibleParagraphBoundsOnScreen(0) only returns a bounding box for the part of the paragraph text that is currently displayed on screen.  Method area.getParagraphBoundsOnScreen(area.visibleParToAllParIndex(0)) is returning the same bounds as the visible paragraph call.
I've tried using area.hit(1,1) but that often return OptionalInt.empty since there may be no character there.
Any ideas on how I can save and restore the vertical scroll offset of the scroll pane?

Hi Gary, how about the following (I tried it and it seems to work):
int mid = area.getVisibleParagraphs().size() / 2;
int visibleParagraph = area.visibleParToAllParIndex( mid );
double paragraphCenter = area.getVisibleParagraphBoundsOnScreen( mid ).getCenterY();
// Save visibleParagraph and paragraphCenter

Restore with:
area.showParagraphAtTop( visibleParagraph );
double cTop = area.getVisibleParagraphBoundsOnScreen(0).getCenterY();
area.scrollYBy( cTop - paragraphCenter );

Thanks for that but it relies on the height of the component being the same when the app restarts, for my use case this isn't always true.
This method did inspire me to use a different method however, I'm now using the selection bounds of the paragraph which actually returns the correct bounds of the paragraph.
I'm now doing:
int ai = this.editor.visibleParToAllParIndex (0);
Bounds vpb = this.editor.getVisibleParagraphBoundsOnScreen (0);
IndexRange ir = this.editor.getParagraphTextRange (ai);
this.editor.selectRange (ir.getStart (), ir.getEnd ());
Optional<Bounds> bb = this.editor.getSelectionBounds ();
double diff = vpb.getMinY () - bb.get ().getMinY ();

I then save the "ai" and "diff".  This seems to mostly work but I'm finding that trying to display the paragraph at the top on restart doesn't always work, although I can't work out.

Glad you found something that 'works' ..... maybe the scene graph needs time to render/settle on restart - so what about delaying area.showParagraphAtTop( ai ); .... a couple of 100ms or so  ?

I'll give it a go.  I've noticed that if I call area.showParagraphAtTop and then follow it up with area.scrollYBy then the paragraph won't show at the top or scroll.  However if I force the scrollYBy call to be on the next pulse then showParagraphAtTop and scrollYBy both work.  I'm not sure what's going on but it seems to work.


Manual deployment step failed: OpenAI

The following deployment step failed for me:
az openai create --name aihub-openai --resource-group aihub-rg --location westeurope
Error:
'openai' is misspelled or not recognized by the system.

Hi @adanbrownpaca,
Thank you for letting us know about this.
The issues is related to outdated documentation. We will update the documentation shortly.
In the meantime, we consider this issue as duplicate of #53


Initial support for charset conversion with iconv

Title conversion will come soon. Don't merge this yet.

Header conversion is broken, presumably because base64 implementation is broken, though this might not be the case.

Yeah, worked with a different one. Still have some issues (spaces are replaced with _s in some subjects). Working on it.

Thanks!


Mutable properties

Since everything is a Struct, should we make all the properties mutable?

mutability of a struct can be controlled by using let by whatever contains it, doesn't need to be enforced my it's members
makes it easier to change values of properties to edit projects (if allowed by above)
removes the need for functions that return a copy (like adding(object:), or removing(object:) functions in PBXProj)
no danger of things changing from under you like with Classes, where immutable properties pattern would be useful

Thoughts @pepibumur?

Makes sense. I ended up extending the API unnecessarily because of that. I don't thing there's any downside on making those attributes mutable.


Send a websocket ping before timing out in server:

This fixes a problem where idle websocket client connections could be disconnected due to inactivity.

Merged in 0.70.0-b2 as 15f969a469e6e2c687d5fc03aedbd88b652aaca3


Error compile 5.4

Hi, I'm getting an error when compiling with RawInput 5.4
RawInputFunctionLibrary.cpp.obj : error LNK2005: "struct PlaystationID * psID" (?psID@@3PAUPlaystationID@@A) already defined in RawInput.cpp.obj
RawInputFunctionLibrary.cpp.obj : error LNK2005: "class FName * DPadMap" (?DPadMap@@3PAVFName@@A) already defined in RawInput.cpp.obj
RawInputSettings.cpp.obj : error LNK2005: "struct PlaystationID * psID" (?psID@@3PAUPlaystationID@@A) already defined in RawInput.cpp.obj
RawInputSettings.cpp.obj : error LNK2005: "class FName * DPadMap" (?DPadMap@@3PAVFName@@A) already defined in RawInput.cpp.obj
RawInputWindows.cpp.obj : error LNK2005: "struct PlaystationID * psID" (?psID@@3PAUPlaystationID@@A) already defined in RawInput.cpp.obj
RawInputWindows.cpp.obj : error LNK2005: "class FName * DPadMap" (?DPadMap@@3PAVFName@@A) already defined in RawInput.cpp.obj

There is something wrong with your RawInput.cpp ,
The RawInput plugin source code changes suggested, only changed RawInputWindows files at \Windows\ sub-folder , not RawInput .h + .cpp .

If you don't have a backup of the original RawInput .h + ,cpp, you can try to build using a copy of my RawInput Plugin :
RawInput.zip

Actually, that's what I did. I changed the windows version

same  error  with your rawinput.zip + replaced rawinputwindows.h/cpp

The idea is to backup your current RawInput folder and replace all files with my zip. Your error says "already defined in RawInput.cpp" , I'm sure we don't changed anything in this file.
Replace your RawInput .h+.cpp with mine and try again.
Also verify that you don't have a second RawInput Plugin in your project folder or engine folder, it is possible that if you have a duplicate RawInput Plugin it will raise this error too.

I have actually done the same you have mentioned.

removed the plugin from Unreal plugin experimental folder
overwrite the files
compile plugin. Error.

I have done a search on plugin folder, there is no files with eg. PlaystationID

Have you tried compiling successfully on 5.4?

That's really weird. I've done on UE5.4 source/plugins folder, the only PlayStationID is in your new header. Is there a special compiler flag u are using? I'm doing this
D:\Library\UE_5.4\Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin="F:\TEMP\Plugin\RawInput\RawInput.uplugin" -TargetPlatforms=Win64 -Package="F:\TEMP\Plugin\RawInputNew"

Interesting, I never tried to build the plugin manually like you are doing.
I just run another Build command in VS, for example I just deleted my RawInput Plugin folder, included a new folder with that .ZIP shared here contents, re-build UE5 Project in VS.

No problems.

Via RunUAT.bat BuildPlugin :

Copy of the binary .DLL generated today:
UnrealEditor-RawInput_Binaries.zip


New Bug with YT Music and HA Version 2024.5.5

What version of Music Assistant has the issue?
2.0.4
What version of the Home Assistant Integration have you got installed?
2024.5.1
Have you tried everything in the Troubleshooting FAQ and reviewed the Open and Closed Issues and Discussions to resolve this yourself?

[X] Yes

The problem
After updating to the latest HA version, I get this error message after a few seconds when I try to play a YT Music playlist:

This happens on all players that I can control via MA.
Radio streams work, for example.
So it really seems to be related to YT Music.
How to reproduce
Whenever I want to play a song from my YT playlist.
Music Providers
Youtube Music
Player Providers
All those that I can control via MA. DLNA, SONOS etc...
Full log output
Textdokument (neu).txt
Additional information
No response
What version of Home Assistant Core are your running
2024.5.5
What type of installation are you running?
Home Assistant OS
On what type of hardware are you running?
Raspberry Pi

Is it just one particular playlist or all that you have?

@OzGav It affects all YT playlists and even if I only want to play a single song from YT. At first I thought it was just a cache problem, but after several MA and HA restarts, the problem persists. To be on the safe side, I will play playlists from the NAS today.

Given the title you seem to be suggesting this started with the latest HA update. If so, are you able to rollback and see if the problem goes away?

The log also mentions:
2024-05-26 21:25:16.058 WARNING (MainThread) [music_assistant.providers.ytmusic] Could not resolve a valid URL for item '57VMB1IzLKY'. Are you playing music on another device using the same account?

Well, are you? ;-)

@OzGav , I would try this at the weekend.

@MarvinSchenkel,
the error keeps coming back.
I have already tried the following:

Reintegrate YT Music
Restart MA Add On
HA “soft” reboot
HA full reboot

In the hope of clearing all caches.
Playing local or NAS files works without any problems. I cannot test Spotify as I only use a free account. Unfortunately, I don't have any other music providers to test.

Are you 100% sure you are not playing YT music with the same account on another device? E.g. your browser?
I did hit this error on one of my test instances when I upgraded from beta > 2.0. I solved it by completely removing the addon and reinstalling MA, so that would be my next suggestion.

@MarvinSchenkel , I don't have YT Music running on any other device. I have now also tried reinstalling MASS and setting everything up again. Unfortunately, that doesn't work either. Another error message that I am now receiving:
2024-05-28 18:28:01.244 ERROR (MainThread) [music_assistant.webserver] Error handling message: player_queues/play_media: <urlopen error [Errno 104] Connection reset by peer>

Any more errors in the log related to this? Don't really have anything to go on here.

Did you enable debug logging via the advanced settings menu within the YouTube music provider? Please do so, try again and include a full log so I can figure out what's wrong 💪

@MarvinSchenkel , I have switched it to debug, but in the LOG I still only see the error message.
MASS LOG.txt
I only did two things and it hasn't worked since then.
I added Snapcast and updated to HA 2024.5.5.
I would like to give you more information, but unfortunately that's all I have.

@MarvinSchenkel , I have switched it to debug, but in the LOG I still only see the error message. MASS LOG.txt
I only did two things and it hasn't worked since then. I added Snapcast and updated to HA 2024.5.5.
I would like to give you more information, but unfortunately that's all I have. I have a feeling I'm being rejected by YouTube (my domain or something) but I don't know why. When I listen to YT Music on the computer via the browser, there are no problems.

This error does not seem related to YTM, could you try playing it on a different speaker by any chance? I feel this error might have something to do with the speaker you are targeting.

@MarvinSchenkel, So I have now tried more:

back to MASS Stable

dismantling Snapcast (I had the assumption that it could be related to this when you said whether I had YTM running on any other player and it seemed that something always got stuck in the pipeline with the snap clients although there should actually be no more streaming).

restarted Add On, problem still there. I'll wait for the next sync from MASS to YTM and see what happens then.

I have tried the various players and protocols.
SONOS, Airplay, DLNA, HA Plugin, MASS Companion App, MPD
With all of them I only get the “Connection reset by peer” error as soon as I want to play a YTM song.
What I was able to find out, however, is that something gets stuck in a cache.
For example, as soon as I restart my HiFi Berry or other clients, the previously selected songs are suddenly displayed in the player.
Once again for understanding:

YTM song selected, error message.
restart the client, the previously selected song is now displayed in the player but not played.
if you press play or want to play another YTM song, error message.
restart the client, everything starts again from the beginning.

Here is another LOG, which has now also collected some DEBUG information.
log.zip

@MarvinSchenkel & @OzGav , I have a question because I have just read through the documentation again. When did YTM Free Accounts stop working? It must be only recently, because it was clearly still working until 4 days ago, as I was using it all the time.
This would of course explain the error message “Connection reset at peer”.
Then of course it's not a bug, can you confirm that?

@MarvinSchenkel & @OzGav , I have a question because I have just read through the documentation again. When did YTM Free Accounts stop working? It must be only recently, because it was clearly still working until 4 days ago, as I was using it all the time.
This would of course explain the error message “Connection reset at peer”. Then of course it's not a bug, can you confirm that?

We have never supported free accounts. You might have gotten lucky when playing some freely available YouTube videos (via YouTube music), but we do not (and will not ever) support playing back paid content for free using any provider in Music Assistant.

Ok... that could of course explain a lot and I also have a hunch why it worked for me and no longer does.
So no bug, I'm closing the ticket.
Thanks for the support.


Prevent IE11 caching GET call in Angular 2

See also https://github.com/aspnetboilerplate/abp-ng2-module/pull/10
In favor of https://github.com/aspnetboilerplate/bower-abp-resources/pull/4

Thank you @reberinformatik for your contribution.
What if options.beforeSend has already set by developer? You are overwriting it. Can you please check it and call previous beforeSend if possible. Something like:
var oldBeforeSendOption = options.beforeSend;
options.beforeSend = function(xhr) {
    if (oldBeforeSendOption) {
        oldBeforeSendOption(xhr)
    }

    xhr.setRequestHeader("Pragma", "no-cache");
    xhr.setRequestHeader("Cache-Control", "no-cache");
    xhr.setRequestHeader("Expires", "Sat, 01 Jan 2000 00:00:00 GMT");
};

Thanks, I just used the code from https://github.com/aspnetboilerplate/bower-abp-resources/pull/4 without thinking. Pull-request updated.

Thanks a lot.

Could you do a minor release for this fix? It prevents our site from beeing tested by the gorvenment (they still use IE 11).
Same as:
https://github.com/aspnetboilerplate/abp-ng2-module/issues/12


CustomFunction

Hi I am using Pypika with Snowflake and trying to create a custom function for Snowflakes OBJECT_CONSTRUCT function.
Snowflake docs - https://docs.snowflake.com/en/sql-reference/functions/object_construct.
This function takes in n parameters.
How do I create a customFunction that types a dynamic number of parameters. While also making every odd parameter a string.
SQL query should come out looking like:
select site ,
object_construct(
'Name', tbl.name,
'Lat', tbl.site_lat,
'Long', tbl.site_long,
) as myObject
from myTable tbl
Is this possible with Pypika's current functionality?
Thanks

Hey! Have you tried the following?
def object_construct(function_name: str, params: list[tuple[str, str]]) -> CustomFunction:
    parameters = []
    for p in params:
        params.append(param[0]) #append the param's name
        params.append(param[1]) #append the param's value
    return CustomFunction(function_name, parameters)

That'd use this system: https://github.com/kayak/pypika?tab=readme-ov-file#custom-functions


[QUESTION] Can I have more than one extension dongle for more than one GitHub servers

This is a great add-on, just avoids flooding emails.

Can I have more than one API get notified here? I have an internal enterprise GitHub also in the company.

If not how do I add one more dongle/button for a different API?

Can't really answer you right away, though if you'll perform your own investigation, that would help a lot.

I recommend signing into two different chrome browser instances (one for work, one for personal) and installing the extension on both.
This necessitates having two different google accounts, but if your company uses google apps you already have this.

Thanks @YurySolovyov and @gcochard. Let me check further.


add GenSocketClient.topic_status/1 function (and tests) to query the …

I had a need to query the status of a topic, without actually sending a ping to the server. Querying the process dictionary to get the value of the join_ref in my socket module would work, but means leaking "private" knowledge of phoenix_gen_socket_client internals into the callback module.
So I added a very simple GenSocketClient.topic_status/1 function, which queries the join_ref  and returns either :joined or :not_joined.
This allows me to check the status of a topic, while keeping the knowledge of how to query the process dictionary in the phoenix_gen_socket_client where it belongs.
Also added tests.

Thanks for contributing back!
This looks good, and I'm basically in favour of merging this feature, but I'd like to discuss one thing about the interface first.
What is the reason for choosing this particular return type? Since the topic status is binary (joined/not joined), we could return a boolean, and of course rename the function to e.g. joined?.   At first glance, that seems a bit more idiomatic to me. What do you think?

Yes. Good point.
The signature should be joined?/1 and return a boolean.
I'll update the pull request later today after I'm done driving the kids around...

Right. Changed the name of the function and fixed the capitalization.

Thanks!
I made a couple of minor changes, and merged.

Thank you very much!
Your changes area also a good example of keeping internal knowledge internal. Makes sense.
--Boyd


Revert "there has a typos at #963"

Reverts codecombat/codecombat#2950

Thank you, @AkaKaras. Next time, can you open just one pull request?

kk, let me download the whole git


Loading classifier segmentation is never finished

Here is the output I get when I run python parse.py -t test ../texts/wsj_0607.out

Added classifier classifier1 to segmenter gCRF
Added feature writer to treebuilder
Added classifier bin1 to treebuilder gCRF
Added classifier mc1 to treebuilder gCRF
Added classifier bin2 to treebuilder gCRF
Added classifier mc2 to treebuilder gCRF
Finished initialization in 0.89 seconds.
Processing 1 documents, skipping 0
Parsing ../texts/wsj_0607.out, progress: 0.00 (0 out of 1)
Processing sentence 0 out of 8
Finished preprocessing in 1.69 seconds

It keeps running for hours. And when I run the sanity check, the output:

********** Step 1: Now checking sentence splitting module...
Successfully split the test file into 4 paragraphs and 8 sentences.
********** Step 2: Now checking syntactic parsing module...
Successfully unloaded syntax parser
********** Step 3: Now checking CRFSuite classification module...
*** Loading classifier segmentation...

It seems to me the code get stuck in performing seq_prob, predictions = self.classifier.classify(features) in crf_segmenter.py
Any idea?
Thanks

Dear Fajri,
I have never used the parser myself, so you would need to contact the original author (Vanessa Wei Feng) for help.
If you don't need this specific RST parser, have a look at https://github.com/arne-cl/rst-workbench. You should be able to get the DPLP, CODRA and Heilman/Sagae RST parsers running.
Best,
Arne

Dear @fajri91,
I have no idea how the original code could have ever worked, but I was able to add a workaround.
I also added a Dockerfile and some unit tests to make working with the parser easier.


alsa and alsa-sys defined 2 times in Cargo.lock

Hey everyone,
there are 2 packages of alsa and alsa-sys defined in Cargo.lock, both with different versions. This is preventing me from building with alsa-backend enabled.
I wanted to ask whether this is intentional or happened accidentially (if the latter is given, I would happily create a PR for that)

Also hit this trying to build the dev branch to work around #567. Release 0.1.3 works fine.

Also hit this trying to build the dev branch to work around #567. Release 0.1.3 works fine.


Selection border appearing randomly when navigating through tutorial steps

Describe the bug
Dotted selection border appears around tutorial steps without actively selecting the element.
To Reproduce
Steps to reproduce the behavior:

Go to the Arcade home page and select either the Simple Maze or Happy Flower tutorial.
Click back and forth through the steps in the tutorial and you will see the directions sometimes have a selection border.

Expected behavior
The border should not appear unless the element is being selected by the user or is being tabbed over.
Screenshots

Desktop (please complete the following information):

OS: Windows 10 Enterprise, Version 1809
Browser: Edge
Version: 44.17763.1.0, HTML 18.17763

Fixed


⚠ Secret Website 3 has degraded performance

In 65b318f, Secret Website 3 ($SECRET_WEBSITE_3) experienced degraded performance:

HTTP code: 200
Response time: 2608 ms

Resolved: Secret Website 3 performance has improved in 07a4c59.


[BUG]Error when creating clients: Error creating ccv2 client: Get "/v2/info": unsupported protocol scheme ""

Is there an existing issue for this?

[X] I have searched the existing issues

What version of the Terraform provider are you using?
1.0.0-rc1
What version of the Terraform CLI are you using?
1.6.6
What type of issue are you facing
bug report
Describe the bug
Trying to create CF env and org space and assigning roles
Expected Behavior
C:\Users\dines\OneDrive\Documents\Personal\BTP_AUTO\CF_Enablement>terraform plan
data.btp_subaccount_environments.all: Reading...
data.btp_subaccount_environments.all: Read complete after 1s [id=156fc11c-5bf6-4179-b10e-f942e0f2ec5c]
Terraform used the selected providers to generate the following execution plan. Resource actions are indicated with the
following symbols:

create

Terraform planned the following actions, but then encountered a problem:
btp_subaccount_environment_instance.cf will be created

resource "btp_subaccount_environment_instance" "cf" {

broker_id        = (known after apply)
created_date     = (known after apply)
custom_labels    = (known after apply)
dashboard_url    = (known after apply)
description      = (known after apply)
environment_type = "cloudfoundry"
id               = (known after apply)
labels           = (known after apply)
landscape_label  = (known after apply)
last_modified    = (known after apply)
name             = "terraform-test"
operation        = (known after apply)
parameters       = jsonencode(
{
+ instance_name = "terraform-test"
}
)
plan_id          = (known after apply)
plan_name        = "standard"
platform_id      = (known after apply)
service_id       = (known after apply)
service_name     = "cloudfoundry"
state            = (known after apply)
subaccount_id    = "156fc11c-5bf6-4179-b10e-f942"
tenant_id        = (known after apply)
type             = (known after apply)
}

Plan: 1 to add, 0 to change, 0 to destroy.
╷
│ Error: Invalid provider configuration
│
│ Provider "registry.terraform.io/cloudfoundry-community/cloudfoundry" requires explicit configuration. Add a provider
│ block to the root module and configure the provider's required arguments as described in the provider documentation.
│
╵
╷
│ Error: Error when creating clients: Error creating ccv2 client: Get "/v2/info": unsupported protocol scheme ""
│
│   with provider["registry.terraform.io/cloudfoundry-community/cloudfoundry"],
│   on  line 0:
│   (source code not available)
│
Steps To Reproduce
End of Plan we are getting below error.
╷
│ Error: Invalid provider configuration
│
│ Provider "registry.terraform.io/cloudfoundry-community/cloudfoundry" requires explicit configuration. Add a provider
│ block to the root module and configure the provider's required arguments as described in the provider documentation.
│
╵
╷
│ Error: Error when creating clients: Error creating ccv2 client: Get "/v2/info": unsupported protocol scheme ""
│
│   with provider["registry.terraform.io/cloudfoundry-community/cloudfoundry"],
│   on  line 0:
│   (source code not available)
User's Role Collections
No response
Add screenshots to help explain your problem

Additional context
No response

@dineshkumarbcs  the output indicated that you have a wrong configuration for the Cloud Foundry Terraform provider.  Accordingt othe error message there is no configuration at all.
Please check that the configuration of the Cloud Foundry provider is correct and in line with the documentation given here: https://registry.terraform.io/providers/cloudfoundry-community/cloudfoundry/latest/docs
Be aware that there are limitation with respect to Cloud Foundry extension landscapes as discused here: https://github.com/SAP/terraform-provider-btp/issues/601

Thanks for the guidance.


[DO NOT MERGE] Follow-up commit to redirects

Proposed changes

Updated redirect for UCP 3.0 and DTR 2.5 CLI index pages
[WIP] Redirect for UCP 3.0 and DTR 2.5 API pages

Deploy preview for docsdocker ready!
Built with commit 51bf5ddd0f0ecfe83f8cc7b94f62bfed0f62378c
https://deploy-preview-7883--docsdocker.netlify.com


majority of etcd cluster nodes can end up on same machine

Imagine you have three machines, the Kubernetes workers, lets call them A, B and C. Running the etcd operator schedules all three etcd nodes of the new etcd cluster across all three Kubernetes workers, lets call them 1, 2 and 3. When machine A is rebooted, etcd node 1 lands on machine B, which hosts now etcd node 1 and 2. Machine A comes back after reboot and stays empty. When now machine B is rebooted the etcd cluster looses etcd node 1 and 2 at the same time and the etcd cluster is dead due to its lost quorum. How to handle this problem? Should the etcd operator make sure the pods are equally distributed? Should the etcd operator reschedule the etcd nodes? WDYT?

You can set anti-affnity to avoid this from happening. See cluster spec for details.

Just for the record. The link to the information I was looking for is probably this one: https://github.com/coreos/etcd-operator/blob/master/doc/user/spec_examples.md#three-members-cluster-with-node-selector-and-anti-affinity. Thanks for the hint.

@xh3b4sd You are right. Thanks for the hint.


[WIP] Require 2FA for Users

Reference: #530
Currently you can require 2FA for:

Nobody

Admins

Users

Everybody

[x] Make sure exception route list is not missing any routes.

[x] Make sure design styling for radio buttons is solid

[x] Discuss use of clever switch statement... it might be better to not have that.

[x] Discuss use of constants for the settings, should it have its own class??

[x] No Tests!

I've made the requested changes.

@lancepioch I think you need to merge develop in to get builds to pass.

@lancepioch is this now complete?

Yes
On Mon, Sep 25, 2017 at 8:20 PM Dane Everitt<EMAIL_ADDRESS>wrote:

@lancepioch https://github.com/lancepioch is this now complete?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
https://github.com/Pterodactyl/Panel/pull/635#issuecomment-332049811,
or mute the thread
https://github.com/notifications/unsubscribe-auth/ABPJ8nsWh0PygoyZ8DomKA3Y1Wa9WSlBks5smENFgaJpZM4Pe6lS
.


rewrite op.vim in Lua

The thing I'm not sure how to do in Lua is to properly get the path to the op-nvim binary generated from the Go code. In Vimscript you can do:
let s:path = expand('<sfile>:p:h')
let s:bin_path = s:path . '/../bin/op-nvim'

But from my experimenting, the same didn't seem to work from Lua for some reason.

Actually, looks like we cannot automatically update the RPC manifest into a Lua file so this probably isn't worth it.


Add split video track source

Split the video track source from the video track, to allow sharing
across peer connections.
This change splits the former local video track into 2 separate
components:

The video track source, which generates the raw video frames,
generally from a local vdeo capture device (webcam) but not
necessarily. The video track source is not associated with any peer
connection in particular, and can be shared amongst any number of
local video tracks, from the same peer connection or not.
The local video track, which is associated with a particular peer
connection, and which is a slim bridge between an video track source
and the video transceiver of the peer connection.

This change does not touch yet the external video track, which should
eventually be converted to a video track source instead, as this is a
more natural fit.

Second part for video, leaving out the change of external video source from a track to a proper source itself. This will be followed up by Unity changes too.


Speaker diarization blogpost etc

Hello,
I worked on speaker diarization during about 2019-2022. This is the main result of my work: https://github.com/cadia-lvl/kaldi-speaker-diarization/tree/238ecb56ba7563bc09aa6b143c0c6315eca0c0c5
but I’m not sure where in the repo to fit it in, also I was writing a blogpost and have many other tools and resources I made and worked on for diarization. I wasn’t sure where to place them in the repo. But I think the blogpost could clarify it all. Initially my conclusions after using the JHU recipes, were the same as the authors, but after studying linguistics in the intervening years I have a different viewpoint of the problems. So do you accept blogposts as resources and if so under what section? i can show you a draft to help you figure it out if that would help.

Any code should go to the "Software" section. You can pick a subsection based on what purpose the code is for.
Any online articles should go to the "Tech blogs" section.

Awesome! And I guess in the PR you can say whether you agree with the location or think another spot is better. OK. Understood.


OAuth Client

Any possibility of using an oauth client instead of keys?  With key expiry it seems like there be a limitation - or I may be missing something. Thanks!

This is the last piece needed to let people switch to this software
We dont want to regenerate auth keys every 90 days

1º you only need authkey when registering (first start) a service.
2º remove all authkey, look ate the logs and you will see the addresses of tailscale to authenticate. copy to your browser, login and add to your network. It should work.


double usage and "unary operator expected" feedback on "get"

$ git semver get
usage: date [-jnu] [-d dst] [-r seconds] [-t west] [-v[+|-]val[ymwdHMS]] ...
            [-f fmt date | [[[mm]dd]HH]MM[[cc]yy][.ss]] [+format]
usage: date [-jnu] [-d dst] [-r seconds] [-t west] [-v[+|-]val[ymwdHMS]] ...
            [-f fmt date | [[[mm]dd]HH]MM[[cc]yy][.ss]] [+format]
/Users/alan/bin/git-semver: line 185: [: -86400: unary operator expected
2.0.2

$ uname -a
Darwin alan-MBP.local 15.6.0 Darwin Kernel Version 15.6.0: Mon Jan  9 23:07:29 PST 2017; root:xnu-3<IP_ADDRESS>.1~1/RELEASE_X86_64 x86_64 i386 MacBookPro11,5 Darwin

$ git --version
git version 2.10.1 (Apple Git-78)

I'm experiencing the same problem, any updates on this?

Hi @markchalloner - firstly, thanks for the awesome tool!
I appreciate why you've closed this issue (it's fixed on master) but just a heads-up that in the install script on the README still checks for the latest release which is currently 2.0.2 (where this issue is still a problem).


Update tutorial-discover-vmware.md

Removed, what seemed to be, a remnant of a recent edit.

@Vikram1988
Can you review the proposed changes?
Important: When the changes are ready for publication, adding a #sign-off comment is the best way to signal that the PR is ready for the review team to merge.
#label:"aq-pr-triaged"
@MicrosoftDocs/public-repo-pr-review-team

This update has been incorporated as part of an internal PR and is live at https://learn.microsoft.com/en-us/azure/migrate/vmware/tutorial-discover-vmware
#please-close


Requires-Dist metadata not canonicalized between wheels and sdists

setuptools version
setuptools==69.5.1 wheel==0.43.0
Python version
3.12
OS
macOS/Linux
Description
Requirements are normalized differently in sdist PKG-INFO file and wheel METADATA file
Expected behavior
Metadata in sdist and wheel are same
How to Reproduce
[build-system]
requires = ["setuptools"]
build-backend = "setuptools.build_meta"

[project]
name = "example-proj"
version = "0.1"

[project.optional-dependencies]
all = ["typing-extensions >=4.2,   <5 ; python_version  <'3.8'"]

Using build I get an sdist and wheel that are mostly identical (sans trailing newline) but the Requires-Dist: values are formatted differently.
Output
After extraction, the wheel metadata looks like this
$ cat example_proj-0.1.dist-info/METADATA
Metadata-Version: 2.1
Name: example-proj
Version: 0.1
Provides-Extra: all
Requires-Dist: typing-extensions <5,>=4.2 ; (python_version < "3.8") and extra == 'all'

The sdist metadata looks like this
$ cat example_proj-0.1/PKG-INFO
Metadata-Version: 2.1
Name: example-proj
Version: 0.1
Provides-Extra: all
Requires-Dist: typing-extensions<5,>=4.2; python_version < "3.8" and extra == "all"

Although the meaning is the same, it would be nice if metadata files in wheel and sdist were byte-for-byte identical.
For the record, the sdist's content seems to be in agreement with the way packaging wants:
>>> from packaging.requirements import Requirement
>>> print(Requirement("typing-extensions >=4.2,   <5 ; (python_version  <'3.8')   and extra == 'all'"))
typing-extensions<5,>=4.2; python_version < "3.8" and extra == "all"

I'm not sure if the best place to address the issue is in setuptools directly or in pypa/wheel.

https://github.com/pypa/wheel/issues/395 similar issue on the wheel repo

I think handling this in wheel is the way to go. If I am not mistaken we already use packaging for "canonicalising" the requirements in the setuptools code base.

@abravalheri  I've handled it in wheel. I'm now curious, though, why doesn't setuptools vendor wheel as it does with the other packages it wants to use?

I would say it is a work in progress 😅
It is slightly more complicated than usual because the integration happens at entry-point level.


crash on world load

https://pastebin.com/wN2mgscG

That's very light on information. When does this happen exactly? What do you have in your world already?

Can you reproduce it with this debug build? https://github.com/josephcsible/XNet/releases/download/1.6.7%2Bitemhandlererror/xnet-1.12-1.6.7-itemhandlererror.jar
In the log, right before the crash report, you'll see "TileEntity and IItemHandler classes:" followed by two lines. Please post these lines.

https://pastebin.com/MFEVWSAW
this is what happenes with the jar you gave me from the moment it finish loading the world and crash.
i have xnet setups. last time i played was week ago, came today updated forge plus couple other mods start world this happen.

Hmm, that's coming from Calculator/SonarCore. I opened SonarSonic/Sonar-Core#55 about it, but I don't see any bugs on their side either. Can you try removing your coremods and their dependencies to see if any of them are breaking it (obviously back up your world first)?
WARNING: coremods are present:
  CTMCorePlugin (CTM-MC1.12-<IP_ADDRESS>.jar)
  AdvancedRocketryPlugin (AdvancedRocketry-1.12.2-1.2.6-54.jar)
  ShetiPhian-ASM (shetiphiancore-1.12.0-3.5.6.jar)
  Inventory Tweaks Coremod (InventoryTweaks-1.64-dev.jar)
  LoadingPlugin (RandomThings-MC1.12.2-4.1.2.jar)
  ForgelinPlugin (Forgelin-1.6.0.jar)
  OpenModsCorePlugin (OpenModsLib-1.12.2-0.11.5.jar)
  IELoadingPlugin (ImmersiveEngineering-0.12-76-core.jar)
  LoadingPlugin (ResourceLoader-MC1.12.1-1.5.3.jar)
  AstralCore (astralsorcery-1.12.2-1.8.5.jar)
  CoreMod (Aroma1997Core-1.12.2-<IP_ADDRESS>.b142.jar)
  Plugin (NotEnoughIDs-<IP_ADDRESS>.jar)

based on the feedback you gave me i remember sonarcore update which relate to this so i downgrade to earlier version and it works normal.
thank you kindly for the help its sonar problem.


Missing nullable class constraint

This is missing the nullable constraint:
#nullable enable

public class Foo<T>
        where T : class?
    {
    }

I think it also incorrectly talks about the class constraint, under nullable, it becomes "The type argument must be a non-nullable reference type.".

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

ID: 5712215d-b167-d9cb-bd51-80df0e300d50
Version Independent ID: 22b2c77c-2721-9384-3863-046e391ea4b1
Content: Constraints on type parameters - C# Programming Guide
Content Source: docs/csharp/programming-guide/generics/constraints-on-type-parameters.md
Product: dotnet-csharp
Technology: csharp-fundamentals
GitHub Login: @BillWagner
Microsoft Alias: wiwagn

Thanks @davkean I had missed this.
I've added it to our April sprint.


Next.js, DaisyUI and ThemeProvider

Hello
I using next.js and theme-provider from next-themes for darkmode.
How I can using daisyui with theme-provider?
Bellow my code:
https://stackblitz.com/edit/nextjs-vmteir?file=tailwind.config.js

OK, please close:
Solution: https://github.com/saadeghi/daisyui-nextjs-nextthemes

Yes. that example using buttons.
Here's with swap checkbox:
https://stackblitz.com/edit/nextjs-11dfv5?file=components/DarkMode/DarkMode.tsx

@saadeghi
When I want change background color in cyberpunk theme  - from yellow to blue, what I should to do?

I'm not sure if I understand you correctly.
You mean change the theme using next-themes or modifying the colors of one theme?

@saadeghi  Yes, exactly.
I want in this code:
https://stackblitz.com/edit/nextjs-11dfv5?file=tailwind.config.js

edit background for themes cyberpunk
edit font size and family for themes synthwave

@mxcdh
You can apply changes to built-in themes like this:
Example: https://stackblitz.com/edit/nextjs-cxjxug?file=tailwind.config.js
Docs: How to customize an existing theme section here
Also, you can make your own theme in no time: https://daisyui.com/theme-generator/

@youfoundron I don't have access to the old links but here's a new example with Next.js + Next Themes + daisyUI:
https://stackblitz.com/edit/daisyui-nextjs-ftqupt?file=pages/index.js

@saadeghi thank you!


Can not connect to localhost

When I try to connect to localhost:3000 nothing happens, no errors nothing. I have newest meteor version (2.5.3). When I try to connect to production app it asks for key which probably means it's working (I don't have setup for it). What could be the reason? Am I missing something? I simply added package and try to connect at https://app.montiapm.com/debug

What browser are you using?

Tried both Firefox and Chrome


Fix building with custom llvm versions

This PR should fix builds with custom llvm-config=.

I have just rebased the PR with master to fix the conflicts.

I have reworked the search for directory with LLVMConfig.cmake and simplified other commits, so that LLVM 3.9 and lower can be used with system-build.sh too (both system or provided). (Some parts of Symbiotic fail to compile with these, but that's a separate issue.)

Thank you for this PR.


Client cancel task

Hello hello,
Our team was seeing many unhandled exceptions being thrown from within the MQTT library. Many seem to be a Mono issue. Others were fixed by ensuring a Task is canceled even if its getting disposed.
Please see PR and review 👍

@acrabb Hi, thank you for your contribution. I am on a workshop at the moment. So I cannot review it. But I hope to do it at the upcoming weekend. So far I can see no issues with it. One thing is maybe regarding the parameter for the "Cancel" method. I usually use "false" to get an aggregate exception instead of the first one.

@acrabb check your spacing settings please and add a testcase for what you want to fix

Good work 👍 I will release a new version soon (probably sunday...)

Thank you.
Did you still want the unit test?


[ALLUXIO-2828] Use consistent ClassLoader for LoginContext

https://alluxio.atlassian.net/browse/ALLUXIO-2828

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@gpang Thanks for fixing this, is it possible to write a unit test for the bug?

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@calvinjia @apc999 I added a unittest.

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Merged build finished. Test PASSed.


Support for Optional field

Optional fields are default to Optional.empty() in AutoValue, but I got null exception in deserialization. For those Optional fields, should the plugin initialize them to Optional.empty() instead of null before passing values from jsonReader?

This is a duplicate of issue #123 - PR #148 fixes the issue, but has been pending for a while...

FWIW I hear the point about modeling absence in JSON but this feature would be pretty handy.


Add a note that doctest can be installed through Homebrew

A Homebrew package was added recently (https://github.com/Homebrew/homebrew-core/pull/56464).

Thanks! Glad to see it available from more places :)


Is there a bug?

It is working very well after i connected the emulator but later when i start cleaning cycle it gives an cartridge error after 3-5 mins. I couldn't figured it out...

It sounds like its having an issue decrementing the usage count (thats what it does after it allows the process to start). I haven't had anyone else report this issue and my unit has been working normally for a couple months now.


How to use it with other two-factor tokens?

If I've enabled the Google Authenticator, RU2FTwoFactorBundle:Authentication/form.html.twig won't be showed.
How to get a form that gives the user the option to enter the 6 digit code ór push the U2F button?
See https://github.com/scheb/two-factor-bundle/issues/112.

That behavior is not implemented.
See https://github.com/scheb/two-factor-bundle/issues/112#issuecomment-369230841

Well, not yet. v3.0.0-beta1 has just been released and support this behavior.


Upgrade Bundlemon to v2

Upgrades Bundlemon to the latest version, closes #8673. For more information see the release notes and migration guide.

Created this PR as a draft as we will first have to allow all permissions as outlined in https://github.com/Leaflet/Leaflet/issues/8673#issuecomment-1321123313.


Change custom headers separator

What does this PR do?

Change custom headers separator.
Rename the Docker labels

Motivation
Fixes #2508
More

[ ] Added/updated tests
[ ] Added/updated documentation

Additional Notes

are the custom headers supposed to show up in the admin? I'm testing this PR with ; as the delimiter right now but I don't see them in the admin.

          "customRequestHeaders": {
            "Access-Control-Allow-Headers": "accept,origin,xsrf-token,x-requested-with,x-rally-auth-token,x-rally-authtoken,x-rally-verification-code,x-rally-locale,x-rally-userId,x-rally-session-token, x-rally-sessiontoken, server-event-uuid, content-type, x-abuse-info",
            "Access-Control-Allow-Methods": "GET,POST,OPTIONS,DELETE,PUT",

from the api request

For the record :joy:


New connectors: "radioeins" and "Fritz"

The player used by "radioeins" and "Fritz" is flash based, therefore it
is a bit complicated to get its state from inside our content script.
The function retrieveJwplayerState() injects code which gets the player
state and stores it in a document attribute (body.tmp_state), which then
can be read by our content script.

I suggest to change injected function to:
if (typeof jwplayer === "function") $("body").attr("tmp_state", typeof jwplayer().getState === "function" ? jwplayer().getState() : "");

and remove result variable from Connector.isPlaying function.


Results Notification includes modification using old version indicies

Realm 1.0.1 w/ encryption enabled.
I have a tableview that I am updating on a notification to a RLMResults. The code looks something like:
    __weak typeof(tableView) weakTable = tableView;
    return [self addNotificationBlock:^(RLMResults *results, RLMCollectionChange *change, NSError *error) {
        if (error) {
            NSLog(@"Received failed realm notification: %@", error);
            return;
        }

        UITableView *tableView = weakTable;
        // Initial run of the query will pass nil for the change information
        if (!change) {
            [tableView reloadData];
            return;
        }

        // Query results have changed, so apply them to the UITableView
        [tableView beginUpdates];
        [tableView deleteRowsAtIndexPaths:[change deletionsInSection:0]
                         withRowAnimation:UITableViewRowAnimationAutomatic];
        [tableView insertRowsAtIndexPaths:[change insertionsInSection:0]
                         withRowAnimation:UITableViewRowAnimationAutomatic];

        NSArray *changePaths = [change modificationsInSection:0];
        if ([delegate respondsToSelector:@selector(configureCellForIndexPath:)]) {
            for (NSIndexPath *path in changePaths) {
                [delegate configureCellForIndexPath:path]; //update without reloading entire cell
            }
        } else {
            [tableView reloadRowsAtIndexPaths:[change modificationsInSection:0]
                             withRowAnimation:UITableViewRowAnimationAutomatic];
        }
        [tableView endUpdates];
    }];

This is working rather well. Except when I start deleting rows... Sometimes I get a modification that goes off the end of the new RLMResults.
Some example output for an example with 2 rows, where I am deleting the first row (index 0).
(lldb) po results.count
1

(lldb) po [change deletions]
<__NSArrayM 0x7f93dae6ebb0>(
0
)

(lldb) po [change insertions]
<__NSArrayM 0x7f93dae54440>(

)

(lldb) po [change modifications]
<__NSArrayM 0x7f93dd80de20>(
1
)

Here is some of the stacktrace:
2016-07-06 17:16:57.480 CRM-CT[97472:1646359] *** Terminating app due to uncaught exception 'RLMException', reason: 'Index 1 is out of bounds (must be less than 1)'
*** First throw call stack:
(
    0   CoreFoundation                      0x000000010d81bd85 __exceptionPreprocess + 165
    1   libobjc.A.dylib                     0x000000010cc5cdeb objc_exception_throw + 48
    2   Realm                               0x000000010c407736 _ZL10throwErrorP8NSString + 349
    3   Realm                               0x000000010c405e9d -[RLMResults objectAtIndex:] + 88
    4   CRM-CT                              0x000000010b1cd0ae -[MyViewController configureCell:atIndexPath:] + 238
    5   CRM-CT                              0x000000010b1c78f0 -[MyViewController configureCellForIndexPath:] + 112
    6   CRM-CT                              0x000000010b1f8558 __80-[RLMResults(TableView) addNotificationForTableView:section:rowOffset:delegate:]_block_invoke + 1496
    7   Realm                               0x000000010c3873e8 _ZZ23RLMAddNotificationBlockIN5realm7ResultsEEP20RLMNotificationTokenP11objc_objectRT_U13block_pointerFvS5_P19RLMCollectionChangeP7NSErrorEbENUlRKNS0_19CollectionChangeSetESt13exception_ptrE_clESG_SH_ + 350
    8   Realm                               0x000000010c387261 _ZNSt3__128__invoke_void_return_wrapperIvE6__callIJRZ23RLMAddNotificationBlockIN5realm7ResultsEEP20RLMNotificationTokenP11objc_objectRT_U13block_pointerFvS9_P19RLMCollectionChangeP7NSErrorEbEUlRKNS4_19CollectionChangeSetESt13exception_ptrE_SI_SL_EEEvDpOT_ + 45
    9   Realm                               0x000000010c35063d _ZN5realm5_impl18CollectionNotifier14call_callbacksEv + 245
    10  Realm                               0x000000010c367b62 _ZN5realm5_impl16RealmCoordinator23process_available_asyncERNS_5RealmE + 248
    11  Realm                               0x000000010c422a11 _ZZN5realm5_impl17WeakRealmNotifierC1ERKNSt3__110shared_ptrINS_5RealmEEEbEN3$_08__invokeEPv + 45

How can change.modifications contain a 1? The new results only contains one object, so I would think 0 is the only valid index. The docs appear to say "The indices in the new version of the collection which were modified."

UITableView wants indices in the old results for reloadRowsAtIndexPaths:, so that's what change.modifications reports. This was something of a last minute change since I had assumed that it'd want indices in the new results, so there are probably a few spots in the docs I forgot to update.

Thanks for the info and quick response. I will try to reload the row with no animation. I guess the performance will the slightly worse, but it should work!

Bah.. reloading the rows does not work very well for my use case. I will very often have a row selected that is going to be reloaded. This causes the selection to be reset. I could keep track and reselect them, but this becoming onerous.
Is there a way I can see the modifications in the new verison or access the old result set? Not sure how to use it without reloading the rows via tableview.

At the moment, sadly, there's no other information than what's provided in RLMCollectionChange.
I've had a similar instance in one of my apps before when it was necessary to make a copy of the selected cell indexPaths, reload the cells, and then re-apply the selection. It's certainly not a new pattern when dealing with UITableViews.
Anyway, I'll add this issue as an enhancement since it's a good use case for needing to add more information to the RLMCollectionChange object.

I wrote a category for RLMCollectionChange that converts. Tried to be as efficient as possible. You might find it interesting! It uses the insertions/deletion indexes to build the modifications in the new indicis in a single pass. Not sure if it is 100% correct.
- (nonnull NSArray<NSNumber *> *)modificationsInNew {
    NSMutableArray *modsInNewIndex = [NSMutableArray new];
	int offset = 0;
	int insertionIndex = 0;
	int deletionIndex = 0;

	for (NSNumber *oldIndex in self.modifications) {
		while (insertionIndex < self.insertions.count) {
			if (oldIndex.intValue > self.insertions[insertionIndex].intValue) {
				offset++;
			} else {
				break;
			}
		   insertionIndex++;
		}

		while (deletionIndex < self.deletions.count) {
			if (oldIndex.intValue > self.deletions[deletionIndex].intValue) {
				offset--;
			} else {
				break;
			}
			deletionIndex++;
		}

		[modsInNewIndex addObject:@(oldIndex.intValue + offset)];
	}

	return modsInNewIndex;
}```

The properties on RLMCollectionChange create a new NSArray on each access, so you'll want to cache the result of self.insertions and self.deletions.

Ahah! I had actually done that, but "eliminated" the redundancy before submitting it here. Always funny the things that bite you. Thank you for the heads-up.

@asjesset what would you like to see improved in Realm to make your use case easier?
Would it make sense to have "new" variants of deletions, insertions, modifications on RLMCollectionChange? Or to expose a @property (readonly) NSArray<NSNumber *> *modificationsInNew property?

A new property that gave the modifications in the new indices would be very nice.
It's pretty obvious that deletions are in the old indicies and insertions are in new indicies. It's just modifications that are ambiguous. You could even have modificationsInOld and modificationsInNew if you want to be super specific. Even UITableView is fairly ambiguous about what indicies you need to be using. I've gotten confused several times, so perhaps explicit names are worth it?
I'm not picky about the names, but those are my thoughts!

I also have problem with Notifications.
When I delete one item from my datasource realm throws incorrect changes to me. (2 deletes and 1 insert)
example:
(realm::CollectionChangeSet) $0 = {
  deletions = {
    realm::_impl::ChunkedRangeVector = {
      m_data = size=1 {
        [0] = {
          data = size=2 {
            [0] = (first = 3, second = 4)
            [1] = (first = 8, second = 9)
          }
          begin = 3
          end = 9
          count = 2
        }
      }
    }
  }
  insertions = {
    realm::_impl::ChunkedRangeVector = {
      m_data = size=1 {
        [0] = {
          data = size=1 {
            [0] = (first = 3, second = 4)
          }
          begin = 3
          end = 4
          count = 1
        }
      }
    }
  }
  modifications = {
    realm::_impl::ChunkedRangeVector = {
      m_data = size=0 {}
    }
  }
  moves = size=1 {
    [0] = (from = 8, to = 3)
  }
}

Works fine with small data array.

Sample Code:
@interface MyRLMObject : RLMObject
@property(nonatomic, strong) NSString *text;
@end

...

    for (int i = 0; i<3; i++) {
        MyRLMObject *obj = [[MyRLMObject alloc]init];
        obj.text = [NSString stringWithFormat:@"string #%i",i];
        [[RLMRealm defaultRealm] transactionWithBlock:^{
            [[RLMRealm defaultRealm] addObject:obj];
        }];
    }

    self.dataSource = [MyRLMObject allObjects];

    self.token = [self.dataSource addNotificationBlock:^(RLMResults * _Nullable results, RLMCollectionChange * _Nullable change, NSError * _Nullable error) {
        if(change.deletions.count > 0){
            NSLog(@"deletions:%@", change.deletions);
        }
        NSLog(@"count:%d", results.count);
    }];
    dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
        MyRLMObject *obj = self.dataSource[0];
        [[RLMRealm defaultRealm] transactionWithBlock:^{
            [[RLMRealm defaultRealm] deleteObject:obj];
        }];
    });
...

@Kirow since your comments are unrelated to this ticket (tracking adding new functionality to changeset notifications), I've created a new issue where we can discuss the problems you're facing: #4016. Please move the conversation there.

@asjesset can you share your updated category?

as the notification callback of the result, the modifications is out of bounds of the results.
(lldb) po results.count
10

(lldb) po change.modifications
<__NSArrayM 0x6000018bac70>(
0,
1,
2,
3,
4,
5,
6,
8,
10,
11
)

(lldb) po change.insertions
<__NSArrayM 0x6000019775d0>(

)

(lldb) po change.deletions
<__NSArrayM 0x6000018bbf90>(
7,
9
)

UITableView wants indices in the old results for reloadRowsAtIndexPaths:, so that's what change.modifications reports. This was something of a last minute change since I had assumed that it'd want indices in the new results, so there are probably a few spots in the docs I forgot to update.

It appears the docs were never updated. Still tripping people up.


Support Basic Auth

We need basic auth support for zepplin on solr.

Yes and we need to test out SSL as well.

:) we had to turn off auth on solr so that a demo can happen.
happy to be a guinea pig and help test out ssl and basic.

any traction on this ?


Your request to provision "School home page"  template failed!

Please report the issue here providing the following provisioning action correlation ID: acf15126-58b5-4535-9f83-8d88852c0b9c !

All lookbook templates are failing at the moment. Is this stemming from the issues that was happening Yesterday? Is there an ETA for resolution?

I was able to provision  the Learning Paths Site yesterday evening after the fixes. I didn't try anything today. However my CustomLeaningAdmin.aspx page to customize the site is not working.

Yeah it seems none of the templates are provisioning today.  I have tried multiple ones and they all fail.
Thank you
Jeremiah Smith
Solutions Engineer
I.T. Solutions Engineering
<EMAIL_ADDRESS>30 W. Gore St.| MP 145 | Orlando, FL 32806
Tel:<PHONE_NUMBER> |
websitehttp://www.orlandohealth.com/ | facebookhttps://www.facebook.com/orlandohealth | youtubehttps://www.youtube.com/orlandohealth | twitterhttps://twitter.com/orlandohealth | instagramhttps://www.instagram.com/orlandohealth
From: vamsikott<EMAIL_ADDRESS>Sent: Thursday, August 6, 2020 1:44 PM
To: SharePoint/sp-provisioning-service<EMAIL_ADDRESS>Cc: Smith, Jeremiah A<EMAIL_ADDRESS>Author<EMAIL_ADDRESS>Subject: Re: [SharePoint/sp-provisioning-service] Your request to provision "School home page" template failed! (#251)
** WARNING: This email originated from outside of the Orlando Health email system. **
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I was able to provision the Learning Paths Site yesterday evening after the fixes. I didn't try anything today. However my CustomLeaningAdmin.aspx page to customize the site is not working.
—
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This e-mail message and any attached files are confidential and are intended solely for the use of the addressee(s) named above. If you are not the intended recipient, any review, use, or distribution of this e-mail message and any attached files is strictly prohibited.
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Hi @jsmith0706,
Thanks for your feedback. Based on the logs for the provided PnP Correlation ID, it looks like you created a site with a primary language other than English (1033). In fact, the provisioning failed while applying Regional Settings. Could you please try again, targeting a site with English as the primary language? Thanks.

In case of any further exception, please open another issue providing the new PnP Correlation ID.

Thank you for the email, all of our sites are English and in the provisioning there is no way to change the language so not sure where you would change that. Please look at your tool and double check that it is set to provision in English.
Thank you
Jeremiah Smith
Solutions Engineer
I.T. Solutions Engineering
<EMAIL_ADDRESS>30 W. Gore St.| MP 145 | Orlando, FL 32806
Tel:<PHONE_NUMBER> |
websitehttp://www.orlandohealth.com/ | facebookhttps://www.facebook.com/orlandohealth | youtubehttps://www.youtube.com/orlandohealth | twitterhttps://twitter.com/orlandohealth | instagramhttps://www.instagram.com/orlandohealth
From: Paolo Pialorsi<EMAIL_ADDRESS>Sent: Friday, August 7, 2020 4:57 AM
To: SharePoint/sp-provisioning-service<EMAIL_ADDRESS>Cc: Smith, Jeremiah A<EMAIL_ADDRESS>Mention<EMAIL_ADDRESS>Subject: Re: [SharePoint/sp-provisioning-service] Your request to provision "School home page" template failed! (#251)
** WARNING: This email originated from outside of the Orlando Health email system. **
DO NOT CLICK links or open attachments unless you recognize the sender and know the content is safe.
** NEVER provide your User ID or Password. **
Hi @jsmith0706https://urldefense.com/v3/__https:/github.com/jsmith0706__;!!N7dcXh3-ZA!JdfmqzwrYXW_gNCcgRzNmWs1-naNd12cm3o3YsEb-RX_FVjztMfaclpJuv1Vi2_9aECzEA$,
Thanks for your feedback. Based on the logs for the provided PnP Correlation ID, it looks like you created a site with a primary language other than English (1033). In fact, the provisioning failed while applying Regional Settings. Could you please try again, targeting a site with English as the primary language? Thanks.
—
You are receiving this because you were mentioned.
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Output of generate for LevT

T-368	I think that it should be in the school library because if it is possible, then everyone is happy and adults and children can talk. People want to read “manga” in the library. My friends said to me that “I want to read manga in the library.” Then I thought, “Me too.” H-368	-2.274385690689087	I think that should should in in in school want want school want want to want want D-368	-2.274385690689087	I think that should should in in in school want want school want want to want want P-368	0.0000 -0.1273 -0.2680 -0.7848 -0.8135 -1.5424 -1.8979 -2.3356 -3.4206 -3.0096 -3.2159 -3.0636 -3.6891 -3.1828 -3.5199 -4.2248 -3.9852 -4.1323 0.0000
How to interpret the results of generate as obtained by LevT. What are H, D, P, and the numbers?

H is the hypothesis (i.e., the system output). The first number is the average log probability of the output.
D is the hypothesis after detokenization (if --tokenizer or --bpe are provided)
P is the log probability of each token in the hypothesis


gen_kobject_list.py: better comments and --help. Zero code change.

The script can but does not always generate five files, in fact the
current build invokes it at least three times requesting different
outputs every time.

--kobj-types-output produces a code fragment; not a standalone/usable
header file. It outputs enum constants for a single enum type and not
several enum types.

Some outputs include driver instances and others not: clarify which.

There's an entire and great section in the documentation that took
me ages to find because it's not referenced anywhere in the --help
or code. Fixed.

Highlight the massive duplication in the CMakeLists.txt to save
déjà vu confusion and minimize future divergence.

Other minor tweaks.

The script can but does not always generate five files, in fact the
current build invokes it at least three times requesting different
outputs every time.

This is very ripe for some cleanup, I'll file a bug on this. I think this could be made a lot simpler.


PMID:39239853

increased phosphatidylinositol-4,5-bisphosphate level in the cell division site  plasma membrane
def standard
parent
FYPO:0006626 | increased phosphatidylinositol-4,5-bisphosphate level in plasma membrane
(for scs2Δ scs22Δ)

protein misocalized to the division site

PMID:39239853
normal plasma membrane er tethering

logical def
'has part' some
('increased concentration'
and (exists_during some 'single-celled organism vegetative growth phase')
and ('characteristic of' some 'medial membrane band')
and (towards some '1-phosphatidyl-1D-myo-inositol 4,5-bisphosphate'))
[need 'medial membrane band'  in imports file]


Fix clippy recommendations and compiler warnings

Implemented some clippy recommendations and fixed a few compiler warnings.
The two compiler warnings I left are
warning: use of deprecated item 'std::error::Error::description': use the Display impl or to_string()
  --> src/ser/mod.rs:78:37
   |
78 |             Error::Utf8(ref err) => error::Error::description(err),
   |                                     ^^^^^^^^^^^^^^^^^^^^^^^^^
   |
   = note: `#[warn(deprecated)]` on by default

I'm not sure how to fix this without changing the function return (currently &str) since, to my knowledge, there's no other way to access the description as a reference to self.
warning: trait objects without an explicit `dyn` are deprecated
  --> src/ser/mod.rs:83:32
   |
83 |     fn cause(&self) -> Option<&error::Error> {
   |                                ^^^^^^^^^^^^ help: use `dyn`: `dyn error::Error`
   |
   = note: `#[warn(bare_trait_objects)]` on by default

This is fixed in #70 so I didn't want to create a conflict.

Could you add 2 allows for the 2 remaining warnings please?

I've added an allow onto the deprecated description, and popped the dyn in as it seems likely this PR will go in before #70 so I can do a proper job here and update #70 after this has been merged.


Main helper

I'm dubious about whether this level of helping is worth it (I think ctrl is already over-reaching in terms of its integration point in some ways, and would be better if it acted as more of a libary), but I guess it's 'use it if you want to'.

example/main.go

An example where the framework approach worked well was when we added some Prometheus metrics. Everyone got them for free without any work (the basic metrics). See https://github.com/atlassian/ctrl/pull/1/files#diff-5a6c724e55b16bbf8a5313965c60e181R81

What would it look like if this code as consumed in a project? (use an empty process function if you need to)

package main

imports (
    ctrlApp "ctrl/app"
)

func main() {
    ctrlApp.Main(innerMain)
}

func innerMain(ctx context.Context) error {
	// construct the controller, etc
	controllers := []ctrl.Constructor{
		&app.ControllerConstructor{},
	}
	a, err := ctrlApp.NewFromFlags(serviceName, controllers, flag.CommandLine, os.Args[1:])
	if err != nil {
		return err
	}
	return a.Run(ctx)
}


fix: emit declaration files to dist

Currently types are emited into dist/src

@mcansh can we merge this please :)

published as 1.9.1


Document model signal handlers are not applied to custom document models

I noticed this while working on https://github.com/wagtail/wagtail/issues/3534
Should be a simple copy/paste fix using the wagtailimages approach.  Ideally these signals could be generically applied in wagtailcore to be DRY but that is out of my pervue

Fixed in #3853


WIP: Initial support for creating NVIDIA tegra boot images

on arm64 host:
make pkg/u-boot
make pkg/mkimage-raw-efi
make pkg/kernel
make HV=kvm live-jetson-nano-b

Great progress @Insei ! Quick question: where are all the binaries and blobs coming from?

Also, I am thinking of buying https://www.amazon.com/NVIDIA-Jetson-Nano-Developer-945-13541-0000-000/dp/B08J157LHH/ref=sr_1_4 -- do you think it'll work?

Great progress @Insei ! Quick question: where are all the binaries and blobs coming from?

From Linux 4 Tegra releases by Nvidia.

Also, I am thinking of buying https://www.amazon.com/NVIDIA-Jetson-Nano-Developer-945-13541-0000-000/dp/B08J157LHH/ref=sr_1_4 -- do you think it'll work?

We only have blobs for the jetson nano dev kit with 4GB RAM, for 2GB RAM we need to add some more files. From what you really need is a RAM config, possibly some more blobs. We must study.

From Linux 4 Tegra releases by Nvidia.

URL please @Insei

@rvs https://developer.nvidia.com/embedded/L4T/r32_Release_v4.4/r32_Release_v4.4-GMC3/T210/Tegra210_Linux_R32.4.4_aarch64.tbz2

I have a problem, binaries for building encrypted tegra boot parts work only in x64 system's in aarch64 this binaries is not working. Sources for this binaries is not public, and we can't build this binaries for arm.
Building bootable eve image for jetson nano in arm host system not working correctly...

Current eve boot log on jetson:
eve-jetson-nano.txt
Need fix:
USB(need fix config)
Video output(need fix config and add firmware)
eth0 mac address generated by random on every boot(we can write mac addr to file, and read it after reboot, in teory).

Hey @Insei -- I can't seem to find the file you linked here https://developer.nvidia.com/embedded/linux-tegra am I looking in the wrong place? My point here is that if NVidia offers a direct download link (not protected by a registration) then it would be much better to dynamically download the archive as part of the Dockerfile logic and untar it to get the binaries.

I have a problem, binaries for building encrypted tegra boot parts work only in x86 system's in aarch64 this binaries is not working. Sources for this binaries is not public, and we can't build this binaries for arm.
Building bootable eve image for jetson nano in arm host system not working correctly...

What binaries are those? But at any rate -- since EVE uses containers heavily we can always use a pre-build x86 container for these artifacts. In addition to that we can actually craft a container with x86 binaries and a user-mode x86 qemu for ARM.

Need fix:
USB(need fix config)
Video output(need fix config and add firmware)

Sounds good!

eth0 mac address generated by random on every boot(we can write mac addr to file, and read it after reboot, in teory).

As we've discussed today -- I don't thinks that's a problem actually

Hey @Insei -- I can't seem to find the file you linked here https://developer.nvidia.com/embedded/linux-tegra am I looking in the wrong place? My point here is that if NVidia offers a direct download link (not protected by a registration) then it would be much better to dynamically download the archive as part of the Dockerfile logic and untar it to get the binaries.
@rvs direct link's is not founded by me... NVIDIA Developer Program Membership is Required.

@rvs direct link's is not founded by me... NVIDIA Developer Program Membership is Required for download.

Unfortunately, this makes it so much more complicated to merge your PR -- we don't have any rights to distribute those binaries.
I'm not thinking that perhaps we need to put them into a human managed package of some kind @Insei

Hey @Insei -- this is really awesome work -- and I'd love to merge this ASAP (I even bought Jetson to test on real hardware). However, after thinking about this for quite some time I think we should really simply it first (we can evolve it later, but for now lets just keep it as simple as possible).
What I realized after playing with your code is that all this business with preseted parts, etc. etc. that makes it painful for us is nothing but a really weird way to come up with a single binary blob that needs to go at the start of boot media. IOW, we don't have to build it all dynamically -- we can simply generate it once and add it as a binary blob to pkg/u-boot for now (just like there's pkg/u-boot/rpi we will create pkg/u-boot/jetson.blob.gz).
I did a little experiment and after I generated a live image as per your instructions I did the following (note that sector 28672 is exactly where EVE own partitions begin -- everything before that is just part of partitions that EVE has no interest in -- and thus can treat as an opaque binary blob to be placed at the start of the boot media):
dd if=dist/arm64/live.jetson-nano-b of=jetson.blob bs=512 count=28672
gzip jetson.blob

Turns out the size of the resulting jetson.blob.gz is only 804K -- more than acceptable to be statically included in the repo just like we include pkg/u-boot/rpi/overlays/pi4-64-xen.dtbo for example.
You should, of course, also provide something like pkg/u-boot/jetson/README.md and explain how to regenerate that blob using excellent work that you've done putting together pkg/preseted-parts/Dockerfile. In fact -- I suggest that you actually INCLUDE an updated version of that Dockerfile under pkg/u-boot/jetson/Dockerfile. That way the instructions you'll put into pkg/u-boot/jetson/README.md will simply list a set of docker commands used to re-generate this blob (note that since this can always be done on an x86 system -- we don't have to solve lack of NVidia binaries). Additionally this really helps us with legality of this binary blob should that question ever come up -- a win-win-win.
At this point, you should have that blob available to you under pkg/u-boot/jetson/bootable.gz (or some similar name) so the next step is using it. That's actually the simple part. You don't even need any extra packages. You literally need two things only:

making sure that the right files end up in eve package under /bits/boot (also make sure you don't accidentally include junk like README.md, etc.)
hooking up the logic that produces a jetson specific live image under -f jetson so that one can call docker run lfedge/eve -f jetson live > live.img
updating existing pkg/mkimage-raw-efi slightly to account for that -- note that very similar logic already exists here https://github.com/lf-edge/eve/blob/master/pkg/mkimage-raw-efi/make-raw#L328

At this point you can get rid of your custom mkimage-raw-for-target and the only issue left is hooking up this to a Makefile. I actually suggest that for now you cheat and do what I've done for netboot artifact generation: https://github.com/lf-edge/eve/blob/master/Makefile#L430
I think all of the above will allow us to have a very minimalist, but fully functional jetson support that we can evolve step-by-step further.

Yes, theoretically it is possible, but I was getting a broken image that was not loaded on jetson.
More details will be sent later, I will try this method again.

Hey @Insei -- this is really awesome work -- and I'd love to merge this ASAP (I even bought Jetson to test on real hardware). However, after thinking about this for quite some time I think we should really simply it first (we can evolve it later, but for now lets just keep it as simple as possible).
What I realized after playing with your code is that all this business with preseted parts, etc. etc. that makes it painful for us is nothing but a really weird way to come up with a single binary blob that needs to go at the start of boot media. IOW, we don't have to build it all dynamically -- we can simply generate it once and add it as a binary blob to pkg/u-boot for now (just like there's pkg/u-boot/rpi we will create pkg/u-boot/jetson.blob.gz).
I did a little experiment and after I generated a live image as per your instructions I did the following (note that sector 28672 is exactly where EVE own partitions begin -- everything before that is just part of partitions that EVE has no interest in -- and thus can treat as an opaque binary blob to be placed at the start of the boot media):
dd if=dist/arm64/live.jetson-nano-b of=jetson.blob bs=512 count=28672
gzip jetson.blob

Turns out the size of the resulting jetson.blob.gz is only 804K -- more than acceptable to be statically included in the repo just like we include pkg/u-boot/rpi/overlays/pi4-64-xen.dtbo for example.
You should, of course, also provide something like pkg/u-boot/jetson/README.md and explain how to regenerate that blob using excellent work that you've done putting together pkg/preseted-parts/Dockerfile. In fact -- I suggest that you actually INCLUDE an updated version of that Dockerfile under pkg/u-boot/jetson/Dockerfile. That way the instructions you'll put into pkg/u-boot/jetson/README.md will simply list a set of docker commands used to re-generate this blob (note that since this can always be done on an x86 system -- we don't have to solve lack of NVidia binaries). Additionally this really helps us with legality of this binary blob should that question ever come up -- a win-win-win.
At this point, you should have that blob available to you under pkg/u-boot/jetson/bootable.gz (or some similar name) so the next step is using it. That's actually the simple part. You don't even need any extra packages. You literally need two things only:

making sure that the right files end up in eve package under /bits/boot (also make sure you don't accidentally include junk like README.md, etc.)
hooking up the logic that produces a jetson specific live image under -f jetson so that one can call docker run lfedge/eve -f jetson live > live.img
updating existing pkg/mkimage-raw-efi slightly to account for that -- note that very similar logic already exists here https://github.com/lf-edge/eve/blob/master/pkg/mkimage-raw-efi/make-raw#L328

At this point you can get rid of your custom mkimage-raw-for-target and the only issue left is hooking up this to a Makefile. I actually suggest that for now you cheat and do what I've done for netboot artifact generation: https://github.com/lf-edge/eve/blob/master/Makefile#L430
I think all of the above will allow us to have a very minimalist, but fully functional jetson support that we can evolve step-by-step further.

Yes, theoretically it is possible, but I was getting a broken image that was not loaded on jetson.
More details will be sent later, I will try this method again.

And I am worried that things will not be in the places where they should be structurally.

I don't see how this could be the case when we literally be using exactly the same binary blob.

-f is a format flag, but in fact the format is still raw, and you propose to transfer the model there.

right -- this maybe stretching its semantics a bit -- but it'll do for now

And I am worried that things will not be in the places where they should be structurally.

I don't see how this could be the case when we literally be using exactly the same binary blob.

-f is a format flag, but in fact the format is still raw, and you propose to transfer the model there.

right -- this maybe stretching its semantics a bit -- but it'll do for now

Okay, I redid it. Now the u-boot package contains scripts for creating a blob, and a finished blob.
The mkimage-raw-efi package adds a function for writing a jetson-nano-b blob and a function for making changes to efif files required to load jetson-nano-b.
I left the -t flag in the eve package. At EDEN, this will be most convenient.

Okay, I redid it. Now the u-boot package contains scripts for creating a blob, and a finished blob.
The mkimage-raw-efi package adds a function for writing a jetson-nano-b blob and a function for making changes to efif files required to load jetson-nano-b.
I left the -t flag in the eve package. At EDEN, this will be most convenient.

Hey @Insei -- I think I finally figured out how to make the boot image unified between RPi4 and Jetson -- all we have to do is to NOT advertise the content of the binary blob as anything (in your case they are visible as partitions -- but turns out Jetson's firmware doesn't care -- it just seems to read from a given offset on disk). Thus I created #1822 on top of some of your patches (but not all). It works well on RPi4 but it seems to crash during the boot on Jetson.
In fact, this crash made me try this PR and it also seems to have the same issue.
So... can you please at least rebase this PR on latest state on master and make sure that you can produce a bootable image for Jetson? Then I can try that image and if it works for me -- I am sure we can get this done quickly along the lines of #1822
Oh, and one more thing -- it seems that you forgot to update kernel config for new-kernel -- please add this to your changes, here OK?

Hey @Insei -- I think I finally figured out how to make the boot image unified between RPi4 and Jetson -- all we have to do is to NOT advertise the content of the binary blob as anything (in your case they are visible as partitions -- but turns out Jetson's firmware doesn't care -- it just seems to read from a given offset on disk). Thus I created #1822 on top of some of your patches (but not all). It works well on RPi4 but it seems to crash during the boot on Jetson.
In fact, this crash made me try this PR and it also seems to have the same issue.
So... can you please at least rebase this PR on latest state on master and make sure that you can produce a bootable image for Jetson? Then I can try that image and if it works for me -- I am sure we can get this done quickly along the lines of #1822
Oh, and one more thing -- it seems that you forgot to update kernel config for new-kernel -- please add this to your changes, here OK?

We can close this PR, we allready support jetson nano.