Add range of Private BGP ASNs that can be used

Added this as I constantly find myself having to read through the list of reserved ASNs and finding the Private BGP ASN range and then having to compare to check what I want to use isn't reserved by IANA or Azure.
This FAQ addition will mean that people no longer have to do this and just have a range of numbers that they can use instead of having to work it out themselves.
Thanks
Jack

@jtracey93 : Thanks for your contribution! The author(s) have been notified to review your proposed change.

@yushwang for technical review.

#sign-off

@yushwang: I'm sorry - only the author of this article, @cherylmc, can sign off on your changes. But we do have an exception process - if you are on the Microsoft content or product team for this product area, you can ask the PR review team to review and merge it by sending mail to the techdocprs alias.

@cherylmc - this is good to go! Signed off from me. :-)


Bug: redirectUri auto value doesn't work

I configured the plugin like this:
c::set('blankogmbh.oauth', [
  'providers' => [
    'google' => [
      'class' => 'League\OAuth2\Client\Provider\Google',
      'clientId' => $googleClientId,
      'clientSecret' => $googleSecret
    ],
  ],
  'onlyExistingUsers' => true,
  'defaultRole' => 'blogger',
  'domainWhitelist' => ['domain.ch']
]);

When trying to authenticate with Google, I always got an error saying redirect_uri_mismatch while my redirect URL was correctly white listed in the Google Developers Console.
After investigating a bit, I found that in src/ProvidersManager.php line 22 to 24 the redirectUri is automatically set to $kirby->request()->url() when not defined; which for me results in http://domain.io/oauth.
Setting the redirectUri manually in the provider settings to http://liip.io/oauth/login/google fixes the issue.
I guess $kirby->request()->url() is not appropriate and should be completed with /login/{provider-name}, or am I missing something?
Kirby 3.2.3
kirby-oauth 1.0.0
league/oauth2-google 3.0.1

Just had a look into this. $kirby->request()->url() should return the full current url. So when this code is called on the login route (/oauth/login/google) this returns https://example.com/oauth/login/google. Maybe the problem is related to another issue?


In an anonymous class, accessing static class property in instance method via this.constructor is reported as an error (is not an error) [Javascript, but TypeScript checking it]

🔎 Search Terms
"class" AND "private" AND ("field" OR "property") AND ("must be declared in an enclosing class" OR "does not exist on type Function") AND "static" AND "this.constructor" AND "private" AND -label:Suggestion
Relevant bugs:

#3841
#32452

🕗 Version & Regression Information

The problem exists on the oldest (3.3.3333) and the newest (Nightly, v5.8.0-dev.20241107) of the Playground.
I reviewed the FAQ and couldn't find anything related to it.

⏯ Playground Link
https://www.typescriptlang.org/play/?filetype=js#code/MYewdgzgLgBA5gUygYQDYEMIRgXhgCgEpcA+AKBkpmAyxgHoAqGAQTHAE8BbEAV2xqZsjejADeFKlOjooAS2AwAxIKwAFAE5yAbrIS4YARgBMAZgDcZSVMoz5ixCloRNOvUXHWbUjUl4awGCgACzkIADoVZ1ddKARLb0oAXytE+CQ0IRi9AFUIOTA4AElIKHQwYAQAWSRgkAATDwk0nz8AoNCI0FKNXmAoEA1I1RctWPivKRSpq27oGGQAGRYAZRWDR0ysIksyOZBUBHDUEDh8GABycM3osfdiHBwLgBoF5bXrjNu3OI9CS32h2OpwIVxuWTucTyBWKpXKlRqIQaHkeLwIYAQAHc3qsVkRCJ8nBCfghoYUSjIKtVasjiP8yEA
💻 Code
const getClass = () =>
    class /* Anonymous class */ {
        static #classPrivate = 123;

        static getClassPrivate() {
            return this.#classPrivate;
        }

        getClassPrivateUsingInstanceMethod() {
            return this.constructor.#classPrivate;
        }
    }

const CLASS = getClass();

console.log( '.getClassPrivate() ==', CLASS.getClassPrivate() );
console.log ('.getClassPrivateUsingInstanceMethod() ==', (new CLASS()).getClassPrivateUsingInstanceMethod() );

Running the above code works. Logs:

[LOG]: ".getClassPrivate() ==",  123
[LOG]: ".getClassPrivateUsingInstanceMethod() ==",  123

🙁 Actual behavior
TypeScript checker says there are errors in the code.

Errors in code

    Property '#classPrivate' does not exist on type 'Function'.

🙂 Expected behavior
No errors from TypeScript checker.
Additional information about the issue
The problem goes away when adding // @ts-ignore above the erroring line.
Except
when using VSCode¹ locally, the ts-ignore directive does nothing. If I add // @ts-check at the top of the file, the ts-ignore directive works as expected.
¹ (built-in TypeScript version 5.6.3, Restricted Mode)

Isn't this a duplicate of #32452, which you linked above? How does this differ? I'd expect both class expressions and class declarations to have the same behavior with regards to the constructor property.


Examples with the XML layout files

Hello, the documentation is great for the Java part of the library. Can you provide the layout files in the docs too?
The genre_title, artist_name, list_item_genre, list_item_artist and recycler_view.
How does one talk to the other?
Or if there's another source of documentation with a full look at what the code looks like, can you point me in that direction?
Much appreciated.

hi @murparreira ! The layout files, and all the code from the README can all be found in the sample code (here)


[Feature] Add Partition Number Calculator

Description
Partition Number Calculator is a calculator that calculates the number of distinct partitions for a given non-negative integer. In mathematics, a partition of a number 𝑛 is a way of writing 𝑛  as a sum of positive integers, disregarding the order of the summands.
Example:-
Partition Number of 4 is 5 since 4 can be written as:-
4
3+1
2+2
2+1+1
1+1+1+1
Screenshots
No response
Checklist

[X] I have checked the existing issues.
[X] I follow Contributing Guidelines of this project.
[X] I am a KWOC'24 contributor.

Code of Conduct

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

Proceed @saurabhhsinghh


[T3A2][T13-A3] Low Bao Ling Vivian

Ready for review

Accepting this PR without a review because another of your PRs for this tutorial was reviewed in detail.


Add HIP-Clang headers for resolving undeclared inclusions

Can one of the admins verify this patch?

Can one of the admins verify this patch?

Can one of the admins verify this patch?

Can one of the admins verify this patch?

jenkins: ok to test


Doc: Explain sandbox.sh script

Problem
sanbox.sh script is missing useful comments to fully understand it.
Solution
Adding several comments to explain step or link some documentation

FYI: I do the rebase on the main branch, but don't know why it squash the first commit of @gsebil08 .

Thanks @lykimq for your contribution, that is great!
@aguillon and @oteku you must have a look :)

close this because #617 merged.


DocsArchive-<IP_ADDRESS>Auto archive content

Please don't merge this PR until target archive repo PR https://github.com/OPS-E2E-PPE/docs-archive-test-target_c9b1a12c-0b90-4f7e-8cc1-0dcdd0a93483/pull/1 is merged into live branch.
Auto archive content to https://github.com/opstest2/docs-archive-test-target_c9b1a12c-0b90-4f7e-8cc1-0dcdd0a93483.git

Docs Build status updates of commit 6ea2b25:
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Added optional keys wallHeight and userHeight

Added optional keys wallHeight and userHeight
https://tim-kaufenberg.atlassian.net/browse/ARC-99

Declining due to branch merge conflicts


Use quasar.lang as default for weekdays and hour24-format

Quasar components such as q-date use the quasar.lang.date (language pack) to determine whether to use 24h format, or starting day of the week. It would be great if the calendar would do the same, rather than having to set weekdays and hour24-format manually based on the locale.
https://quasar.dev/options/quasar-language-packs

QCalendar uses Intl.DateTimeFormat for everything calendar. We can try and use Intl to find out the hour format and use that as a default if the dev hasn't used the prop to explicitly define it.
Equally, devs can also do this and set the prop based on the outcome.
We can do the same for locale, instead of defaulting to 'en-US'
References:
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Intl/Locale/hourCycle
https://devhints.io/wip/intl-datetime


glsl-languages-server doesn't work

Version confirmation

[X] Confirm

Following prerequisites

[X] Confirm

Neovim version
NVIM v0.9.5
Branch info
main (Default/Latest)
Minimal (user) folder structure required to reproduce the issue
user/configs/lsp-servers/glsl-analyzer.lua
user/configs/lsp-servers/glslls.lua

Minimal config with steps on how to reproduce the issue
this the config on user/configs/lsp-servers/glsl-analyzer.lua

this the config on user/configs/lsp-servers/glslls.lua

Expected behavior
the config file seem not to be loaded
Additional information
this is :LspInfo

and when i use TSUninstall glsl

bruh, TSUninstall is for treesitter parsers.
glsl-analyzer and glslls is language server.
did u state those LS in the config or install them manually yet?

did u state those LS in the config or install them manually yet?

i only use :TSInstall glsl, and created the two files mentioned above. Is there anything else that needs to be stated?

i not familiar with glslls or glsl-analyzer, but i think :TSInstall glsl can only give u syntax highlighting, not the LS itself.
check this:
https://github.com/nvim-treesitter/nvim-treesitter#supported-languages
https://github.com/theHamsta/tree-sitter-glsl

This is a extension of tree-sitter-c to support the syntax of GLSL (https://www.khronos.org/opengl/wiki/Core_Language_(GLSL)).

Since Mason doesn't have glslls or glsl-analyzer supported, u need to download/compile them by yourself and add them to your PATH.
https://github.com/nolanderc/glsl_analyzer#installation
https://github.com/svenstaro/glsl-language-server#compile

btw, i encourage u did some research on tree-sitter parser and language server protocol to give u a better idea about what your doing next time.
i never heard of glsl b/4 today, i just did some searching.

I found this in the README of glsl_analyzer, but I don't know how to add it to nvimdots. I don't want to modify the default init.lua

Since glsl_analyzer is not in mason-registry, u dont need to add it to [lsp_deps].
u also need to make a user_custom lspconfig entry for glsl_analuzer like this:
https://github.com/ayamir/nvimdots/blob/b0513aadaba9aead3cba940237a092538d2d2a26/lua/modules/configs/completion/lsp.lua#L9-L17

like this?
if vim.fn.executable("glsl-analyzer") == 1 then
		local glsl_opts = {
			-- 在这里放置 glsl-analyzer 的特定配置选项
		}
		local final_glsl_opts = vim.tbl_deep_extend("keep", glsl_opts, opts)
		nvim_lsp.glsl_analyzer.setup(final_glsl_opts)
	end

yeap

But it still doesn't work, the .vert files don't have any language server functionality.

can u call glsl-analyzer from any path?
or can u show us your whole config?

Also, I found that glsl-analyzer seems to require the vim-glsl plugin, but even after installing the vim-glsl plugin, it's not effective.

Oh, I think I understand now. vim-glsl is written in Vimscript, and it requires running the following statement:path
" Language: OpenGL Shading Language
" Maintainer: Sergii Tykhomyrov<EMAIL_ADDRESS>
" Extensions supported by Khronos reference compiler (with one exception, ".glsl")
" https://github.com/KhronosGroup/glslang
autocmd! BufNewFile,BufRead *.vert,*.tesc,*.tese,*.glsl,*.geom,*.frag,*.comp,*.rgen,*.rmiss,*.rchit,*.rahit,*.rint,*.rcall set filetype=glsl

" vim:set sts=2 sw=2 :

And my user/plugins/vim-glsl.lua is as follows:

If I use :set=glsl in any file, both vim-glsl and glsl-analyzer work fine.

Create lua/user/configs/lsp.lua:

local nvim_lsp = require("lspconfig")
local opts = {
	capabilities = require("cmp_nvim_lsp").default_capabilities(vim.lsp.protocol.make_client_capabilities()),
}
-- Setup lsps that are not supported by `mason.nvim` but supported by `nvim-lspconfig` here.
if vim.fn.executable("glsl_analyzer") == 1 then
	local ok, _opts = pcall(require, "user.configs.lsp-servers.glsl_analyzer")
	if ok then
		local final_opts = vim.tbl_deep_extend("keep", _opts, opts)
		nvim_lsp.glsl_analyzer.setup(final_opts)
	end
end

Create lua/user/configs/lsp-servers/glsl_analyzer.lua

return {
	default_config = {
		cmd = { "glsl_analyzer" },
		filetypes = { "glsl", "vert", "tesc", "tese", "frag", "geom", "comp" },
		single_file_support = true,
	},
	docs = {
		description = [[
https://github.com/nolanderc/glsl_analyzer

Language server for GLSL
    ]],
	},
}

Open a glsl file:

NOTE: find a bug that nvim will recognize vert file as conf wrongly, need to set filetype=vert manually then glsl_analyzer will works for it.

damn @ayamir that's what i'm doing lol.

This is so cool! Thank you for your help!


ci: disable upgrade ci

Description
closes: #XXXX

Author Checklist
All items are required. Please add a note to the item if the item is not applicable and
please add links to any relevant follow up issues.
I have...

[ ] included the correct type prefix in the PR title
[ ] added ! to the type prefix if API or client breaking change
[ ] added appropriate labels to the PR
[ ] targeted the correct branch (see PR Targeting)
[ ] provided a link to the relevant issue or specification
[ ] added a changelog entry to CHANGELOG.md
[ ] included comments for documenting Go code
[ ] updated the relevant documentation or specification
[ ] reviewed "Files changed" and left comments if necessary
[ ] confirmed all CI checks have passed

Reviewers Checklist
All items are required. Please add a note if the item is not applicable and please add
your handle next to the items reviewed if you only reviewed selected items.
I have...

[ ] confirmed the correct type prefix in the PR title
[ ] confirmed all author checklist items have been addressed
[ ] reviewed state machine logic
[ ] reviewed API design and naming
[ ] reviewed documentation is accurate
[ ] reviewed tests and test coverage
[ ] manually tested (if applicable)

I think we should run this tests before making the release.

Either we do it as required for specific type of PR
or run it locally by the release team.


Planter bug

When I have carrots at left hand, carrot disappeared
but when only have one carrot, It does not disappeared.

Make sure your not in creative as when in creative its free.

same in survival(non-op)


2.0 Add settings to character events

Connected to #948
Main missing ones are:

[ ] Animation
[ ] Animation length
[ ] Z-index
[ ] Wait for animation
[ ] Mirror

Most of these are covered in #998


use of the details column for long instructions

Questions with complicated instructions (e.g., stuff separated by a semicolon) should be simplified either by adding help or better yet by making people fill them in in the way you cannot get it wrong by changing question type
source

At the moment, this is changed everywhere where we thought it was safe to move instructions into Details column.
What can be done in the future: change the way information is filled in for these questions so that it is not easy to get it wrong (issue https://github.com/INCF/artem-is/issues/79)


doc: add docs for Install the Visual Studio 2015 Build Tools

Checklist

[x] documentation is changed or added
[x] commit message follows commit guidelines

Description of change

adding aditional flags for install the Visual Studio 2015 Build tools instead of the Visual Studio 2017
ones. both install manualy or via CMD/Powershell
By default, npm install --global --production windows-build-tools will install 2017 build tools. To change that run that script with the --vs2015 parameter.

I'm strongly -1 on this. Node does not support building with VS2015 anymore, we should not encourage users to use it.

We don't support building Node.js with VS2015 but apparently do still support building addons with it: https://github.com/nodejs/build/blob/master/doc/windows-visualstudio-supported-versions.md#for-building-nodejs-addons
cc @joaocgreis

While we support VS2015, we should not suggest using it.

So, would it be a good idea keep this PR but change the --vs2015 parameter to --vs2019 (or --vs2017)?

TBH, I don't know if the windows-build-tools include vs2019.
That said, the change right now is worded in a way that suggests that VS2015 should be installed besides VS2017 or build tools. That would have to be changed too.

I've tried npm install --global --production windows-build-tools and it didn't work on my windows, then i uninstall. afterwards I added the --vs2015` parameter it worked
link to related issue
https://github.com/nodejs/node-gyp/issues/2025#issuecomment-599110253

TBH, I don't know if the windows-build-tools include vs2019.
That said, the change right now is worded in a way that suggests that VS2015 should be installed besides VS2017 or build tools. That would have to be changed too.

We should not recommend outdated versions of dependencies. While VS2015 is still supported, it will only be while it is both supported upstream and easy for us to keep supporting it here. In fact, this README should be updated to recommend VS2019 - we did not do that before because we were waiting for a recent version of node-gyp to land on all supported Node.js versions through npm.
@B4Lee thanks for the effort in opening this PR. I've left a comment in the linked issue: #2025 (comment) . Unfortunately, I don't see anything we can do about node-sass here without making the problem worse.

thanks for the explaining @joaocgreis
I made this changes because there might be someone like me who experienced the same thing as me, which is an incompatible visual studio build tools version on windows
should I close this PR's? or make of some changes?

should I close this PR's? or make of some changes?

I'll close, but feel free to propose other changes if you think something else should be done. Thanks!


export forceCheck function

Can you only submit modification in src/ folder for a better diff? Also, adding a trail new line in src/index.js would be much appreciated!

Coverage increased (+0.02%) to 94.821% when pulling 77533c4ffa39b3bacee8a8eb174ceba9b8ffed11 on SickSAMA:feature/forceCheck into d01dde71a5333c77e8f6bbe0c2737e5904fbcc74 on jasonslyvia:master.

Coverage increased (+0.02%) to 94.821% when pulling 3a98ffe05735fe16bcaee5fec3d13cee74a24c04 on SickSAMA:feature/forceCheck into d01dde71a5333c77e8f6bbe0c2737e5904fbcc74 on jasonslyvia:master.


CTRL+ALT+UP arrow also releases the mouse and keyboard

This appears to be a bug because CTRL+ALT+UP is not one of the configurable key combinations in Hyper-V settings.

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

ID: 7c67eb5e-7fb1-0840-dfe0-40955b3f9489
Version Independent ID: f30efc81-d336-2ff2-3fe5-5eb3f9432d82
Content: Hyper-V Virtual Machine Connection
Content Source: WindowsServerDocs/virtualization/hyper-v/learn-more/hyper-v-virtual-machine-connect.md
Product: windows-server-threshold
GitHub Login: @KBDAzure
Microsoft Alias: kathydav

Missing the keyboard shortcut for saving the machine state. I know this because I accidentally press it all the time when trying to use the machine and I don't know what I'm pressing to cause it.


the scroll to top button has been added to learning page

i have completely added the scroll to top button to the learning page
@arushi2610
please make it level 2 please i haven't got any level 2 for so many days please mam
it was an amazing experience contributing to your project mam.
fixes #461

Our mentors will be deciding the level @pulkitpathak99 @SaurabhS55.

Ok
On Thu, 31 Oct 2024 at 1:34 AM, Arushi Malhotra @.***>
wrote:

Our mentors will be deciding the level @pulkitpathak99
https://github.com/pulkitpathak99 @SaurabhS55
https://github.com/SaurabhS55.
—
Reply to this email directly, view it on GitHub
https://github.com/Code-Social/official-website/pull/479#issuecomment-2448260532,
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You are receiving this because you authored the thread.Message ID:
@.***>

why this pr is not merged yet please tell me ..
@Rizwan102003 @pulkitpathak99 @arushi2610 @SaurabhS55


Investigate potential memory leak

The plot shows memory usage (actual, not virtual) of the wakapi process on wakapi.dev over 7 days with Prometheus scrape interval of 5 minutes. We can see how memory accumulates during the day and all of a sudden drops precisely at 02:20 am (or anywhere in the past 5 minutes before that). The default for WAKAPI_AGGREGATION_TIME is 02:15 am. To check whether it's related, I changed the aggregation time to 01:45 am on Sep 19 and we can observe the drop happening around 01:50 am now. So apparently running the daily aggregation job causes memory to be freed. Let's investigate why that is and why memory accumulates during the day in the first place.

Found the cause.
Every time a user requests a summary for a relative time interval (such as today, past_6_months, etc.), the summary's to parameter (sometimes also from) will be time.Now(), which results in a new cache key and thus a new cache entry here. Once the nightly aggregation job runs, new summaries are inserted, as a side-effect of which the user's cache is being flushed - even before it's normal expiration after 24 hours.
That is, the more often you hit refresh on the dashboard page, the faster the memory will be filled up. This way, you could technically bring Wakapi down :wink:.
Options to fix this include to:

Don't cache summaries for relative time intervals. E.g. skip cache if to.Second() != 0, i.e. summary likely doesn't correspond to a clear-cut date (such as midnight or so) and thus will most likely never be retrieved again anyway.
Drop the cache in the first place, as it's anyway only useful for "absolute" time intervals (such as yesterday) and retrieving a summary isn't crazily expensive after we introduced the concept of durations
Just ignore it for now, as it doesn't really hurt

As expected, the pattern can still be observed after my latest commit. However, the delta is, as expected, a lot smaller now (~170 MB as opposed to ~450 MB before). We could get around this completely by disabling the cache (as discussed above), but I don't think it doesn't hurt much the way it is now.

Found a new potential memory leak. Got aware of this because Wakapi is being OOM-killed sometimes lately.

Reopening this, as Wakapi is still getting OOM-killed every now and then. It currently runs with GOMEMLIMIT=3000MiB on a machine with 8 GB of memory. From a first peak, I can't see any tremendous increases in used heap space shortly before getting killed, but will have to investigate further.


[WIP] Chart interactivity fixes

Fix broken bits of C3 charts and interactivity.

C3 charts: fix C&U Vm and Parent charts fix before:

after:

C3 charts: fix layout for C&U compare Vm to Parent Cluster. After:


Problems with determinism

Running a set seed yields similar, but not quite identical runs.
For example, I used the<PHONE_NUMBER> seed that was run 22 in today's stream. About 2/3 times, the nido had perfect stats, but 1/3 times, the special was too low.
Each time shorts guy would trigger a heal loop, we'd risk it, and survive. Similarly, we'd switch out after Rival's Pidgeotto Sand-attacked too much before the bridge.
However, over several dozen attempts (if we made it to her), Misty's Starmie hit a critical and KO nido. In the stream, Starmie did not crit.
My guess is that the PRNG is sensitive to sub-second times, and so the current seed system is not accurate enough. I'm thinking that a millisecond-accurate timestamp would work fine, as 1 millisecond is 16-17 frames.
Edit: Here's the console output after running ~5 times. I didn't think to attach it til I had already cleared most of the trials that I ran.
Edit2: Oops. I'm running v2.4.8, while the stream is on v2.4.6. That explains the Misty block. But I'm still not sure about the low special nido ocasionally cropping up...

The stream is on v2.4.8 too according to the output window.
Anyway I noticed that a few times too and told FilthyPeasant about it. According to him only the first rerun is valid because it doesn't reset properly or something like that. There seems to be a problem with that, definitely.
To my experience, it's not necessarily possible to get the original run result on a rerun, but since I'm running a modified version it's possible that I "inadvertently" changed the logic between an original run and a rerun.

With the original code, it uses the emulator.reboot() however that only worked on the old version of bizhawk, the only way i found to get around it with this newer versions is emulate a power button press.


Feature/portrait system refactor

Move most of the logic of the Portrait command into a Portrait Controller.

Not done yet!
I'm having trouble with the Continue() from Portrait.cs. I think it's messing up the Narrative/PortraitTest.

Looks good, going in the right direction for sure. Continue() needs be called at the correct times back on the Portrait command. Easiest way to do this would be via a delegate, Action would do the trick - like this.
stage.getPortraitController().RunPortraitCommand(options, () => {
     Continue();
});

public void RunPortraitCommand(PortraitOptions options, Action onComplete)
{
...
    onComplete();
    return;
...
}

Cool, I'll add that tonight.

The tests pass now but they look a little strange. Sometimes the portrait turn entirely white.

Everything seems to be back in working order. If it looks good to you, I'm going to start working on helper functions.

What's a good way to test the helper functions? Is there anything else I need to do before I move onto lua and documentation?

Looks great! I'll do a proper line by line review over the weekend and commit, but on first pass through look it looks spot on.
You can add some new tests yourself for the new helper functions, add a new scene under the Tests/Narrative folder. The Create button on the Integration Test window will create a new test. I find it easiest these days to use Lua to perform the tests, but you can also use the IntegrationTest component or a c# script - whatever you prefer.
I usually use the assets from the Sherlock demo to test portrait system, but you can add your own if you like (assuming they're properly open source licensed).

Yay! Thanks!
So this is what I think I have left to do:

[ ] Figure out what to do with the FinishPortraitCommand bit - it's buggy
[ ] Finish Lua Stage Control example.
[ ] Create new Scene in Tests/Narrative folder with Lua tests of the helper functions
[ ] Write some documentation on how to use it and point to the example project - but this needs to be added to the documentation repository

I'm so glad to see it mostly working ^_^

Sounds good. If you want to update the docs send in a pull request on the fungus-site repo and then I'll pull an update to the website. Thanks for all the hard work!

Hope I didn't mess up anything with that push. I did a pull rebase with the master branch to catch up.

I'm having a heck of a time figuring out why the hide command is so spastic. I put in an example at FungusExamples/FungusLua/Narrative if you want to see what I mean.
I think I'll punt on this for a day or so if you want to take a crack at it.

nvm figured it out. Struct variables automatically get assigned values that I didn't expect:
null for reference types, 0 for numeric types, false for bools, etc.

Cool, prob be Monday when I get to look at merging this in
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On 11 Jun 2016, at 20:53, Leah Lee<EMAIL_ADDRESS>wrote:
nvm figured it out. Struct variables automatically get assigned values that I didn't expect:
null for reference types, 0 for numeric types, false for bools, etc.
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Ok, for real this time I'm going to put this down and work on something else for the next couple days. Give you some time to make heads or tails of it.
Here's what else I've discovered that probably needs to get taken care of:

[ ] The portrait controller's functions aren't showing up in the LuaBindings
[ ] I want to be able to do one of these in lua stage.show{character=sherlock, portrait="angry", position="left"} but I'm not sure how to do it. I'm overloading the show function more than I feel comfortable with.

Just pushed an option to show inherited members, so you can now inspect the portrait controller members

Cool! That will be handy.

Hmmm.. I seem to have pushed that to a new branch, will sort it out in the morning

I pushed that change to your lealeelu:feature/portrait-system-refactor branch. Is there a way to make that change part of this pull request? Happy to just commit it to master either on my end. I'm gonna be honest here - git kinda melts my brain :{

btw I noticed an error in the console in the PortratControllerExample scene.
"Unidentified stage position: bored"
I think it's related to your point about overloading the show function. I'd lean towards having different versions of show (e.g. showat, showportrait) or conceptually seperate fucntions altogether rather than overloading it to much.

Another option would be to use named arguments
These are good when the call signature gets complex or has lots of optional parameters.

I remember the last pull request I did I thought I saw you were able to commit to my pull request. strange. Maybe I saw that wrong.
Anyways! I could start a new pull request to the branch you have called lealeelu:feature..blah blah
since at this point it feels mostly like cleanup stuff is left to be done.
I would like to use the named arguments. It just feels more intuitive. I'm thinking I would add something like this to fungus.txt:
function show (arg)
    return stage.show(arg)
end

and use it like this:
show{character="sherlock",` portrait="angry", fromposition="right", toposition="left"}

Can you just pass args like that? We might need to have a stage lookup in case a stage isn't added to the luabindings...
The showportrait one sounds good too. I'll think about that some more.

Ok, that's prob easiest - just include my changes in that new pull request.
You can pass args like that if the receiving function takes a MoonSharp Table as an argument. I'm fine with Fungus having dependencies on stuff in FungusLua (like Table) but I really want to avoid dependencies in the other direction so that FungusLua can always be used independently of the rest of Fungus.

I was able to get the Moonsharp table to pass values into c# but the table is really hard to work with. Maybe converting it to a list to iterate through would be nice but I can't access this the TableConversions to do it: https://github.com/xanathar/moonsharp/blob/master/src/MoonSharp.Interpreter/Interop/Converters/TableConversions.cs
Is there another way to do it?

Is the Table class that hard to work with? You query the DynValues you need from the Table by parameter name and then use the correct accessor to get at the C# value - should just be a few lines of code per property. Not at my laptop to check, but there should be a few examples of this in the FungusLua source.
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On 15 Jun 2016, at 20:00, Leah Lee<EMAIL_ADDRESS>wrote:
I was able to get the Moonsharp table to pass values into c# but the table is really hard to work with. Maybe converting it to a list to iterate through would be nice but I can't access this the TableConversions to do it: https://github.com/xanathar/moonsharp/blob/master/src/MoonSharp.Interpreter/Interop/Converters/TableConversions.cs
Is there another way to do it?
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I just thought it would be nice to iterate through each supplied value and use a switch statement instead of checking if each possible value exists in the Moonsharp Table. Just being picky. I was actually able to get it to work. It just looks messy. I'll push it up so you can see what I mean.

Maybe you could wrap up the gunk in a utility class that takes a show args table and exposes the data in a nice clean way for the rest of the system to work with?

null checks for everyone! I was using fancier stuff like ?? operators but this straightforward method worked best.
I'll put together some tests.

Had a look through yesterday's commit, looks good. What's left on the todo list?
I'm away for a few days in Spain at the minute, but would be good to get this all merged in next week sometime. I fixed some bugs on the plane over so thinking of pushing another beta release next week - would be great to include your stuff.
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On 17 Jun 2016, at 14:42, Leah Lee<EMAIL_ADDRESS>wrote:
null checks for everyone! I was using fancier stuff like ?? operators but this straightforward method worked best.
I'll put together some tests.
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Awesome! I think the only things left to do are...

[ ] Write tests - should have done it before rather than after but I'm still kinda getting used to it.
[ ] Write Documentation and add to the fungus-site repo

I think I can get those done this weekend. Anything else you can think of?

I noticed the portrait controller example was using the show command with the parameters rather than the table version, maybe show how to do it with named args as well? Apologies if that's already done - can't check here!
Would be nice if you could add member comments (just summary is fine) on the new class. I want to start doing a better job of documenting the API myself.
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On 17 Jun 2016, at 17:03, Leah Lee<EMAIL_ADDRESS>wrote:
Awesome! I think the only things left to do are...
Write tests - should have done it before rather than after but I'm still kinda getting used to it.
Write Documentation and add to the fungus-site repo
I think I can get those done this weekend. Anything else you can think of?
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I think the Portrait Example is done. It has both a show command with named parameters and an example using the new c# commands.

That PortraitControllerTest isn't passing. I'm getting a strange error message that I haven't been able to figure out. Should I actually put this test in the Lua section instead of Narrative?

Lua section might be better yeah. Won't get a chance to look at that error until next week, want to post that message here and I might know what it is?
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On 18 Jun 2016, at 02:26, Leah Lee<EMAIL_ADDRESS>wrote:
That PortraitControllerTest isn't passing. I'm getting a strange error message that I haven't been able to figure out. Should I actually put this test in the Lua section instead of Narrative?
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The error was because the copy and paste I did between scenes wiped out some of the values along the way. Just had to add some stuff back to the LuaBindings.

Ah ok - cool
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On 18 Jun 2016, at 22:16, Leah Lee<EMAIL_ADDRESS>wrote:
The error was because the copy and paste I did between scenes wiped out some of the values along the way. Just had to add some stuff back to the LuaBindings.
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Will start into merging this tonight - good to go on your end?

Yup! Good to go! Yaaaaaay!

I also have some documentation in fungus-site

Those changes are merged in now #500. Will do the docs next.


feat: column ids added to flexible table header row cells

@vadson71 Can you add a changeset please ? https://github.com/SAP/open-ux-tools#create-changesets-for-feature-or-bug-fix-branches

Sure. Will do in a moment

@devinea
I've adapted unit test to cover new changes. Issue is also created and linked.
Please review once again. Thanks!

@devinea
Please approve once again. One more commit is done - work on Andis comments.


Issue with /docs/user-guide/kubectl/

This is a...

[ ] Feature Request
[ x] Bug Report

Problem:
Links to kubectl subcommands are broken.   For example from this page https://kubernetes.io/docs/user-guide/kubectl/ if i select the kubectl_delete link which points to https://kubernetes.io/docs/user-guide/kubectl/kubectl_delete.md I get a 404.   Tried a few others and they all return 404
Proposed Solution:
Not clear from looking at the kubernetes/docs/user-guide where the problem is.  It looks like in the source repo files like kubectl_delete.md exist.
Page to Update:
https://kubernetes.io/docs/user-guide/kubectl

FWIW - checking out git@github.com:kubernetes/kubernetes.git tag v1.6.0 and building the docs with hack/generate-docs.sh.  I am able to open docs/user-guide/kubectl/kubectl.md in a markdown editor (MacDown in this case) and the links to all of the kubectl subcommands (eg: kubectl_delete) open the desired subcommand page.

Just noticed that a lot of kubectl docs links are broken such as:
https://kubernetes.io/docs/user-guide/kubectl/kubectl_rollout/
Is there an issue tracking these?
cc @chenopis @kubernetes/sig-docs-maintainers

@foxish No, not that I know of, but feel free to create one and assign me. I'll work on cleaning up the links.

The links on https://kubernetes.io/docs/user-guide/kubectl/ should now work properly, e.g. kubectl delete goes to https://kubernetes.io/docs/user-guide/kubectl/v1.6/#delete
Is the issue also inbound links? Do we need a redirect to fix cases where people are using the old links?

Also fixed by #3160
/cc @chenopis

I'll close this then.


Empty output file error

Hi, I tried running the following command:
time real -p SRR346617.fq -t ITAG2_genomic.fasta -o output.sam

And this is the output:
This is real version 0.0.31
real is distributed under version 3.0 of the GNU GENERAL PUBLIC LICENSE.
Machine supports popcnt instruction.
fraction of memory used will be 0.75
detected 122951 mega bytes of physical memory, of which we will use 92213(96693033984)
pattern file is FASTQ rewrite is on
filter_mult=0.0714286
Rewriting pattern file to temporary file tempfile.IzNOmP
5485868
Concatenating temporary files...done.
Starting matching for unique best hits using 16 matching threads.
Pattern length 35 acgtcodelength=9 acgtncodelength=18
idbase=0 idnbase=5480349 patlen=35 patpos=12 patid=241135376 patnum=5480349 patnpos=542383133 patnid=542675648 patnnum=5519

Pattern length 35 acgtcodelength=9 acgtncodelength=18
idbase=0 idnbase=5480349 patlen=35 patpos=12 patid=241135376 patnum=5480349 patnpos=542383133 patnid=542675648 patnnum=5519

Pattern length 35 acgtcodelength=9 acgtncodelength=18
idbase=0 idnbase=5480349 patlen=35 patpos=12 patid=241135376 patnum=5480349 patnpos=542383133 patnid=542675648 patnnum=5519

unique: 0

real	0m28.845s
user	0m23.460s
sys	0m18.928s

The command seems to run but the output file is empty.
Do you know what causes this? Is it a memory error?
The size of the files are as follows:
758M ITAG2_genomic.fasta
675M SRR346617.fq
0 output.sam

This was run on a r3.4xlarge instance which has 16 CPUs and 122GiB of memory
Any help would be much appreciated, thanks in advance

Thanks for your quick reply, it's running now. I'll let you know if I have any more issues

It worked 😃
What are the memory requirements for the tool? Is it dependent on the file size/number fo cores? Can you limit the amount of memory?

Hi, thanks. For the memory you can use
-f <fraction of physical memory to use, default=0.75>
The more memory you use the faster the tool gets.
Best, Solon.

Do you know how long it will take for a 1GB FASTQ?
Or a 10GB FASTQ?
(With default of -f 0.75)
Also what is the best number of CPUs to use eg 12/24/36? Does it scale linearly?

Everything depends on how big the reference is as well. For sure I cannot give an estimation. This benchmark could give an estimation: https://nms.kcl.ac.uk/informatics/projects/real/?id=ben
Only the read matching part scales linearly. Not the indexing part. The more CPUs the better for the matching. For indexing it will not speed up.


Run Licensify backups from AWS instead of UKCloud.

Now that Licensify Production has been moved from UKCloud to AWS, disable its nightly backup jobs in UKCloud and run them in AWS instead.

the disabled pull for licensify should be absent too

Why? We'll need it if we have to restore a backup.


totalDigest add spark dataframe column / array

Currently, we are loading a spark dataframe column into totalDigest with a hackerish way of using .take() and foreach, as tdigests keep throwing an "object not serializable" error without .take(). Is there a more native way of loading large array / spark dataframe columns directly into totalDigest?
Sample code we using
val totalDigest = TDigest.createDigest(100)
val data =df.select("col").rdd.map(r => r.getDouble(0)).take(numberOfRows)
data.foreach(value => totalDigest.add(value))
Alternative, using array of bytes:
http://apache-spark-user-list.1001560.n3.nabble.com/Percentile-td19978.html#a20032

Yes. This is a real problem.
There is a pull request that I have accepted and which should make this
easier for you in the next release.
Check out https://gist.github.com/RobColeman/7a5ebcb7c155c94b0a62 in the
meantime
On Sat, Jun 11, 2016 at 6:50 PM, thiakx<EMAIL_ADDRESS>wrote:

Currently, we are loading a spark dataframe column into totalDigest with a
hackerish way of using .take() and foreach, as tdigests keep throwing an
"object not serializable" error without .take(). Is there a more native way
of loading large array / spark dataframe columns directly into totalDigest?
Sample code we using
val totalDigest = TDigest.createDigest(100)
val data =df.select("col").rdd.map(r => r.getDouble(0)).take(numberOfRows)
data.foreach(value => totalDigest.add(value))
Alternative, using array of bytes:
http://apache-spark-user-list.1001560.n3.nabble.com/Percentile-td19978.html#a20032
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See my comment on https://github.com/tdunning/t-digest/pull/56#issuecomment-225484634 for a significant warning/caveat.
Also, note that the linked TreeDigestHelper scala code will result in a deserialization/serialization for every single element in your RDD, and as such it is incredibly expensive in terms of CPU. Depending on your application's performance characteristics maybe that's OK, but at large scale I can't imagine it being viable.
Here's a different approach that we're currently using in our Spark code:
/** Wrap TreeDigest inside a class that properly handles serialization so that it can be used inside Spark.
  *
  * @param digest The TreeDigest to wrap.
  */
class TreeDigestWrapper(private var digest: TreeDigest) extends Serializable {
  def size(): Long = {
    digest.size()
  }

  def add(x: Double): Unit = {
    digest.add(x)
  }

  // ... expose other wrapper methods as necessary

  @throws(classOf[IOException])
  private def writeObject(out: ObjectOutputStream): Unit = {
    val bytes = new Array[Byte](digest.byteSize)
    out.writeInt(bytes.length)
    digest.asBytes(ByteBuffer.wrap(bytes))
    out.write(bytes)
  }

  @throws(classOf[IOException])
  private def readObject(in: ObjectInputStream): Unit = {
    val length = in.readInt()
    val bytes = new Array[Byte](length)
    in.readFully(bytes)
    digest = TreeDigest.fromBytes(ByteBuffer.wrap(bytes))
  }
}

Then you can perform operations directly on the wrapper, and you'll only pay serialization/deserialization costs when data is moved between JVMs (which Spark should be good at minimizing).

Kevin,
Don't you think it would be better to do without the wrapper entirely?
On Mon, Jun 13, 2016 at 6:03 AM, Kevin Litwack<EMAIL_ADDRESS>wrote:

See my comment on #56 (comment)
https://github.com/tdunning/t-digest/pull/56#issuecomment-225484634 for
a significant warning/caveat.
Also, note that the linked TreeDigestHelper scala code will result in a
deserialization/serialization for every single element in your RDD, and
as such it is incredibly expensive in terms of CPU. Depending on your
application's performance characteristics maybe that's OK, but at large
scale I can't imagine it being viable.
Here's a different approach that we're currently using in our Spark code:
/** Wrap TreeDigest inside a class that properly handles serialization so that it can be used inside Spark.  *  * @param digest The TreeDigest to wrap.  */class TreeDigestWrapper(private var digest: TreeDigest) extends Serializable {
def size(): Long = {
digest.size()
}
def add(x: Double): Unit = {
digest.add(x)
}
// ... expose other wrapper methods as necessary
@throws(classOf[IOException])
private def writeObject(out: ObjectOutputStream): Unit = {
val bytes = new ArrayByte
out.writeInt(bytes.length)
digest.asBytes(ByteBuffer.wrap(bytes))
out.write(bytes)
}
@throws(classOf[IOException])
private def readObject(in: ObjectInputStream): Unit = {
val length = in.readInt()
val bytes = new ArrayByte
in.readFully(bytes)
digest = TreeDigest.fromBytes(ByteBuffer.wrap(bytes))
}
}
Then you can perform operations directly on the wrapper, and you'll only
pay serialization/deserialization costs when data is moved between JVMs
(which Spark should be good at minimizing).
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Oh, yeah just making things natively Serializable is preferable I would think. But I figured I'd post this here as an alternative to those helpers in the meantime.

The digests are all natively Serializable now. This will be improved in the future to allow cross serialization and use more economical formats, but for now it works.


Turn on MHRA services+information page

Requested a while ago, but only possible now due to deployment thaw.  https://www.pivotaltracker.com/n/projects/1110932/stories/84925568

[ ] Tech review
[ ] Product review

:+1:

Product reviewed by Ben Andrews.


Static site generation?

For the webServer component of this repo, there is nothing within in that is truly dynamic. Searching is already handled completely client-side with Algolia and all package/tutorial pages are simply rendered when requested from a static template and in-memory data.
This could be moved so that all library pages, tutorial pages etc. are generated as static files with a build script, which would drastically reduce the memory usage for the app and would likely also improve response times.
If we moved the app fully static, we could even consider hosting it within this repo using GitHub Actions to build and GitHub Pages to host the content.

The new website is statically generated!


Move test nodes to ros2_controllers repository.

Moving the test nodes to ros2_controllers repository so they can be easily relased.
Also the test nodes are actually testing controllers so the pacakge is also renamed to "ros2_controllers_test_nodes".

Codecov Report

Merging #150 (46e981c) into master (1db6634) will not change coverage.
The diff coverage is n/a.

@@            Coverage Diff            @@
##           master    #150      +/-   ##
=========================================
  Coverage    0.00%   0.00%
=========================================
  Files         234       6     -228
  Lines       19071     489   -18582
=========================================
+ Misses      19071     489   -18582

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Coverage Δ

.../ros2_control_demo_hardware/src/diffbot_system.cpp

...rol_demo_hardware/src/rrbot_system_with_sensor.cpp

.../ros2_control_demo_hardware/src/rrbot_actuator.cpp

...rol_demo_hardware/src/rrbot_system_with_sensor.cpp

.../ros2_control_demo_hardware/src/rrbot_actuator.cpp

...rol_demo_hardware/src/rrbot_system_with_sensor.cpp

...ardware/src/external_rrbot_force_torque_sensor.cpp

.../ros2_control_demo_hardware/src/diffbot_system.cpp

...l_demo_hardware/src/rrbot_system_position_only.cpp

...ardware/src/external_rrbot_force_torque_sensor.cpp

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This was already done by #232 in master, I changed this to galactic

let's just close this. We don't need to care about galactic anymore at all. So I'll close this.


cannot create QuickAppChild device

when on the main QA self:createChildDevice is called an exception is thrown.
self:createChildDevice({name = "test name",type = "com.fibaro.binarySwitch"}, MyQAChild)
exception:

the program was launched selecting the 1st and the 2nd launch profile (screenshot below) obtaining the same result.

when on the main QA self:createChildDevice is called an exception is thrown.
self:createChildDevice({name = "test name",type = "com.fibaro.binarySwitch"}, MyQAChild)
exception:
The /plugins/createChildDevice was a bit too demanding that all parameters should be provided. (like parentId, initialProperties, and initialInterfaces). I pushed a new version where they are optional so your example works.

i've seen that on examples folders there's a QA_fibaroExtra example which uses a fibaroExtra class QuickerAppChild.
Is multidevice QA supported by fibemu?

You mean QAs consisting of multiple files?
Yes, the --%%file=,


factored out the django-independent cas functionality

Created files django_cas_ng/cas.py and tests/test_cas.py
Updated other test cases so that all of them pass.
Would you consider merging this? Please suggest if anything is missing or can be improved.
I would like to use a django-independent cas client library.
I think it would be generally useful for the Python developers and django-cas-ng might depend on a framework-independent cas library.

Thank you for contribution.

Awesome, thank you!
How about releasing this library separately? Do you want to do that?
If so, perhaps you could create an empty repo and I'll make a pull request there, then put this library on pypi. After that django-cas-ng can be made to depend on that library.
Maybe call it "cas-client"?


CentOS / RedHat default compiler setting [5521]

When compiling the source on CentOS or RedHat, GCC is configured to compile against C90 and not C99, causing errors while compiling. This can be fixed by explicitly setting the standard in the cmake, forcing the use of C99.
This issue also effects microxrceddsgen as it builds and tests the agent while building the generator, which is how I found the problem.

Hi @raveious,
I added the C required version to the new release 1.1.0 which will be available during this week.

I'm now realizing that this actually should have been against the client, and not the agent. The patch seems to still be release 1.1.0

Hi @raveious,
It should be resolved in the release 1.1.0 of the Client.
I close the issue, please reopen in the Client side in case the issue persists.


publishednode.json doesn't contain namespace URI

As per configuring the application section( link ), the publishednodes.json file is expected to contain nodeid and not namespace URI. The namespace index is just valid for a connection to the server. It may change for the next connect( link ). Shouldn't the publishdnode.json file format be updated to contain namespace URI ?
Or does in real-world, will the namespace index remain constant ?

A few things:

We're not using the Unified Automation SDK, so Unified Automation docs may not apply to the Publisher. it does here, fortunately. The OPC UA .Net Standard stack (which we do in fact use) documentation can be found here: http://opcfoundation.github.io/UA-.NETStandardLibrary
Yes, the namespace index is a constant and doesn't change between connections.
The namespace index and the node ID uniquely identify a UA node within an UA server, so the format of the publishednodes.json is correct.

@barnstee. Thanks for the reply. But my doubts remain. My understanding of OPC-UA could be wrong. Requesting clarification on doubts. To make sure we are on the same page, I am speaking about the OPC-UA client aspect of this Azure module. Also, my understanding was that unified automation docs were the final word on OPC-UA - Is that wrong?

It doesn't matter what SDK this module uses. Since this module has to connect with OPC-UA servers( which complies with OPC-UA ), shouldn't it comply with Unified Automation docs?
No. As per unified automation docs, namespace index is not constant. (link)
Again No. As per this link,node-id and index can uniquely identify a node only per session. The same client connecting again to the same server could receive a different index for namespaces.

The Unified Automation docs are good, but I wouldn't consider them the "final world", no. They represent the docs of the implementation by Unified Automation, nothing more. The OPC UA specs from the OPC Foundation are the "final word".
For 1.: I agree that when the Unified Automation docs talk about generic behavior of an OPC UA server, they should generally apply to all OPC UA servers, but I would read the UA specs instead.
For 2. & 3.: Yes, a namespace index can change if the server is reconfigured (new nodes added, old ones removed). In practice, this doesn't happen (once a server is configured it stays that way) and therefore the namespace index doesn't change. I agree with you that a more generic solution would not hard-code the namespace index in the publishednodes.json. In practice this is sufficient. Do you want to take a stab at changing the implementation and sending out a pull request?

@Thanks. Sorry, I am not familiar with C# and so will find it hard to submit a pull request. Should I leave this ticket open?

I'd leave it open, yes.

We'll see if we can squeeze it in...

@kiranpradeep thanks for pointing this out in detail. i will change the implementation to support a per session namespace index lookup based on the namespace URI for the node, which needs to be specified in the publishednodes.json.

@kiranpradeep: fixed a while back in 2.1.0 already.


Need icons for calling screen

Feature Request
We need the following icons for support calling scenarios

@alinais @musingh1

https://github.com/stardust-ui/react/pull/585

@assamad, you can export the following four icons from the not-exported list for calling-scenario
Hold => callhold
transfer => calltransfer
Start video with blur => blurbackground
keypad => calldialpad
We still need icons for the following two scenarios:

consult then transfer
call park

@kuzhelov I am closing this issue and recreating a new one just with the new icons.


pull request for e2e test at 12/04/2016 23:56:02

:white_check_mark: Validation status: passed
For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.


Add jest

Added a my first emacs package.
Not sure whether to bind it to tide mode map or js2.

Sorry for the late response. I'm not yet certain what to do with this PR. Javascript has a number of popular testing frameworks. I wouldn't mind incorporating support for each of them, but I'm not keen on supporting only one.
Ideally, we'd have mocha, jasmine, tape, AVA and jest support, and have a dispatcher scan a project's package.json (the +javascript-npm-dep-p can do this) for installed frameworks and invoke the appropriate backend. Unfortunately, there is no package for AVA and tape, though there is mocha.el with support for both mocha and jasmine.
It will be a while until I can look into this further, but this is a good start.

@hlissner Sounds good feel free to close it in the mean time if you like.


Ability to add OpenAPI functions

I would like to request a feature to add OpenAPI functions so that I can write a set of helper functions and aider will call them when needed based on what it is trying to achieve.
One example is, that I may ask it to investigate what data we have in our database to help write better code.

Thanks for trying aider!
I think it is probably out of scope for aider to try and support arbitrary user-defined openai function calls.
If you want to share data with aider/gpt, a good approach is simply to paste it into the chat or store it in a file that you /add to the chat. For a database, it might make sense to share a sample of the data or the SQL used to create the tables, etc.

Well, I’ll think of some good use cases.
man. 31. jul. 2023 kl. 13.17 skrev paul-gauthier @.***>:

Thanks for trying aider!
I think it is probably out of scope for aider to try and support arbitrary
user-defined openai function calls.
If you want to share data with aider/gpt, a good approach is simply to
paste it into the chat or store it in a file that you /add to the chat.
For a database, it might make sense to share a sample of the data or the
SQL used to create the tables, etc.
—
Reply to this email directly, view it on GitHub
https://github.com/paul-gauthier/aider/issues/159#issuecomment-1658172724,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/ABAERNU35BUH5WILUSHI6Z3XS6H6FANCNFSM6AAAAAA24V5L2Q
.
You are receiving this because you authored the thread.Message ID:
@.***>

--
Vh Nikola Schou
2068 4899

I've been using openai functions a bunch recently and I'm curious to hear more about what use cases you think would suit aider to have baked in? The first one I can think of is a rename file operation which might be useful for large refactors
My sense is that anything that hits databases would likely require a user to write custom code to enhance aider should be done through a plugin system which I haven't seen discussed anywhere yet.

I'm going to close this issue for now, but feel free to re-open or file a new issue any time.


no_std support?

Do you have plans (is it even feasible) to support !#[no_std] builds?

Hi! Actually, I'm in the process of rewriting FunDSP and one of the enhancements is no_std support. So the next version will have it. It should be out in a month or so.


Improper Tab Groups after Resize

After resizing the window which in turn resizes the tab, groups and buttons show shabby UI showing wrong placement and extra margins. See below screenshot.

@Splitwirez Any luck on getting this sorted out?


balena-image: Include fan control utility and config file

Fixes https://github.com/balena-os/balena-jetson-orin/issues/13

@balena-ci I self-certify!


Improve the way to get the Version

Context
Today if you run Killgrave with a compiled version and you use the flag version you will get the last version that you have installed on your system. But if you want to compile Killgrave by your own or using go get command you will get dev.
This is happens because we are using the ldflags to configure the version when we build the realease version.
Proposed implementation
We need a easy way to store the version of the application and getting when the user use the flag version,  although the version was compiled by the own user.

I'd like to take this. Could you assign the issue to me? Will create PR in the next 48 hours. If no PR by then, feel free to unassign

ok @andyyaldoo go for it :)

@aperezg  Can I take this up?  If yes, can you please guide me how to proceed with this?

Seems that could be a good approach, but if we want the users can use the versions on his own compilations like, go get we can't use the Makefile right?
But if you want to try to do a solution, go for it 💪 , remember using the branch v0.5.0 to do the modifications

Finally the we will follow the approach that @A9u commented, but instead to do it into the code, we do in the momment of the compilation so in this way, you could be able to moving the binary when its already compiled, adding some information on the README to the users follow the instruction to compile the code by theirself
So thanks for the collaboration :)


Implicit/incorrect references to usleep() variants

On an Ubuntu 15.10 (x86_64/Linux) with gcc 5.2.1, I get the following diagnostics when building libtuv with make:
/home/akiss/devel/libtuv/source/unix/tuv_unix_port_system.c: In function ‘uv_sleep’:
/home/akiss/devel/libtuv/source/unix/tuv_unix_port_system.c:22:3: warning: implicit declaration of function ‘usleep’ [-Wimplicit-function-declaration]
   usleep(msec*1000);

/home/akiss/devel/libtuv/test/test_timer.c: In function ‘run_test_timer_run_once’:
/home/akiss/devel/libtuv/test/test_timer.c:345:3: warning: implicit declaration of function ‘uv_usleep’ [-Wimplicit-function-declaration]
   uv_usleep(1000);

/home/akiss/devel/libtuv/test/test_timer.c:345: undefined reference to `uv_usleep'

This bug was slipped in while working with mbed. Thank you !


Adding delayed response message for holidays

Merging this PR will cause master to go out of sync with dev, which could be problematic for future releases.


Add new s390x Linux machines to build test farm

Marist have generously created two new Ubuntu 16.04 systems for us.  One is the replacement for our old RHEL6 image (<IP_ADDRESS>) while the other is an extra one that we requested to cope with the additional workload.
Both images have 8 Gig Memory / 100G Disk / 4 CP's
Systems:
LXEOJ905  - <IP_ADDRESS>
LXEOJ906  - <IP_ADDRESS>
I have the login details for these for those that need them.
This task is to configure the machines for build/test as appropriate, add the new nodes to Jenkins, Nagios, etc.

okay added to the build farm....


C# exported game doesn't work on Linux, missing Mono data

Godot version:
3.1 beta 3
OS/device including version:
Ubuntu 18.04.1
Issue description:
In preparation for a future Steam release, Steam staff encountered the following crash:
On Ubuntu 18.04.1 LTS, the app crashes as soon as a class is selected. On SteamOS, the app crashes after the starting window appears.

The same crash occurs after clicking the executable file in the install directory.

The following error is shown in the console:

"ERROR: ld.so: object '/home/gamer/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
>>> Adding process 6389 for game ID 906450
[New LWP 6362]
[New LWP 6363]
[New LWP 6364]
[New LWP 6365]
[New LWP 6366]
[New LWP 6367]
>>> Adding process 6390 for game ID 906450
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
0x00007f68e6ea723a in __waitpid (pid=pid@entry=6389, stat_loc=stat_loc@entry=0x7fff1d7dc82c, options=options@entry=0) at ../sysdeps/unix/sysv/linux/waitpid.c:30
30	../sysdeps/unix/sysv/linux/waitpid.c: No such file or directory.
Id Target Id Frame
* 1 Thread 0x7f68e74ff880 (LWP 6361) "Tenacious.x86_6" 0x00007f68e6ea723a in __waitpid (pid=pid@entry=6389, stat_loc=stat_loc@entry=0x7fff1d7dc82c, options=options@entry=0) at ../sysdeps/unix/sysv/linux/waitpid.c:30
2 Thread 0x7f68dd381700 (LWP 6362) "Tenacious.x86_6" 0x00007f68e6ea56d6 in futex_abstimed_wait_cancelable (private=0, abstime=0x0, expected=0, futex_word=0x4c0c348) at ../sysdeps/unix/sysv/linux/futex-internal.h:205
3 Thread 0x7f68dcc69700 (LWP 6363) "Tenacious.x86_6" 0x00007f68e6ea56d6 in futex_abstimed_wait_cancelable (private=0, abstime=0x0, expected=0, futex_word=0x4fb2c48) at ../sysdeps/unix/sysv/linux/futex-internal.h:205
4 Thread 0x7f68c6c8f700 (LWP 6364) "Tenacious.x86_6" 0x00000000020f42d0 in String::operator==(String const&) const ()
5 Thread 0x7f68c6c4e700 (LWP 6365) "Tenacious.x86_6" 0x00007f68e63de9d0 in __GI___nanosleep (requested_time=requested_time@entry=0x7f68c6c4dcd0, remaining=remaining@entry=0x0) at ../sysdeps/unix/sysv/linux/nanosleep.c:28
6 Thread 0x7f68c63ff700 (LWP 6366) "SGen worker" 0x00007f68e6ea29f3 in futex_wait_cancelable (private=<optimized out>, expected=0, futex_word=0x2bac828 <work_cond+40>) at ../sysdeps/unix/sysv/linux/futex-internal.h:88
7 Thread 0x7f68c4bfe700 (LWP 6367) "Finalizer" 0x00007f68e6ea56d6 in futex_abstimed_wait_cancelable (private=0, abstime=0x0, expected=0, futex_word=0x2b9a880 <finalizer_sem>) at ../sysdeps/unix/sysv/linux/futex-internal.h:205

[...]

=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application."

Additionally, in the mono_logs folder there is a single file with a single line:
cant resolve internal call to "Interop/Sys::DoubleToString" (tested without signature also) (in domain , warning)

Steps to reproduce:
I'm unsure of the steps to reproduce, I lack a Linux environment to test on at the moment. It looks like a Mono issue. I can share the exported game files on request, but I don't want to share the full game here (for obvious reasons).
Let me know if this is a valid issue. If not I will close, but would appreciate some insight into what's going on here.
Minimal reproduction project:

Can you still reproduce the issue with 3.1 beta 8?
If so, can you give details on how you packaged your Linux build for Steam? In particular, did you make sure to include the data folder containing C# assemblies that should be exported together with your Linux binary and .pck?

I don't recall a data folder being created with the exported binary and pck. I built for Linux using the Windows build of Godot with mono support (beta 3) and I uploaded only the binary and pck to Steam because those were the only generated files. I'm away from my development computer for the next few days but I will test it out on the latest beta and get back to you when I can.

I tested with 3.1 beta 6 Mono, and I confirm that no data folder was exported, and I got this error in the terminal:
Unhandled Exception:
System.IO.FileNotFoundException: Data template directory not found
  at GodotSharpTools.Editor.GodotSharpExport._ExportBegin (System.String[] features, System.Boolean debug, System.String path, System.Int32 flags) [0x000c3] in <c3891e5a8dad40e2a99fcc2bedb221ab>:0
ERROR: _export_begin: Method/Function Failed.
   At: modules/mono/editor/godotsharp_export.cpp:163.

I'll try 3.1 beta 8 now. CC @hpvb

I tested with 3.1 beta 8, and this time the data folder is properly exported.
Yet, the game still doesn't work, even on the same system that was used to export the binary (Mageia 7 x86_64):
$ ls -l
total 67304
drwxr-xr-x 3 akien akien     4096 Feb 28 10:45 data_InteractiveCubes/
-rw-r--r-- 1 akien akien   516980 Feb 28 10:45 multicube_mono_debug.pck
-rwxr-xr-x 1 akien akien 68386415 Feb 28 10:45 multicube_mono_debug.x86_64*

$ ./multicube_mono_debug.x86_64
OpenGL ES 2.0 Renderer: GeForce GTX 670MX/PCIe/SSE2
The assembly mscorlib.dll was not found or could not be loaded.
It should have been installed in the `/home/akien/tmp/godot/bug/multicube_mono_linux/debug/data_InteractiveCubes/Mono/lib/mono/4.5/mscorlib.dll' directory.

$ find data_InteractiveCubes/
data_InteractiveCubes/
data_InteractiveCubes/Mono
data_InteractiveCubes/Mono/etc
data_InteractiveCubes/Mono/etc/mono
data_InteractiveCubes/Mono/etc/mono/4.5
data_InteractiveCubes/Mono/etc/mono/4.5/DefaultWsdlHelpGenerator.aspx
data_InteractiveCubes/Mono/etc/mono/4.5/settings.map
data_InteractiveCubes/Mono/etc/mono/4.5/machine.config
data_InteractiveCubes/Mono/etc/mono/4.5/Browsers
data_InteractiveCubes/Mono/etc/mono/4.5/Browsers/Compat.browser
data_InteractiveCubes/Mono/etc/mono/4.5/web.config
data_InteractiveCubes/Mono/etc/mono/mconfig
data_InteractiveCubes/Mono/etc/mono/mconfig/config.xml
data_InteractiveCubes/Mono/etc/mono/4.0
data_InteractiveCubes/Mono/etc/mono/4.0/DefaultWsdlHelpGenerator.aspx
data_InteractiveCubes/Mono/etc/mono/4.0/settings.map
data_InteractiveCubes/Mono/etc/mono/4.0/machine.config
data_InteractiveCubes/Mono/etc/mono/4.0/Browsers
data_InteractiveCubes/Mono/etc/mono/4.0/Browsers/Compat.browser
data_InteractiveCubes/Mono/etc/mono/4.0/web.config
data_InteractiveCubes/Mono/etc/mono/2.0
data_InteractiveCubes/Mono/etc/mono/2.0/DefaultWsdlHelpGenerator.aspx
data_InteractiveCubes/Mono/etc/mono/2.0/settings.map
data_InteractiveCubes/Mono/etc/mono/2.0/machine.config
data_InteractiveCubes/Mono/etc/mono/2.0/Browsers
data_InteractiveCubes/Mono/etc/mono/2.0/Browsers/Compat.browser
data_InteractiveCubes/Mono/etc/mono/2.0/web.config
data_InteractiveCubes/Mono/etc/mono/browscap.ini
data_InteractiveCubes/Mono/etc/mono/config
data_InteractiveCubes/Mono/lib
data_InteractiveCubes/Mono/lib/libMonoPosixHelper.so
data_InteractiveCubes/Mono/lib/libmono-btls-shared.so

Some stuff is missing in the data folder.

The above test was made with a test project with no C# solution at all (and no C# code).
Now I've generated a C# solution in the same project, and when exporting a debug build, I get this error:
ERROR: _add_file: Condition ' !f ' is true. returned: false
   At: modules/mono/editor/godotsharp_export.cpp:170.
ERROR: _export_begin: Condition ' !_add_file(scripts_metadata_path, scripts_metadata_path) ' is true.
   At: modules/mono/editor/godotsharp_export.cpp:95.

And this time, no data folder at all. (Still 3.1 beta 8.)
That seems to happen because I generated the solution but never built it.
Next step, I added a C# script and build the solution. This time the export worked fine, and I get a functional game in the end. The data folder still has the same contents, but Mono libs are now included in the .pck file:
  inflating: .mono/metadata/scripts_metadata.debug
  inflating: .mono/assemblies/GodotSharp.dll
  inflating: .mono/assemblies/InteractiveCubes.dll
  inflating: .mono/assemblies/Mono.Security.dll
  inflating: .mono/assemblies/System.dll
  inflating: .mono/assemblies/System.Configuration.dll
  inflating: .mono/assemblies/System.Core.dll
  inflating: .mono/assemblies/System.Numerics.dll
  inflating: .mono/assemblies/System.Security.dll
  inflating: .mono/assemblies/System.Xml.dll
  inflating: .mono/assemblies/mscorlib.dll

TL;DR: False alarm, as of 3.1 beta 8 expecting valid C# projects works on Linux, and should work for @Jcozman's game.
The two other bugs I found happened when you don't have a C# solution, or when you didn't build it, but they're minor issues and I'll open separate bug reports for them.

@Jcozman Would still be great if you can confirm that your game works when exported with 3.1 beta 8 (or beta 9 which should be released today). I can test a Linux build for you if needed.

@akien-mga Just tested on beta 10, the Linux build works perfectly fine now. Thank you!

Nice! I see you added a Linux build for the game on Steam, I'll buy it :D
You still need to enable Linux in Steamworks though, it doesn't appear with the Linux / SteamOS logo in the store.

Thank you! I'll take a look - it could be that that the store page hasn't updated yet. I was able to download and run the game from the Steam client in my virtual machine running Ubuntu.


[FEA] Implement kernel to support Africa/Casablanca time zone in LEGACY mode.

Avoid posting private or sensitive data.
Expected behavior
Pass or ignore the case
Environment details (please complete the following information)

Environment location: [Standalone, YARN, Kubernetes, Cloud(specify cloud provider)]
Spark configuration settings related to the issue

Additional context
Add any other context about the problem here.

also cc @res-life to help, this case is still unstable in non-utc environment

Let's use this issue to track the support for Africa/Casablanca time zone in legacy mode.

thanks! retargeted issue to 24.12

We do not want to implement a kernel just for Africa/Casablanca unless we implement it for all time zones!!!
https://github.com/NVIDIA/spark-rapids/issues/6839
We picked Africa/Casablanca as an arbitrary time zone. It is one of the more complicated ones in terms of rules, but it is not there because a customer needs it. If we are going to develop a solution to a problem like this we want to develop a general purpose solution.

The issue https://github.com/NVIDIA/spark-rapids/issues/6839 is for non-LEGACY mode.
This requirement is for LEGACY mode. So this is another requirement.
For legacy mode, from the code
It invokes LegacySimpleTimestampFormatter  and gets a java.sql.Timestamp, then invokes fromJavaTimestamp and rebaseJulianToGregorianMicros. So this it will be another kernel.
Spark has different behaviors between LEGACY mode and non-LEGACY mode.

I think the priority for this issue is low.


fix re-declaration

This branch has conflicts that must be resolved
You need to --git pull first.
Kindly check that first


add default start value for op_as_view

Currently moonc compiler uses 0 as the default start value implicitly. Later, we want to change the compiler to use the user-supplied default value.

Pull Request Test Coverage Report for Build 4176
Details

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 80.817%

Totals

Change from base Build 4173:
0.0%

Covered Lines:
4491

Relevant Lines:
5557

💛  - Coveralls


lispPackages_new: import Quicklisp dist 2022-04-01

Description of changes
Import Quicklisp dist 2022-04-01.
cl-protobufs stopped building on SBCL due to a new dependency on a C++ program that is not in nixpkgs.

Things done

Built on platform(s)

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

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

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

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

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

[ ] Fits CONTRIBUTING.md.

will make another one


restructure storage samples

Pull Request Checklist
Please leverage this checklist as a reminder to address commonly occurring feedback when submitting a pull request to make sure your PR can be reviewed quickly:
See the detailed list in the contributing guide.

[x] C++ Guidelines
[x] Doxygen docs
[x] Unit tests
[x] No unwanted commits/changes
[x] Descriptive title/description

[x] PR is single purpose
[x] Related issue listed

[x] Comments in source
[x] No typos
[x] Update changelog
[x] Not work-in-progress
[x] External references or docs updated
[x] Self review of PR done
[x] Any breaking changes?

/azp run cpp - storage

/azp run cpp - storage

/azp run cpp - storage

@vhvb1989 I just added support for reading from env var. It all looks good to me now. Feel free to hit the merge button to unblock youself.


fire method does not work in onrender

Description:
(included in the reproduction)
Versions affected:
above 0.7
Reproduction:
Playground

I think I've narrowed down the issue. The handlers declared on a component (in this case, on-bar) is registered after onrender. By oncomplete, they are all present. I still think it's a bug tho, given that onrender is described to be "after render, before transition complete".

It appears to be caused by https://github.com/ractivejs/ractive/blob/e1d4a0107cc758f4ff92f682c08a2018db7f0a45/src/view/items/shared/EventDirective.js#L162


[Material][Menu] Fix MenuPaper class composition precedence

[x] I have followed (at least) the PR section of the contributing guide.

Summary
This bug is closely related to https://github.com/mui/material-ui/issues/31013. The issue is that for the Menu component's Paper, PopoverPaper styles are being applied on top of MenuPaper styles, when it should be the other way around.
This is because the composition is not in the correct order: We use as to provide the MenuPaper to the Popover, so PopoverPaper is built on top of MenuPaper, instead of MenuPaper being built on top of PopoverPaper, which causes:

Properties defined in MenuPaper that are also defined in PopoverPaper to get overridden, which caused #36838
Theme customization not to work for MenuPaper properties that are also defined in PopoverPaper: Codesandbox

Solution
To solve this, I implemented the slots and slotProps props on the Popover component with the paper key. With that, the new composition works as:

PopoverPaper is imported into the Menu component's file
MenuPaper is built on top of PopoverPaper
MenuPaper is passed to Popover using the paper slot

Some other changes that I did were

Refactor Menu to use slotProps instead of PaperProps, for consistency as we're now using the slot architecture. PaperProps is still supported on the Popover component.
Refactor tests and add tests for the new implementations as well as missing cases for both Popover and Menu

Pending
Some questions I have that should be resolved before merging:

Should we document Popover's new slots and slotProps props? Maybe we want to leave them as internal, although I don't see the harm in making them public
Should I implement the components and componentProps equivalence? I didn't because slots are the new convention
When implementing the paper slot, I had to refactor the way the props are passed to the Paper component inside the Popover to use useSlotProps. Every prop that I moved had a test associated (or I added it), except for the usage of style: isPositioned ? paperSlotProps.style : { ...paperSlotProps.style, opacity: 0 } which was added on this PR: https://github.com/mui/material-ui/pull/34546. I could find a way to create a test for it, is there a way to test it or should I just leave it?
Should I implement the root key on the slots prop as well? I didn't because it's not required for the fix

Please add any other suggestions you might have!
closses #36838

Should we document Popover's new slots and slotProps props? Maybe we want to leave them as internal, although I don't see the harm in making them public

Yes, we should document them.

Should I implement the components and componentProps equivalence? I didn't because slots are the new convention

No, we don't want to add props we plan to remove :) It's best to teach developers to move to the new API

When implementing the paper slot, I had to refactor the way the props are passed to the Paper component inside the Popover to use useSlotProps. Every prop that I moved had a test associated (or I added it), except for the usage of style: isPositioned ? paperSlotProps.style : { ...paperSlotProps.style, opacity: 0 } which was added on this PR: https://github.com/mui/material-ui/pull/34546. I could find a way to create a test for it, is there a way to test it or should I just leave it?

You can use toHaveComputedStyle to test specific styles. Note, we don't test this in JSDom, so you will need a check like this at the start of the test:
    if (/jsdom/.test(window.navigator.userAgent)) {
      this.skip();
    }

Should I implement the root key on the slots prop as well? I didn't because it's not required for the fix

Yes, let's add all slots that makes sense in one go.

Hey @mj12albert @mnajdova thanks for you comments! I implemented the suggested changes:

Added test for the style: isPositioned ? paperSlotProps.style : { ...paperSlotProps.style, opacity: 0 } paper prop (https://github.com/mui/material-ui/pull/34546). The tricky part was figuring out that that prop forces the opacity to be set to 1 only after onEntering has been called, which I finally tested.
Made PaperProps and slotProps.paper actually interchangeable. I documented that slotProps.paper should be used and that it overrides PaperProps, which I marked as deprecated.
Implemented root key for slots and slotProps. I'm unsure if the types I defined in Popover.d.ts for these props are correct, please help me check this.
Added tests and documentation for everything.

Please review when you have time to do so 😃


Able to set userId (for owner) if you're a superuser using the API

This is the PR for this ticket https://github.com/CDL-Dryad/dryad-product-roadmap/issues/75 .

Looks good, tests ok on vm.


Fix #7609 - Long names were cut off on mWeb in Chat headers

Details

Fix for regression due to #7077
Fixed Issues

$ #7609
Tests

Verify the positioning of Empty state names for arbitrarily long names in chats and groups.
[X] Verify that no errors appear in the JS console

QA Steps

Verify the positioning of Empty state names for arbitrarily long names in chats and groups.
[X] Verify that no errors appear in the JS console

Tested On

[X] Web
[X] Mobile Web
[X] Desktop
[X] iOS
[X] Android

Screenshots

Web

Mobile Web

Desktop

iOS

Android

Mb,  I added the wrong issue number in the beginning ( Sorry Marc ). @parasharrajat Should we tag Luke for review explicitly?
Also I am running into issues having the desktop app running for some reason. My changes certainly aren't the reasons, So I posted my PR. Will update the Desktop as soon as I get it running.

:hand: This PR was not deployed to staging yet because QA is ongoing. It will be automatically deployed to staging after the next production release.

🚀 Deployed to staging by @Luke9389 in version: 1.1.39-0 🚀

platform
result

🤖 android 🤖
success ✅

🖥 desktop 🖥
success ✅

🍎 iOS 🍎
success ✅

🕸 web 🕸
success ✅

🚀 Deployed to production by @timszot in version: 1.1.39-3 🚀

platform
result

🤖 android 🤖
success ✅

🖥 desktop 🖥
success ✅

🍎 iOS 🍎
success ✅

🕸 web 🕸
success ✅


New \html* commands

PR #2082 adds new \html* commands. They are great! Now I can do things that I could never do before.
But I also have one issue regarding these new commands: The current implementation adds one enclosing span per every \html* command. For example, if I have a command like \htmlData{a=1}{\htmlClass{b}{x}} the generated HTML is roughly x. But the program that I use requires that both the class and data attributes appear in the same HTML element.
So here is my question: When a sequence of \html* commands are directly nested like the above example, will it be possible to generate a single enclosing span like x, instead of creating one span per command?
If this is a bit hard to implement, it will be great if another command like \htmlAttr{class="b" data-a="1"}{x} can be added, so that we can add an explicit list of attributes to an enclosing span.
Thank you very much for your great work. I love KaTeX.

@ylemkimon wrote:

I'm against adding \htmlAttr as (1) validation of attributes is impossible and (2) it may open to vulnerabilities and blacklisting is not enough.

An alternative would be to define some coalescing behavior for , so that \htmlId{hi}{\htmlData{x=1}{hello}} produces ...hello....

\htmlAttr is in the same security domain as other \html* commands, so it is disabled by default. The user has to explicitly enable it in order to use it, so it is unlikely that someone is tripped up by the vulnerability by mistake. But I do see the concern, and I understand if the consensus judgment is not to include it. I just wanted to contribute back what I coded for my own need in case you find it will be useful.
Regarding coalescing, coalescing will address my need as does \htmlAttr. \htmlAttr was just so much easier for me to code up quickly since I am not familiar with the overall KaTeX codebase. I will be excited if someone who knows the codebase well can implement the coalescing idea if anyone has the time and interest. Thank you very much!


Accessing environment state

Hi,
I have managed to train a population of agents using your Rllib tutorial as a basis (many thanks for that). During the evaluation, I would like to collect some more detailed information about an environment's state, so I can better compare the agent's behaviours outside of the base return. Is there some way I can access the state of individual tiles + other environment properties via MeltingPotEnv?
Thanks!

A concrete example problem I would like to solve: in the Capture the Flag environment, how can I count the number of tiles coloured red?

Hello,
The best way to extract (custom) information from a substrate is to push them as events. This is assuming you don't need them for agent observation (as observations require more machinery). This means you need to edit the Lua (unless we already have a component in Lua that exposes what you want).
In the case of your example for CTF, probably the easiest thing to do would be to add a component to the Scene object, and in that component you have an update function iterates over all objects (checking if they) that contain a Ground component (https://github.com/deepmind/meltingpot/blob/22f0a448fdcc19f0f9a1eb115c95f923900a0f8c/meltingpot/lua/levels/paintball/shared_components.lua#L80), then you emit an event counting how many of those are in state blue and how many in state red.
Something like:
local Ground = class.Class(component.Component)

function GroundCounter:__init__(kwargs)
  kwargs = args.parse(kwargs, {
      {'name', args.default('GroundCounter')},
  })
  GroundCounter.Base.__init__(self, kwargs)
end

function GroundCounter:update()
  local grounds = self.gameObject.simulation:getAllGameObjectsWithComponent('Ground')
  local counts = {
    clear = 0,
    red = 0,
    blue = 0,
  }
  for _, ground in pairs(grounds) do
    counts[ground:getState()] = counts[ground:getState()] + 1
  end
  events:add('grounds', 'dict',
               'red', counts['red'],
               'blue', counts['blue'])
end
...

local allComponents = {
    ...
    GroundCounter = GroundCounter,
    ...
}

Then, you would add this component to the Scene object config: https://github.com/deepmind/meltingpot/blob/22f0a448fdcc19f0f9a1eb115c95f923900a0f8c/meltingpot/python/configs/substrates/paintball__capture_the_flag.py#L529
And you can now get the event by checking the substrate (as a python object) events() call, or by registering an observable on the events channel (similar to how you can register renderers for the third person view WORLD.RGB)

Hey @duenez,
Thanks for the explanation and sample code. I was kind of afraid that I would have to dig into the lua code. I would still prefer to add this to the info returned by the environment, but I'll see if I can bake the observable into the MeltingPotEnv.


Calculate the Counter value given the offset into the ciphertext

Thanks for providing this library @ricmoo , I am finding this very useful.
How do I calculate the counter given an offset into the cipher text?
I know the initial counter used for encryption.
I have a partial ciphertext and I know the byte offset into the complete cipher text.
Looking through the sources at how the counter is incremented as the decrypt takes place seemed that it should be straight forward but trying a simple test does not show the plaintext.
Here is what I have been trying (simplified)

I encrypted the package.json file at the root of your project using python
verified the entire file can be decrypted using your lib w a counter of 0
Tried to read the encrypted file at an offset then decrypting using the same procedure but incrementing the initial counter depending on the byte offset like below. This did not work.

var bytesToRead = 500;
var fileOffset = 200;
var val = fileOffset / 16;
var counter = new aesjs.Counter(0);
while (val > 0) {
  val--;
  counter.increment();
}

var key = new Buffer(options.key);
var ciphertextFile = path.resolve(__dirname, 'package.json.enc');
var decrypter = new aesjs.ModeOfOperation.ctr(key, counter);
fs.open(ciphertextFile, 'r', function(status, fd) {
  var buffer = new Buffer(bytesToRead);
  fs.read(fd, buffer, 0, bytesToRead, fileOffset, function() {
    var padded = aesjs.padding.pkcs7.pad(buffer);
    var plaintext = decrypter.decrypt(padded);
    var text = aesjs.utils.utf8.fromBytes(plaintext);
    console.log('decrypted text: ', text);
  });
});

So, I haven't tried out your code yet, just pointing out a few things... If it doesn't help, let me know and I will look more into it:
Your offset of 200 is not congruent to 0 mod 16, so later when you jump into the file at offset 200, you are running the one-time pad against the wrong section.
Also, CTR does not require any padding, so padding it might lead to weird goo at the end of the decrypted output.
I don't see where bytesToRead is set either.
Just a few ideas. Let me know if there are still issues. But something like this should certainly work.

Thank you for your reply.
I accidentally introduced some errors when I copied the code. I think I've corrected them.
I thought the padding was necessary to align the fragment to 16 bytes since the offset is an arbitrary location into the ciphertext. The padding will add the weird goo to the plaintext but I can trim afterwards and the rest should be good.
Or does the decryption only works on complete 16 byte block so I cannot decrypt at a random offset?

The decryption must begin on 16 byte block, but you could easily throw junk in and strip it. For examples (this is in pseudo code, off the top of my head):
var data = utils.toUtf8Bytes([ 200 bytes ] + "A B C D ");

if you only cared about the A B C D, you could decrypt using something like:
// Skip the counter forward to where you want to begin
var counter = new Counter(Math.floor(200 / 16));

// Create the AES mode of operation
var decrypter = new AESCounterMode(key, counter);

// Eat up the offset number of bytes you want to ski[
var junk = utils.toUtf8Bytes("JUNKJUNKJUNKJUNK");
decrypter.decrypt(junk.slice(0, 200 % 16));

// Now the internal state has the counter properly aligned to the block and byte within the block
var plaintext = decrpyter.decrypt(data.slice(200))

Kinda complicated though. Might be easier to just start decryption from the correct block and trim it off.
Does that make sense? I recommend checking out this wikipedia page to see how these work, internally.

In my case I do not have access to the entire ciphertext, only a fragment and the offset. In some cases it can be the last few K of a multi-meg file.
Thank you for the link, will read up further on it. Any additional help is appreciated.

So, in that case, the above method will work. You will fast-forward the counter to the Math.floor(offset / 16) block, then decrypt (offset % 16) of junk to fast-forward to the byte, and then you can just decrypt the cipher text normally.

ok, thank you for the level of detail @ricmoo .
One last question, are there any shortcuts to fast forward to the byte w/o having to decrypt junk?
In the case of a large ciphertext would be great to avoid creating the junk bytes into the offset.

You would never have to fast forward past more than 15 bytes of junk. Fast forwarding the counter gets you past 16 bytes at a time, and you don't need to increment, just jump. To fast-forward to byte 200 you would initialize the counter to 12 (Math.floor(200 / 16)) (which has now skipped 192 bytes) and then decrypt 8 bytes of junk, getting you to the offset of 200 in the one-time pad.

Thanks for the help! It is all working as described now.


1.13.0

onnx 1.13.0
upstream: https://github.com/onnx/onnx/tree/v1.13.0
requirements.txt: https://github.com/onnx/onnx/blob/v1.13.0/requirements.txt
Changes

Bump version and SHA
Remove unnecessary ignore_run_exports
Update dependencies

Notes

Adds python 3.11 support
abs.yaml file to be removed before merging (or after https://github.com/AnacondaRecipes/protobuf-feedstock/pull/18)
Linter complains of pinnings in host section. All deps w/o pinnings are in CBC or are python build tools

Linter check found the following problems:
The following problems have been found:
ERROR: /tmp/abs_75tcnct5bi/clone/recipe/meta.yaml:34: host_section_needs_exact_pinnings: Packages in host must have exact version pinnings, except python build tools.
Errors were found

Linter check found the following problems:
The following problems have been found:
ERROR: /tmp/abs_0blkih9pan/clone/recipe/meta.yaml:34: host_section_needs_exact_pinnings: Packages in host must have exact version pinnings, except python build tools.
Errors were found

Linter check found the following problems:
The following problems have been found:
ERROR: /tmp/abs_31nvcm2v38/clone/recipe/meta.yaml:32: host_section_needs_exact_pinnings: Packages in host must have exact version pinnings, except python build tools.
Errors were found

Do we need to pin protobuf and libprotobuf because of the bug?
The package that the linter is complaining about is protobuf. Even if you pinned protobuf to {{ libprotobuf }}, it would still do it because of a bug I'm working on.

https://github.com/AnacondaRecipes/aggregate/pull/247/files will need to be merged first. This will enable the correct pinnings.
Problems are actually arising from the incorrect usage of ignore_run_exports and/or dependencies missing from host section that can lead to missing pinnings from cbc.

Linter check found the following problems:
The following problems have been found:
ERROR: /tmp/abs_167vwsqaz2/clone/recipe/meta.yaml:32: host_section_needs_exact_pinnings: Packages in host must have exact version pinnings, except python build tools.
Errors were found

Linter check found the following problems:
The following problems have been found:
ERROR: /tmp/abs_13_zr7c5gl/clone/recipe/meta.yaml:32: host_section_needs_exact_pinnings: Packages in host must have exact version pinnings, except python build tools.
Errors were found

Linter check found the following problems:
The following problems have been found:
ERROR: /tmp/abs_0cdp3p5l5w/clone/recipe/meta.yaml:32: host_section_needs_exact_pinnings: Packages in host must have exact version pinnings, except python build tools.
Errors were found


Move javascript evaluation to separate runtime

Problem
Running v8 in the main process is not safe.
v8 prone to crashes, e.g. in OOM case - and when v8 crashes main process crashes
Solution
We need to evaluate javascript in the separate process.
Interface:

Loads raw code or npm plugin
Expose exported symbols
Execute exported function by name

There are several option:
process:

per destination
per instance

communicate:

stdin/stdout.
socket or domain socket
http
grpc

language:

typescript (node.js executable)
rust (deno v8 runtime or deno itself)
go

A few thoughts on interface design.
Command Line tool
Assuming we'll go with stdin / stdout approach, I believe following CLI will make sense
Source params
These params will define the source of JS code
--npm-name <packageName>
--npm-version <versionSpec>
--npm-url, --npm-credentials (for private repos, can skip the implementation right now)
--format cjs (we don't need to support anything except CommonJS now)

or

--std-in (read code from stdin, two line breaks should indicate end of input)

Once the source code is read, it should be internally represented as set of symbols. Symbol can be either value or function. In case of CJS, those symbols are just exported functions / costs. If the code is read from stdin, the only symbol should be main (type of function)
Once the code is loaded, the parent process should communicate with it with messages sent to stdin. Each message should be JSON as a single line where \n indicates the end of the message. The response should be JSON one-liner too.
Here's the list of messages:
Describe Message
{"messageType": "describe"}

Response:
{
  "symbols": [
      {"symbol": "descriptor", "type": "value", "value": {...}},
      {"symbol": "validate", "type": "function"}
  ]
}

Run Message
{
   "messageType": "run",
   "function": "validate",
   "args": [...]
}

Response:
{
  "status": "error" or "ok",
  "errorMessage": "message",
  "logMessages": [{"severity": "", "string"}]  //log messages from console.log
  "errorDetails": "stacktrace or similar"

//or (if status is ok)

  "result": {...}
}

Please note, that if symbol returns Promise, the tool should wait for it to be resolved and return final status
Go wrapper
The go wrapper should follow same interface as CLI. See pseudo-code (TypeScript, really)
export type ScriptSymbol = {
  type: 'function' | 'value'
  value?: any
}

export type ExecResult = {
  status: "ok" | "error"
  logMessages: {severity: string, content: string}[]
  result?: any
  errorMessage?: string
  errorDetails?: string
}

interface Script {
  describe(): Record<string, Symbol>
  exec(symbol: string, args: any[]): ExecResult
}

export type NpmSpec = {
  npmPackage: string
  npmVersion: string
  repoUrl?: string
  repoCredentials?: string
}

export type ScriptFactory = (
  npmSpec?: NpmSpec,
  code?: string
) => Script

Script should handle the restarts internally. If underlying process has crashed, it should spawn a new one.
Builtins (open question)
We need to find a way how to pass 'builtins' — a number of functions that are predefined.