Module not found: Can't resolve 'tfhe_bg.wasm'

I created Next.js project by following this tutorial but got this error.
and also seems fhevm.js v0.4.x doesn't have the export initFhevm
 ⨯ ./node_modules/.pnpm/fhevmjs@0.4.0/node_modules/fhevmjs/lib/web.js:7685:0
Module not found: Can't resolve 'tfhe_bg.wasm'

Hello!
First, you should use 0.3.2 for now. The new version of fhevmjs has been published a little bit in advance, but the new fhEVM is not released yet (but will be soon).
Did you try to use the same config we use in the template?

I appreciate your help! that config solved the resolver issue.
but now, I'm getting error when trying to create instance.
FYI, Ive got the same error when I used next.js template!
im trying to create instance within contextAPI. seems public key is not proper and instance is undefined...

"use client";
import { useEthersProvider } from "@/hooks/useEthers";
import { FhevmInstance, initFhevm } from "fhevmjs";
import { createContext, useContext, useEffect, useMemo, useState } from "react";
import { useAccount, useChainId } from "wagmi";
import { createInstance } from "fhevmjs/web";

const stateContext = createContext<any>(null);

export const StateProvider = ({ children }: { children: React.ReactNode }) => {
  const [instance, setInstance] = useState<FhevmInstance | undefined>();
  const { address } = useAccount();
  const chainId = 8009;
  const provider = useEthersProvider({ chainId });
  // const chainId = useChainId();

  useMemo(async () => {
    await initFhevm();
    createFhevmInstance();
    console.log("fhevm initialized");
  }, [provider, address]);
  const createFhevmInstance = async () => {
    const publicKey = await provider?.call({
      from: null,
      to: "0x0000000000000000000000000000000000000044",
    });
    console.log("publicKey", publicKey);
    const instance = await createInstance({ chainId, publicKey } as {
      chainId: number;
      publicKey: string;
    });
    console.log("instance", instance);
    setInstance(instance);
  };
  const getTokenSignature = async (
    contractAddress: string,
    userAddress: string
  ) => {
    if (instance!.hasKeypair(contractAddress)) {
      return instance!.getTokenSignature(contractAddress)!;
    } else {
      const { publicKey, token } = instance!.generateToken({
        verifyingContract: contractAddress,
      });
      const params = [userAddress, JSON.stringify(token)];
      const signature: string = await window.ethereum.request({
        method: "eth_signTypedData_v4",
        params,
      });
      instance!.setTokenSignature(contractAddress, signature);
      return { signature, publicKey };
    }
  };

  return (
    <stateContext.Provider
      value={{
        getTokenSignature,
        createFhevmInstance,
        instance,
      }}
    >
      {children}
    </stateContext.Provider>
  );
};

export const StateContext = () => useContext(stateContext);

@immortal-tofu

This error is because you're not using a compatible version between the network you're using and the version of fhevmjs. As of today:

Zama devnet needs fhevmjs 0.3.2
INCO devnet needs fhevmjs 0.4.0
Local node in hardhat template needs 0.3.2

@immortal-tofu I upgraded to<EMAIL_ADDRESS>but still getting the same error.

From which network did you get the public blockchain key?

@immortal-tofu im trying to get pubKey from zamadevnet as I showed above code!

You're using the wrong precompiles address. Take a look at this example https://docs.zama.ai/fhevm/v/0.3-2/client-sdk/getting_started/browser

You're right. We've made few mistakes regarding the upcoming release because we released some packages and we didn't release others. Everything will be fixed in the coming days, but for now:

Use this version of hardhat template which uses correct versions of fhevmjs (you can update fhevmjs to 0.3.2 since it's using 0.3.1, but this minor just include a bugfix for CLI) https://github.com/zama-ai/fhevm-hardhat-template/tree/bb0d8267e1325500bb577754d17c35b94ff7efa6
Use fhevmjs 0.3.2 and fhevm 0.3.0

@immortal-tofu
gotcha! so which version of dev node should be used?
you said dev node should be v0.3.2 but I can't find that version....
current hardhat template is using v0.3.0-0, and this is using v0.2.4
> docker run -i -p 8545:8545 -p 8546:8546 --rm --name fhevm ghcr.io/zama-ai/ethermint-dev-node:v0.3.2

Unable to find image 'ghcr.io/zama-ai/ethermint-dev-node:v0.3.2' locally
docker: Error response from daemon: manifest unknown.
See 'docker run --help'.

Docker image doesn't follow the versioning above. You can use the 0.2.4 used in the hardhat template 👍


Melissa screenshots

:warning: Validation status: warnings

File
Status
Preview URL
Details

msteams-platform/get-started/get-started-app-studio.md
:warning:Warning

Details

msteams-platform/publishing/apps-publish.md
:warning:Warning

Details

msteams-platform/assets/images/get-started/StoreTeamsAppStudio(Preview).png
:white_check_mark:Succeeded

msteams-platform/assets/images/get-started/StoreTeamsAppStudio.png
:white_check_mark:Succeeded

msteams-platform/assets/images/get-started/TeamsAppStudio(Preview).png
:white_check_mark:Succeeded

msteams-platform/assets/images/get-started/TeamsAppStudio.png
:white_check_mark:Succeeded

msteams-platform/assets/images/get-started/teamsAppStudioConfiguration.png
:white_check_mark:Succeeded

msteams-platform/resources/design/framework/apps.md
:white_check_mark:Succeeded

msteams-platform/get-started/get-started-app-studio.md

Line 15: [Warning] Invalid file link:(~/get-started/get-started-nodejs).

msteams-platform/publishing/apps-publish.md

Line 11: [Warning] Invalid file link:(~/resources/design/overview).
Line 21: [Warning] Invalid file link:(~/resources/schema/manifest-schema).
Line 21: [Warning] Invalid file link:(~/concepts/apps/apps-package).
Line 23: [Warning] Invalid file link:(~/resources/design/overview).
Line 66: [Warning] Invalid file link:(~/concepts/apps/apps-package).
Line 66: [Warning] Invalid file link:(~/publishing/office-store-checklist).
Line 71: [Warning] Invalid file link:(~/publishing/office-store-guidance).
Line 104: [Warning] Invalid file link:(~/resources/schema/manifest-schema#bots).
Line 126: [Warning] Invalid file link:(~/troubleshoot/troubleshoot#issues-with-packaging-and-uploading).

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.


Apply the schema on a model prototype rather than an instance

For my use case, it will be much better to be able to assign a schema for a model definition rather than an instance.
This way you define the model once, and any instance of it will share the same behavior.
var Model = Backbone.Model.extend({
  schema: {
    'boolean-property', {type: 'boolean'}
  }
});

or
var Model = Backbone.Model.extend({}),
    schema = new Backbone.Schema(Model);
schema.define('string-property', {type: 'string' });

Just create the scheme in the Models initialize method.


#24167 Document<->Row conversion for FirestoreIO

FirestoreIO version of https://github.com/apache/beam/blob/master/sdks/java/io/google-cloud-platform/src/main/java/org/apache/beam/sdk/io/gcp/datastore/EntityToRow.java and https://github.com/apache/beam/blob/master/sdks/java/io/google-cloud-platform/src/main/java/org/apache/beam/sdk/io/gcp/datastore/RowToEntity.java to avoid manual mapping of objects to the Firestore native format.
Fixes #24167
TODO:

[ ] unit tests (check if there is any case not covered)

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

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

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

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R: @pcostell

hi @nbali can you pls share when will this feature be available in master to use? I would like to use/test this functionality

@vishinde Quite frankly it's not up to me at this point.

Would be great if this could be put back on the agenda again. As far as I understand, this will also solve the issue raised here: https://stackoverflow.com/questions/71163275/add-document-to-firestore-from-beam-with-auto-generated-id


[e2e]: go schedule main config-ldflags-main-dir slsa3

Repo: https://github.com/slsa-framework/example-package/tree/main
Run: https://github.com/slsa-framework/example-package/actions/runs/5655486653
Workflow file: https://github.com/slsa-framework/example-package/tree/main/.github/workflows/e2e.go.schedule.main.config-ldflags-main-dir.slsa3.yml
Workflow runs: https://github.com/slsa-framework/example-package/actions/workflows/e2e.go.schedule.main.config-ldflags-main-dir.slsa3.yml
Trigger: schedule
Branch: main
Date: Tue Jul 25 10:19:27 UTC 2023

Flake: https://github.com/slsa-framework/example-package/issues/212

Repo: https://github.com/slsa-framework/example-package/tree/main
Run: https://github.com/slsa-framework/example-package/actions/runs/5667485263
Workflow file: https://github.com/slsa-framework/example-package/tree/main/.github/workflows/e2e.go.schedule.main.config-ldflags-main-dir.slsa3.yml
Workflow runs: https://github.com/slsa-framework/example-package/actions/workflows/e2e.go.schedule.main.config-ldflags-main-dir.slsa3.yml
Trigger: schedule
Branch: main
Date: Wed Jul 26 10:27:42 UTC 2023
Tests are passing now. Closing this issue.


declared relationships with inheritance load conflict

Class A
  has_one(:moon).from(B, :spot)

Class B < A

We now have a circular dependency.
This could be solved by storing @target_class as a string rather than a class (as mongoid does).  Internally, @target_class is only called in three places: to build, create, and find relationship_class (via declared rels).
Thoughts?
I'll submit a pull request soon so you can see, but I've been having trouble installing dependencies for the specs.

Sounds good. I'm away the next week. Will have a look at it  when I'm back.

It looks like there are some problem with latest jruby or rubygems
If you look at the build server travis log output.  I reverted your other pull request, but it did not solve the build error
.


Profiling tool : Profiling tool throws NPE when appInfo is null and unchecked

Fixes #639 , needs a test , therefore draft

Please take a look @cindyyuanjiang , @parthosa

Added headers for 2024 :balloon:

Added headers for 2024 🎈
@kuhushukla
There is no commit with the updated copyright headers

Ok, we should be good now @cindyyuanjiang , @amahussein , apologies- my commit from yesterday ended with a bad push.


Store compilers in the CMake cache

Fixes this error when using VS Code with the CMake Tools extension:

The path to the compiler for one or more source files was not found in the CMake cache. If you are using a toolchain file, this probably means that you need to specify the CACHE option when you set your C and/or C++ compiler path

Thank you! Tested and merged.


Add event triggering support in SDK

Hey @hoffmannjan,
I have implemented a subscription service layer on top of Signer in CSPR.live, here is how we are using it right now in React:
useEffect(() => {
	  SignerService.subscribe('connect', () => {
	    setActiveWalletType(() => 'signer');
	  });

	  SignerService.subscribe('publicKeyChange', (publicKey) => {
	    setActivePublicKey(() => publicKey);
	  });

	  SignerService.subscribe('disconnect', () => {
	    resetState();
	  });

	  return () => {
	    SignerService.removeAllSubscribers();
	  };
}, []);

This is all we need for now. Let me know if you need more context.


Switch to GitHub M1/aarch64 runners on the CI

https://github.com/VirtusLab/scala-cli/issues/2936

Seems like we can't switch building the Linux arm64 launchers to a github launcher for now, as the MacOS aarch64 runners don't have access to docker.
https://github.com/actions/runner-images/issues/9254#issuecomment-1917916016
The hope in that matter is twofold:

this might be solved in a future macos-15 or higher runner, if the underlying hardware was M3 or newer (https://github.com/actions/runner-images/issues/9254#issuecomment-2169635361)

https://developer.apple.com/documentation/virtualization/vzgenericplatformconfiguration/4360553-isnestedvirtualizationsupported?changes=latest_minor

the more likely solution is when Linux arm64 runners get out of public beta and become available for open source projects (which is uncertain on the if and when, but they're currently in public beta: https://github.blog/changelog/2024-06-03-actions-arm-based-linux-and-windows-runners-are-now-in-public-beta/)

Still, it's a clear improvement to be able to run MacOS aarch64 tests on every PR, rather than just on main, so that part still seems worth doing here.


default COM integration target to production

Target was set to beta during dev work. This defaults it to production while allowing beta to be passed as an arg

Oh yeah, good catch


Installation Issues

Hey Benny,
Thanks for all your work on this. I started integrating it into my project today and I wanted to give you some feedback:

On your git readme, it's confusing where you basically say "run pip install and then run setup.py". I couldn't figure out why you wanted me to do that. And of course, when i pip install it, it installs in a virtualenv site-packages dir that I have to go look for.
It's not clear that I must install django_extensions or provide an alternative slug field, etc. I can see where you say I have the option of specifying an alternative but I didn't realize it was mandatory until I deciphered the error: Your SlugField class, django_extensions.db.fields.AutoSlugField, is improperly defined

Shane

Thanks @shaneharter - let me know if you have any other trouble getting it working in your project.

+1 to @shaneharter's second point

@bennylope I'm also having @shaneharter second issue


how can i use this library to compile in multi thread

Just enable the feature parallel and provides multiple objects to cc::Build, then it would be compiled in multi thread.


fix(builder): refactor network_interfaces handling

drop public IPv4 requirement during build
new default IP address flag to select used interface/IP during build
new wait_boot flag adds ability to wait N time for server to boot up and start all services
add none communicator support
support IPv6 interfaces

Thanks @vtorhonen for review! I'll push updated changelog to this PR so no need to create new one.


Consider datapackage.json output option with csv data

The Tabular data package specification seems like a good fit for the CSV output spoonbill produces.
Giviing a datapackage.json alongside the CSV files means that you could use the frictionles data tools to convert the output to different formats users may want.  There are converters for all types of databases and ODS/Bigquery too.
Recently I have been working on a thing I am calling datapackage convert, which is aimed to be a small set of very fast versions (in rust) of such conversions. Currenly only parquet and sqlite.
Included in that is a way to merge datapacakges together.  This could be benificial if spoonbill is doing conversions over multiple files and you want a way to combine them at the end.  It can also be used for parralelism, i.e spitting up a file so that multiple processes can work on them.  This has the caveat that the outputs need to have a similar structure (i.e one output can not do a combine while the other one does not) but even so it may give a way of combining datasets from variaty of sources.
I think standadising on an itermediate format seems like a good way to collaborate on these tools and datapackage is the best fit I think.

Do many people really use Frictionless though?
For combining datasets, that requires datapackages to be ubiquitous, which seems to not be the case...
In any case, does Frictionless not include tools to auto-generate a datapackage from a CSV (or set of CSVs)?

I think the users just want to get from a to b and they do not care about datapackages. It is more about tool interoperability.
With flatterer I am basically moving to a model where all it is doing is producing a csv datapackage and I will be moving all conversions to other formats to external libraries.  The only one left to move is the xlsx converter.  In profiling, CSV writing is so fast that there is no major cost if always going through it.
If spoonbill produced datapackages too then it could benefit from the same converters. Or if it did not use them as libraries itself it would be trivial to write a wrapper around spoonbill that did or write documentation to explain how.
So if the user wanted to the data from spoonbill to be in a sqlite database or uploaded to big query or any other format there would be an easy path.
Making a datapackage from just the raw the CSVs is very limiting and would require doing things that spoonbill has already done whilst loosing information. Mainly:

type guessing would need to be done again and would not have a schema to help.
primary key and foreign key columns would have to be guessed.
descriptions of columns that can be used as comments on fields in databases or embedded in avro files for big query.

So conversions to other formats would use lot of utility if just inspecting the CSVs.  Also those kind of auto detection routines are slow.

That makes sense in the context of the changes you're making to flatterer. I'll keep the issue open.


Add field user form

Implemented the designs for adding a new field.

I added a new library to the project called poly_collisions. I used it to check self intersection and we could also use it to check polygon overlap.
I opted to separate the main logic of the map.dart file as it would become even bigger and harder to handle. I think making a different map widget for each place that we need it is better and we can keep all the repeated functions in utils or providers.
I have also added a bit of state management to the application.
I added two providers:

MapSettingsProvider will handle keeping track of camera positions and map type through the screens. This allows the user to click the + button on the homescreen and get a view of the same exact map as he saw before.
NewFieldProvider just a small provider to handle keeping track of the to be added field.

The field screen checks that the polygon inserted by the user is not self intersecting and does not allow him to create invalid polygons.
I will finish up the full functionality of these screens in my next PR as this is already quite big.

Reunited with Google Maps? 🚀

Connect your PR to the issue and assign @nadinekuo for review :)

Great job! :D


Farfetch.com: Discrepancy in _abck Cookie Domain Value Between PS-Analysis-Tool, Network Requests Tab and DevTools Application Cookies' Tab

Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:

Go to
Go to the Privacy Sandbox tab on DevTools
Open the Cookies section on left and select https://www.farfetch.com/
Search for the _abck cookie and look for the domain value under the domain column
Observe that the domain is farfetch.net
Go to the network requests tab on DevTools
Reload the page and search for farfetch.net
Observe The Headers section of one of the requests
Look for a Set-Cookie for '_abck' and observe it's domain is set for farfetch.net

Expected behavior
The domain as it appears in the Application tab in the Chrome DevTools should be consistent with ps-analysis-tool and the network requests tab
Screenshots
On the ps-analysis-tool:

It can be observed that the domain for _abck is farfetch.net
On the network requests tab:

It can be observed that the domain for _abck is farfetch.net
On Chrome DevTools' Application tab:

It can be observed that the domain for _abck is farfetch.com
Desktop (please complete the following information):

OS: macOS
Browser: Chrome Canary
Version 118

Additional context
Add any other context about the problem here.

@jlacher
Thank you for reporting this issue.
We already know there are some discrepancies with the way this extension handles partitioned cookies.
Our team is currently exploring some low-level APIs to prevent this kind of mismatch in the data displayed by this extension and the Chrome DevTools. We're also examining a similar issue here: https://github.com/GoogleChromeLabs/ps-analysis-tool/issues/85
We will keep you informed of any progress made on this issue.

@jlacher
This was happening because there were two requests trying to set cookies with the same name but different domains. When we looked closely, we found that the later request was overriding the previous cookie (see screencast)
https://github.com/GoogleChromeLabs/ps-analysis-tool/assets/6297436/e2c9ecb0-6949-4b97-a522-037c62ecf2b6
Therefore, we should avoid the override and list both the cookies. It was implemented and fixed in https://github.com/GoogleChromeLabs/ps-analysis-tool/pull/140 and should be available in the next release. I noticed that the default developer tool also shows both cookies occasionally.

Thank you for the quick response. I would appreciate being kept updated on this issue.


high cpu usage in in_cloudwatch

Problem
high cpu usage between cloudwatch fetch
...
Steps to replicate
use top to check cpu, the ruby's cpu is close to 100% even when its not fetching from cloudwatch
Provide example config and message
Expected Behavior or What you need to ask
seems the "sleep 1" function in the "run" function in the in_cloudwatch_logs.rb need to be moved  from the
"if Time.now > @next_fetch_time" scope to the "until @finished" scope? otherwise the until loop is busy wait
before the next fetch
...
Using Fluentd and CloudWatchLogs plugin versions

OS version
Bare Metal or within Docker or Kubernetes or others?
Fluentd v0.12 or v0.14/v1.0

paste result of fluentd --version or td-agent --version

Dependent gem versions

paste boot log of fluentd or td-agent
paste result of fluent-gem list, td-agent-gem list or your Gemfile.lock

It can be reproducible during waiting next.
fluentd (1.12.0)
fluent-plugin-cloudwatch-logs (0.13.3)
% cat fluent.in.conf
<system>
  log_level debug
</system>

<source>
  @type cloudwatch_logs
  region "#{ENV['AWS_REGION']}"
  aws_key_id "#{ENV['AWS_ACCESS_KEY_ID']}"
  aws_sec_key "#{ENV['AWS_SECRET_ACCESS_KEY']}"
  log_group_name test-group
  log_stream_name foobar
  tag cloud.in
</source>

<match>
  @type stdout
</match>

set proper log_group_name and log_stream_name on your environment.

@tma-prismo
Thanks, I could send PR. #224

I'd released @kenhys's patch as v0.13.4.
Thanks for the report! :+1:


Update SSDT to latest version

Tool information

Tool name: SQL Server Data Tools
Add or update? Update
Desired version: 15.9.3
Approximate size:

Area for Triage:
Recently we added a new property in SSIS runtime, and current version of SSDT installed in vs2017-win2016 cannot build the ispac with this property, so we want to update the SSDT version to latest to unblock our customers from using Microsoft-hosted agents. Please note that please use the SSDT standalone installer downloaded from https://docs.microsoft.com/en-us/sql/ssdt/download-sql-server-data-tools-ssdt?view=sql-server-ver15#ssdt-for-vs-2017-standalone-installer, and make sure "SQL Server Integration Services" is checked.
Question, Bug, or Feature?:
Bug
Virtual environments affected

[ ] macOS 10.15
[ ] Ubuntu 16.04 LTS
[ ] Ubuntu 18.04 LTS
[X] Windows Server 2016 R2
[ ] Windows Server 2019

Can this tool be installed during the build?
It's a Burn installer, which will download payload during installation. The payload contains MSI, EXE,and VSIX. It has command line arguments support for unattended installation. Please launch the installer with "/?" for more details.
Are you willing to submit a PR?
I'm willing to, but I don't know how to do the change.

Hello, @fan130. I updated the SSDT version to the 15.9.3. VM image with the changes will be rolled out next week.

@m-minasyan , thanks a lot for your quick action!

@m-minasyan - I tried this in the same pool above but I am still seeing the older version. Any idea what could be wrong?
LocalDB instance "MSSQLLocalDB" created with version 13.1.4001.0.

Hi @blueelvis!
MS SQL LocalDB is installed through Visual Studio installer, so installation of SSDT don't affect it.
We will consider the idea of installing a separate SQL Server Express in order to have more up-to-date version of LocalDB.
Thanks for raising this issue!


how to do speech test?

Hi Tech Support:
There is speech_test.cc in tensorflow/tensorflow/contrib/lite/models. After I modified BUILD file(attached here), I can have bazel-bin/tensorflow/contrib/lite/models/speech_test to run and also I have downloaded the needed model file  Models:Speech hotword model (Svdf rank=1), Speech hotword model (Svdf rank=2)
Speaker-id model, TTS model, ASR AM modelaccording to
the instrucitons from https://github.com/tensorflow/tensorflow/blob/master/tensorflow/contrib/lite/models/testdata/g3doc/README.md
and also I have created  speech_hotword_model_in.csv and another needed .csv.
When I run "bazel-bin/tensorflow/contrib/lite/models/speech_test", I have errors like:
[ RUN      ] LongTests/SpeechTest.HotwordOkGoogleRank1Test/0
[       OK ] LongTests/SpeechTest.HotwordOkGoogleRank1Test/0 (0 ms)
[ RUN      ] LongTests/SpeechTest.HotwordOkGoogleRank2Test/0
[       OK ] LongTests/SpeechTest.HotwordOkGoogleRank2Test/0 (1 ms)
[ RUN      ] LongTests/SpeechTest.SpeakerIdOkGoogleTest/0
tensorflow/contrib/lite/kernels/lstm.cc:262 node->outputs->size != 3 (4 != 3)
Failed to allocate tensors
tensorflow/contrib/lite/models/speech_test.cc:138: Failure
Value of: testing::ParseAndRunTests(&os, &test_driver, GetMaxInvocations())
Actual: false
Expected: true
Failed to allocate tensors
[  FAILED  ] LongTests/SpeechTest.SpeakerIdOkGoogleTest/0, where GetParam() = -1 (0 ms)
[ RUN      ] LongTests/SpeechTest.AsrAmTest/0
tensorflow/contrib/lite/kernels/lstm.cc:262 node->outputs->size != 3 (4 != 3)
Failed to allocate tensors
tensorflow/contrib/lite/models/speech_test.cc:151: Failure
Value of: testing::ParseAndRunTests(&os, &test_driver, GetMaxInvocations())
Actual: false
Expected: true
Failed to allocate tensors
[  FAILED  ] LongTests/SpeechTest.AsrAmTest/0, where GetParam() = -1 (1 ms)
[ RUN      ] LongTests/SpeechTest.AsrLmTest/0
tensorflow/contrib/lite/models/speech_test.cc:162: Failure
Value of: Init("speech_asr_lm_model.test_spec", &test_driver, &in_file)
Actual: false
Expected: true
I don't know where I can get correct speech_hotword_model_in.csv so I just created one including speech_asr_am_model_in.csv.
I am not sure if it is a bug or I don't have the correct model_in.csv file. I cannot find the solutions from website so I have to ask the help from here.
Or could you tell me the correct way to do speech test under ubuntu 16.04 please? Thank you very much in advance.
csv files needed are
speech_speakerid_model_in.csv, speech_asr_am_model_in.csv
speech_endpointer_model_in.csv, speech_tts_model_in.csv
, speech_hotword_model_in.csv
Thanks and best regards
Frank
Please go to Stack Overflow for help and support:
https://stackoverflow.com/questions/tagged/tensorflow
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System information

Have I written custom code (as opposed to using a stock example script provided in TensorFlow): modified some code and please see attached speech_test_changes.zip
OS Platform and Distribution (e.g., Linux Ubuntu 16.04):ubuntu 16.04
Mobile device (e.g. iPhone 8, Pixel 2, Samsung Galaxy) if the issue happens on mobile device:No, try to run in desktop ubuntu machine.
TensorFlow installed from (source or binary):build from source
TensorFlow version (use command below):1.8
Python version:3.5
Bazel version (if compiling from source):0.13.0
GCC/Compiler version (if compiling from source):
CUDA/cuDNN version:9.1 see atthced tf.env file
GPU model and memory:GTX 1080Ti
Exact command to reproduce:

You can collect some of this information using our environment capture script:
https://github.com/tensorflow/tensorflow/tree/master/tools/tf_env_collect.sh
speech_test_changes.zip
You can obtain the TensorFlow version with
python -c "import tensorflow as tf; print(tf.GIT_VERSION, tf.VERSION)"
Describe the problem
Describe the problem clearly here. Be sure to convey here why it's a bug in TensorFlow or a feature request.
Source code / logs
Include any logs or source code that would be helpful to diagnose the problem. If including tracebacks, please include the full traceback. Large logs and files should be attached. Try to provide a reproducible test case that is the bare minimum necessary to generate the problem.
tf_env.txt

Hi @fzhu129, thanks for the report, we'll take a look and get back to you.

Hi @jdduke, Thank you very much

Nagging Assignee @jdduke: It has been 14 days with no activity and this issue has an assignee. Please update the label and/or status accordingly.

@jdduke ,Could you please update the status on this issue and as well please provide steps to compile speech_test.cc on Ubuntu and run on it.
Thanks,
Niranjan

Over to @alanchiao who is more familiar with that test.

@alanchiao added speech_test.cc to ./tensorflow/contrib/lite/tools/make/Makefile.txt file and rename to Makefile and refer the attached here Makefile.txt
however it is giving compilation error(/tensorflow/contrib/lite/tools/make/downloads/googletest/googletest/include/gtest/internal/gtest-port.h:408:11: fatal error: 'strings.h' file not found)
while compiling on Ubuntu to run on Linux using below command
make -f ./tensorflow/contrib/lite/tools/make/Makefile
and also I modified speech_test.cc like as attached
speech_test.cc.txt

@alanchiao please provide steps to compile speech_test.cc on Ubuntu Linux using ./tensorflow/contrib/lite/tools/make/Makefile and steps to run on Ubuntu Linux  including models files
speech_hotword_model_rank1_2017_11_14.tflite
speech_speakerid_model_2017_11_14.tflite
speech_tts_model_2017_11_14.tflite
speech_hotword_model_rank2_2017_11_14.tflite
speech_terse_am_model_2017_11_14.tflite

@fzhu129 : as you may have noticed, we've disabled the set of the tests in speech_test.cc (e.g. DISABLED_EndpointerTest). The reason is that we made a change in our kernels (e.g. LSTM) that would have required us to update the model files to have these tests continue to run (and pass with the provided in.csv and out.csv files). These model files haven't been updated and the tests will not pass as is.
@niruyadla : from Frank's attached files, it looks like he commented out the inclusion of googletest.h in speech_test.cc. Could you try that out and look at the other changes he's made to make things build?
@fzhu129 : @niruyadla : may I ask how these tests help you? I'm happy to regenerate them if they provide value - I thought that they didn't help anyone (since the unit tests themselves provide coverage for any changes people want to make).

@alanchiao , As of now we don't have any speech models which are quant in LSTM are available in TFLite, I assume some of the below tflite models may be quant lstm model and we like to run this model as part of TFLite Speech apk and run its full network to understand further.
speech_hotword_model_rank1_2017_11_14.tflite
speech_speakerid_model_2017_11_14.tflite
speech_tts_model_2017_11_14.tflite
speech_hotword_model_rank2_2017_11_14.tflite
speech_terse_am_model_2017_11_14.tflite
My goal is to run speech Quant model(lstm quant) on TFLite running on ubuntu and as well on Android.
if possible could you please generate these models in order to run with the latest TensorFlowlite code and update it.

@niruyadla : I'm assuming float models wouldn't serve your need. The models you see now are all floating point models.
Are you trying to understand the effects of post-training quantization on LSTMs (e.g. how much the outputs differ in various models, latency) or the logic in our EvalHybrid kernels (ex: by running things through via gdb)?
If it's the above, this would be a feature request to maintain sample speech models (float and quantized) that run on TFLite for the sake of directly seeing the effects of post-training quantization (beyond what's publicly listed on blog posts, etc.).

This wouldn't be for creating demos (since we've modified the models so that they wouldn't work as well).
This wouldn't be for easily creating TFLite models from Tensorflow (since easy LSTM conversion support through TOCO is still lacking).

@alanchiao , do you have any speech quant models(not necessary lstm,even if you use conv or some other nodes it is fine ) which can run using TFlite on Ubunutu Linux so that I can debug (ex: by running things through via gdb)

@alanchiao  but it is still good idea to run these models with speech_test so that community can try to understand how these models are working on lstm with single input(like OKGOOGLE hotword audio sample run thru network and generate output and matched with golden output.
So please modify speech_test.cc so that we can compile on Linux and run using gdb to step in and understand more about these lstm and svdf float models to detect "okgoogle" hotword.

@alanchiao To give you an insight into what we are doing , we are porting TensorFlow Lite to our audio platforms. In order to confirm that what we ported is correct your speech_test.cc is very important for us.
Maintaining speech_test.cc along with the tflite models is therefore very important to us.
Ideally if you can provide both float and quant tflite models ,it willbe very useful to us.
Atleast float tflite models are mandatory for us ,Can you regenerate working tflite models to work with speech_test.cc ?

@alanchiao , do you have any update on this?

@niruyadla : I'll try to add one of the speech models (hopefully submitted tomorrow) with both float and quant models to help you with your porting process.
I'd be curious to how you plan to create your models to run via TFLite on your audio platforms. There isn't currently an easy path from Tensorflow for RNNs/LSTMs besides hand-creating the models.
Given that the Tensorflow to TFLite conversion process is still very difficult for LSTMs, the original thought was to remove these tests since we didn't think the community would
use these model tests (or the LSTM kernels) until the conversion process was ready.  You both are the first to bring this up in the last several months since they were first public.

@alanchiao, do you have any update on this?

Nagging Assignee @alanchiao: It has been 14 days with no activity and this issue has an assignee. Please update the label and/or status accordingly.

Nagging Assignee @alanchiao: It has been 29 days with no activity and this issue has an assignee. Please update the label and/or status accordingly.

@alanchiao : Have you added one of the speech models with both float and quant models? Where I can find it? And also would like to know how to do quant models(some hits) for lstm or transformer? Thank you very much in advance.


make anonymized settings dump web thingy for metrics reasons.

Also maybe do some analytics on it.

I'll try to create something for 3.3 since the toolbox side is already there.


Trying to run inference using deblurnet on GOPRO dataset

Hello, I am trying to run the inference using the deblurnet module of DAVANet. Have changed the flags appropriately in the config file. But, when it goes to build_net(cfg) -- it gives me the following error:
"size mismatch for module.upconv3_i.0.weight: copying a param with shape torch.Size([128, 288, 3, 3]) from checkpoint, the shape in current model is torch.Size([128, 128, 3, 3])."
It is somehow complaining about the mismatch in the tensor sizes but I am not sure why this could be. Please advise!

The param of DeblurNet used for single and stereo are different. The following Table (Configurations of DeblurNet) may help you.

But I am specifying 'DeblurNet' instead of 'StereoDeblurNet' in the configuration file, and still the network complains about the tensor size mismatch. As from your Table1, it feels you have two different models for deblurring; one using the fuse information from fusionNet and DispBiNet while other not using this information. Is the trained model doing mono deblurring available?


index not unserialized properly

calling search on a loaded index throws TypeError.
See this code:
var i = lunr(function() {
    this.field('summary')
    this.ref('id')
  });

  i.add({ summary: "hello", id: 1});

  var reference = i.search("hello");

  var j = lunr.Index.load(i.toJSON());

  var res = j.search("hello"); // should not throw

It throws TypeError: this.tokenStore.get(...)[documentRef] is undefined on j.search.
This is because lunr.SortedSet.load is sometimes called with an object having length: Integer and elements: Array and sometimes with an Array directly.

I'm not sure I understand why lunr.SortedSet.load is ever being called with different object structures, they should always be the same?
I think the problem with the above code is that you are calling toJSON directly, you should be using JSON.stringify to serialise the index.
  var i = lunr(function() {
    this.field('summary')
    this.ref('id')
  });

  i.add({ summary: "hello", id: 1});

  var reference = i.search("hello");

  var j = lunr.Index.load(JSON.parse(JSON.stringify(i)));

  var res = j.search("hello"); // does not throw

The above snippet does not throw errors for me.

OK. That's because JSON.stringify will call toJSON() on nested values (inside the index.documentStore.elements) automatically, while calling index.toJSON() will only execute the code of the function.
See:
x = {
    a: [{
        v: "live",
        toJSON: function() {
            return {
                v: "stringified"
            };
        }
    }],
    toJSON: function() {
        return {
            a: this.a
        };
    }
}

x.toJSON() returns
{
    a: [{
        v: "live",
        toJSON: function() {
            return {
                v: "stringified"
            };
        }
    }]
}

JSON.stringify(x) returns
"{"a":[{"v":"stringified"}]}"

I'm saving the index to IndexedDB, which is performing a structured clone of the index.toJSON() output, not stringifying it. This is why I hit this case.
Maybe a hint in the documentation that JSON.stringify() has to be invoked on the result of index.toJSON() would be nice?
Thanks,

Yeah, the project is sorely lacking in any kind of guides around these things, its something I want to do but struggle to find the time.
I'm glad you managed to get this working though!


Health check set host header unable to save

Health check set host header unable to save. And set addtional header the same
edit deployment by kubectl edit,  add  httpHeaders
          failureThreshold: 3
          httpGet:
            httpHeaders:
            - name: Host
              value: notice.ay.jzb.com
            path: /status/
            port: 8000
            scheme: HTTP
          initialDelaySeconds: 10
          periodSeconds: 2
          successThreshold: 1
          timeoutSeconds: 2
        name: django
        readinessProbe:
          failureThreshold: 3
          httpGet:
            httpHeaders:
            - name: Host
              value: notice.ay.jzb.com
            path: /status/
            port: 8000
            scheme: HTTP
          initialDelaySeconds: 10
          periodSeconds: 2
          successThreshold: 2
          timeoutSeconds: 2

Health check can't parse params

Useful
Info

Versions
Rancher v2.0.0 UI: v2.0.41

Access
local admin

Route
containers.run

Version - 2.0 master 5/17
The UI is posting the httpHeaders, but the API is not returning it.  If this is an invalid format we should let the user know.

v2.1rc3 have same issue.


Issue 2312: add python client multi-topics consumer support

Motivation
app python client support for multi-topics consumer
Modifications
add 2 methods in python client
add unit test
Result
all ut pass

Once #2448 is in, I will add support for functions as well.


Question on keyword coverage

Many thanks for this work - we used it for a time before crossref started offering their own data dumps.
We did notice a small discrepancy in the keywords between this dump and the crossref dump.  The dump here appears to have much better keyword coverage for papers (over 90%) while the current crossref dump has less than 5% coverage.
Where could I look to understand the methodology you used to gather keywords for this dump?  We may need to use that methodology to augment what the crossref dump offers.
Thanks

Hey @jb44 glad you've found this repo useful and thanks for noting the discrepancy. Sorry for the slow response, I was hiking in the High Sierras.
We did not do any processing of the keyword field. In fact I was not even aware there was a keyword field. So I am guessing something at Crossref changed and resulted in fewer articles having keywords? Perhaps @gbilder or someone else from @crossref may know.


Retest stale tests after 96 hours, not 48.

@eparis assuming this works I think it should go in ASAP. We currently can't merge because Jenkins is overloaded and it takes too long for a test to get through the Jenkins queue.

It looks like things are making progress. Want to split the difference at 3 days? And tell @ixdy to make Jenkins keep up    :)

Going back to the original issue (kubernetes/contrib/issues/197), we added this because we didn't re-run any verify/unit/integration tests before merge. We now do this, so I'm not sure periodically running tests gets us much benefit.

@ixdy I think there is some value, as our queue takes a week, for people to know sooner when their PRs are broken. But you are right, the root cause is solved.  So I'll be happy with 4 days.


Update README.md

Added a link to the article so anyone stumbling on this repo can get more context.

Great, thanks @gcerquant!


qemu: add vhostfd and disable-modern to vhost-vsock-pci

vhostfd is the vhost file descriptor that holds the socket context ID
disable-modern prevents qemu from relying on fast MMIO
Signed-off-by: Julio Montes<EMAIL_ADDRESS>

@sboeuf @markdryan  please take a look

Coverage decreased (-0.06%) to 75.566% when pulling 3830b4419f4ddee5de05dc89e6d934e345837e76 on devimc:topic/improveVSockColdplug into db7e149611c526606efddd6f0582f800af38aa9e on intel:master.


InvalidArgumentException: "Deserializer is already assigned for "minecraft:fishing_rod""

[15:59:31.525] [Server thread/CRITICAL]: InvalidArgumentException: "Deserializer is already assigned for "minecraft:fishing_rod"" (EXCEPTION) in "pmsrc/src/data/bedrock/item/ItemDeserializer" at line 55
--- Stack trace ---
  #0 plugins/VanillaFishing/src/santana/fishing/VanillaFishing(119): pocketmine\data\bedrock\item\ItemDeserializer->map(string[21] minecraft:fishing_rod, object Closure#59102)
  #1 pmsrc/src/plugin/PluginBase(118): santana\fishing\VanillaFishing->onEnable()
  #2 pmsrc/src/plugin/PluginManager(454): pocketmine\plugin\PluginBase->onEnableStateChange(true)
  #3 pmsrc/src/Server(1388): pocketmine\plugin\PluginManager->enablePlugin(object santana\fishing\VanillaFishing#41294)
  #4 pmsrc/src/Server(1032): pocketmine\Server->enablePlugins(object pocketmine\plugin\PluginEnableOrder#41263)
  #5 pmsrc/src/PocketMine(334): pocketmine\Server->__construct(object pocketmine\thread\ThreadSafeClassLoader#6, object pocketmine\utils\MainLogger#3, string[17] D:\PocketMine-MP\, string[25] D:\PocketMine-MP\plugins\)
  #6 pmsrc/src/PocketMine(357): pocketmine\server()
--- End of exception information ---

This will be patched in the next major update. thank you for reporting this.


MaterialDesignTextAreaTextBox has changed

Looks like MaterialDesignTextAreaTextBox has been changed to MaterialDesignOutlinedTextFieldTextBox in the latest version of MaterialDesignThemes. This is used in https://github.com/WPF-Forge/Forge.Forms/blob/master/Forge.Forms/src/Forge.Forms/Themes/Material/Field.MultiLineString.xaml

Did this change make forge.forms incompatible with latest mdinxaml?

Sorry, I am not sure what mdinxaml is.
all I did was build the latest forge code and update our project MaterialDesignThemes to latest version <IP_ADDRESS>5 and it was incompatible. So I changed the Field.MultiLineString.xaml and it worked

I see, should we update dependencies and that resource reference?

I am having trouble reproducing this. I updated to latest MDIX but I'm still getting errors when I try to reference MaterialDesignOutlinedTextFieldTextBox


Implement configuration for credential types used to authenticate with OCI registries

The cred types need to be configurable by the user via bicepconfig.json. Additionally, we should also include logging in this PR so we can debug which credential is used to authenticate with the ACR.
The configuration will be placed in the cloud section of bicepconfig.json:
{
  "cloud": {
    "credentialPrecedence": [
      // array of credential type enum values
    ]
  }
}

Enum values for credentials:

Environment
ManagedIdentity
VisualStudio
VisualStudioCode
AzureCLI
AzurePowerShell
Anonymous

We will not support SharedTokenCache initially.
The default value will be the following:
{
  "cloud": {
    "credentialPrecedence": [
        "Anonymous",
        "AzureCLI",
        "AzurePowerShell"
    ]
  }
}

Updated issue to include config schema from latest team discussions.


Some RenderTexture issue

axmol version: newest
devices test on: iOS 16
developing environments

Xcode version: 14

Steps to Reproduce:
Sample Code:
RenderTextureTest.zip

add files to cpp_tests, and Director::getInstance()->runWithScene(RenderTextureTest1::create());
Touch and move, sometime screen will flick or disappear.
https://user-images.githubusercontent.com/1954445/202998155-69a98402-c81a-4f13-bbdb-7856b447c601.mov

Second issue:

click "Save", will crash
If switch to line 73 to 74, the file is empty

Third issue:

If uncomment line 103, it will not add any sprite

If i use cocos2dx is correct.
Sorry for my poor english.

Have you used a debugger to track down the source of the crash?  It would have led you to the fact that there are bugs in your own code.  Also, when you do debug, don't stop at your own code, but trace into the engine code to figure out what is going on in there.
Just a quick look at your code shows a problem right away; you are calling retain() on a local variable newRT, one which you're passing a callback to.  All sorts of bad things will happen as a result of that.
void RenderTextureTest1::saveFile(Ref* pSender)
{
    auto director = Director::getInstance();
    auto s = director->getVisibleSize();
    auto newRT = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA8, backend::PixelFormat::D24S8, false);

    newRT->beginWithClear(0, 0, 0, 0);

    // It's will crash on axmol, switch to _clippingNode will not show
    this->visit();
//    _clippingNode->Node::visit();

    newRT->end();

    auto callback = [&] (RenderTexture* rt, std::string_view path) {
        AXLOG("Save To Path=%s", path.data());
    };

    newRT->retain();
    newRT->saveToFile("TestSave.png", Image::Format::PNG, true, callback);

    // Add this function to avoid crash if we switch to a new scene.
    Director::getInstance()->getRenderer()->render();
}

The rendering command code used in Axmol is different to Cocos2d-x, so just because it works in Cocos2d-x doesn't mean that there is something wrong with Axmol.  What most likely happened to cause the crash is the fact that a callback command was added to the queue, as you can see in RenderTexture::saveToFile, and since the callback was passed using a local variable, by the time the callback was called, it had an invalid pointer.

@halx99 I just ran the standard test "43:Node: RenderTexture", and it's crashing on the first test if you move your touch the view area and move around.  It should draw items on the screen, but what seems to happen is that a few appear, then it starts flickering, like @Yehsam23 mentioned.  If you try to close the app, it crashes in Renderer::~Renderer() on this line:
    for (auto&& clearCommand : _callbackCommandsPool)
        delete clearCommand; <= here it crashes, and there are a lot of commands in the _callbackCommandsPool

It seems like once the number of commands in the _callbackCommandsPool go over a certain amount, it causes problems.

@halx99 Looking into this some more, I noticed that the _callbackCommandsPool contains copies of the same command pointers. The crash on exit happens because once one of those pointers is deleted in the loop, the rest become invalid, and since there are multiple entries of the same pointer, the delete fails:

Aren't they supposed to only exist once in that vector?

So, a quick test using a lookup to check if the command already exists in the vector actually fixed the problem, but I still can't quite pinpoint why there is a problem to begin with.  It fixed both the drawing and the crash, and there were way less entries in the vector (like 9 commands vs 100's).
void Renderer::processRenderCommand(RenderCommand* command)
{
...

    case RenderCommand::Type::CUSTOM_COMMAND:
        flush();
        drawCustomCommand(command);
        break;
    case RenderCommand::Type::CALLBACK_COMMAND:
    {
        flush();
        static_cast<CallbackCommand*>(command)->execute();
        // Check if the pointer already exists before adding it to the vector
        auto&& itr = std::find(_callbackCommandsPool.begin(), _callbackCommandsPool.end(), command);
        if (itr == _callbackCommandsPool.end())
        {
            _callbackCommandsPool.emplace_back(static_cast<CallbackCommand*>(command));
        }
        break;
    }
    default:
        assert(false);
        break;
    }
}

I found that it seems that this crash occurs when using two different RenderTextures
My above Second issue crash is here:

@Yehsam23 It's hard to tell why yours is crashing with the save without the exact code you're using.  I mentioned in my previous post that the initial code you post is incorrect, specifically in the RenderTextureTest1::saveFile method.  Did you fix the issue in that function? Is the crash you're seeing now based on the original or fixed code?

@rh101
I know i need to release, It just quick sample test for crash,  and I don't need newRT pointer to do anything
I just want to say saveToFile will crash if use that code.
    case RenderCommand::Type::CALLBACK_COMMAND:
    {
        flush();
        static_cast<CallbackCommand*>(command)->execute();
        // Check if the pointer already exists before adding it to the vector
        auto&& itr = std::find(_callbackCommandsPool.begin(), _callbackCommandsPool.end(), command);
        if (itr == _callbackCommandsPool.end())
        {
            _callbackCommandsPool.emplace_back(static_cast<CallbackCommand*>(command));
        }
        break;
    }

It will stop crash
But if you press SaveToFile for the second time, the screenshot file will incorrect (Different from the screen)
If remove Director::getInstance()->getRenderer()->render(); , it will be correct
So what I want to determine is whether it is not suitable to use Director::getInstance()->getRenderer()->render() under axmol?
Just like the third question I mentioned above, the two screens will be different
Currently only happens on iOS

In case this helps:
_renderGroups seems to have multiple entries for renderQueueID = 1, which is the one that contains the callback commands:

Now, when it loops through, it is processing the same group multiple times, and since the group contains the exact same callback command pointers, it attempts to add them multiple times to the _callbackCommandsPool once they're processed:

EMPLACE: 0BADDA78
POP: 0BADDA78
EMPLACE: 0BADDA78
POP: 0BADDA78
EMPLACE: 0BADDA78
POP: 0BADDA78
POP: 0BADF2F0
POP: 0BADE720
EMPLACE: 0BADE720
EMPLACE: 0BADDA78
EMPLACE: 0BADF2F0
POP: 0BADF2F0
POP: 0BADDA78
POP: 0BADE720
POP: 0BADE138
NEW: 0BADE210
NEW: 0BADD8C8
NEW: 0BADDF88
EMPLACE: 0BADDF88
EMPLACE: 0BADF2F0
EMPLACE: 0BADDA78
EMPLACE: 0BADE720
EMPLACE: 0BADE138
EMPLACE: 0BADE210
EMPLACE: 0BADD8C8
DUPLICATE EMPLACE: 0BADF2F0
DUPLICATE EMPLACE: 0BADDA78
DUPLICATE EMPLACE: 0BADE720
DUPLICATE EMPLACE: 0BADE138
DUPLICATE EMPLACE: 0BADE210
DUPLICATE EMPLACE: 0BADD8C8
DUPLICATE EMPLACE: 0BADF2F0
DUPLICATE EMPLACE: 0BADDA78
DUPLICATE EMPLACE: 0BADE720
DUPLICATE EMPLACE: 0BADE138
DUPLICATE EMPLACE: 0BADE210
DUPLICATE EMPLACE: 0BADD8C8

All of the problems start when RenderTexture::begin() is called, which is when it uses the exact same group, resulting in multiple entries in the rendering queue:
void RenderTexture::begin()
{
...
    Renderer* renderer = _director->getRenderer();
    renderer->addCommand(&_groupCommand);
    renderer->pushGroup(_groupCommand.getRenderQueueID());
...
}

As far as I can tell, if RenderTexture::begin() is called more than once per render cycle for the same instance of RenderTexture, then it ends up adding multiple entries in the render queue for the same renderQueueID.  That causes the group to be processed more than once, and results in the Renderer::processRenderCommand processing the same commands again and also adds the commands back into the _callbackCommandsPool, even though they already exist in there.

Maybe a look into the history of CCRender.cpp is useful too?
In an earlier version (axis) it was working.

Find the last "working" version and check what is changed on the version after.

Yeah the render code was changed significantly, with additions such as the _callbackCommandsPool etc.  My previous post with the changes to RenderQueue::emplace_back(RenderCommand* command) does fix all the issues, but again, I'm not certain that it is the correct way to fix it.

@rh101
Maybe your fix can used add a workaround?
@halx99
This issue should be pinned.
Workaround should be merged.
And a deepher look until and after release of axmol 1.0.

@halx99 I'll submit a PR for this with the GroupCommand pooling similar to how the CallbackCommand pooling is handled, but it's completely up to you to decide if it is a reasonable way to fix these issues. This change means there is no need to do iterate through the pooled data to check if a reference to the command already exists in there, so there should be no impact whatsoever on performance.
This change is based on my understanding of how things seem to work, but it's not an area I am 100% familiar with, so it may not be the best way to fix the underlying issues.

@rh101
Small question:
Make this PR the render process also faster (at least for class RenderTexture)?
If yes it makes sense to add this PR.
My point of view.

I merge pr #969 , it's has fixed most of the issues
But iOS have same issue in Director::getInstance()->getRenderer()->render();
It can be reproduce by "40:Node: RenderTexture"
at RenderTextureSave::addImage add Director::getInstance()->getRenderer()->render(); to the last line
iOS can't show any image if clicked "Add Image"

What I want to express is that using Director::getInstance()->getRenderer()->render(); under iOS will make RenderTexture useless
That's why I said that the way to reproduce is as above

What I want to express is that using Director::getInstance()->getRenderer()->render(); under iOS will make RenderTexture useless
That's why I said that the way to reproduce is as above

Please don't make changes to code and report issues in this manner.  If you want to show an issue, then create a new project with the minimal amount of code required to reproduce the problem, then post that code either here or in a github repo for others to download and test.

OK, this is a sample project
TestRenderTexture.zip
It is work on Android, but there will be problems on iOS
I have tried to find the problem, that part seems to be related to Metal, I can't figure out how to start

About groupCommand and RenderTerxture.
 The issue due to the fact that _groupCommand can be added to the render queue multiple times in a frame? It is more like on bad implementation of RenderTexture class, do not you think so?
I did test and this fix should help with cpp_test (bode 43 ex.)

If I understand @rh101 propose the same thing, to use  separate instance of _groupCommand for each RenderTexture::begin() calling, or I wrong?

@solan-solan I'll test it with your change to see if it fixes the issues I was seeing, and if it does work, then yours will be a simpler fix.

@rh101 I checked your decision one more time, and looks like it is good idea anyway to have separate pool for group commands. It is more general aproach and it does not touch render cycle. Since that I would say it is more good solution.

@solan-solan With the changes you suggested to RenderTexture, how do you reset the _is_set_group before the next render cycle, because it does need to be reset once that render cycle is complete.

@rh101 To my understand RenderTexture::begin() is called from the event handler and it could be called multiple times in a frame by the reason. But RenderTexture::onBegin() is called from the render cycle when events are not processed already. And it is good place to reset _is_set_group before next frame in my changes

But RenderTexture::onBegin() is called from the render cycle when events are not processed already.

I see what you mean, and there is also RenderTexture::onEnd(), which may be more suitable too, since that will definitely the end of processing the render group for that render texture.

@solan-solan
I tested your fix.  ( _is_set_group  = false; ....)
Works well on windows 2022 64bit

@solan-solan I tested it with the original code (in the first post), and it works with the cpp_tests, but it still crashes when calling RenderTexture::saveToFile(...) more than once in the code that Yehsam23 posted (first post).
If you run that code, click the "Save" button, wait for it to save the image, then click it again, and the graphics become distorted, then click it again two more times, and it starts flickering, and then if you close the application, the application crashes on exit with the same issue as before, duplicate CallbackCommand entries in the list render list.  The only way to avoid the graphic glitches and longer crash is to add a "Director::getInstance()->getRenderer()->render();" to the end of the call.
void HelloWorld::saveFile(Ref* pSender)
{
    auto director = Director::getInstance();
    auto s = director->getVisibleSize();
    if (!newRT)
    {
        newRT = RenderTexture::create(s.width, s.height, backend::PixelFormat::RGBA8, backend::PixelFormat::D24S8, false);
        newRT->retain();
    }

    newRT->beginWithClear(0, 0, 0, 0);
    this->visit();
    newRT->end();

    auto callback = [&](RenderTexture* rt, std::string_view path) {
        AXLOG("Save To Path=%s", path.data());
    };

    newRT->saveToFile("TestSave.png", Image::Format::PNG, true, callback);

    // Add this function to avoid crash on exit or scene switch
    Director::getInstance()->getRenderer()->render();
}

So, if that last line is removed, the graphic glitches and a crash on exit occurs.

RenderTextureTest.zip
Added this test to the original RenderTest, you can replace it with original files (it is first now).
There is no error if

Of couse there is no some data in the  saved file. Now it is clear that after commented visit some render commads are broken when 'save' button is pressend second time.

Now it is clear that if uncommented visit some render commads are broken when 'save' button is pressend second time.

Yes, it seems so.  The only way I've managed to get it all completely working is with the group command pool implementation, which avoids having to do any checks in RenderTexture and anywhere else that may require more than one render command in the queue per render cycle.

@rh101 I have nothing against your decision, but - does your soltion require this line for properly usage?
// Add this function to avoid crash on exit or scene switch
    Director::getInstance()->getRenderer()->render();

I believe it is needed more investigations if so.

The issue occured if the lines to save to file are commented in the code I attached. It is not related with saving to file

There is no issue in this code
_rt->begin();

    _iconSprite->setVisible(true);
    _iconSprite->setPosition(touchPos);
    _iconSprite->visit();
    _iconSprite->setVisible(false);

    _rt->end();

But error happens there
 newRT->beginWithClear(0, 0, 0, 0);

    // It's will crash on axmol, switch to _clippingNode will not show
    this->visit();
    //    _clippingNode->Node::visit();

    newRT->end();

There should be some difference in the rendered nodes.

@rh101 I have nothing against your decision, but - does your soltion require this line for properly usage?
// Add this function to avoid crash on exit or scene switch
    Director::getInstance()->getRenderer()->render();

The GroupCommand pool implementation works both with or without the line Director::getInstance()->getRenderer()->render(); in that code.

The issue occured if the lines to save to file are commented in the code I attached. It is not related with saving to file

That's very interesting, and it's something I didn't think of checking. Good catch!

But error happens there
 newRT->beginWithClear(0, 0, 0, 0);

    // It's will crash on axmol, switch to _clippingNode will not show
    this->visit();
    //    _clippingNode->Node::visit();

    newRT->end();

There should be some difference in the rendered nodes.

Yes, that would explain the duplicate Stencil-related callbacks that were causing the crashes.  Perhaps it's something in the stencil clipping code that is causing the issue.

@rh101
The GroupCommand pool implementation works both with or without the line Director::getInstance()->getRenderer()->render(); in that code.
This line is overhead, and it is good that it is not necessary.
I noticed that you fixed ClippingNode also, about group commands? Looks like these group commands are added to the render queue twice per render cycle. First one, by ther reason of the _clippingNode is the child of scene, and the second one by the reason of this->visit() inside RenderTextureTest1::saveFile(Ref* pSender).
If that, your solution should be integrated since it is needed to have two different instances of those group commands anyway.

I noticed that you fixed ClippingNode also, about group commands?

Yes, the group command pooling fixed all of those issues.  The only one remaining that @Yehsam23 mentioned has to do with iOS/Metal renderer, so not sure what is going on with that platform.

Looks like these group commands are added to the render queue twice per render cycle. First one, by ther reason of the _clippingNode is the child of scene, and the second one by the reason of this->visit() inside RenderTextureTest1::saveFile(Ref* pSender).

Oh, well that makes sense then why there were multiple instances of the commands in the CallbackCommand pool, and it was crashing because it would try to call "delete" on the same CallbackCommand pointers more than once when iterating through them.

If that, your solution should be integrated since it is needed to have two different instances of those group commands anyway.

That is how it works, so regardless of how many group commands are required from any code within the same render cycle, it will always be a unique one in the queue, which is how the issues were fixed.

The only one remaining that @Yehsam23 mentioned has to do with iOS/Metal renderer, so not sure what is going on with that platform.

@rh101
I do not use this platform now, but it would be better to check if render to texture works at all somehow there, without ClippingNode. Only try to render to texture some simple sprite like _iconSprite, without saving to file, then if it does not cause to crash, try to save it. May be it is issue of metal created frame buffer or render texture for this buffer.
@Yehsam23
It is not clear if "group command pool fix" does not effect ios at all? Or may be something become different?

"Group command pool fix" fixed the issue that iOS and Android would flick or disappear.
Another iOS/Metal issue I guess need to call _renderer->beginFrame(); before Director::getInstance()->getRenderer()->render() and call _renderer->endFrame(); at end
Maybe i close this issue first, and handle the iOS issue separately?

#969 Fixed issue

#969 Fixed Issue


Export event is failing

When I try to run the export event, the axios call is returning the code 'ERR_BAD_RESPONSE' with the message 'Request failed with status code 500'. Is there any specific configuration we need to do in SAP Ariba for Export events?
Please help.

Only that events work which has 'Integration Toolkit Names'


docs: correct some abused phrase

by default and in default have totally different meaning. Here in Dragonfly should we use by default.

Ⅰ. Describe what this PR did
docs: correct some abused phrase
Ⅱ. Does this pull request fix one issue?

Ⅲ. Why don't you add test cases (unit test/integration test)? (你真的觉得不需要加测试吗？)
Ⅳ. Describe how to verify it
Ⅴ. Special notes for reviews

Codecov Report

Merging #521 into master will decrease coverage by 0.02%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##           master     #521      +/-   ##
==========================================
- Coverage   54.46%   54.44%   -0.03%
==========================================
  Files          83       83
  Lines        4274     4274
==========================================
- Hits         2328     2327       -1
  Misses       1793     1793
- Partials      153      154       +1

Impacted Files
Coverage Δ

supernode/daemon/mgr/scheduler/manager.go
24.8% <0%> (-0.81%)
:arrow_down:

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LGTM


uart: fixing pin range being too tight for the nrf52840

The nrf52840 has 2 gpio ports. The pin can go up to pin1.17,
meaning there are 49 available pins. The old range 0 .. 31 did
not allow to use any pins from port 1 in serial communication.
Signed-off-by: Giuliano Franchetto<EMAIL_ADDRESS>

Codecov Report

Merging #6045 into master will increase coverage by <.01%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##           master    #6045      +/-   ##
==========================================
+ Coverage   52.63%   52.63%   +<.01%
==========================================
  Files         410      410
  Lines       40041    40041
  Branches     7779     7779
==========================================
+ Hits        21074    21075       +1
+ Misses      15767    15766       -1
  Partials     3200     3200

Impacted Files
Coverage Δ

samples/philosophers/src/main.c
98.43% <0%> (+1.56%)
:arrow_up:

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Can this be merged?


more languages

Hi,
could it be possible to add hindi, zn-HK, and malay ?
thanks

If someone translates them, I'll add them. Unfortunately, my Hindi, Hong Kongese, and Malay are a little rusty.


[RFC] Represent notify/refresh events with signal utility

UPDATE: Proposed utility can be viewed in this PR (feel free to continue with feedback): https://github.com/nartc/ngxtension-platform/pull/277
We can run into situations where we want to imperatively indicate that something has happened in order to trigger a re-computation of a signal or an effect. This is the type of event that might have typically been represented by Subject<void>.
NOTE: This is not intended to replace the role of a Subject generally, thanks to @brandonroberts for pointing out important context to add here: if the notifier signal were triggered three times, it doesn't necessarily mean that an effect would be triggered three times because they would (if they were called in succession) be combined into the same tick, so it would only be triggered once. This may be undesirable behaviour. The purpose of this utility is to provide the ability to trigger some thing when something happens, which is just one particular case that might have been handled by a Subject.
The core idea for this came originally from @alxhub who recommended, on the removal of mutate from signals, that a "version" signal could be used to indicate that a map has been mutated - essentially just incrementing a signal by one.
This proposal deals with the map mutation situation, but also generally any situation where you want to trigger something when something else happens. The usage would look something like this:
EDIT: Updated example usage to incorporate suggestions:
// create the notifier
myTrigger = createNotifier();

// trigger the notifier
myTrigger.notify();

  // reacting to the notifier
  myThing = computedAsync(async () => {
    this.myTrigger.listen() // signal referenced to trigger computation
    // do stuff async stuff and return
  });

  // or in an effect
  constructor(){
    effect(() => {
      this.myTrigger.listen();
      // do something
    });
  }

The implementation for this utility that I created looks like this:
import { Signal, computed, signal } from '@angular/core';

export function notify(): Signal<number> & {
  notify: () => void;
  init: Signal<boolean>;
} {
  const sourceSignal = signal(0);
  const readonlySignal = sourceSignal.asReadonly();

  Object.defineProperties(readonlySignal, {
    notify: {
      value: () => sourceSignal.update((v) => v + 1),
    },
    init: {
      value: computed(() => readonlySignal() === 0),
    },
  });

  return readonlySignal as Signal<number> & {
    notify: () => void;
    init: Signal<boolean>;
  };
}

NOTE: I have also added an init signal so that if you only want to react to the notifier being explicitly triggered (not on init as well) then you can reference the init signal and check that it is false.
@eneajaho also created a similar utility that he has been using:
function triggerer() {
  const s = signal(0);
  Object.defineProperties(readonlySignal, {
    tick: {  value: () => s.update((v) => v + 1) }
  });
  return s as Signal<number> & {tick: () => void};
}

Feel free to share any thoughts you have on how this should be implemented and also feel free to leave your thoughts on the naming, for example do you prefer something like:

notify or notifier that is triggered with .notify()
triggerer that is triggered with .tick or .trigger()
or something else

Hello,
I like this idea and it's something I've discussed with @eneajaho like months ago, but in a different flavor.
My only main feedback is the name of the function that constructs this mechanism, nofify() is very generic (what is notify?).
Imagine that we have to re-run a computed(async) because we want to refresh it manually (which is one of the use cases).
I'd declare it like:
const requestAbcManualRefreshNotifier = createManualNofitierSignal()
Why this name?

We're creating a signal
It acts as a notifier
It purpose is to be manual triggered

About the init thing, that's something to be thought about more.

Thanks Renato, the naming should definitely be considered more (for me I just needed to use it in a project and didn't put too much thought into the naming initially)
I like the idea of making it more explicit, but what about:
createNotifier()

and I also like the idea of something like a listen() method (whether it ends up being called listen or something else) which makes the role more clear within the computed/effect rather than just looking like a random function call just dangling there.

Very needed of this
computedAsync is usually triggered by props signal in this way you added one more, maybe name should be reCompute and part of options argument

I just realised the init property would be unnecessary as long as a version number that starts with 0 is used. We could just do this:
effect(() => {
  this.myTrigger.listen();
  // do stuff
})

For normal cases, and if we don't want to trigger on init we could do:
effect(() => {
  if(this.myTrigger.listen()){
    // do stuff only after init
  }
})

When the version is 0 the if will fail, once it has been triggered at least once it will always be true

I just realised the init property would be unnecessary as long as a version number that starts with 0 is used. We could just do this:

effect(() => {

  this.myTrigger.listen();

  // do stuff

})

For normal cases, and if we don't want to trigger on init we could do:

effect(() => {

  if(this.myTrigger.listen()){

    // do stuff only after init

  }

})

When the version is 0 the if will fail, once it has been triggered at least once it will always be true

It can be even more simpler than that (I believe).
Could try to control if you expect the listen() to emit or not at for the init, so I believe that something like this could be achieved:
createNotifier({
    emitImmediatelly: true / false
})

I wonder if something like this could be achieved since signals must always emit at least once.

@joshuamorony I thought you need init for better code clarity :)
@renatoaraujoc the first value will be read anyway, just because effect() is initialized and reads its signals for the first time.

@joshuamorony I thought you need init for better code clarity :)
@renatoaraujoc the first value will be read anyway, just because effect() is initialized and reads its signals for the first time.

@e-oz sometimes you're so attached to RxJS that you forget some stuff :P

I've create an initial implementation in a draft PR incorporating the feedback here - feel free to continue suggesting any specific changes you'd like to see on the PR

how we are do it this recompute
 domain = input.required<string>();

records = computedAsync(() => this.#domainService
    .getGenericDnsRecords(this.domain(), DnsRecordType.A)
    .pipe(
      mapArray((r: DnsRecordA) => { return new AGui(r) }),
      repeat({ delay: () => this.#aStateService.refetch }),
      catchError((_err) => { this.#uiService.showErrorFlashMessage("Napaka pri pridobivanju zapisov"); return of(null) })
    ));

and I for now it is ok, but this new idea I like it very much

I like the createNotifier, notify and listen naming, pretty straightforward (much more than new Subject(), .next and subscribe at least, even though you said it wasn't to replace it I think it's kinda comparable).
One question, you said it was intended to be used inside effect/computed but could we use it anywhere still? Like in any function that we want to rerun.
Another possible surface API implementation could be createListener instead of having the listen property  inside the notifier.
componentInitNotifier = createNotifier();
modalInitNotifier = createNotifier();

export class CompA {
  constructor() {
    componentInitNotifier.notify()
  }
}

export class CompB {
  constructor() {
    componentInitNotifier.notify()
  }

  openModal() {
    modalInitNotifier.notify();
  }
}

export class CompC {
  constructor() {
    componentInitNotifier.notify()
  }
}

// some service

export class TrackingService {
  #trackUsefulEvents = createListener(
    [componentInitNotifier, modalInitNotifier],
    () => {
      // perform tracking
    })
}

I think it's read better to have the deps array right from the start.
On the other hand, maybe having the listener following one each other could allow more synchronous code to be triggered.
  constructor(){
    effect(() => {
      this.myTrigger.listen();
      // do something
      this.myOtherTrigger.listen();
      // do something else
    });
  }

Will the code execute synchronously? I guess it depends on what occurs, but that could be neat.
Also, do you consider the possibility to pass a data through notify, for example componentInitNotifier.notify('CompA') that could be retrieve like so data = componentInitNotifier.listen() or something.

effect(() => {
  if(this.myTrigger.listen()){
    // do stuff only after init
  }
})

Commented on it!

I've create an initial implementation in a draft PR incorporating the feedback here - feel free to continue suggesting any specific changes you'd like to see on the PR

Commented on it!

@sysmat I haven't used computedAsync this way but I'm pretty sure it would work to reference the notifier and then just return the observable, but personally if I was already using an observable anyway I'd just next a subject rather than use the notifier signal
@KevTale no the mechanism relies on the signal value changing and anything referencing that signal recomputing as a result, so would have to be in computed/effect. For the computed/effect it is essentially going to be all or nothing - if any of the notifiers are triggered then the entire thing is going to run, the only thing we can really differentiate on within the computation is the initialised/not initialised state
and there is probably more stuff you could play around with here but personally I prefer to keep this particular utility on the simple side - signal value changes -> trigger re-computation wherever referenced. I think if we do thing like notifying with specific data we are getting into dangerous territory. That's sort of what I was referring to in the little warning/disclaimer - let's say we trigger a notify with valA and then valB you might write code expecting to receive both of those "events" but you might end up only ever getting valB.

If we want to force the tick we can also do:
setTimeout(() => tick())
And have this as a method called forceNotify inside the utility.

Do you think there are any use cases that make this compelling? I do worry it might stray too far into attempting to represent events with signals (versus just the small/isolated use case of triggering a computation) - another thing to consider is that of notifying with the same data twice - again people might expect it to trigger the effect twice, but if the data hasn't actually changed then it won't run, so then we'd have to add in some other workaround for that (which is doable, but to me feels like it's getting into weird territory)


Date separators not appearing at the right time

See https://www.evernote.com/l/ABYc9VtmgzlBEpJLs2LRo_crRmiptPrEK24A

This is fixed in one-point-oh, since it is rendered on client side:
https://github.com/Nordaaker/convos/blob/one-point-oh/assets/js/core/dialog.js#L38


Adding task group support and flushing out docs

@jasonsandlin,
Thanks for your contribution as a Microsoft full-time employee or intern. You do not need to sign a CLA.
Thanks,
Microsoft Pull Request Bot


Keyboard shortcuts (copy, paste...) unexpectedly rebound

VSCode Version: 1.12.2
OS Version: macOS 10.12.5

Many macOS users found that the copy/paste keyboard shortcut becomes not working randomly, according to #24112 and #26344.
I also encountered this issue few moments ago and found something interesting:
The keyboard shortcut of copy/paste still works but they have been rebound unexpectedly.
Check the following screenshots, the copy/paste key were rebound to control+option+command+c/v, although it still shows command+c/v in the context menu of search area. With these weird shortcuts, I can successfully paste something to search area, without the need to reload the window or restart VS Code.

I still cannot figure out how to reproduce these changes of keybindings, but this fact may be helpful for further investigation.

@hungys This might be caused by one of your installed extensions, which might be defining additional keybindings for the copy/paste commands or removing the built-in ones.
Since macOS only allows us to list one keybinding in the top level menus, we list the most powerful one, i.e.: user defined, extensions defined, built-in. So if an extension defines ctrl+shift+cmd+c for copy, we will show that one in the menus.
Does this reproduce when running code --disable-extensions ?
The other users report that this shortcut works intermittently, is that the case for you or can you immediately reproduce?
Thanks for paying close attention and noticing! :heart:

@alexandrudima

This might be caused by one of your installed extensions, which might be defining additional keybindings for the copy/paste commands or removing the built-in ones.

Can these be checked in contributions section of the extension page? Actually I didn't find any extension that defines such keybindings as their contributions. The followings are my installed extensions:

Extension
Author
Version

EditorConfig
EditorConfig
0.9.3

vsc-material-theme
Equinusocio
0.0.15

vscode-docker
PeterJausovec
0.0.15

llvm
RReverser
0.0.1

django-html
bibhasdn
1.2.0

vscode-eslint
dbaeumer
1.2.11

githistory
donjayamanne
0.2.0

python
donjayamanne
0.6.4

gitlens
eamodio
3.6.0

tslint
eg2
0.15.0

code-runner
formulahendry
0.6.18

Go
lukehoban
0.6.61

cpptools
ms-vscode
0.11.4

csharp
ms-vscode
1.10.0

debugger-for-chrome
msjsdiag
3.1.2

better-merge
pprice
0.7.0

vscode-icons
robertohuertasm
7.8.1

guides
spywhere
0.7.0

debug
webfreak
0.20.0

Material-theme
zhuangtongfa
2.8.4

Does this reproduce when running code --disable-extensions ?

It's hard to say, because I don't exactly know when and how this issue will occur.

The other users report that this shortcut works intermittently, is that the case for you or can you immediately reproduce?

It randomly occurs on non-editor area. But I'm not sure if there is anyone also found that the keyboard shortcuts had actually been rebound.

Adding @bpasero (since this appears to be menu related as well).

I wonder if this issue is being caused by an installed extension. Can you try to run VS Code without extensions? From the command line (NOT the integrated terminal in Code), execute: code --disable-extensions and try your steps again to see if it reproduces. If you see it is an issue with the extension, please file it against the extension repository itself.

@bpasero
I will definitely try it. But it may need some time to verify because this is a randomly occurred issue (actually I only encountered 3 times these few weeks), and I suspect it may be related to #26344.

@alexandrudima @bpasero
The issue still occurred on VS Code 1.13 with extensions disabled.

Also, I captured all the menu so you can see that bunch of keyboard shortcuts were rebound. I personally don't think there's any extension (except keymap extension) would do this...

File

Edit

Selection

View

Go

Debug

@hungys does this happen randomly while the application is running (so you start and things are good and then suddenly the keys show up?). Or does this persist between restarts. Does it happen for more keys than copy/paste?

@bpasero
Randomly, starting from good, not persistent, and not frequently for me. (See #24112 and #26344)
When issue occurred,

copy

only control+option+command+c works on search widget
command+c works on editor area, not sure for control+option+command+c

paste

only control+option+command+v works on search widget
command+v works on editor area, not sure for control+option+command+v

find

command+f works, not sure for control+option+command+f

I didn't test other keyboard shortcuts, need to wait until it occurs next time... then I'll try.

@hungys do these keys show up in the keybindings editor as well when this happens? can you share the contents of your keybindings.json file?

@bpasero
I didn't customize any keybinding, so there's basically an empty array in keybindings.json. Also I didn't install any keymap extension.
I did check the keybindings editor when issue occurred, but only for Paste (editor.action.clipboardPasteAction). It wascommand+v.

@hungys and so did the keybindings in the editor match with what you saw in the menu?

@bpasero
When issue occurs, at least Paste (editor.action.clipboardPasteAction) doesn't match. I didn't check them comprehensively.
Menus shows control+option+command+v
Keybindings editor shows command+v
However, at that time, command+v still works on editor area, but not on find widget and search panel. control+option+command+v works everywhere.

Can you try to reproduce with our nightly insider builds? You can give our preview releases a try from: http://code.visualstudio.com/Download#insiders

@bpasero
OK. Not sure when it will happen. I'll let you know.

@hungys Not that I think more about it, this might also be caused by our mapping of default keybindings based on keyboard layouts. This might also depend on what keyboard layout you have activated and what OSX returns in the TISCopyCurrentKeyboardInputSource call we do. Which keyboard layouts do you regularly use?
When the issue occurs, could you  open an editor and run F1 > Developer: Inspect Key Mappings.

VSCode Version: 1.13.1
OS Version: macOS 10.11.1

Hi, I also encounter the same problem with @hungys situation. The copy/paste binds to the wired ctrl+option+command+c and ctrl+option+command+v.
After restarting vscode app, this problem goes away. I will update the F1 > Developer: Inspect Key Mappings. results when I occurs this problem next time.

@kevingo What input methods / keyboard layouts do you have installed on your OS ?

I have this problem right now after new update....

I have the same issue.
VSCode  1.13.1 (1.13.1)
OS Version: MacOSX: 10.11.1
Using PC keyboard with ABC and Russian - PC keyboard layouts.

@alexandrudima is this a duplicate of https://github.com/Microsoft/vscode/issues/28237 ?

I don't have this issue any more It seems it only occurred once after update
Sent from my iPhone

On Jun 28, 2017, at 17:47, Benjamin Pasero<EMAIL_ADDRESS>wrote:
@alexandrudima is this a duplicate of #28237 ?
—
You are receiving this because you commented.
Reply to this email directly, view it on GitHub, or mute the thread.

Closing as dup of #28237.


Build failure:build missing python3.11-pycairo-1.24.0

Build log
graphviz> config.status: creating lib/rbtree/Makefile
pycairo> Compiler for C supports arguments -fno-strict-aliasing: YES
pycairo> Compiler for C supports arguments -fvisibility=hidden: YES
pycairo> Configuring pycairo-1.24.0.egg-info using configuration
graphviz> config.status: creating lib/pathplan/Makefile
pycairo> Found pkg-config: /nix/store/4920vmlxb2nb8ids0nb32c8hlkimvyi2-pkg-config-wrapper-0.29.2/bin/pkg-config (0.29.2)
graphviz> config.status: creating lib/pathplan/libpathplan.pc
pycairo> Run-time dependency python found: YES 3.11
pycairo> Did not find CMake 'cmake'
pycairo> Found CMake: NO
pycairo> Run-time dependency cairo found: NO (tried pkgconfig)
pycairo>
pycairo> cairo/meson.build:37:12: ERROR: Dependency "cairo" not found, tried pkgconfig
pycairo>
pycairo> A full log can be found at /build/source/build/meson-logs/meson-log.txt
graphviz> config.status: creating lib/ast/Makefile
graphviz> config.status: creating lib/sfio/Makefile
error: builder for '/nix/store/l0lm8q7ifm0ww89l3vq6l95y929q723f-python3.11-pycairo-1.24.0.drv' failed with exit code 1
error: 1 dependencies of derivation '/nix/store/5msmygl15afa88cvg5shdh2bvgk8gif9-python3-3.11.8-env.drv' failed to build
pango> building '/nix/store/x5rf9ryk2kxxwsq8sfdq8bsbyyyhpmim-pango-1.51.0.drv'
error: 1 dependencies of derivation '/nix/store/hlc0cjh0982xfk0lnjcy2765w0ykf489-tracker-3.6.0.drv' failed to build
error: 1 dependencies of derivation '/nix/store/7pcw7p1zxs7kgqjggcf1x1i5zv0l6q7y-gtk+3-3.24.41.drv' failed to build
registry.json> building '/nix/store/smn3wphx0wzngkmcj9nalmqqxzkx6zzn-registry.json.drv'
error: 1 dependencies of derivation '/nix/store/cq52iv1720gkgckq1b1vrbmymv5a45d0-vte-0.74.2.drv' failed to build
error: 1 dependencies of derivation '/nix/store/00q91xff4prhlk52y8bg4z7zcmb9lxpm-bashrc.drv' failed to build
error: 1 dependencies of derivation '/nix/store/k3p6di43ksf3plfrh72g93zb3s3ca2kz-home-manager-files.drv' failed to build
error: 1 dependencies of derivation '/nix/store/1jmx2mjcvzdlp438agf6rc8rf4x3z9cc-home-manager-generation.drv' failed to build

### Additional context

Have been trying to build home-manager on wsl  with nix-output-manager and it fails, saying it can't find cairo package from python3.11.
Any clues?

### Metadata

```console
[user@system:~]$ nix-shell -p nix-info --run "nix-info -m"
 - system: `"x86_64-linux"`
 - host os: `Linux <IP_ADDRESS>-microsoft-standard-WSL2, Debian GNU/Linux, 12 (bookworm), nobuild`
 - multi-user?: `no`
 - sandbox: `yes`
 - version: `nix-env (Nix) 2.18.1`
 - nixpkgs: `/nix/store/snasjsbyrkp48jb63wnpgkn4flkhnlvr-source`

Add a :+1: reaction to issues you find important.

Hi @JucaRei, is this issue still present? Running nix build .#python3Packages.pycairo I'm unable to reproduce this build failure.

nope
➜ hydra-check python311Packages.pycairo
Build Status for python311Packages.pycairo.x86_64-linux on master
✔ python3.11-pycairo-1.26.0 from 2024-04-20 - https://hydra.nixos.org/build/257044029
Build Status for python311Packages.pycairo.aarch64-linux on master
✔ python3.11-pycairo-1.26.0 from 2024-04-20 - https://hydra.nixos.org/build/256885297
Build Status for python311Packages.pycairo.x86_64-darwin on master
✔ python3.11-pycairo-1.26.0 from 2024-04-20 - https://hydra.nixos.org/build/256982600
Build Status for python311Packages.pycairo.aarch64-darwin on master
✔ python3.11-pycairo-1.26.0 from 2024-04-20 - https://hydra.nixos.org/build/256874396


Integer overflow in AddrRange subset check

Describe the bug
If AddrRange A ends at the last byte of a 64-bit address space, it will be treated as a subset of any AddrRange B beginning at address 0. This is because A._end rolls over to zero, and so the check A._start >= B._start && A._end <= B._end becomes true.
Affects version
<IP_ADDRESS>
gem5 Modifications
I am working on modeling a novel memory device that requires specific allocation of the address space (which is why I encountered this error). But I have not made any changes to the AddrRange code, and the reproducible example below does not involve my device.
To Reproduce
Run this function and check the result:
bool checkAddrRangeBug() {
    AddrRange first_four_bytes = RangeSize(0x0, 4);
    AddrRange last_four_bytes = RangeSize(0xfffffffffffffffc, 4);
    return last_four_bytes.isSubset(first_four_bytes);
}

It returns true for me.
Expected behavior
The two ranges should be treated as distinct.
Host Operating System
Ubuntu 22.04 (kernel 5.15.90-wsl)
Host ISA
x86-64
Compiler used
gcc 11.3.0

Thanks @georgehodgkins! We really appreciate the through bug report, it really saves us a lot of time.
I've created a draft PR, #242, in which i've added a test to our AddressRange Unit-test suite to reproduce this using your example. You're correct, this bug is real. I'll try to find someone to jump in and add a patch to this PR which fixes this bug.


Resetting ChatColor's italic font before assigning it to item name or lore

By default, items have italic font if renamed in any way. Added ChatColor.RESET to the item's name, resetting the italic font. This also applies to lore
I believe the text should be normal by default and, if needed, changed to italic by the user
(Ignore the double commit, I still don't know how git works)

Agreed. I was on the fence about overriding it by default but honestly I think it's very rarely someone would want the italic font when using SpiGUI and it's easy enough to add back.


Add to FrameXML

Adds global objects, functions and methods from the following files:

SharedXML/Color.lua
SharedXML/Vector2D.lua
SharedXML/Vector3D.lua

The following functions are omitted in Vector3D.lua:

Vector3D_ScaleBy(scalar, x, y, z)
Vector3D_DivideBy(divisor, x, y, z)
Vector3D_Add(leftX, leftY, leftZ, rightX, rightY, rightZ)
Vector3D_Subtract(leftX, leftY, leftZ, rightX, rightY, rightZ)
Vector3D_Cross(leftX, leftY, leftZ, rightX, rightY, rightZ)
Vector3D_Dot(leftX, leftY, leftZ, rightX, rightY, rightZ)
Vector3D_GetLengthSquared(x, y, z)
Vector3D_GetLength(x, y, z)
Vector3D_Normalize(x, y, z)
Vector3D_CalculateNormalFromYawPitch(yaw, pitch)
Vector3D_CalculateYawPitchFromNormal(x, y, z)

The following functions are omitted Vector2D.lua:

Vector2D_ScaleBy(scalar, x, y)
Vector2D_DivideBy(divisor, x, y)
Vector2D_Add(leftX, leftY, rightX, rightY)
Vector2D_Subtract(leftX, leftY, rightX, rightY)
Vector2D_Cross(leftX, leftY, rightX, rightY)
Vector2D_Dot(leftX, leftY, rightX, rightY)
Vector2D_GetLengthSquared(x, y)
Vector2D_GetLength(x, y)
Vector2D_Normalize(x, y)
Vector2D_CalculateAngleBetween(leftX, leftY, rightX, rightY)
Vector2D_RotateDirection(rotationRadians, x, y)

If you need them let me know. Would you like more additions?

@field currently doesn't support the |nil or ? afaik, I'll have to file a ticket for sumneko.
Can you move them to EmmyLua/Mixin? Considering they are mixins. Otherwise it looks good to me!

@field currently doesn't support the |nil or ? afaik, ...

I understand it. Server doesn't consider such annotations. But the tooltip on hover still displays that a field may be nil. I would leave it that way for now.

Can you move them to EmmyLua/Mixin? Considering they are mixins.

Wouldn't it be better to leave them in the files in which they are defined? Then it would be easier to make changes if Blizzard changes something in them with some patch

But the tooltip on hover still displays that a field may be nil.

For me it doesn't show that a field may be nil on hover for the @field param

Wouldn't it be better to leave them in the files in which they are defined? Then it would be easier to make changes if Blizzard changes something in them with some patch

I think I'll just arrange the files to be more consistent with Blizzard and put them in EmmyLua/FrameXML/ObjectAPI

Sorry, I put it wrong. I meant this

Oh neat, didn't see that it still worked for completion! Still will file a ticket though

By the way, I forgot to say. I intentionally created a local object for a class first, and then assigned type to global object with ---@type. Because there is such a case when using the global object at once

or

This field in both cases doesn't exist in reality. I don't know what it is: a bug or it works as it should.

This seems to work as expected for me since it's an array/table of MyClass

Your case also had a problem, but it seems he fixed it. In the example above, if you don't specify a key, MyClass field is still suggested for some reason.

if you don't specify a key, MyClass field is still suggested for some reason.

Hmm indeed that looks like a bug, you should make a ticket for Sumneko

If you make an object local in class definition, the problem goes away
Yea, I should ... but too lazy.  I just don't want too spam summneko because I already have other more important bugs

Well, I won't do it anymore, since we have come to an agreement that this is probably a bug