feat: support AWS IAM authentication for RDS (DIA-39107)

Description
This adds the support for AWS RDS IAM Authentication. This works with a refresh token that is used as the password and is rotated as needed i.e. depending on the session duration.
Consideration that were made here:

The AWS RDS IAM authentication is opt-in
The AWS region is not passed anywhere as AWS_DEFAULT_REGION is automatically picked by boto if defined
The database host, user, port and this is already parsed automatically by sqlalchemy based on sqlalchemy_url environment variable

Related JIRA issues

DIA-39107

Related PRs

@edouardlp I think we will need to brainstorm a bit here to make that work with Istio security and all.

Code design proposal:
1. Write `fastapi_sqla.aws_rds_iam_support:startup` function which setup whatever needed in both sync and async mode (if enabled)

2. Update `fastapi_sqla.setup` to register `fastapi_sqla.aws_rds_iam_support:startup` function if enabled

3. Remove any import to `fastapi_sqla.aws_rds_iam_support` anywhere else

@hadrien I'm looking at this and I see that I will need to duplicate some logic regarding the sync/async stuff. All that the rds iam support needs is the engine.
Would you be in agreement with this:

Create a fastapi_sqla.aws_rds_iam_support:startup(engine) function
Make the check in the function to see if it is enable or not
Make the event call in the startup function

I'm not certain I see the overall improvement in the proposal you make.
Do you have any other suggestion that would make the code simple and DRY?

@hadrien I'm looking at this and I see that I will need to duplicate some logic regarding the sync/async stuff. All that the rds iam support needs is the engine.
Would you be in agreement with this:

Create a fastapi_sqla.aws_rds_iam_support:startup(engine) function
Make the check in the function to see if it is enable or not
Make the event call in the startup function

I'm not certain I see the overall improvement in the proposal you make. Do you have any other suggestion that would make the code simple and DRY?

Reading the flow is simpler 1 entry point being called once and only once rather than having to read both startup to understand setup is called twice.
I am not fond of having unrelated function & module in charge of calling the rds setup. I'd rather have just fastapi_sqla:setup be in charge of registering one startup event handler in rds if enabled.
Having fastapi_sqla.aws_rds_iam_support:startup calling twice a function setup_engine is perfectly find with me.
I do not see where it DRYs anything?

I do not see where it DRYs anything?

Ok as it'd have to verify async support twice.
Go ahead, I'll propose something later on.

Since I change the coverage flags, codecov is not able to do the diff with master but the diff is 100% on patch.


Jamie stratify semantic table papercuts pg 14 b of pascales notes

cleaned up semantic table Concept columns, removed Extractions columns, formatted numbers, etc.

@jamiewaese-uncharted I can't tell where we are at here, because some of the changes you made here overlaps with your other changes which we have already merged. Please have a look and either resolve or close the PR.


Add all recent projects to the project dashboard

https://github.com/open-innovations/dashboard/blob/main/data/projects.csv

Is this done?

Check with @ChristianSpence

Tax devo goes to Christian's github repo for that project. Should it go somewhere else?

I transferred the tax-devolution repo from my personal account to OI last week, so that's ready for updating

Dome this. Closing ticket, as assume this is all...


Hash Table

Use the Linked List from #41 to create a chained hash table.

I'll claim this, along with @nks5295 and @atryus


repodata not found error on valid channel containing only noarch subdir

Related to #172, opening a new issue per the team's request.
I have a simple channel:
 conda_channel
└──  noarch
    ├──  current_repodata.json
    ├──  index.html
    ├──  proj_area-0.0.3-pyh4616a5c_0.conda
    ├──  repodata.json
    └──  repodata_from_packages.json

and get
ERROR rattler_repodata_gateway::fetch: error=repodata not found

upon installing from the channel. Expected behavior depends on what we define as a valid channel. I would say that a valid channel is one that allows you to install all the packages inside it as expected. I'd prefer to just see no errors in this case, especially since the error shows up any time the channel is interacted with (i.e. pixi project channel add, pixi add, pixi search, etc.)

FWIW, conda yields no errors or warnings when using this channel. micromamba gives me
file:////fs2/OpticsLab/Personal/Chandler_Cars/co.. Checked  0.0s
file:////fs2/OpticsLab/Personal/Chandler_Cars/co.. Checked  0.0s
file:////fs2/OpticsLab/Personal/Chandler_Cars/co..  ??.?MB @  ??.?MB/s 0 failed  0.0s
file:////fs2/OpticsLab/Personal/Chandler_Cars/co.. 989.0 B @  10.1kB/s  0.1s
conda-forge/noarch                                  14.5MB @   4.6MB/s  3.1s
conda-forge/win-64                                  22.0MB @   5.3MB/s  4.1s

and then proceeds as normal.

Are you using py-rattler? Or how are you getting this error?
This happens because internally it calls fetch_repodata which assumes that the channel subdirectory exists. The function returns a special NotFound error (which is also reported to the logs), but the error should just be ignored if the subdir is not noarch.
Once https://github.com/mamba-org/rattler/pull/560/files is merged you will have a much much nicer interface.

The gateway feature has landed in rattler, will most likely make its way to pixi and rattler-build soon, closing this for now.


Patch for issue 197 HLSDownloader memory usage to high

HLSDownloader use of browser object was storing each TS segment in memory and not releasing the memory. With large video files, the process memory could grow large enough that the kernel would kill it.
This patch diverts each downloaded segment to a re-used segment file and then appends the segment to the TS file. The process memory size no longer grows.

Looks good and  works on the sites I tried.

Thanks for the update.


Make sure we core dump when we need to

I'm somewhat concerned with this, and how it might interact with our crash logger, and possibly other external crash handlers. Are you positive we need this? What problem does this solve (it doesn't say anything about when / why this is needed). For example, I can most certainly force a core file from ATS without this patch:
[root@fedora leif]# gcore 11386
[root@fedora leif]# ls -lrt core.11386
-rw-r--r-- 1 root root<PHONE_NUMBER> May 18 10:24 core.11386

@zwoop. fetching the core that way doesn't result with a core where the crash actually happened.

Well, the comment says "make sure to drop a core for signals that normally would do so", but if we don't raise the signal again after setting the signal handler back to default, it will not core like it should have.

[approve ci autest]

Tested:
`10:03:15 homer:~$ sudo /usr/local/bin/traffic_server
traffic_server: using root directory '/usr/local'
[May 18 10:04:45.800] {0x150927c35740} NOTE: crashlog started, target=32048, debug=false syslog=true, uid=0 euid=0
[May 18 10:04:45.800] {0x150927c35740} WARNING: failed to intialize management API: [5] Error establishing socket connection.
[May 18 10:04:45.800] {0x150927c35740} NOTE: logging to 0x1b67260
[May 18 10:04:45.801] {0x150927c35740} ERROR: wrote crash log to /usr/local/var/log/trafficserver/crash-2018-05-18-100445.log
traffic_server: received signal 11 (Segmentation fault)
traffic_server - STACK TRACE:
/usr/local/bin/traffic_server(_Z19crash_logger_invokeiP9siginfo_tPv+0x8e)[0x4aad3e]
/lib64/libpthread.so.0(+0x11fb0)[0x7efdf3055fb0]
/lib64/libc.so.6(nanosleep+0x40)[0x7efdf2209b80]
/lib64/libc.so.6(sleep+0x3a)[0x7efdf2209a5a]
/usr/local/bin/traffic_server(main+0x1ac2)[0x493e72]
/lib64/libc.so.6(__libc_start_main+0xeb)[0x7efdf21661bb]
/usr/local/bin/traffic_server(_start+0x2a)[0x49bc6a]
Segmentation fault
10:04:46 homer:~$ sudo tail /usr/local/var/log/trafficserver/crash-2018-05-18-100445.log
7efdf4eb6000-7efdf4eb8000 rw-p 00000000 00:00 0
7efdf4eb8000-7efdf4eb9000 r--p 00025000 08:01 10488763                   /usr/lib64/ld-2.27.so
7efdf4eb9000-7efdf4eba000 rw-p 00026000 08:01 10488763                   /usr/lib64/ld-2.27.so
7efdf4eba000-7efdf4ebb000 rw-p 00000000 00:00 0
7ffdd4edf000-7ffdd4f00000 rw-p 00000000 00:00 0                          [stack]
7ffdd4ff2000-7ffdd4ff5000 r--p 00000000 00:00 0                          [vvar]
7ffdd4ff5000-7ffdd4ff7000 r-xp 00000000 00:00 0                          [vdso]
ffffffffff600000-ffffffffff601000 r-xp 00000000 00:00 0                  [vsyscall]
Unable to retrieve Traffic Server records: [5] Error establishing socket connection.
10:05:01 homer:~$  coredumpctl
TIME                            PID   UID   GID SIG COREFILE  EXE
Fri 2018-05-18 10:03:03 PDT   28511    99    99  11 error     /usr/local/bin/traffic_server
Fri 2018-05-18 10:04:46 PDT   32048    99    99  11 error     /usr/local/bin/traffic_server`


CSS Logo in CSS

CSS Logo variants implemented in CSS.

Motivation
Offering the new logo in a CSS implementation is a simple, straightforward eat your own dog food approach to the implementation of the new logo, seeing as that CSS is a light-weight solution, but moreover – it's a light-weight opportunity. Using CSS is non-blocking, saves disk space, network hops, traffic and minimizes delays.
Using a CSS implementation for the CSS logo double brands CSS, both outside and in.
I hope you find it useful. Here's a little demo in CodePen to play around with.

thank you for sharing this @tomerlichtash! we've reviewed it and believe this falls into the user land modification area. but in case others are looking for it, your work is here for them to find in the issues if needed ❤


v08 spec alignment - ForEach state iterationParam no longer a require…

…d property
Signed-off-by: spolti<EMAIL_ADDRESS>Many thanks for submitting your Pull Request :heart:!
What this PR does / why we need it:
Special notes for reviewers:
Additional information (if needed):

Address https://github.com/serverlessworkflow/sdk-go/issues/70


Build dynamiclist user

Hy everybody,
I make a new chat with useChat.
I tried with exemple code and everything ok.
I plug my api for get all user and adapted the code with my news data.
The conversation array is empty
Have you the answer at this issue ?

@RemDav I need to see the code to help you


Remove object name suggestion after function keyword - Fix Issue #18294

Purpose

Remove object name suggestion after function keyword

Fixes #18294
Check List

[x] Read the Contributing Guide
[ ] Required Balo version update
[ ] Updated Change Log
[ ] Checked Tooling Support (#)
[ ] Added necessary tests

[ ] Unit Tests
[ ] Spec Conformance Tests
[ ] Integration Tests
[ ] Ballerina By Example Tests

[ ] Increased Test Coverage
[ ] Added necessary documentation

[ ] API documentation
[ ] Module documentation in Module.md files
[ ] Ballerina By Examples

Codecov Report

Merging #18300 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master   #18300   +/-   ##
=======================================
  Coverage   15.06%   15.06%
=======================================
  Files          48       48
  Lines        1248     1248
  Branches      192      192
=======================================
  Hits          188      188
  Misses       1046     1046
  Partials       14       14

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 8936b87...ef473c5. Read the comment docs.


Please add sha-256 to dhcp key configuration

https://github.com/opnsense/core/blob/6c91d7f87a1c7f14ae29e1889fa2936557fd6527/src/www/services_dhcp.php#L924
please add: "hmac-sha256" to algotitm list (Its standard rndc-key algoritm in BIND plugin):
-- foreach (array("hmac-md5", "hmac-sha512") as $algorithm):
++ foreach (array("hmac-md5", "hmac-sha256", "hmac-sha512") as $algorithm) :

This issue has been automatically timed-out (after 180 days of inactivity).
For more information about the policies for this repository,
please read https://github.com/opnsense/core/blob/master/CONTRIBUTING.md for further details.
If someone wants to step up and work on this issue,
just let us know, so we can reopen the issue and assign an owner to it.

Bumping this as I cannot configure dynamic DNS updates from DHCPv4 without this change.

I did get this to work by adding the algorithm to the services_dhcp.php file, fixing capitalization errors and adding "allow-update rndc-key" in the named.conf template, and updating ownership of /usr/local/opnsense/etc/namedb/master and the files with in it.  I'm not saying necessarily this is the right way to do this, but I was able to make it work.  I would encourage the package be reviewed by someone more versed than myself.  Would it be possible to reopen this issue or does a new one need submitted?

@prgrmdrk better open a new issue if you have plans for improvements, this issue was marked "incomplete" for good reasons, which doesn't mean there isn't room to add the option. When there's a relation with the bind plugin, it will be imperative to figure out how the two systems should cooperate (example proposals either in a PR or step by step todo list will probably help).

Is it possible that there are two different pieces to this? I am here because I also need hmac-sha256, but it has nothing to do with the bind plugin. My network runs two instances of powerdns on separate systems and this is the algorithm that I need for pushing dns updates to my dns servers. I am looking to jump ship from pf to OPNsense and this is one piece that is missing. I would be happy to create a PR just for adding the option to the front end list without any changes necessary to the bind plugin.
Guidance here would be greatly appreciated. I will plan to open a new issue but first I want to make sure it's appropriate to consider this as two separate issues.


[WIP] New girder route

This preps Resonant Lab for when https://github.com/girder/girder/pull/1484 is merged
TODO:

[ ] Still need to set the API path in a more robust way

@danlamanna, BTW I did a force push so you'll want to update your branch. Thanks for your help!

For reference, this is how I approached it with Flow which was using a dynamically generated mako template: https://github.com/Kitware/flow/compare/girder-routetable
It might be desirable to just "copy" the apiRoot reference and attach it to the Resonant Lab root so api/v1 will always exist regardless of where Resonant Lab is mounted.

Current coverage is 60.39% (diff: 100%)

Merging #351 into master will not change coverage

@@             master       #351   diff @@
==========================================
  Files            25         25
  Lines           654        654
  Methods           0          0
  Messages          0          0
  Branches          0          0
==========================================
  Hits            395        395
  Misses          259        259
  Partials          0          0

Powered by Codecov. Last update 5c17f10...7b19cf8

This PR should address #305


Alternate pull request

This is an alternate pull request to pull request 40 that adds an additional network tag called public_restricted if the user defines the variable called allowed_public_restricted.

Hi @Patrik-Netent Thanks for the PR. Been a bit busy lately, will review in a few days.

Looks good, just some documentation/naming suggestions. Additionally, could you add outputs for the new network tag both in network-firewall/outputs.tf and vpc-network/outputs.tf.

Also, could you update the Access Tier Table in https://github.com/gruntwork-io/terraform-google-network/tree/master/modules/vpc-network#access-tier.

I think all think all the suggestions/notes has been addressed now.

@Patrik-Netent the tests passed. Merging and releasing now.

Thank you, then I can close my fork. 👍


Added method any(spec)

It  closes issue #3

Added new method any(spec) to Array.prototype
Added the unit test
Added the documentation
Added a note about running the examples on the documentation.

Thanks for the feedback @ryanez, already done with the fixes and added them in the commit c06539f.

LGTM 👍


Interactive Scaffold elements should respect SafeArea by default

This will probably be a large tracker issue for the different elements.
Interactive Scaffold elements like SnackBars, FloatingActionButtons, BottomNavigationBars, etc. should respect safe areas by default. This does not apply to the entirety of the Scaffold itself, as the content of the body can extend over/under/beyond those safe areas.
Currently the Scaffold has a minInsets property that is used in the Scaffold geometry to place these items. Changing the minInsets alone creates undesirable side effects as it is used throughout the layout path to determine positioning and extent. I don't think this should be changed as it serves its purpose of maintaining the viewInsets of the current context's MediaQuery.
I think instead we may need to add a minViewPadding to the Scaffold geometry to account for these safe areas when positioning interactive elements. viewPadding was exposed in MediaQueryData about a year ago and provides the ability to distinguish actual safe areas (like notches) from viewInsets like an open keyboard.
Related:
#59204 - SafeArea should maintain bottom view padding by default
#58942 - Scaffold.floatingActionButton does not respect SafeArea by default
#34298 - Previous work in supporting safe areas in the Scaffold
#33999 - Added MediaQuery.viewPadding
https://github.com/flutter/engine/pull/8848 - engine change that exposed viewPadding
#30105 - SafeAreas & FABs

I've checked the other elements of the Scaffold and it appears that they are all being laid out within safe areas. The other related changes/issues above have landed/resolved, so I think it is ok to close this for now.
If https://github.com/flutter/flutter/issues/59204 were to change the behavior of SafeArea, then the Scaffold would need updating to maintain safe placement of its interactive elements. That issue is not moving forward right mow because it would be a pretty annoying breaking change all over the place, and would really require us to fix the MediaQuery API re: padding/viewPadding/viewInsets. I added mention of this to https://github.com/flutter/flutter/issues/24722 which is tracking these sorts of large impact changes.


allow drainer to be reset

Replaces https://github.com/knative/pkg/pull/2491
We need a reset so that downstream for serving to work around containers that are failing their liveness probe see: https://github.com/knative/serving/issues/12571

/retest

/lgtm


How to set the height of the bar?

Tried some styling but while I can set the width the height is not moving.

Hi @stevenixxdc  you could use the transform property
transform: [{ scaleX: 1.0 }, { scaleY: 1.5 }] by example


[DR-113] QuoteBubble e2e tests

DR-113 QuoteBubble e2e tests
Description
Following test suite fails to run due to numerous reasons (check source code comments):
Checklist:

[x] Simplify E2E configuration by using Orb for Cypress
[x] Extend CircleCI configuration to run E2E test in parallel with linter and unit-tests runners
[x] Fix @blurbyte E2E tests for social media sharing that doesn't work on current E2E setup
[x] Run E2E e2e tests on every branch

I think thats great we can run unit and e2e in parallel.
Probably both npm scripts for e2e could be improved slightly.
Looks like CI is stuck on build step(?):

The job ci/circlei: build status is left visible to achieve backward compatibility. If I remove it now other PR will be blocked as this job *is required by Github to pass and refers to the current CircleCI config. In other words, after merging my PR, I will update settings for branching required statuses to match new names.

It would be nice to rename second job to something more meaningful than 'run', since first one is 'lint_and_test' (maybe just 'e2e'?).

I had to read more docs to find a way how to alias cypress/run job for Orb. But it's done here - https://github.com/BuildIt-Poland/daily-
routine/pull/111/commits/cfece15e853b5f0bc4f3c8cb31806fbd0cc9ce5f.
My proposals are:

~build~
lint_and_unit_test
e2e_test

In Github It's gonna look like below:

I presume this configuration related to circleci.


[FormRecognizer] Re-enable StartRecognizeCustomFormsWithLabelsCanParseBlankPage

SDK is throwing:

System.InvalidOperationException : The requested operation requires an element of type 'Number', but the target element has type 'String'.

Example: https://dev.azure.com/azure-sdk/internal/_build/results?buildId=1542525&view=logs&j=a3682114-3f18-57fc-5b36-0513d1624e30&t=4aafafa6-390d-566b-f0be-c187dc65ceb9&l=121969
This seems to be a service-side issue since this behavior is not consistent and not easy to reproduce.

@kinelski can this issue be fixed?

Could reproduce the issue locally. It's still present.

After investigating, the issue is caused because the field confidence is sometimes (rarely) returned as a "NaN", but we're expecting a number. Example:
{
    "status": "succeeded",
    "createdDateTime": "2023-08-22T20:28:37Z",
    "lastUpdatedDateTime": "2023-08-22T20:28:44Z",
    "analyzeResult": {
        "version": "2.1.0",
        "readResults": [
            {
                "page": 1,
                "angle": 0,
                "width": 8.5,
                "height": 11,
                "unit": "inch",
                "lines": []
            }
        ],
        "pageResults": [
            {
                "page": 1,
                "tables": []
            }
        ],
        "documentResults": [
            {
                "docType": "custom:6b3e98c4-297f-43ab-af26-b326359e94c5",
                "modelId": "6b3e98c4-297f-43ab-af26-b326359e94c5",
                "pageRange": [
                    1,
                    1
                ],
                "fields": {
                    "Quantity": {
                        "type": "number",
                        "confidence": "NaN"
                    },
                    "Merchant": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "PhoneNumber": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "Signature": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "Subtotal": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "Email": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "CompanyPhoneNumber": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "CompanyName": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "VendorName": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "DatedAs": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "Tax": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "PurchaseOrderNumber": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "CompanyAddress": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "Website": {
                        "type": "string",
                        "confidence": "NaN"
                    },
                    "Total": {
                        "type": "string",
                        "confidence": "NaN"
                    }
                },
                "docTypeConfidence": 0.001
            }
        ],
        "errors": []
    }
}

Reported to the service team. Waiting for the fix on their side.


fix(run): Attach additional pulling options for linuxu

Prerequisite checklist

[x] Read the contribution guidelines regarding submitting new changes to the project;
[x] Tested your changes against relevant architectures and platforms;
[x] Ran make fmt on your commit series before opening this PR;
[ ] Updated relevant documentation.

Description of changes

This PR fixes two issues with the ELF loader runner.  These two additional options are used during pulling of the pre-built ELF loader bundle and a). correctly handles showing the progress of the pull and b). sets the platform to pull for based on the identified platform (either automatically or via the use of the --plat flag).

Need to fixup, pull progress is incorrectly specified twice.


Update min Swift version to 5.6 and make platform versions consistent

These changes are now available in 2.10.0


[Enhancement] Increase programming exercise test stability

Motivation and Context

In the ProgrammingExerciseParticipation tests cypress interacts with the online code editor to type in submissions. Since cypress actually types the content of a file like a user would the code editor applies autocompletion like automatically inserting a closing bracket. So if cypress types:
private void foo() {
}

the content in the online code editor will be:
private void foo() {
}
}

This results in a build error. As a workaround we currently tell cypress to type shift + pagedown + del to essentially delete all brackets the code editor added on it's own. Sometimes cypress seems to fail to enter that key combination which results in no deletion of the unwanted content and as a consequence the test fails because of a build error. The error occured for example in this build and also occured when @lschlesinger tested this cypress PR.
Description

Instead of using the somewhat unreliable keycombination shift + pagedown + del we go for the brute force way of simply send 100 keystrokes of the del key. This also removes the unwanted content, but is more reliable. Furthermore it is also faster because we don't have to force a delay between the keystrokes.
I also added an assertion. which makes sure that the deleteFile query actually returns HTTP 200, because I saw that fail sometimes on the test server. In that case the test failure is now more understandable.
Steps for Testing

I executed this PR on the testing branch and the last 5 builds passed

Makes sense. It would be better if we somehow could get the file content length and delete using that instead of hardcoding 100, but I don't know if that is possible.

Yeah I agree. I actually tried counting the amount of opening brackets and then simply sending that amount of {del} commands + 20 (buffer to make sure that everything is still deleted if cypress drops some keystrokes), but this didn't work because one {del} does not equal one superfluous closing bracket. The reason for that is that the code editor not only adds the closing bracket, but also adds indentation. So depending on the position of the opening bracket cypress has to send multiple {del} commands (1 to delete the newline + x for the added indentation + 1 to remove the closing bracket). We could count the amount of closing brackets, multiply that by for example 10 and then it would probably work for most implemented classes, but of course there would always be a content, which would be large enough to exceed enough indentation that the factor 10 wouldn't be enough anymore.
A somewhat safe option could be to send as many {del} commands as the content has characters. I will implement and test that.

I implemented the dynamic deletion. And the tests are still passing

-> Edit, also run ProgrammingExerciseParticipation.spec.ts two times, the result was the following:

Run

Run

Hey, could you change these two fields in the cypress.json file and rerun the tests:
{
   "video": true,
   "defaultCommandTimeout": 20000
}

The bamboo buildplan also runs with 20s as default timeout. The default timeout will be increased to 20s once this PR is merged to develop. If the tests still fail you will find a recording of the test under src/test/cypress/videos. Could you send that to me then, so I can have a look at what is going on?

I added a small sleep between typing in the submission and clicking the submit button. A real user would also not immediately click on submit. This seems to fix the failures on ts2. I also reran the buildplan and the tests still pass


Question: why generate an additional APK?

Hi
i have a question about your build.gradle
why do you generate 4 type APK based on architecture, while your project doesn't use any machine dependent code like C lib?

Because someone asked for it and it was easy to do:
https://github.com/tinode/tindroid/issues/31

i see
why? is  it make a difference?  there is no native code.

I don't know. Someone wanted it. I made it. I don't see any harm in it.

:D OK tnx for response.
but in my personal view, it just like defining a variable that not used anywhere. it's not good.
Best Regards.

Hi! How can I handle all incoming messages in the background service? I need to receive messages in background Service.

is it possible?

Please do not use closed issues to ask unrelated questions. Use these methods to get support:
https://github.com/tinode/chat#getting-support
Yes, it's possible.


[#94939334] Create dedicated Tsuru API server playbook

Manage all Ansible dependencies from Ansible Galaxy
What
This PR is to split out the Tsuru playbook from our tsuru-ansible repository into it's own dedicated Github repository.
How to review this PR
This PR should be reviewed in the following context:

I want to move the existing Tsuru_api playbook from out of the role-static directory,
I no longer want the other playbooks so I am deleting the roles-static directory,
I want to inform interested parties of the license this software and the terms of it's re-use,
I want to be able to insert this playbook into ansible galaxy at a future date.

Who should review this PR

Anyone in the core team.
I paired with @actionjack with this one so he can't merge it

Testing

This package has been tested by installing it using Ansible-galaxy.
It has NOT been run as part of a wider tsuru ansible run.

:+1:


cannot give future dates .. year with datetime

the drop down doesn't show up  future years with datetime

If you are referring to the "editable-combodate", you need to add the following attribute e-max-year="2020"

thanks !


Show is account balance is too low for the Estimated Cost of transaction: UI

Acceptance criteria:

[ ] implement ractive UI

https://www.figma.com/file/cvV48t0f7O2znT6QBxK0Zj/Tonomy-ID?type=design&node-id=8507-6500&mode=design&t=dDfHbxfUPOqXhPFn-4

UI: https://www.figma.com/design/cvV48t0f7O2znT6QBxK0Zj/Tonomy-ID?node-id=8584-5480&t=4yJHxjQdtTzrh6ch-4


Add @react-native to the version parameters fixes #28

When following the getting started guide I was getting an error because of the version parameter:
❯ react-native init hello --version ^0.60.0
This will walk you through creating a new React Native project in C:\Users\jealles\source\repos\react-native-sandbox\hello
Using yarn v1.22.0
Installing ^0.60.0...
yarn add v1.22.0
info No lockfile found.
[1/4] Resolving packages...
error An unexpected error occurred: "https://registry.yarnpkg.com/0.60.0: Not found".

This PR is an attempt at fixing it.
cc @stmoy

Fixes #28
(adding comment to set up linking between PR and issue)

Have you tried this again with the recent update/instructions asking you to prefix it with npx:
npx react-native init <project name> --version ^0.60.0?

Hey @kikisaints, that is working when using the npx thing. So maybe we just close this issue?


tab-sso-documentpack project added

Q
A

Bug fix?
no?

New feature?
no?

New sample?
no?

Related issues?
NA

What's in this Pull Request?
The purpose of this sample app is to convert different types of documents into PDF via the Microsoft Graph API, and then merge them together in order to form one document pack. It utilizes a Microsoft Teams tab with single sign-on enabled and uses an Azure function as its backend to interact with the Graph API.

@BobGerman, I have re-created the pull request. Let me know if you have any issues

Thanks @ejazhussain --
Please provide details on running the Azure function.
If you require Visual Studio - please specify that as a prerequisite and include instructions on setting it up.
If this can be done in VS Code - please specify the VSCode extensions and instructions for running it.
I tried and am unable to get the project to run. And I had to install some VS Code extensions (AZ func, C#) plus .NET Runtime SDK to even attempt to debug the function - but none of this is mentioned in the Readme. Then I get an error:
[{
"resource": "/c:/Users/Bob/teams-dev-samples/samples/tab-sso-documentpack/api/PDFConverstion/Models/RequestDetail.cs",
"owner": "csharp",
"code": "CS8632",
"severity": 4,
"message": "The annotation for nullable reference types should only be used in code within a '#nullable' annotations context. [PDFConverstion]",
"source": "csharp",
"startLineNumber": 16,
"startColumn": 22,
"endLineNumber": 16,
"endColumn": 23
}]
Thanks - and please keep in mind that people using the samples may not have all the goodies installed that you may have on your dev machine. I test in a brand new VM each time and thus am missing some pieces ...

@BobGerman  I have updated the instructions around debugging the Azure function.
I have used Visual Studio 2022 for the Azure function.
I hope this helps


WebGL - No such file or directory error when building

Hi there, I recently upgraded a project to Unity 2021.2.0b1 and found that it errors out whenever I try to do a WebGL build.
Building Library\Bee\artifacts\WebGL\build\debug_WebGL_wasm\build.js failed with output: emcc:WARNING: --llvm-lto ignored when using llvm backend emcc2: warning: EXTRA_EXPORTED_RUNTIME_METHODS is deprecated, please use EXPORTED_RUNTIME_METHODS instead [-Wdeprecated] emcc2: error: Packages/com.atteneder.ktx/Runtime/Plugins/WebGL/libktx_read.bc: No such file or directory ("Packages/com.atteneder.ktx/Runtime/Plugins/WebGL/libktx_read.bc" was expected to be an input file, based on the commandline arguments provided) UnityEditor.GenericMenu:CatchMenu (object,string[],int)
The error seems to be connected to the package in some way but the package exists and so does the .bc file it is looking for so I am absolutely stumped. I have tried it in an empty project and it works fine when the Ktx package is not included.
Any help greatly appreciated, been using KtxUnity for a little while now and its been great so thanks for all the effort.

Hi @MarkTotem ,
Thanks for reporting! The new beta includes a much newer version of emscripten, which chanced the way of static linking. For that reason I wanted to try it out soon, but you were faster :)
I have to check myself, but I'm afraid the .bc binary is not compatible with the new emscripten anymore. I'll try if I can get a build running.

Hi @MarkTotem ,
Thanks for reporting! The new beta includes a much newer version of emscripten, which changed the way of static linking. For that reason I wanted to try it out soon, but you were faster :)
I have to check myself, but I'm afraid the .bc binary is not compatible with the new emscripten anymore. I'll try if I can get a build running.

I was afraid you might say that, thanks for looking into it, much appreciated.

Update: I have a running prototype, but unfortunately there's a bug in the current Unity Beta. We're on it!

Update: I have a running prototype, but unfortunately there's a bug in the current Unity Beta. We're on it!

Awesome thanks for the update, great progress 👍

This was fixed in KtxUnity 2.0.0. Sorry, I forgot to close this right away.


Bot make unhuman moviments

Expected Behavior
Walk with a few turns
Actual Behavior
Walk with tens of turns in 1 meter :S

This is the max zoom to make the idea of what it does..
Steps to Reproduce
Launch bot and walk..
Maybe problem should is that my first task is FollowSpiral???
My config file:
{
    "auth_service": "google",
    "username"<EMAIL_ADDRESS>    "password": "xxxxxxxxxxxxxxxxxx",
    "location": "45.494083,12.247316",
    "gmapkey": "xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx",
    "tasks": [
      {
        "type": "FollowSpiral"
      },
      {
        "type": "HandleSoftBan"
      },
      {
        "type": "CollectLevelUpReward"
      },
      {
        "type": "IncubateEggs",
        "config": {
          "longer_eggs_first": true
        }
      },
      {
        "type": "TransferPokemon"
      },
      {
        "type": "RecycleItems"
      },
      {
        "type": "CatchVisiblePokemon"
      },
      {
        "type": "CatchLuredPokemon"
      },
      {
        "type": "SpinFort"
      },
      {
        "type": "MoveToFort"
      },
      {
        "type": "EvolveAll",
        "config": {
          "evolve_speed": 20,
          "use_lucky_egg": false
        }
      }
    ],
    "max_steps": 5,
    "forts": {
      "avoid_circles": true,
      "max_circle_size": 50
    },
    "websocket_server": false,
    "walk": 11.89,
    "action_wait_min": 1,
    "action_wait_max": 4,
    "debug": false,
    "test": false,
    "health_record": true,
    "location_cache": true,
    "distance_unit": "km",
    "reconnecting_timeout": 10,
    "item_filter": {
      "Potion": { "keep" : 75 },
      "Super Potion": { "keep" : 60 },
      "Hyper Potion": { "keep" : 50 },
      "Revive": { "keep" : 60 }
    },
    "evolve_all": "none",
    "evolve_cp_min": 300,
    "evolve_captured": "none",
    "catch_randomize_reticle_factor": 1.0,
    "catch_randomize_spin_factor": 1.0,
    "catch": {
      "any": {"catch_above_cp": 0, "catch_above_iv": 0, "logic": "or" },
      "// Pokemons with example": { "always_catch": true },
      "// Gets filtered with release parameters": {}
    },
    "release": {
      "any": {"release_below_cp": 0, "release_below_iv": 0, "logic": "or"},
      "// Example of always releasing Rattata:": {},
      "// Rattata": {"always_release": true},
      "// Example of keeping 3 stronger (based on CP) Pidgey:": {},
      "// Pidgey": {"keep_best_cp": 3},
      "// Example of keeping 2 stronger (based on IV) Zubat:": {},
      "// Zubat": {"keep_best_iv": 2},
      "// Also, it is working with any": {},
      "// any": {"keep_best_iv": 3},
      "// Example of keeping the 2 strongest (based on CP) and 3 best (based on IV) Zubat:": {},
      "// Zubat": {"keep_best_cp": 2, "keep_best_iv": 3},

      "Abra": {"keep_best_cp": 1},
      "Aerodactyl": {"keep_best_cp": 3},
      "Alakazam": {"keep_best_cp": 2},
      "Arbok": {"keep_best_cp": 2},
      "Arcanine": {"keep_best_cp": 2},
      "Articuno": {"keep_best_cp": 3},
      "Beedrill": {"keep_best_cp": 1},
      "Bellsprout": {"keep_best_cp": 1},
      "Blastoise": {"keep_best_cp": 2},
      "Bulbasaur": {"keep_best_cp": 1},
      "Butterfree": {"keep_best_cp": 1},
      "Caterpie": {"keep_best_cp": 1},
      "Chansey": {"keep_best_cp": 1},
      "Charizard": {"keep_best_cp": 3},
      "Charmander": {"keep_best_cp": 1},
      "Charmeleon": {"keep_best_cp": 2},
      "Clefable": {"keep_best_cp": 2},
      "Clefairy": {"keep_best_cp": 2},
      "Cloyster": {"keep_best_cp": 2},
      "Cubone": {"keep_best_cp": 1},
      "Dewgong": {"keep_best_cp": 1},
      "Diglett": {"keep_best_cp": 1},
      "Ditto": {"keep_best_cp": 2},
      "Dodrio": {"keep_best_cp": 2},
      "Doduo": {"keep_best_cp": 1},
      "Dragonair": {"keep_best_cp": 2},
      "Dragonite": {"keep_best_cp": 3},
      "Drowzee": {"keep_best_cp": 2},
      "Dugtrio": {"keep_best_cp": 2},
      "Eevee": {"keep_best_cp": 3},
      "Ekans": {"keep_best_cp": 1},
      "Electabuzz": {"keep_best_cp": 1},
      "Electrode": {"keep_best_cp": 1},
      "Exeggcute": {"keep_best_cp": 1},
      "Exeggutor": {"keep_best_cp": 2},
      "Farfetch'd": {"keep_best_cp": 1},
      "Fearow": {"keep_best_cp": 2},
      "Flareon": {"keep_best_cp": 3},
      "Gastly": {"keep_best_cp": 1},
      "Gengar": {"keep_best_cp": 2},
      "Geodude": {"keep_best_cp": 1},
      "Gloom": {"keep_best_cp": 1},
      "Golbat": {"keep_best_cp": 1},
      "Goldeen": {"keep_best_cp": 1},
      "Golduck": {"keep_best_cp": 2},
      "Golem": {"keep_best_cp": 1},
      "Graveler": {"keep_best_cp": 2},
      "Grimer": {"keep_best_cp": 2},
      "Growlithe": {"keep_best_cp": 1},
      "Gyarados": {"keep_best_cp": 3},
      "Haunter": {"keep_best_cp": 1},
      "Hitmonchan": {"keep_best_cp": 2},
      "Hitmonlee": {"keep_best_cp": 1},
      "Horsea": {"keep_best_cp": 1},
      "Hypno": {"keep_best_cp": 1},
      "Ivysaur": {"keep_best_cp": 2},
      "Jigglypuff": {"keep_best_cp": 1},
      "Jolteon": {"keep_best_cp": 3},
      "Jynx": {"keep_best_cp": 1},
      "Kabuto": {"keep_best_cp": 1},
      "Kabutops": {"keep_best_cp": 2},
      "Kadabra": {"keep_best_cp": 3},
      "Kakuna": {"keep_best_cp": 1},
      "Kangaskhan": {"keep_best_cp": 2},
      "Kingler": {"keep_best_cp": 2},
      "Koffing": {"keep_best_cp": 2},
      "Krabby": {"keep_best_cp": 1},
      "Lapras": {"keep_best_cp": 2},
      "Lickitung": {"keep_best_cp": 1},
      "Machamp": {"keep_best_cp": 3},
      "Machoke": {"keep_best_cp": 2},
      "Machop": {"keep_best_cp": 1},
      "Magikarp": {"keep_best_cp": 1},
      "Magmar": {"keep_best_cp": 1},
      "Magnemite": {"keep_best_cp": 2},
      "Magneton": {"keep_best_cp": 3},
      "Mankey": {"keep_best_cp": 1},
      "Marowak": {"keep_best_cp": 2},
      "Meowth": {"keep_best_cp": 1},
      "Metapod": {"keep_best_cp": 1},
      "Mew": {"keep_best_cp": 2},
      "Mewtwo": {"keep_best_cp": 3},
      "Moltres": {"keep_best_cp": 2},
      "Mr. Mime": {"keep_best_cp": 1},
      "Muk": {"keep_best_cp": 1},
      "Nidoking": {"keep_best_cp": 3},
      "Nidoqueen": {"keep_best_cp": 3},
      "Nidorina": {"keep_best_cp": 2},
      "Nidorino": {"keep_best_cp": 2},
      "Ninetales": {"keep_best_cp": 1},
      "Oddish": {"keep_best_cp": 1},
      "Omanyte": {"keep_best_cp": 2},
      "Omastar":  {"keep_best_cp": 2},
      "Onix": {"keep_best_cp": 1},
      "Paras": {"keep_best_cp": 1},
      "Parasect": {"keep_best_cp": 1},
      "Persian": {"keep_best_cp": 2},
      "Pidgeot": {"keep_best_cp": 3},
      "Pidgeotto": {"keep_best_cp": 2},
      "Pidgey": {"keep_best_cp": 1},
      "Pikachu": {"keep_best_cp": 1},
      "Pinsir": {"keep_best_cp": 2},
      "Poliwag": {"keep_best_cp": 2},
      "Poliwhirl": {"keep_best_cp": 1},
      "Poliwrath": {"keep_best_cp": 3},
      "Ponyta": {"keep_best_cp": 1},
      "Porygon": {"keep_best_cp": 2},
      "Primeape": {"keep_best_cp": 2},
      "Psyduck": {"keep_best_cp": 1},
      "Raichu": {"keep_best_cp": 2},
      "Rapidash": {"keep_best_cp": 2},
      "Raticate": {"keep_best_cp": 1},
      "Rattata": {"keep_best_cp": 1},
      "Rhydon": {"keep_best_cp": 2},
      "Rhyhorn": {"keep_best_cp": 2},
      "Sandshrew": {"keep_best_cp": 2},
      "Sandslash": {"keep_best_cp": 2},
      "Scyther": {"keep_best_cp": 2},
      "Seadra": {"keep_best_cp": 1},
      "Seaking": {"keep_best_cp": 2},
      "Seel": {"keep_best_cp": 1},
      "Shellder": {"keep_best_cp": 2},
      "Slowbro": {"keep_best_cp": 2},
      "Slowpoke": {"keep_best_cp": 1},
      "Snorlax": {"keep_best_cp": 2},
      "Spearow": {"keep_best_cp": 1},
      "Squirtle": {"keep_best_cp": 1},
      "Starmie": {"keep_best_cp": 2},
      "Staryu": {"keep_best_cp": 1},
      "Tangela": {"keep_best_cp": 1},
      "Tauros": {"keep_best_cp": 1},
      "Tentacool": {"keep_best_cp": 1},
      "Tentacruel": {"keep_best_cp": 2},
      "Vaporeon": {"keep_best_cp": 3},
      "Venomoth": {"keep_best_cp": 2},
      "Venonat": {"keep_best_cp": 1},
      "Venusaur": {"keep_best_cp": 3},
      "Victreebel": {"keep_best_cp": 1},
      "Vileplume": {"keep_best_cp": 1},
      "Voltorb": {"keep_best_cp": 2},
      "Vulpix": {"keep_best_cp": 1},
      "Wartortle": {"keep_best_cp": 2},
      "Weedle": {"keep_best_cp": 1},
      "Weepinbell": {"keep_best_cp": 1},
      "Weezing": {"keep_best_cp": 1},
      "Wigglytuff": {"keep_best_cp": 1},
      "Zapdos": {"keep_best_cp": 3},
      "Zubat": {"keep_best_cp": 1}
    },
    "vips" : {
        "// Any pokemon put here directly force to use Berry & Best Ball to capture, to secure the capture rate!": {},
        "// any": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },

		"Arcanine": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Articuno": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Blastoise": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Charizard": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Dragonite": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Exeggutor": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Flareon": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Gyarados": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Lapras": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Mew": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Mewtwo": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Moltres": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Muk": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Snorlax": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Vaporeon": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Venusaur": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Weezing": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" },
		"Zapdos": {"catch_above_cp": 1000, "catch_above_iv": 0.5, "logic": "or" }
    }
}

Other Information
OS: Windows 10 64bit
Git Commit: ff62273291a7e8e3ef13105c1be46a44830be0ba
Python Version: 2.7.12

Same for me. When looking on the logs, the bot try to go to multiple location at the same time.

Move the "FollowSpiral" task to the end. Otherwise it will collide with "MoveToFort"

I had to remove the FollowSpiral task to get the expected behaviour back again

@Bashin That actually not a real solution. You will walk to some forts and if your inventory is full you will just idle.

Bot is running for 2 hours and the path is looking good to me. I know it is not correcting the error but it's a workaround for now. If MoveToFort is enabled and FollowSpiral too the current version of the bot very often tries to reach both destinations even if it results in stepping for and back between fort and spiral direction.
As long as the bot is unable to manage both tasks at the same time without making this mistake  try to remove the spiral part and it could be working again.

I delete FollowSpiral from my config and bot walk linear perfectly..

It make a similar issue, it make tens of turns in a few space, and however not go to specified location..

BoGnY there was another issue about that, and it is similar case - for now if you are using PATH you need to disable MoveToFort or you will have the bot stuck. If you disable it,  make sure you put enaugh path points in your config because they are the only ones that the bot will visit.

Same here, I'm on the latest dev, 494bc05, and the bot never reaches the pokestop. I just pretty much get this:
Moving towards fort xxx, 0.05km left Arrived at pokestop. Moving towards fort xxx, 0.04km left Arrived at pokestop. Moving towards fort xxx, 0.04km left Arrived at pokestop. Moving towards fort xxx, 0.09km left Moving towards fort xxx, 0.09km left
It says "arrived at pokestop" but it never actually does. I did a clean install with this dev version and modified the config only by putting my login info in, everything else is on default, including "FollowSpiral" at the end, just after "SpinFort".
I now removed the "FollowSpiral" and everything works as expected.

I use default config and remove "FollowSpiral", and it didn't help. After some minutes from start bot start to move to two different forts at the same time.


Hide Y-Axis as soon as all linked series are hidden

Is your feature request related to a problem? Please describe.
I have a chart with multiple series. Three series use the same y-axis. I can't find a way to hide the y-axis as soon as all three series are hidden. I want to show the axis as long as one of the series are displayed, but when I turn all three off it shouldn't be shown anymore. Now the scale on the y-axis changes to 0-5 (I have tickAmount at 5) even though I have a min of 40. This is confusing for the user.
Describe the solution you'd like
I would like a property like showAlways or showForNullSeries that would work with all the series that are linked to one y-axis.

So, you mean yaxis.showAlways doesn't work for multi-series y-axis.
I will take a look.

The yaxis will be shown always with this property. But I want it to disappear when all series linked to this axis are hidden.

Any idea how I could avoid this problem?

@luscl1 Did you solve this by any change?


⚠ Bofrost.gr has degraded performance

In e931d41, Bofrost.gr (https://www.bofrost.gr) experienced degraded performance:

HTTP code: 200
Response time: 2843 ms

Resolved: Bofrost.gr performance has improved in f7ccb20 after 8 minutes.


(fix:docs) Changes to the highlighted code in the Jokes tutorial

Added the right highlighting to the Jokes tutorial

I think this may have been fixed elsewhere, if not, please submit a new PR (but this time make it against main since that's where we add docs updates 😁)


Fix data races of placement member state

Description

Fix data races of placement member state.
Issue reference

Please reference the issue this PR will close: #3423
Checklist
Please make sure you've  completed the relevant tasks for this PR, out of the following list:

[x] Code compiles correctly
[x] Created/updated tests
[x] Unit tests passing
[x] End-to-end tests passing
[ ] Extended the documentation / Created issue in the https://github.com/dapr/docs/ repo: dapr/docs#[issue number]
[ ] Specification has been updated / Created issue in the https://github.com/dapr/docs/ repo: dapr/docs#[issue number]
[ ] Provided sample for the feature / Created issue in the https://github.com/dapr/docs/ repo: dapr/docs#[issue number]

@luckyxiaoqiang Please, fix conflict. There has been another fix in placement in the meantime.

@luckyxiaoqiang Please, fix conflict. There has been another fix in placement in the meantime.

Conflicts resolved. Please help to review.

I didn’t approve of someone running my whole damn phone so the Person who
hacked my phone can comment in this thread and run my phone without my
knowledge or consent and nothing is done
On Mon, Jul 12, 2021 at 8:59 PM luckyxiaoqiang @.***>
wrote:

@luckyxiaoqiang https://github.com/luckyxiaoqiang Please, fix conflict.
There has been another fix in placement in the meantime.
Conflicts resolved. Please help to review.
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/cc @halspang

Thanks @luckyxiaoqiang. I'll be merging this now, and:
@artursouza @halspang we need to run actor workloads to make sure this is tight and that there are no regressions.

Thanks @luckyxiaoqiang. I'll be merging this now, and:
@artursouza @halspang we need to run actor workloads to make sure this is tight and that there are no regressions.

Something more than the longhaul/perf tests? Or just ensure those are OK?

Thanks @luckyxiaoqiang. I'll be merging this now, and:
@artursouza @halspang we need to run actor workloads to make sure this is tight and that there are no regressions.

Something more than the longhaul/perf tests? Or just ensure those are OK?

Perf tests won't cover the changes here. We need to run long haul, perform scale in/out of actor pods and watch for errors from placement.


fix make sequence column name case insensitive

Proposed changes
Issue Number: close #xxx

Further comments
If this is a relatively large or complex change, kick off the discussion at<EMAIL_ADDRESS>by explaining why you chose the solution you did and what alternatives you considered, etc...

@morningman @dataroaring please review this pr

run buildall

run buildall

run clickbench


Mozilla VPN does not remember login after reboots

Describe the bug
Everytime I reboot my computer, I need to log again to Mozilla VPN. This didn't use to happen (it started a few weeks ago).
Steps To Reproduce
Steps to reproduce the behavior:

Log in to Mozilla VPN
Reboot the computer
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Expected behavior
Remember the log in informations.
Additional context
This only started to happen a few weeks ago.
Notify maintainers
@andersk
Metadata
Please run nix-shell -p nix-info --run "nix-info -m" and paste the result.
❯ nix-shell -p nix-info --run "nix-info -m"
 - system: `"x86_64-linux"`
 - host os: `Linux 6.1.44, NixOS, 23.05 (Stoat), 23.05.2726.18784aac1013`
 - multi-user?: `yes`
 - sandbox: `yes`
 - version: `nix-env (Nix) 2.13.5`
 - channels(root): `"home-manager-23.05.tar.gz, nixos-23.05, nixos-hardware, nixos-unstable"`
 - channels(lyes): `""`
 - nixpkgs: `/nix/var/nix/profiles/per-user/root/channels/nixos`

It also forgets server location information. It basically forgets everything at reboot.


Benchmark execution time & display benchmark results

https://github.com/Shopify/script-runner/issues/11
What are you trying to accomplish?
Calculate the runtime of a Function.
Display this runtime alongside other metrics such as memory and stack usage (todo).
Display big titles for the different sections of the output.
When the runtime is under a given threshold, it should display in green:

When the runtime is over, it should display a warning as well:

What should reviewers focus on?
The impact of these changes
On Shopify
An offline and enjoyable way to benchmark scripts and see what the approximate runtime will be.
On merchants
No change
On third-party apps
Same as Shopify.
Tophat 🎩
You can test your own script by running cargo run --release -- <path/to/input.json> -s <path/to/script.wasm>.
Note that --release is mandatory to benchmark since the runtime is much shorter when the binary is optimized.
Additionally, I wrote automated tests (that are executed in a opt-3 environment), so cargo test will show the results of these tests.
The tests use the inputs and the scripts located at tests/benchmarks/, hello_world.wasm is a simple and short script available here, sleeps.wasm was compiled by adding a sleep of 42ms to hello_world.wasm.
Before you deploy

[x] I tophatted or tested this change.

Looks great 👏🏻 I'm excited to see this get in.
Looks like we don't have any continuous integration testing enabled for this repository- let's set that up first and ensure that we can run these new tests within it.
For public repositories, we configure our continuous integration through Github Actions. You can see an example of a github action used to test code in one of our public repositories here: https://github.com/Shopify/scripts-apis-examples/blob/master/.github/workflows/payment-methods.rust.default.yml.
Could you set up an issue to track that work and include it as a part of this PR?

LGTM- let's make sure that we get @jianghong 's review as well as he has more Rust context


Engine crashes if you free a node with an incomplete yield

Godot version
3.5.1, also 3.5.2-stable (git tag)
System information
Arch Linux (rolling release)
Issue description
I've been encountering seemingly random crashes in my project--on one particular NDA'd platform quite often, but sometimes, very rarely, on Windows and Linux as well. No errors are logged, and crash dumps don't provide enough information to debug. With the help of GDB and address sanitizer I managed to create a reproducer, attached below.
The code is quite simple. It starts in the YieldSandwichTest.gd script, which creates a node with a script and then frees the node while that script is yielding (I know that this used to cause leaks, but I think that is unrelated to the issue here):
func _ready():
	var elem = preload("YieldSandwichTestElement.tscn").instance()
	add_child(elem)
	elem.queue_free()

That node's script sets up a tween and then yields until completion of another function in an autoload script. It doesn't have to be a tween here, anything with a signal that fires after a while will do.
func _ready():
	tween = Tween.new()
	add_child(tween)

	tween.interpolate_property(self, "rect_position", null, Vector2(1920, 1080), 1.0)
	tween.start()
	yield(Co.wait_for_tween(tween), "completed")
	print("arrived")

The autoload script Co.gd:
func wait_for_tween(tween: Tween):
	yield(tween, "tween_all_completed")

If you run this in the editor or in release builds, 99.999% of the time it will run without issue. Run it in an engine built with address sanitizer though, and it'll crash immediately.
The issue seems to be that GDScriptFunctionState::_clear_stack indirectly causes the same instance of GDScriptFunctionState to be freed before it finishes. Check the value of the this pointer in frames 0, 1 and 29, below. When control flow eventually returns to _clear_stack in frame 29, it'll begin writing memory that has already been freed:
#0  GDScriptFunctionState::_clear_stack (this=0x614000063e40) at modules/gdscript/gdscript_function.cpp:1849
#1  GDScriptFunctionState::~GDScriptFunctionState (this=0x614000063e40, __in_chrg=<optimized out>) at modules/gdscript/gdscript_function.cpp:1873
#2  0x0000000012804557 in memdelete<Reference> (p_class=0x614000063e40) at ./core/os/memory.h:110
#3  memdelete<Reference> (p_class=0x614000063e40) at ./core/os/memory.h:110
#4  Ref<Reference>::unref (this=0x604000243ef0) at ./core/reference.h:258
#5  RefPtr::unref (this=this@entry=0x604000243ef0) at core/ref_ptr.cpp:85
#6  0x0000000012ba8408 in Variant::clear (this=this@entry=0x604000243ee0) at core/variant.cpp:1052
#7  0x0000000000e41c0a in Variant::~Variant (this=0x604000243ee0, __in_chrg=<optimized out>) at ./core/variant.h:438
#8  CowData<Variant>::_unref (this=<optimized out>, p_data=0x604000243ee0) at ./core/cowdata.h:205
#9  0x0000000012711df8 in CowData<Variant>::~CowData (this=<optimized out>, __in_chrg=<optimized out>) at ./core/cowdata.h:375
#10 Vector<Variant>::~Vector (this=<optimized out>, __in_chrg=<optimized out>) at ./core/vector.h:162
#11 Object::Connection::~Connection (this=<optimized out>, __in_chrg=<optimized out>) at core/object.h:416
#12 Object::Signal::Slot::~Slot (this=<optimized out>, __in_chrg=<optimized out>) at core/object.h:459
#13 VMap<Object::Signal::Target, Object::Signal::Slot>::Pair::~Pair (this=0x60d000378b10, __in_chrg=<optimized out>) at ./core/vmap.h:40
#14 CowData<VMap<Object::Signal::Target, Object::Signal::Slot>::Pair>::_unref (this=<optimized out>, p_data=0x60d000378b10) at ./core/cowdata.h:205
#15 0x00000000126a07df in CowData<VMap<Object::Signal::Target, Object::Signal::Slot>::Pair>::~CowData (this=0x60c000078b30, __in_chrg=<optimized out>) at ./core/cowdata.h:376
#16 VMap<Object::Signal::Target, Object::Signal::Slot>::~VMap (this=0x60c000078b30, __in_chrg=<optimized out>) at ./core/vmap.h:38
#17 Object::Signal::~Signal (this=0x60c000078ad8, __in_chrg=<optimized out>) at core/object.h:445
#18 HashMap<StringName, Object::Signal, HashMapHasherDefault, HashMapComparatorDefault<StringName>, (unsigned char)3, (unsigned char)8>::Pair::~Pair (this=0x60c000078ad0, __in_chrg=<optimized out>) at ./core/hash_map.h:61
#19 HashMap<StringName, Object::Signal, HashMapHasherDefault, HashMapComparatorDefault<StringName>, (unsigned char)3, (unsigned char)8>::Element::~Element (this=0x60c000078ac0, __in_chrg=<optimized out>) at ./core/hash_map.h:74
#20 memdelete<HashMap<StringName, Object::Signal, HashMapHasherDefault, HashMapComparatorDefault<StringName>, (unsigned char)3, (unsigned char)8>::Element> (p_class=0x60c000078ac0) at ./core/os/memory.h:115
#21 HashMap<StringName, Object::Signal, HashMapHasherDefault, HashMapComparatorDefault<StringName>, (unsigned char)3, (unsigned char)8>::erase (p_key=..., this=0x614000063c48) at ./core/hash_map.h:407
#22 Object::~Object (this=<optimized out>, __in_chrg=<optimized out>) at core/object.cpp:1958
#23 0x0000000012804557 in memdelete<Reference> (p_class=0x614000063c40) at ./core/os/memory.h:110
#24 memdelete<Reference> (p_class=0x614000063c40) at ./core/os/memory.h:110
#25 Ref<Reference>::unref (this=0x60d000378a50) at ./core/reference.h:258
#26 RefPtr::unref (this=this@entry=0x60d000378a50) at core/ref_ptr.cpp:85
#27 0x0000000012ba8408 in Variant::clear (this=this@entry=0x60d000378a40) at core/variant.cpp:1052
#28 0x0000000002b04c45 in Variant::~Variant (this=0x60d000378a40, __in_chrg=<optimized out>) at ./core/variant.h:438
#29 GDScriptFunctionState::_clear_stack (this=this@entry=0x614000063e40) at modules/gdscript/gdscript_function.cpp:1852
#30 0x0000000002910800 in GDScriptInstance::~GDScriptInstance (this=0x6060000abbc0, __in_chrg=<optimized out>) at modules/gdscript/gdscript.cpp:1358

I think it goes something like this:

Freeing YieldSandwichTestElement causes the stack of its _ready function state to be cleared (frame 29)
This clears a reference to the GDScriptFunctionState returned from Co.wait_for_tween (frame 25?), which causes that function state to be freed.
The signal connections of the GDScriptFunctionState returned from Co.wait_for_tween are disconnected (frame ~12).
One of the signal connections has a bind that references the GDScriptFunctionState of the _ready function. That reference is cleared (frame 6).
Clearing that reference causes the _ready function state to be deleted (frame 1).

Steps to reproduce

Download the attached reproducer project.
Build the engine with use_asan=yes
Run the attached project using that build of the engine.

Address sanitizer will print an error and then the program will crash.
Minimal reproduction project
yield-sandwich.zip

Closed by #97464 .


Resizing project explorer after clicking menu key while hovering context menu

Pressing the menu key ("RMB" on keyboard) while the mouse is hovering over a context menu opened by right-clicking (or using the menu key) in the document will start resizing the project explorer.
Steps:

Open a document (empty or not, does not matter)
Right-click in the document to bring up the context menu
Hover over one of the entries in the context menu with the mouse
Press the menu key (Wikipedia picture)

I'm not sure what I expect to happen, but it's not this.
And webm: http://morten242.com/sharex/2016/02/2016-02-16_08-59-52.webm
Version 10.8
Reproducible even with --disable-extensions
No errors created in console
Running Windows 10

For some weird reason Chrome/Electron decides to fire the mouse-down event on our sash when the context menu opens from this context menu button.

I am closing this because I believe this is fixed, otherwise please report back. If you can reproduce I would appreciate if you could try to reproduce with our insiders build:
You can give our preview releases a try from: http://code.visualstudio.com/Download#insiders


stringToComponent type that works with ppx

The ppx inserts JS objects of various shapes. Needs to be flexible on props type.

@rickyvetter @mattdamon108 Is this still relevant?

I don't know the context of this PR enough. But, I think stringToComponent can be deprecated as per the comment there. Actually, ppx v3 and v4 seem not to be using it.

@mattdamon108 If it is really not used by either PPX I think we may as well remove it (and only leave it in ReactDOM_V3.res for backward compatibility).

I agree. But the rescript-react is not only for ppx, maybe just maybe someone wants to use it with v4? too much imagination?

I admit too much imagination 😄 Yes, I think we can remove it.

I found https://github.com/rescript-lang/syntax/blob/master/tests/printer/expr/bsObj.res but we can fix the test.

I think the stringToComponent in the test does not really matter anyway, the test source is just parsed and reprinted AFAIK.

Good. How about deprecate it first to merge this PR? I guess that comment seems stale though.

Want me to add commit to update comment to this PR directly?

Want me to add commit to update comment to this PR directly?

Yes, please, thanks!


Document what happens if limit it hit?

Hi,
it would be good to have a hint in the docs what actually happens if the limit is hit.
I played around with it and found that an exception is thrown with an err from raw-body.
I don't know whether this is convention with generator functions but if not, it should be in the docs.
Greets

pr welcome


The NPCs are invisible

Describe the bug
The NPCs are invisible, only the hologram is shown.
Server version
Spigot-21fe707-e1ebe52 (MC: 1.8.8) (Implementing API version 1.8.8-R0.1-SNAPSHOT)
& spigot 1.16.3
To Reproduce

Create an NPC (The player must be offline when you create it! otherwise will work as expected.)
Join the server
Show the NPC to the player.

tested with npclib-plugin-2.10-SNAPSHOT.

The exact same thing happens to me in version 1.16 I hope they fix it soon, it becomes impossible to use having this problem.

same here
tested with 2.9 and 2.10

Are you setting a skin when creating the npc? Or just a blank npc?

Yes, I'm setting skin for it.
npc.setLocation(loc)
npc.setSkin(skin)
npc.create()

Same for me, the name appears but the skin doesn't. It's invisible.

I'll look into it when I get the chance.

I can’t seem to replicate it, are you spawning in a bunch of npcs at a time? I.e. looping through a set of locations and creating an npc for each?
@andrei923 @iNezuko would you mind sharing your code?

looping through a set of locations and creating an npc for each?
yes

I can’t seem to replicate it, are you spawning in a bunch of npcs at a time? I.e. looping through a set of locations and creating an npc for each?
@andrei923 @iNezuko would you mind sharing your code?

I'm using 1.16.4 and the version someone shared on the issues (he updated it himself)
https://pastebin.com/dYuXMJti
https://pastebin.com/nFSTyz70

looping through a set of locations and creating an NPC for each?

yes, also make sure you(the player) are not online when creating them.

I had this issue in the past, I believe it was a limitation of the mineskin api. I fixed the issue by serializing and saving the skin object in a config and retrieving it later so I only have to make the api call once.

I can’t seem to replicate it, are you spawning in a bunch of npcs at a time? I.e. looping through a set of locations and creating an npc for each?
@andrei923 @iNezuko would you mind sharing your code?

I'm using 1.16.4 (from the updated version someone shared on the issues). I'm using single NPC. Edit: oh it was you
https://pastebin.com/dYuXMJti
https://pastebin.com/nFSTyz70
My gamemode relies on NPCs made from packets. This lib seems to have saved my time, but yeah. If it's an issue of the version then I can downgrade to 1.16.2
I also tried changing the skin int and replacing it with Skin skin

That’s very strange, do you have the same issue if you create the skin object manually?  You can do this by copy pasting the signature and value from mineskin and creating the skin object Skin(value, signature)

That’s very strange, do you have the same issue if you create the skin object manually? You can do this by copy pasting the signature and value from mineskin and creating the skin object Skin(value, signature)

Yes I did it with Skin skin =

That’s very strange, do you have the same issue if you create the skin object manually? You can do this by copy pasting the signature and value from mineskin and creating the skin object Skin(value, signature)

Loaded class net.jitse.npclib.api.skin.Skin from NPCLibPlugin v2.9.1-SNAPSHOT which is not a depend, softdepend or loadbefore of this plugin.
I have added Depend on npclib and put it inside plugins folder (also before shaded it in maven but I undid it)
My code looks like this: https://pastebin.com/mtvZes5q
Still invisible.

That’s very strange, do you have the same issue if you create the skin object manually? You can do this by copy pasting the signature and value from mineskin and creating the skin object Skin(value, signature)

My code now I took from "examples" the author of this lib did. It works and spawned the NPC.
https://pastebin.com/pS1s26Ks

My code now I took from "examples" the author of this lib did. It works and spawned the NPC.
https://pastebin.com/pS1s26Ks

Good to here that it’s working now, still confused as to why it wasn’t before.

@andrei923 looks like it was an issue with rate limiting, especially if your loading the npcs again and again. Each request for a given skin has a 60 second cool down.

Good to here that it’s working now, still confused as to why it wasn’t before.

I'm p sure the NPC has to be created when the player is on the server. Or like couple minutes after start.

is not related to the skin, tried without setting the skin, the same result, the bug was added in 2.8

Good to here that it’s working now, still confused as to why it wasn’t before.

I'm p sure the NPC has to be created when the player is on the server.

that's the bug, meaning that you have to create an NPC every time a player joins.

that's the bug, meaning that you have to create an NPC every time a player joins.

Works for me as I'd make them spawn like this anyways. Hope you can figure it out soon

I’d recommend serializing and saving your skins so you only need to make the api call once.

Would it work with saving the data of the skin. Value and signature? How it would look like in the code?

Would it work with saving the data of the skin. Value and signature? How it would look like in the code?

You’d just need to save the value and signature under the id so you can grab it later.
Here’s my skin class https://github.com/Mooselk/All-In-One-Lobby/blob/master/src/main/java/me/kate/lobby/npcs/api/skin/Skin.java
And fetching methods https://github.com/Mooselk/All-In-One-Lobby/blob/master/src/main/java/me/kate/lobby/cache/SkinCache.java

is not related to the skin, tried without setting the skin, the same result, the bug was added in 2.8

I need to see how you’re showing the npc, I’m still unable to replicate your issue.
Have you tried hiding and unhiding the npc?  I’m trying to narrow this down as much as possible before I go digging.

is not related to the skin, tried without setting the skin, the same result, the bug was added in 2.8

I need to see how you’re showing the npc, I’m still unable to replicate your issue.
Have you tried hiding and unhiding the npc? I’m trying to narrow this down as much as possible before I go digging.

yes, the NPC is still hidden, it throws the "NPC is already shown to player" error, the hologram works.

Creating a new NPC Object for every player and using the code from #130 worked for me. It seems, like it's a issue with the NPCs getting created before the skin finished downloading... 🤔

Creating a new NPC Object for every player and using the code from #130 worked for me. It seems like it's an issue with the NPCs getting created before the skin finished downloading... 🤔

it's not related to the skin, you don't need to set the skin to reproduce it.

Well without skins it kinda worked for me.
Am Mi., 16. Dez. 2020 um 13:53 Uhr schrieb andrei923 <
<EMAIL_ADDRESS>
Creating a new NPC Object for every player and using the code from #130
https://github.com/MinecraftLibraries/NPCLib/pull/130 worked for me. It
seems like it's an issue with the NPCs getting created before the skin
finished downloading... 🤔
it's not related to the skin, you don't need to set the skin to reproduce
it.
[image: 2020-12-16_14 52 47]
https://user-images.githubusercontent.com/29291628/102350990-679af500-3fae-11eb-90c9-a0ab84274a35.png
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Creating a new NPC Object for every player and using the code from #130 worked for me.
this.

Creating a new NPC Object for every player and using the code from #130 worked for me.

this.

what do you mean?

Please note that showing the NPCs to the players async results in strange behavior like this. Always make sure that player related mechanics act on the main server thread!

I have the same problem. Can anymore help me?

Version 2.7.2 works as it should, In 2.8 it doesn't.

Can confirm, brand new user here running Paper Version 495 1.16.5-R0.1-Snapshot and NPCLibPlugin 2.11.1-Snapshot when I spawn a npc on server start it will appear invisible even if spawned with no skin. Weird thing is if I reload the plugin (Using PlugMan) the npc will become visible so I thought maybe spawning the npc right as the server started was causing this somehow and tried using a delayed task but no luck there, I ended up trying what someone recommended here which is to spawn an npc for each individual player when they join and that works fine, its messy and I assume not very efficient but for now it is a temporary fix I hope.

`for (NPC npc : NPCManager.getAllNPCs())
{
if (!npc.isCreated())
npc.create();
npc.show(event.getPlayer());

}`
I solved this issue in 1.16.5 by running the following code on player join.

for (NPC npc : NPCManager.getAllNPCs())
{
	if (!npc.isCreated())
		npc.create();

	npc.show(event.getPlayer());
}

I solved this issue in 1.16.5 by running the following code on player join.

the player must be offline to reproduce it.

create npc
join server
show npc

I created the NPC object while the server is starting, and ran npc#create and npc#show on join.  I can't find a way to fix it properly, I don't know if there is.

I'm giving people a solution. I created the NPC object while the server is starting, and ran npc#create and npc#show on join. I can't find a way to fix it properly, I don't know if there is.

Yeah your fix is much better than creating individual npcs for every player which was the solution I went with before, I will not that I ran into an null error with isCreated() but it has to do with how I define the npc variable, I define the npc in the class with like:
public NPC examplenpc;
so instead of doing
if(!examplenpc.isCreated())
I switched it to
if(examplenpc != null)
I'm assuming the difference is how we are initially defining our npc variable, here is my final improvised example from your solution which works great in case anyone finds it useful:
    public NPC woodcuttingnpc;     @EventHandler     public void OnJoin(PlayerJoinEvent event){         if(woodcuttingnpc != null){             woodcuttingnpc.show(event.getPlayer());         }else{             Skin skin = new Skin("ewogICJ0aW1lc3RhbXAiIDogMTYxNjExNTcwNjE5OSwKICAicHJvZmlsZUlkIiA6ICJjNjc3MGJjZWMzZjE0ODA3ODc4MTU0NWRhMGFmMDI1NCIsCiAgInByb2ZpbGVOYW1lIiA6ICJDVUNGTDE2IiwKICAic2lnbmF0dXJlUmVxdWlyZWQiIDogdHJ1ZSwKICAidGV4dHVyZXMiIDogewogICAgIlNLSU4iIDogewogICAgICAidXJsIiA6ICJodHRwOi8vdGV4dHVyZXMubWluZWNyYWZ0Lm5ldC90ZXh0dXJlL2Q1ZWQ4MDk3ZTM0YThmMGJkNDZlNzY2MTkwYzNhOWY2ODNiYThkODBjM2FiM2RiZTYwMWI1ZDU4ZWQ3MjEwMGUiLAogICAgICAibWV0YWRhdGEiIDogewogICAgICAgICJtb2RlbCIgOiAic2xpbSIKICAgICAgfQogICAgfQogIH0KfQ==", "HCPbYqjTkLRgm2VpvkCj9OMIibZCZIpJ7qd/yb5TtZdriX4T5YFYB1pUwnP/wSPHXU9eDwqYHP32G5kiXLV7W4GrTqRT55t1dtDE0l4nHzLNMFVZZDuZ9/DGCTPGdWZ2ACfijiQ+KRE3n5mrWNIG88m0GAQuwIp5WmoIPRcdEyBZieruU8Mqb6Rnk/xusJwHdj4YLZFT0HMpm2dJGnUhVNA5ZD59MMFb4bByMeQX7NHChqYxGkPyg5WIrTRDE4lfRleOOm7ZYKDsDiNGof9xytmQhGVk+BeOTqnSq2Yo2NDc/2Ag6QVYrdpFmSnSjvb2hpxAF2H0SMb0rGZDNqD8ASY0MI2LgZo95acTO9yWV5ep32ykbmUCEDuJmPbbbKiJqifiZzkPbZOihifwoVhEvFrFLBYcWdJmsCmaBeNQHbnGR5flbhR+8mY7+L7EHQndUEAc7juAGVFjWSc8DG4Wsy16eozuDSrc3YcY7ymszN2ol/VqdAt1hdhwOzcaGFBkrXJQ/t+1Dlpb4+n6Wk3Fezi+Hq7Ln74x/PahyV2SoQriEERYlikV6xj1V+4W4wTwFihqs+uH8UxAkJYq6W5wjBlF6zDwK3+bip52a+RuCYTENdrfOPIZC9lyFivoMZ+SFxpD9xD3+gVRnzjjxQm0VLnDm2GEt6fj7MOLCmY6dvY=");             int skinID = 962200259;             Location loc = new Location(Bukkit.getWorld("world"), -500.443, 65, -149.591, -179, 4);             //NPC dmv = null;             woodcuttingnpc = plugin.getNPCLib().createNPC(Arrays.asList("§e§lRobin", "§7Right Click to Interact"));             woodcuttingnpc.setSkin(skin);             woodcuttingnpc.setLocation(loc);             woodcuttingnpc.create();             woodcuttingnpc.show(event.getPlayer());         }     }

I'm giving people a solution. I created the NPC object while the server is starting, and ran npc#create and npc#show on join. I can't find a way to fix it properly, I don't know if there is.

Yeah your fix is much better than creating individual npcs for every player which was the solution I went with before, I will note that I ran into an null error with isCreated() but it has to do with how I define the npc variable, I define the npc in the class with like:
public NPC examplenpc;
so instead of doing
if(!examplenpc.isCreated())
I switched it to
if(examplenpc != null)
I'm assuming the difference is how we are initially defining our npc variable, here is my final improvised example from your solution which works great in case anyone finds it useful:

public NPC woodcuttingnpc;

@EventHandler
public void OnJoin(PlayerJoinEvent event){
    if(woodcuttingnpc != null){
        woodcuttingnpc.show(event.getPlayer());
    }else{
        Skin skin = new Skin("ewogICJ0aW1lc3RhbXAiIDogMTYxNjExNTcwNjE5OSwKICAicHJvZmlsZUlkIiA6ICJjNjc3MGJjZWMzZjE0ODA3ODc4MTU0NWRhMGFmMDI1NCIsCiAgInByb2ZpbGVOYW1lIiA6ICJDVUNGTDE2IiwKICAic2lnbmF0dXJlUmVxdWlyZWQiIDogdHJ1ZSwKICAidGV4dHVyZXMiIDogewogICAgIlNLSU4iIDogewogICAgICAidXJsIiA6ICJodHRwOi8vdGV4dHVyZXMubWluZWNyYWZ0Lm5ldC90ZXh0dXJlL2Q1ZWQ4MDk3ZTM0YThmMGJkNDZlNzY2MTkwYzNhOWY2ODNiYThkODBjM2FiM2RiZTYwMWI1ZDU4ZWQ3MjEwMGUiLAogICAgICAibWV0YWRhdGEiIDogewogICAgICAgICJtb2RlbCIgOiAic2xpbSIKICAgICAgfQogICAgfQogIH0KfQ==", "HCPbYqjTkLRgm2VpvkCj9OMIibZCZIpJ7qd/yb5TtZdriX4T5YFYB1pUwnP/wSPHXU9eDwqYHP32G5kiXLV7W4GrTqRT55t1dtDE0l4nHzLNMFVZZDuZ9/DGCTPGdWZ2ACfijiQ+KRE3n5mrWNIG88m0GAQuwIp5WmoIPRcdEyBZieruU8Mqb6Rnk/xusJwHdj4YLZFT0HMpm2dJGnUhVNA5ZD59MMFb4bByMeQX7NHChqYxGkPyg5WIrTRDE4lfRleOOm7ZYKDsDiNGof9xytmQhGVk+BeOTqnSq2Yo2NDc/2Ag6QVYrdpFmSnSjvb2hpxAF2H0SMb0rGZDNqD8ASY0MI2LgZo95acTO9yWV5ep32ykbmUCEDuJmPbbbKiJqifiZzkPbZOihifwoVhEvFrFLBYcWdJmsCmaBeNQHbnGR5flbhR+8mY7+L7EHQndUEAc7juAGVFjWSc8DG4Wsy16eozuDSrc3YcY7ymszN2ol/VqdAt1hdhwOzcaGFBkrXJQ/t+1Dlpb4+n6Wk3Fezi+Hq7Ln74x/PahyV2SoQriEERYlikV6xj1V+4W4wTwFihqs+uH8UxAkJYq6W5wjBlF6zDwK3+bip52a+RuCYTENdrfOPIZC9lyFivoMZ+SFxpD9xD3+gVRnzjjxQm0VLnDm2GEt6fj7MOLCmY6dvY=");
        int skinID = 962200259;
        Location loc = new Location(Bukkit.getWorld("world"), -500.443, 65, -149.591, -179, 4);
        //NPC dmv = null;
        woodcuttingnpc = plugin.getNPCLib().createNPC(Arrays.asList("§e§lRobin", "§7Right Click to Interact"));
        woodcuttingnpc.setSkin(skin);
        woodcuttingnpc.setLocation(loc);
        woodcuttingnpc.create();
        woodcuttingnpc.show(event.getPlayer());
    }
}

I'm not creating an npc per person, just running the method npc#create on join. npc#create is the method that sends the packets to spawn the npc.

I'm giving people a solution. I created the NPC object while the server is starting, and ran npc#create and npc#show on join. I can't find a way to fix it properly, I don't know if there is.

Yeah your fix is much better than creating individual npcs for every player which was the solution I went with before, I will note that I ran into an null error with isCreated() but it has to do with how I define the npc variable, I define the npc in the class with like:
public NPC examplenpc;
so instead of doing
if(!examplenpc.isCreated())
I switched it to
if(examplenpc != null)
I'm assuming the difference is how we are initially defining our npc variable, here is my final improvised example from your solution which works great in case anyone finds it useful:

public NPC woodcuttingnpc;

@EventHandler
public void OnJoin(PlayerJoinEvent event){
    if(woodcuttingnpc != null){
        woodcuttingnpc.show(event.getPlayer());
    }else{
        Skin skin = new Skin("ewogICJ0aW1lc3RhbXAiIDogMTYxNjExNTcwNjE5OSwKICAicHJvZmlsZUlkIiA6ICJjNjc3MGJjZWMzZjE0ODA3ODc4MTU0NWRhMGFmMDI1NCIsCiAgInByb2ZpbGVOYW1lIiA6ICJDVUNGTDE2IiwKICAic2lnbmF0dXJlUmVxdWlyZWQiIDogdHJ1ZSwKICAidGV4dHVyZXMiIDogewogICAgIlNLSU4iIDogewogICAgICAidXJsIiA6ICJodHRwOi8vdGV4dHVyZXMubWluZWNyYWZ0Lm5ldC90ZXh0dXJlL2Q1ZWQ4MDk3ZTM0YThmMGJkNDZlNzY2MTkwYzNhOWY2ODNiYThkODBjM2FiM2RiZTYwMWI1ZDU4ZWQ3MjEwMGUiLAogICAgICAibWV0YWRhdGEiIDogewogICAgICAgICJtb2RlbCIgOiAic2xpbSIKICAgICAgfQogICAgfQogIH0KfQ==", "HCPbYqjTkLRgm2VpvkCj9OMIibZCZIpJ7qd/yb5TtZdriX4T5YFYB1pUwnP/wSPHXU9eDwqYHP32G5kiXLV7W4GrTqRT55t1dtDE0l4nHzLNMFVZZDuZ9/DGCTPGdWZ2ACfijiQ+KRE3n5mrWNIG88m0GAQuwIp5WmoIPRcdEyBZieruU8Mqb6Rnk/xusJwHdj4YLZFT0HMpm2dJGnUhVNA5ZD59MMFb4bByMeQX7NHChqYxGkPyg5WIrTRDE4lfRleOOm7ZYKDsDiNGof9xytmQhGVk+BeOTqnSq2Yo2NDc/2Ag6QVYrdpFmSnSjvb2hpxAF2H0SMb0rGZDNqD8ASY0MI2LgZo95acTO9yWV5ep32ykbmUCEDuJmPbbbKiJqifiZzkPbZOihifwoVhEvFrFLBYcWdJmsCmaBeNQHbnGR5flbhR+8mY7+L7EHQndUEAc7juAGVFjWSc8DG4Wsy16eozuDSrc3YcY7ymszN2ol/VqdAt1hdhwOzcaGFBkrXJQ/t+1Dlpb4+n6Wk3Fezi+Hq7Ln74x/PahyV2SoQriEERYlikV6xj1V+4W4wTwFihqs+uH8UxAkJYq6W5wjBlF6zDwK3+bip52a+RuCYTENdrfOPIZC9lyFivoMZ+SFxpD9xD3+gVRnzjjxQm0VLnDm2GEt6fj7MOLCmY6dvY=");
        int skinID = 962200259;
        Location loc = new Location(Bukkit.getWorld("world"), -500.443, 65, -149.591, -179, 4);
        //NPC dmv = null;
        woodcuttingnpc = plugin.getNPCLib().createNPC(Arrays.asList("§e§lRobin", "§7Right Click to Interact"));
        woodcuttingnpc.setSkin(skin);
        woodcuttingnpc.setLocation(loc);
        woodcuttingnpc.create();
        woodcuttingnpc.show(event.getPlayer());
    }
}

Your solution works, yes. But is not good memory-wise. If you have 1000 players online, you have 1000 NPC objects in memory (because NPCLib needs to save the NPCs to later use them to send packets) so your solution is not recommended. You're better off using @Mooselk 's solution on this. But it might be better to let @JitseB fix this issue, one attempt to fix this could also be to delay the show method on the player by 1 tick on joining. That's to make sure the player has joined and loaded the world since that might be the root cause. Because,  yes.. the server can throw packets at the client whenever it wants to. But the client also has to accept the packets and actually do something with them! So if the client receives an entity packet while it hasn't even loaded the world yet, it might just drop that packet and thus the NPC won't exist for the client because this library is packet-based, and thus the NPC only exists on the client; NOT the server!


Integration in HomeGenie software.

Just to let you know I integrated your library in https://github.com/genielabs/HomeGenie .
As I don't have any knx hardware can't tell if it's working like it should. Hope you like it.


Create instructions on how to setup the storefront graphql query

hey @pfcodes
you can review how it's working in the widget-builder/src/services/fixtures
or here
https://github.com/bigcommerce/widget-builder/pull/23/files

Hey @pfcodes, we agree this could be much better documented, we will be looking into improving this.


purge qmlformat and qmlls from dist [CPP-857]

removes:

qmlls (qml language server https://doc.qt.io/qtcreator/creator-language-servers.html)
qmlformat

total: 12 mb
from dist (linux / mac)
this was the underlying cause to macOS signing issue as they are not codesigned (refer to https://swift-nav.atlassian.net/browse/CPP-857?focusedCommentId=70192)

think this should reoslve the mac signing issue so can re-release 4.1.7 alongside #862 changes (nice to get merged in as well)

assuming we dont need to ship qmlls and qmlformat. alternatively we can codesign them as well.

Frontend and Release Workflow Started here

delete that qml stuff from the windows build as well

think windows deletes all qtbins, (not exactly sure but split this out to https://swift-nav.atlassian.net/browse/CPP-862 to do some investigating 🔍)

Regarding the 're-release strategy'

yea but since 4.1.7 failed to release (mightve been updating to pyside 6.4) was gonna sneak in these bug fix changes

I was missing this context that 4.1.7 was never released. Since we dont have RC's or anything, yeah feel free to sneak some extra goodies in, just follow regular QA processes for releases :)

*will merge this in for releasing.
if any issues with removing qmlls and qmlformat* lmk! 👍

👍 -- official releases will go through our support portal, so we can typically just release whenever appropriate from the GitHub project


DIGITS 6.0 /usr/bin/python: No module named digits

1. Issue or feature description
Problem while trying to download data for digits to run using the normal python scripts.
When running the command I get an error that it seems like some folks have had (see issue #1146) but that I am unable to solve because I am using the latest and greatest version of DIGITS (not an old one).
2. Steps to reproduce the issue
Commands Run:
python -m digits.download_data mnist ~/mnist

/usr/bin/python: No module named digits

3. Information to attach (optional if deemed irrelevant)

[ ] Kernel: 4.4.0-112-generic

[ ] dmesg: N/A

[ ] Driver information from nvidia-smi -a

==============NVSMI LOG==============
Timestamp                           : Thu Feb 22 11:29:03 2018
Driver Version                      : 390.30
Attached GPUs                       : 1
GPU 00000000:01:00.0
Product Name                    : Quadro K2000M
Product Brand                   : Quadro
Display Mode                    : Disabled
Display Active                  : Disabled
Persistence Mode                : Disabled
Accounting Mode                 : Disabled
Accounting Mode Buffer Size     : 1920
Driver Model
Current                     : N/A
Pending                     : N/A
Serial Number                   : N/A
GPU UUID                        : GPU-6d22ea38-f611-8d8d-148e-00d8d3c80bac
Minor Number                    : 0
VBIOS Version                   : <IP_ADDRESS>.18
MultiGPU Board                  : No
Board ID                        : 0x100
GPU Part Number                 : N/A
Inforom Version
Image Version               : N/A
OEM Object                  : N/A
ECC Object                  : N/A
Power Management Object     : N/A
GPU Operation Mode
Current                     : N/A
Pending                     : N/A
GPU Virtualization Mode
Virtualization mode         : None
PCI
Bus                         : 0x01
Device                      : 0x00
Domain                      : 0x0000
Device Id                   : 0x0FFB10DE
Bus Id                      : 00000000:01:00.0
Sub System Id               : 0x153E1028
GPU Link Info
PCIe Generation
Max                 : 2
Current             : 2
Link Width
Max                 : 16x
Current             : 16x
Bridge Chip
Type                    : N/A
Firmware                : N/A
Replays since reset         : 0
Tx Throughput               : N/A
Rx Throughput               : N/A
Fan Speed                       : N/A
Performance State               : P0
Clocks Throttle Reasons
Idle                        : Not Active
Applications Clocks Setting : Not Active
SW Power Cap                : Not Active
HW Slowdown                 : Not Active
HW Thermal Slowdown     : N/A
HW Power Brake Slowdown : N/A
Sync Boost                  : Not Active
SW Thermal Slowdown         : Not Active
Display Clock Setting       : Not Active
FB Memory Usage
Total                       : 1999 MiB
Used                        : 387 MiB
Free                        : 1612 MiB
BAR1 Memory Usage
Total                       : 256 MiB
Used                        : 5 MiB
Free                        : 251 MiB
Compute Mode                    : Default
Utilization
Gpu                         : 0 %
Memory                      : 0 %
Encoder                     : 0 %
Decoder                     : 0 %
Encoder Stats
Active Sessions             : 0
Average FPS                 : 0
Average Latency             : 0
Ecc Mode
Current                     : N/A
Pending                     : N/A
ECC Errors
Volatile
Single Bit
Device Memory       : N/A
Register File       : N/A
L1 Cache            : N/A
L2 Cache            : N/A
Texture Memory      : N/A
Texture Shared      : N/A
CBU                 : N/A
Total               : N/A
Double Bit
Device Memory       : N/A
Register File       : N/A
L1 Cache            : N/A
L2 Cache            : N/A
Texture Memory      : N/A
Texture Shared      : N/A
CBU                 : N/A
Total               : N/A
Aggregate
Single Bit
Device Memory       : N/A
Register File       : N/A
L1 Cache            : N/A
L2 Cache            : N/A
Texture Memory      : N/A
Texture Shared      : N/A
CBU                 : N/A
Total               : N/A
Double Bit
Device Memory       : N/A
Register File       : N/A
L1 Cache            : N/A
L2 Cache            : N/A
Texture Memory      : N/A
Texture Shared      : N/A
CBU                 : N/A
Total               : N/A
Retired Pages
Single Bit ECC              : N/A
Double Bit ECC              : N/A
Pending                     : N/A
Temperature
GPU Current Temp            : 40 C
GPU Shutdown Temp           : 104 C
GPU Slowdown Temp           : 96 C
GPU Max Operating Temp      : 91 C
Memory Current Temp         : N/A
Memory Max Operating Temp   : N/A
Power Readings
Power Management            : N/A
Power Draw                  : N/A
Power Limit                 : N/A
Default Power Limit         : N/A
Enforced Power Limit        : N/A
Min Power Limit             : N/A
Max Power Limit             : N/A
Clocks
Graphics                    : 465 MHz
SM                          : 465 MHz
Memory                      : 900 MHz
Video                       : 540 MHz
Applications Clocks
Graphics                    : N/A
Memory                      : N/A
Default Applications Clocks
Graphics                    : N/A
Memory                      : N/A
Max Clocks
Graphics                    : 745 MHz
SM                          : 745 MHz
Memory                      : 900 MHz
Video                       : 540 MHz
Max Customer Boost Clocks
Graphics                    : N/A
Clock Policy
Auto Boost                  : N/A
Auto Boost Default          : N/A
Processes
Process ID                  : 984
Type                    : G
Name                    : /usr/lib/xorg/Xorg
Used GPU Memory         : 169 MiB
Process ID                  : 1725
Type                    : G
Name                    : compiz
Used GPU Memory         : 63 MiB
Process ID                  : 2640
Type                    : G
Name                    : /opt/google/chrome/chrome --type=gpu-process --field-trial-handle=2914169424235169759,1377988754466863182,131072 --enable-crash-reporter=4084dc82-63cd-419f-ada2-304c595720b9, --gpu-preferences=GAAAAAAAAAAAAQAAAQAAAAAAAAAAAGAA --gpu-vendor-id=0x10de --gpu-device-id=0x0ffb --gpu-driver-vendor=Nvidia --gpu-driver-version=390.30 --gpu-driver-date --gpu-secondary-vendor-ids=0x8086 --gpu-secondary-device-ids=0x0166 --gpu-active-vendor-id=0x8086 --gpu-active-device-id=0x0166 --enable-crash-reporter=4084dc82-63cd-419f-ada2-304c595720b9, --service-request-channel-token=A228BB2FA4CD2D4280264799E62E9A86
Used GPU Memory         : 122 MiB
Process ID                  : 4248
Type                    : C
Name                    : python
Used GPU Memory         : 14 MiB

[ ] NVIDIA packages version from dpkg -l '*nvidia*' or rpm -qa '*nvidia*'

dpkg -l 'nvidia'
Desired=Unknown/Install/Remove/Purge/Hold
| Status=Not/Inst/Conf-files/Unpacked/halF-conf/Half-inst/trig-aWait/Trig-pend
|/ Err?=(none)/Reinst-required (Status,Err: uppercase=bad)
||/ Name           Version      Architecture Description
+++-==============-============-============-=================================
ii  libnvidia-cont 1.0.0~alpha. amd64        NVIDIA container runtime library
ii  libnvidia-cont 1.0.0~alpha. amd64        NVIDIA container runtime library
un  nvidia-common          (no description available)
ii  nvidia-contain 1.1.1+docker amd64        NVIDIA container runtime
un  nvidia-cuda-de         (no description available)
un  nvidia-docker          (no description available)
ii  nvidia-docker2 2.0.2+docker all          nvidia-docker CLI wrapper
un  nvidia-libopen         (no description available)
ii  nvidia-modprob 384.103-0ubu amd64        Load the NVIDIA kernel driver and
ii  nvidia-prime   0.8.2        amd64        Tools to enable NVIDIA's Prime

[ ] NVIDIA container library version from nvidia-container-cli -V

version: 1.0.0
build date: 2018-01-11T00:16+00:00
build revision: 4a618459e8ba522d834bb2b4c665847fae8ce0ad
build compiler: gcc-5 5.4.0 20160609
build flags: -D_GNU_SOURCE -D_FORTIFY_SOURCE=2 -DNDEBUG -std=gnu11 -O2 -g -fdata-sections -ffunction-sections -fstack-protector -fno-strict-aliasing -fvisibility=hidden -Wall -Wextra -Wcast-align -Wpointer-arith -Wmissing-prototypes -Wnonnull -Wwrite-strings -Wlogical-op -Wformat=2 -Wmissing-format-attribute -Winit-self -Wshadow -Wstrict-prototypes -Wunreachable-code -Wconversion -Wsign-conversion -Wno-unknown-warning-option -Wno-format-extra-args -Wno-gnu-alignof-expression -Wl,-zrelro -Wl,-znow -Wl,-zdefs -Wl,--gc-sections

ADDITIONAL INFO:
Hey all, pretty new to DIGITS but with at little help from @flx42 I got it installed and running in a docker container.  That being said I wanted to go through the walkthrough example much like others have done , using DIGITS 6.0 but when I run the first bit of python code I get the same error message as in this thread.
python -m digits.download_data mnist ~/mnist

/usr/bin/python: No module named digits

I realize the reason that I get this error is because indeed I do not have the python tools in the DIGITS repo because I installed everything in docker.  NOW before I just go and clone the whole thing which is what I imagine folks did if they built it from source somewhere in git just so I can use the Python tools my question is:
Is there a way that folks who went the Docker route are supposed to take advantage of the tools in the repo ?  Specifically this one for the walkthrough?
Confession:  I could be really confused and perhaps somewhere in Docker there is an obvious way for me to use the Python tools in this repo, just not experienced enough with this to know.

Just add Digits to your PATH  DIGITS_ROOT=~/digits

How is that the  DIGITS_ROOT ?
I have the same problem. But there is no folder ~/digits after the successful installation in my case...

Did you install via Docker?  If so the entire installation is essentially
jailed in the docket container so the tools are in the docket container.
There are several ways to deal with this, I simply cloned the entire repo
into a different folder to be able to use the python tools on my host
machine, leaving everything in the container alone.  You would also in that
case have to map a folder to the docket container from your host machine to
dump the training data in.  If you need real access to the container data
structure itself, there are ways to ssh etc... into it, Google should help
there.
Jeremy
On Fri, Mar 9, 2018 at 01:10 Sanja S<EMAIL_ADDRESS>wrote:

How is that the DIGITS_ROOT ?
I have the same problem. But there is no folder ~/digits after the
successful installation in my case...
—
You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
https://github.com/NVIDIA/DIGITS/issues/1973#issuecomment-371755900, or mute
the thread
https://github.com/notifications/unsubscribe-auth/AXnnDh8LAFKmjeqnF_-SqxHF0ukxUsqcks5tckcagaJpZM4SP3K7
.

--
Sincerely,
Jeremy
Home Email<EMAIL_ADDRESS>

Thanks a lot, Jeremy. That was helpful. For now, I am using ssh onto the docker container, as suggested here:
http://docs.nvidia.com/deeplearning/digits/digits-user-guide/index.html
docker exec -it digits-17.04 bash
after that, python commands will work from inside the container.

sudo gedit ~/.bashrc
add /home/nvidia/digits(your digits home) into  PYTHONPATH
like this
export PYTHONPATH=/home/nvidia/caffe/python:$PYTHONPATH
change to
export PYTHONPATH=/home/nvidia/caffe/python:/home/nvidia/digits:$PYTHONPATH


Bug: Release Build without vk validation crashes on startup

Release build works with kValidationEnabled = true.
However, if this variable is set to false, build crashes on startup without any meaningful message.
All log is: [INFO] GPU selected: NVIDIA GeForce RTX 3080

Probably this commit will help


Blog introducing PodTopologySpread

A blog introducing PodTopologySpread. Reviewable on https://deploy-preview-20602--kubernetes-io-master-staging.netlify.app/blog/2020/04/introducing-podtopologyspread/.

cc/ @alculquicondor

/assign @kbarnard10

Thanks @sftim for the review! Your comments have been addressed.

Kindly ping @kbarnard10 @mrbobbytables

Thank you, @Huang-Wei for your contribution!
/lgtm

/approve
/hold
will release the hold tomorrow during the day for it to go live 👍

will release the hold tomorrow during the day for it to go live 👍

@mrbobbytables I assume you will cancel /hold today, right? Or, you want me to cancel it?

@Huang-Wei either of us could at this point, was just waiting till after lunch XD
With that though....
/hold cancel


Add support to install lws at an arbitrary namespace

What type of PR is this?
/kind feature

What this PR does / why we need it
Which issue(s) this PR fixes

Fixes https://github.com/kubernetes-sigs/lws/issues/215
Special notes for your reviewer
Does this PR introduce a user-facing change?

Add support to install leaderWorkerSet controller at an arbitrary namespace

/lgtm
/approve

I opened up https://github.com/kubernetes-sigs/lws/pull/282 to further simply the UX for deploying to arbitrary namespaces. Let me know what you think!


Historical cache should operate in bulk

Currently, the broker-side cache operates in bulk: it uses the getBulk API, and timeouts apply to the entire bulk get. But the historical-side cache operates on one segment at a time: it uses the get API, and timeouts apply to each cache fetch.
This is fine for local caches, but it's bad for remote caches (like memcached) because it means the historical is not efficient at pulling from them (due to the lack of bulk get) and can grind to a halt when memcached is unreachable (due to the timeout being applied to each segment, and a query potentially hitting many segments, in which case the timeout stacks up).
For many users, switching to broker-side caching is not a good option, since it forces the broker to retrieve and merge results from every individual segment, and doesn't scale well. So ideally we should improve the historical-side caching.

@gianm if I recall the broker only pulls per-segment results if it is asked to populate cache results. If you set the broker to use cache but not populate, it should try to pull what it can, but then push down the un-matched stuff to the historicals.

Related: #4947