Keyboard and mouse not working on Alpine Linux host

Disclaimer: this problem is not stricly related to the use of x11docker itself, but it's strongly related to most topics that this project covers, being them the use of graphical programs inside Docker containers, once solved, it might be of help to someone else in the future who happens to have the same problem, but if you feel that this issue is off-topic and doesn't belongs here, feel free to close it

This setup might sound a bit confusing, but i'll do my best trying to explain it, my host distro is Arch, on which i'm running an Alpine Linux 3.15.4 VM, which runs Docker, inside that VM, i'm running a container that executes X11 and dwm, i'm able to run the container just fine, it executes without any problems, but once dwm is launched, i'm unable to move both my mouse and my keyboard, they simply don't work, the relevant Dockerfile can be found here
I've tested this same Dockerfile on a variety of setups (all of them bare-metal, no VM involved), including on:

my host OS, running on a modern modern laptop (2020) -> worked
an modern (2018-2020) laptop running the latest version of Fedora -> worked
an really old laptop (2010-2012) running the latest version of Fedora -> didn't worked

But i couldn't try yet running Alpine Linux on bare-metal (preferably on a modern hardware), my guess is that it has something to do with the device manager, both Arch and Fedora make use of udev (which is tightly coupled to systemd), but Alpine is an exception to this rule, it uses mdev by default (which is bundled with busybox)

I'm not sure if Alpine has SELinux (probably not), but i even tried bypassing it's restrictions as suggested here on the wiki by passing the following option to docker run:
--security-opt label=type:container_runtime_t

Update: i've just managed to run Alpine Linux 3.15.4 on bare metal and tried running the Dockerfile mentioned above in it, didn't worked as well, so that makes me think even more that the problem probably lies on mdev

Thank you for the report! I'll try to reproduce in an alpine VM.
x11docker does no setup for keyboard and mouse, this is entirely done by Xorg.

Installing the exact same packages of the Dockerfile on the Alpine VM, and running startx directly from it (instead of running from inside a Docker container) results on the same problem of being unable to move both mouse and keyboard
I'm currently investigating for possible solutions on this repo, as pointed on it's readme:

This repo is a stash for notes, scripts and configs for the system running with mdev as a udev replacement.

This ticket looks related: https://gitlab.alpinelinux.org/alpine/aports/-/issues/5422
It suggests to disable either dri or wfb in xorg.conf.

Unfortunately the solution above didn't worked for me, i've even tried searching for similar problems on Alpine's mailing at sourcehut, but had no luck on finding anything that could be of help

But, i've managed to figure it out, on Alpine hosts, in particular, a few extra steps are required to get X11 up and running

The solution below addresses this issue for both running Xorg directly on a Alpine host, and also running Xorg inside a Docker container on a Alpine host

After closer inspection on the alpine-conf repo, i've managed to find this setup-xorg-base.in script, which, as it's own name implies, responsible for setting up the system for running Xorg
On it, there are 2 lines that we should focus on:
apk add xorg-server xf86-input-libinput eudev mesa "$@"

setup-devd udev

This means that those on the first line are the dependencies required for running Xorg, and the second one takes us to another script, more specifically, setup-devd.in, which basically allow us to choose between the following device managers:

mdev - it's the default (comes with busybox)
mdevd - is standalone, compatible with mdev, more efficient
udev - is the complex, full-featured one. (from eudev, no systemd required)

And as we saw on the script above, the chosen one is udev (which unfortunately is not the most minimalistic one, but it's what works, and doesn't pulls systemd)
So, we just have to disable mdev (it comes enabled by default on Alpine) and enable udev, the commands required for this can be easily gathered from setup-devd.in script, but i'll leave a cleaner and stripped down version that worked for me here:
# stop and delete mdev service
rc-service -s mdev stop
rc-update delete mdev sysinit

# installs udev scripts and enable all it's services
apk add udev-init-scripts udev-init-scripts-openrc
rc-update add udev sysinit
rc-update add udev-trigger sysinit
rc-update add udev-settle sysinit
rc-update add udev-postmount default
rc-service udev start

Hope it helps someone, thanks for your time and support @mviereck, keep up the great work!

Thank you for posting the details of your solution! I am pretty sure that it will help others, too.
So you were already on the right trace to suspect mdev.


Allow changing of Editor tooltip delay

Godot version:

3.1
For tooltips such as found in the inspector. Currently there is no editor setting to change this. The project setting only affects the project, and would be cumbersome to use for the editor anyways.
I prefer no, or near instantaneous delay. Needing to wait nearly a full second for vital tooltip information is quite inconvenient.

 I doubt that's what you want :)
But the delay could be made configurable, yes. It's already configurable for projects with gui/timers/tooltip_delay_sec, this setting could be exposed for the editor too.

But the delay could be made configurable, yes. It's already configurable for projects with gui/timers/tooltip_delay_sec, this setting could be exposed for the editor too.

Changing the tooltip delay of the project also impacts the editor when editing that project, see https://github.com/godotengine/godot/issues/9030. So as a workaround, you could set gui/timers/tooltip_delay_sec.editor to a low value :slightly_smiling_face:

No delay means that whereever you move your mouse tooltips will appear all the time. I doubt that's what you want :)

That is exactly what i want.

Hi, I am trying to fix this issue but I can't figure out how to obtain the timer if we are not allowed to include editor/. Any pointers?


Image Auto Tagging

Project Name
Auto Tagging images - Website tool
Project Description
Given an image input this tool should generate a set of tags for that image. You can create your own models and use them to create a web based interactive tool or you can even use APIs from hugging face or other open-source models.
Project Type:

NLP, Text processing
Image generation

Mention the technology stack, and how your are going to go through with this project.

Hey @yagyesh-bobde I'd like to express my interest in working on the Auto Tagging images - Website tool. I have worked on nlp packages before, but like to learn more about the implementation of the tools.

Sure @Saro259 give it a whirl


Does _setup_transform() in Engine.fit use the train transforms properly?

Discussed in https://github.com/openvinotoolkit/anomalib/discussions/2100

Originally posted by CarlosNacher May 31, 2024
Hi,
I was looking the Engine.fit() method and I realised that maybe we are incorrectly using eval_transform for train instead of train_transform; or maybe I have misunderstood the code structure. I mean:
If you look into the fit() method of the Engine (engine.py line 441 ) the method _setup_transform() is called. And that method (line 311 of engine.py) does:
# get transform
if datamodule and datamodule.transform:
    # a transform passed explicitly to the datamodule takes precedence
    transform = datamodule.transform

And if you go to datamodule (datamodule.py line 232 in the transform property):
def transform(self) -> Transform:
    """Property that returns the user-specified transform for the datamodule, if any.

    This property is accessed by the engine to set the transform for the model. The eval_transform takes precedence
    over the train_transform, because the transform that we store in the model is the one that should be used during
    inference.
    """
    if self._eval_transform:
        return self._eval_transform
    if self._train_transform:
        return self._train_transform
    return None

it seems that even in fit method, the eval_transform takes precedence over train_transform. But if you are fitting, you want train_transform, not eval one.
Am I misunderstanding anything?
Thank you so much in advance!

Whats happening in _setup_transform is setting the evaluation transform as the models default image transformation method. This is intended because during inference you want to use the eval transform only. The eval transform is stored to the model and saved in the model export file.
During training and validation the image are not transformed by the model transforms, but by the transforms that are defined in the datamodule.

In addition to what @alexriedel1 described, i could add the following: if the user does not provide any custom transforms, the datamodule will use the transforms pre-defined by the model. These are the default ones that are reported in their respective papers.
If the user wants to provide custom transforms, the datamodule takes those into account. At the end of the training they will be wrapped within the exported model. The idea behind is that a user should be able to pass a raw image to the inference model without requiring any additional pre-processing stages. All of this will be handled by the inference model.

I'm moving this to Q&A, from which we could continue to discuss.


How to keep focused element centered within a ScrollView (horizontal) on Android TV

Normally on Android TV's when you scroll through a horizontal scroll view it will keep the focused element in the center of the screen until you reach the end of the row.
Is there a way to replicate this behavior with React Native ScrollView's?
Side-note: I have been able to replicate the behavior with ScrollView.scrollTo and some onFocus handlers however since I'm unable to cancel out the native scroll to behavior when an element is off screen it results in a super janky animation conflict...
Environment
Environment:
  OS: Windows 10
  Node: 9.10.1
  Yarn: 1.7.0
  npm: 5.6.0
  Watchman: Not Found
  Xcode: N/A
  Android Studio: Version  <IP_ADDRESS> AI-173.4819257

Packages: (wanted => installed)
  react: 16.4.1 => 16.4.1
  react-native: ^0.55.4 => 0.55.4

Has this been resolved in the recent releases? Any workarounds?

We ended up implementing our own version of the android's focusable framework.


Unable to load plugin

Unable to load the plugin into OBS on macOS & OBS 30
Took all build steps changing only the -r parameter to osx-x64 (since I have a Intel based Mac)
Created in the folder ~/Library/Application Support/obs-studio/plugins the structure like yours ProjectName/bin/x64, also tested ProjectName/bin/mac and ProjectName/Mac/ but no avail
No errors on OBS logs, this example simply doesn't load
I assume it's required to pack it into .plugin files but still haven't figured out how to do it

Happy to see someone is looking into Mac support, but just to be sure: you're aware that you entered uncharted territory there, right? I don't even have a Mac myself, so won't be able to be of any help. Only very recently with the release of .NET 8 Mac support for NativeAOT libraries like this was added, so even outside of this project you probably won't find many people with experience in this area (or help resources whatsoever). So all I can do right now is wishing you good luck basically 🍀

Welp, I just wanted to know if the build process has changed in some way

Hehe, for Mac there simply is no build process, and nothing has changed until someone comes along who figures it out 😎

Actually is just Linux just change the -r flag to osx-x64 and it’s done
I just find weird that the plugin doesn’t load as expected I’ll try later on Windows to see what I’m doing wrong

Actually is just like Linux just change the -r flag to osx-x64 and it’s done I just find weird that the plugin doesn’t load as expected I’ll try later on Windows to see what I’m doing wrong

I think in theory it should really be that simple now that .NET 8 officially supports it, it's just that I have no way of testing it myself. When you say there is nothing in OBS log that makes me think whatever is wrong must also be something rather simple, like files not having the right name or not being in the right folder.
Please keep us posted, would be really nice to be able to add macOS support to my other plugins. Though even if you manage to do it, I still don't have a Mac to be able to compile it myself, but I think at least for the x86 variant I should be able to run this in a VM, just haven't taken the time to look into it yet.

I solved the issue finally
So on the path ~/Library/Application Support/obs-studio/plugins create the folder with the following structure ProjectName/bin/x64
Assuming that you're in the scripts folder of this project you execute the script like so
dotnet publish .. -c Release -o ..\publish\osx-x64 -r osx-x64 /p:DefineConstants=MACOS /p:NativeLib=Shared /p:SelfContained=true

This will generate you the file with a extension .dylib here is where the problems started, the file did not have the execution permissions and it didn't have the proper extension so using
chmod +x filename.dylib

Handles the permissions and rename the filename.dylib to filename.so and it works

So OBS successfully loaded the plugin and you can see the elements it created there? Would it be a lot to ask whether you can try to compile my https://github.com/YorVeX/xObsAsyncImageSource plugin for macOS and see whether you can get async image sources in OBS to work?

So OBS successfully loaded the plugin and you can see the elements it created there? Would it be a lot to ask whether you can try to compile my https://github.com/YorVeX/xObsAsyncImageSource plugin for macOS and see whether you can get async image sources in OBS to work?

Working just fine

So OBS successfully loaded the plugin and you can see the elements it created there? Would it be a lot to ask whether you can try to compile my https://github.com/YorVeX/xObsAsyncImageSource plugin for macOS and see whether you can get async image sources in OBS to work?

Working just fine

That's great news, thanks a lot, I guess I have to look into getting a VM set up for this soon!


[CI] Sync the upstream conda package back into this repo

Ideally, we'd find a way to reuse that recipe instead of vendoring it here

#513 disabled python-conda-macos since libxml2's feedstock appears to be having some issues (https://github.com/conda-forge/libxml2-feedstock/issues/89) so we can re-enable after resyncing the packages

I'm not sure the Conda package build has ever caught anything useful and I think I'm inclined now to remove the build instead


Feature/lk/new project ui panels

Overview
Add routes for the new project workflow
New color mode selection view
New integrated browse / project scene views
Integrated color correction
All of the features act on the same map (except scene preview) and share some common state
Checklist
~- [ ] Styleguide updated, if necessary~
~- [ ] Swagger specification updated, if necessary~
~- [ ] Symlinks from new migrations present or corrected for any new migrations~
Demo

Notes
There is a known bug with the color correct which causes disabled color correct sliders to not have the disabled property set correctly - it doesn't affect their function though (any changes are reset immediately)
I've left some of the old templates in place until we actually implement the corresponding project views (such as scene re-ordering, masking, etc)
Testing Instructions

Verify that the following work as expected and all work on the same map:

Viewing / deleting project scenes
Adding scenes to a project
Previewing scenes in the browse view
Deleting projects
Selecting a color mode
Color correcting scenes, individually and as a group

Keep an eye out for any map state that carries between modes (such as footprints, etc) that shouldn't

Closes #1440
Closes #1437
Closes #1438

One interesting thing is that adding scenes to a project keeps the thumbnails on the map when you exit the 'browse/add' mode. I liked that. What was weird was that if you exit the editor and then go back with that project that we no longer show the thumbnails. Not sure how we want to handle displaying a project with a mix of ingested and un-ingested scenes.

Hm, I should probably be deleting the thumbnails instead of letting them stay - we can add a toggle in the project scene list to show all thumbnails if that's useful

think I'm done wit cleanup and addressing comments. I'll rebase things down.

I personally really like the idea of the thumbnail toggle for non-ingested scenes within the project. But that's beyond the scope of this PR and definitely something that should be thought over.


Sync button response time in UI.

Toggling the sync button on/off has some lag before the button responds.
Also auto start sync after creating/restoring a new wallet

This issue has been resolved in a master branch

In lastest code, this issue has been resolved in a master branch.

In lastest code, this issue has been resolved in a master branch.

no more lag in the sync button?
sync auto starts when creating a new wallet as well? backup, then delete your data dir and try again

Sorry, I tested on the old code by mistake. I will check and fix it.

resolved by https://github.com/crypto-power/cryptopower/pull/563


Install using pip on wheel package

Following @minrk's example with testpath-feedstock, which seems like a better way than just copying the file to site-packages. In particular, this means that pip will know about the installed package.

Hi! This is the friendly automated conda-forge-linting service.
I just wanted to let you know that I linted all conda-recipes in your PR (recipe) and found it was in an excellent condition.


Read only connection string

Do read only connection strings provide a performance boost, or do they simply manage access?
For example, if I have a Cosmos account setup in multiple read and write locations (e.g. North and South Central US) would a client created with a read-only connection string perform faster because it would access the read-only replicas?
Or put another way, is there a benefit to creating two CosmosClients, one read-only, and another read-write, and then picking one based on the intended operation, i.e. use the read-only connection for queries, and the read-write for inserts / updates.

Not that I'm aware, there is no performance benefit of using read-only keys, it is only to manage access.

Having multiple client instances on the same machine can lead to performance issues since the client instances do not share connections. That's why it's recommended to use a singleton. I'm also not aware of any performance benefit from using read-only keys.

Closing as question has been answered.


Retrieve image in viewfinder rectangle

Hello !
Please ! In which part of the code you retrieve the image of viewfinder rectangle for text detection ?
Best regards !

DecodeHandler


Fix how service selectors are matched to pod labels

OSM does not correctly match services to pod labels based
on the service selector. This change resolves a few existing
bugs in relation to service selector matching.

It resolves how service selectors are matched to pod labels
by leveraging the k8s client-go API.

Resolves incorrect selector matching which relies on label
intersection between service and pod labels. K8s selectors
are not computed using label intersection, its more complex
and supports additional matching criteria. The unit tests
prove that label intersection for selectors is not correct.

Resolves incorrect service lookup by assuming a service with
the same name as the pod label exits.

Removes assumptions regarding resources to have the app label
to perform selector matching.

This change does not alter other existing assumptions in the code,
but rather only addresses the existing bugs with service selector
matching.
Resolves #1524
Signed-off-by: Shashank Ram<EMAIL_ADDRESS>
New Functionality      [ ]
Documentation          [ ]
Install                [ ]
Control Plane          [ ]
CLI Tool               [ ]
Certificate Management [ ]
Networking             [ ]
Metrics                [ ]
SMI Policy             [ ]
Security               [ ]
Tests / CI System      [ ]
Other                  [X]

Please answer the following questions with yes/no.

Does this change contain code from or inspired by another project? If so, did you notify the maintainers and provide attribution?
No

Codecov Report

Merging #1542 into main will increase coverage by 0.10%.
The diff coverage is 84.61%.

@@            Coverage Diff             @@
##             main    #1542      +/-   ##
==========================================
+ Coverage   54.10%   54.20%   +0.10%
==========================================
  Files         112      112
  Lines        4765     4778      +13
==========================================
+ Hits         2578     2590      +12
- Misses       2186     2187       +1
  Partials        1        1

Impacted Files
Coverage Δ

pkg/endpoint/providers/kube/client.go
87.30% <82.60%> (+0.26%)
:arrow_up:

pkg/catalog/xds_certificates.go
88.50% <100.00%> (-0.63%)
:arrow_down:

pkg/envoy/route/config.go
96.50% <0.00%> (+0.69%)
:arrow_up:

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 c708123...40fd336. Read the comment docs.


add VideoAudit::InvideoProgramming audit

count the number of videos with a branding annotation

Coverage remained the same at 100.0% when pulling e7fa20a8b496bc4f5a79e5f8f93ac9fdfaa77ab0 on add-audit into dc5a452047a585fb96f09e0726e55e3e48263882 on master.

Coverage remained the same at 100.0% when pulling 430d52fd253b0745670b598764dd74edaafdf392 on add-audit into dc5a452047a585fb96f09e0726e55e3e48263882 on master.

Coverage remained the same at 100.0% when pulling 430d52fd253b0745670b598764dd74edaafdf392 on add-audit into dc5a452047a585fb96f09e0726e55e3e48263882 on master.


Remove dependency on unmaintained node-ip package from amplify-appsync-simulator

How did you install the Amplify CLI?
yarn
If applicable, what version of Node.js are you using?
v20.16.0
Amplify CLI Version
2.16.4
What operating system are you using?
Mac
Did you make any manual changes to the cloud resources managed by Amplify? Please describe the changes made.
No manual changes
Describe the bug
amplify-appsync-simulator uses the node-ip package to get the local IP address, where the simulator may be running.
The node-ip project is abandoned. It has a reported security vulnerability.
Expected behavior
Build and run code using amplify-appsync-simulator without encountering failures or warnings due to security vulnerabilities.
Reproduction steps
yarn audit
Project Identifier
No response
Log output

# Put your logs below this line

Additional information
PR to remove the dependency in https://github.com/aws-amplify/amplify-cli/pull/13877
Before submitting, please confirm:

[X] I have done my best to include a minimal, self-contained set of instructions for consistently reproducing the issue.
[X] I have removed any sensitive information from my code snippets and submission.

closing this as https://github.com/aws-amplify/amplify-cli/pull/13877 had been merged.


Split Poll into Poll and Register.

As part of rewriting the readiness queue, Poll::poll acquired a lock. This is because Poll needed to be Sync so that I/O resources could be merged from other threads.
However, Poll really provides two separate capabilities:

Registering I/O resources.
Polling for I/O events.

Only I/O registration needs to be Sync. If the Poll type is split into two types, then Poll::poll can take &mut self and the lock can be removed.
** But, what about polling from multiple threads? **
Well, that isn't supported today anyway. I also suspect that the answer isn't to make Poll Sync but to add some clone type functionality so that each thread can get its own Poll handle. This would also better support the max concurrency settings that IOCP has.

FWIW, Fuchsia ports are designed for polling from multiple threads, and it would be nice to expose that functionality somehow.

Well, it isn’t really supported today :-) exposing concurrent polling in a portable way is tricky and out of scope. Individual platforms could potentially offer extensions to provide the capability in the mean time.

Yes, I'm just commenting because of your note about offering some kind of cloneable-poll handle. Depending on the design, I could potentially make the handles contain an Arc which could allow the user to poll from multiple threads.

I thought the extra synchronization logic in Poll was just a stopgap? All platforms provide the ability for multiple threads (afaik at least) to get blocked at the system layer, so it seems like something that should be exposed by mio?

@alexcrichton Perhaps, but I don't think it makes sense to enable Sync access to poll, especially given that windows has a max concurrency setting and early versions of epoll don't do the right thing. A better option will be to add a "clone" like functionality to Poll to be able to hook into the duplication of the handle to guard against things like max concurrency.

@carllerche What you're saying makes sense me.
If one really wants multiple threads to be able to "drive" the same Poll instance, perhaps they shouldn't do that in parallel. Instead, have a shared Arc<Mutex<Poll>> and then whatever thread has slack time would try locking the Poll and driving it. If it's already locked by another thread, then go to sleep.
Another strategy is to have multiple Polls -- one per thread and each thread is driving its own Poll when it has slack time, which is exactly what we're doing right now in the default runtime (tokio::runtime::Runtime).
Is my thinking right here? Is it ever more desirable to really drive the same Poll at the same time from multiple threads?

@stjepang I'm not sure about other platforms, but on Fuchsia it is certainly more performant for multiple threads to share a single zircon Port object and all wait, allowing the kernel to choose which one to wake with which messages. Events can then be delivered to any thread.

@cramertj the eventual plan is to permit concurrent polling by cloning the Poll handle (though, w/ some API like try_clone(&self) -> Option<Self>. If the platform supports concurrent polling, it can implement clone. This will also allow platforms that support concurrent polling up to a maximum number of threads to enforce this.


chore(deps): bump https://github.com/jenkins-x/jx-cli to 3.0.238

Update jenkins-x/jx-cli to 3.0.238
Command run was ./promote/main

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/test kube


Unsetting/Splicing Items of Arrays

I am experimenting with Baobab using the example at https://github.com/Yomguithereal/baobab#polymorphisms
One of the things did not work the way I was expecting: Removing an item of an array seems to be quite tedious:
var Baobab = require("baobab");

var tree = new Baobab({
  palette: {
    name: 'fancy',
    colors: ['blue', 'yellow', 'green'],
    currentColor: 1,
    items: [{id: 'one', value: 'Hey'}, {id: 'two', value: 'Ho'}]
  }
},
{
    asynchronous: false
});

removeItemById("one");
console.log(tree.get("palette", "items"));

function removeItemById(id) {
  var itemsCursor = tree.select("palette", "items");
  var item = itemsCursor.get({ id: id });
  itemsCursor.splice([itemsCursor.get().indexOf(item), 1]);
}

Is this the recommended and idiomatic way to remove array items by id?

Hello @luniki,
I am currently considering a splice polymorphism enabling you to pass a function as index so you can do this kind of thing more comfortably.

Unset should now work with arrays. As for the splice polymorphism: #352.


Feature Request: A way to remove an account

Description: I sometimes want to remove an account without resetting "Reset Wallet".
Possible Solution:

Settings
Blockchain Settings
Manage blockchain accounts
"Remove Account"

Again, I want to reference Phantom Wallet here. It is possible to "Remove Account" (one account is always necessary and can not be deleted).

Due to all of the testing, I completely forgot that I already opened up this feature request here #2065


RPI3 Freezes at running setup.py install for dlib

face_recognition version: newest
Python version: newest
Operating System: Ubuntu mate newest

What happened
Entire rpi3 stops at 77% of
running setup.py install for dlib
And I can't install face recognition
What I Did
I ran pip2 -no-cache-dir  install face_recognition
Or what ever it is and I get everything working up until running setup.py install for dlib i also did lots of updates to and software.

Yeah so this isn't the issue anymore now the issue is https://pasteboard.co/GNFexGkS.jpg

Dlib worked but it stopped after all that and got to around 80% of cmake


[9.x] Disallow routes with duplicate URIs

I recently had to deal with an annoying issue on an existing application where routes were being registered twice by mistake.
This feature would be opt-in.
I couldn't figure out how to deal with different domains (the failing test), but if you think this isn't a shit idea I can work on it and figure it out.

Just want to say that it's a general practice, for example, to overwrite existing routes from packages in your own routes file. So definitely keep this opt in.

Seems like one of your own tests fails. Please mark as ready once it passes.

Just want to say that it's a general practice, for example, to overwrite existing routes from packages in your own routes file. So definitely keep this opt in.

Since there's a method to enable/disable I believe users would also be able to select on which "group" of routes this should apply.
And sorry for the broke test — I hadn't figured out the domain stuff last night, but @Jubeki helped me out. 👍

Don't think I'll take any action on this right now.

I think having the route:list command show (duplicate) would be useful


https://s.reddit.com/c/18nkulrrkk5hi

@Aminadad27 We're going to need more information. Please complete the bug or feature request issue so we can help out.
Thanks.

I'm going to close the issue for now. Please resubmit when you have more information. Thanks.


Error run with armv7 ？(v1.10.4)

Error in  👇 ?
if atomic.AddInt64(&p.bufferedRecords, 1) > cl.cfg.maxBufferedRecords {
xxxx
}
panic: unaligned 64-bit atomic operation

goroutine 37 [running]:
runtime/internal/atomic.panicUnaligned()
	/usr/local/go/src/runtime/internal/atomic/unaligned.go:8 +0x24
runtime/internal/atomic.Xadd64(0x18c6254, 0x1)
	/usr/local/go/src/runtime/internal/atomic/atomic_arm.s:258 +0x14
github.com/twmb/franz-go/pkg/kgo.(*Client).produce(0x18c6000, {0x63be48, 0x14a6000}, 0x17465b0, 0x5a80e4, 0x1)
	/root/go/pkg/mod/github.com/twmb/franz-go@v1.10.4/pkg/kgo/producer.go:381 +0xd4
github.com/twmb/franz-go/pkg/kgo.(*Client).Produce(...)
	/root/go/pkg/mod/github.com/twmb/franz-go@v1.10.4/pkg/kgo/producer.go:355
pvp-agent/net.(*KafkaEmit).Start.func1(0x14faa40, 0x14f8720)
	/opt/pvp-agent/src/net/kafka_emit.go:74 +0x3b4
created by pvp-agent/net.(*KafkaEmit).Start
	/opt/pvp-agent/src/net/kafka_emit.go:28 +0xd8
exit status 2

https://github.com/twmb/franz-go/blob/master/pkg/kgo/producer.go#L17
bufferedRecords int64 //  May be refer WaitGroup?   (I'm new at golang 😊.)

atomic.AddInt64(&p.bufferedRecords, 1)  // error in this line

WaitGroup

type WaitGroup struct {
	noCopy noCopy

	// 64-bit value: high 32 bits are counter, low 32 bits are waiter count.
	// 64-bit atomic operations require 64-bit alignment, but 32-bit
	// compilers only guarantee that 64-bit fields are 32-bit aligned.
	// For this reason on 32 bit architectures we need to check in state()
	// if state1 is aligned or not, and dynamically "swap" the field order if
	// needed.
	state1 uint64
	state2 uint32
}

// state returns pointers to the state and sema fields stored within wg.state*.
func (wg *WaitGroup) state() (statep *uint64, semap *uint32) {
	if unsafe.Alignof(wg.state1) == 8 || uintptr(unsafe.Pointer(&wg.state1))%8 == 0 {
		// state1 is 64-bit aligned: nothing to do.
		return &wg.state1, &wg.state2
	} else {
		// state1 is 32-bit aligned but not 64-bit aligned: this means that
		// (&state1)+4 is 64-bit aligned.
		state := (*[3]uint32)(unsafe.Pointer(&wg.state1))
		return (*uint64)(unsafe.Pointer(&state[1])), &state[0]
	}
}

This linter should be preventing what you're seeing: https://github.com/twmb/franz-go/actions/runs/3682375289/jobs/6229958927
https://pkg.go.dev/sync/atomic#pkg-note-BUG
"The first word in an allocated struct, array, or slice; in a global variable; or in a local variable (because the subject of all atomic operations will escape to the heap) can be relied upon to be 64-bit aligned."

I found that my comment was incorrect, so I deleted  before [Flushed]
Thank you so much for the quick investigation and the insight!

It's worked, when checkout  version to v1.9.0 😊

Good to see you have 1.9.0 working. Does 1.10.4 not work for you? I don't think anything significantly changed in these code paths, but I could take a look (also not sure why the linter would be passing on both versions)

yeah,

v1.9.1    work
v1.10.0+  not work

/root/go/pkg/mod/github.com/twmb/franz-go@v1.10.0/pkg/kgo/producer.go:381 +0xd4 (v1.10.0)
panic: unaligned 64-bit atomic operation

goroutine 35 [running]:
runtime/internal/atomic.panicUnaligned()
	/usr/local/go/src/runtime/internal/atomic/unaligned.go:8 +0x24
runtime/internal/atomic.Xadd64(0x2fe6254, 0x1)
	/usr/local/go/src/runtime/internal/atomic/atomic_arm.s:258 +0x14
github.com/twmb/franz-go/pkg/kgo.(*Client).produce(0x2fe6000, {0x633800, 0x2d1c000}, 0x308a700, 0x2c9f180, 0x1)
	/root/go/pkg/mod/github.com/twmb/franz-go@v1.10.0/pkg/kgo/producer.go:381 +0xd4
github.com/twmb/franz-go/pkg/kgo.(*Client).Produce(...)
	/root/go/pkg/mod/github.com/twmb/franz-go@v1.10.0/pkg/kgo/producer.go:355
pvp-agent/net.(*KafkaEmit).Start.func1(0x2d72a40, 0x2d70720)
	/opt/pvp-agent/src/net/kafka_emit.go:74 +0x3b0
created by pvp-agent/net.(*KafkaEmit).Start
	/opt/pvp-agent/src/net/kafka_emit.go:28 +0xd8
exit status 2

Candidate problems:
a995b1b kgo broker: retry sasl auth failures during reauthentication -- not likely, just a retry in broker code
6bbe188 consumer group: clarify log line -- not likely, just a log line fix
dcfcacb {Cooperative,Sticky}Balancer: bug fix lack of stickiness -- not likely, bug fix in unrelated code
76430a8 kgo: add option to consume preferring laggy partitions -- perhaps related? adds one field to the config, but other than that, entirely unrelated
cf392a3 kgo: bump FetchRequest to v13, add test to ensure we always track latest -- not likely, this is just bumping fetch request to v13 (and apparently adding some cruft that is removed in the next commit)
8ab8074 kgo connection: always allow one request after SASL -- not likely, this is just retrying in broker.go
9ac6c97 kgo: support forward & backward batch requests for FindCoordinator, OffsetFetch -- potentially related? should be unrelated, code changed only in client.go and broker.go
b4a4c05 kgo: return guessed tls misconfiguration -- unlikely, this is just returning information in a struct
Can you try checking out v1.10.0, reverting 76430a8, and then seeing if that fixes things? I wonder if, where the sync/atomic BUG notice says "first word in an allocated struct", it means that embedded structs are not aligned (only allocated structs, not non-allocated structs embedded in an allocated struct)

Checkout to  76430a8,  then move producer var to  first in Client struct,  it work

➜ git checkout 76430a8

➜  franz-go git:(76430a8) ✗ git status
HEAD detached at 76430a8
Changes not staged for commit:
  (use "git add <file>..." to update what will be committed)
  (use "git restore <file>..." to discard changes in working directory)
        modified:   pkg/kgo/client.go

➜  franz-go git:(76430a8) ✗ git diff pkg/kgo/client.go

 type Client struct {
-       cfg cfg
+       producer producer
+       cfg      cfg

        ctx       context.Context
        ctxCancel func()
@@ -72,7 +73,6 @@ type Client struct {
                err  error
        }

-       producer producer
        consumer consumer

the solution above I'm not sure is completely reliable. Instead, I've added build files such that Go 1.19+ uses Go's atomics, which are special cased in the compiler. That should resolve this permanently. Please take a look at the incoming 1.11 (within a few hours)

Released


Window is too tall for standard monitors

The window for the game is 1300px tall, which is taller than my largest monitor (1080px vertically, which is fairly standard for monitors)

Going to try and fix this now!

Have attempted this with branch 'adjusting-screen-size-for-standard-resolution" - is that better?

That's much better – it fits nicely in my screen, which means I can see all of the important information (unlike before, where I couldn't see the next piece info and the bottom of the play area at the same time)


Matching Engine: Dispatching task to zombie pollers

Looks like we don't tear down the connection immediately for long polls when a worker dies.  This results in us dispatching tasks to those zombie pollers.  This is very bad experience as the task needs to timeout before we can dispatch it again, and seems like stuck workflow from user perspective.
Repro Steps:

Start worker
Run one workflow till completion (HelloWorldExample)
Kill worker (Ctrl-C)
Trigger another workflow while worker is down: ./bin/helloworld -m trigger
Bring up worker

You should see the decision task is not picked up instantly by the worker.  It only starts after the decision times out and new decision task is created.

The commit #183 did not fix this issue. tchannel-go does not support context cancel propagation. So the current approach with client calling cancel before shutting down will not send any signal to the server.

Tried a few transport level fixes -
Client side:
Call channel.Close when client receives shutdown -> The tchannel close method does not force close connections, it simply waits for existing connections to finish. This does not help since we want to short-circuit and exit.
Server side:
Call Ping to verify client is up 0> Ping takes a host port and we don't know which host port made this specific call.
Set call back function on tchannel status change -> Again we have multiple connections open to server, we need to know more identifying information than just a status change. This might be worth exploring further to see if we can get more information from this call.

The feasible option seems to be to implement an isAlive mechanism in the tchannel library. However tchannel is not in active development and we might switch transport to YARPC/gRPC soon. So this is shelved until migration.


distributionMediaTimingType does not allow fractions with less then 3 digits

The distributionMediaTimingType currently does not allow the specification of fractions of a second with less than three digits (e.g. 00:00:00.12 would not be allowed). But the EBU-TT-D spec does not specify this restriction.

I agree. I was hoping to use this XSD as a validator, but all begin/end tags in the Elephant's Dream sample from here http://rdmedia.bbc.co.uk/dash/ondemand/elephants_dream/1/elephantsdream_25fps.ebuttd.xml fail validation because of this. I would think deciseconds, centiseconds, and milliseconds should all be supported.

@novaterata this should have been fixed now - do you want to review and confirm?

Fixed in commit 87ef5cf6de8a2c2075ecad01771823cadbeedd2a. Please re-open if there is still an issue.

Fixed on my end, thanks!
On Nov 13, 2015 2:03 AM, "Andreas Tai"<EMAIL_ADDRESS>wrote:

Fixed in commit 87ef5cf
https://github.com/ebu/ebu-tt-d-xsd/commit/87ef5cf6de8a2c2075ecad01771823cadbeedd2a.
Please re-open if there is still an issue.
—
Reply to this email directly or view it on GitHub
https://github.com/ebu/ebu-tt-d-xsd/issues/2#issuecomment-156347103.


GEODE-5971: Refactor ShowDeadlockCommand to return ResultModel and ex…

…tend GfshCommand
Thank you for submitting a contribution to Apache Geode.
In order to streamline the review of the contribution we ask you
to ensure the following steps have been taken:
For all changes:

[ ] Is there a JIRA ticket associated with this PR? Is it referenced in the commit message?

[ ] Has your PR been rebased against the latest commit within the target branch (typically develop)?

[ ] Is your initial contribution a single, squashed commit?

[ ] Does gradlew build run cleanly?

[ ] Have you written or updated unit tests to verify your changes?

[ ] If adding new dependencies to the code, are these dependencies licensed in a way that is compatible for inclusion under ASF 2.0?

Note:
Please ensure that once the PR is submitted, you check travis-ci for build issues and
submit an update to your PR as soon as possible. If you need help, please send an
email to<EMAIL_ADDRESS>

@Petahhh @aditya87 For your review.

Closed. This PR has been superseded by PR#2943


Error code: Wsl/Service/CreateInstance/CreateVm/ERROR_PATH_NOT_FOUND

Windows Version
Microsoft Windows [Version 10.0.22621.2134]
WSL Version
<IP_ADDRESS>
Are you using WSL 1 or WSL 2?

[X] WSL 2
[ ] WSL 1

Kernel Version
No response
Distro Version
No response
Other Software
No response
Repro Steps
Recently, I encountered a Windows update problem that crashed my computer several times, and I accidentally removed the virtual infrastructure driver, which made me face error code 0x8037012.
When I tried to fix the former problem, I reinstalled wsl by wsl --install and some other action, like re-enabling the virtual platform and hyper-v several times.
In the end, I fixed the problem by reinstalling VID with the device manager. However, after reinstalling the vid, I solved the situation above but met a new problem: "Error code: Wsl/Service/CreateInstance/CreateVm/ERROR_PATH_NOT_FOUND."
Because I do too many things, I need help figuring out what led to the problem I meet now.
Thanks for helping!
Expected Behavior
Normally start wsl.
Actual Behavior
Error code: Wsl/Service/CreateInstance/CreateVm/ERROR_PATH_NOT_FOUND
Diagnostic Logs
WslLogs-2023-09-16_21-14-00.zip

I use strace wsl and got following result. Am I possible to know what file is it looking for?

I'm not sure I know what you mean by strace wsl, strace is only going to capture what is going on in the guest.
You need to let the /log collection script run while running wsl --install or whatever the problematic commands are. I don't see anything in the traces attached.

I have rerun the script. I notice that i did it wrong before. thanks!
WslLogs-2023-09-21_14-26-51.zip


[flake8-bandit] Implement S4XX suspicious import rules

Summary
Adds all S4XX rules to the flake8-bandit plugin port.
There is a lot of documentation to write, some tests can be expanded and implementation can probably be refactored to be more compact. As there is some discussion on whether this is actually useful. (See: https://github.com/astral-sh/ruff/issues/1646#issuecomment-1732331441), wanted to check which rules we want to have before I go through the process of polishing this up.
Test Plan
Fixtures for all rules based on flake8-bandit tests
Issue link
Refers: https://github.com/astral-sh/ruff/issues/1646

@charliermarsh I added basic docs for all the rules. Ready for review or for culling anything which is redundant or unwanted in the end. Either way afterwards all S4XX rules in the issue can be ticked off and be close to finishing the plugin.


✅ sy/forms fix validation errors and bugs

closes #211
only for campaigns and orgas!

@soundyogi seems like ZERO addresses are not supported any more. Either dont validate that field at all or use  a proper validator (maybe polkadot offers a suitable frontend validator?)


166 users can view kpis in the storyline modes that are a result from the model run

Morning!
Making this PR to make sure we can push this feature to main today. @mattijsstam and I would like to integrate that with the back end that is close to producing the results.

@pascalalferink can you review this today? (rather sooner than later) We'd like to integrate this feature for the demo of this afternoon. Thanks!

LGTM!


Draft: Temporary skeleton code for scoring plugin

This PR contains the ported code for ScoringPlugin.hh and a basic skeleton for ScoringPugin.cc. The purpose of this is only for temporarily having something in place so that it doesn't block anyone else's work (if it depends on the scoring plugin), while I work on finalizing the implementations in ScoringPlugin.cc.
Note: The code in this PR follows a similar structure as vrx_gazebo, i.e. some messages have been implemented in ROS 2 instead of ignition transport. I am currently working on changing the implementations to ignition::transport. I have also ported the source code for ScoringPlugin.cc locally and can include that in this PR too, if required.
Issues:

I had to hard-code two include_dirs in CMakeLists.txt since the compiler wasn't able to find these package paths. I have therefore kept this request as a draft right now. Can you look into what I might have to do differently in CMake so that these paths are found?

Scoring plugin was already ported. Closing this one...


Ssh transport

Delivers #23
Would like @jkyeung's input on this one but can't explicitly add him as reviewer

I finally pushed up some changes I'd been working on to refactor the transports. Please check out https://github.com/IBM/python-itoolkit/commit/8df62109bdd9e35e004364ef80bceea5a5f4c5b0 to see how the transport should be structured now.
Also, the build is failing due to missing Paramiko not being installed.

I am angered by two-space indentation! Four-space is undoubtedly the right answer.
One of my many downfalls as a programmer is a lack of attention to detail. I am using VSCode and had the setting enabled to auto-detect indentation. It picked up two-space indentation in the comment and rolled with it. Fixed that up in latest commit.
I don't think we ever decided on a pep-8-ifier

I think the restcall failures in the CI failures are unrelated

Well, I needed to pull in your other commits to use the transport base class, so I cherry-picked them over. For some reason, I didn't realize those commits already landed in master. Stay tuned for my rebase to clean stuff up.

Sorry for messing it up. I rebased and cleaned up.


Adjust wallet urls according to network.

Currently Authereum's url always points at https://authereum.com, ideally this would automatically adjust based on the dapp's network e.g. https://kovan.authereum.com

Yeah that's a good point. I think it would just be a matter of using the networkName function that is already imported and using a template string to create the url based on the networkId:
{
  // ...other params
  url: `https://${networkId === 1 ? 'accounts' : networkName(networkId)}.authereum.org/`
}

I am not sure if any of the other SDK wallets have this same pattern with the link, so I will need to look in to if any of the other wallets need their url changed to fit this pattern as well.
Would you be interested in creating a PR for this issue?

Sure thing. Your snippet looks like it would definitely do the job. One thing
I've had a look at the other wallets and they don't seem to host different networks on different subdomains etc. so I don't think that we can do something similar for them.


[SEDONA-128] Change Sedona python code to support pyspark 3.3

Did you read the Contributor Guide?

Yes, I have read Contributor Rules and Contributor Development Guide

Is this PR related to a JIRA ticket?

Yes, the URL of the assoicated JIRA ticket is https://issues.apache.org/jira/browse/SEDONA-128. The PR name follows the format [SEDONA-128] my subject.

What changes were proposed in this PR?
Change Sedona python code to support pyspark 3.3
How was this patch tested?
Ran python tests locally against pyspark 3.3
Did this PR include necessary documentation updates?

No, this PR does not affect any public API so no need to change the docs.

@umartin You are sure that
SQLContext.getOrCreate(sparkSession.sparkContext)

is compatible with previous spark versions ?
Other than that it looks good to me. Thanks for contribution.

@umartin You are sure that
SQLContext.getOrCreate(sparkSession.sparkContext)

is compatible with previous spark versions ? Other than that it looks good to me. Thanks for contribution.

Yes, I’m quite sure. All tests pass and I also checked “since xx” on the spark api. But I would prefer if the PR for SEDONA-129 got merged instead of this PR as it is more complete regarding spark 3.3. If SEDONA-129 is rejected we can revisit this PR

I'm closing this since https://github.com/apache/incubator-sedona/pull/636 was merged


Remove recent item in open recent will reset scroll to top

Repro:

Open recent command
Scroll down
Click the X icon on one, the list will scroll to the top

This makes it too frustrating to clear out my open recent list*. I think I created an issue on this before that was eventually closed out of scope but I can't find it, and it still bugs me.
* I want to do this to removed things that no longer exist to make results more relevant.

dupe of https://github.com/microsoft/vscode/issues/76193

There it is 😆


Bicep Community Call - August '22

We are hosting our monthly Bicep community call Thursday, August 25th at 9AM PST!
Use this issue to address topics you would like to discuss, questions you have for our team, further demos you would like to see, and any high or low points you would like to share. This is an open space for our users to discuss any topics they would like to talk about with our team.
You can list topics of discussion in this thread OR you can ask questions during the Q&A portion of the call.
I will be sending the meeting invite out to those who signed up here; if you would like an invite, please sign up and I'll send the invite to your email. See you there!

Good day bicep community,
I’ve got a customer who has made a strategic choice to use Biceps over Terraform and has some concerns around testability, features roadmap and support compared to Terraform.
My primary customer contact (Principal Cloud Engineer | Strategy & Architecture) is working with internal IT Teams and external partners who are pushing back to use of Terraform based on experience, features, and testability.
They are also considering Biceps in 1-2 months’ time to deploy their infrastructure, initiative, and policies.
My questions/ask on behalf of my customer are:

Is there an official roadmap for Biceps to understand what’s coming and how the feature gap with Terraform will be reduced

What’s the recommendation to work around Biceps for current missing features
Currently, the teams are relying on scripting

Will there be official tooling for testing Biceps natively (not ARM transpiled output) to cover all types of tests as described in this Test framework research effort issue #1343
Currently the teams are using linters and PS Rule and are wondering whether it is enough or complete E2E testing is needed.
Can anyone from the Product Group team be able to join a call to discuss the points above with my customer?

I can provide more context if needed
Thanks in advance for your help.
Kind Regards,
Franck

Discussed with Frank offline, but FWIW some basic answers to the general questions since they are broadly useful:

Roadmap is laid out in our milestones
No meaningful updates on the bicep testing framework
There are no strong opinions on using Bicep over TF (or vice-versa) -- there are definitely meaningful pros/cons on choosing one language over another.


Few connectors that bundles with ballerina lang don't have documentation.

Original issue - https://github.com/ballerina-lang/docerina/issues/111
There are no documentation generated for the some connectors including followings.

Twitter
LinkedIn
oauth2
soap
and etc.....

All the connectors are now pushed to Ballerina Central (we don't have a connector for LinkedIn as yet).
So all the connector docs are generated at Central, hence closing this issue.


Compress launch notification messages

Compressing the messages should substantially increase the throughput Telegram allows the bot to do. This could be combined with a "More information" button, that displays e.g. the current launch information text.

3.0.0 implements this feature when sending notifications.


Select Air Quality Sensor

Look at various air quality sensors and determine pick one and order it. Preference for SPI or I2C interface
DoD: Air sensor ordered and received
Blockers: None

I looked at a variety of air quality and Co2 sensors and in the end selected sensor PMSA003I
It supports I2C (will update project description) and monitors PM1.0, PM2.5 and PM10.0 and other particulate matter values.


Deployment

Deploy our Node.js server for our Discord Bot to Linode - a sponsor technology.
And website

Bot is now deployed on Linode. Should install PM2 for autostart, logging and other behaviour
Asked Robbie to help deploy site to Netlify since we don't have GitHub permissions to auto-deploy.

Our bot is now working using PM2 on Linode and the site has been deployed to Netlify thanks to Robbie.


Migrating existing enterprise deployments (1809+)

It's unclear how newer Win 10 Enterprise activations, done via KMS, should be migrated to Subscription Activation. It doesn't seem to be happening automagically and the only way I can force it is to install a Win 10 Pro Retail KMS key, which I don't think should be required.

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

ID: dd18b4c7-1c71-916d-cb5c-8322903e8ed5
Version Independent ID: 7b4c1663-1b1a-2952-7bf8-b0cb724013af
Content: Windows 10 Subscription Activation - Windows Deployment
Content Source: windows/deployment/windows-10-subscription-activation.md
Product: w10
Technology: windows
GitHub Login: @greg-lindsay
Microsoft Alias: greglin

@plangone22 The details are already mentioned in the document in scenario 2. Please see details at https://docs.microsoft.com/en-us/windows/deployment/windows-10-subscription-activation#scenarios
You need to run the mentioned command on all computers or you can create a batch file and run it on the computer via GPO.

I'm asking more about the "Existing Enterprise Deployments" section: https://docs.microsoft.com/en-us/windows/deployment/windows-10-subscription-activation#existing-enterprise-deployments
It says for 1803 and later, it's automatic, but I still have a lot of devices on 1803 or later "stuck" using KMS.

@plangone22 - If this is not working as expected and as you have mentioned that there are multiple machines I would suggest you open up a support case with Microsoft.
Thanks.
@mypil Please share the process to open up a support case with Microsoft.

@plangone22 - Thank you for submitting feedback.
Please contact support and open a service ticket for Windows 10 products  so this can get resolved ASAP. Based on outcome, let us know if it is something that can be called out in the docs.
If you don't mind please keep us posted here on the resolution so we can get the applicable information you are discovering back into the docs.


Fix edge case in canonical query string generation for v4 signature

Resolves #204

@durch is there anything I can do to help move this PR along?

@cfsnyder sorry for ghosting you, thanks for the contribution!


Path for deskshare files wrong?

Hello,
the file /etc/sudoers.d/bbb-autodelete contains, among others, the following line:
bigbluebutton ALL = NOPASSWD: /bin/rm -rf /var/bigbluebutton/deskshare/*
Is that path correct? On my B3-Server, there is no directory /var/bigbluebutton/deskshare, but there are several directories /var/bigbluebutton/recording/raw/*/deskshare .
Regards
Christoph

Uh, might be. But thats really not needed, bbb-record --delete also removes these. Thats what the notice in the readme is about: I didn't read the script before building this solution.


[textanalytics] allows setting defaults for language/country_hint on client

Resolves #9279
Also fixes a bug -- no longer mutating user-passed request documents

Can one of the admins verify this patch?


ClassVar not supported?

Hello! Wondering if i'm doing something wrong.
I have a model with typing.ClassVars to indicate class, rather than instance attributes:
eg:
from pydantic import BaseModel
from abc import ABC
from typing import ClassVar, Type
from PySide2 import QtWidgets

class Input(BaseModel, ABC):
    """
    Metaclass to parametrically spawn a Qt Input widget for a given type.
   """
    # class variables set by subtypes
    widget: ClassVar[Type[QtWidgets.QWidget]] = None

This throws the following stack:
  File "./autodoc_pydantic/directives/options/composites.py", line 259, in wrapped
    result = func(*args, **kwargs)
  File "./autodoc_pydantic/directives/autodocumenters.py", line 539, in add_directive_header
    self.add_default_value_or_marker()
  File "./autodoc_pydantic/directives/autodocumenters.py", line 586, in add_default_value_or_marker
    if self.needs_required_marker:
  File "./autodoc_pydantic/directives/autodocumenters.py", line 549, in needs_required_marker
    is_required = self.pydantic.inspect.fields.is_required(field_name)
  File "./autodoc_pydantic/inspection.py", line 188, in is_required
    return self.get(field_name).required
  File "./autodoc_pydantic/inspection.py", line 137, in get
    return self.attribute[name]
KeyError: 'widget'

So it seems like it's being seen by the fields list, but not populated into the attributes dictionary? Not sure if this is a me thing, but if not lmk how I can help with a PR :)

The error occurs because autodoc_pydantic treats typing.ClassVar as a pydantic field which is not correct. This is similar to #128. A fix will be available soon.

thank you! sorry i don't have any time to help out with the patch at the moment.

This bug is addressed via #130 .
Before merging the related PR, it would be great if you could test the bugfix on your site. To do so, please install the current dev release in your doc-building-environment via pip install<EMAIL_ADDRESS>and rebuild your docs.

you are too sweet :)


test-branch/execute-job/quoted-authorization/f6cd2b6f-8e73-4b7f-a6d3-6f9c5e04b881

PR for testing 8f0535ef05bce5a4b96cf98f0a59e37ac714e76c

/canonical/self-hosted-runners/run-workflows 8f0535ef05bce5a4b96cf98f0a59e37ac714e76c


More documentation needed for forms especially Switch

The docs on rebassjs.org are pretty slim when it comes to using forms and the props that are accepted and what they do.
I was able to use inputs and checkboxes without too much effort but wanted to use a Switch in an instance instead of a checkbox. A switch is a ON|OFF Component so it would make sense that in the DOM it would use a checkbox and allow handlers with OnChange but that is not what I found.
The Checkbox uses a button in the DOM and a aria-checked attribute. This is only problematic when a new developer like myself expects a checked attribute when reading the event, and it just isn't there.
More explanation would be helpful besides just: https://rebassjs.org/forms/switch/

Toggle switch button component

https://github.com/rebassjs/rebass/pull/961


Improve unit testing of status job

The status job is not well tested. We should add more test coverage.

If we have extra time, this issue can take the rest of the sprint.

Done


Angular 2+: Setting value programatically does not trigger onInput

(I did not see this issue already logged, apologies if it ends up a duplicate!)
I am currently implementing a datepicker on the application we are building, and therefore my input has a combination of selecting a date or typing a date value.
The mask functionality works beautifully when typing! but when I clear out the value, select a date, and then clear out the value again, no change is fired.  This is because of this line right here:

The last value typed was an empty string, but since then, the value has been updated to be a date.  I need the ngModelChange to fire for the new value.  Currently it seems lastValue only tracks when there are keystrokes involved.

Another workaround for this problem:
import { MaskedInputDirective } from 'angular2-text-mask';

MaskedInputDirective.prototype.writeValue = function (value) {
  this.setupMask();
  this.lastValue = void 0; // fix. clear after getting a new value
  // set the initial value for cases where the mask is disabled
  const normalizedValue = value == null ? '' : value;
  this.renderer.setElementProperty(this.inputElement, 'value', normalizedValue);
  if (this.textMaskInputElement !== undefined) {
      this.textMaskInputElement.update(value);
  }
};

Is there any plan to fix this issue? It is a real pain loading a form programatically.

This should be resolved in the latest version 8.0.5 please update and test.

I can confirm upgrading from 8.0.4 to 8.0.5 fixes the bug.

@jhonycage
this.inputElement.nativeElement.dispatchEvent(new Event('input'));
This worked for me. Thanks buddy


[BUG - Release] Doesn't work at 1.27 (asuka version)

Branch or Release
The Tag for the Release you are using, or the commit you used if you built from source yourself.
Game and Engine Version
1.27 GGST
hit viewer 0.51/0.61
Describe the bug

and no any hitbox display in game
Screenshots and UE4SS Log
[2023-05-30 04:53:25] Console created
[2023-05-30 04:53:25] UE4SS - v2.5.1 Beta #0 - Git SHA #aac011d
[2023-05-30 04:53:25] WITH_CASE_PRESERVING_NAME: No
[2023-05-30 04:53:25] No specific game configuration found, using default configuration file
[2023-05-30 04:53:25] Config: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64\UE4SS-settings.ini
[2023-05-30 04:53:25] root directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] working directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] game executable directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] mods directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64\Mods
[2023-05-30 04:53:25] log directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] object dumper directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] Scan attempt 1/60
[2023-05-30 04:53:25] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'Unreal Engine Version'.
Could not determine Unreal Engine version: 'Branch' member variable FString data was nullptr
You need to override the engine version in 'UE4SS-settings.ini.
Was unable to find address for 'StaticConstructObject_Internal'
You can supply your own in 'UE4SS_Signatures/StaticConstructObject'
Was unable to find AOB for 'FName::ToString'
You can supply your own in 'UE4SS_Signatures/FName_ToString.lua'
[2023-05-30 04:53:25] Scan attempt 2/60
[2023-05-30 04:53:26] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'Unreal Engine Version'.
Could not determine Unreal Engine version: 'Branch' member variable FString data was nullptr
You need to override the engine version in 'UE4SS-settings.ini.
Was unable to find address for 'StaticConstructObject_Internal'
You can supply your own in 'UE4SS_Signatures/StaticConstructObject'
Was unable to find AOB for 'FName::ToString'
You can supply your own in 'UE4SS_Signatures/FName_ToString.lua'
[2023-05-30 04:53:26] Scan attempt 3/60
[2023-05-30 04:53:26] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'Unreal Engine Version'.
Could not determine Unreal Engine version: 'Branch' member variable FString data was nullptr
You need to override the engine version in 'UE4SS-settings.ini.
Was unable to find address for 'StaticConstructObject_Internal'
You can supply your own in 'UE4SS_Signatures/StaticConstructObject'
[2023-05-30 04:53:26] FName::ToString address: 0x7ff7ad7de150 <- Built-in
[2023-05-30 04:53:26] Info: Found FName::ToString in both Engine & CoreUObject modules, using the first match
[2023-05-30 04:53:26] Scan attempt 4/60
[2023-05-30 04:53:26] StaticConstructObject_Internal address: 0x7ff7ad9abe30 <- Built-in
[2023-05-30 04:53:26] Engine Version: 4.25 <- Built-in
[2023-05-30 04:53:26] FName::ToString address: 0x7ff7ad7de150 <- Built-in
[2023-05-30 04:53:26] Info: Found FName::ToString in both Engine & CoreUObject modules, using the first match
[2023-05-30 04:53:27] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
Desktop (please complete the following information):
win10
Additional context
Add any other context about the problem here.

[2023-05-30 04:53:25] Console created
[2023-05-30 04:53:25] UE4SS - v2.5.1 Beta #0 - Git SHA #aac011d
[2023-05-30 04:53:25] WITH_CASE_PRESERVING_NAME: No
[2023-05-30 04:53:25] No specific game configuration found, using default configuration file
[2023-05-30 04:53:25] Config: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64\UE4SS-settings.ini
[2023-05-30 04:53:25] root directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] working directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] game executable directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] mods directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64\Mods
[2023-05-30 04:53:25] log directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] object dumper directory: D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64
[2023-05-30 04:53:25] Scan attempt 1/60
[2023-05-30 04:53:25] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'Unreal Engine Version'.
Could not determine Unreal Engine version: 'Branch' member variable FString data was nullptr
You need to override the engine version in 'UE4SS-settings.ini.
Was unable to find address for 'StaticConstructObject_Internal'
You can supply your own in 'UE4SS_Signatures/StaticConstructObject'
Was unable to find AOB for 'FName::ToString'
You can supply your own in 'UE4SS_Signatures/FName_ToString.lua'
[2023-05-30 04:53:25] Scan attempt 2/60
[2023-05-30 04:53:26] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'Unreal Engine Version'.
Could not determine Unreal Engine version: 'Branch' member variable FString data was nullptr
You need to override the engine version in 'UE4SS-settings.ini.
Was unable to find address for 'StaticConstructObject_Internal'
You can supply your own in 'UE4SS_Signatures/StaticConstructObject'
Was unable to find AOB for 'FName::ToString'
You can supply your own in 'UE4SS_Signatures/FName_ToString.lua'
[2023-05-30 04:53:26] Scan attempt 3/60
[2023-05-30 04:53:26] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'Unreal Engine Version'.
Could not determine Unreal Engine version: 'Branch' member variable FString data was nullptr
You need to override the engine version in 'UE4SS-settings.ini.
Was unable to find address for 'StaticConstructObject_Internal'
You can supply your own in 'UE4SS_Signatures/StaticConstructObject'
[2023-05-30 04:53:26] FName::ToString address: 0x7ff7ad7de150 <- Built-in
[2023-05-30 04:53:26] Info: Found FName::ToString in both Engine & CoreUObject modules, using the first match
[2023-05-30 04:53:26] Scan attempt 4/60
[2023-05-30 04:53:26] StaticConstructObject_Internal address: 0x7ff7ad9abe30 <- Built-in
[2023-05-30 04:53:26] Engine Version: 4.25 <- Built-in
[2023-05-30 04:53:26] FName::ToString address: 0x7ff7ad7de150 <- Built-in
[2023-05-30 04:53:26] Info: Found FName::ToString in both Engine & CoreUObject modules, using the first match
[2023-05-30 04:53:27] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:27] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:27] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:27] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:27] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:27] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:27] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:27] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:27] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:27] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:27] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:27] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:27] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:27] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:27] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:28] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:28] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:28] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:28] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:28] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:28] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:28] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:28] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:28] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:28] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:28] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:28] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:29] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:29] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:29] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:29] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:29] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:29] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:29] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:29] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:29] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:30] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:30] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:30] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:30] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:30] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:30] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:30] AOB scans could not be completed because of the following reasons:
Was unable to find AOB for 'FName::FName'
You can supply your own in 'UE4SS_Signatures/FName_Constructor.lua'
[2023-05-30 04:53:30] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:30] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:30] GMalloc address: 0x7ff7ad6edd90 <- Built-in
[2023-05-30 04:53:30] GUObjectArray address: 0x7ff7b13d0c30 <- Built-in
[2023-05-30 04:53:30] FName::FName address: 0x7ff7ad7d24b0 <- Built-in
[2023-05-30 04:53:30] Already constructed: /Script/CoreUObject.Class
[2023-05-30 04:53:30] Already constructed: /Script/CoreUObject
[2023-05-30 04:53:30] Already constructed: /Script/CoreUObject.Struct
[2023-05-30 04:53:30] Already constructed: /Script/Engine.Pawn
[2023-05-30 04:53:30] Already constructed: /Script/Engine.Character
[2023-05-30 04:53:30] Already constructed: /Script/Engine.Actor
[2023-05-30 04:53:30] Already constructed: /Script/CoreUObject.Vector
[2023-05-30 04:53:30] Already constructed: /Script/Engine.Default__DefaultPawn
[2023-05-30 04:53:30] Already constructed: /Script/Engine.HitResult
[2023-05-30 04:53:30] Already constructed: /Script/Engine.Default__MaterialExpression
[2023-05-30 04:53:31] Already constructed: /Script/Engine.ActorComponent
[2023-05-30 04:53:31] Already constructed: /Script/CoreUObject.OrientedBox
[2023-05-30 04:53:31] Already constructed: /Script/Engine.MovementComponent
[2023-05-30 04:53:31] Already constructed: /Script/Engine.HUD
[2023-05-30 04:53:31] Already constructed: /Script/Engine.PlayerController
[2023-05-30 04:53:31] Already constructed: /Script/Engine.PlayerCameraManager
[2023-05-30 04:53:31] Already constructed: /Script/CoreUObject.EInterpCurveMode
[2023-05-30 04:53:31] Already constructed: /Script/Engine.ENetRole
[2023-05-30 04:53:31] Already constructed: /Script/MovieScene.MovieSceneEditorData
[2023-05-30 04:53:31] Already constructed: /Script/UMG.Widget
[2023-05-30 04:53:31] Already constructed: /Script/UMG.ComboBoxString
[2023-05-30 04:53:31] Already constructed: /Script/CoreUObject.Interface
[2023-05-30 04:53:31] Already constructed: /Script/CoreUObject.DynamicClass
[2023-05-30 04:53:31] Constructed 0 of 0 objects
[2023-05-30 04:53:31] ProcessInternal address: 0x7ff7ad9a4d50 <- Built-in
[2023-05-30 04:53:31] ProcessLocalScriptFunction address: 0x7ff7ad9a4e60 <- Built-in
[2023-05-30 04:53:31] UnrealConfig.FExecVTableOffsetInLocalPlayer: 28
[2023-05-30 04:53:31] Adding GUObjectArray listeners
[2023-05-30 04:53:31]
MEMBER OFFSETS START
[2023-05-30 04:53:31] UObjectBase::ClassPrivate = 0x10
[2023-05-30 04:53:31] UObjectBase::bFindCameraComponentWhenViewTarget = 0x5A
[2023-05-30 04:53:31] UObjectBase::InternalIndex = 0xC
[2023-05-30 04:53:31] UObjectBase::AutoReceiveInput = 0xF3
[2023-05-30 04:53:31] UObjectBase::ObjectFlags = 0x8
[2023-05-30 04:53:31] UObjectBase::OnEndCursorOver = 0x186
[2023-05-30 04:53:31] UObjectBase::CustomTimeDilation = 0x98
[2023-05-30 04:53:31] UObjectBase::NamePrivate = 0x18
[2023-05-30 04:53:31] UObjectBase::Role = 0xF0
[2023-05-30 04:53:31] UObjectBase::ControllingMatineeActors = 0x138
[2023-05-30 04:53:31] UObjectBase::bCanBeInCluster = 0x5B
[2023-05-30 04:53:31] UObjectBase::bAllowTickBeforeBeginPlay = 0x59
[2023-05-30 04:53:31] UObjectBase::InputPriority = 0xF4
[2023-05-30 04:53:31] UObjectBase::OuterPrivate = 0x20
[2023-05-30 04:53:31] UObjectBase::OnInputTouchEnd = 0x18A
[2023-05-30 04:53:31] UObjectBase::bHasDeferredComponentRegistration = 0x5C
[2023-05-30 04:53:31] UObjectBase::AttachmentReplication = 0xA0
[2023-05-30 04:53:31] UObjectBase::DetachFence = 0x210
[2023-05-30 04:53:31] UObjectBase::CreationTime = 0x9C
[2023-05-30 04:53:31] UObjectBase::DefaultUpdateOverlapsMethodDuringLevelStreaming = 0x5E
[2023-05-30 04:53:31] UObjectBase::InitialLifeSpan = 0x94
[2023-05-30 04:53:31] UObjectBase::bAutoDestroyWhenFinished = 0x59
[2023-05-30 04:53:31] UObjectBase::Tags = 0x170
[2023-05-30 04:53:31] UObjectBase::InputComponent = 0xF8
[2023-05-30 04:53:31] UObjectBase::OnTakePointDamage = 0x181
[2023-05-30 04:53:31] UObjectBase::LastRenderTime = 0x114
[2023-05-30 04:53:31] UObjectBase::RemoteRole = 0x5F
[2023-05-30 04:53:31] UObjectBase::Layers = 0x150
[2023-05-30 04:53:31] UObjectBase::MinNetUpdateFrequency = 0x10C
[2023-05-30 04:53:31] UObjectBase::TimerHandle_LifeSpanExpired = 0x148
[2023-05-30 04:53:31] UObjectBase::OnTakeAnyDamage = 0x180
[2023-05-30 04:53:31] UObjectBase::NetCullDistanceSquared = 0x100
[2023-05-30 04:53:31] UObjectBase::OnActorEndOverlap = 0x184
[2023-05-30 04:53:31] UObjectBase::NetDormancy = 0xF1
[2023-05-30 04:53:31] UObjectBase::NetDriverName = 0xE8
[2023-05-30 04:53:31] UObjectBase::NetTag = 0x104
[2023-05-30 04:53:31] UObjectBase::NetPriority = 0x110
[2023-05-30 04:53:31] UObjectBase::PrimaryActorTick = 0x28
[2023-05-30 04:53:31] UObjectBase::NetUpdateFrequency = 0x108
[2023-05-30 04:53:31] UObjectBase::OnClicked = 0x187
[2023-05-30 04:53:31] UObjectBase::OnActorBeginOverlap = 0x183
[2023-05-30 04:53:31] UObjectBase::OnActorHit = 0x18D
[2023-05-30 04:53:31] UObjectBase::OnBeginCursorOver = 0x185
[2023-05-30 04:53:31] UObjectBase::OnDestroyed = 0x18E
[2023-05-30 04:53:31] UObjectBase::OnInputTouchEnter = 0x18B
[2023-05-30 04:53:31] UObjectBase::OnEndPlay = 0x18F
[2023-05-30 04:53:31] UObjectBase::OnInputTouchBegin = 0x189
[2023-05-30 04:53:31] UObjectBase::OnInputTouchLeave = 0x18C
[2023-05-30 04:53:31] UObjectBase::OnReleased = 0x188
[2023-05-30 04:53:31] UObjectBase::OnTakeRadialDamage = 0x182
[2023-05-30 04:53:31] UObjectBase::ParentComponent = 0x160
[2023-05-30 04:53:31] UObjectBase::ReplicatedMovement = 0x60
[2023-05-30 04:53:31] UObjectBase::RootComponent = 0x130
[2023-05-30 04:53:31] UObjectBase::bBlockInput = 0x5A
[2023-05-30 04:53:31] UObjectBase::SpawnCollisionHandlingMethod = 0xF2
[2023-05-30 04:53:31] UObjectBase::UpdateOverlapsMethodDuringLevelStreaming = 0x5D
[2023-05-30 04:53:31] UObjectBase::bNetStartup = 0x58
[2023-05-30 04:53:31] UObjectBase::bActorIsBeingConstructed = 0x168
[2023-05-30 04:53:31] UObjectBase::bActorBeginningPlayFromLevelStreaming = 0x5B
[2023-05-30 04:53:31] UObjectBase::bAllowReceiveTickEventOnDedicatedServer = 0x5B
[2023-05-30 04:53:31] UObjectBase::bActorEnableCollision = 0x5C
[2023-05-30 04:53:31] UObjectBase::bActorInitialized = 0x5B
[2023-05-30 04:53:31] UObjectBase::bActorIsBeingDestroyed = 0x5C
[2023-05-30 04:53:31] UObjectBase::bActorSeamlessTraveled = 0x5A
[2023-05-30 04:53:31] UObjectBase::bActorWantsDestroyDuringBeginPlay = 0x5C
[2023-05-30 04:53:31] UObjectBase::bAlwaysRelevant = 0x58
[2023-05-30 04:53:31] UObjectBase::bCanBeDamaged = 0x59
[2023-05-30 04:53:31] UObjectBase::bCollideWhenPlacing = 0x5A
[2023-05-30 04:53:31] UObjectBase::bEnableAutoLODGeneration = 0x5A
[2023-05-30 04:53:31] UObjectBase::bExchangedRoles = 0x58
[2023-05-30 04:53:31] UObjectBase::bGenerateOverlapEventsDuringLevelStreaming = 0x5A
[2023-05-30 04:53:31] UObjectBase::bHasFinishedSpawning = 0x5B
[2023-05-30 04:53:31] UObjectBase::bHidden = 0x58
[2023-05-30 04:53:31] UObjectBase::bIgnoresOriginShifting = 0x5A
[2023-05-30 04:53:31] UObjectBase::bIsEditorOnlyActor = 0x5A
[2023-05-30 04:53:31] UObjectBase::bNetCheckedInitialPhysicsState = 0x5B
[2023-05-30 04:53:31] UObjectBase::bNetLoadOnClient = 0x59
[2023-05-30 04:53:31] UObjectBase::bNetTemporary = 0x58
[2023-05-30 04:53:31] UObjectBase::bNetUseOwnerRelevancy = 0x59
[2023-05-30 04:53:31] UObjectBase::bOnlyRelevantToOwner = 0x58
[2023-05-30 04:53:31] UObjectBase::bRelevantForLevelBounds = 0x59
[2023-05-30 04:53:31] UObjectBase::bRelevantForNetworkReplays = 0x59
[2023-05-30 04:53:31] UObjectBase::bReplayRewindable = 0x59
[2023-05-30 04:53:31] UObjectBase::bReplicateMovement = 0x58
[2023-05-30 04:53:31] UObjectBase::bReplicates = 0x5B
[2023-05-30 04:53:31] UObjectBase::bRunningUserConstructionScript = 0x5C
[2023-05-30 04:53:31] UObjectBase::bTearOff = 0x58
[2023-05-30 04:53:31] UObjectBase::bTickFunctionsRegistered = 0x5B
[2023-05-30 04:53:31] UScriptStruct::StructFlags = 0xB0
[2023-05-30 04:53:31] UScriptStruct::CppStructOps = 0xB8
[2023-05-30 04:53:31] UScriptStruct::bPrepareCppStructOpsCompleted = 0xB4
[2023-05-30 04:53:31] UScriptStruct::ICppStructOps::Alignment = 0xC
[2023-05-30 04:53:31] UScriptStruct::ICppStructOps::Size = 0x8
[2023-05-30 04:53:31] FField::ClassPrivate = 0x8
[2023-05-30 04:53:31] FField::NamePrivate = 0x28
[2023-05-30 04:53:31] FField::FlagsPrivate = 0x30
[2023-05-30 04:53:31] FField::Next = 0x20
[2023-05-30 04:53:31] FField::Owner = 0x10
[2023-05-30 04:53:31] FOutputDevice::bAutoEmitLineTerminator = 0x9
[2023-05-30 04:53:31] FOutputDevice::bSuppressEventTag = 0x8
[2023-05-30 04:53:31] FEnumProperty::Enum = 0x80
[2023-05-30 04:53:31] FEnumProperty::UnderlyingProp = 0x78
[2023-05-30 04:53:31] UStruct::DestructorLink = 0x80
[2023-05-30 04:53:31] UStruct::Children = 0x48
[2023-05-30 04:53:31] UStruct::ChildProperties = 0x50
[2023-05-30 04:53:31] UStruct::PostConstructLink = 0x88
[2023-05-30 04:53:31] UStruct::UnresolvedScriptProperties = 0xA0
[2023-05-30 04:53:31] UStruct::MinAlignment = 0x5C
[2023-05-30 04:53:31] UStruct::PropertiesSize = 0x58
[2023-05-30 04:53:31] UStruct::PropertyLink = 0x70
[2023-05-30 04:53:31] UStruct::RefLink = 0x78
[2023-05-30 04:53:31] UStruct::Script = 0x60
[2023-05-30 04:53:31] UStruct::ScriptAndPropertyObjectReferences = 0x90
[2023-05-30 04:53:31] UStruct::SuperStruct = 0x40
[2023-05-30 04:53:31] UFunction::EventGraphCallOffset = 0xD0
[2023-05-30 04:53:31] UFunction::EventGraphFunction = 0xC8
[2023-05-30 04:53:31] UFunction::RPCId = 0xBA
[2023-05-30 04:53:31] UFunction::FirstPropertyToInit = 0xC0
[2023-05-30 04:53:31] UFunction::Func = 0xD8
[2023-05-30 04:53:31] UFunction::FunctionFlags = 0xB0
[2023-05-30 04:53:31] UFunction::NumParms = 0xB4
[2023-05-30 04:53:31] UFunction::ParmsSize = 0xB6
[2023-05-30 04:53:31] UFunction::RPCResponseId = 0xBC
[2023-05-30 04:53:31] UFunction::ReturnValueOffset = 0xB8
[2023-05-30 04:53:31] UField::Next = 0x28
[2023-05-30 04:53:31] FProperty::ArrayDim = 0x38
[2023-05-30 04:53:31] FProperty::DestructorLinkNext = 0x68
[2023-05-30 04:53:31] FProperty::ElementSize = 0x3C
[2023-05-30 04:53:31] FProperty::NextRef = 0x60
[2023-05-30 04:53:31] FProperty::Offset_Internal = 0x4C
[2023-05-30 04:53:31] FProperty::PostConstructLinkNext = 0x70
[2023-05-30 04:53:31] FProperty::PropertyLinkNext = 0x58
[2023-05-30 04:53:31] FProperty::PropertyFlags = 0x40
[2023-05-30 04:53:31] FProperty::RepIndex = 0x48
[2023-05-30 04:53:31] FProperty::RepNotifyFunc = 0x50
[2023-05-30 04:53:31] UWorld::bAllowAudioPlayback = 0x11E
[2023-05-30 04:53:31] UWorld::ActiveLevelCollectionIndex = 0x168
[2023-05-30 04:53:31] UWorld::AudioTimeSeconds = 0x52C
[2023-05-30 04:53:31] UWorld::CommittedPersistentLevelName = 0x590
[2023-05-30 04:53:31] UWorld::bInTick = 0x11B
[2023-05-30 04:53:31] UWorld::CleanupWorldTag = 0x59C
[2023-05-30 04:53:31] UWorld::BuildStreamingDataTimer = 0x368
[2023-05-30 04:53:31] UWorld::bPlayersOnly = 0x11D
[2023-05-30 04:53:31] UWorld::DeltaTimeSeconds = 0x530
[2023-05-30 04:53:31] UWorld::ExtraReferencedObjects = 0x68
[2023-05-30 04:53:31] UWorld::LastTimeUnbuiltLightingWasEncountered = 0x518
[2023-05-30 04:53:31] UWorld::LevelSequenceActors = 0x88
[2023-05-30 04:53:31] UWorld::NextSwitchCountdown = 0x55C
[2023-05-30 04:53:31] UWorld::bMaterialParameterCollectionInstanceNeedsDeferredUpdate = 0x11F
[2023-05-30 04:53:31] UWorld::RealTimeSeconds = 0x528
[2023-05-30 04:53:31] UWorld::NextURL = 0x570
[2023-05-30 04:53:31] UWorld::NumStreamingLevelsBeingLoaded = 0x56A
[2023-05-30 04:53:31] UWorld::OriginOffsetThisFrame = 0x550
[2023-05-30 04:53:31] UWorld::PauseDelay = 0x534
[2023-05-30 04:53:31] UWorld::PerModuleDataObjects = 0x78
[2023-05-30 04:53:31] UWorld::bIsDefaultLevel = 0x11C
[2023-05-30 04:53:31] UWorld::PlayerNum = 0x4D8
[2023-05-30 04:53:31] UWorld::PreparingLevelNames = 0x580
[2023-05-30 04:53:31] UWorld::bAggressiveLOD = 0x11C
[2023-05-30 04:53:31] UWorld::StreamingLevelsPrefix = 0xD0
[2023-05-30 04:53:31] UWorld::bTriggerPostLoadMap = 0x11B
[2023-05-30 04:53:31] UWorld::bIsLevelStreamingFrozen = 0x11B
[2023-05-30 04:53:31] UWorld::StreamingVolumeUpdateDelay = 0x4DC
[2023-05-30 04:53:31] UWorld::bIsBuilt = 0x11B
[2023-05-30 04:53:31] UWorld::TimeSeconds = 0x520
[2023-05-30 04:53:31] UWorld::UnpausedTimeSeconds = 0x524
[2023-05-30 04:53:31] UWorld::ViewLocationsRenderedLastFrame = 0x108
[2023-05-30 04:53:31] UWorld::bActorsInitialized = 0x11C
[2023-05-30 04:53:31] UWorld::bIsTearingDown = 0x11D
[2023-05-30 04:53:31] UWorld::bAreConstraintsDirty = 0x11E
[2023-05-30 04:53:31] UWorld::bBegunPlay = 0x11D
[2023-05-30 04:53:31] UWorld::bDebugPauseExecution = 0x11D
[2023-05-30 04:53:31] UWorld::bDoDelayedUpdateCullDistanceVolumes = 0x11C
[2023-05-30 04:53:31] UWorld::bRequestedBlockOnAsyncLoading = 0x11C
[2023-05-30 04:53:31] UWorld::bDropDetail = 0x11C
[2023-05-30 04:53:31] UWorld::bMatchStarted = 0x11D
[2023-05-30 04:53:31] UWorld::bIsCameraMoveableWhenPaused = 0x11E
[2023-05-30 04:53:31] UWorld::bIsRunningConstructionScript = 0x11C
[2023-05-30 04:53:31] UWorld::bShouldSimulatePhysics = 0x11C
[2023-05-30 04:53:31] UWorld::bIsWorldInitialized = 0x11B
[2023-05-30 04:53:31] UWorld::bKismetScriptError = 0x11D
[2023-05-30 04:53:31] UWorld::bMarkedObjectsPendingKill = 0x598
[2023-05-30 04:53:31] UWorld::bWorldWasLoadedThisTick = 0x11B
[2023-05-30 04:53:31] UWorld::bPlayersOnlyPending = 0x11D
[2023-05-30 04:53:31] UWorld::bPostTickComponentUpdate = 0x11B
[2023-05-30 04:53:31] UWorld::bRequiresHitProxies = 0x11E
[2023-05-30 04:53:31] UWorld::bShouldForceUnloadStreamingLevels = 0x11E
[2023-05-30 04:53:31] UWorld::bShouldForceVisibleStreamingLevels = 0x11E
[2023-05-30 04:53:31] UWorld::bShouldTick = 0x11E
[2023-05-30 04:53:31] UWorld::bStartup = 0x11D
[2023-05-30 04:53:31] UWorld::bStreamingDataDirty = 0x11E
[2023-05-30 04:53:31] UWorld::bTickNewlySpawned = 0x11B
[2023-05-30 04:53:31] UClass::ClassConstructor = 0xB0
[2023-05-30 04:53:31] UClass::ClassAddReferencedObjects = 0xC0
[2023-05-30 04:53:31] UClass::bCooked = 0xC8
[2023-05-30 04:53:31] UClass::ClassConfigName = 0xE8
[2023-05-30 04:53:31] UClass::ClassDefaultObject = 0x118
[2023-05-30 04:53:31] UClass::ClassFlags = 0xCC
[2023-05-30 04:53:31] UClass::ClassGeneratedBy = 0xE0
[2023-05-30 04:53:31] UClass::ClassUnique = 0xC8
[2023-05-30 04:53:31] UClass::ClassVTableHelperCtorCaller = 0xB8
[2023-05-30 04:53:31] UClass::ClassWithin = 0xD8
[2023-05-30 04:53:31] UClass::FirstOwnedClassRep = 0x110
[2023-05-30 04:53:31] UClass::Interfaces = 0x1D8
[2023-05-30 04:53:31] UClass::NetFields = 0x100
[2023-05-30 04:53:31] UClass::SparseClassData = 0x120
[2023-05-30 04:53:31] UClass::SparseClassDataStruct = 0x128
[2023-05-30 04:53:31] UEnum::CppForm = 0x50
[2023-05-30 04:53:31] UEnum::CppType = 0x30
[2023-05-30 04:53:31] UEnum::EnumDisplayNameFn = 0x58
[2023-05-30 04:53:31] UEnum::Names = 0x40
[2023-05-30 04:53:31] FObjectPropertyBase::PropertyClass = 0x78
[2023-05-30 04:53:31] FDelegateProperty::SignatureFunction = 0x78
[2023-05-30 04:53:31] FMulticastDelegateProperty::SignatureFunction = 0x78
[2023-05-30 04:53:31] FSetProperty::ElementProp = 0x78
[2023-05-30 04:53:31] FStructProperty::Struct = 0x78
[2023-05-30 04:53:31] FArrayProperty::Inner = 0x78
[2023-05-30 04:53:31] FMapProperty::KeyProp = 0x78
[2023-05-30 04:53:31] FMapProperty::ValueProp = 0x80
[2023-05-30 04:53:31] FBoolProperty::FieldMask = 0x7B
[2023-05-30 04:53:31] FBoolProperty::ByteMask = 0x7A
[2023-05-30 04:53:31] FBoolProperty::FieldSize = 0x78
[2023-05-30 04:53:31] FBoolProperty::ByteOffset = 0x79
[2023-05-30 04:53:31] FByteProperty::Enum = 0x78
[2023-05-30 04:53:31] FClassProperty::MetaClass = 0x80
[2023-05-30 04:53:31] FSoftClassProperty::MetaClass = 0x80
[2023-05-30 04:53:31] FInterfaceProperty::InterfaceClass = 0x78
[2023-05-30 04:53:31] FFieldPathProperty::PropertyClass = 0x78
[2023-05-30 04:53:31]
MEMBER OFFSETS END
[2023-05-30 04:53:31] m_shared_functions: 0x7ffe4928a300
[2023-05-30 04:53:31] Setting up mods...
[2023-05-30 04:55:22] Failed to load dll <D:\SteamLibrary\steamapps\common\GUILTY GEAR STRIVE\RED\Binaries\Win64\Mods\StriveHitboxes\dlls\main.dll> for mod StriveHitboxes, error code: 0x45a[2023-05-30 04:55:22] Was unable to install mod 'StriveHitboxes' for unknown reasons. Mod is not installable.
[2023-05-30 04:55:22] Enabling custom events
[2023-05-30 04:55:22] Starting mods (from mods.txt load order)...
[2023-05-30 04:55:22] Starting mod 'CheatManagerEnablerMod'
[2023-05-30 04:55:22] [RegisterHook] Registered native hook (1, 2) for Function /Script/Engine.PlayerController:ClientRestart
[2023-05-30 04:55:22] Mod 'ActorDumperMod' disabled in mods.txt.
[2023-05-30 04:55:22] Starting mod 'ConsoleCommandsMod'
[2023-05-30 04:55:22] Starting mod 'ConsoleEnablerMod'
[2023-05-30 04:55:22] [Lua] [ConsoleEnabler] Was unable to find an instance of UEngine
[2023-05-30 04:55:22] Mod 'SplitScreenMod' disabled in mods.txt.
[2023-05-30 04:55:22] Mod 'LineTraceMod' disabled in mods.txt.
[2023-05-30 04:55:22] Mod 'BPModLoaderMod' disabled in mods.txt.
[2023-05-30 04:55:22] Tried to start non-existent mod 'StriveHitboxes'
[2023-05-30 04:55:22] Starting mod 'Keybinds'
[2023-05-30 04:55:22] Starting mods (from enabled.txt, no defined load order)...
[2023-05-30 04:55:22] Event loop start
[2023-05-30 04:55:22] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10
[2023-05-30 04:55:22] [Lua] [CheatManager Creator] Constructed CheatManager [0x251B1299D80]
[2023-05-30 04:55:22] [Lua] [CheatManager Creator] Enabled CheatManager
[2023-05-30 04:55:35] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10
[2023-05-30 04:55:35] [Lua] [CheatManager Creator] Constructed CheatManager [0x251EA53F580]
[2023-05-30 04:55:35] [Lua] [CheatManager Creator] Enabled CheatManager
[2023-05-30 04:55:41] Dumping all objects & properties in GUObjectArray
[2023-05-30 04:55:42] Done iterating GUObjectArray
[2023-05-30 04:55:42] Dumping GUObjectArray took 0.8282838 seconds
[2023-05-30 04:56:04] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10
[2023-05-30 04:56:06] [Lua] [CheatManager Creator] Constructed CheatManager [0x251C596FC80]
[2023-05-30 04:56:06] [Lua] [CheatManager Creator] Enabled CheatManager
[2023-05-30 04:57:39] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10
[2023-05-30 04:57:40] [Lua] [CheatManager Creator] Constructed CheatManager [0x25222743080]
[2023-05-30 04:57:40] [Lua] [CheatManager Creator] Enabled CheatManager
[2023-05-30 04:57:52] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10
[2023-05-30 04:57:52] [Lua] [CheatManager Creator] Constructed CheatManager [0x25229D3CB00]
[2023-05-30 04:57:52] [Lua] [CheatManager Creator] Enabled CheatManager
[2023-05-30 04:58:06] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10
[2023-05-30 04:58:08] [Lua] [CheatManager Creator] Constructed CheatManager [0x251A9F66600]
[2023-05-30 04:58:08] [Lua] [CheatManager Creator] Enabled CheatManager
a Full log file

Same problem since Asuka's release. I'd love a fix because I am missing the framedata dearly lmao

+1, would very much appreciate an update to this for the most recent patch


Cannot add task 'jpackage' as a task with that name already exists.

Don't use screenshots for stack traces
Provide sample code to reproduce the issue.

Closing as not enough information provided in the issue.


Use sorted index based filtering only for dictionary encoded column

Currently we build sorted index only if the column is dictionary encoded. However, when we write isSorted in on-disk segment metadata, we write on the basis of pre-index stats collector. So, for a sorted column without dictionary, segment metadata will still indicate column as sorted
properties.setProperty(getKeyFor(column, IS_SORTED), String.valueOf(columnIndexCreationInfo.isSorted()));
During query processing, when we create filter operator, we check the data source metadata to see if the column is sorted and create sorted index based filter operator. However, using this operator for any sorted raw column will lead to the following error stack since we end up using a raw value based predicate evaluator for a dictionary based filter operator.
The solution is to do the additional check on data source to see if the column is dictionary encoded or not
java.lang.UnsupportedOperationException
181762         at org.apache.pinot.core.operator.filter.predicate.BaseRawValueBasedPredicateEvaluator.getMatchingDictIds(BaseRawValueBasedPredicateEvaluator.java:40)
181763         at org.apache.pinot.core.operator.filter.SortedIndexBasedFilterOperator.getNextBlock(SortedIndexBasedFilterOperator.java:68)
181764         at org.apache.pinot.core.operator.filter.SortedIndexBasedFilterOperator.getNextBlock(SortedIndexBasedFilterOperator.java:35)
181765         at org.apache.pinot.core.operator.BaseOperator.nextBlock(BaseOperator.java:49)
181766         at org.apache.pinot.core.operator.DocIdSetOperator.getNextBlock(DocIdSetOperator.java:62)
181767         at org.apache.pinot.core.operator.DocIdSetOperator.getNextBlock(DocIdSetOperator.java:35)
181768         at org.apache.pinot.core.operator.BaseOperator.nextBlock(BaseOperator.java:49)
181769         at org.apache.pinot.core.operator.ProjectionOperator.getNextBlock(ProjectionOperator.java:57)
181770         at org.apache.pinot.core.operator.ProjectionOperator.getNextBlock(ProjectionOperator.java:30)`
```

Codecov Report

Merging #6288 (a6535ca) into master (1beaab5) will decrease coverage by 1.22%.
The diff coverage is 45.12%.

@@            Coverage Diff             @@
##           master    #6288      +/-   ##
==========================================
- Coverage   66.44%   65.21%   -1.23%
==========================================
  Files        1075     1252     +177
  Lines       54773    61203    +6430
  Branches     8168     8864     +696
==========================================
+ Hits        36396    39916    +3520
- Misses      15700    18447    +2747
- Partials     2677     2840     +163

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Coverage Δ

unittests
65.21% <45.12%> (?)

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Impacted Files
Coverage Δ

...e/pinot/broker/api/resources/PinotBrokerDebug.java
0.00% <0.00%> (-79.32%)
:arrow_down:

...ot/broker/broker/AllowAllAccessControlFactory.java
71.42% <ø> (-28.58%)
:arrow_down:

.../helix/BrokerUserDefinedMessageHandlerFactory.java
33.96% <0.00%> (-32.71%)
:arrow_down:

...ker/routing/instanceselector/InstanceSelector.java
100.00% <ø> (ø)

...ava/org/apache/pinot/client/AbstractResultSet.java
66.66% <0.00%> (+9.52%)
:arrow_up:

.../main/java/org/apache/pinot/client/Connection.java
35.55% <0.00%> (-13.29%)
:arrow_down:

...inot/client/JsonAsyncHttpPinotClientTransport.java
10.90% <0.00%> (-51.10%)
:arrow_down:

...not/common/assignment/InstancePartitionsUtils.java
73.80% <ø> (+0.63%)
:arrow_up:

.../apache/pinot/common/exception/QueryException.java
90.27% <ø> (+5.55%)
:arrow_up:

...pinot/common/function/AggregationFunctionType.java
98.27% <ø> (-1.73%)
:arrow_down:

... and 1098 more

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