⚠ Jenkins Plugins Artifactory has degraded performance

In 37df728, Jenkins Plugins Artifactory (https://get.jenkins.io/plugins/artifactory/) experienced degraded performance:

HTTP code: 200
Response time: 1279 ms

Resolved: Jenkins Plugins Artifactory performance has improved in 42a1043 after 33 minutes.


Repeating?

I'm new to this stuff but it seems like a really great w ay to do AI. However, I want say my driver to continually do these things. But it sounds like once a step is marked as successful, it won't be repeated. Your blog post doesn't handle repeating, but I assume that the VehicleRecycle stuff is the repeat. How does it work?

They seem to repeat automatically. I'm not really sure I understand how the lifecycle of it works. Perhaps you can explain that too? Thanks :)

Do you want to a behaviour to simply continue running?
If that's the case you can return BehaviourTreeStatus.Running and a behaviour will continue to run each update until you return Success or Failure.
I really should add a repeater node as described in the following articles:
https://outforafight.wordpress.com/2014/07/15/behaviour-behavior-trees-for-ai-dudes-part-1/
http://guineashots.com/2014/08/15/an-introduction-to-behavior-trees-part-3/
I'd like to add this but I probably won't get to if for some time. You are welcome to fork the repo, make your changes, then submit a pull request and I'll merge them back in. You'll have to write unit-tests for any code that you add (TDD preferred), but please contribute and help improve this library.

I'll start looking at the code more.
I think what was getting me is that I didn't understand that each action node is going to be run every single time through, right? There doesn't seem to be (for example the SequenceNode) an internal pointer which represents the current action. If the structure is like this:
Sequence
    Do  <-- complete
    Do  <-- running
    Do

Every time the sequence runs, it's still processing that first Do node. If some state changes in it and it no longer shortcuts out with complete then it will have technically run again, right?
Or really is the point of a behavior tree to evaluate everything all at once? I'm new to this stuff so I'm still trying to figure it out :)

I believe that is the correct design, but possibly I am wrong. If you can find an example elsewhere of how it should work then I'll be happy to update it.

I think both designs are right based on what you want, from what I read online. It was just me not realizing it would run like that as default.

Ok, thanks for getting involved. Let me know if you have any other issues.


Fix layout transition when cur and prev blit ops share the same images

This addresses a subtle bug when the sequence of blit operations contains 2 consecutive copies like so:
A -> B,  C -> A  (src of a blit becomes dst of next blit)
A -> B,  B -> C  (dst of a blit becomes src of next blit)
A -> B,  B -> A  (dst and src of blit are swapped in the next one)
The last case is necessary to implement blitting part of an image (A) into itself (using B as intermediate). The code as currently written triggers a validation error because B is transitioned back to its original layout (instead of staying src layout) in the second blit.

I also initially thought about using arrays, but worrying about stack space as you said, I tried out with a hashmap. For source image you have to deal with whether it's the resolved or base image which is used. See the updated commit.
If you store src and dst layouts per blit item in arrays, images in multiple blit are transitioned back multiple times. Is it what you meant by "assume that the majority of views will rarely have an image in more than one blit" ?

I also initially thought about using arrays, but worrying about stack space as you said, I tried out with a hashmap. Also for source image you have to deal with whether it's the resolved or base image which is used. See the updated commit.
Allocating heap memory in the render loop is a huge no-no. The only other places where this is done is for caching, but that's a one-time cost.

Using up a bit of stack space is OK, you usually have 1MB available.

If you store src and dst layouts per blit item in arrays, images in multiple blit are transitioned back multiple times (probably not a huge deal though). Is it what you meant by "assume that the majority of views will rarely have an image in more than one blit" ?

Yeah, this wouldn't actually incur a transition in the command buffer, since setImageMemoryBarrier checks if the states differ. And you'll remember the same original layout for an image, even if it's in multiple blits as src or dst.

Updated to use arrays of VkImageLayout, which seems to be 32bits so we're looking at 8 KB of stack.

There's one small bug: backing up _bs.m_item is not enough, both hasItem() and advance() use m_key. If I change it to copy and restore _bs instead, it works fine.
Other than that, looks good to me 🤠👍 Thanks for working on this

Updated with latest @pezcode comment. Thank you for the help !

@goodartistscopy Can you make mini repro that triggers bug?

@bkaradzic Here is a basic gist that triggers validation errors.
https://gist.github.com/goodartistscopy/8be9b48870d646f8cea0fe3745a51fbc

You're not specifying BGFX_TEXTURE_BLIT_DST anywhere?

I added this: https://github.com/bkaradzic/bgfx/blob/2df0a41918ac60afbab3ff6f8e81d3f739f96018/examples/08-update/update.cpp#L924-L934

You're not specifying BGFX_TEXTURE_BLIT_DST anywhere?

You're right !  I guess it's not actually checked ?

I added this:
https://github.com/bkaradzic/bgfx/blob/2df0a41918ac60afbab3ff6f8e81d3f739f96018/examples/08-update/update.cpp#L924-L934

Isn't the last pair of blit similar to the first one ? Also you could had blitting to the same texture.

Yeah, I think the last one there is actually your test case. I just added all cases from your first message.
Btw, I couldn't reproduce the issue even without your change, but I tested it only on one platform.

I'm not sure, maybe it depends on which vulkan validation layers are active and how they behave. I'm on Linux with proprietary nvidia drivers.


Zappa and flask_injector in Lambda doesn't work

I'm trying to deploy a python project uses flask_restplus and flask_injector packages to AWS Lambda using Zappa project, but it doesn't work, it throws an error when I try to call the API gateway that Zappa automatically created for the project:

[ERROR] AttributeError: type object 'Callable' has no attribute '_abc_registry' Traceback (most recent call last):
File "/var/task/handler.py", line 602, in lambda_handler return LambdaHandler.lambda_handler(event, context)
File "/var/task/handler.py", line 245, in lambda_handler handler = cls()
File "/var/task/handler.py", line 139, in init self.app_module = importlib.import_module(self.settings.APP_MODULE) File "/var/lang/lib/python3.7/importlib/init.py", line 127, in import_module return _bootstrap._gcd_import(name[level:], package, level)
File "", line 1006, in _gcd_import
File "", line 983, in _find_and_load
File "", line 967, in _find_and_load_unlocked
File "", line 677, in _load_unlocked
File "", line 728, in exec_module
File "", line 219, in _call_with_frames_removed
File "/var/task/app.py", line 1, in from startup import Startup
File "/var/task/startup.py", line 3, in from flask_injector import FlaskInjector
File "/var/task/flask_injector.py", line 13, in from typing import Any, Callable, cast, Dict, get_type_hints, Iterable, List, TypeVar, Union
File "/var/task/typing.py", line 1357, in class Callable(extra=collections_abc.Callable, metaclass=CallableMeta):
File "/var/task/typing.py", line 1005, in new self._abc_registry = extra._abc_registry

The project consists of two Python files only:

app.py:

from startup import Startup
app = Startup.start_app()

startup.py:

from flask import Flask
from flask_restplus import Api
# if I removed the following line, the project works perfectly.
from flask_injector import FlaskInjector

class Startup():
    @staticmethod
    def start_app():
        appObj = Flask(__name__)
        appObj.secret_key = '123123'
        app = appObj

        print("It's working")

        return app

And the zappa_settings.json file
{
    "dev": {
        "app_function": "app.app",
        "aws_region": "[My Region]",
        "profile_name": "default",
        "project_name": "my-api-test",
        "runtime": "python3.7",
        "s3_bucket": "[An S3 bucket name]",
        "keep_warm": false,
        "memory_size": 1024,
        "timeout_seconds": 90,
        "manage_roles": false,
        "role_name": "[A specific role name to deploy the project]",
        "role_arn": "[Role ARN]"
    }
}

I don't know what's the issue here, why using flask_injector causes this error?

After more investigation on the issue, and reading an answer from Amazon:
https://forums.developer.amazon.com/questions/191460/ask-sdk-for-python-14-possible-issue-when-deployed.html
I figured out that one of my dependencies installs the package typing (which can be found as standard python package), and by removing it the problem solved.
So just do:
pip uninstall typing

and you should be good to go.


Small formatting issue in qiskit.qpy docs

Summary
There are some small formatting issues in  https://docs.quantum.ibm.com/api/qiskit/qpy :

Pull Request Test Coverage Report for Build<PHONE_NUMBER>6
Details

0 of 0   changed or added relevant lines in 0 files are covered.
4 unchanged lines in 1 file lost coverage.
Overall coverage decreased (-0.002%) to 88.948%

Files with Coverage Reduction
New Missed Lines
%

crates/qasm2/src/lex.rs
4
92.23%

Totals

Change from base Build<PHONE_NUMBER>9:
-0.002%

Covered Lines:
79387

Relevant Lines:
89251

💛  - Coveralls


Do not load after/syntax/css.vim two times

runtime! syntax/css.vim already loads after/syntax/css.vim because after is in &rtp. This change prevents after/syntax/css.vim to be loaded two times for less filetype if it is present in user vimruntime directory

Hi @sheerun,
I've not used Vim for development since, well it has been a while. Thanks for your contribution, I'll have to look a way to send the syntax to the Vim developers, I'll try to do this asap.
Thanks,
A.


ISSUE-38: rework exceptions handling to return different status when …

…a bad continuation token is given

:+1:

:+1:

Merged on linagora/jmap (james-project repository)


Possible regression in jenkinsci GitHub API 1.109 update breaking jenkinsci GHPRB plugin

Describe the bug
After updating GitHub API Plugin to 1.109 the post receive hooks would not cause a GitHub Pull Request Builder based job to execute. Reverting to 1.106, restarting Jenkins, and ensuring the commit hook fired again would start the job once more
Issue also raised in the jenkinsci GitHub API project: https://github.com/github-api/github-api/issues/776
To Reproduce
Steps to reproduce the behavior:

Update GitHub API Plugin from 1.106 to 1.109
Create new PR for a repository with a post receive commit hook setup (there is a matching Jenkins job configured with the jenkinsci GitHub Pull Request Builder plugin) so that the hook fires (or you can use a PR comment to do the same if configured in your GHPRB setup)

Expected behavior
Jenkins job is started
Actual behavior
Jenkins job is not started. Reverting GitHub Api Plugin to 1.106 fixes the issue
Desktop (please complete the following information):

OS: CentOS
Browser: N/A
Version: Jenkins plugin 1.109
Jenkins: 2.230

Should be fixed by https://github.com/jenkinsci/ghprb-plugin/pull/772

Thanks for closing.  Yeah, it should be.


Recycling Bin

I've followed this previously with some decent results; Create a recycling bin for logging and restoring deleted documents

Yeah this is exactly the approach I'm considering. I have a slightly cleaned up version with fixed typing for this. Should be quick to drop into the repo

That's in now


Location specified by ndk.dir (/opt/unity/Editor/Data/PlaybackEngines/AndroidPlayer/NDK) did not contain a valid NDK and couldn't be used

the action log
FAILURE: Build failed with an exception.

* Where:
Build file '/home/runner/work/Coolest/Coolest/build/Android/Android/Android.apk/unityLibrary/build.gradle' line: 125

* What went wrong:
Execution failed for task ':unityLibrary:BuildIl2CppTask'.
> Location specified by ndk.dir (/opt/unity/Editor/Data/PlaybackEngines/AndroidPlayer/NDK) did not contain a valid NDK and couldn't be used

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

my action yml file
name: GameCI Template 🎮

on: push

jobs:

  buildAndroidProject:
    name: Build for Android Project 📱
    runs-on: ubuntu-latest
    steps:
      - name: Checkout code
        uses: actions/checkout@v2
        with:
          fetch-depth: 0
          lfs: true
          token: ${{ secrets.SUBMODULE }}
          submodules: 'recursive'

      - name: Create LFS file list
        run: git lfs ls-files -l | cut -d' ' -f1 | sort > .lfs-assets-id

      - name: Restore LFS cache
        uses: actions/cache@v2
        id: lfs-cache
        with:
          path: .git/lfs
          key: ${{ runner.os }}-lfs-${{ hashFiles('.lfs-assets-id') }}

      - name: Git LFS Pull
        run: |
          git lfs pull
          git add .
          git reset --hard

      - name: Restore Library cache
        uses: actions/cache@v2
        with:
          path: Library
          key: Library-build-Android
          restore-keys: |
            Library-build-
            Library-

      - name: Restore build cache
        uses: actions/cache@v2
        with:
          path: build
          key: Platform-build-Android
          restore-keys: |
            Platform-build-
            Platform-

      - name: Builder
        uses: game-ci/unity-builder@v2
        env:
          UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
        with:
          chownFilesTo: build/Android
          targetPlatform: Android
          buildsPath: build/Android
          androidKeystorePass: coolest
          androidKeyaliasName: coolest
          androidKeyaliasPass: coolest
          buildMethod: UnityBuilderAction.BuildScript.Build

      - name: Gradle assembleReleaseChannels
        uses: gradle/gradle-build-action@v2
        with:
          gradle-home-cache-includes: |
            caches
            notifications
            jdks
          wrapper-cache-enabled: false
          build-root-directory: build/Android/Android/Android.apk
          gradle-version: 6.7.1
          arguments: assembleReleaseChannels

Export Android project but the gradle task didn't work!

Hi @danyow , is it failing during the game-ci/unity-builder@v2 step? Can you share a link to a minimal, reproducible example?

Closing this for the lack of steps to reproduce.

Did you find any solution for the same?


Design Proposal overview

Epic: https://github.com/cosmos/voyager/issues/1333

please review: https://zpl.io/blPdgg1

Considered this done


Default value marker

Describe the feature
Would it be possible to add a marker that shows the original default value once a user has adjusted the slider?
Describe the solution you'd like
A boolean prop to toggle presence of default value marker

You can do this with marks
https://jsfiddle.net/whcdkjo3/


NAS-124294 / 24.04 / Retrieve 2fa configuration details in debug

Jira URL: https://ixsystems.atlassian.net/browse/NAS-124294


Im special.

Yeahhhhhhhhh, so I'm a little bit sped. I need a walkthrough on how to build this, this stuff is too advanced for me. Sorry.

it literally tells you how to do it

no worries, just follow the guide closely


New version: Tencent.QiDian version <IP_ADDRESS>74

[X] Have you signed the Contributor License Agreement?
[X] Have you checked that there aren't other open pull requests for the same manifest update/change?

[ ] Have you tested your manifest locally with winget install --manifest <path>?
[X] Does your manifest conform to the 1.5 schema?

Microsoft Reviewers: Open in CodeFlow

@wingetbot waivers Add Validation-Domain


Remove pre-computed uptime variables

Codecov Report

Merging #152 (3a818fe) into master (77ba216) will decrease coverage by 1.63%.
The diff coverage is 51.35%.

@@            Coverage Diff             @@
##           master     #152      +/-   ##
==========================================
- Coverage   86.39%   84.75%   -1.64%
==========================================
  Files          42       42
  Lines        1830     1837       +7
==========================================
- Hits         1581     1557      -24
- Misses        174      200      +26
- Partials       75       80       +5

Impacted Files
Coverage Δ

controller/util.go
100.00% <ø> (ø)

core/service_status.go
100.00% <ø> (ø)

core/uptime.go
100.00% <ø> (ø)

storage/store/common/paging/paging.go
100.00% <ø> (ø)

storage/store/memory/memory.go
57.57% <0.00%> (-23.28%)
:arrow_down:

storage/store/memory/uptime.go
46.42% <ø> (-27.26%)
:arrow_down:

storage/store/sqlite/sqlite.go
79.41% <38.09%> (-2.08%)
:arrow_down:

controller/badge.go
92.13% <80.95%> (+0.46%)
:arrow_up:

controller/controller.go
83.33% <100.00%> (+1.40%)
:arrow_up:

storage/store/memory/util.go
88.09% <100.00%> (-1.04%)
:arrow_down:

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 77ba216...3a818fe. Read the comment docs.


Filtering video list for for 'Free' / 0 LBC does not filter out low cost items.

Filtering a video list for free or LBC = 0 still passes items which cost.
CGI parameter is fee_amount=0 .
I saw items as high as 0.5 LBC.  I guess it is a rounding error.

Looking, I don't see any examples. It should be easy to test. Create a video which collects the smallest amount of LBC possible and see whether it appears as a result in free.


Can we expect MapView for Android soon?

I read sometime ago that MapView would come for Android with the latest RN 0.17 but that still didn't happen. Can we expect it soon?
That would be awesome!

/cc @mkonicek Any ideas?
I recently came across this that looks very promising. https://github.com/lelandrichardson/react-native-mapview

crosses fingers

Yes so that module is totally awesome and now we just need to decide whether to open source the internal one that we use in fb apps or bring that one it. See https://github.com/lelandrichardson/react-native-mapview/issues/2

Closing this as it's a question rather than a bug but we can keep discussing here.

this is a good case,but we are in china~.i want to use baidumap~~~


FutureWarning

Hi!
Thanks for the library it's really useful :)
I have this warning with the version 0.4.4:
/usr/local/lib/python3.8/dist-packages/fxpmath/objects.py:499: FutureWarning: Conversion of the second argument of issubdtype from `str` to `str` is deprecated. In future, it will be treated as `np.str_ == np.dtype(str).type`.
  if np.issubdtype(val.dtype, str):

solved in version 0.4.5


feat: implement ios version of the keycommand

This PR adds iOS support for the key-command listener.
import {registerKeyCommand, constants, eventEmitter} from 'react-native-key-command';

/**
 * Register a command for [k + CMD] combination
 */
registerKeyCommand([
  {input: 'd', modifierFlags: constants.keyModifierCommand},
]);

/**
 * Add an event listener
 */
eventEmitter.addListener('onKeyCommand', console.log);

Demo

(both / and /example)
npm install
pod install
npm run ios
connect hardware keyboard on simulator
change event listener callback (e.g. console.log) here https://github.com/Expensify/react-native-key-command/pull/3/files#diff-70aa9f24302e170717b76b7501425ccf9cb910991099eaef6b17a18cdac37dbfR21
press CMD + d

Hey @luacmartins @parasharrajat. Let's start with the review here.

Hey @luacmartins have you had a chance to take a look here ?

@parasharrajat added a basic screen with a history list:

Let's put a face to your example. A simple screen which logs the key press data.

I noticed that registered commands are not deregistered on Hot-reload. Maybe a hot-reload thing and not a bug. But do check that.

They are. Hot reload makes useEffect re-run, validated that both the callback and unsubscribe are triggered correctly.

What will happen if the user is navigated to another screen and a key listener is attached to the home screen?
I haven't tested it but I think the handler will still fire as native navigation does not unmount the old screens but create stacks.

This is an implementation details which is not related to this package. react-navigation has a focus event listener which can use KeyCommand.unregisterKeyCommand.

@luacmartins @parasharrajat all comments were addressed, ready for review.

All CR comments were addressed.

Ready for review


WIP feat: SDL v2

this is WIP and to discuss ways of the implementation

cc @anilCSE @akhilkumarpilli RE: any feedback on proto types for the new resources

Quantity works for field name, less worried about that right now tho.  amount seems a bit off tho.  Will sleep on it.


Need to be Weill-organised project

Project is not well aligned
i suggest to do a proper folder biased organization of this project

Please assign this issue to me

Like
Keeping js files in script folder
Css files in style folder
Images in static or resources folder
Adding contribution file and
Providing proper documentation
Allow me to do changes if you find suitable then you can merge

Ya, go ahead @Devesh-Daku

Hey @Devesh-Daku , are you working on this issue?


Data Management and Analytics Scenario should be in Title Case

Every reference of the DMAS should ideally be in title case, both in headers as well as in regular text, as it is a specific term.

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

ID: dc42c384-f5c3-b47b-1903-9d3ae4a71247
Version Independent ID: a6a5e0de-1d1e-af9b-2eea-c06440102b76
Content: Azure data management and analytics scenario overview - Cloud Adoption Framework
Content Source: docs/scenarios/data-management/index.md
Service: cloud-adoption-framework
Sub-service: scenario
GitHub Login: @mboswell
Microsoft Alias: mboswell

@mboswell This is something that you can address when you do search and replace for the term

We have change to our new name and this has been vetted by MS Docs team. DMAS should be in lower case unless when used at the start of a sentence. Only then can we capitalise the 'D'. These are MS docs standards.
#please-close