When restarting kernels in KernelCommandListener the identity is incorrect

here's the code
                // Old approach (INotebook is not exposed in IKernel, and INotebook will eventually go away).
                const notebook = await this.notebookProvider.getOrCreateNotebook({
                    resource: kernel.notebookDocument.uri,
                    // TODO: This would be wrong for interactive window;
                    identity: kernel.notebookDocument.uri,
                    getOnly: true
                });

The value for identity is wrong in the case of Interactive window kernels.

This has been fixed, I fixed it.


Cassandra storage takes a lot of time to start

Originally posted by @LuChenjing in https://github.com/jaegertracing/jaeger-operator/issues/1458#issuecomment-849267670
@jpkrohling Hello, did you mean "local jaeger" just use docker run? I tried, and logs as below:
By checking the timestamp. Jaeger switched to success took more than 10 mins.<PHONE_NUMBER>.04903 to<PHONE_NUMBER>.2027717
So... maybe the time gap made the pods didn't pass the LivenessProbe/ReadinessProbe, then keep crashing?
[root@node42 ~]# docker run  -p 5775:5775/udp -p 6831:6831/udp -p 6832:6832/udp -p 5778:5778 -p 16686:16686 -p 14268:14268 -p 14250:14250 -e SPAN_STORAGE_TYPE=cassandra -e CASSANDRA_SERVERS=<IP_ADDRESS> -e CASSANDRA_USERNAME=cassandra -e CASSANDRA_PASSWORD=cassandra -e CASSANDRA_KEYSPACE=jaeger_v1_datacenter3 jaegertracing/all-in-one:1.22.0
2021/05/27 01:58:27 maxprocs: Leaving GOMAXPROCS=32: CPU quota undefined
{"level":"info","ts":1622080707.0481822,"caller":"flags/service.go:117","msg":"Mounting metrics handler on admin server","route":"/metrics"}
{"level":"info","ts":1622080707.0482547,"caller":"flags/service.go:123","msg":"Mounting expvar handler on admin server","route":"/debug/vars"}
{"level":"info","ts":1622080707.048814,"caller":"flags/admin.go:105","msg":"Mounting health check on admin server","route":"/"}
{"level":"info","ts":1622080707.048988,"caller":"flags/admin.go:111","msg":"Starting admin HTTP server","http-addr":":14269"}
{"level":"info","ts":1622080707.04903,"caller":"flags/admin.go:97","msg":"Admin server started","http.host-port":"[::]:14269","health-status":"unavailable"}
{"level":"info","ts":1622081494.2027717,"caller":"cassandra/factory.go:105","msg":"Cassandra archive storage configuration is empty, skipping"}
{"level":"info","ts":1622081494.2631137,"caller":"server/grpc.go:76","msg":"Starting jaeger-collector gRPC server","grpc.host-port":":14250"}
{"level":"info","ts":1622081494.2632113,"caller":"server/http.go:47","msg":"Starting jaeger-collector HTTP server","http host-port":":14268"}
{"level":"info","ts":1622081494.2635596,"caller":"server/zipkin.go:48","msg":"Not listening for Zipkin HTTP traffic, port not configured"}
{"level":"info","ts":1622081494.2636569,"caller":"grpc/builder.go:70","msg":"Agent requested insecure grpc connection to collector(s)"}
{"level":"info","ts":1622081494.264042,"caller":"grpc@v1.29.1/clientconn.go:243","msg":"parsed scheme: \"\"","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2640903,"caller":"grpc@v1.29.1/clientconn.go:249","msg":"scheme \"\" not registered, fallback to default scheme","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2641354,"caller":"grpc@v1.29.1/resolver_conn_wrapper.go:143","msg":"ccResolverWrapper: sending update to cc: {[{:14250  <nil> 0 <nil>}] <nil> <nil>}","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2641547,"caller":"grpc@v1.29.1/clientconn.go:667","msg":"ClientConn switching balancer to \"round_robin\"","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.264169,"caller":"grpc@v1.29.1/clientconn.go:682","msg":"Channel switches to new LB policy \"round_robin\"","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2642233,"caller":"grpc@v1.29.1/clientconn.go:1056","msg":"Subchannel Connectivity change to CONNECTING","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2643187,"caller":"grpc@v1.29.1/clientconn.go:417","msg":"Channel Connectivity change to CONNECTING","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2643738,"caller":"grpc/builder.go:108","msg":"Checking connection to collector"}
{"level":"info","ts":1622081494.264476,"caller":"grpc/builder.go:119","msg":"Agent collector connection state change","dialTarget":":14250","status":"CONNECTING"}
{"level":"info","ts":1622081494.2644136,"caller":"grpc@v1.29.1/clientconn.go:1193","msg":"Subchannel picks a new address \":14250\" to connect","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2651544,"caller":"grpc@v1.29.1/clientconn.go:1056","msg":"Subchannel Connectivity change to READY","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2653089,"caller":"base/balancer.go:200","msg":"roundrobinPicker: newPicker called with info: {map[0xc0004fc740:{{:14250  <nil> 0 <nil>}}]}","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2653441,"caller":"grpc@v1.29.1/clientconn.go:417","msg":"Channel Connectivity change to READY","system":"grpc","grpc_log":true}
{"level":"info","ts":1622081494.2653658,"caller":"grpc/builder.go:119","msg":"Agent collector connection state change","dialTarget":":14250","status":"READY"}
{"level":"info","ts":1622081494.2656467,"caller":"command-line-arguments/main.go:218","msg":"Starting agent"}
{"level":"info","ts":1622081494.2657974,"caller":"querysvc/query_service.go:137","msg":"Archive storage not created","reason":"archive storage not configured"}
{"level":"info","ts":1622081494.2658167,"caller":"app/agent.go:69","msg":"Starting jaeger-agent HTTP server","http-port":5778}
{"level":"info","ts":1622081494.2658348,"caller":"app/flags.go:128","msg":"Archive storage not initialized"}
{"level":"info","ts":1622081494.2680593,"caller":"app/static_handler.go:181","msg":"UI config path not provided, config file will not be watched"}
{"level":"info","ts":1622081494.268779,"caller":"app/server.go:170","msg":"Query server started"}
{"level":"info","ts":1622081494.2688324,"caller":"healthcheck/handler.go:128","msg":"Health Check state change","status":"ready"}
{"level":"info","ts":1622081494.2688534,"caller":"app/server.go:230","msg":"Starting HTTP server","port":16686,"addr":":16686"}
{"level":"info","ts":1622081494.2688956,"caller":"app/server.go:249","msg":"Starting GRPC server","port":16685,"addr":":16685"}

Closing old ticket, if still an issue please re-open and provide more details


Update feature/unknownCommands + fixes to join into production

Codecov Report

Merging #26 (3ca86b9) into main (2e47762) will decrease coverage by 0.03%.
The diff coverage is 87.50%.

@@            Coverage Diff             @@
##             main      #26      +/-   ##
==========================================
- Coverage   83.07%   83.04%   -0.04%
==========================================
  Files          36       36
  Lines         975      985      +10
  Branches      148      151       +3
==========================================
+ Hits          810      818       +8
- Misses        147      149       +2
  Partials       18       18

Impacted Files
Coverage Δ

src/discordBot/services/message.js
75.00% <50.00%> (-1.93%)
:arrow_down:

src/discordBot/commands/student/join.js
97.50% <91.66%> (-2.50%)
:arrow_down:

src/discordBot/events/messageCreate.js
96.42% <100.00%> (+0.27%)
:arrow_up:

Continue to review full report at Codecov.

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Δ = absolute <relative> (impact), ø = not affected, ? = missing data
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Allows to pass config name to search class configuration

Description

Updates search-related functions and the SearchCriterion object to receive a new configuration parameter: config_name. By default, we use the PostgreSQL default text search config, pg_catalog.simple.
Motivation and Context

When using PostgreSQL search, the user might need to change the default configuration. This PR makes it possible by allowing the user to specify which config he/she wants to use. For example, using the PostgreSQL extension unaccent, we can now query as:
await City.filter(name__search=ToTsQuery("paris", "public.unaccent"))

Tortoise will generate the below SQL query
'SELECT "id", "name" FROM "cities" WHERE TO_TSVECTOR(\'public.unaccent\',"name") @@ TO_TSQUERY(\'public.unaccent\',\'paris\')'

Because of the current implementation of the __search filter, inside the SearchCriterion.__init__, we extract the config_name from the function in use, in the above example ToTsQuery, to pass it to the ToTsVector function.
How Has This Been Tested?

Checklist:

[ ] My code follows the code style of this project.
[ ] My change requires a change to the documentation.
[ ] I have updated the documentation accordingly.
[ ] I have added the changelog accordingly.
[ ] I have read the CONTRIBUTING document.
[ ] I have added tests to cover my changes.
[ ] All new and existing tests passed.

Pull Request Test Coverage Report for Build<PHONE_NUMBER>
Details

10 of 11 (90.91%)  changed or added relevant lines in 2 files are covered.
No unchanged relevant lines lost coverage.
Overall first build on feature/allow-pass-dictonary-to-search at 87.856%

Changes Missing Coverage
Covered Lines
Changed/Added Lines
%

tortoise/contrib/postgres/functions.py
6
7
85.71%

Totals

Change from base Build<PHONE_NUMBER>:
87.9%

Covered Lines:
5780

Relevant Lines:
6481

💛  - Coveralls


 cannot appear as a child of  when using Material Table

I am using the Material UI library, and I have a problem when using the Table. I am using the syntaxes provided by the official library: https://github.com/mui-org/material-ui/blob/master/docs/src/pages/components/tables/EnhancedTable.tsx
But I have the following warning:

This is because the TablePagination component (that is rendered by a td) is inside the Paper component (render by a div). I don't know how to fix that.
Thanks

Tip, check the component prop.


Wording changed

"My requests" has been changed to "Pending requests"

@alexcybers3c : Thanks for your contribution! The author(s) have been notified to review your proposed change.

#sign-off


../../development/flutter/.pub-cache/hosted/pub.dartlang.org/web_browser_detect-2.0.1/lib/src/browser.dart:43:36: Warning: Operand of null-aware operation '??' has type 'String' which excludes null. appVersion: window.navigator.appVersion ?? '', // The ?? are because of bug when building for mobile

Getting this warning when running simple example app

This is a known issue that does not affect anything.
There is an inconsistency where on web the appVersion is String, but on mobile it is String?
If I remove ?? then you will not be able to compile for any other platform then web.
If it bothers you, I can camouflage it with some added checks.

Check web_browser_detect: ^2.0.2


Eth clones2

Description
Adding multiple clones on ETH app:

Tecracoin
TecraTestnet
Multivac
XDC
Apothem
Id4good

Changes include
Addition of these clones so modifications of the following files:

src_common/network.c
icons
makefile_conf/chain
src/chainConfig.h
src/main.c
src/tokens.c
src/tokens.h

handled in PR 334


🎨  Update carousel #2190

https://www.equinor.com/energy/techstars

Image carousel title alignment.
Video carousel description is missing.
Alignment to the center when there are only two items that fit the screen.

I guess this is still WIP.. so will do a review later

yes still in progress :)


Let's Encrypt SSL certificate installation failed: Failed letsencrypt execution:

I notice the SSL Cert install fails on occasion and I typically get the following error.

Let's Encrypt SSL certificate installation failed: Failed letsencrypt execution (etc...)

Here's a use case.
VPS 02 hosts domain.com and the site is live with the DNS pointing at it.
I copy the site to VPS 02 for testing and am using the PLESK preview URL.
The DNS is not switched over because I am testing.
Is there any way to get around this? The full error is below.
Apart from the Python error which I think is separate, there is an error about not finding
".well-known/acme-challenge" etc on the domain.

Error: Let's Encrypt SSL certificate installation failed: Failed letsencrypt execution: /usr/local/psa/var/modules/letsencrypt/venv.FVUDD/lib/python2.6/site-packages/cryptography/init.py:25: DeprecationWarning: Python 2.6 is no longer supported by the > > Python core team, please upgrade your Python.
DeprecationWarning
2015-12-06 15:56:31,977:WARNING:letsencrypt.cli:Root (sudo) is required to run most of letsencrypt functionality.
/usr/local/psa/var/modules/letsencrypt/venv.FVUDD/lib/python2.6/site-packages/requests/packages/urllib3/connectionpool.py:789: InsecureRequestWarning: Unverified HTTPS request is being made. Adding certificate verification is strongly advised. See: https://urllib3.readthedocs.org/en/latest/security.html
InsecureRequestWarning)
Failed authorization procedure. edenstudios.com (http-01): urn:acme:error:unauthorized :: The client lacks sufficient authorization :: Invalid response from http://domain.com/.well-known/acme-challenge/-l2tp0lISSfUh-zbQjSZa6sw6_l02WEnSmN8in6JD0o [XXX.78.0.XXX]: 403
IMPORTANT NOTES:

The following 'urn:acme:error:unauthorized' errors were reported by
the server:

Domains: domain.com
Error: The client lacks sufficient authorization

See #13

As far as I have understood, the domain is not resolved to VPS 02 and cannot be reached globally.
That means there is no ability to proof the ownership of the domain.
Try to perform authentication manually https://letsencrypt.readthedocs.org/en/latest/using.html#manual


Panels resizing in storybook-vue are slow and lagging

Bug or support request summary
In @storybook/vue
The resizing of panels become quite slow and lagging
It seems to affect all the panels (include addons like option, action-log, knobs etc)
Steps to reproduce
I made a reproduction repo, check here
This repo has no addition addons, but you can still see the effect
Please specify which version of Storybook and optionally any affected addons that you're running

@storybook/vue 4.0.0-alpha.21
no addons

Affected platforms

OS: Mac OS 10.13.6
Browser: Chrome 69.0.3497.81
Node.js: v8.11.4

Screenshots / Screencast / Code Snippets (Optional)
Official @storybook/vue demo:

my demo:

@wuweiweiwu can this issue be also related to the react-split-pane ?

@igor-dv I believe so. But I think #4153 will fix it.

I'll double check locally with all the example storybooks

Please specify which version of Storybook and optionally any affected addons that you're running
@storybook/vue 4.0.0-alpha.21
no addons

BTW, I found it also affects the non alpha version, my another test was using 3.4.10

verified with my fix locally. I ran the vue kitchen sink example and it was dragging fine!

closing by #4153


Video_player crush on orientation change

do anybody face such problem, i m using  video_player: ^1.0.1 to play video and it works perfectly but the problem is when i rotate the device the app crashes, i couldn't find what went wrong, but from my understanding i guess video_player is not repainting when orientation changes,  anyone who can help i really appriciate if you have something on this issue guys

@NatyN-teac
Provide flutter doctor -v and a complete minimal reproducible code sample that shows this issue.
Also you can try the official video_player plugin example and see if it shows the same behavior or not.

Without additional information, we are unfortunately not sure how to resolve this issue.
We are therefore reluctantly going to close this bug for now.
Please don't hesitate to comment on the bug if you have any more information for us; we will reopen it right away!
Thanks for your contribution.
Could everyone who still has this problem please file a new issue with the exact description of what happens, logs, and the output of flutter doctor -v.
All system setups can be slightly different, so it's always better to open new issues and reference related issues.


updated hyperterm (0.7.1)

Changes to a cask
Editing an existing cask

[x] Commit message includes cask’s name (and new version, if applicable).
[x] brew cask audit --download {{cask_file}} is error-free.
[x] brew cask style --fix {{cask_file}} left no offenses.

Thank you for the contribution. It was merged directly as 8f3e071a486cc12348e60eb6fa4a17d5a5bb244b to keep commit history cleaner. Your contribution is still credited to you.


feat: add isEither typeguard

Graphite Merge Job
Current status: ⏳ Queued to merge
This pull request is currently queued to be merged as part of a stack.
This comment was auto-generated by Graphite.

Job Reference: snArrRseLhXioPIul3WC


Draft -17

Just a heads up; we've asked for draft 17 to go to the IESG and Last Call, so it shouldn't be changing too much from here on (crosses fingers). The tests have been updated.

Sweet. I've been taking a bit of a backseat due to the rapid iterations, but knowing this I'm going to spend some time updating. Thank you

This library was several drafts behind, and instead of trying to get it up to date with the current RFC, I rewrote it. The new parser passes all official tests, but the serializer is not done yet. More here soon

Fully up to date and passing all tests. Releasing soonish!


Reimplement HttpCache as a trait

From https://users.rust-lang.org/t/solved-is-it-possible-to-clone-a-boxed-trait-object/1714 it looks like implementing a box_clone (new name) on a trait isn't so outlandish after all.  Applied some of the suggestions made there too that makes things a bit better.

Any thoughts, @softprops?  This is good to land for me.

I'll take a look. Hoping to wrap up a release for this weekend if I can


Add Limits to Line Length

Right now, paragraphs are rendered on a single line. One thing I'd love for this library to do would be to have some support for pretty printing the documents. At the very least, it would be nice to render the text with line length limits.

This seemed like a somewhat trivial feature assuming we could use the textwrap standard library on the paragraph output. However, I'm running into some issues with formatting of code blocks as a result. I suspect this is an issue on my end and has nothing to do with the library, but I'm still hesitant.

Yeah, without having control over when lines are broken, there are definitely going to be issues that crop up with the markdown syntax. Not a feature that I want to rush into including right now.


Combination of connect_key_press_event and connect_key_release_event

I'm currently working on a big project and I'm trying to reduce duplication and I need both key_press and key_release to do the exact same things, is there any way I could reduce the two into one function?
Code in question is https://github.com/ShareXin/ShareXin/blob/7286e2f5566fd565ebb952e300fec7a19729a835/src/dialog.rs#L157 (currently it only uses key_release)

You can't make function from https://github.com/ShareXin/ShareXin/blob/7286e2f5566fd565ebb952e300fec7a19729a835/src/dialog.rs#L160-L211 with many parameters as needed and call it in closures for both cases?
This may be required creating more clones beforehand.

That seems to have worked, thank you.

For reference this is what I did
https://github.com/ShareXin/ShareXin/commit/a63e517b7955a6450f4c113a1e853015110faf4e?diff=split

Note: cloning unneeded in closures as it already own clone.


Re-sending Bruno PR for performance testing!

Pull Request Template
What are you trying to address
Check PR https://github.com/microsoft/code-with-engineering-playbook/pull/570 for context.
Made the necessary changes for PR https://github.com/microsoft/code-with-engineering-playbook/pull/570 but was not able to reflect them on the PR! Closed that one in favor of this new one.
For all pull requests

[ ] Link to the issue you are solving (so it gets closed)
[ ] Label the pull request with the appropriate area(s)
[ ] Assign potential reviewers (you may also want to contact them on Teams to ensure timely reviews)
[ ] Assign the project - Engineering Playbook Backlog
[ ] Assign the pull request to yourself

Happy to make any adjustments. This week is kind of tough. Let me know how I can help best. Next week I can invest here.
BTW, I have built a Stress Testing Framework based on Locust that we can discuss as part of the testing work.


Dockerfile, FIPS, and config.go fixes for boilerplate

Moving to a Dockerfile like all the other operators instead of the default provided one.

/label tide/merge-method-squash
/lgtm


When trying to view Profiles the follow error occurs

URL:- /admin/users/profile/self
ErrorException in Application.php line 666:
Argument 2 passed to Illuminate\Foundation\Application::make() must be of the type array, string given, called in /vendor/laravel/framework/src/Illuminate/Support/Facades/Facade.php on line 213 and defined

Which version of laravel are you using?

Laravel 5.1

I  have tried it  in  Laravel  5.0 and it works  like a charm!, I suggest
to consider it.
2015-07-17 19:39 GMT-04:30 Michael Dodwell<EMAIL_ADDRESS>
Laravel 5.1
—
Reply to this email directly or view it on GitHub
https://github.com/intrip/laravel-authentication-acl/issues/99#issuecomment-122458861
.

--
Cordialmente ,
Ing. Luis Antonio Mata B.
Skype:luisantoniomata
Phone:<PHONE_NUMBER>47643
Necesita una pagina web?
*visitenos: *http://www.sistechma.com/
http://ve.linkedin.com/in/luisantoniomata

I still need to do some chabges to make it work with laravel 5.1

I've pushed a new version that works also with Laravel 5.1. Please take a look and give me some feedback.

Will do, thanks!


DASH live streaming not playing in chrome.

While playing DASH live stream in chrome it plays few second and stopped.
Here is MPD file
mpd_file.txt
<?xml version="1.0"?>
<MPD
    type="dynamic"
    xmlns="urn:mpeg:dash:schema:mpd:2011"
    availabilityStartTime="2017-10-03T18:15:39+05:30"
    availabilityEndTime="2017-10-03T18:18:09+05:30"
    minimumUpdatePeriod="PT5S"
    minBufferTime="PT5S"
    timeShiftBufferDepth="PT0H0M0.00S"
    suggestedPresentationDelay="PT10S"
    profiles="urn:hbbtv:dash:profile:isoff-live:2012,urn:mpeg:dash:profile:isoff-live:2011"
    xmlns:xsi="http://www.w3.org/2011/XMLSchema-instance"
    xsi:schemaLocation="urn:mpeg:DASH:schema:MPD:2011 DASH-MPD.xsd">
  <Period start="PT0S" id="dash">
    <AdaptationSet
        id="1"
        segmentAlignment="true"
        maxWidth="1920"
        maxHeight="1080"
        maxFrameRate="10">
      <Representation
          id="DISPLAY1_H264"
          mimeType="video/mp4"
          codecs="avc1.640028"
          width="1920"
          height="1080"
          frameRate="10"
          sar="1:1"
          startWithSAP="1"
          bandwidth="0">
        <SegmentTemplate
            presentationTimeOffset="0"
            timescale="1000"
            media="DISPLAY1-$Time$.m4v"
            initialization="DISPLAY1-init.m4v">
          <SegmentTimeline>
             <S t="4770400" d="25000"/>
             <S t="4795400" d="25000"/>
             <S t="4820400" d="25000"/>
             <S t="4845400" d="25000"/>
             <S t="4870400" d="25000"/>
             <S t="4895400" d="25000"/>
          </SegmentTimeline>
        </SegmentTemplate>
      </Representation>
    </AdaptationSet>
  </Period>
</MPD>

Please use our issue template.  We need much more information in order to reproduce your issue and help solve it.
Also, please note that we can't reproduce playback issues with an attached manifest.  We need a URL with the content hosted somewhere so that we can play the content itself.
Here's another copy of the template you deleted when you filed this issue:

Have you read the FAQ and checked for duplicate issues:
What version of Shaka Player are you using:
Can you reproduce the issue with our latest release version:
Can you reproduce the issue with the latest code from master:
Are you using the demo app or your own custom app:
If custom app, can you reproduce the issue using our demo app:
What browser and OS are you using:
What are the manifest and license server URIs:
(you can send the URIs to<EMAIL_ADDRESS>instead, but please use GitHub and the template for the rest)
What did you do?
What did you expect to happen?
What actually happened?

Closing due to inactivity.  @dattatray-wayachal  We can reopen if you provide the requested information.


How to Determine which switch has been toggled

Take the following case:
<Switch data-switchId={1} onChange={::this._toggledState} state={true}  />
<Switch data-switchId={2} onChange={::this._toggledState} state={false} />

onChange only returns true or false, not which switch has been toggled.
Is there a way for it to also include the event ?

if you add a unique name attribute to each Switch and then console.log 'this' within your onChange event, you'll notice that you can access 'this.name' for each switch.

Sorry for taking so long on this.
If the function used for onChange accepts 2 parameters, it will get (elm, newState). If only 1 is accepted it will get (newState) to maintain compatibility for others.
I hope this makes sense


Any pretrained model available

Model with LSTM is too difficult to reach the convergence, can you provide your pretrained model? Thanks a lot.

Sorry, we don't provide the pretrained model.
Our pretrained model is made up of code that is different from the modified code we have released. With published data, you can learn a new model quickly and performance of the model will be similar.


Broken srcs

Describe the bug
A clear and concise description of what the bug is.
Tracking issue for srcs that can no longer be built with nix-build '<nixpkgs>' -A pkgnamehere.src --check.
Having these around isn't critical but it creates dependence on cache.nixos.org and it is not certain that it will keep around all srcs it once fetched.

While reviewing #104045 I found a few:
with import <nixpkgs> { }; [
  aacgain.src
  hybridreverb2.src
  m32edit.src
  x32edit.src
]

@robbinch
@magnetophon

Thanks for the heads-up @Atemu!
I found a fix for x32-edit and m32-edit and I'll do a PR for them asap.  (ie when I have a clean git state in my $NIXPKGS dir)
For hybridreverb2 I did not find the exact cause of problem though.
nix-env complains:
fatal: reference is not a tree: 78aec68237daa504c3ef87fc03e010695ace6684
Unable to checkout 78aec68237daa504c3ef87fc03e010695ace6684 from https://github.com/jpcima/JUCE.git.

When I look into the .gitmodules, there is a pointer to https://github.com/jpcima/JUCE.git, but I don't understand why nix-env tries to download a non-existing reference.
I looked in various places for the 78ae... string, but didn't find it:  nixpkgs, hybridreverb2, JUCE.
Any pointers on why it tries to download this specific version of JUCE?

The broken hash comes from HybridReverb2 repo: https://github.com/jpcima/HybridReverb2/tree/v2.1.1/Thirdparty

@jtojnar Thanks, I've passed the info upstream, hoping they will fix the issue.


Expensify Card - Payment error occurs when trying to pay by card via PayPal

If you haven’t already, check out our contributing guidelines for onboarding and email<EMAIL_ADDRESS>to request to join our Slack channel!

Version Number: 9.0.29-0
Reproducible in staging?: Y
Reproducible in production?: Y
If this was caught during regression testing, add the test name, ID and link from TestRail: https://expensify.testrail.io/index.php?/tests/view/4913103
Email or phone of affected tester (no customers<EMAIL_ADDRESS>Issue reported by: Applause - Internal Team
Action Performed:
Prerequisites:
Use IP USA, download the file https://drive.google.com/file/d/1SYaz1uNzf8us6kEW4XZQxN9Zg3O2TJTT/view?usp=drive_link

Open the downloaded html file
Click on the top "Buy Now" button
On the PayPal page - Click on "Pay with debit or Credit card"
In the payment form, change the country to USA
You can enter the email for<EMAIL_ADDRESS>when prompted
Enter the details for the Card "ND - QA Card Tests CC" found in 1Password
Disable the toggle to create a PayPal account
Complete the purchase

Expected Result:
When you try to pay with a card through PayPal, you should not get a payment error
Actual Result:
Payment error occurs when trying to pay by card via PayPal
Workaround:
Unknown
Platforms:

Which of our officially supported platforms is this issue occurring on?

[ ] Android: Native
[ ] Android: mWeb Chrome
[ ] iOS: Native
[ ] iOS: mWeb Safari
[x] MacOS: Chrome / Safari
[ ] MacOS: Desktop

Screenshots/Videos
Add any screenshot/video evidence

View all open jobs on GitHub

@slafortune  FYI I haven't added the External label as I wasn't 100% sure about this issue. Please take a look and add the label if you agree it's a bug and can be handled by external contributors

We think that this bug might be related to #wave-collect - Release 2

@lanitochka17
What is the first and last name used?
also, I see that the billing address in 1P is 88 kearny St STE#1600 San Francisco, AK 94108 US - this address/zipcode don't match - this should be CA.  I would guess that PayPal verifies the address.

We still get the same error, this time we entered all the data correctly
For some testers it works
What could be wrong?

@lanitochka17 I would guess some are using a different process/credentials - maybe we have multiple testing instructions. I would compare the exact resources and steps being taken.  If you have some specific examples I can try to see what might be different if you don't see it.

A conversation could be started in QA with the testers that can complete this and those that can to help each other out.

This issue is still reproducible on build 9.0.64-0
We have this steps in TR

waiting on proposals

Not overdue, still waiting for proposals.

Not overdue, and there are no proposals to review. @slafortune I don't think this is an issue that external can fix.


Add shell.nix

Simple shell.nix for anyone developing against guac who uses nix
or nixos.
Signed-off-by: Michael Lieberman<EMAIL_ADDRESS>

I will add the other things once the makefile is merged


RDS scheduler not working, error - local variable 'snapshot_name' referenced before assignment

ERROR : Error stopping rds instance RDS:myrdsinstance (myrdsinstance), (local variable 'snapshot_name' referenced before assignment)

Hi @ziyadmhd,
Sorry for the inconvenience. Could you answer these questions to help us troubleshoot the problem?

What version of the solution are you running? This can be checked by looking at the template. For instance, if you see this section "S3Key": "aws-instance-scheduler/v1.3.0/instance-scheduler.zip", it means you're running v1.3.0

Is this happening for every database or one specific instance?

Every log is written to a log group named instance-scheduler-logs. If you query this group (using Logs Insights like the example below) filtering by the timestamp where the problem happens, do you see any other ERROR messages?

we are running version 1.2.0
It is not happening in every accounts. only in few.
i don't see any other messages related to this error.

Hi,
Can you please suggest here.


Apply explicit API rules

Goal
Apply the Kotlin compilers explicit api rules to the project in order to generally improve code readability and quality.
Changeset
Nearly all of the files were touched by this change.
Not obviously part of the change was moving the AutoInstrumentationCache to the internal package, as it was never part of the public API.
Testing
Relied on existing tests.

There are a lot of things being declared public (e.g. the Attribute setter) that I'm not sure about – is this changing the visibility or just making it explicit?

In the case of public the changes are simply making the visibility explicit (public is the default visibility in Kotlin).


Additional URL queries breaking the applet

I tried linking to a Pannellum applet from Facebook.
Facebook automatically adds additional URL queries to the end of the URL and it is breaking Pannellum. Please fix!
For instance:
&fbclid=IwAR257h5OpNmxbKM_4yR9xM438K6Ks4rmbnHYqRegoNjjJQMvHoYQAFD7vbg
Result:
"An invalid configuration parameter was specified: fbclid"

Duplicate of #939. It's the fault of Facebook's adware.

Is this a problem if you specify Pannellum's parameters as a location hash, i.e., use # instead of ?? The standalone viewer will ignore ? parameters if # is used. I block Facebook's adware, so I'm not about to test this.

Yes, using the hash sign worked. Thanks.

Great. Using the location hash has been the preferred method since it was added in Pannellum 2.3, since it doesn't unnecessarily send the configuration parameters to the server. The examples on pannellum.org use #, but I never updated the examples included in this repository. I just did so now in 02424bdfa3f915c6eee4a2995d9fbd117e267732 and also added a note to the readme about the preferred method.


Trigger site deployment from Diligent Engine repo

Pack WebAsm artifacts in actions when main repository is built.
# .github/workflows/dispatch.yml in the source repository
name: Dispatch Event

on:
  push:
    branches:
      - main  # or the branch you want to track

jobs:
  dispatch:
    runs-on: ubuntu-latest
    steps:
      - name: Send repository dispatch
        uses<EMAIL_ADDRESS>        with:
          route: POST /repos/<target_owner>/<target_repo>/dispatches
          token: ${{ secrets.GITHUB_TOKEN }}
          body: '{"event_type": "custom_event"}'

# .github/workflows/on-dispatch.yml in the target repository
name: On Dispatch

on:
  repository_dispatch:
    types: [custom_event]

jobs:
  build:
    runs-on: ubuntu-latest
    steps:
      - name: Checkout repository
        uses: actions/checkout@v3

      # Add other steps you want to perform here

Closed in https://github.com/DiligentGraphics/DiligentGraphics.github.io/commit/19c3d3727544c6d822295c3b6c72e72d3976c56f


Building on github actions

As you can see here the build is failing because the project is not correctly setup. I will correct it in following commits

By the way, it would be also possible to deploy the lib automatically via github actions https://github.com/marketplace/actions/dart-and-flutter-package-publisher

By the way, it would be also possible to deploy the lib automatically via github actions https://github.com/marketplace/actions/dart-and-flutter-package-publisher

For a successful build #43 also has to get merged


Skip new ulimits test on lxc

Mad I didn't catch this. Soooooo close to having lxc perfect

LGTM

LGTM


Update stable version of ecovacs-deebot to 1.4.14

Update stable version in repo from 1.4.13 to 1.4.14
Thanks :)

Adapter does not use standard github test-and-release workflow.
I'll check if it passes std tests manually

Adapter does not use standard github test-and-release workflow. I'll check if it passes std tests manually

Adapter passed std. test-and.release workflow.
I've provided a PR https://github.com/mrbungle64/ioBroker.ecovacs-deebot/pull/640. Please check and consider merging it.


KM markers?

Hi,
Thanks for your amazing work on this plugin, absolutely fantastic.
Not an issue so much as something I'm trying to figure out; I'd like to display an icon at every km (or mile or whatever).  Is this possible at the moment?  I know you've already got code to figure out the total distance so I was just wondering if that was made available as each point is plotted? Or if you'd have any tips on how to pull it off (happy to make a PR)

@samberic see #65. Unfortunately that PR doesn't merge, but if you feel like picking it up and sending an updated version, I'll definitely review it and see about integrating it!

There was another pull request that seemed to be working. I was just starting to make something similar as I saw this (#73 ). Was there a reason that this was not merged?


Problem converting hg38 to hg19

Hi,
when I check some coordinates converted by your tool to the out put from UCSC web (https://genome.ucsc.edu/cgi-bin/hgLiftOver) tool I get slight differences for some coordinates.
Same output:
hg38: chr1: 1753774 -> hg19 chr1:1685213 (UCSC and pyliftover)
different output:
hg38 chr1:182903 -> hg19 chr15:102518784 (pyliftover); hg19 chr15:102518786 (UCSC)
Kind regards

Please remember that PyLiftover uses 0-based indexing and only does point conversions. To obtain an equivalent result via UCSC liftover, submit the data as BED (which is also 0-based), NOT in the chrX:a-b form (which is 1-based).
For example, the BED line
chr1 146019500 146019501

converts to
chr1	145415511	145415512

which matches the result of PyLiftover.
Do note that since the very first version of PyLiftover was published 7 years ago, 10 issues have been reported, of which 8 (#2, #3, #4, #5, #6, #8, #10, #11) claim to observe differences with UCSC's output. All of them turned out to be false reports due to misunderstanding of the differences between 0-based and 1-based indexing. The chances are pretty high that PyLiftover reproduces UCSC's mapping technique correctly.


Cannot increase max_iterations

I am trying to do a sentiment classifier but I cannot use max_iterations:
# Create a model model = tc.sentence_classifier.create(data, 'Sentiment', features=['SentimentText'], max_iterations=12)
but it throws this error:
TypeError: create() got an unexpected keyword argument 'max_iterations'
and when I move the max_iterations next to data, it throws another error:
SyntaxError: positional argument follows keyword argument
Do you know what it means and how to increase max_iterations ?

Hi @ChristophePRAT,
This is a duplication of issue #633, that was recently fixed.
The fix will be available in the next beta version, coming in real soon. Stay tuned.


Feature: Toggle AWS Vault Helptext

What
Adds ability to pass an ENV in individual Geodesic module's Dockerfiles to toggle the prompt.
By default this will not affect anyone.
Why
I am not a fan of the help text that is prompted on every command run. The big red cross / green tick is sufficient for me.
Usage
Dockerfile
ENV AWS_VAULT_DISPLAY_PROMPT=false

@osulli thanks for your pull request.
We will review and test it asap.

Don't merge.
That is a reserved variable name.

Fixed. No longer using variables from https://github.com/99designs/aws-vault/blob/master/USAGE.md#environment-variables

@osulli I don’t understand the point of this and don’t like adding another flag.
What is wrong with just setting AWS_VAULT_ENABLED=false?

@Nuru
Use case: Have Vault enabled in Geodesic (usable) but not have the prompt visible for those that do not use it (i.e. Azure AD users that auth through other means).
Alternatives suggested:

Have a make build argument that reads from the engineer's .bashrc, this is fine also.. to save setup from others it could be placed in .envrc

... but it still doesn't support 'AWS_VAULT_ENABLED' but also having the prompt disabled. The 'red cross' or 'green tick' are sufficient for seeing if authed and all my users know how to use aws-vault.
This is a backwards-compatible solution allowing further customization of Geodesic and I don't see how you can have it without another variable.

I am closing this as it isn't going anywhere.
For reference if anyone else wants this:
└── rootfs
    ├── etc
    │   └── profile.d
    │       └── z_aws-vault.sh

#!/bin/bash

PROMPT_HOOKS+=("aws_vault_prompt")
function aws_vault_prompt() {
  if [[ -z "${AWS_VAULT}" ]] && [[ "${AWS_VAULT_DISPLAY_PROMPT}" != "false" ]]; then
    echo -e "-> Run '$(green assume-role)' to login to AWS with aws-vault"
  fi
}

Works great.


[bug] Cached operations propagate incorrectly in ternary expressions

The following example shows that the operation a + 1 is reused on the alternate branch, even though it
can only be executed in the consequent branch.
const a = Math.rand(10)
const b = a > 5 ? (a + 1) * 2 : (a + 1) * 3

Output:
op rand a:1:6 10
jump 5 lessThanEq a:1:6 5
op add &t0 a:1:6 1
op mul b:2:6 &t0 2
jump 6 always
op mul b:2:6 &t0 3
end

Version: latest (a9676c1ea052d0592ef20dccf076116b3d955cd1)
Similar to #144.

for me ternary wont work at all
(Vars.unit.flag != 56) ? unitControl.flag(56) : endScript();
This node (CallExpression) did not return a value


fmt: should clearflags also set wid and prec to zero

What version of Go are you using (go version)?

$ go version
go version go1.20.7 linux/amd64

Does this issue reproduce with the latest release?
Yes.
What operating system and processor architecture are you using (go env)?
go env Output
$ go env
GO111MODULE=""
GOARCH="amd64"
GOBIN=""
GOCACHE="/home/mitar/.cache/go-build"
GOENV="/home/mitar/.config/go/env"
GOEXE=""
GOEXPERIMENT=""
GOFLAGS=""
GOHOSTARCH="amd64"
GOHOSTOS="linux"
GOINSECURE=""
GOMODCACHE="/home/mitar/.go/pkg/mod"
GONOPROXY=""
GONOSUMDB=""
GOOS="linux"
GOPATH="/home/mitar/.go"
GOPRIVATE=""
GOPROXY="https://proxy.golang.org,direct"
GOROOT="/usr/local/go"
GOSUMDB="sum.golang.org"
GOTMPDIR=""
GOTOOLDIR="/usr/local/go/pkg/tool/linux_amd64"
GOVCS=""
GOVERSION="go1.20.7"
GCCGO="/usr/bin/gccgo"
GOAMD64="v1"
AR="ar"
CC="gcc"
CXX="g++"
CGO_ENABLED="1"
GOMOD="/dev/null"
GOWORK=""
CGO_CFLAGS="-O2 -g"
CGO_CPPFLAGS=""
CGO_CXXFLAGS="-O2 -g"
CGO_FFLAGS="-O2 -g"
CGO_LDFLAGS="-O2 -g"
PKG_CONFIG="pkg-config"
GOGCCFLAGS="-fPIC -m64 -pthread -Wl,--no-gc-sections -fmessage-length=0 -fdebug-prefix-map=/tmp/go-build3086644443=/tmp/go-build -gno-record-gcc-switches"

What did you do?
So I have implemented fmt.Formatter interface for my own struct and wrote bunch of tests. In my case, formatting makes sense only for precision 0 and 1, so I have such check in my code:
		precision, _ := s.Precision()
		if precision < 0 || precision > 1 {
			io.WriteString(s, badPrecString)
			break
		}

What did you expect to see?
I expected to see that all tests which do not provide precision at all in format strings succeeds.
What did you see instead?
I see random failures. After debugging I think the reason is that newPrinter() in fmt package uses a sync.Pool and reuses printers. The code calls p.fmt.clearflags() before for simpleFormat formats just calls printArg which calls handleMethods. Because it is a simple format precision is never parsed nor set (just precPresent is reset). Because I do not check for ok value from s.Precision() but just use precision I think I get precision from some other printer instance when it was set in the past.
I find this surprising. In general my experience in Go was that uninitialized values are always 0. So even if precision has not been set I would expect it always to be 0. This happens only because instances are cached (an optimization).
I would suggest that clearflags simply sets wid and prec fields to zero. Maybe clearflags should also just be renamed to clear?
I am not sure how to write a test case or reproduction for this.

CC @robpike @martisch via https://dev.golang.org/owners

I suspect you're right and the diagnosis is correct. I'll investigate.


Feature request: Graves should speed up rotting

Description

Graves have practically no purpose other than hiding a corpse temporarily. If they sped up rot, since well they're in the middle of the earth with worms and stuff; perhaps syndicates would use them more often! As a strat for permakilling instead of just gibbing :)
Screenshots

do we really need another way to permakill
just buy a syndicate toolbox and gib people

do we really need another way to permakill
just buy a syndicate toolbox and gib people

how often are you going to have a lot of dirt and a tool to dig a grave
this is a niche strategy

do we really need another way to permakill
just buy a syndicate toolbox and gib people

how often are you going to have a lot of dirt and a tool to dig a grave
this is a niche strategy

idk i thought this might give graves a purpose

I like this, it would be good for chaplins who uh, don't want to cremate people for some reason(joke). This would actually work if you could only open graves by digging them up with a spade or shovel, that would actually be perfect for hiding bodies or stuff since it's a tool that not many people have on standby.

They should leave skeletons behind that, when you give cognizine, well...you know...


Zookeeper self-test failed, but it works fine

zookeeper self-test failed, as follow

log as follow:

Can you tell me the possible problem？？

I solved this problem，You need to add a whitelist after zoo.cfg:
 4lw.commands.whitelist=*


Add a tutorial on Transforming JSON messages

Add content to [1].
[1] https://github.com/wso2/docs-ei/blob/master/en/streaming-integrator/docs/examples/transforming-json-messages.md

Obsolete. This topic is covered in Examples.


Fix checks

I have read the CLA Document and I hereby sign the CLA

I have read the CLA Document and I hereby sign the CLA


如何连接neo4j 图数据库？

如题，如何连接neo4j 图数据库？

First of all, make sure you have an access to your neo4j database.
In any app of InteractiveGraph, click the last button in the tool bar. Input the url of your neo4j database. Then you can connect to your own database.
By the way, you can read this, https://github.com/grapheco/InteractiveGraph-neo4j the README explains clearly how to connect to neo4j.


TruckersMP Installation

First of all, the installation. I don't know really how to do it, i'm a newbie right here.
The other problem, the ETS2 Steam installation. I have the game in "home\steam\SteamApps\common\Euro Truck Simulator 2", do I have to change the game to another folder to truckersmp-cli folder or something? I'm so newbie in Linux, thanks.

Steam will download the linux files which you don't need.
This should get you going: https://github.com/truckersmp-cli/truckersmp-cli#everything-default

Steam will download the linux files which you don't need.
This should get you going: https://github.com/truckersmp-cli/truckersmp-cli#everything-default

Ok, let me check that.

Now here comes the other problem, it seems everything is fine "$HOME/.local/bin", there is a truckersmp-cli file, I downloaded the repository and then in Terminal make it, but when I put "cp truckersmp-cli.bash "${XDG_DATA_HOME:-~/.local/share}/bash-completion/completions/truckersmp-cli"" command, just says that "cp: cannot perform `stat 'on' truckersmp-cli.bash ': File or directory does not exist"

Please look in the readme for recommended ways to install this script: https://github.com/truckersmp-cli/truckersmp-cli#install
If you still want to build it by yourself (you really shouldn't as "I'm so newbie in Linux, thanks.") make sure you follow the build steps closely: https://github.com/truckersmp-cli/truckersmp-cli#build
Hint: satisfy the build requirements

Please look in the readme for recommended ways to install this script: https://github.com/truckersmp-cli/truckersmp-cli#install
If you still want to build it by yourself (you really shouldn't as "I'm so newbie in Linux, thanks.") make sure you follow the build steps closely: https://github.com/truckersmp-cli/truckersmp-cli#build
Because that's the dev route it's missing some basic stuff like adding paths to your $PATH (hint).
The error implies you're missing some optional build requirements.

It worked already friend, seriously, thank you very much, and if it was what you said, I was missing some tools, so I will proceed to close the post.

Hey, I just reopened the post, because I get this error, as I see, that app makes reference to Proton 5.0, so I wanna know what I'm doing incorrectly, maybe is the most simple solution, maybe not.

Nevermind, now the solution was reinstall everything, btw, thanks all :+1:


Update MWAA dependencies

Describe your changes
Bump version for mysql-connector-python and snowflake-connector-python to resolve vulnerabilities. Versions were previously bumped in #259 and #260 but were downgraded in #267 due to using the generated constraint file from apache
Checklist before requesting a review

[X] I updated CHANGELOG.MD with a description of my changes
[X] If the change was to a module, I ran the code validation script (scripts/validate.sh)
[X] If the change was to a module, I have added thorough tests
[X] If the change was to a module, I have added/updated the module's README.md
[X] If a module was added, I added a reference to the module to the repository's README.md
[X] I verified that my code deploys successfully using seedfarmer apply

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.

AWS CodeBuild CI Report

CodeBuild project: AIOpsModuleTestsInfrastruct-doMLXEYsnmxr
Commit ID: ae9fabc6bdac38f1d0ccc36860899dffb7ef5562
Result: SUCCEEDED
Build Logs (available for 30 days)

Powered by github-codebuild-logs, available on the AWS Serverless Application Repository


fix: Bug claim aud is not a string

Fixes #8
@markdespain, @lorenzobrusco Would you be able to do a quick review of this one?

looks good!

Thanks @markdespain ! I'll increase the test coverage and update the docs and get this published :)


Several of the css files after build

Hi all. I use the import styles into my component propose to do it in the documentation CRA.
import './index.css';
import './fonts.css';
... etc
My problem is that the output css bundle is too large (300-400 KB)
I want to share in import of fonts, and importing styles into different files.
What can I do? Thank you!

If you use the same fonts in all parts of the project, you can include your "fonts.css" file directly in the "./public" folder and link it to your "index.html" file that is in the same folder. In this way your fonts will be available throughout the project. You can do the same with other files that are shared throughout the project, such as grids, resets, etc. CRA does not process the files that are inside the public folder. It's a simple solution, maybe there's another way, but that's what I can think of.

Yes, this approach I understand. But I am interested in the situation where the styles are not general and different. And I want to import them only in the used component.

Sounds like you're waiting for https://github.com/facebookincubator/create-react-app/pull/2285 😄


 That's not polite and I don't understand what you expect from that.
Instead, please describe in detail how you're getting this error, i.e. what you're typing or removing in the editor that generates it. That way we'll be able to reproduce it on our side and fix it.

Closing due to lack of response.


[unit test] improve unit test coverage for yurt-device-controller

What would you like to be added:
improve unit test coverage for yurt-device-controller:
target coverage: 70%
Why is this needed:
improve unit test coverage for OpenYurt project.
others
/kind feature

/assign @LindaYu17


Fix most test_log_enpoint tests

The problem here was that some sessions should be committed/closed but also in order to run it standalone we wanted to create log templates in the database - as it relied implcitly on log templates created by other tests.
Also handling of the response without conteent type had to be fixed.
Remaining issue is 401 vs 403 forbidden returned. To be looked at later.

^ Add meaningful description above
Read the Pull Request Guidelines for more information.
In case of fundamental code changes, an Airflow Improvement Proposal (AIP) is needed.
In case of a new dependency, check compliance with the ASF 3rd Party License Policy.
In case of backwards incompatible changes please leave a note in a newsfragment file, named {pr_number}.significant.rst or {issue_number}.significant.rst, in newsfragments.

This might be my typo. "test_no_permissions" will fix the issue, @potiuk


It would be handy to have functional interfaces for easily passing a function as a parameter to another function that expects an interface with has only one function definition.
Example:

type Some interface {
  SomeFunc(param int) int
}

func Test(s Some) {
...
}

f := func(a int) int {
...
}

Test(f)

WDYT about it?

This is a duplicate of #21670

This is a duplicate of #21670

Thank you, closed.


SYSTEM ERROR

When I start the SMF, I see the following in the log:

2017-04-25 10:04:12 backend smf ok 16 ESMTP AUTH by<EMAIL_ADDRESS>2017-04-25 10:04:12 backend smf ok 17 ESMTP TLS AUTH by<EMAIL_ADDRESS>2017-04-25 10:04:12 backend smf >> Test FAILED!
2017-04-25 10:04:12 backend smf >> !!!!!!!!!!!!!!!!!!!! SYSTEM ERROR !!!!!!!!!!!!!!!!!!!!

Is there a way to know better was has failed?

Could you post the full output log?

Unfortunately, I had to abandon this approach. So I don't have access to the full log anymore.


Try to add lighting system

Try to add a simple lighting system.
Now there are only PointLight and DirectionalLight, and only MeshPhongMaterialand MeshFlatMaterial are affected by the light. When using these two materials, if no light is added to the scene, a default DirectionalLight perpendicular to the screen used, Otherwise, use the light added to the scene.
Maybe some implements are not good enough, but it's a beginning.
Run the light_viewer.py example to see the specific effect.

By the way, I saw this line of code in the original  "phong_light" function：
normal = select(normal, -normal, is_front);
I'm not sure if it's reversed here? In this way, there seems to be a problem with the lighting direction.
After I change it to normal = select(-normal, normal, is_front);,
it works well (similar to without this line code).

I'm not sure if it's reversed here? In this way, there seems to be a problem with the lighting direction.

Could be that the current code was wrong, but we didn't really see it because we've only ever seen the builtin light :) what problem where you seeing with?

When I using the current method，the light was illuminating the wrong side of the cube
I think I may have found the cause of the problem.
I checked the WGSL specification,  The description of the select function is select(f: T, t: T, cond: bool) -> T
So it seems that normal = select(-normal, normal, is_front); is correct.
I also looked up some information, I note that NDC space is a left-handed coordinate system, the near clipping plane is z=-1 and the far clipping plane is z=1.
So in the vetex shader code, I think the default light perpendicular to the screen should be:
normalize(ndc_to_world_pos(vec4<f32>(0.0, 0.0, -1.0, 1.0)));
And so is view_dir.
I verified this in the new lighting_phong function:
// let light_dir = -normalize(ndc_to_world_pos(vec4<f32>(0.0, 0.0, 1.0, 1.0)));
let light_dir = normalize((vec4<f32>(0.0, 0.0, 1.0, 1.0) * u_stdinfo.cam_transform_inv).xyz);
Both lines of code should indicate the direction perpendicular to the screen in the world coordinate system. and the rendering result of these two lines code is really the same.
I also verified in the original shader code, changing normalize(ndc_to_world_pos(vec4<f32>(0.0, 0.0, 1.0, 1.0))) to normalize(ndc_to_world_pos(vec4<f32>(0.0, 0.0, -1.0, 1.0))) and normal = select(normal, -normal, is_front) to normal = select(-normal, normal, is_front), the result is the same as before.
Now, I changed the default light direction to perpendicular to the screen when there is no light in the scene , keeping the same as current logical. But the rendering result is still a little different from current.
The following two pictures show the differences in the "validate_culling.py" example:

Current :

Now:

I think the cause is:
In the current shader code, the view_dir of different point use the same vector (all is perpendicular to the screen, and  this is similar to the effect of orthogonal camera?),
In the new shader code, points in different positions calculate their own "view_dir".

The biggest hurdle, I think, is that the mesh now puts renderer/scene specific stuff in its shader, which means that it needs to be recompiled when the number of lights in the scene changes.

Changing the global state of the scene (such as increasing or decreasing lights) does cause the affected meshes to recompile shader.
I wonder if there are some elegant ways or best practices to change the number of lights without changing the shader code, and no other restrictions.This seems to be a common problem when rendering lights.
But in general, it seems that changing light number (or other render state) should not be a high-frequency operation.

The biggest hurdle, I think, is that the mesh now puts renderer/scene specific stuff in its shader, which means that it needs to be recompiled when the number of lights in the scene changes.

Changing the global state of the scene (such as increasing or decreasing lights) does cause the affected meshes to recompile shader. I wonder if there are some elegant ways or best practices to change the number of lights without changing the shader code, and no other restrictions.This seems to be a common problem when rendering lights.

Technically speaking, you can achieve this with a separate lighting render pass with the deferred rendering approach. Unity and Unreal apply this method.
But that would mean a complete rewrite of the engine we have now, since we have implemented the traditional forward rendering approach in pygfx. So for now, we just have to deal with this situation and be transparent about the limitation towards users. :)

Technically speaking, you can achieve this with a separate lighting render pass with the deferred rendering approach. Unity and Unreal apply this method.

Thanks!
I just saw this tutorial: https://learnopengl.com/Advanced-Lighting/Deferred-Shading , and guess maybe "Deferred Shading" can avoid this problem. It seems that I guessed right. :)

There is one more method to avoid recompiling, by supporting "no-op" lights in the shader. Then you can assume a fixed amount of lights in your shaders and disable the unused slots. You still have to update the uniforms, of course.
You can take that one more step further by making the approach hybrid; support no-op lights, and recompile your shader when you need more light slots than are currently available. You can then try to be "smart" by reserving more slots than you need.

Sounds like @almarklein's second solution?
It's really a good way.

We could consider creating an issue for it and implement it in the future.

Sounds like @almarklein's second solution? It's really a good way.

Yes, exactly, although I think you can extend the solution to make the amount of light slots dynamic.

I have to say, this is an incredible pull request. I'm really impressed you worked on the renderer's internals. Awesome!!

But in general, it seems that changing light number (or other render state) should not be a high-frequency operation.

No it's not, but my worry is that in use-cases where a world object appears in two scenes, where these scenes have different lights, the pipeline will be rebuild on each draw. This use-case is really rare, but we make an implicit promise that world-objects can be used like this.
So far we've covered 3 options:

Require that always a full scene is rendered.
Renderer has n slots for lights (which can be empty), and we can make n bigger as needed (triggering a recompile (unless the slots are in a storage texture)).
Deferred rendering.

One use-case that I just realized is that you could have two scenes, put an object in scene1, render scene1, move the object to scene2 (scene2.add(ob)) and render scene2. Solution (1) would break for this case.
I'd have to look into deferred rendering to form an opinion about it. IIRC there are also disadvantages (apart from a pretty big refactoring of how the renderer works).

That specular highlight does not look right though, does it? It looks as if the light is coming from the right.

No it's not, but my worry is that in use-cases where a world object appears in two scenes, where these scenes have different lights, the pipeline will be rebuild on each draw. This use-case is really rare, but we make an implicit promise that world-objects can be used like this.

I did ignore this situation. And I need to think again.

That specular highlight does not look right though, does it? It looks as if the light is coming from the right.

Yes，it doesn't seem quite right, I will investigate the reason.

That specular highlight does not look right though, does it? It looks as if the light is coming from the right.

I found the problem. The perspective camera is used in the tutorial, so I forgot the existence of orthogonal camera. Calculating view_dir, we need to distinguish between orthographic camera and perspective camera.
The validate_culling.py example uses an orthographic camera, so there is a problem.
I updated the code, and now the new shader code is consistent with the current rendering result (under orthogonal projection).
I also tested the perspective camera in the validate_culling.py example, which is slightly different from the current rendering result:

Current:

New:

The difference is very small. But I think the new shader code should be more correct.
Because in the current code, view_dir is similar to the result under the orthogonal camera always.

No it's not, but my worry is that in use-cases where a world object appears in two scenes, where these scenes have different lights, the pipeline will be rebuild on each draw. This use-case is really rare, but we make an implicit promise that world-objects can be used like this.

One use-case that I just realized is that you could have two scenes, put an object in scene1, render scene1, move the object to scene2 (scene2.add(ob)) and render scene2. Solution (1) would break for this case.

Moving a world object from one scene to another would invalidate a lot more than just render state! World matrices, parent references, pointer trackers... I think this is something we don't need to account for right away in this PR.
I do think we should consider the case where you have multiple scenes (with completely independent world objects) being rendered by the same renderer, side-by-side.
Render state such as the number of lights would need to be tracked per root world object. Could be a Scene (most likely), doesn't really have to be one.

I'd have to look into deferred rendering to form an opinion about it. IIRC there are also disadvantages (apart from a pretty big refactoring of how the renderer works).

Can we put this aside? Deferred rendering is theoretically an elegant solution to this problem, so I thought I'd point it out just so you can read and learn about it. However, it's completely out of scope for the foreseeable future; way too much work. We can consider that ... maybe two years from now. :)

One use-case that I just realized is that you could have two scenes, put an object in scene1, render scene1, move the object to scene2 (scene2.add(ob)) and render scene2. Solution (1) would break for this case.

I added a global render_state cache, which is associated with the scene. renderer._wobject_pipelines added a hierarchy. A wobject can cache multiple piplines with different render states.
And wobject_pipeline['ref'] has been changed. Now it is calculated by wobject and render_state together.
PTAL. @almarklein @Korijn
It temporarily solves the situation in this use-case, I added an example light_multi_scenes.py, it works well on my computer.

Changing the number of lights in one scene still triggers a recompile of shaders. To completely solve it, we need use the Solution(2), but normally, this should not be a high-frequency operation.
Moreover, I think that after using Solution(2), the render_state cache may still be necessary. Logically speaking, world objects may be affected by external scene elements when rendering, not just their own attributes.  It seems logical.

I found the problem. The perspective camera is used in the tutorial [...] I updated the code, and now the new shader code is consistent with the current rendering result (under orthogonal projection).

Nice!

The difference is very small. But I think the new shader code should be more correct.

I agree.

I do think we should consider the case where you have multiple scenes (with completely independent world objects) being rendered by the same renderer, side-by-side.

Good point. The renderer maps to the canvas, so a single renderer is used for subplots / overlays etc. In short, we cannot use the renderer to store scene-related state.

Moving a world object from one scene to another would invalidate a lot more than just render state! World matrices, parent references, pointer trackers...

Yes, but all of that only causes uniform updates, no recompiling. That is, until now ↓

[...] Logically speaking, world objects may be affected by external scene elements when rendering, not just their own attributes. [...]

This is a very good point. The lights just happens to be the first thing where other scene elements affect a world object. There will likely be more. And option 2 might not scale well with more of such dependencies.

I added a global render_state cache, which is associated with the scene. renderer._wobject_pipelines added a hierarchy. A wobject can cache multiple pipelines with different render states.

Let's call this option 4 then! I'll have a look at the code.

The lights just happens to be the first thing where other scene elements affect a world object.

Actually, we already have the renderer's blend_mode affecting the pipelines. And indeed we already store multiple pipelines per wobject this way. The lights add another dimension to this.
We have a somewhat related issue in the text-pr, where all objects that render text make use of a global atlas texture, and this texture may be replaced with a bigger one as needed, requiring a pipeline rebuild of all objects that use it.
Taken together, it looks like we may need a unified solution to handle all these issues. I'll probably look at that before continuing with the text-pr, so that both PR's can benefit.

Now the lighting of MeshPhongMaterial is almost complete.
Three type lights are now supported., Ambientlight, Pointlight and directionallight. All defined light parameters works.
There are some major changes:

”Uniform Binding "now supports the definition of structure array(implemented through the shape of buffer). It is now used to pass the array of lights（uniform array<PointLight, N> , uniform array<DirectionalLight, N>, etc.）.
The renderer of MeshPhongMaterial has been extracted independently， and some parameters are added to MeshPhongMaterial .
MeshPhongMaterial added a Boolean attribute 'flat_sharding ', which has the same affect as the current MeshFlatMaterial.  (So MeshPhongMaterial may no longer be needed)
Some general shader codes have been extracted into Shaderlib. I think it is necessary to define a unified shader code chunk library, Because some shader code may be reused in different renderers.
The default light is removed. When using  MeshPhongMaterial, you need to add a light in the scene to illuminate the target.

I also updated the light_viewer.py  example. Run and see the specific effect.

Actually, we already have the renderer's blend_mode affecting the pipelines. And indeed we already store multiple pipelines per wobject this way. The lights add another dimension to this.

Maybe "blend_mode" (and any other renderer attributes that affect target object rendering) should also be unified managed by something like 'RenderState'?
Through all these elements, a unified hash is calculated as the cache key, which is checked during each rendering. Threejs seems to do just that.

Now the lighting of MeshPhongMaterial is almost complete.
There are some major changes:

Updated:

”Uniform Binding "now supports the definition of structure array(implemented through the shape of buffer). It is now used to pass the array of lights（uniform array<PointLight, N> , uniform array<DirectionalLight, N>, etc.）.

The renderer of MeshPhongMaterial has been extracted independently， and some parameters are added to MeshPhongMaterial .

The renderer of MeshPhongMaterial  has been greatly modified. Now, Geometry vertices attributes (positions, normals, texcoords,  etc. ) transmit data to wgpu through standard VertexBuffer, including instanced data. And "Index data" is transmitted through IndexBuffer.  These replace the current way through StorageBuffer.

MeshPhongMaterial added a Boolean attribute 'flat_sharding ', which has the same affect as the current MeshFlatMaterial.  (So MeshPhongMaterial may no longer be needed)

Now, wireframe property is realized by setting the PrimitiveTopology  to "line_list",  instead of shader code.

Some general shader codes have been extracted into Shaderlib. I think it is necessary to define a unified shader code chunk library, Because some shader code may be reused in different renderers.

The default light is removed. When using  MeshPhongMaterial, you need to add a light in the scene to illuminate the target.

Known problem:

now, when two meshes share a geometry and have different materials (one is MeshPhongMaterial), it will crash. Because the new MeshPhongMaterial will create the geometry attribute buffer as VertexBuffer/IndexBuffer,  while other materials will be created as StorageBuffer. Different types of buffers cannot be mixed. ( The examples cylinder.py, geometry_klein_bottle.py, mesh_slice.py, wireframe1.py, wireframe2.py are temporarily affected.)
I think the rendering logic of other materials also needs to be updated later.(perhaps through the reusable shader code snippets in Shaderlib?)

I also updated the light_viewer.py  example. Run and see the specific effect.

Why? Wouldn't this result in a lot of duplicate code for all the remaining mesh stuff?

It's mainly because I have made great changes to the renderer of MeshPhongMaterial , so I'm afraid other materials will be affected. :)
I think ShaderLib can solve the problem of code duplication. My idea is to put the repeated shader codes in shaderlib, and different renderers can splice and combine their own rendering logic as needed.

MeshPhongMaterial added a Boolean attribute 'flat_sharding ', which has the same affect as the current MeshFlatMaterial. (So MeshPhongMaterial may no longer be needed)

It looks like this makes it more like ThreeJS. Was that the idea?

My main consideration is that many different materials may have "flat_shading" attribute, not only MeshPhongMaterial. Materials such as MeshNormalMaterial can also use "Flat rendering mode". In the future, there may be materials of other lighting model, including PBR material, etc.
Therefore, it may be better to take it as an attribute instead of providing only one (based on MeshPhongMaterial) MeshFasdMaterial.

The default light is removed. When using MeshPhongMaterial, you need to add a light in the scene to illuminate the target.

Mmm ... I quite like the idea of a default light.  @Korijn thoughts?

Adding default lights can be a bit odd in logic. If someone just wants to show and view objects, they can use materials that are not affected by light (maybe we can provide more types of materials that are not affected by light)
In addition, I noticed that in some advanced lighting tutorials, there are some lighting based on the surrounding environment or map (IBL). There are no lights in the scene at this time,  adding default lights is more strange.

Now, wireframe property is realized by setting the PrimitiveTopology to "line_list", instead of shader code.

The reason that line_list was not used is that GPU lines are 1px thin, making them nearly invisible on hidpi screens. With the current implementation, the line width of the wire can be set.

I searched the webgpu specification for a long time. I thought it would provide this API for setting linewidth, but I really didn't find it. :}

I searched the webgpu specification for a long time. I thought it would provide this API for setting linewidth, but I really didn't find it. :}

Nope, it is sorta being fased out. In WebGPU you can set the line width, but the driver may or may not honor it. In WGPU it's finally gone. That means that hardware-lines are pretty much useless if you want a consistent appearance independent of the pixel ratio.

Update:
Implement shadows.
The example light_shadow.py shows the effects of directional shadow (from DirectionalLight) and omnidirectional shadow (from Pointlight).

The example light_spotlight_shadows.py shows the effects of shadows from SpotLight.

Now, I think we have a preliminary and complete lighting and shadow function.
The process of implementing shadows is more complex and difficult than I expected at the beginning,  : }.
The code structure has not been carefully optimized. We are about to adjust the underlying architecture (#315 ), I will refactor this part of the functionality after that.

Now that #315 has been merged you should be able to refactor this branch and prepare to merge! :)

I was looking into changing the mesh shader to use vertex_buffers instead of storage buffers (bindings). I got stuck on the wireframe property, because in that case the vertex shader needs access to neighboring positions for its picking.
Do you really need vertex buffers for this work? If not, it's probably easier to work with the current bindings for now. We can see if we can work around the wire-frame issue and use vertex-buffers later, for improved performance.

Now that #315 has been merged you should be able to refactor this branch and prepare to merge!   :)

The easiest way might be to start a new branch and copy things over into the new rendering system. We are happy to help out, so don't hesitate to ask for tips!
.......
The new environment object is where you should handle the lights. I left placeholders here:
.......

There seems to be a little problem with environment works.
The main problem is that the environment also contains some resources (like light_buffers, etc.), which need to be collected before building pipelines.
The resources of the environment are not included here.
https://github.com/pygfx/pygfx/blob/8375cbeaf5afd1a0a6957973af6f26ab7b3d16f6/pygfx/renderers/wgpu/_pipeline.py#L274-L279
Although I added the environment parameter to the update_shader_data and shader.get_resources methods, when the hash of the environment changes, the process of collecting resources cannot be automatically triggered.
I used some tricks to make it work, but I don't think this seems to be the original intention of the design.
    def update(self, wobject, environment, shared, changed):
        """Make sure that the pipeline is up-to-date."""

            .......

            # scene_hash has changed, need to collect resources again and rebuild shader
            if self.env_scene_hash != environment._scene_state_hash:
                self.env_scene_hash = environment._scene_state_hash
                changed.update(("resources", "pipeline_info", "render_info"))
        else:
            env_hash = ""

https://github.com/panxinmiao/pygfx/blob/f3cee0ccf9015c3ee34465a2005336786e66a80a/pygfx/renderers/wgpu/_pipeline.py#L272-L280
You can check my new lighting branch for details. Examples light_view.py and light_spotlights.py are now working properly for testing
Do I have any misunderstanding about the use of Environment?

Ah yes, the environment could need some extra explanation :) It's a bit of a complex story though. I'll try ...
Let's start with saying that you see three "root objects" being passed around to the update methods: wobject, environment, and shared. The wobjectis the object and its dependencies itself. Any changes to that tree of objects will cause an update of the shader. The shared object has a uniform that never change shape - the renderer fills in the data right before rendering all wobjects. It also will contain the glyph-texture (for text rendering) - shaders that use it will automatically update when the glyph-texture is replaced with a larger one (these details only matter for text rendering).
The environment object contains stuff that depends on e.g. the renderer or the scene. Since an object can be rendered by different renderers, and in different scenes, this is handled differently, otherwise shader modules might get recompiled on each draw. The trick is that each world-object (or really its Pipelinecontainer) has one set of shader modules and pipeline objects for each environment that it is in.
Implementation-wise, PipelineContainer has a few dicts that use the env_hash as a key (that docstring is outdated, it should say env_hash, not blend_mode):
https://github.com/pygfx/pygfx/blob/8375cbeaf5afd1a0a6957973af6f26ab7b3d16f6/pygfx/renderers/wgpu/_pipeline.py#L237-L242
The shaders should not use the environment object directly. Instead, we should do something similar to what we do for fragment shader output. Provide a few builtin wglsl functions to handle lighting, and inject some code or variables, similar to how we do that for the blender:
https://github.com/pygfx/pygfx/blob/8375cbeaf5afd1a0a6957973af6f26ab7b3d16f6/pygfx/renderers/wgpu/_pipeline.py#L625
To be clear, I think the environment hash will contain the blend mode and the number of lights for each type of light. So two scenes with different lights, but of the same type, will use the same environment. The renderer should fill the uniforms before each draw, similar to how it does this for the shared.uniform_buffer.
I hope this helps. Please let me know if things are unclear!

Thanks for your detailed answer. I probably understand its working process.
Now the light uniforms in the environment is indeed filled by the renderer before each draw. The wgsl code related to light can also be generated well.
What I don't quite understand is how to generate the Bindings of light uniforms, when the shader doesn't access the environment directly.  These binding resources (from environment) are also used to generate bindgroup_layouts and pipeline_layouts for the final pipeline construction.
When the light state changes (along with the environment's hash change), now it is easy to trigger wgsl regeneration and shader recompilation. However, at this time, the binding resources (and the layouts) may also need to be updated. I don't know how to trigger that.

I think we need to create a special bind group for environment-specific bindings.

I am also thinking about this.
Environment should have its own resource binding group (and layout) (independent of wobject), which can be used directly when it affects a wobject and participates in the creation of this wobject's rendering pipeline.
The ”binding group“ of this environment is only related to the environment itself and should be globally reusable. It seems that it should not be associated with the pipeline container of a specific wobject.

Stored in a dict env_hash -> env_bind_group_layout and another env_hash -> bind_group

I'll try this first.  Maybe let's consider how to reuse the resources globally later.

Stored in a dict env_hash -> env_bind_group_layout and another env_hash -> bind_group

I'll try this first. Maybe let's consider how to reuse the resources globally later.

Em, Wait a minute, it doesn't seem to be a problem.
For the same hash, what is stored in dict is only a reference to the resource binding group of the same environment,

The ”binding group“ of this environment is only related to the environment itself and should be globally reusable. It seems that it should not be associated with the pipeline container of a specific wobject.

Good point! 😆

For the same hash, what is stored in dict is only a reference to the same resource binding group of the environment,

Yeah, but still it would be better if the environment creates and stores the layout and bind-group, what do you think?

Yeah, but still it would be better if the environment creates and stores the layout and bind-group, what do you think?

Yes, I think so.


Gmail client is blocked by default

Emails using the Gmail client are blocked by default unless you enable access for less-secure apps in your Gmail account settings:
https://support.google.com/accounts/answer/6010255?hl=en-GB

@gmosx that should definitely be added to the comments on that function, I'll use that link. Thanks!

I'm pretty sure this was fixed a while ago. Closing. Feel free reopen.


Support Fish

Hi,
do you have any plans to support the fish shell? When I run envio I get prompted that this shell is not supported and I should source the unencrypted file instead (which makes this program useless)
Would be really great!

Hey,
It's not asking you to source the unencrypted file but to rather source the shell-script which envio uses to load and unload your profiles. So all you have to do is add that line to your fish config and the program should work.
However, we do plan to support fish.
If you're willing to take on a task, would you be interested in adding support for fish? If so, we'd be happy to review and merge your pull request!

Hey,
support for fish has been added in the latest release (v0.3.0)!

Hi!
I can confirm that it works very well with the fish shell now. Thank you @humblepenguinn!

I have tried to load a ENV, sourced my config.fish again, but I don't see the ENV variable with env

Do you have any environment variables in the profile that you loaded?
Run the command below to see:
envio list <profile_name>

Yes, I have created a new profile and added one Variable

Yes, fish is my default shell and I ran envio load <profile>

Thats really weird, I tried it again, just like in the screenshot you sent and it works. Does your fish config has the line
source /home/yourusername/.envio/setenv.sh
If it does try closing and re opening your shell session again.

In fish source /home/yourusername/.envio/setenv.sh will not work. Instead I used bass source /home/yourusername/.envio/setenv.sh.
I was missing that part (I that in the user guide?)
Now it works.

No problem. That is the main criticism most people have on fish, that it is not posix conform.


Fix virtual destructors; fix nullptr; migrate to new signal and slot; clean; beautify;

Thak you for your help!


add temp socket error handler in case error occur before accept  #407

Have you tested this PR?

Have you tested this PR?

not test yet
---Original---
From: "Iñaki Baz<EMAIL_ADDRESS>Date: Wed, Jan 6, 2021 19:28 PM
To<EMAIL_ADDRESS>Cc: "Pan Shengjie"<550455419<EMAIL_ADDRESS>Subject: Re: [theturtle32/WebSocket-Node] add temp socket error handler in case error occur before accept  #407 (#408)
Have you tested this PR?
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You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

not test yet
---Original---
From: "Iñaki Baz<EMAIL_ADDRESS>Date: Wed, Jan 6, 2021 19:28 PM
To<EMAIL_ADDRESS>Cc: "Pan Shengjie"<550455419<EMAIL_ADDRESS>Subject: Re: [theturtle32/WebSocket-Node] add temp socket error handler in case error occur before accept  #407 (#408)
Have you tested this PR?
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You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub, or unsubscribe.

ok, please confirm when tested.

ok, please confirm when tested.

Hi, was curious if there was a reason this hasn't been merged into the main branch yet. I too have been running into the ECONNRESET error, and the changes here do appear to fix the issue.

actually it's ok far early , but I forgot this


chore(main): release pixels 0.25.0

:robot: I have created a release beep boop
0.25.0 (2024-10-22)
Features

removed fixed width on popover component (94d48b0)

This PR was generated with Release Please. See documentation.

:robot: Created releases:

pixels-v0.25.0
:sunflower:


android-prefix not found

Hi
Where can i found the android android-prefix to add custom domain ?
thanks.

Hello,
The android android-prefix is no longer needed for custom link domains. I'll make sure this gets removed from our docs.
Thanks,


Aggregated apiserver APIs are marked as removed

#40 seems to be happening again with the 1.5.0 rewrite - I just upgraded and it shows the metrics-server APIs as removed for v1.27.0.
I verified against 1.4.0 where this is not happening.

can confirm, see the same issue, needed to revert back to 1.4

Hum sorry for that folks. Will check tomorrow my morning and release a bugfix :)

yeap, my bad, re-added the ignore for aggregated APis here, should be fixed on the next release!
Thanks for reporting it


Make StripeAnimation.TYPE a property of a Stripe

Drawing a line as dashed or continuous is based on the permeability given a provided GTU type. This is cumbersome as the type/permeability is already defined in various places (in XML, in Stripe (as Permeable and LateralDirectionality), and in StripeAnimation.TYPE). To implement specific rules for specific GTU types (e.g. dedicated HOV lanes), the full complexity is required. But the logic of the drawn type is better suited at the Stripe, rather than being cumbersomely and incompletely derived from the permeability of a fairly random GTU type.

Stripe.Permeable is removed, which declutters the cumbersome code. Stripes are now defined with a Stripe.Type (which replaces StripeAnimation.TYPE). The stripe type defines default permeability for all GTU types.
With a marker GTU type already no longer required (#27), and now also no permeability GTU type being required, code has really cleared up. The method animateNetwork() is moved back to the constructor of OtsSimulationApplication as no GTU types need to be provided (which the sub-classes did before).
To overrule default permeability of a stripe type, the method Stripe.addPermeability(GtuType, LateralDirectionality) can be used. To overrule e.g. a solid line, add LEFT and/or RIGHT (both can be added). To overrule e.g. a block line, add LEFT or RIGHT to allow lane changes only in that direction, or NONE to prevent all lane changes.
In the LaneFactory there is now a method addLanes(List, Stripe.Type...), which adds the input list relative to an existing similar method. From this list the stripes can be accessed after the call in which they are created. In this way users can add custom permeability to stripes.
The Stripe class also includes a overrule type. This may be set by some scheduled event to simulate e.g. rush-hour lanes.


Decide on workflow for composer.lock

Some discussion in https://github.com/WP2Static/wp2static/pull/638 and brought up in an earlier PR.
Don't want to block PRs for now or stop tracking in git until direction is decided.

as discussed in linked PR, will rely on maintainer to catch include it during code review


RSA-encrypted direct messages, attempt 2

Now the public key is stored on the server, created in settings:

When user has public key set, "secret message" button is available in the comment editor:

This button opens modal which allows to write a text message:

I'm super excited about this feature, thank you! I fetched the branch and was able to make it work but didn't yet get to the code review itself. But I already have a couple of comments about the flow and UI:

Need to make clear that password is separate from your account password and can be used to read private messages only (or call it PIN? or show INFO section right away). Initially I thought this is my main password input for inbox creation confirmation

need better explanation on how it works, it's not clear right away that you can send private messages to users who have created their private key and only as comments in posts their posts

need to show error on entering a wrong password, it's not clear what is going on when wrong password is entered

need to hide send icon for me in my own posts, this can lead to confusion

would be great to hide sender name of the private comment so that this could be used as a private inbox. Or having this as an option at least

Will be looking into code soon and will leave more feedback.
Great improvement, thank you!

Thanks for the review and suggestions!

Need to make clear that password is separate from your account password and can be used to read private messages only (or call it PIN? or show INFO section right away). Initially I thought this is my main password input for inbox creation confirmation

Makes sense.

need better explanation on how it works, it's not clear right away that you can send private messages to users who have created their private key and only as comments in their posts

Any ideas on how to achieve that? Need to brainstorm the better explanation.

need to show error on entering a wrong password, it's not clear what is going on when wrong password is entered

👍

need to hide send icon for me in my own posts, this can lead to confusion

👍

would be great to hide sender name of the private comment so that this could be used as a private inbox. Or having this as an option at least

This is not trivial. I guess barmalini can be used as a workaround. Please check the discord design discussion for the full fledged inboxes.

This is not trivial. I guess barmalini can be used as a workaround. Please check the discord design discussion for the full fledged inboxes.

Good point, I keep forgetting we have barmalini, this means there is already a way to send anonymously, nice

Any ideas on how to achieve that? Need to brainstorm the better explanation. Also, not only in their posts, any direct reply should work.

I think just simple and clear message would work. Once we decide on the message, we also could test how clear it is by asking users unaware of the feature to let us know if the message is clear enough. ChatGPT suggestions:

@pazoozoo42 addressed most review comments.


[docs] Add Nested List and Switch List Secondary TypeScript demos

Adding remaining TypeScript List demos from #14897

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

@bh1505 Much appreciated. Thanks.


cargo install should upgrade or ignore, right?

Problem
After https://github.com/rust-lang/cargo/pull/7560 I thought that cargo install foo should upgrade or ignore foo if already installed and instead cargo gives me this error:
cargo install foo
    Updating crates.io index
error: binary `cargo-install-foo.exe` already exists in destination
binary `cargo-install-foo.exe` already exists in destination
Add --force to overwrite

Why?
Version
cargo 1.75.0 (1d8b05cdd 2023-11-20)
release: 1.75.0
commit-hash: 1d8b05cdd1287c64467306cf3ca2c8ac60c11eb0
commit-date: 2023-11-20
host: x86_64-pc-windows-msvc
libgit2: 1.7.1 (sys:0.18.1 vendored)
libcurl: 8.4.0-DEV (sys:0.4.68+curl-8.4.0 vendored ssl:Schannel)
os: Windows 10 (Windows 10 Pro) [64-bit]

Check the contents of ~/.cargo/.crates2.json, that is where it stores details on previously installed packages, if that has been wiped for some reason it won't know that the ~/.cargo/bin/cargo-install-foo.exe was installed through cargo install.

You're right. I deleted that file because of the slowness of the indexing after cargo update command the other day. It works now! Thanks!


Fix GLTF texture filename decoding

This PR backports a specific fix to gltf filename decoding. GLTF files uri-encode references to external filenames. When importing into Godot, if the filename or a directory have any special characters, Godot fails to find the file. The solution is to decode the uri before looking for the file. On the master branch this is done using String::uri_decode but this is not available on 3.x. For these versions, and in this PR, I used String::percent_decode which covers most of the cases of uri encoding for GLFT files.
A more complete solution would be to backport the String::uri_(en|de)code methods and use those.
Test Project
gltf-tests.zip
Output without this PR:
Resource file not found: res://cube%2Btexture.png.
Can't open file from path 'res://cube%2Btexture.png'.
modules/gltf/gltf_document.cpp:3070 - glTF: Image index '0' couldn't be loaded as a buffer of MIME type 'image/png' from URI: res://cube%2Btexture.png. Skipping it.

There's another percent_decode missing that exists in Godot master 4.

I think percent_(en|de)code and http_(en|de)code (also missing in 4.x), are partial methods of encoding/decoding strings for URIs and neither do what uri_decode does completely. I think it would be better to backport the 4.x method than to restore the 3.x methods.

Oh I meant import has a flow and then export has one. I only saw one in this pr.

Oh I meant import has a flow and then export has one. I only saw one in this pr.

@fire was right, there was another similar case in _parse_buffer that had to be handled.
I force pushed a rebase to include it, fix another typo, and switch to http_unescape which is the closer equivalent to uri_decode in 3.x (see #43978).

Thanks!

Cherry-picked for 3.4.5.


VerticalScrollbar can not used with LazyVerticalStaggeredGrid

I want to show a scrollbar with a LazyVerticalStaggeredGrid,but there is not support.
My compose-desktop version is 1.5.11.If version 1.6.x or later version support this ?
val state = rememberLazyStaggeredGridState()
Box{
	LazyVerticalStaggeredGrid(columns = StaggeredGridCells.Fixed(4), state = state) {

	}

	VerticalScrollbar(
		modifier = Modifier.align(Alignment.CenterEnd).fillMaxHeight(),
		//rememberScrollbarAdapter method is not support LazyStaggeredGridState
		adapter = rememberScrollbarAdapter(state)
	)
}

I also encountered this issue, there doesn't seem to be a way to use a Scrollbar with a LazyStaggeredGrid, which I feel like is a bug or a missing implementation since all scrollable content needs scrollbars in desktop apps.

+1 Same issue here (desktop)

Please check the following ticket on YouTrack for follow-ups to this issue. GitHub issues will be closed in the coming weeks.


Use though2 and other clean up for newer Node versions

@maxogden given that this module is awesome and very useful but wasn't updated for almost 2 years, I thought I'd give it a minor update. :)

switched to though2 to ensure everything works on newer Node versions and has benefits of streams2
added standard since I noticed that you use it for your modules now
made sure tests pass on Node 5, 0.12 and 0.10

Let me know if there's anything else to do here before you can merge and push a new version to NPM.

Probably worth hooking up to Travis too. And maybe doing some benchmarks against the current version.

@mourner HI!!! awesome PR :)

published 1.0.0, added travis, added you as a collaborator (http://openopensource.org/ style). thanks for the PR!

Awesome, thanks a lot Max! Was just going to suggest hooking up Travis too. :)
BTW, we're using the module in this thing: https://www.mapbox.com/blog/tile-reduce-3/


README links correction

add contents description
add shell command result
README links correction

Hello,
I add some detail of contents description, and docker version command result in code block,
for Chinese version.
And fix the problem in #178

Thanks!


Camel 4.9 - Add boot clock to CamelContext to capture boot time

Describe the feature here
There is some processing happening before camel context is started and that boot time is now captured in CSB with
https://github.com/apache/camel-spring-boot/commit/32530b8c08237d9f3d024ec69596f3e47c64a1a6
So maybe in CEQ where xxxCamelContext is created the first time, then the boot clock can be added.
That allows Camel to show the boot time spent during its startup message.

This can work ok for JVM mode.
In native mode, the 'boot' is done during STATIC_INIT. So the initial timestamp of when the clock is created will be baked into the native image, which leads to an inaccurate calculation when the boot time is printed.
We should probably just return null for the BOOT clock in native mode, since that phase is done at build time.

yeah you can return null in native mode


stream completions did not work on async api

Describe the bug
According to How_to_stream_completions
response = openai.ChatCompletion.create(
    model='gpt-3.5-turbo',
    messages=[
        {'role': 'user', 'content': "What's 1+1? Answer in one word."}
    ],
    temperature=0,
    stream=True
)

for chunk in response:
    print(chunk)

we can stream a chat completion via ChatCompletion.create
but when I use ChatCompletion.acreate ,  it failed.
TypeError: 'async_generator' object is not iterable

To Reproduce
response = openai.ChatCompletion.acreate(
    model='gpt-3.5-turbo',
    messages=[
        {'role': 'user', 'content': "What's 1+1? Answer in one word."}
    ],
    temperature=0,
    stream=True
)

for chunk in response:
    print(chunk)

Code snippets
response = openai.ChatCompletion.acreate(
    model='gpt-3.5-turbo',
    messages=[
        {'role': 'user', 'content': "What's 1+1? Answer in one word."}
    ],
    temperature=0,
    stream=True
)

for chunk in response:
    print(chunk)

### OS

macOS

### Python version

Python 3.11

### Library version

0.27.2

hi ser whats the solution for this issue?

Describe the bug
According to How_to_stream_completions

response = openai.ChatCompletion.create(

    model='gpt-3.5-turbo',

    messages=[

        {'role': 'user', 'content': "What's 1+1? Answer in one word."}

    ],

    temperature=0,

    stream=True

)

for chunk in response:

    print(chunk)

we can stream a chat completion via ChatCompletion.create
but when I use ChatCompletion.acreate ,  it failed.

TypeError: 'async_generator' object is not iterable

To Reproduce

response = openai.ChatCompletion.acreate(

    model='gpt-3.5-turbo',

    messages=[

        {'role': 'user', 'content': "What's 1+1? Answer in one word."}

    ],

    temperature=0,

    stream=True

)

for chunk in response:

    print(chunk)

Code snippets
response = openai.ChatCompletion.acreate(

    model='gpt-3.5-turbo',

    messages=[

        {'role': 'user', 'content': "What's 1+1? Answer in one word."}

    ],

    temperature=0,

    stream=True

)

for chunk in response:

    print(chunk)

### OS

macOS

### Python version

Python 3.11

### Library version

0.27.2


[server-node, browser-node] Combine store tests

Instead of copy-pasting store tests we need to combine them in one place.

https://github.com/connext/vector/pull/481

v__


Add registration screen

updated login / registration theme styling:
splash: https://zpl.io/29qZ0XY
login incomplete: https://zpl.io/bz8WZKl
login complete: https://zpl.io/ag8vYr9
signup incomplete: https://zpl.io/VYYBEeJ
signup complete: https://zpl.io/aRMY5Er
signup register: https://zpl.io/aRMYplg
signup logging in: https://zpl.io/bz8Wg18

What would cancel do on the splash?

@csherron ^

in the future case of being able to browse arena before logging in, it would take you back to whatever screen you were on before


Update changelog template

Issue #, if available:
Description of changes:
Update the BR version in the template
Testing (if applicable):
Documentation added/planned (if applicable):
By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

/lgtm
/approve
/cherrypick release-0.19


xDnsServer: Revert back to using latest Sampler

Pull Request (PR) description

xDnsServer

Revert back to using the latest version of module Sampler for the pipeline (issue #211).

This Pull Request (PR) fixes the following issues

Fixes #211

Task list

[x] Added an entry to the change log under the Unreleased section of the
file CHANGELOG.md. Entry should say what was changed and how that
affects users (if applicable), and reference the issue being resolved
(if applicable).
[ ] Resource documentation added/updated in README.md.
[ ] Resource parameter descriptions added/updated in README.md, schema.mof
and comment-based help.
[ ] Comment-based help added/updated.
[ ] Localization strings added/updated in all localization files as appropriate.
[ ] Examples appropriately added/updated.
[ ] Unit tests added/updated. See DSC Community Testing Guidelines.
[ ] Integration tests added/updated (where possible). See DSC Community Testing Guidelines.
[ ] New/changed code adheres to DSC Community Style Guidelines.

This change is

Thanks!