Open a new tab after selecting "Browse Website" at the second time on Windows & Linux but not on Mac

OS: Mac
Build Version: 20190916.20
Regression: Not a Regression
Repro Steps:

Right click one web app --> Select "Browse Website".
Select "Open Link" when asked whether want to open the external website or not.
Repeat Step1--2.

Expect:
The behavior is same and open a new tab when browsing the website at the second time.
Actual:
The behavior is different and navigate to current open tab on Mac and navigate to a new tab on Windows and Linux when browsing the website at the second time.

@v-dantch I haven't been able to repro this.  What browser are you using?  Maybe it's related to your browser's settings?
Also, to be clear, you mean that it is opening in the same tab and not the same window, right?


speed upgrade problems

how do i automate this? 2x sugar makes it impossible to do for me.
tried nodes, conduits, and crafters, but it will not work.
is this a bug, and how to fix if it isnt?

for 2x sugar you set your ender IO conduit to round-robin and add a slowness upgrade so it does 1 sugar at a time.


change Toast position

Pre-requisites:

[x] No, I did not find what I was looking for

Feature Suggestion
Is there any Idee how we change the position of Toast
toast was always displayed in the middle and we do not want that
best if you can change the position of the toast, would it be possible to do it?

If you're using built-in toast views, there's no straightforward way to change the toast position as the toast is embedded in a full-screen blurred background. Besides that, you can use HStack/VStack combining with Spacer to change the position of a view as usual. Here's an example of showing the success toast on the middle top of the screen.
struct ContentView: View {
  @State private var presentingToast: Bool = false

  var body: some View {
    Button {
      presentingToast = true
    } label: {
      Text("Tap me")
    }
    .toast(isPresented: $presentingToast, dismissAfter: 2.0) {
      VStack {
        HStack {
          Spacer()

          // toast
          VStack {
            Image(systemName: "checkmark.circle.fill")
              .resizable()
              .frame(width: 36, height: 36)
              .foregroundColor(.green)

            Text("Success")
              .fixedSize()
              .font(.headline)
              .foregroundColor(.secondary)
              .multilineTextAlignment(.center)
          }
          .padding(20)
          .background(Color(.secondarySystemBackground))
          .cornerRadius(9)

          Spacer()
        }

        Spacer()
      }
      .padding()
    }
  }
}

This issue has been closed due to inactivity. Please feel free to reopen it if you have any further questions.


fix multiple textWithParams issues

This might come in handy and fixes issues I have found till now on the current version.
textWithParams  would

not translate
not use the params provided
not work if it could not be translated
not work if the short hand was used
not need multiple shorthands, one shorthand would work in both cases

added missing locale check and added compiled files for convenience

changed the replace call to be able to replace multiple occurrences of the same key, e.g. %a% and %a% was not replacing both keys.


Use the shipment destination address for the destination SIT Delivery pricer

Summary
It looks like this reference got changed to the value we're using to track a change to the SIT Final Address. I've been told we still want to be using the distance from the shipment destination to the service item final address, so this puts that back into place.
Verification Steps for the Author
These are to be checked by the author.

[ ] Tested in the Experimental environment (for changes to containers, app startup, or connection to data stores)
[ ] Have the Jira acceptance criteria been met for this change?

Verification Steps for Reviewers
These are to be checked by a reviewer.
Setup to Run the Code

Instructions for starting storybook
Instructions for starting the MilMove application
Instructions for running tests

How to test

Access the
Login as a

Frontend

[ ] There are no aXe warnings for UI.
[ ] This works in Supported Browsers and their phone views (Chrome, Firefox, Edge).
[ ] There are no new console errors in the browser devtools.
[ ] There are no new console errors in the test output.
[ ] If this PR adds a new component to Storybook, it ensures the component is fully responsive, OR if it is intentionally not, a wrapping div using the officeApp class or custom min-width styling is used to hide any states the would not be visible to the user.

Backend

[ ] Code follows the guidelines for Logging.
[ ] The requirements listed in Querying the Database Safely have been satisfied.

Database
Any new migrations/schema changes:

[ ] Follows our guidelines for Zero-Downtime Deploys.
[ ] Have been communicated to #g-database.
[ ] Secure migrations have been tested following the instructions in our docs.

Screenshots

Warnings

:warning:
Please add the JIRA issue key to the PR title (e.g. MB-123)

  Generated by :no_entry_sign: dangerJS against fb73a24b8813e0490817d6c95fec2e5e9d245c53


Disable error handler

Add an Engine option to replace the default error handler by a simple pass-through func (err error) error {return err}

Is that not this?
https://github.com/go-fuego/fuego/pull/320

Or is the idea that we provide both? Removing the functionality of #320 would be rather disruptive.

We can provide both, second one as a shortcut. But yeah, waiting for linked PR to be merged (should be soon)


Manager side device-scanner changes

In order to switch over to the Rust version
of device-scanner, there are some small changes
needed around service interaction on the manager side.
COPR Module: managerforlustre/device-scanner-devel
Signed-off-by: Joe Grund<EMAIL_ADDRESS>

Codecov Report

Merging #947 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master     #947   +/-   ##
=======================================
  Coverage   95.42%   95.42%
=======================================
  Files           2        2
  Lines         153      153
=======================================
  Hits          146      146
  Misses          7        7

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Xiangwei

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@v-caxian - I reviewed and am good with your proposed changes. #sign-off


feat: add a method to reset datetime value

Describe pull-request
This PR adds a method to reset the value of the datetime back to '' or defaultValue if set.
I based this on the Dropdown reset() method.
This is my first PR for tegel, so let me know if everything is ok.
Issue Linking:
Choose one of the following options

GitHub: https://github.com/scania-digital-design-system/tegel/issues/821

How to test
Provide detailed steps for testing, including any necessary setup.

Whether you're using angular, react or web components:
Get datetime's element reference.
Invoke the reset() method.
Value should've gone back to default or ''

Checklist before submission

[ ] I have added unit tests for my changes (if applicable)
[x] All existing tests pass
[x] I have updated the documentation (if applicable)
[ x Not breaking production behavior
[ ] Behavior available in storybook with documented descriptions (if applicable)
[x] npm run build-all without errors

Suggested test steps

[ ] Browser testing (Chrome, Safari, Firefox)
[ ] Keyboard operability
[ ] Interactive elements have labels.
[ ] Storybook controls
[ ] Design/controls/props is aligned with other components
[ ] Dark/light mode and variants
[ ] Input fields – values should be displayed properly
[x] Events

Additional context
The Contributing file, doesn't really explain how to properly test locally.
There is a valid observation to add that both tegel, and tegel-{framework} should be built and link in order for local testing to be available.
Would you like me to create a PR to include these instructions?

nice work :) Maybe we should have a reset button in storybook that utilizes this method as well.

As we spoke in check-in:
We usually do this on our demo pages so we can test it there. To keep the Storybook component as slim as possible.

@NOMADE55 regarding the comment:

The Contributing file, doesn't really explain how to properly test locally.
There is a valid observation to add that both tegel, and tegel-{framework} should be built and link in order for local testing to be available.
Would you like me to create a PR to include these instructions?

Please update our CONTRIBUTION.ms file so it can help other contributors. Thanks a look for a goodwill and looking forward hearing from you. 🚀


Allowlist csv file bulk application issue in NFT ClaimConditions

When attempting to upload a CSV file to set the allowlist for NFT ClaimConditions, the allowlist is applied in bulk without specific granularity. This causes unintended behavior for conditional NFT claims.
Steps to Reproduce:
Navigate to the NFT ClaimConditions section in the thirdweb dashboard.
Upload a CSV file containing the allowlist addresses.
Observe that the allowlist is applied in bulk.
Expected Behavior:
The allowlist should allow for conditional and granular application based on the uploaded CSV file.
Actual Behavior:
The uploaded allowlist is applied to all conditions in bulk, ignoring any specific settings.

Hey @howdyfrom2019

The allowlist should allow for conditional and granular application based on the uploaded CSV file.

Can you elaborate what you mean by "should allow for conditional and granular application based on the uploaded CSV file?". It would be helpful if you can let us know what kind of claim conditions are you trying to set

Hi @MananTank
In my case, I set up two Allowlist Only Phase. and uploaded in Add Allowlist field with snapshot button. I inteded to apply different allowlist by each phase, but both of phases applied same allowlist. (not applied seperatly)  I'll attatch my case as a sample.
Allowlist Only Phase 1

Name: Allowlist Only phase
Date: 20 Dec 2024 00:00 UTC
MaxClaimable in phase: 11
price: 0

snapshot-allowlist-test-1.csv

Allowlist Only Phase 2

Name: Allowlist Only phase
Date: 21 Dec 2024 00:00 UTC
MaxClaimable in phase: 4
price: 0

snapshot-allowlist-test-2.csv

Hi @howdyfrom2019 - Thanks for reporting this issue and detailed explanation, I was able to replicate the issue and found that the uploaded CSVs were not uploaded correctly due to incorrect caching logic - This is fixed now. Please upload the CSVs again and update the claim conditions - it should work as expected now. If you run into any issues, please let me know


Enhancement: Conversation Starters

What features would you like to see added?
Ability to display conversation starters "pills/blocks" which inherit from instructions / instruction overrides / or from assistant instructions, similar to the conversation starters in custom GPT's.  If possible provide the ability to add inline "pills/blocks" mid conversation as part of a user guidance framework. The former, conversation starters, would be the priority.
More details
I'm not able to upload a photo from my corporate account, sorry. But just look at any custom gpt or even the opening screen of chat-gpt and you'll see the conversation starter options.
Which components are impacted by your request?
UI
Pictures
I'm not able to upload a photo from my corporate account, sorry. But just look at any custom gpt or even the opening screen of chat-gpt and you'll see the conversation starter options.
Code of Conduct

[X] I agree to follow this project's Code of Conduct

closing in favor of https://github.com/danny-avila/LibreChat/issues/3023


change proj:centroid and proj:geometry to not have type match on string

Related Issue(s):

#235

Proposed Changes:

remove match requirement of string for these fields, since that would never match

PR Checklist:

[X] I have added my changes to the CHANGELOG or a CHANGELOG entry is not required.

@matthewhanson ready for review

@matthewhanson bump on review


remove duplicated LA message

when ANSYS_DPF_ACCEPT_LA  is not accepted, the error message appears 4times:
Dpf initialization encountered an error: DPF error - licensing failure: dpf core function call; DPF Preview License Agreement terms must be accepted using the ANSYS_DPF_ACCEPT_LA environment variable set to Y. Fore more information about DPF Preview License Agreement terms, see https://dpf.docs.pyansys.com/version/stable/user_guide/getting_started_with_dpf_server.html#dpf-preview-license-agreement.

terminate called after throwing an instance of 'ansys::dpf::DpfException'

  what():  DPF error - runtime error: dpf core function call; DPF Preview License Agreement terms must be accepted using the ANSYS_DPF_ACCEPT_LA environment variable set to Y. Fore more information about DPF Preview License Agreement terms, see https://dpf.docs.pyansys.com/version/stable/user_guide/getting_started_with_dpf_server.html#dpf-preview-license-agreement.

Dpf initialization encountered an error: DPF error - licensing failure: dpf core function call; DPF Preview License Agreement terms must be accepted using the ANSYS_DPF_ACCEPT_LA environment variable set to Y. Fore more information about DPF Preview License Agreement terms, see https://dpf.docs.pyansys.com/version/stable/user_guide/getting_started_with_dpf_server.html#dpf-preview-license-agreement.

terminate called after throwing an instance of 'ansys::dpf::DpfException'

  what():  DPF error - runtime error: dpf core function call; DPF Preview License Agreement terms must be accepted using the ANSYS_DPF_ACCEPT_LA environment variable set to Y. Fore more information about DPF Preview License Agreement terms, see https://dpf.docs.pyansys.com/version/stable/user_guide/getting_started_with_dpf_server.html#dpf-preview-license-agreement.

One duplicate is due to wrong usage of LOG error, see doc  for good practices.
One duplicate is due to wrong error handling server side (fixed in server PR)

Codecov Report
All modified and coverable lines are covered by tests :white_check_mark:

Project coverage is 82.14%. Comparing base (939653b) to head (ec2e9bf).
Report is 8 commits behind head on master.

Additional details and impacted files
@@            Coverage Diff             @@
##           master    #1523      +/-   ##
==========================================
- Coverage   84.46%   82.14%   -2.32%
==========================================
  Files          82       82
  Lines        9673     9650      -23
==========================================
- Hits         8170     7927     -243
- Misses       1503     1723     +220


Question: xwind vs twin.macro

How do I choose between xwind and twin.macro? Thank you! 😄

@fi0  twin.macro doesnt have option to generate className string, and you're required to use CSS in JS library.
xwind has no such hard reqirement.


fix: openstack上传镜像时也指定os_type及额外信息

这个 PR 实现什么功能/修复什么问题:

openstack上传镜像时也指定os_type及额外信息
优先使用openstack自身的镜像信息

是否需要 backport 到之前的 release 分支:

release/2.10.0

/area region
/cc @swordqiu @yousong

Codecov Report

Merging #3189 into master will not change coverage.
The diff coverage is n/a.

@@          Coverage Diff           @@
##           master   #3189   +/-   ##
======================================
  Coverage    7.15%   7.15%
======================================
  Files         478     478
  Lines       77222   77222
======================================
  Hits         5524    5524
  Misses      71235   71235
  Partials      463     463

Flag
Coverage Δ

#aFlag
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/lgtm

/approve


Fix "grid reloads after skip and scroll to end"

Fix calculation of total in requestComplete when there is an initial offset made with skip(). This fixes #1775.

Moved the commit onto a new branch (off of the main branch).
Messed up the fork at first... not sure if I did it property in the end. Still learning to use Git. So far it's as easy and intuitive as piloting a military helicopter.


Fixing stack buffer overflow error caused by incorrectly sized array.

size_t was used to determine the size of the cmp buffer instead of time_t. Under some architectures with MSVC, this caused the array to be too small to accommodate the time_t objects that are copied into cmp further down in the test. This bug was caught by enabling AddressSanitizer with MSVC.
CLA: trivial
Checklist

[x] tests are added or updated

If you think that this change is trivial, could you amend the push message to include CLA: trivial on a line by itself.
The alternative would be for you to submit a filled in ICLA as per our contributions policy.

Hello @paulidale, I added "CLI: trivial" to both my latest commit message using git commit --amend and to my PR description. Did I do this correctly?

You need the line in the first commit.  I'd git rebase master, changing the first PR to reword and the second to fixup.  When your editor comes up, add the CLA: trivial line.

@paulidale I rebased to master, rewrote my commit history to only 1 commit and added "CLA: trivial" on the first line, followed by an empty line and then my commit message. I then closed and reopened the PR. Is the cla-check item supposed to succeed if I did it right?

This is new to me, the line can't be the first.  Weird.  Just git commit --amend and push the CLA: trivial later and add a subject line (the first).

@paulidale It worked! Thanks!

Great news, thanks for persevering.

I agree this is trivial.

24 hours has passed since 'approval: done' was set, but this PR has failing CI tests.  Once the tests pass it will get moved to 'approval: ready to merge' automatically, alternatively please review and set the label manually.

Merged to master. Thank you for the contribution.


Is there a way to configure that behaviour?
I imagine something like:
(def config {:width 30,
             :max-length 8,
             java.util.List {:transform vec}}
(zprint/czprint alist config)
["SOME STRING" "SOME STRING"
 "SOME STRING" "SOME STRING"
 "SOME STRING" "SOME STRING"
 "SOME STRING" "SOME STRING"
 ...]

This could work in general:
(zprint/czprint 5
  {java.lang.Number {:transform #(str "Integer(" % ")")}})

; Integer(5)

(Notation is just an example, of course.)

Thanks for asking!  This is an interesting problem, as the java.util.ArrayList doesn't trigger any of the "it must be one of these, print it this way", and just falls through into printing as a string.  I'm sure that there are other Java types that will end up the same way.  I'm tentatively open to the idea of some sort of class or type based transformation, although I'm not clear on where to put it.  One option is for the things that don't show up as something else, another is to do it prior to the tests for what something is -- which is what you are implying, I think.
I'll give this some thought and see what I can figure out.  If you happen to have any other examples of real-world Java classes that are getting the same (.toString ...) treatment, it would be interesting to have more than one example to experiment with and to write tests for.  Thanks!

Maybe this is a case for clojure.datafy?
something -datafy-> data -zprint-> formatted string feels like a good way to separate the concerns.

This is now implemented in 1.2.9.
There is a new option map key to transform random Java classes into other, more manageable data types: :modify-sexpr-by-type.
I wrote up a whole big thing in the reference manual about how this works (using your example data above).  Search the reference manual for :modify-sexpr-by-type and hopefully that will explain how to do what you want.  Let me know if it isn't clear.


Add a bind regression test (it fails)

Signed-off-by: Ronald G. Minnich<EMAIL_ADDRESS>

it now works with the fix to ninep

LGTM


Add support for private hub

This fixes https://github.com/huggingface/huggingface_hub/issues/650
We simply set HF_ENDPOINT to the URL of a private hub, and use the API as-is.  If the API itself has the endpoint, then the environment variable is ignored.
FYI, the same variable is used by the datasets library for a similar purpose.

Thanks!


Add a "Continuous conversation capability" to VA with the Box 3

Initially adding this to the wake-word firmware with the hope to extend it to the non-micro_wake_word firmware.
Adding a switch continuous_conversation
Adding logic to use voice_assistant.start_continuous in micro_wake_word
Will yet need to add a timeout to automatically drop back to listening for a wake word

It is working in testing but need to research on how to add a timeout in there somewhere.
Also, logic for stopping the continuous based on intent would be nice too.

belay that. an upgrade to esphome 2024.2.1 appears to have resolved the matter

92fbcee also adds ability to timeout back to idle (listening for wake word) when in continuous mode using a script in restart mode with a wait inside.

changed name to continued_conversation in line with Google Assistant terminology.

I'm not sure how to tell, was there a pull request for this or no?


bzip2: Fix cross-compilation

The cross-compiling the "patchPhase" from the parent attribute set was
preventing application of patches specified in the crossDrv. Fix by
turning patchPhase into postPatch.

Looks good to me.

At least this form can't be pushed to master directly since it's a mass rebuild. Maybe setting patchPhase to null inside crossAttrs could fix this without a mass rebuild.

Pushed to staging in 9f2cc141071fbb61faa93c0d068ab3473498cf0c.


Session-state threw an exception

Hello,
i'm trying to use your awesome project to manage users into a my project. I have an issue with the session-state worker that continue to threw this exeception:
{
"truncated": false,
"outcome": "exception",
"scriptVersion": {
"id": "c9960f47-24a5-4932-9e5c-4edf4a796bfe"
},
"scriptName": "session-state",
"diagnosticsChannelEvents": [],
"exceptions": [
{
"name": "TypeError",
"message": "Callback returned incorrect type; expected 'Promise'",
"timestamp":<PHONE_NUMBER>361
}
],
"logs": [],
"eventTimestamp":<PHONE_NUMBER>343,
"event": {
"request": {
"url": "https://session-state.d1.compact.workers.dev/create",
"method": "POST",
"headers": {
"content-type": "application/json"
}
}
},
"id": 0
}

@agenio  - sorry about that, I will take a look.  Probably related to recent changes I made.

Don't worry it's part of the job.
I found a possible fix, i changed:
export default { 	fetch: router.handle, };
to
export default router;
into index.ts (session-state package) and now the exception isn't threw and session management works

Yeah it's due to this issue:
https://itty.dev/itty-router/guides/cloudflare-workers
https://github.com/cloudflare/workers-sdk/issues/5420
I'm about to push a fix (which includes some other code cleanup and refactoring to better align with the other packages.

Fix for this and some refactoring and improvements pushed and PR'ed to main.  Thanks!


GD-564: error when activating plugin (csharp)

The used GdUnit4 version
4.3.0
The used Godot version
v4.3.stable.mono
Operating System
win11 x64, csharp
Describe the bug
errors when starting godot
 res://addons/gdUnit4/src/mono/GdUnit4CSharpApiLoader.gd:9 - Invalid call. Nonexistent function 'new' in base 'CSharpScript'.
  res://addons/gdUnit4/src/mono/GdUnit4CSharpApiLoader.gd:25 - Invalid call. Nonexistent function 'Version' in base 'Nil'.

clean install of gdUnit 4-4.3.4 via github releases
i deleted the .godot folder

haven't used gdunit before so not sure how to report symptoms.
The GdUnit sidebar is present, but when I add nuget references and tests, the ui doesn't show any of the tests.
related to other mentions of this bug, such as #499

My issue was that the nuget packages were not properly restored to my project.
Make sure you install both nugets for GDUnit4 and it solves these errors.


caravel: refresh druid metadata

When I followed the druid quickstart tutorial and loaded some data into the wikiticker datasource.
I also queried druid and it certainly returned some data.
But as I added the cluster into Caravel and hit the "refresh druid metadata" it only replied "Please define at least one metric for your table “.
Any advice? Thanks.

You should try the Caravels issues list to get your question answered as
none of the committers are really familiar with operating Caravel.
https://github.com/airbnb/caravel/issues
On Sun, Jul 3, 2016 at 8:35 PM, birdspring<EMAIL_ADDRESS>wrote:

When I followed the druid quickstart tutorial and loaded some data into
the wikiticker datasource.
I also queried druid and it certainly returned some data.
But as I added the cluster into Caravel and hit the "refresh druid
metadata" it only replied "Please define at least one metric for your table
“.
Any advice? Thanks.
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
https://github.com/druid-io/druid/issues/3213, or mute the thread
https://github.com/notifications/unsubscribe/AAaJJVoDDMjRKhiAUpJ4RQtzoyTbXzgrks5qSH9ugaJpZM4JEBsi
.


Query: Relational: implement LEFT JOIN LATERAL / OUTER APPLY

These changes simply pull up the pushed down subquery expression created by the RelationalResultOperatorHandler for the DefaultIfEmptyResultOperator and add it as a LeftJoinLateralExpression instead of a CrossJoinLateralExpression.
Another possible optimization that could be handled later is to re-order subquery result operators to 'float' DefaultIfEmptyResultOperators to the end of the list, e.g. for cases like .DefaultIfEmpty().Distinct() or .DefaultIfEmpty().Take(x).Skip(y). That would allow more queries to become OUTER APPLY instead of CROSS APPLY.

@tuespetre,
Thanks for having already signed the Contribution License Agreement. Your agreement was validated by .NET Foundation. We will now review your pull request.
Thanks,
.NET Foundation Pull Request Bot

@anpete @maumar - I am looking to merge this PR. Please review. Especially from translation perspective.


perf(item): apply will-change only when list is active

Short description of what this resolves:
This fixes layers being made for each list item even when a user is not actually reordering when using reorder. This change means that will-change only gets applied when the user is actually reordering the list, and as soon as the user has "dropped" the item the layers get removed. Previous behavior created a layer for every list item even when a user was not reordering the list, causing high memory usage and bad scrolling perf. This has been tested on chrome 52 on desktop (the latest stable), and a Nexus 7 running Android 6.0.1 (completely stock).
The video below is of me using a reordered list with this fix with the layer viewer option in chrome dev tools on.
will-change-fix.zip
Ionic Version: 2.x

thanks for merging @manucorporat !


Adding info  to reef3d

Here is the doc on staging:
https://docs.staging.inductiva.ai/simulators/Reef3D.html


Addazelfetcher

There are updates I want to get into the SRT main repository. This includes

Addition of recording power and antenna positions of n point scan in daemon.py
Updated radio_process.grc and radio_process.py to change offset of time tags.
Added the read rad.py file to read rad files into a python dictionary.

Could run a few more of the changed files through black, but I don't think it's a holdup at this point.


Add header to disable null-bubbling

We want to disable null-bubbling per default, since we're switching to the experimental Relay Error Handling in the FrontEnd.
The @nullBubbling directive sent from the client doesn't make sense for us, as we control all the clients.

This would create a non-spec compliant GraphQL server. We have discussed this in the working group and all agreed that it should not be a default in a GraphQL server. However we could allow it with a header, its the same idea as with the directive ... the client opts into this behaviour.

@michaelstaib We're in full control of all the clients and can ensure that they can handle it. So the server not being spec-compliant wouldn't be an issue for us.
Of course we could also use the current @nullBubbling directive, but then devs have to remember to add it and we'd like it to be the default.
Switching to the current spec proposal with the @semanticNonNull directive (later a type wrapper like ~!) would also work for us. Would this be preferable?

You can adopt the new spec directive, but having it as default is not a good idea.

However, with a header you can move this into the network layer and no one has to think about it.

Okay, then I'll switch this from a schema option to a header.

Can you post a link to the rfc?

I thought this was the current proposal people were getting behing: https://github.com/graphql/graphql-spec/pull/1065

Lets see ... what I can include is a header approach at the moment. I can see that we include the draft with V14 but the new syntax !String seems still a bit odd :)
The header we can keep in even after the proposal is merged and is only implemented once in the client network layer.

but the new syntax !String seems still a bit odd :)

Ya, I really dislike it.
I prefer Lee's proposal (though I may not fully understand all of the finer details).

Me too. I'd love ? for nullable and unadorned for non-null (can be null for error). But I guess the new proposal is the most backwards compatible...

@glen-84 @tobias-tengler in the spec working group we need to make sure that every graphql query that ever was created works when upgrading to a newer GraphQL spec.
While when exploring features its good to explore without compromise once you decide for an improvement it must make sure that older queries against the same type system are not breaking.
This is especially painful with introspection.
If you want to make a breaking change it must be worth the cost of the ecosystem upgrading and breaking lots of applications.

Do not get hung up on syntax yet. I will do a prototype for V14 tonight ...

I have started implementing the proposal today ... this will be a high impact change.
We will have a new schema option that specifies the NonNull inference. By default we will infer them as strict NonNull types to keep compatibility.
Newer servers should opt into the new behavior.
services
    .AddGraphQLServer()
    .ModifyOptions(o => o.NonNullInference = NonNullInferenceKind.SemanticNonNull);

With this set all non-null C# types are now inferred as semantic non-null types. In order to explicitly make something strict non-null in this case we need a new annotation.
[StrictNonNull]
public string Hello() => "Hello";

New attributes:

StrictNonNullAttribute
StrictNonNullAttribute<T>
SemanticNonNullAttribute
SemanticNonNullAttribute<T>

Generic Marker Types:

StrictNonNull<T>
SemanticNonNull<T>
NonNull<T>

[StrictNonNull<List<StringType>>]
public string Hello() => "Hello";

Very exciting! A semantic non-null will only be tagged with the @semanticNonNull directive in the schema for now though?
type Product {
  name: String @semanticNonNull
}

It would be great to also have the proposed ability to just disable null bubbling, since code generation and IDEs won't be able to handle the directive or the new type modifier yet.

@glen-84 @tobias-tengler in the spec working group we need to make sure that every graphql query that ever was created works when upgrading to a newer GraphQL spec.

I get that, but Lee's proposal is backwards-compatible – if you don't apply the schema directive (@strictNullability), then the server behaves the same way that it did before.
Even if you added versioning to GraphQL, so that Strict Semantic Nullability could become the default, old queries would simply default to version 1.0/October2021.
IMO, the best possible future outcome is what Lee suggests:

Type! → Type (no null values allowed)
Type? → Type | SemanticNull | ErrorNull (differentiation must be possible)
Type → Type | ErrorNull (differentiation unnecessary)

For example:
type User {
  id: ID!           # Strict non-null (neither semantic- nor error-null).
  username: String? # Nullable, but take note of any field errors (semantic-null vs error-null).
  age: Int          # Non-nullable (Int or error-null).
}

There will hopefully soon be a prototype for strict nulls (semantic non-null), so this is probably obsolete. Closing.


LG Heatpump - Sensor Update Interval droped drastically

Describe the bug
I have been using the integration with an LG-HM163MR.U34 monoblock heat pump for about a year.
So far I have had the following entities in operation, which seemed to be updated within a few seconds:
entity - main climate
switch - silent mode
sensor - energy current
sensor - temperature in
sensor - temperature out
A few days ago I discovered that there is still a deactivated sensor in the HASS devices that measures and outputs the room temperature via the wired remote control supplied.
sensor - temperature room
I also activated this.
At first everything seemed to work but later I noticed that the sensor values were only updated every hour.
The difference is also clearly visible in the sensor diagrams; the curve used to be naturally curved and now the temperature values suddenly jump by several degrees every few hours.
The real current values can still be read via the display of the device and the app and are apparently correct. However, they now generally differ from the outdated HASS values, which makes the whole thing pointless.
What I found out is that when I reload the SmartThinQ LGE integration, the sensor values are updated once.
I tried to undo the change. Unfortunately, the problem remains. I'm also not sure whether activating the additional sensor has anything to do with the problem. In the last few days, I've made several changes to my app daemon scripts and installed several updates. Unfortunately, I can't localize it anymore.
At least in the LG app, everything should have stayed the same.
Expected behavior
The sensor data for the temperatures shall be updated faster than a minute, as before.
Screenshots
Environment details:
LG ThinQ 0.39.2
HASS OS running under a Proxmox VM
Heat pump is connected over an official Wifi Stick
Firmware: clip_hna_v1.9.203
Output of HA logs
smartthinq_sensors-a1638f803fb5ec41e370f91e21ad224b-Luft-Wasser-Wärmepumpe-9e0d56ed74523d5ff48017ca18fa5351.json
Additional context

I found a solution of the problem.
I have a AppDaemon script running that sets the temperature for the heat pump. Due to an coding bug this value was set each second and it seems that this was to oftern and the Smart ThinQ conncection gets unstable.
I fixed this by setting the value only once per minute.


Unable to access pymc3 submodule

Hi folks, I just discovered this updated version of celerite and am excited to add celerite2's PyMC3 GP into the Eureka!  package (as I'm finding more and more cases where using a GP would be beneficial). We already have the original celerite GP working (at least kinda) as well as the george GP for standard python minimizers and samplers (emcee, scipy.optimize.minimize, dynesty), but we also have a PyMC3 version of our fitting code which allows one to use starry (ideal for eclipse mapping) and in general PyMC3's NUTS sampler has allowed for much faster fits (for me at least). I know that jax and PyMC4 offer advantages over the deprecated PyMC3 and theano implementation, but over the past year I've already spent more than a fifty hours on getting PyMC3 versions of all our astrophysical and systematic models implemented, I need to be able to use starry for the astrophysical model, and I'm looking for a fairly quick way to get GPs implemented. I was about to try PyMC3's built-in GP, but I saw on the old exoplanet docs that exoplanet had a faster GP implementation for PyMC3 sampling and then noticed that the code had been migrated here to celerite2.
However, by default I am unable to access the pymc3 submodule of celerite2 that is mentioned in the documentation. I've tried installing the version on main branch on GitHub (seeing that v0.2.1 doesn't have pymc3 code), but I get an error that 'celerite2' has no attribute 'pymc3':
> pip install celerite2[pymc3]@git+https://github.com/exoplanet-dev/celerite2
> ipython
Python 3.9.7 | packaged by conda-forge | (default, Sep 29 2021, 19:23:19)
Type 'copyright', 'credits' or 'license' for more information
IPython 8.14.0 -- An enhanced Interactive Python. Type '?' for help.

In [1]: import celerite2
c
In [2]: celerite2.__version__
Out[2]: '0.3.0rc2.dev11+g74b0705'

In [3]: celerite2.pymc3
---------------------------------------------------------------------------
AttributeError                            Traceback (most recent call last)
Cell In[3], line 1
----> 1 celerite2.pymc3

AttributeError: module 'celerite2' has no attribute 'pymc3'

Looking at the package on GitHub I see the pymc3 folder under python/celerite2/pymc3, but it seems it isn't being imported in the __init__.py file. Just adding from celerite2 import pymc3 to the python/celerite2/__init__.py file wasn't enough to solve the problem either, giving me the following error message when installing:
Building wheels for collected packages: celerite2
  Building wheel for celerite2 (pyproject.toml) ... error
  error: subprocess-exited-with-error

  × Building wheel for celerite2 (pyproject.toml) did not run successfully.
  │ exit code: 1
  ╰─> [27 lines of output]
      running bdist_wheel
      running build
      running build_py
      copying python/celerite2/__init__.py -> build/lib.macosx-10.9-x86_64-cpython-39/celerite2
      copying python/celerite2/celerite2_version.py -> build/lib.macosx-10.9-x86_64-cpython-39/celerite2
      running egg_info
      writing python/celerite2.egg-info/PKG-INFO
      writing dependency_links to python/celerite2.egg-info/dependency_links.txt
      writing requirements to python/celerite2.egg-info/requires.txt
      writing top-level names to python/celerite2.egg-info/top_level.txt
      reading manifest template 'MANIFEST.in'
      warning: no directories found matching 'c++/vendor/eigen/Eigen'
      adding license file 'LICENSE'
      writing manifest file 'python/celerite2.egg-info/SOURCES.txt'
      running build_ext
      clang -Wno-unused-result -Wsign-compare -Wunreachable-code -DNDEBUG -fwrapv -O2 -Wall -fPIC -O2 -isystem /Users/tjbell1/miniconda3/envs/eureka_starry/include -fPIC -O2 -isystem /Users/tjbell1/miniconda3/envs/eureka_starry/include -I/Users/tjbell1/miniconda3/envs/eureka_starry/include/python3.9 -c flagcheck.cpp -o flagcheck.o -std=c++17
      building 'celerite2.driver' extension
      clang -Wno-unused-result -Wsign-compare -Wunreachable-code -DNDEBUG -fwrapv -O2 -Wall -fPIC -O2 -isystem /Users/tjbell1/miniconda3/envs/eureka_starry/include -fPIC -O2 -isystem /Users/tjbell1/miniconda3/envs/eureka_starry/include -Ic++/include -Ic++/vendor/eigen -Ipython/celerite2 -I/private/var/folders/f3/_h5lxm511fv9sjb5d3xrj0jm0000gq/T/pip-build-env-u9cav0rq/overlay/lib/python3.9/site-packages/pybind11/include -I/Users/tjbell1/miniconda3/envs/eureka_starry/include/python3.9 -c python/celerite2/driver.cpp -o build/temp.macosx-10.9-x86_64-cpython-39/python/celerite2/driver.o -std=c++17 -mmacosx-version-min=10.14 -fvisibility=hidden -g0
      In file included from python/celerite2/driver.cpp:6:
      In file included from python/celerite2/driver.hpp:8:
      In file included from c++/include/celerite2/celerite2.h:4:
      In file included from c++/include/celerite2/core.hpp:4:
      c++/include/celerite2/forward.hpp:4:10: fatal error: 'Eigen/Core' file not found
      #include <Eigen/Core>
               ^~~~~~~~~~~~
      1 error generated.
      error: command '/usr/bin/clang' failed with exit code 1
      [end of output]

  note: This error originates from a subprocess, and is likely not a problem with pip.
  ERROR: Failed building wheel for celerite2
Failed to build celerite2
ERROR: Could not build wheels for celerite2, which is required to install pyproject.toml-based projects

I was able to find the referenced Eigen package at https://eigen.tuxfamily.org/, and I downloaded the latest version and put the entire contents of that package in celerite2's (previously empty) c++/vendor/eigen folder. With that package downloaded and my edit to the __init__.py file, I'm now able to import and use celerite2.pymc3.
I thought I'd document my troubleshooting process here to help anyone else trying to do the same thing or to help the devs figure out what changes need to be made to the documentation and/or package.

Hi @taylorbell57!
A few pointers that might help:

When installing, make sure to add [pymc3] or [theano] when installing celerite2: python -m pip install "celerite2[pymc3]"
In the latest release (see github repo in that state here), the pymc3 model was actually called theano, so import import celerite2.pymc3 failed but import celerite2.theano worked.

If installing from the main branch, import celerite2.pymc3 should work because it is a subdirectory of celerite2.
Regarding the Eigen error, I'm unable to reproduce (I remember having to install that library at some point in the past, so maybe that's why), but for me using the above instructions and and older version of Python (3.8) helped. With Python 3.11 pip was trying to rebuild numpy and that crashed...

Hi @vandalt, nice to bump into you here!

I did make sure I added [pymc3] as you described (as you can see at the top of my first code snippet above)
Ah, I didn't realize there was a switch from import celerite2.theano to import celerite2.pymc3, so that could explain a part of my issue but not all (see next point)
The issue is that the pymc3 sublibrary is not imported anywhere in the package, so when doing pip install pip doesn't know to copy that folder into the installed location (which will be something like ~/miniconda3/envs/YOUR_ENVIRONMENT/lib/python3.9/site-packages/celerite2/). If you look at that installed folder, you'll see that the pymc3 folder is missing. If you end up importing celerite2 from the cloned repo folder instead of from your installed directory (e.g. check where celerite2.__file__ points), then it may be able to import celerite2.pymc3 which might be why the bug has gone unnoticed so far.

Hi all — Sorry I missed this before! I'm mostly on parental leave still.

The issue is that the pymc3 sublibrary is not imported anywhere in the package, so when doing pip install pip doesn't know to copy that folder into the installed location (which will be something like ~/miniconda3/envs/YOUR_ENVIRONMENT/lib/python3.9/site-packages/celerite2/). If you look at that installed folder, you'll see that the pymc3 folder is missing. If you end up importing celerite2 from the cloned repo folder instead of from your installed directory (e.g. check where celerite2.file points), then it may be able to import celerite2.pymc3 which might be why the bug has gone unnoticed so far.

This isn't true! setuptools_scm automatically discovers submodules using git. If you look at the source of the distribution on pypi, you'll see that the appropriate submodules are included and they're not imported anywhere. This is by design - import of one of the submodules shouldn't fail because of a missing dependency for a different one!
The issue that you're seeing seems to be related to the renaming of the module. (Annoying, I know! Maintaining a package through the implosion of the PyMC dev community hasn't been not annoying either :/ Sorry!)
For the Eigen issue: You're getting that because Eigen is included as a git submodule so you'll need to clone recursively as described here: https://celerite2.readthedocs.io/en/latest/user/install/#from-source

@dfm thanks for chiming in! I'm interested to know that setuptools_scm can do that — I ran into a similar issue with our Eureka! code and had to add a bunch of annoying try/except statements to allow partial installations. I'll definitely look more into that later! And thanks for pointing me to that installation point about Eigen!
I think some confusion had come from the theano->pymc3 change, but I noticed that there is still an issue even if I clone recursively and do pip install '.[pymc3]'. In particular, I am able to do
> import celerite2.pymc3
> celerite2.pymc3.GaussianProcess(...)

But I cannot do
> import celerite2
> celerite2.pymc3.GaussianProcess(...)

Is that supposed to be the intended behaviour?

Great! Thanks for the update. Yes, this is the expected behavior... the idea being that submodules are only "enabled" when they are explicitly imported.

Gotcha, thanks for the clarification! You can close this issue now or with the merging of your PR - up to you


Waves not forming properly, LOD and other strangeness

Describe the bug
Fresh download of Crest (29th June 2019) from Git. Open in Unity, open any demo scene and the waves are all Muted / flat. The Whirlpool scene was craziest, see video. There does not appear to be any wake / bow wake on any boats. But it could just be so shallow, it's not visible.
LOD appears to be behaving oddly, also only appearing in bottom image slot (again see video)
Screenshots / video
Crest Issue

Log
No error's / problems in Log at all.
Versions
Git version, master branch downloaded (29th June).
Unity 2018.4.2f1
To Reproduce
Download from Git master branch to empty folder.
Open in Unity, open any demo scene.
No changes, no modifications, not added to existing project etc.
Platform
Editor and standalone
Windows 10
Nvidia Geforce GT 650M
Additional context
I believe the graphics card is fully DX11 compatible, so should be capable of handling required shaders. (it worked with earlier versions).
All drivers are up-to-date.

Hi @Draydak,
A few things which could help us debug this issue:

Could you please enable the debug view of all the other LodMgrs and send a screenshot of that (tick the boxes on the bottom of the game screen).
Could you please add  #pragma enable_d3d11_debug_symbols to line 27 in AnimWavesGerstnerBatches
Could you please capture, save and upload a renderdoc capture so we can try and debug the issue.

Doing the first one should be fairly easy, so do that first. If you can take the time to do this it would really help because we are unable to recreate the bug on our end!

Oh, another quick thing that you could do is a take a screenshot of what things look like when you uncheck Shape combine pass in the overlay on the left.

Unchecked shape combine pass, this made big difference

Awesome, the renderdoc capture would really help here (with shape combine pass activated so that bug itself is captured). I know which shader the bug is happening in, because I was able to replicate it on Linux, but a DX11 capture with debug symbols would really help as well.

I need to download Renderdoc etc. (not something I've used)
But work is dragging me a way for a bit so might not get that capture to you till later

No worries, will let you know if I find the culprit beforehand

Had a quick go, not sure if this is right as just followed my instincts.
CrestIssue279.zip
If you need me to toggle something more in RenderDoc / Unity that I've missed let me know

Thanks. The capture itself looks fine, but it seems like you paused the game window before you made it which means that it doesn't contain a capture of the bugged behaviour. If possible please do the same again but whilst the game is running.
(If this isn't what happened, let me know and I will see if I can work out why the relevant info is missing from the capture).

Render doc will replay the capture on whatever device / os you're running. Maybe you can capture and run rd on your Linux setup?

Another option could be to update your drivers (but send through capture first).

The Linux issue appeared to be something else, as it went away after I restarted my PC. :/

CrestIssue279.zip
Second attempt, triggered from inside Unity (aka read manual page more). At a glance some crest Lod data in there, but it's all voodoo to me. I'm not familiar with RenderDoc so feel free to spell out any specifics I need to do.

That renderdoc capture is exactly what we were after and has already revealed some useful info.
I'm going to dig through it some more, but for some reason renderdoc is reporting that none of the animated wave shaders ever get run. Normally you get this if the kernel cannot be found or something similar, but that would spam errors to the log. I'm going to do some thinking and see if there is something we can do on our end to verify things.

https://drive.google.com/file/d/1A8A76u96RJDnUo5Yuim6Wm3fk3630Qns/view?usp=sharing
Can you give this a go and tell me what results you get?

Still seems to have same issue, the few errors mainly relate to PostProcessing from looks.
`Initialize engine version: 2018.4.2f1 (d6fb3630ea75)
GfxDevice: creating device client; threaded=1
Direct3D:
Version:  Direct3D 11.0 [level 11.0]
Renderer: NVIDIA GeForce GT 650M (ID=0xfd1)
Vendor:
VRAM:     2007 MB
Driver:   <IP_ADDRESS>1
 Initializing input.
 Input initialized.
 Initialized touch support.
The referenced script (UnityEngine.Rendering.PostProcessing.PostProcessResources) on this Behaviour is missing!
(Filename: C:\buildslave\unity\build\Runtime/Scripting/ManagedReference/SerializableManagedRef.cpp Line: 195)
The referenced script on this Behaviour (Game Object '') is missing!
(Filename: C:\buildslave\unity\build\Runtime/Mono/ManagedMonoBehaviourRef.cpp Line: 294)
A scripted object (probably UnityEngine.Rendering.PostProcessing.PostProcessResources?) has a different serialization layout when loading. (Read 52 bytes but expected 1356 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
0x00007FFFC926400C (UnityPlayer)
0x00007FFFC9267339 (UnityPlayer)
0x00007FFFC924DEBC (UnityPlayer)
0x00007FFFC9F73EC7 (UnityPlayer) UnityMain
0x00007FFFC9AE26AA (UnityPlayer) UnityMain
0x00007FFFC9AE4550 (UnityPlayer) UnityMain
0x00007FFFC9AE3C55 (UnityPlayer) UnityMain
0x00007FFFC9AE12FB (UnityPlayer) UnityMain
0x00007FFFC982B9BA (UnityPlayer) UnityMain
0x00007FFFC982C5B3 (UnityPlayer) UnityMain
0x00007FFFC982C9AD (UnityPlayer) UnityMain
0x00007FFFC98E59EF (UnityPlayer) UnityMain
0x00007FF83D907974 (KERNEL32) BaseThreadInitThunk
0x00007FF8403DA271 (ntdll) RtlUserThreadStart
(Filename: C:\buildslave\unity\build\Runtime/Serialize/SerializedFile.cpp Line: 2001)
The referenced script (UnityEngine.Rendering.PostProcessing.PostProcessLayer) on this Behaviour is missing!
(Filename: C:\buildslave\unity\build\Runtime/Scripting/ManagedReference/SerializableManagedRef.cpp Line: 195)
The referenced script on this Behaviour (Game Object 'Main Camera') is missing!
(Filename: C:\buildslave\unity\build\Runtime/Mono/ManagedMonoBehaviourRef.cpp Line: 294)
A scripted object (probably UnityEngine.Rendering.PostProcessing.PostProcessLayer?) has a different serialization layout when loading. (Read 32 bytes but expected 188 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
0x00007FFFC926400C (UnityPlayer)
0x00007FFFC9267339 (UnityPlayer)
0x00007FFFC924DEBC (UnityPlayer)
0x00007FFFC9F73EC7 (UnityPlayer) UnityMain
0x00007FFFC9AE26AA (UnityPlayer) UnityMain
0x00007FFFC9AE4550 (UnityPlayer) UnityMain
0x00007FFFC9AE3C55 (UnityPlayer) UnityMain
0x00007FFFC9AE12FB (UnityPlayer) UnityMain
0x00007FFFC982BA94 (UnityPlayer) UnityMain
0x00007FFFC982C5B3 (UnityPlayer) UnityMain
0x00007FFFC982C9AD (UnityPlayer) UnityMain
0x00007FFFC98E59EF (UnityPlayer) UnityMain
0x00007FF83D907974 (KERNEL32) BaseThreadInitThunk
0x00007FF8403DA271 (ntdll) RtlUserThreadStart
(Filename: C:\buildslave\unity\build\Runtime/Serialize/SerializedFile.cpp Line: 2001)
UnloadTime: 7.451700 ms`

Likely connected to #301

@Draydak  we now have 3 cases of this bug occurring for users.
This is probably a long shot but i noticed above you said it was working for you on earlier versions. You don't happen to know a version/date that was working? It might allow us to compare the versions and give us leads..

Version 7.0.0 definitely works ok for me, downloaded just other day as water is now under the microscope in my project.
I believe it was good until April / May time, but my Git skills are not good enough to confirm.

@Draydak if you have time could you please run this build, and attach a screenshot of what you get? This is taken just before we did a major upgrade to the core crest update - added compute shaders.
https://drive.google.com/open?id=1-UgFF60DSGRyqa5T3U3IYLb1vl4O-OIa

@Draydak after much headscratching we may have ID'd the issue. could you please give this new build a test when you get a chance and let us know if it resolves the issue? (if it does, disregard the previous request above)
https://drive.google.com/open?id=1OBC2MXWC2KerxkKtujekMctnvHsUVSj3
thanks!

Last one first "the fix"

Still no good I'm afraid

The Crest-28ebf08b

This does work, if that is any help to you.

Thanks a lot for your patience with this. How does this build fair for you? This is a build made from #316, shadows and foam are broken but waves do work.
https://drive.google.com/file/d/19VYoMT43OQ97ZLrDnkIZBYQkNux4WsaV/view?usp=sharing

Here's another build, it's deliberately broken, but you should get results like this:

https://drive.google.com/open?id=1YsS5eRyKZxOWKpSk2NIxak8XlMSYrc4B
Just trying to throw different things at the wall to see what sticks.

the build from 316 looks as follows, sadly not working

the simple array copy build:

Two builds incoming, they should both look like this (foam, etc. will be broken, but waves should work):

One of these builds has reverted back to using the pixel shader (which is what already works for you), so if that doesn't work we are then in interesting territory.
Build 1
https://drive.google.com/open?id=1szwYoCRGxEV4CSqKWMNIALYvbBMFG1R5
Build 2
https://drive.google.com/open?id=1-gu2QictZuxD4fWwJbajSzPcKJ3_Sz6l

Build 1:

Build 2:

They both work!
Hope that is a good thing

We just realised today that we think the three cases of this that we're aware of are likely all from unity 2018.
We should probably eliminate this important factor from the equation.. @Draydak if you get a chance could you please try this build i made from 2019? Thanks.. https://drive.google.com/open?id=1tKI0jlGswdKQadeyHTLjrn3XxlJD608s

I've hijacked the issue description to summarise our findings. The issue does seem to be due to an attempt to read a RWTexture2D (which is weird, because writing to them is fine). I'm going to setup a bunch of experiments next week in a single Unity (non-crest) project to see if we can pin-down a common denominator. Thanks so much for your patience with this @Draydak!

I've been trying on 2019 myself recently since I've moved my project to that in anticipation of changing it to LWRP. I tested the build anyway, but as expected does not work.
Although I'm doubtful that I will be able to use Crest in my current project and to be honest Crest is probably overkill for my current requirements. I cannot deny the performance of Crest, so it would be a shame not to use it. I can only afford to treat my project as a hobby at moment, so it moves at it's own pace.
I will try and support you guys in any way I can, it only takes a moment to test a build so it's the least I can do.

Technical findings so far
We still haven't pinned down the cause of the bug, but we have tried various experiments to verify what does and does not cause it.
It's worth noting that it only affects the ShapeCombine shader.
Here are a variety of configuration descriptions, alongside wether or not they presented the bug:
(🐛 means this configuration presented the bug, 🆗 means that bug wasn't present 😄 )

🐛 Standard Setup - Compute Shader Dispatched once to combine each LOD, previous LOD sampled using RWTextureArray2D<float4>, WaveBuffer sampled using Texture2DArray with texture sampler.
🐛 Standard Setup w/o Texture Arrays - Compute Shader Dispatched once to combine each LOD, previous LOD sampled using RWTexture2D<float4>, WaveBuffer sampled using Texture2D with texture sampler. NOTE: This rules out the cause of the bug being due to reading/writing to the same texture array in the same shader pass, as now the different lods are entirely different textures.
🐛 Trying to copy the previous lod as-is (w/o Texture Arrays) - Compute Shader Dispatched once to combine each LOD, previous LOD sampled using RWTextureArray2D<float4>, WaveBuffer sampled using Texture2DArray with texture sampler. NOTE: This rules out the cause of the bug being due to indexing the texture array with the wrong type, as this experiment properly used uints.
🆗 Standard Setup w/o Texture Arrays and RWTexture2D for previous lod - Compute Shader Dispatched once to combine each LOD, previous LOD sampled and WaveBuffer sampled using Texture2D with texture sampler. NOTE: This rules out the cause of the bug being due to compute shaders.
🆗 Old pixel-shader based setup.

It's worth noting that in the renderdoc caputure, the shaders which were meant to dispatch don't show up as having dispatched at all. https://github.com/huwb/crest-oceanrender/files/3342958/CrestIssue279.zip

We have a new theory - it may be due to limited/patchy support for typed UAV loads. https://docs.microsoft.com/en-us/windows/win32/direct3d12/typed-unordered-access-view-loads
This build loads the wave data as a single Float32. it will look broken but waves should be visible. could i please get a test run of this with a screenshot of the result?
https://drive.google.com/open?id=1w-aOfXhubgM1aiuG_qfTN_mVcBVzq4SJ
As a side note, it may be worth trying other APIs like Vulkan for example (can be configured in the player settings), although this may be hardware limitation in the end. And this suggestion won't help the android devices.

There's something on the LOD

Yep thats what i get too, so that seems to confirm the issue.
I'll discuss how we might work around this with @moosichu . Thanks @Draydak .

Count me in on having this issue. I first imported Crest into a project on my work computer (with a GTX 1080), and the water looked perfect. I pushed the project to GitHub and headed home. When I got home I loaded it onto my home computer, which has a GTX 950 as well as a GTX 770, and was surprised to find the water was completely flat. Tried fiddling with all kinds of stuff to make sure the Gerstner shape generator was being picked up by Crest... wasn't throwing any errors, it just refuses to make waves.
Should note that I'm using the 'Digital Ruby' branch of WM, though he says he's made only 'very minor changes' in the branch that shouldn't have anything to do with this issue. I have tried pulling the up-to-date master branch of Crest and had the same results.

@moosichu came up with a scheme where the displacements is a single channel texture array, with contiguous sections of the array assigned to each channel:
[ x0 x1 x2 ... y0 y1 y2 ... z0 z1 z2 ... sss0 sss1 sss2 ...]
And we found a way to integrate this without too many special cases.
This build should produce waves - could we please get verifications that it works for you guys?
https://drive.google.com/open?id=12LxuKlEdZFPC6NPKnJ-l2LhMe3iwbMip
That's the good news - the less good news is that it the displacement texture readback to CPU (for collision/buoyancy) is going to be a nightmare if we're needing to transfer each channel individually, it will make a complex system even more complex, and will double the required bandwidth.
@moosichu and I will discuss. We have plans to change up how the collision buoyancy is done and not transfer the entire displacement textures from the GPU, and this future implementation should work with this workaround, so that seems to be the best option. We don't have an ETA for this but hope to start experimenting with it soon.
Before the new system arrives, displacement texture readback will not work with these workarounds, and the other options are the Null Collider which is just a flat horizontal plane, or CPU Gerstner which will evaluate the waves on the CPU. The CPU collision does not support shallow water, so is only a good fit for deep, open ocean. There is a prototype which does take the depth caches into account, it's not been cleaned up or extensively tested but might be a good option: https://drive.google.com/open?id=12LxuKlEdZFPC6NPKnJ-l2LhMe3iwbMip

I see waves, sea waves... it appears functional!
for me at least, hopefully others too.
It's a shame you can't just sample an area around the object you want buoyant, instead of feeding back all the data. But hopefully you clever chaps can come up with something workable.

Absolute aces! Thank you for your patience and testing! 👍 This was definetely a weird issue, now that we know the solution will work, we can get this robust and polished.

Waves ahoy here as well! Very cool!

After discussing we werent happy with the drawbacks of the above, so time for yet another pivot - we made a new version which works around the UAV issue by using normal shaders instead of compute shaders. This adds a few passes but they are simple copies and it should not hit performance. On the plus side this doesnt suffer from the above limitations and 1 or 2 more, and keeps the solution nice and simple.
This should work but could i please get a confirmation or two, again. It looks like we're on the home straight now.
https://drive.google.com/open?id=1Hmnmyv2P1EMvUkurQIyx05jbxasGYb84
Thanks again for your patience..

Can confirm, waves are working

Today a miracle happened - we merged in the above fix into the master branch. Could I please get verifications that it works on the latest version? Thanks!

Solutions
Scrapping texture arrays

Tested
Potentially more flexibility with dyn wave sim adaptive time steps

Code becomes more complex and ugly
More draw calls

More tradeoffs here: #316
Splitting into single channel per slice

Changes semantic meaning of slices in this special case - channels multiplexed into slices, for displacements only
Require special case functions for sampling displacements
"Wrap" addressing doesnt work in depth dimension - uv (0, 0, 6.5) might lerp completely different channels..
We could not get packing to work (branch fix/uav-support-2-pack-f16s), so this doubles memory/bandwidth requirement for the displacement texture array
Breaks displacement readbacks, although we want to overhaul this system anyway

Ping pong wave combine

Branches the combine code, rest of code/shaders/semantics remain unchanged

One extra texture copy per LOD to do the 'pong'

Can confirm it is working! 😄
Observations
Performance wise it does seem to have suffered, however if that's specific to this change or how much Crest has matured in last few months... I cannot say
On a positive note, the boat scenes are much more stable than I remember!
Although I did turn around at one point and see a boat falling from the sky, so it's not perfect.
I'd be interested to hear other peoples experiences, especially on how or if it's affected performance.

Compared to older versions of Crest, the example scenes have quadruple the resolution and more gerstner waves, which is probably where that hit comes from. Shouldn't affect projects with existing settings though.

Yeah that's right. The lod resolution may be a bit higher, and the dynamic
wave sim does 1 or 2 more steps.
The new ping pong combine pass can be turned on/off at runtime using the
debug gui which can be used to compare perf.
On Wed, 18 Sep 2019, 19:14 Tom Maenan Read Cutting, <
<EMAIL_ADDRESS>wrote:

Compared to older versions of Crest, the example scenes have quadruple the
resolution and more gerstner waves, which is probably where that hit comes
from. Shouldn't affect projects with existing settings though.
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Closing!

A new LWRP package has been submitted with this fix. It should go up in the next couple of days, I'll confirm when it does.

The fix is now live in version 2.2 of the asset.

I might be experiencing this issue. Confirmed working normal (7.0) before texture arrays. My situation is a little different though:
MacOS Catalina (Metal)
Intel(R) Core(TM) i5-8500B CPU @ 3.00GHz
I have an RX580 as an eGPU
Unity 2018.4 and 2019.2 (built-in pipeline)
Crest version 8.0 and master
When not using the eGPU (Intel iGPU), it only occurs when LOD resolution is set to 384 (default). But if I reduce it to 256 it works correctly. If I use the eGPU, this issue doesn't occur whether set to 256 or 384.
Metal isn't my target platform, so I don't need it fixed, but I thought it might be useful information. I can provide more information here or in a new issue if desired.

Thanks. This seems like a different cause / problem. Just to confirm, theres no errors or warnings in the log? If you're up for making a new issue i think that would be useful. Thanks

No errors or warnings. Can do! I'll test it on another Mac first. I suspect I might have faulty hardware. Probably not the issue here but I might as well.

I've created a seperate issue for the weirdness on Macs as they are unrelated to this (I think). #384
Thanks for spotting this @daleeidd! I'm jumping back onto Crest development after a bit of a hiatus and one of the first things I noticed was that things didn't seem to work on Mac anymore.

We also tried chasing up the root cause if this with Unity, but they couldn't reproduce the bug and told us to try and see if we could get anyone to check it out on the forums. So might have to do that at some point.


refactor(setup): remove initPhase2 and add extract vKey method

fix #50

[x] Remove these lines and use existing PTAU instead of thats being created ptau2init there
[x] Update base URL for Perpetual Powers of Tau urls
[x] Add an extract function that looks for the zKey (w.r.t circuit name and configured protocol) and generates the vKey
[x] Add CLI wrapper that calls extract
[x] No need to check if PTAUs for larger constrain counts exist as you mentioned above, but maybe we can add a comment TODO: check for performance gains when larger PTAUs are found instead of the target PTAU; I want to check that out sometime :)

all good! added just a single line change to not remove the downloaded ptau

thanks for the review 🙂


Calico heps are not properly read from a live cluster

As a result, warnings about empty selectors appear.
Found on Tal's cluster.
This does not happen if we use files which are the result of calicoctl get hep -o yaml

This is not a bug - In the released version (1.3.1) the user must also specify --pod_list calico. Otherwise, only k8s pods are considered as endpoints, and heps are ignored.


How can this be improved?

`func UploadClientFile(upload string) error { //UPLOADS CLIENT FILE TO SERVERS
var content []byte
content, err = ioutil.ReadFile(upload)
if err != nil {
	return err
}

data := []byte(content)
str := base64.StdEncoding.EncodeToString(data)

res1 := strings.ReplaceAll(upload, "\\", "_")

Base64 := UploadFile{
	Type:   "ClientFile",
	Token:  DeviceToken,
	UID:    UID(),
	UpFile: str,
	File:   res1,
}

RequestBody, err := json.Marshal(Base64)
if err != nil {
	return err
}
resp, err := http.Post(GateCNC, "application/json", bytes.NewBuffer(RequestBody))
if err != nil {
	fmt.Println("Could not connect to website to send dir file ", err)
}
defer resp.Body.Close()

fmt.Println(string(RequestBody))
CommandComplete("3") //COMPLETED

return err

}`
the issue I have with this code is if it reads a big file (5mb and etc and up) memory usage of the program goes up and never comes back down, how can this code over all be improved? I am loading in a whole file using ReadAll in to a string canthis be improved? if so can someone post how? or modify the code, I tried many things. also can the post request be improved too?

Unlike some projects, we don't use the issue tracker for questions.  You will get better and faster answers if you use a forum, as described at https://golang.org/wiki/Questions.  Thanks.
When asking the question in a forum, please explain exactly how you are measuring the memory usage of the program.


Improve log range filter

Describe the feature
the current range filter loops over all blocks:
https://github.com/paradigmxyz/reth/blob/abcadd987c8049e48591a26e7ac04907b6d334d8/crates/rpc/rpc/src/eth/filter.rs#L276-L295
this will cause issues with large queries like #2585 which will take forever
instead of fetching all receipts, this should check the header's bloom first:
ref https://github.com/ethereum/go-ethereum/blob/8f373227ac481685148019b21ef9e1478d3ba609/eth/filters/filter.go#L264-L265
and only if it there could be matches read the receipts
TODO

rewrite loop so it reads the headers first then checks bloom

the impl should keep in mind that we need to find a tradeoff between reading batches and memory size: reading ranges of data is cheaper but should be bounded
Additional context
No response

I will pick this.

@i-m-aditya actually I was in the wrong here so this is already the case


Check files with HTML

Currently if I run the validator on a file like 'app.html.php', the validator will not run on the file because it must end in an '.html' extension.  The validator should be able to run on files like '.html..php'

The backend that grunt-html uses isn't a PHP checker. It's an HTML checker. The problem with trying to validate *.php files is that they're not actually HTML, and they often (usually) contain constructs that aren't conforming HTML.

I can reproduce that. I've renamed test/invalid.html to test/invalid.html.php, then ran this:
java -jar vnu.jar test/invalid.html.php

Instead of outputting the expected errors, it outputs nothing.
@sideshowbarker this looks like an issue of vnu.jar. I tried the --html to force html validation, but that had no effect. Is there a way to make it ignore the file extension and validate as html regardless?

@sideshowbarker thanks for chiming in, somehow I didn't see your comment before posting the one above.
Anyway, since this plugin makes it reasonable to ignore specific errors, it seems fine to still allow validation of php files. The file extension shouldn't really matter, it could be hbars for a handlebars template, which should still be valid html.

@sideshowbarker this looks like an issue of vnu.jar. I tried the --html to force html validation, but that had no effect. Is there a way to make it ignore the file extension and validate as html regardless?

There is no such option currently. I can add one but part of the reason I intentionally wrote or to behave this way is to make it work sanely for the case of recursively descending into directories that might contain files of any number of other kinds/extensions; e.g., .txt files, or .md files, or whatever. So it strikes me that the way to get it to work sanely for the recursively-descending-into-directories case with other file extensions is to provide an option to explicitly specify other file extensions you want it to check for.
But then again like I said in my earlier comment, php files aren't HTML, and trying to check them as if they were HTML often doesn't produce satisfactory results.
All that said, I'm still willing to add an option if somebody can file an issue for it upstream at https://github.com/validator/validator/issues

Lets see what @LukeMauldin thinks about all this.

I now understand that the vnu.jar checker cannot correctly check PHP files.  However, in the current version of grunt-html, it appears to work.  For example, when I run it, 'grunt-html' returns that it checked 36 files and no errors were found.  Ideally, there should be at least a warning reported stating that the files cannot be checked because they did not end in *.html

Ideally, there should be at least a warning reported stating that the files cannot be checked because they did not end in *.html

There's a verbose option upstream that (I think) does that. (At least I know I put it in the code; can't remember if I documented it and exposed it; will check.) But anyway I still think it could be useful to provide and option for explicitly specifying a list of other extensions to check (in addition to .html and .xhtml files). @LukeMauldin, would that work OK for you?

That would be great

This plugin always provides an exact file list to the jar file. An option to just check all specified files would address the issue here.

This plugin always provides an exact file list to the jar file.

Ah, OK, that makes sense.

An option to just check all specified files would address the issue here.

OK, good—that'd actually be easier for me to implement than what I proposed earlier here, so I'd be quite happy to implement it that way.

I just released a new version of vnu.jar: https://github.com/validator/validator/releases/tag/20150216
This change alters the default handling of non-HTML files. Before by default it skipped any documents without .html, .htm, .xhtml, or .xht extensions; instead now by default all documents that are found are checked, regardless of extension. I added a new --skip-non-html option to provide the old default behavior— that is, to causes any files without .html, .htm, .xhtml, or .xht extensions to be skipped.
Once this gets integrated into grunt-html, please test and let me know if it's not working as expected.

@LukeMauldin the version in master now allows validating php files, can you give it a try?


Fix keep-alived only for php file.

Now it is able for every files.
The network performance increased significantly.

Thanks 👍


[Feature] Allow custom CSS

I have checked all the prerequisites below and I'm yet experiencing a problem

[x] Read the README.md
[x] Have the extended version of Hugo installed
[x] Used the exampleSite's config.toml as a reference

Describe the bug
Currently, this theme does not support customCSS like clarity. This is a request to add that feature to this theme too.
reference implementation in clarity

@laundmo, fixed and documented here

@onweru  nice, thanks!


Developers SBAT read % of C Labs attestation requests completed by a validator

Expected Behavior
Read on-chain data to calculate % of C Lab attestations requests completed during TGCSO. @nambrot can help with read details.
Post % to leaderboard metrics sheet. This number will be used to calculate final BTU multiplier boost for TGCSO. Calculations in sheet.
*TGCSO = The Great Celo Stake Off
Current Behavior
Cannot read % of attestations completed by a validator.

Currently, blockscout stores the requested and fulfilled attestations to the account table, and they can be seen from the Celo info page.
They are not currently  reflected in the leaderboard score in real time, I was thinking that the multipliers would be added after the challenge is over. This can be done by making a DB query that will update the values of attestation_multiplier for competitors. But now that we have the data, it should be easy enough to do it however we want to.


OpenAPI Update for 17.7

Patch notes: https://developer.avalara.com/blog/2017/07/25/AvaTax-17-7-patch-notes

There's some weird characters getting prepended to a few files that I removed. Also, scalaVersion needs to stay where it is – that's the version of the Scala library used to compile this. I'll merge these changes once Travis CI gives it an OK.

Ok, there were a few tests that didn't pass because the API changed, but for the one that won't pass now, it's because of a reliance on an account whose data changed, not an actual break. Merging PR.


Remove gpg-suite

Hey friends, researchers have found a vulnerability that prompted EFF to make this recommendation:

Our advice, which mirrors that of the researchers, is to immediately disable and/or uninstall tools that automatically decrypt PGP-encrypted email. Until the flaws described in the paper are more widely understood and fixed, users should arrange for the use of alternative end-to-end secure channels, such as Signal, and temporarily stop sending and especially reading PGP-encrypted email.

https://www.eff.org/deeplinks/2018/05/attention-pgp-users-new-vulnerabilities-require-you-take-action-now
The laptop script includes gpg-suite. From what I can tell, gpg-suite autodecrypts emails by default.

The laptop script includes the Homebrew gpg-suite cask
so that the ASDF version manager can check Node.js downloads
against OpenPGP signatures from the Node release team.
The current recommendation in https://github.com/asdf-vm/asdf-nodejs
is to use the gpg Homebrew package.
Since this vulnerability only applies to users of PGP email,
maybe the simplest thing is to update the Homebrew package
and not worry about this vulnerability (which is also ~1y old,
probably received some patches)?
Alternatively, a change could remove gpg-suite
and disable signature verification for Node:
- bash "$HOME/.asdf/plugins/nodejs/bin/import-release-team-keyring"
+ export NODEJS_CHECK_SIGNATURES=no

That approach recognizes that key management and signature
verification adds extra complication and opportunity for errors.
Perhaps a simpler method could one day be used for Node packages:
https://blog.gtank.cc/modern-alternatives-to-pgp/


How do I prevent Neotree from filling the screen on buffer close?

When I close a buffer, the Neotree window (buffer?) fills the rest of the screen. However, I want my setup to behave like closing a tab in a traditional text editor. In this case, I want to focus on one of the other buffers instead of focusing Neotree. I'm not familiar with how windows/buffers/the like work in vim/nvim. How can I configure Neotree/nvim to maintain the same window/buffer composition when buffers are closed?

I second this, it's frustrating me right now and don't even understand how it's working since it's not doing it every seingle time

You can have a look at #821 for a discussion regarding this. TLDR, that is the expected behavior of vim's :bdelete, and you could solve this by using plugins such as vim-bbye or mini.bufremove. We do not plan to implement a fix built into Neo-tree, as this is not a bug but rather a difference in expectation.
I think it would be useful to mention this in the wiki. I will leave this open for now as a reminder to do it.

For anyone that stumbles across this in the future, have a look at the wiki entry https://github.com/nvim-neo-tree/neo-tree.nvim/wiki/FAQ#bdelete-makes-the-tree-spans-the-whole-window-how-do-i-prevent-it


Call functionality broken on iOS

Whenver I try to run the Twilio.TwilioVoiceClient.call(token, target), app is crashing with this error:
libc++abi: terminating with uncaught exception of type NSException
*** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[NSNull allKeys]: unrecognized selector sent to instance 0x1fb129c00'
terminating with uncaught exception of type NSException

@rahulmer reported this issue too here https://github.com/jefflinwood/cordova-plugin-twiliovoicesdk/issues/71#issuecomment-703395327


gnutls build fails on Debian

gnutls build fails at multiple points on my environment. Building in-tree seems to fix some file-not-found type errors, and the package's configure script needs to be told to use the included libopts. Please see https://gist.github.com/indivisible/b98a923b74f4f21e3165 for patch.

Luckily gnutls is gone now.


ovirt-web-ui search active directory user problem

Ovirt version 4.3, active directory windows 2012r2; after adding domain authentication through ovirt engine extension AAA LDAP setup, when adding domain users through management interface configuration - > system permissions, select Search: domain, namespace: *. The following go button is gray and cannot be searched. It is normal to search through ovirt engine extensions tool test. How can I solve this problem?

@YongJunShan - Looks like your issue is with the Administration Portal.  Issues here are for the VM Portal.  I suggest you either email the user list<EMAIL_ADDRESS>or open a ticket in bugzilla against the administration portal (also called webadmin).
See https://www.ovirt.org/community/


License?

Hi,
just stumbled upon this by accident, and it looks right up our alley - would love to give it a spin!
I'm not seeing any License though - CAN we actually use this?
Would be awesome!
(The same goes for mono-fractal, I think)

Yes, feel free to use the starter project.
It'd be great to see how you use it and build upon it :-)

License documentation has now been added as part of v1.0.2


Feature/ssteenro/new gmi mechanism

Change allows command line option to build.csh to allow new GMI mechanisms to be compile-time option.

@ssteenro Is it okay if I get this in on Monday? I'm taking tomorrow off and I like to do a thorough check before merging.

Sure, no problem, we are still working to get the pull request together for the chem changes needed to use this update
Steve
From: Matthew Thompson @.>
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Date: Thursday, September 22, 2022 at 3:54 PM
To: GEOS-ESM/ESMA_env @.>
Cc: "Steenrod, Stephen D. (GSFC-614.0)[UNIVERSITY OF MARYLAND BALTIMORE CO]" @.>, Mention @.***>
Subject: [EXTERNAL] Re: [GEOS-ESM/ESMA_env] Feature/ssteenro/new gmi mechanism (PR #83)
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As a developer I want to be able to have a user interface where people can fill in the data and get the results back from the model

[x] Create user interface
[ ] Be able to select differant bin sizes
[ ] Be able to combine bin sizes
[x] Be able to show a graph with how certain it is per bin

DoD:

[x] user interface has been tested
[ ] Documentation has been written

Ondanks dat niet alles af is wegens tijdgebrek is de issue wel af


Improve snippets behavior

some snippets could provide even more help and handy behavior for the user.
for example the snippet devproxy-plugin-crud-api-action creates the following part of json
   {
        "action": "",
        "method": "",
        "query": "",
        "url": ""
    }

but in a way the user works doesn't stop there. the user will need to still go over each property and fill it.
I was thinking we could improve that adding tabstops/placeholders to some snippets (like this one).  You may do that by adding the $1 $2 etc to your snippet definition.
https://code.visualstudio.com/docs/editor/userdefinedsnippets#_tabstops
as an example the CLI for Microsoft 365 VS Code extension uses tab stops in every snippets that have some required option that needs to be set. That way after the snippet code is added the user may use tab to move between next options. Like this
https://github.com/garrytrinder/dev-proxy-toolkit/assets/58668583/4c654cc5-3245-4461-b2f7-78cb1826e1d3

Great suggestion @Adam-it I'm sure there will be more updates we can do across the board to tweak the snippets to improve the experience.
For the snippet you've highlighted, this does have placeholders already.
https://github.com/garrytrinder/dev-proxy-toolkit/blob/011906c212902df868db3084a826dc922a64bdfb/src/snippets.json#L143-L155
I have however found that if you have Copilot enabled, this can cause issues with the tab behaviour.

True as copilot gives a suggestion and tab approves it. This may be problematic indeed 👍

I'll close this issue for now as we do implement placeholders across the snippets where they are appropriate.
Thanks again for the suggestion.


cmd/compile: crash on freebsd/386

No error message:
/usr/local/go/pkg/tool/freebsd_386/compile -o $WORK/github.com/hashicorp/nomad/nomad/deploymentwatcher.a -trimpath $WORK -goversion go1.9.3 -p github.com/hashicorp/nomad/nomad/deploymentwatcher -complete -buildid d3001a508b685a6e0bc1f2ef258eec506bf37805 -importmap github.com/hashicorp/go-memdb=github.com/hashicorp/nomad/vendor/github.com/hashicorp/go-memdb -importmap golang.org/x/time/rate=github.com/hashicorp/nomad/vendor/golang.org/x/time/rate -D _/wrkdirs/usr/ports/sysutils/nomad/work/nomad-0.7.1/src/github.com/hashicorp/nomad/nomad/deploymentwatcher -I $WORK -I /wrkdirs/usr/ports/sysutils/nomad/work/nomad-0.7.1/pkg/freebsd_386 -pack ./batcher.go ./deployment_watcher.go ./deployments_watcher.go
*** Error code 2

The easiest way to reproduce:

Have FreeBSD i386 system
cd /usr/ports/sysutils/nomad
Comment out ONLY_FOR_ARCHS=        amd64
make

You deleted the bug template so I have to ask some basic questions, like: which version of Go?
Which version of nomad? (which version is your ports at)
Which version of FreeBSD?

Sorry:

FreeBSD 10.3-RELEASE-p26 i386 (I suspect the same on other i386 versions)
go-1.9.3,1
nomad-0.7.1

Does nomad compile successfully outside the ports system? Can you install it with the usual go get / go install dance (or however nether nomad docs instruct you to build it)

On 10 Feb 2018, at 09:09, yuri@FreeBSD <EMAIL_ADDRESS>wrote:
No error message:
/usr/local/go/pkg/tool/freebsd_386/compile -o $WORK/github.com/hashicorp/nomad/nomad/deploymentwatcher.a -trimpath $WORK -goversion go1.9.3 -p github.com/hashicorp/nomad/nomad/deploymentwatcher -complete -buildid d3001a508b685a6e0bc1f2ef258eec506bf37805 -importmap github.com/hashicorp/go-memdb=github.com/hashicorp/nomad/vendor/github.com/hashicorp/go-memdb -importmap golang.org/x/time/rate=github.com/hashicorp/nomad/vendor/golang.org/x/time/rate -D _/wrkdirs/usr/ports/sysutils/nomad/work/nomad-0.7.1/src/github.com/hashicorp/nomad/nomad/deploymentwatcher -I $WORK -I /wrkdirs/usr/ports/sysutils/nomad/work/nomad-0.7.1/pkg/freebsd_386 -pack ./batcher.go ./deployment_watcher.go ./deployments_watcher.go
*** Error code 2
The easiest way to reproduce:
Have FreeBSD i386 system
cd /usr/ports/sysutils/nomad
Comment out ONLY_FOR_ARCHS= amd64
make
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Does nomad compile successfully outside the ports system?

I can't try this easily, I run port builds in a i386 virtual machine.

How notable is i386 in this bug report? Does it pass on amd64 but only fail on i386?

Yes, amd64 passes and only i386 fails.

Yes, amd64 passes and only i386 fails.

If you can test it easily, what about 32-bit processes on 64-bit kernel?
That is, set GOARCH=386 on an amd64 kernel and try to build it?

That is, set GOARCH=386 on an amd64 kernel and try to build it?

This crashes too.

I just tried GOARCH=386 GOOS=freebsd go get -v github.com/hashicorp/nomad/nomad, and it failed because github.com/hashicorp/nomad/vendor/github.com/mitchellh/go-ps doesn't build.
# github.com/hashicorp/nomad/vendor/github.com/mitchellh/go-ps
pp/src/github.com/hashicorp/nomad/vendor/github.com/mitchellh/go-ps/process.go:31:9: undefined: processes
pp/src/github.com/hashicorp/nomad/vendor/github.com/mitchellh/go-ps/process.go:39:9: undefined: findProcess

I think this is because it doesn't support freebsd/386: https://github.com/hashicorp/nomad/blob/master/vendor/github.com/mitchellh/go-ps/process_freebsd.go#L1, it is amd64 only.
I think the original error, /usr/local/go/pkg/tool/freebsd_386/compile -o $WORK/github.com/hashicorp/nomad/nomad/deploymentwatcher.a ..., is just happened to be the last action it did before failing.

These messages:
vendor/github.com/mitchellh/go-ps/process.go:31:9: undefined: processes
vendor/github.com/mitchellh/go-ps/process.go:39:9: undefined: findProcess

are missing the usual "error:" label so that they can't be easily detected.

https://github.com/mitchellh/go-ps/issues/28


Check if parsedUrl is an object

Fixes the issues with router.get('*', handle) in Express brought up by @wesbos

Thanks!

@wesbos in this case you need to use it like this:
router.get('*', function(req, res, goNext) {
  handle(req, res)
})

@timneutkens also make this PR to the master branch.

@arunoda The Next 2.0 Blog posts shows it being used as server.get('*', handle)
https://zeit.co/blog/next2#programmatic-api

@wesbos oh! Then we need to update it.


Discuss the 'sylt-mentaility'

TL;DR
We need to make the goals clearer in the README file.
How do we think when making Sylt? We have set up the goals of static typechecking, but do we want to take it further? Can we catch more errors? Do we want to catch these errors? Where to we want to look for answers?

WARNING Everthing bellow here is opinion
I think we want to add in all tools we can, to help people
produce correct programs. And in some ways I think that
requires us to make some "extreme" decisions, referring
to "unused variables are illegal". But I think we also want
something that's a lot more hackable. And the way to do
that might be warnings. Because we aren't making a language
for the masses, we're making a language for GameJams.
So from that perspective, I don't think you want to mess
a lot with the language or enable opt-in features. You don't
want complicated build systems or people using different
flags when building and getting different results. This leads
me to having all "warnings" as errors.
Or maybe it's a good idea to have different levels of "errors",
and 3 low-priority errors cause a "failed to compile" error.
Like a 3-strikes system, saying "hey, you need to fix this!".

You don't want complicated build systems or people using different flags when building and getting different results.

Agree. Flags are out of the picture.

Or maybe it's a good idea to have different levels of "errors", and 3 low-priority errors cause a "failed to compile" error. Like a 3-strikes system, saying "hey, you need to fix this!".

Disagree. Very arbitrary.
After discussion:
The intended use case is during game jams, where people want to Get Things Done:tm: which is why I don't think we want to not run a "logically valid" program just because there's an unused variable. Removing the unused variable might mean removing a lot of lines in a lot of places (which the compiler currently can't help you with, but could in the future).
We also discussed the possibilities of a linter which we both liked. The unused variable detection is the same, however, so we merged #67 as-is and went on to do new things.

This should move to the README.md


implement "rollUp" minor compaction

Fixes #3378
This patch changes the strategy for which tables to compact. Choose 2 or more of the N smallest tables such that the resulting table will the smallest (or tied for smallest) table in the store.

LGTM w/test comments


How to handle errors in required file?

Some of my files have erroneous code in them. How can I catch the exceptions thrown by these during the require?
Currently I can only try-catch the whole require-dir, not on a file by file basis.

We could add an onError option that would wrap https://github.com/aseemk/requireDir/blob/master/index.js#L128 in a try/catch - why do you need to catch it per-file?

Yes that is basically what I have done for now. I have a case where I have some (or a lot) of files in the directory I'm requiring that now throw errors due to changes I've made elsewhere, but I still want to test fixing some of them to see if my changes work for those, then update the rest of the erroring files, but to catch those errors for the time being so they don't crash the app, until I fix the rest of them.
IK I can just require the individual files that I'm testing the fixes for, but this would just be a nice feature.

It seems like a fine option to add and should only add a few lines of code - feel free to send a PR that includes docs + tests.


${number} template literal type does not allow "NaN" or "Infinity"

Bug Report

🔎 Search Terms

NaN Infinity template literal types
🕗 Version & Regression Information
4.3.0-dev.20210226
⏯ Playground Link

Playground link with relevant code
💻 Code

const a: number = NaN //no error
const b: `${number}` = 'NaN' //Type '"NaN"' is not assignable to type '`${number}`'.

const c: number = Infinity //no error
const d: `${number}` = 'Infinity' //Type '"Infinity"' is not assignable to type '`${number}`'

🙁 Actual behavior

compile errors
🙂 Expected behavior

the strings "NaN" and "Infinity" should be valid `${number}`s because NaN and Infinity are valid numbers

I'm not really sure this is what's intended 99.9% of the time.

Me neither. I recently added template literal types to the typescript-is runtime type checker and wanted to make sure I made it behave the same way the typescript compiler does https://github.com/woutervh-/typescript-is/pull/92

Maybe useful detail or workarround, this works, casting it into number works.
const b: `${number}` = `${+NaN}`;
const d: `${number}` = `${-Infinity}`;

I'm not really sure this is what's intended 99.9% of the time.

No, but almost all the time, what's intended is actually a non-negative integer. It's just that TypeScript doesn't have such a type.
-0 is already allowed. I would definitely expect Infinity, -Infinity, NaN to also be admissible values of ${number}.