PooledByteBufAllocatorTest.testConcurrentUsage test failure

I have seen this from 2 PRs with unrelated changes thus far.
https://garage.netty.io/teamcity/viewLog.html?buildId=5167&buildTypeId=pulls_netty&guest=1
[13:07:48][io.netty:netty-buffer] Running io.netty.buffer.PooledByteBufAllocatorTest
[13:07:48][io.netty:netty-buffer] 13:07:48.432ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.numHeapArenas: 16
[13:07:48][io.netty:netty-buffer] 13:07:48.433ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.numDirectArenas: 16
[13:07:48][io.netty:netty-buffer] 13:07:48.433ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.pageSize: 8192
[13:07:48][io.netty:netty-buffer] 13:07:48.433ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.maxOrder: 11
[13:07:48][io.netty:netty-buffer] 13:07:48.433ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.chunkSize: 16777216
[13:07:48][io.netty:netty-buffer] 13:07:48.433ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.tinyCacheSize: 512
[13:07:48][io.netty:netty-buffer] 13:07:48.433ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.smallCacheSize: 256
[13:07:48][io.netty:netty-buffer] 13:07:48.434ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.normalCacheSize: 64
[13:07:48][io.netty:netty-buffer] 13:07:48.434ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.maxCachedBufferCapacity: 32768
[13:07:48][io.netty:netty-buffer] 13:07:48.434ain] DEBUG i.n.buffer.PooledByteBufAllocator - -Dio.netty.allocator.cacheTrimInterval: 8192
[13:07:48][io.netty:netty-buffer] 13:07:48.629 [Thread-172] DEBUG io.netty.util.Recycler - -Dio.netty.recycler.maxCapacity.default: 262144
[13:10:19][io.netty:netty-buffer] Tests run: 1, Failures: 0, Errors: 1, Skipped: 0, Time elapsed: 150.497 sec <<< FAILURE! - in io.netty.buffer.PooledByteBufAllocatorTest
[13:10:19][io.netty:netty-buffer] testConcurrentUsage(io.netty.buffer.PooledByteBufAllocatorTest)  Time elapsed: 150.462 sec  <<< ERROR!
[13:10:19][io.netty:netty-buffer] java.lang.OutOfMemoryError: unable to create new native thread
[13:10:19][io.netty:netty-buffer] 	at java.lang.Thread.start0(Native Method)
[13:10:19][io.netty:netty-buffer] 	at java.lang.Thread.start(Thread.java:714)
[13:10:19][io.netty:netty-buffer] 	at io.netty.buffer.PooledByteBufAllocatorTest.testConcurrentUsage(PooledByteBufAllocatorTest.java:50)
[13:10:19][io.netty:netty-buffer]
[13:10:19][io.netty:netty-buffer] Running io.netty.buffer.ByteBufProcessorTest
[13:10:19][io.netty:netty-buffer] Tests run: 2, Failures: 0, Errors: 0, Skipped: 0, Time elapsed: 0.001 sec - in io.netty.buffer.ByteBufProcessorTest
[13:10:19][io.netty:netty-buffer] Running io.netty.buffer.ReadOnlyUnsafeDirectByteBufferBufTest
[13:10:19][io.netty:netty-buffer] Tests run: 17, Failures: 0, Errors: 0, Skipped: 0, Time elapsed: 0.015 sec - in io.netty.buffer.ReadOnlyUnsafeDirectByteBufferBufTest
[13:10:19][io.netty:netty-buffer] Running io.netty.buffer.DefaultByteBufHolderTest
[13:10:19][io.netty:netty-buffer] Tests run: 1, Failures: 0, Errors: 0, Skipped: 0, Time elapsed: 0 sec - in io.netty.buffer.DefaultByteBufHolderTest
[13:10:19][io.netty:netty-buffer] Running io.netty.buffer.UnsafeByteBufUtilTest
[13:10:19][io.netty:netty-buffer] Tests run: 1, Failures: 0, Errors: 0, Skipped: 0, Time elapsed: 0 sec - in io.netty.buffer.UnsafeByteBufUtilTest
[13:10:19][io.netty:netty-buffer] Running io.netty.buffer.BigEndianCompositeByteBufTest
[13:10:19][io.netty:netty-buffer] io.netty.buffer.PooledByteBufAllocatorTest
[13:10:19][io.netty.buffer.PooledByteBufAllocatorTest] testConcurrentUsage
[13:10:19][testConcurrentUsage] java.lang.OutOfMemoryError: unable to create new native thread
[13:10:19]
[testConcurrentUsage] java.lang.OutOfMemoryError: unable to create new native thread
	at java.lang.Thread.start0(Native Method)
	at java.lang.Thread.start(Thread.java:714)
	at io.netty.buffer.PooledByteBufAllocatorTest.testConcurrentUsage(PooledByteBufAllocatorTest.java:50)

I wonder if this failure is simply due to the CI machine is out of memory temporarily. As you know, there's a chance of running 3+ builds in a single CI machine in our configuration.

@trustin yeah I guess so... maybe we want to disable the test for now as it is super heavy ?

@normanmaurer Perhaps we should just reduce the number of concurrent jobs on the machine? If this keeps happening we might have to investigate further. We lose the chance of doing so by just ignoring it.

to 2 ?

We currently have 3 containers in the machine and TeamCity just thinks we have 3 machines. I wonder if we can tell TeamCity that they are actually a same machine and jobs should not run concurrently. Didn't have time to take a close look..

Yeah, let's start from reducing to 2.

@trustin can you do as I can not find it :/

@normanmaurer will try today. :-)

@trustin thanks for taking care!

Configured so that more than two concurrent builds cannot run. However, we will need more sophisticated mechanism to utilize the machines more efficiently. Asked a question to Jetbrains:
https://teamcity-support.jetbrains.com/hc/en-us/community/posts/206403679-Restricting-concurrent-builds-between-multiple-agents
We currently just use a global shared resource, as described here:
https://confluence.jetbrains.com/display/TCD9/Shared+Resources#SharedResources-UsingSharedResourcesinBuildConfigurations

@trustin - I'll assign to you for now since you took some action regarding this issue ... feel free to close if you feel the CI changes addressed the failures.

We don't see the CI failures related with this anymore. TeamCity shared resource seems to work. However, it seems like there's no perfect solution to our setup, according to the response from JetBrains.


support to zephyr RTOS

I have managed to port the example to use on Zephyr   RTOS on STM32L4 - Cortex M4 MCU.   I would like to add it to the codebase. Is it interested, anyone?

我已经成功地将示例移植到Zephyr上使用 STM32 L4- Cortex M4 MCU上的RTOS。 我想把它添加到代码库中。有人感兴趣吗？

yes.


Add netstandard2.0 target

Adds netstandard2.0 to net45 target
Also updates Akka.NET to 1.3.10
closes #39

 Thank you for your submission, we really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

@mikebridge the build system probably needs to be upgraded to support compiling .NET Standard projects, based on the dump in the build server here. I'm in the midst of upgrading Petabridge's dotnet new templates to support .NET Core 2.1 out of the box. Those templates ship with a stock a build system that should be able to handle this fine. I'll plan on bringing that over into this project and that should solve the compilation problem.

Superseded by  https://github.com/petabridge/akka-monitoring/pull/43


Consistency between Chameleos forms

Weaknesses weren't the same between forms. Should be the same since they have the same weaknesses.
Fire was moved to the front since it's more weak to that. Source:

Oops, made this a draft by accident.


The autopipelining reduce the performance by 30% in our benchmark.

We setup a project to test the performance of autopipelining, but found that it reduce the performance by 30%.

We found when increase the number of commands in one test loop,  the performance increased.  If you only run one command in one event loop , the performance of using autopipelining is slower. But if you run more commands in one event loop, the performance increase.

@yunnysunny Why did you close this? Were your findings incorrect or did you just not see this issue as being relevant? Interested to know as I'm also seeing poor performance while using auto-pipelining.


west fails with custom manifest

Describe the bug
West fails on newer upstream using a custom west.yml, which built fine on v2.3.0.
It's hard to give exact reproduction recipe because I can't share the manifest currently. But the problem is essentially in scripts/zephyr_module.py:
    if args.modules is None:
        # West is imported here, as it is optional
        # (and thus maybe not installed)
        # if user is providing a specific modules list.
        from west.manifest import Manifest
        from west.util import WestNotFound
        try:
            manifest = Manifest.from_file()
            projects = [p.posixpath for p in manifest.get_projects([])]
            # ^--- this line

so get_projects([]) manages to fetch the correct projects, but for whatever reason an additional None is prepended here, which it wasn't before. The fix was easy:
            projects = [p.posixpath for p in manifest.get_projects([])
                        if p.posixpath]

but I don't know if it's strictly "correct" as far as fixes go.

https://github.com/zephyrproject-rtos/zephyr/pull/29196

Does this reproduce with west master?

This was fixed in west 0.8. See https://github.com/zephyrproject-rtos/zephyr/pull/29196#issuecomment-709552722 for details.


Question : Do you consider adding operator overloading to Jakt?

I am looking for a new language that woulld be a replacement for Fortran for scientific computing.
I have considered : Nim, V, Crystal, Odin, Julia, Go, Swift, but they all have their own quirks and issues.
Therefore, I was wondering if you plan to implement operator overloading in Jakt.

There have been talks about how to exactly go about it, but I think there's some level of agreement that operator overloading is a desirable feature. The how, as said, is still an open question. I myself advocate for "magic interface"-based overloading (e.g. Rust), but that's not a consensus.

Please direct questions to Discord.


Add information about remote access and scripts

Description
Add information about remote access and scripts to avoid learning this lesson a 3rd time in the future.
Testing

[N/A] Passes unit tests (doc-only update)
[x] Functional testing

Built the docs locally with no warnings. They look fine:

Was the error that @johnny1up reported "<class
'ipyparallel.error.TimeoutError'>"  somewhat reproducible?  Or does the
"main" strategy result in a variety of errors that can look like
credentialing / login errors to the chimchim telemetry server?  I'm trying
to figure out what search terms are going to get me to the right section in
the documentation.
Sticking it in my email for now with this reply...
On Thu, Apr 8, 2021 at 5:30 PM Tom Aldcroft @.***>
wrote:

Description
Add information about remote access and scripts to avoid learning this
lesson a 3rd time in the future.
Testing

[N/A] Passes unit tests (doc-only update)
Functional testing

Built the docs locally with no warnings. They look fine:
[image: image]
https://user-images.githubusercontent.com/348089/114098879-fbf7d300-988f-11eb-9562-fd56b4574490.png
You can view, comment on, or merge this pull request online at:
https://github.com/sot/eng_archive/pull/220
Commit Summary

Add information about remote access and scripts

File Changes

M docs/fetch_tutorial.rst
https://github.com/sot/eng_archive/pull/220/files#diff-b469d7ad5945e075345397644e90144a718790a587317d8b786fdceea2aab580
(39)

Patch Links:

https://github.com/sot/eng_archive/pull/220.patch
https://github.com/sot/eng_archive/pull/220.diff

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.

I think I saw that error.


Hard path in predict_residues.py script

Hi, first of all, thanks for sharing it and for the novel approach. I am really excited to use it!
I installed the program following the instructions from here: and can't run it. I saw it was forked from this repo and thought I would raise an issue here.
It seems there is a hard path encoded in the predict_residues.py script here: https://github.com/oxpig/binding-sites/blob/61a298ebe87dedb2e38b39d9e951343e04a82efe/src/predict_residues.py#L30. Think it is loading the ESM model.
This is the traceback of the error I get:
Traceback (most recent call last):
  File "~/binding-sites/src/predict_residues.py", line 30, in <module>
    model, alphabet = esm.pretrained.load_model_and_alphabet_local('/Users/tyt15771/.cache/torch/hub/checkpoints/esm_if1_gvp4_t16_142M_UR50.pt')
  File "~/esm/pretrained.py", line 70, in load_model_and_alphabet_local
    model_data = torch.load(str(model_location), map_location="cpu")
  File "~/torch/serialization.py", line 998, in load
    with _open_file_like(f, 'rb') as opened_file:
  File "~torch/serialization.py", line 445, in _open_file_like
    return _open_file(name_or_buffer, mode)
  File "~/torch/serialization.py", line 426, in __init__
    super().__init__(open(name, mode))
FileNotFoundError: [Errno 2] No such file or directory: '/Users/tyt15771/.cache/torch/hub/checkpoints/esm_if1_gvp4_t16_142M_UR50.pt'

Could you help with this? Perhaps just providing that file would fix it?
Thanks!

I think I found it and this is the file, is it not? https://dl.fbaipublicfiles.com/fair-esm/models/esm_if1_gvp4_t16_142M_UR50.pt. I found it on their GitHub repository: https://github.com/facebookresearch/esm?tab=readme-ov-file.

Thank you for finding this mistake! I've now updated the script to allow download of the model from the script :)


Firebase Android Codelab step 12

From @krzysiekbielicki on December 15, 2016 11:46
There is no information that user will not be taken to app install page unless app is published (which is not part of codelab).
Copied from original issue: firebase/friendlychat-web#129

Thanks for pointing that out @krzysiekbielicki


V2: Cannot return array as data from server

Hi there,
I'm trying out mozaik as I was after a React/Node.js alternative to smashing, it's looking good so far. I'm pretty familiar with webpack HMR, redux etc so I figured I'd have a go with v2.
I ran into a slightly surprising issue, which took a while to track down - API endpoints can't return arrays.
This seems to be because the state uses .merge on the API response into an immutable object - is there a reason this is merged rather than .set?

@glenjamin, sorry for the late reply, you're right, I'll use .setIn() instead, currently working on it.

Fixed with https://github.com/plouc/mozaik/commit/f098537fd43c5093a2c31270dfce09890934b383


Corrected props to spread syntax

Closes #1615
Description

Current behavior (updates)

New behavior

Is this a breaking change (Yes/No):

Additional Information

Thanks!


refactor: restructure model configuration and settings

Introduce new model configuration system with provider-specific settings
Add support for Ollama and OpenAI-compatible services
Reorganize model IDs to include provider prefix (e.g. openai/, anthropic/, groq/)
Update settings UI to show provider-specific configuration fields
Refactor LLM manager and providers to use new model configuration
Rename vector tables to match new model ID format
Add migration for vector table renaming
Model updates

Add claude-3.5-haiku option for apply model
Remove llama3-8b (Groq) option for apply model

When a user sets it to ollama or an OpenAI-compatible model but leaves options like base URL and model name empty, it would be good to handle and display specific error messages for these cases.


Add LICENSE

Hi there, I'd like to use your SimpleGraticule plugin, but I can't unless you attach a license to your project by putting a LICENSE file in your root directory.
If you don't have a strong opinion about what license to choose, you might consider using the one that Leaflet itself uses, the BSD 2-Clause (similar to MIT in that it's very simple and permissive):
https://github.com/Leaflet/Leaflet/blob/master/LICENSE
You'd just need to change the Copyright statements in the beginning to the appropriate name(s) and years.
Thank you for your consideration!

Hi:
I've added a BSD license identical to what Leaflet uses.  Thanks for making it so easy to do so with your succinct description of what to do.


Getting Connection Error

I'm trying to test EOSioJS but not able to start it getting the below error each time :(
{ FetchError: request to http://<IP_ADDRESS>:8888/v1/chain/get_info failed, reason: connect ECONNREFUSED <IP_ADDRESS>:8888
at ClientRequest. (/root/node_modules/eosjs/node_modules/eosjs-api/node_modules/isomorphic-fetch/node_modules/node-fetch/index.js:133:11)
at emitOne (events.js:116:13)
at ClientRequest.emit (events.js:211:7)
at Socket.socketErrorListener (_http_client.js:387:9)
at emitOne (events.js:116:13)
at Socket.emit (events.js:211:7)
at emitErrorNT (internal/streams/destroy.js:64:8)
at _combinedTickCallback (internal/process/next_tick.js:138:11)
at process._tickDomainCallback (internal/process/next_tick.js:218:9)
name: 'FetchError',
message: 'request to http://<IP_ADDRESS>:8888/v1/chain/get_info failed, reason: connect ECONNREFUSED <IP_ADDRESS>:8888',
type: 'system',
errno: 'ECONNREFUSED',
code: 'ECONNREFUSED' }

test with curl  http://<IP_ADDRESS>:8888/v1/chain/get_info  .. if that works, pass --access-control-allow-origin=* to nodeosd on the command line or enable the setting in config.ini..


UVI Request

--- UVI JSON ---
{
  "vendor_name": "Linux",
  "product_name": "Kernel",
  "product_version": "versions from  to before v5.10.44",
  "vulnerability_type": "unspecified",
  "affected_component": "unspecified",
  "attack_vector": "unspecified",
  "impact": "unspecified",
  "credit": "",
  "references": [
    "https://git.kernel.org/pub/scm/linux/kernel/git/stable/linux.git/commit/?id=31fe243a6376e81f69ffab3853c35a6c4f3be5fc"
  ],
  "extended_references": [
    {
      "type": "commit",
      "value": "31fe243a6376e81f69ffab3853c35a6c4f3be5fc",
      "note": "fixed"
    }
  ],
  "reporter": "joshbressers",
  "reporter_id": 1692786,
  "notes": "",
  "description": "btrfs: promote debugging asserts to full-fledged checks in validate_super\n\nThis is an automated ID intended to aid in discovery of potential security vulnerabilities. The actual impact and attack plausibility have not yet been proven.\nThis ID is fixed in Linux Kernel version v5.10.44 by commit 31fe243a6376e81f69ffab3853c35a6c4f3be5fc. For more details please see the references link."
}
--- UVI JSON ---

This issue has been assigned UVI-2021-1000951


Unexpected dsd in read_message

This is an error I receive
        # Instantiate reader
        reader = Reader()

        # Parse the message, using any provided or auto-queried DSD
        msg = reader.read_message(response_content,
>                                 dsd=dsd)
E       TypeError: read_message() got an unexpected keyword argument 'dsd'

../../../../../opt/miniconda3/envs/pmpx/lib/python3.7/site-packages/pandasdmx/api.py:423: TypeError

I think the problem is that BaseReader and json reader both do not expect "dsd" at all. Only xml reader has this dsd thing in the read_message method. This is kind of violation of inheritance principle from abstract - i.e. method definitions should be the same as abstract.
Although, you are always passing it in the api:

In this case I am querying OECD where I believe default format is json.

this is version 1.0.0

Thanks for spotting this. And strange it went unnoticed by the test Suite.
This should be fixed in the API, i.e. pass DSD only when SDMXML Reader is invoked.
PR for this?

To add:
Without a Code example I cannot fully analyze this bug. With this caveat:
In case 'DSD=None' causes the error, then the error condition should perhaps be relaxed. Only a non-None value passed as a DSD to the sdmxjson Reader may raise an error. In this case, the error would be in the Reader subpackage, rather than api.py.
Any views?

Well, I think the fundamental problem here is that you have a variable interface instead of a fixed one.
This is your base abstract class:

This is your json reader class:

This is your xml reader class:

So if you are using OO, then the purpose of the abstract method was to establish the fixed interface so any implementation can follow it - i.e. irrespective of implementation you use the same interface. If you redefine signature of your method then I believe it's a violation of OO principles, does not make much sense to use abstract class in the first place - i.e. python is very relaxed language and it's possible to do things like that while they are strictly banned in other OO-native languages.
Anyhow, it's just my 5 cents and please don't take it as a criticism (on the other hand, I really like this library and brings lot's of value!!!).
To replicate this behaviour you can do the following:

        request = sdmx.Request(source="OECD")

        resp = request.get(resource_id="DP_LIVE", resource_type="data", key="..TOT.USD_CAP.A", params={"startPeriod": 2010})

        return resp.to_pandas()

in the meantime i downgraded to 1.0.0b2 version and I call write method directly (as to_pandas not available there)

You can call writer.write function directly even in v1.0.0. Don't know
which write method you are referring to.
Anyway, this should be fixed.

Reply to this email directly or view it on GitHub:
https://github.com/dr-leo/pandaSDMX/issues/176#issuecomment-634140663

yeh i think tried 1.0.0 - unfortunately it still will fail as this code will be always executed i believe

v1.0.1 (on pypi, not yet conda-forge) fixes this.
On 27/05/2020, drqb<EMAIL_ADDRESS>wrote:

yeh i think tried 1.0.0 - unfortunately it still will fail as this code will
be always executed i believe
--
You are receiving this because you commented.
Reply to this email directly or view it on GitHub:
https://github.com/dr-leo/pandaSDMX/issues/176#issuecomment-634633486

wonderful, i just migrated to it and it seems to work smoothly! if i find anything, will report back to you. Really appreciate such a quick fix! many thanks


cannot run the demo metrics top_five_processes

Dear staffs,
I tried the demo metrics  following the guide several times,  but always get the below erro:
binz@binz1:~/perfetto$ ./trace_processor --run-metrics test/top_five_processes.sql example_android_trace_30s_1
[743.350] read_trace.cc:173       Failed to read any data using AIO. This is expected and not an error on WSL. Falling back to read()
[744.085] processor_shell.cc:1286 Trace loaded: 26.69 MB (36.2 MB/s)
Error stats for this trace:
name                                      idx                                   source                                    value

mismatched_sched_switch_tids             [NULL]                                   analysis                                                                       26
[744.102] processor_shell.cc:1353 Error when computing metrics: no such table: top_five_processes_output
the output table is already defined in sql file, but the error is still there.
Based on the guide,  there is no need to re-comple trace_prcesser to add the new metrics and proto?  I was confused about that.

No you definitely do not need to recompile trace processor. Please verify that your files look the same as this gist: https://gist.github.com/LalitMaganti/c221cf0cae17e298dfa82b118edf9080
I just tested this myself and it is working correctly so please double check on your side.

Thanks for your guick response,  i just tried it with the sql proto file you provided,  and i put them into one folder named 'test',  and then run below cmd:
./trace_processor --run-metrics test/top_five_processes.sql example_android_trace_30s_1
But it's strange that the error is still there...
[584.571] read_trace.cc:173       Failed to read any data using AIO. This is expected and not an error on WSL. Falling back to read()
[585.349] processor_shell.cc:1286 Trace loaded: 26.69 MB (34.1 MB/s)
Error stats for this trace:
name                                      idx                                   source                                    value

mismatched_sched_switch_tids             [NULL]                                   analysis                                                                       26
[585.367] processor_shell.cc:1353 Error when computing metrics: no such table: top_five_processes_output
I double check the env,  and run some default metric,  it works.  It's really strange that why only such new metric we added get failed...
./trace_processor --run-metrics android_surfaceflinger example_android_trace_30s_1
[923.525] read_trace.cc:173       Failed to read any data using AIO. This is expected and not an error on WSL. Falling back to read()
[924.325] processor_shell.cc:1286 Trace loaded: 26.69 MB (33.2 MB/s)
Error stats for this trace:
name                                      idx                                   source                                    value

mismatched_sched_switch_tids             [NULL]                                   analysis                                                                       26
android_surfaceflinger: {
missed_frames: 0
missed_hwc_frames: 0
missed_gpu_frames: 0
gpu_invocations: 0
}

Really cool.  Thanks a lot @LalitMaganti , i tested it from my side.  It now works.  Thanks a lot for the quick fix :)


[DevTools Docs Feedback]

I need instructions to attach the DevTool Console to the Office Word Add-in Task Panel to observe JavaScript console.log output.

Hi @ConwayMagee, to get help with this issue, I suggest opening an issue on the Office add-ins repo: https://github.com/OfficeDev/office-js-docs-pr
I'll go ahead and close this issue now. Thanks.


Sort by length

Is your feature request related to a problem? Please describe.
When annotating a large dataset, sorting by length can help speed up the process, especially when doing text classifications. Some short sentences are easier to spot.
Describe the solution you'd like
When annotating data manually, it would be great to sort results by text length.
Describe alternatives you've considered
None
Additional context

Hi @orasik , nice suggestions! We've been using this technique a lot but passing a generated metadata field which will then appear in the sort filter. Let me know if that could work for you. In any case we will think about making this available generally as we compute it as a metric

Thank you @dvsrepo, for the quick response!
I was just reading about the metadata and noticed it would add filters at the top. I will check this out today.
But for new comers like me, I think adding length by default as metadata will:

Help solve this issue without much work.
Make the new users aware of the metadata filters.

Your thoughts?

Fully agree @orasik , we'll discuss adding this with the team! Thanks again for the great feedback!


add ability to input multi social media

I added ability to input multi social media. Documentation in readme updated for how to use it.

Nice one. Thanks @samsonasik 👍


Ability to access the image rect for tiles

Problem to solve

Each tile in a tileset has an Image Rect property which doesn't seem to be accessible in tiled.dart. Getting access to that property would allow users to use tiles from Object layers to spawn in sprite based components.

Should I assign you to this?

Sure, I can try to fix this.


Issues running yarn run dev

Hello, I am trying to get the storybook up and running to view the components inside fo the /react folder but get the following error when running the dev command. Are there any special environment variables that I would need?
yarn run v1.22.19
$ start-storybook -p 6006
info @storybook/react v6.5.13
info
info => Loading presets
ℹ ｢wdm｣: wait until bundle finished:
node:internal/crypto/hash:71
  this[kHandle] = new _Hash(algorithm, xofLen);
                  ^

Error: error:0308010C:digital envelope routines::unsupported
    at new Hash (node:internal/crypto/hash:71:19)
    at Object.createHash (node:crypto:133:10)
    at module.exports (/Users/X/Desktop/projects/mesh/node_modules/webpack/lib/util/createHash.js:135:53)
    at NormalModule._initBuildHash (/Users/X/Desktop/projects/mesh/node_modules/webpack/lib/NormalModule.js:417:16)
    at handleParseError (/Users/X/Desktop/projects/mesh/node_modules/webpack/lib/NormalModule.js:471:10)
    at /Users/X/Desktop/projects/mesh/node_modules/webpack/lib/NormalModule.js:503:5
    at /Users/X/Desktop/projects/mesh/node_modules/webpack/lib/NormalModule.js:358:12
    at /Users/X/Desktop/projects/mesh/node_modules/loader-runner/lib/LoaderRunner.js:373:3
    at iterateNormalLoaders (/Users/XDesktop/projects/mesh/node_modules/loader-runner/lib/LoaderRunner.js:214:10)
    at Array.<anonymous> (/Users/X/Desktop/projects/mesh/node_modules/loader-runner/lib/LoaderRunner.js:205:4) {
  opensslErrorStack: [ 'error:03000086:digital envelope routines::initialization error' ],
  library: 'digital envelope routines',
  reason: 'unsupported',
  code: 'ERR_OSSL_EVP_UNSUPPORTED'
}

Solution: Use node V16


vc_dispmanx_display_open failed!

Raspberry Pi 3A+
Display ILI9341 3.2'
Connections:
CS - GPIO8
RESET - GPIO25
DC - GPIO24
MOSI - GPIO10
SCK - GPIO11
LED ->100R Resistor ->VCC
MISO - GPIO9
For more options and information see
http://rpf.io/configtxt
Some settings may impact device functionality. See link above for details
uncomment if you get no picture on HDMI for a default "safe" mode
#hdmi_safe=1
uncomment the following to adjust overscan. Use positive numbers if console
goes off screen, and negative if there is too much border
#overscan_left=16
#overscan_right=16
#overscan_top=16
#overscan_bottom=16
uncomment to force a console size. By default it will be display's size minus
overscan.
#framebuffer_width=1280
#framebuffer_height=720
uncomment if hdmi display is not detected and composite is being output
#hdmi_force_hotplug=1
uncomment to force a specific HDMI mode (this will force VGA)
#hdmi_group=1
#hdmi_mode=1
uncomment to force a HDMI mode rather than DVI. This can make audio work in
DMT (computer monitor) modes
#hdmi_drive=2
uncomment to increase signal to HDMI, if you have interference, blanking, or
no display
#config_hdmi_boost=4
uncomment for composite PAL
#sdtv_mode=2
#uncomment to overclock the arm. 700 MHz is the default.
#arm_freq=800
Uncomment some or all of these to enable the optional hardware interfaces
#dtparam=i2c_arm=on
#dtparam=i2s=on
#dtparam=spi=on
dtoverlay=waveshare35a,fps=50,speed=48000000,debug=32,bgr=1
Uncomment this to enable infrared communication.
#dtoverlay=gpio-ir,gpio_pin=17
#dtoverlay=gpio-ir-tx,gpio_pin=18
Additional overlays and parameters are documented /boot/overlays/README
Enable audio (loads snd_bcm2835)
dtparam=audio=on
Automatically load overlays for detected cameras
camera_auto_detect=1
Automatically load overlays for detected DSI displays
display_auto_detect=1
Enable DRM VC4 V3D driver
dtoverlay=vc4-kms-v3d
max_framebuffers=2
Disable compensation for displays with overscan
#disable_overscan=1
[cm4]
Enable host mode on the 2711 built-in XHCI USB controller.
This line should be removed if the legacy DWC2 controller is required
(e.g. for USB device mode) or if USB support is not required.
otg_mode=1
[all]
[pi4]
Run as fast as firmware / board allows
arm_boost=1
[all]
#dtoverlay=vc4-fkms-v3d
gpu_mem_256=128
gpu_mem_512=256
gpu_mem_1024=256
hdmi_group=2
hdmi_mode=87
hdmi_cvt=320 240 60 1 0 0 0
hdmi_force_mode=1
overscan_scale=1

What did you to do resolve your issue?

any updates?


List concourse integration

As of the latest release, concourse ci can export metrics to prometheus: https://github.com/concourse/atc/blob/master/metric/emitter/prometheus.go.

This doesn't classifies as direct as you are not using instrumentation inline with your code. It can be listed as software exposing Prometheus metrics though.


Running subjects with multiple sessions without averaging the T1

Hello Matt,
I have a few subjects with multiple sessions that I want to run through qsiprep. In the documentation it says that the structural images will be averaged across sessions. Is there a way to process the sessions individually to see assess the longitudinal changes in the subject?
Thanks.

Hi @JoelleJee, there isn't an elegant method for dealing with this just yet. You have a couple options, though. you could

Use BIDS subject identifiers that differ by session, like instead of sub-X_ses1, sub-X_ses2 do sub-X1, sub-X2
Run one session at a time by creating a temporary directory with just a single session in it

But the best option probably is to do --dwi-only to completely ignore the anatomical data. Then you can process the anats outside of qsiprep however you'd like and bring them back in for the reconstruction workflows.

Will try one of those options. Thanks for your help!


Feature request: Support MSA passthrough for Web Account Manager scenarios

azure-identity has a feature request to support MSA passthrough for WAM scenarios. In MSAL C#, for example, there is an option for this. (Though the comment suggests it is of experimental nature.) We need parity from MSAL so we can offer feature parity at the Identity level.

Hi @billwert - all MSAL libraries should support MSA-PT by using the ExtraQueryParameters option - the extra parameters are sent to WAM directly.
C# has a convenience API for this, but the consistent way to enable this feature is by doing:
extraQueryParams["msal_request_type"] = "consumer_passthrough"
As always, keep the authority to "login.microsoftonline.com/organzations" and check both interactive and silent flows.

@rayluo - please confirm MSAL PY supports passing extra query params
Java - added recently via https://github.com/AzureAD/microsoft-authentication-library-for-java/commit/88949fca12a0186018c3bdc1bb2ff25ab75e6261. @Avery-Dunn to confirm if extra query params are injected into WAM.
JS - @tnorling to confirm if extra query params are injected into WAM

MSAL Python supports this scenario by accepting an enable_msa_passthrough boolean parameter. See the usage pattern in our test app.

As of MSAL Java 1.13.6 we support ExtraQueryParameters, but don't have an dedicated parameter for MSA passthrough like .NET and Python seem to have.
As of MSAL Java 1.14.1-beta and MSAL Java Brokers 1.0.2-beta we have support for sending ExtraQueryParameters to WAM via MSALRuntime, but again no dedicated API for just MSA-PT.

@rayluo - I added https://github.com/AzureAD/microsoft-authentication-library-for-python/issues/576 to track support for Extra Query Params


version `GLIBCXX_3.4.29' not found

Type: Bug
Unsure if it's reproducible.  All I needed to do was launch VS Code, no project, without extensions, and open the integrated terminal and I see this message:
/snap/core20/current/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.29' not found (required by /lib64/libproxy.so.1)
Failed to load module: /home/untitled1/snap/code/common/.cache/gio-modules/libgiolibproxy.so
I just upgraded to Fedora 38 and I keep my OS, Flatpaks, Snaps, and other software up to date daily.
VS Code version: Code 1.77.3 (704ed70d4fd1c6bd6342c436f1ede30d1cff4710, 2023-04-12T09:16:52.732Z)
OS version: Linux x64 6.2.11-300.fc38.x86_64 snap
Modes:
Sandboxed: No

System Info

Item
Value

CPUs
Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz (12 x 3999)

GPU Status
2d_canvas: unavailable_softwarecanvas_oop_rasterization: disabled_offdirect_rendering_display_compositor: disabled_off_okgpu_compositing: disabled_softwaremultiple_raster_threads: enabled_onopengl: disabled_offrasterization: disabled_softwareraw_draw: disabled_off_okskia_renderer: enabled_onvideo_decode: disabled_softwarevideo_encode: disabled_softwarevulkan: disabled_offwebgl: unavailable_softwarewebgl2: unavailable_softwarewebgpu: disabled_off

Load (avg)
2, 1, 1

Memory (System)
15.50GB (9.75GB free)

Process Argv
--no-sandbox --force-user-env --unity-launch

Screen Reader
no

VM
0%

DESKTOP_SESSION
gnome-xorg

XDG_CURRENT_DESKTOP
GNOME

XDG_SESSION_DESKTOP
gnome-xorg

XDG_SESSION_TYPE
x11

Extensions (39)

Extension
Author (truncated)
Version

spaces-inside-braces
Air
0.4.0

vscode-zipfs
arc
3.0.0

npm-intellisense
chr
1.4.4

path-intellisense
chr
2.8.4

vscode-css-modules
cli
0.5.1

vscode-eslint
dba
2.4.0

es7-react-js-snippets
dsz
4.4.3

vscode-html-css
ecm
1.13.1

vscode-firefox-debug
fir
2.9.8

haskell
has
2.2.4

haskell-linter
hoo
0.0.6

batch-rename-extension
Jan
0.0.6

react-context-menu
jef
0.0.7

language-haskell
jus
3.6.0

vscode-format-context-menu
lac
1.0.4

git-graph
mhu
1.30.0

vscode-docker
ms-
1.25.0

vscode-dotnet-pack
ms-
1.0.12

jupyter-keymap
ms-
1.1.0

jupyter-renderers
ms-
1.0.15

vscode-jupyter-cell-tags
ms-
0.1.8

vscode-jupyter-slideshow
ms-
0.1.5

remote-containers
ms-
0.288.1

live-server
ms-
0.4.7

vscode-typescript-next
ms-
5.1.20230422

vsliveshare
ms-
1.0.5862

ocaml-platform
oca
1.12.2

vscode-jest
Ort
5.2.3

vscode-css-peek
pra
4.2.0

rust-analyzer
rus
0.3.1481

html5-boilerplate
sid
1.1.1

svg-preview
Sim
2.8.3

autoimport
ste
1.5.4

svelte-vscode
sve
107.3.0

sass-indented
syl
1.8.26

icons
tal
3.6.3

even-better-toml
tam
0.19.0

vscode-npm-scripts
tra
0.2.1

vscode-conventional-commits
viv
1.25.0

(4 theme extensions excluded)

I can reproduce after upgrading to fedora 38 and updating the vs code with snap. Getting exact same output as @milovangudelj

After updating everything to the latest version and installing VS Code through the official repo I still have performance issues with file creation, saving, git operations and intellisense...

I have the exact same problem, on Fedora 38 too, though it happens when I try to attach debugger.
/snap/core20/current/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.29' not found (required by /lib64/libproxy.so.1)

In the /snap/ directory I have core18, core20 and core22. Here are the strings telling:
$ strings /snap/core18/current/usr/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBCXX_3.4

...
GLIBCXX_3.4.24
GLIBCXX_3.4.25

$ strings /snap/core20/current/usr/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBCXX_3.4

...
GLIBCXX_3.4.27
GLIBCXX_3.4.28

$ strings /snap/core22/current/usr/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBCXX_3.4

...
GLIBCXX_3.4.29
GLIBCXX_3.4.30

The non-snap one also has the required version:
$ strings /usr/lib64/libstdc++.so.6 | grep GLIBCXX

...
GLIBCXX_3.4.29
GLIBCXX_3.4.30
GLIBCXX_3.4.31
GLIBCXX_3.4.32
...

this same error occurs in the RPM version of VScode, however it does not print anything in the console as in the snap version, to resolve it was returned to version 1.78.2, versions 1.79.0, 1.79.1 and 1.79.2 still have this problem.
to return to version 1.78.2 of vscode in fedora just run the following code below:
sudo dnf remove code -y && sudo dnf install code-1.78.2 -y

Same problem here on Ubuntu 22.04 jammy.
dpeger@jammy ~ % snap list code --all
Name  Version   Rev  Tracking       Publisher  Notes
code  695af097  132  latest/stable  vscode✓    disabled,classic
code  660393de  133  latest/stable  vscode✓    classic

I installed the vscode snap and get this error on all git related actions in the terminal
/snap/core20/current/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.29' not found (required by /lib/x86_64-linux-gnu/libproxy.so.1)
Failed to load module: /home/dpeger/snap/code/common/.cache/gio-modules/libgiolibproxy.so

It however looks like the actual git command (e.g. git pull or git checkout) succeeds.
If I trigger a failing action - like git pull on a missing remote - from the UI. The above error message is also shown. But I think it's  "just" shadowing the actual error message returned from git.

/snap/core20/current/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.29' not found (required by /lib/x86_64-linux-gnu/libproxy.so.1)
Failed to load module: /home/dpeger/snap/code/common/.cache/gio-modules/libgiolibproxy.so
/snap/core20/current/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.29' not found (required by /lib/x86_64-linux-gnu/libproxy.so.1)
Failed to load module: /home/dpeger/snap/code/common/.cache/gio-modules/libgiolibproxy.so
fatal: couldn't find remote ref branches/main/no-remote

I already tried to revert the snap to 695af097 but I get the same errors with this version.

I encountered this problem when using the VSCode snap on Ubuntu 22.04 and running an Electron app. The app was failing because it couldn't find the GLIBCXX_3.4.29 version.
The problem seems to be that snaps are sandboxed and don't have access to system libraries in /usr/lib, which is where the required GLIBCXX_3.4.29 version was located on my system.
I solved this problem by removing the VSCode snap and installing VSCode from a .deb package downloaded directly from the VSCode website. Here's what I did:

Removed the snap: sudo snap remove code
Downloaded the .deb package from the VSCode website.
Installed the .deb package: sudo apt install ./<downloaded-file.deb>

After switching to the .deb version of VSCode, my Electron app was able to find the GLIBCXX_3.4.29 version and ran without any problems. I hope this helps in some form.

I encountered this problem when using the VSCode snap on Ubuntu 22.04 and running an Electron app. The app was failing because it couldn't find the GLIBCXX_3.4.29 version.
The problem seems to be that snaps are sandboxed and don't have access to system libraries in /usr/lib, which is where the required GLIBCXX_3.4.29 version was located on my system.
I solved this problem by removing the VSCode snap and installing VSCode from a .deb package downloaded directly from the VSCode website. Here's what I did:
1. Removed the snap: `sudo snap remove code`

2. Downloaded the .deb package from the VSCode website.

3. Installed the .deb package: `sudo apt install ./<downloaded-file.deb>`

After switching to the .deb version of VSCode, my Electron app was able to find the GLIBCXX_3.4.29 version and ran without any problems. I hope this helps in some form.

I guess it is a workaround but not really the solution to the problem related to snap. In my case vscode works propely, but the error messages in every integrated shell just annoy me.

I have the same issue. Same scenario too. I upgraded to Fedora 38 a couple of weeks ago and VS Code got a massive performance hit. I struggle to use it sometimes, it takes too long to save files and prettify them especially when working on web projects (like Next.js websites) where I have a local development server constantly running.
Running strings /usr/lib64/libstdc++.so.6 | grep GLIBCXX in my terminal shows me this
GLIBCXX_3.4
GLIBCXX_3.4.1
GLIBCXX_3.4.2
GLIBCXX_3.4.3
GLIBCXX_3.4.4
GLIBCXX_3.4.5
GLIBCXX_3.4.6
GLIBCXX_3.4.7
GLIBCXX_3.4.8
GLIBCXX_3.4.9
GLIBCXX_3.4.10
GLIBCXX_3.4.11
GLIBCXX_3.4.12
GLIBCXX_3.4.13
GLIBCXX_3.4.14
GLIBCXX_3.4.15
GLIBCXX_3.4.16
GLIBCXX_3.4.17
GLIBCXX_3.4.18
GLIBCXX_3.4.19
GLIBCXX_3.4.20
GLIBCXX_3.4.21
GLIBCXX_3.4.22
GLIBCXX_3.4.23
GLIBCXX_3.4.24
GLIBCXX_3.4.25
GLIBCXX_3.4.26
GLIBCXX_3.4.27
GLIBCXX_3.4.28
GLIBCXX_3.4.29
GLIBCXX_3.4.30
GLIBCXX_3.4.31
GLIBCXX_3.4.32
GLIBCXX_TUNABLES
GLIBCXX_DEBUG_MESSAGE_LENGTH

While this command strings /snap/core20/current/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBCXX outputs
GLIBCXX_3.4
GLIBCXX_3.4.1
GLIBCXX_3.4.2
GLIBCXX_3.4.3
GLIBCXX_3.4.4
GLIBCXX_3.4.5
GLIBCXX_3.4.6
GLIBCXX_3.4.7
GLIBCXX_3.4.8
GLIBCXX_3.4.9
GLIBCXX_3.4.10
GLIBCXX_3.4.11
GLIBCXX_3.4.12
GLIBCXX_3.4.13
GLIBCXX_3.4.14
GLIBCXX_3.4.15
GLIBCXX_3.4.16
GLIBCXX_3.4.17
GLIBCXX_3.4.18
GLIBCXX_3.4.19
GLIBCXX_3.4.20
GLIBCXX_3.4.21
GLIBCXX_3.4.22
GLIBCXX_3.4.23
GLIBCXX_3.4.24
GLIBCXX_3.4.25
GLIBCXX_3.4.26
GLIBCXX_3.4.27
GLIBCXX_3.4.28
GLIBCXX_DEBUG_MESSAGE_LENGTH

It looks like snap stops at GLIBCXX_3.4.28 while my system went further to GLIBCXX_3.4.32

currently with this issue too, any fix now?

Can someone summarize knowns & unknowns on this issue?
Seems like it's specific to vscode installed via snap and that it's due to a dependency version mismatch where a newer "code" snap depends on the "core20" base snap to provide a newer libstdc++ than it's providing?
For impact, seems like it's mostly performance issues but nothing outright breaks?
And as a user there's no real workaround because the bug is in VS Code's snap build, relying on GLIBCXX_3.4.29 while configuring its snapcraft.yaml for base: core20 which can't satisfy the dependency?

Can someone summarize knowns & unknowns on this issue?
Seems like it's specific to vscode installed via snap and that it's due to a dependency version mismatch where a newer "code" snap depends on the "core20" base snap to provide a newer libstdc++ than it's providing?
For impact, seems like it's mostly performance issues but nothing outright breaks?
And as a user there's no real workaround to get a working snap because the bug is in VS Code's snap build, relying on GLIBCXX_3.4.29 while configuring its snapcraft.yaml for base: core20 which can't satisfy the dependency?

How it worked for me:
Uninstall snap version of VSCode
(Ubuntu Software > Installed > code > uninstall)
Install .deb or .rpm  (depend on your OS) from VSC official site
()
Next steps can work for you if you also use Intel Integrated Graphic Card
(reference: https://www.reddit.com/r/Ubuntu/comments/1ah7ifo/comment/kqh4sd1/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button)
Try removing intel-i915-dkms and install intel-i915 drivers, it worked for me
sudo apt remove intel-i915-dkms
sudo add-apt-repository ppa:oibaf/graphics-drivers
sudo apt update
sudo apt dist-upgrade
sudo reboot

sudo lshw -c video | grep 'configuration'
This should show
    driver=i915

A year on and I have exactly the same issue. I have tried just about everything including building VM's on other machines but once I get a piece of code running it crashes because it can't find the GLIBCXX_3.4.29. The library is present in core 22 but not in core 20. In my case it's a piece of code developed using GLIB which crashes at runtime trying to open a web socket.
Running from VScode ( either snap version or .Deb install ) gets a similar segmentation issue. vscode installed from snap however gives more verbose info.

Try this Thread
https://askubuntu.com/a/786944


Objects cant be viewed after git push and sso profile

I was able to follow the instructions all the way until pushing my code to my s3 bucket but when i look at my bucket i dont see my codes only a .bundle file, here is the path s3://<my-bucket-name>/<my-repo-name>/refs/heads/master/7a31b6.bundle is this an expected behavior?
On another note, anyway to clone using aws sso profile? I tried git clone s3://<my-aws-sso-profile>@<my-bucket-name> and git clone s3://<my-bucket-name>@<my-aws-sso-profile> both times i got this error fatal: invalid remote. You need to have a bucket and a prefix.

Hi Andre,
For your first question, this it the expected behavior. We use git bundles to store the git history and all the metadata in S3.
For your second question, the correct format is s3://<my-aws-sso-profile>@<my-bucket-name>/<prefix>. Do not forget the prefix.

@massi-ang forgive my english but what is prefix? does it mean the name of the folder in which the code lives? thx

Hi @andreprawira,
here is an example of a valid remote: s3://my-git-bucket/my-repo where my-repo would be what I refer to as prefix. I would suggest you use a prefix matching then name of your repository and possibly share a bucket for multiple repositories.
This is an invalid remote s3://my-git-bucket/ since it only uses the name of the bucket and does not have any prefix.
For more information about Amazon S3 and prefixes, you can refer to https://docs.aws.amazon.com/AmazonS3/latest/userguide/using-prefixes.html


SORACOM Arc integration

With this package, we may be able to bootstrap Arc, configure Wireguard, and connect to SORACOM with Arc from the menu
https://www.npmjs.com/package/wireguard-tools

Using libsoratun makes it more happy?
https://github.com/0x6b/libsoratun
https://0x6b.github.io/libsoratun/


Hi, I am new to eel and Python, but I found it interesting to try to make a small app via eel, but I encountered a problem with accessing a written python functions in my js file.
I writing in PyCharm and it does not detect /eel.js I think thats might be a problem, but I am not sure

(Html page runs ok)
My file Structure

Code snippet(s)
import eel
from checkmypass import pwned_api_check

eel.init('web')

@eel.expose
def get_password(password):
    count = pwned_api_check(password)
    if count:
        return f'{password} was found {count} times, u probably should change your password'
    else:
        return f'{password} was Not found'

@eel.expose
def dummy(string):
    return string + " hi its eel"

eel.start("index.html", size=(500, 350))

...

Javascript
async function show_result() {
    let password = document.getElementById('password').value;
    console.log(password);
     var res = eel.get_password(password);

    console.log(res);
    document.getElementById('info').innerText = res;
}

    <meta charset="UTF-8">
    <title>Password Checker</title>

    <link rel="icon" type="image/png" href="icon.png">
    <link rel="stylesheet" href="styles.css">
    <link href="https://fonts.googleapis.com/css2?family=Baloo+Tamma+2:wght@500&display=swap" rel="stylesheet">

Hello its me, Password checker

    <input id="password" type="text" placeholder="Enter your password" required="">
    <button id="show" onclick="show_result()">check</button>

I understand thats might be a dumb question, but I want to understand why its not working
thank you for reply
Desktop (please complete the following information):

OS: win10
Browser: chrome

Hi @letv3 - welcome :) No silly questions.
To your first point about PyCharm saying "eel.js" can't be found - this is "normal". eel.js isn't a file in your system and Eel creates that file and returns it for you when a user hits the /eel.js endpoint.
To the second point, please see https://github.com/samuelhwilliams/Eel#synchronous-returns. I think you should update your code to be:      var res = eel.get_password(password)();

Thank You very much, I am sorry for my inattention, have a nice day)

Happy to help! Hope you enjoy Eel. :)


Implement killall waiting

this should fix #37 (or am I misguided?)

Yes, this should ensure Vmm_vmmd.handle_shutdown is called which calls Vmm_unix.free_system_resources.

One concern I have is Vmm_vmmd.register will overwrite any existing waiter. It's unclear to me if registering in Vmm_vmmd.killall may overwrite something important, or if there's a situation where something could overwrite our waiter after the Vmm_vmmd.killall call.

I did a test on my machine creating 92 unikernels and then shutting down albatrossd using this branch. It took over 18 seconds to shut down. After the shutdown there were no vmmtaps lingering.
$ time sudo systemctl stop albatross_daemon.service

real	0m18.202s
user	0m0.003s
sys	0m0.060s

I think it's reasonable to say it fixes #37.
(my router was not too happy getting 90 dhcp clients all of a sudden)

One concern I have is Vmm_vmmd.register will overwrite any existing waiter. It's unclear to me if registering in Vmm_vmmd.killall may overwrite something important,

The only waiter to be registered is the restart-on-failure one. So indeed before destroying all unikernels we should overwrite all waiters :) (otherwise the restart-on-failure task may jump in and restart a unikernel).

or if there's a situation where something could overwrite our waiter after the Vmm_vmmd.killall call.

 I think this is good to go (let's wait for CI though) -- and please comment if you see any problems with the revised shutdown order..

I think it makes more sense to close the socket first, yes.


Expand all appearances of uint to unsigned int

This commit resolves a build issue with musl libc found in Gentoo, where uint definition is not available in two places and simplest solution is to expand it to unsigned int.

I decided to go with second option, I have changed it everywhere.


[app] salesforce app integration

to: @ryandeivert @jacknagz
cc: @airbnb/streamalert-maintainers
size: large
resolves N/A
Background
Many companies are using Salesforce service to support customer relationship management. It is important to audit user access and prevent data loss from security perspective. Salesforce provides 42 types of event in latest API version.
New StreamAlert App for Salesforce will collect Console, Login, LoginAs, Report and ReportAs event logs and send to StreamAlert Rule Processor for further analysis. Later on, we can write rules to alert on any unexpected behaviors.
To collect Salesforce logs, we will use Event Monitoring which is an API only feature. Each organization's event log files are stored in an API object called EventLogFile.

The SalesforceApp will first retrieve a list of EventLogFiles with filters by LogDate and EventType.
Then it will send another GET requests to fetch log events by log file locations.
SalesforceApp will segment and forward log events to the rule processor.

prerequisite

A user account in our Salesforce account.
The security token associated to your user account.
Create a connected app, following Salesforce documentation.

Changes

Create a new app for Salesforce following the Developing a New App documentation.
Add unit test cases.

Testing

Unit test coverage is 100%!

./tests/scripts/unit_tests.sh
...
Name                                                    Stmts   Miss  Cover   Missing
-------------------------------------------------------------------------------------
...
app_integrations/apps/salesforce.py                       131      0   100%
...
Ran 618 tests in 9.930s

OK

Tested in testing accounts.

Coverage increased (+0.2%) to 96.043% when pulling 9ef625a77d3a4315499c4a12bbf42fa884a9fd9b on salesforce_app into bcc4f20aba07310abba68d29f9f8dbb6fc8e33ca on master.

Looking good!!!!

@ryandeivert @jacknagz PTAL 😄 😸 😃


feat: Allow executors to return warnings for query executions

This feature allows executors to return and display warnings. Use cases include checking different table format and warn users who are referencing inefficient format. This PR does not include any specific warning, but it can be added like:
class SqlAlchemyCursor(CursorBaseClass):
    _query: str = None

...

    def run(self, query):
        self._query = query
        self._cursor = self._connection.execute(sqlalchemy.sql.text(query))

...

    @property
    def warning(self):
        if self._query.__contains__("query_execution") is True:
            return "This is a boring table"
        else:
            return None

SELECT * FROM querybook2.query_execution LIMIT 30;

SELECT * FROM querybook2.query_engine;

Running the sql above should give the warning like:

hey Shuchi, thanks for adding this PR! One thing I want to point out is that query execution already has a field called meta which allows query engines to put arbitrary information. You can use it also to put warnings and errors as well. For warnings, you can make it force show by inserting some text as documented here https://www.querybook.org/docs/integrations/add_query_engine#meta.
Is there still any need to add a separate warning field? I think for simplification we can look into how to display warning block with markdown used by meta

hey Shuchi, thanks for adding this PR! One thing I want to point out is that query execution already has a field called meta which allows query engines to put arbitrary information. You can use it also to put warnings and errors as well. For warnings, you can make it force show by inserting some text as documented here https://www.querybook.org/docs/integrations/add_query_engine#meta.
Is there still any need to add a separate warning field? I think for simplification we can look into how to display warning block with markdown used by meta

Hi there, thanks for the advise. I made some changes in my implementation. I added a Markdown support for the Message. Now there are more flexibility on using the meta_info. People can display different type of messages in the meta_info section like warning message or error message.
For example, if you want to display a warning, you can have:
    @property
    def meta_info(self):
        info = ""
        if self._cursor.tracking_url:
            info += f"Tracking Url: {self._cursor.tracking_url}\n"
        else:
            info += (
                '<Message type="warning" title="Test">This is a bad query!</Message>\n'
            )
            info += "---\nforce_show: true\n---"
        return info

The webpage will force show a warning in the meta_info section


Debug screen output and maybe input options

The current debug screen is nice and shows player position and such. However for developing on the quest 2 I needed to see what certain variables were at. So I tweaked a text label in a similar setup, and got help from people to use a singleton logic to pass variables to it. Then in game I can see outputs of stuff I am working on.
Overall it would be nice to have some kind of easy to pass variable screen for like a dump of values, or tracking specific values, etc. My current version just scrolls to the bottom when new stuff is added, but it would be interesting to have that when aiming/pointing the joystick on that controller could scroll the window. Or allow for tabs or buttons to select or change values on the fly in game. To prototype and debug issues faster without having to rebuild the game to the quest. If that were to be done it might be having to implement some input prompt or keyboard, but that would get complicated too.
Having some way to pass variables though is mainly what I have been using a tweaked version of this to do, but would be neat to see some other features that people might need for debugging.

An initial implementation was added into the "wrist UI" in PR #496. If there is any further information that should be added to this, please open a specific issue or submit a PR with the information added to the existing UI.


MCAD CPU Preemption Test is failing intermittently in e2e

Describe the Bug
The MCAD CPU Preemption Test is failing intermittently in CI and local e2e tests.
It appears to fail here:
err = waitAWAnyPodsExists(context, aw2)
		// With improved accounting, no pods will be spawned
		Expect(err).To(HaveOccurred())

Returning nil, instead of an err: Expected an error to have occurred.  Got: <nil>: nil
Codeflare Stack Component Versions
Please specify the component versions in which you have encountered this bug.
MCAD
Expected Behavior:
The expectation is that aw2 would not be able to be scheduled due to insufficient CPU resources, leading to an error that is caught by the assertion.
Logs & Failures:
Logs show that aw2 AppWrapper appears to get running successfully, contrary to our expectations. This behavior suggests a discrepancy in the resources during the test runs.
[podPhase] Pod aw-deployment-2-426cpu-0l7bx6-645b9686c-d99pq in phase: Running not part of AppWrapper: aw-deployment-2-550cpu-i21vda, labels: map[string]string{"app":"aw-deployment-2-426cpu-0l7bx6", "appwrapper.mcad.ibm.com":"aw-deployment-2-426cpu-0l7bx6", "pod-template-hash":"645b9686c", "resourceName":"aw-deployment-2-426cpu-0l7bx6"}
[podPhase] Pod aw-deployment-2-426cpu-0l7bx6-645b9686c-656mw in phase: Running not part of AppWrapper: aw-deployment-2-550cpu-i21vda, labels: map[string]string{"app":"aw-deployment-2-426cpu-0l7bx6", "appwrapper.mcad.ibm.com":"aw-deployment-2-426cpu-0l7bx6", "pod-template-hash":"645b9686c", "resourceName":"aw-deployment-2-426cpu-0l7bx6"}
[podPhase] Pod aw-deployment-2-426cpu-0l7bx6-645b9686c-d99pq in phase: Running not part of AppWrapper: aw-deployment-2-550cpu-i21vda, labels: map[string]string{"app":"aw-deployment-2-426cpu-0l7bx6", "appwrapper.mcad.ibm.com":"aw-deployment-2-426cpu-0l7bx6", "pod-template-hash":"645b9686c", "resourceName":"aw-deployment-2-426cpu-0l7bx6"}
[cleanupTestObjects] Deleting AW aw-deployment-2-426cpu-0l7bx6.
[cleanupTestObjects] Awaiting pod test/aw-deployment-2-426cpu-0l7bx6-645b9686c-656mw to be deleted for AW aw-deployment-2-426cpu-0l7bx6.
[cleanupTestObjects] Awaiting pod test/aw-deployment-2-426cpu-0l7bx6-645b9686c-d99pq to be deleted for AW aw-deployment-2-426cpu-0l7bx6.
• Failure [6.211 seconds]
AppWrapper E2E Test
/home/runner/work/multi-cluster-app-dispatcher/multi-cluster-app-dispatcher/test/e2e/queue.go:33
  MCAD CPU Preemption Test [It]
  /home/runner/work/multi-cluster-app-dispatcher/multi-cluster-app-dispatcher/test/e2e/queue.go:97

  Expected an error to have occurred.  Got:
      <nil>: nil

  /home/runner/work/multi-cluster-app-dispatcher/multi-cluster-app-dispatcher/test/e2e/queue.go:116
------------------------------
SSSSSSSSSSSSSSSSSSSSSSSSSSSS

Summarizing 1 Failure:

[Fail] AppWrapper E2E Test [It] MCAD CPU Preemption Test
/home/runner/work/multi-cluster-app-dispatcher/multi-cluster-app-dispatcher/test/e2e/queue.go:116

Ran 2 of 30 Specs in 11.217 seconds
FAIL! -- 1 Passed | 1 Failed | 0 Pending | 28 Skipped
--- FAIL: TestE2E (11.22s)
FAIL
FAIL	github.com/project-codeflare/multi-cluster-app-dispatcher/test/e2e	11.229s
FAIL
End to end test script return code set to 1

This can be seen here


feat: create updateToken hook

Description

What type of PR is this?

[x] 🍕 Feature
I made the updateToken hook. Use it and share your thoughts please :)

Related Tickets & Documents

This PR looks good, so I'm going to merge this PR.
@yunseorim1116 If you have any better ideas, please make another commit!


Consider renaming Interests -> Interest

I'm not 100% sure about this. I believe naming the type Interest would be more correct, but I could be wrong.

I depends on how you read it I guess. I've always read it to be a set of interests. But I don't a have strong opinion either way.

I'm leaning towards renaming it as I feel like plural struct names aren't great (hard to differentiate Event vs. Events when reading). So, Interests should either be Interest (which I think works) or InterestSet. I prefer Interest.
Incidentally, I want to rename Events too :)

I'm fine with the change to Interest. As for renaming Events, what do you suggest (also see #931)?

What about EventSet?

I'm good with that. Do want to name it EventSet or move it into the event module and name it Set, so we get event::Set?

It should be in the events module... events::Set is a bit weird IMO... i don't hate events::EventSet, but I'm also open to other name options.

I was thinking about this a bit more and maybe Interests should be merged with the previous PollOpt type, also see #1049. This way we can also make the layout platform dependent, like what we did with Event, so we don't have to do any conversions there.

@Thomasdezeeuw this makes sense now that Interests is split out from Ready.


Milestone 3 Tasks

Andres

[x] Makefile draft
[ ] Readme / usage updates
[x] Update wrangling script to run with default parameters from root directory

Braden

[x] Automate embedding model accuracies in the report
[x] Make the images render in the report

Serg

[x] Makefile cleanup / finalize
[ ] Update report with latest machine learning results
[x] Update test model script to store models accuracies / results (for the report)
[x] Update machine learning scripts to run with default parameters from root directory

Upcoming / To be assigned

[ ] TA Feedback
[ ] Lab feedback

Made some adjustments here - looks like we're on the right track to NOT commit everything in the last minute? :) I think there is some feedback to be addressed regarding the final report that we could collectively work during the day, if you have time.


Fix warnings from cross-compiling with x86_64-w64-mingw32-gcc-posix

MSVCRT doesn't recognize printf("%l") so PRIu64 doesn't work, it expects "%I64u".
Add to the cases that disable a strncpy warning
Use "%zu" for printing size_t

FWIW, I don't get any print format or string warnings on either main or 3.2.0 tag using the native and up to date MSYS2 MINGW64 environment. (I'm only seeing deprecation warnings.)

I reverted the blank line, but otherwise I'm inclined to leave strncpy alone for now (with the further pragmas).  There's no suggestion that the code is incorrect, just that come compilers are being extra persnickety. Conceivably we could replace these strncpy's with memcpy's with the proper length calculations, but we'll leave that for another day.


The question about fc layer

self.fc = nn.Linear(2048 * block.expansion, 1, bias=False)
why the output of fc layer is 1 other than num_classes?
logits = logits + self.linear_1_bias
one output feature of the fc layer plus num_classes bias?

That's because of the weight sharing explained in the paper. Let me know if that's unclear.


Update Custom Statuses mechanism for Aura 1.8.0 supporting light mode

⚠ Please check that this feature request hasn't been suggested before.

[X] I searched previous Ideas in Discussions didn't find any similar feature requests.
[X] I searched previous Issues didn't find any similar feature requests.

🔖 Feature description
From the author: this supports light mode now
https://github.com/ashwinjadhav818/obsidian-aura/releases/tag/1.8.0
✔ Solution

Remove from the code any references to Aura being dark-mode only
Remove from the docs any references to Aura being dark-mode only
Update any screenshots that show it as dark mode only
Update the Aura theme in the test/demo vault to the latest

❓ Alternatives
No response
📝 Additional Context
Probably do this at the same time as #1597 - since both will involve updating screenshots.

Possibly useful pointers:
https://publish.obsidian.md/tasks-contributing/Code/How+do+I+add+one-click+support+for+new+themes+or+snippets+for+custom+statuses


.NET 10.0 SDK Diffs

These diffs in https://github.com/dotnet/sdk/pull/43964 should be investigated after we complete the transition to .NET 10.0.

Closing. These diffs were automatically cleaned up with the latest baseline update: https://github.com/dotnet/sdk/pull/44887.


Update code and documentation

Update code and documentation since we now require deal.II 9.0

Codecov Report

Merging #76 into master will increase coverage by 1.19%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##           master      #76      +/-   ##
==========================================
+ Coverage   87.59%   88.79%   +1.19%
==========================================
  Files          27       25       -2
  Lines        1516     1339     -177
==========================================
- Hits         1328     1189     -139
+ Misses        188      150      -38

Impacted Files
Coverage Δ

tests/laplace.hpp
95.87% <ø> (-0.09%)
:arrow_down:

tests/laplace_matrix_free.hpp

tests/test_laplace_matrix_free.cc

Continue to review full report at Codecov.

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Household index should not link to edit if no privileges

Originally created by Tom Smyth at 2015-11-17 18:19, migrated from redmine-#3653

Status changed from New to Closed

By Tom Smyth at 2016-03-19 23:05


Brush up some sentences

This PR improves some description of README from English point of view.
Find my comments for the changes to see why I believe they can be improved.
Thank you.

LGTM! 👍


add anchor links in #component-modal

When I clicked the dropdown button it would go back to the top of the page

:)

Tks!


graphicsdriver/metal: Drawable can return nil

This looks like drawable object must be released correctly.
See also: https://forums.developer.apple.com/thread/15102
CC @wasedaigo

I found this error happens even with NSAutoreleasePool. This depends on timing (I found nextDrawable returns nil at the very beginning phase). Now master and 1.9 fixes this issue by just ignoring when drawable is nil.

https://github.com/hajimehoshi/ebiten/commit/72be1bde24af46bb5685913a8e64ee0c854d5e76 Move getting drawable call
https://github.com/hajimehoshi/ebiten/commit/b99f4c61b530040c21375b6fdc431a89944145da Fix another issue that present is called twice or more for one drawable


Hide File in Image

Hi Omicron!
I can't see the description of your issue, there probably was some error while making it, try again and if it doesn't work you can text me on discord: joshua_yk
Good luck!


Dynamic Lighting

Hi again.  I've just been looking at your latest changes with transparency, subsurface scattering and wave attenuation.  It looks awesome!
I'm curious about the way you're handling lighting in general.  From what I can see, the ocean surface doesn't appear to react to the light colour, intensity or direction.  Is this an intentional choice, or just something you haven't gotten to changing yet?
Also, regarding your recent improvements, would it be possible to have some way to adjust these settings in the material?  E.g. the transparency depth, subsurface colour, shallow colour, etc.
In our project, the time of day is dynamic (my reason for asking about the lighting), and we also adjust various environmental properties for different biomes (why we might like to change the surface/subsurface colours, etc).
Again, awesome work!

Good stuff.  Yeah, we're using a (slightly stylised) PBR workflow, so a similar response from the water surface would work well.
Looking forward to it!

I've been messing around a bit, learning about how to make shaders properly :). I found out how to stop the material getting instanced separately for each ocean tile, so now you can edit the global Ocean material at runtime, which is very useful! I also exposed the main parameters that affect the appearance of the current shader and pushed this to master.
In the meantime i started converting the ocean material into a surface shader, WIP stuff is in the surface_shader branch. I think I've run into a blocker - as far as i can see its not possible to get a watery appearance from the out-of-the-box surface shader. I think the main issue is fresnel is not exposed. I think the way forward is to dig up the surface shader code in unity and copy paste it and modify as necessary, which is pretty nasty. I'm starting to wonder if it will be easier to make the shader I have plug into the scene lighting. Anyway i'll dig more later and post back if I make progress.

Hi mate, just curious if you've had any luck lately?

Hey!
I've not unfortunately. We're just about to release our latest project at work, so i've been throttling the amount of personal project stuff I'm taking on in the evenings. However I should be able to find time here and there.
Something that would help massively is to make it a bit more concrete and have an example to work with, I'm not an expert in lighting in Unity. If i work with the standard lighting setup (one direction light and the standard unity sky), will that be representative of your use case, or is another lighting setup i should look at?

No worries at all, hope your work project is going well!
Yeah, our lighting setup is pretty standard.  We're basically just using a single directional light for our sun, and another one at night for the moon.  I expect this would be the most common way to light a large outdoor area with an ocean.  We're not using the default Unity skybox, we're using one form the Asset Store called Tenkoku.
What information would you be using from the skybox?  Is that used for the reflected colour/fresnel?

Yes, a primary use would be the reflected colour, driven by fresnel. I saw the Unity Standard Water stuff sets up a camera and renders the skybox. This should Just Work(tm) and will elegantly captures any reflecting objects as well. While I don't love adding more render passes, it should be easy to set up and I'm considering adding it as a supported option. This would then support any kind of skybox in theory which is convenient and easy. The stuff in there currently just samples a static cubemap to get the reflection - this is the cheapest and simplest option for reflections, but perhaps a bit too constraining for dynamic time of day?
The other part is the light that is scattered around the water volume and then emitted out of the water towards the viewer (the blue/turqoise). A question is whether this should be driven by the lighting environment, or just hand keyed. Since doing volumetric subsurface scattering is too costly, driving it from the lighting would be some kind of heuristic/approximation. It might work well (I will have a play). If I don't get good results then this colour could be tweaked by hand and then blended manually using the day night cycle. This is the approach that I've used on previous projects, and its useful for non-photorealistc games where you might want to key more light from the ocean surface than would normally be emitted (I was watching some lovely footage from sea of thieves with the ocean glowing at night time which I think is an example of this).
I think ultimately there is quite a lot of flexibility/options here, I'll see if i can make some examples in the next week or two.

Oh, something else which just came to mind.  In the Unity Post Processing stack, there's a screen-space reflection effect which works pretty well.  I'm unsure what property defines how reflective a surface is with this effect (obviously Unity's standard shader works with it), but leveraging that could help with the surface shading too.

Hi there, I implemented something really dumb which may actually work - i just multiply the ocean colours by the main light colour. The light colour is currently white so it makes no visual difference right now but if you change the colour the ocean seems to respond fairly well. It's hard to say for sure with that bright blue env map though. Is it something you could evaluate if/when you have time?
I haven't implemented being able to set the reflected colour. This would be somewhat equivalent to setting a custom env map - in the extreme case you could assign a small (e.g. 2x2) constant colour texture, but i think gradients etc help the look a lot. I don't love how the current env map looks, even with the clouds the reflection looks too uniform (to me).
Good call out regarding the post-proc stack. At some point i aim to experiment with it, and find out what is required to activate SSR. I've not made any progress on this front yet. I hope to look at it within the next 2 weeks.

Haha, that's sort of funny, because I was wondering if the colour could simply be multiplied by the light colour/intensity. I didn't say anything though because I thought that might sound dumb (I'm fairly new to shader writing).  Guess not, though!  I'll be sure to check it out this coming week.
Only thing that I expect would be missing with this approach is the specular highlights from the light source (particularly with things like sunsets).  That's another thing quite nice with the ocean surface in Sea of Thieves, there are nice little glinty hotspots from the sun/moon.
Thanks again, will let you know how we go!

Hey there!
Firstly, after thinking about it, i think just multiplying by the directional light is in fact correct due to linearity.
On the specular highlights, ideally these would come entirely from a HDR sky (the sun should be represented in the image with large brightness values, and the reflection of this should give the highlights). However I was unable to get this to work well after messing around with a few HDR textures i could find online. Perhaps the intensity of the sun is capped in these so you miss the nice response. With a proper HDR setup, i think the shader should work as is.
In lieu of a proper HDR setup, i eventually gave up and added the (static) option "Add Directional Light" to the ocean material which will manually do specular lighting, with options to boost intensity and change falloff. I've turned it on by default. I'm no artist but i think its doing the right thing.
I believe this latest commit resolves this issue - the ocean is now lit from the lighting setup (all driven by the main directional light), with some added flexibility around specular highlights. I did not get further with SSR, I think I will leave this as a next task.
But let me know if you have thoughts, or if I'm missing something that is still not addressed.

Hi again!
So I've just been playing around with the latest changes.  The specular from the directional light works well so far.  I haven't messed with the settings much yet, but it seems to behave as expected. :)
I get what you mean about the specular just working as-is with a HDR cubemap.  Unfortunately, because our project has dymanic time-of-day (as well as weather conditions), this means we don't use a texture for the skydome.  I wonder though if there were some way to use the output from a reflection probe?  That'd have the necessary information in our case, but I have no idea if it's straight forward to get the output from a real-time reflection probe (it's easy if they're baked).
I did notice though that the foam always seems to be completely lit, regardless of the lighting conditions.

Okay, so regarding the reflection probes, we've just put together a script which goes on the reflection probe and allows us to plug its output into the Skybox of the material.  That seems to work pretty well for us.  I don't know if it's too specific of a use-case to bother implementing into the shader on your side, though?
One other thing I've noticed regarding lighting.  You've got a few toggles there now which are handy.  Would it be easy enough to have a toggle to multiply the subsurface by the light colour?  It might help the subsurface look a bit more natural, but I don't know if that's as simple as just multiplying the colours.

Thanks for the notes about reflection probes. I've not really used these in unity so i'll have a play with them later.
That sounds cool about feeding the reflection probe into the ocean, if you're up for sharing the code I'd be curious to see if I can incorporate it in a modular way. I'll be interested to know if it can support blending between reflection probes.
Foam colour - hm yeah.. i tried multiplying it by light color but it comes out a bit too saturated. Could you perhaps try replacing this:
col = lerp(col.xyz, _FoamWhiteColor.rgb, whiteFoam);
with this:
col = lerp(col.xyz, _FoamWhiteColor.rgb * _LightColor0.rgb, whiteFoam);
And let me know how it looks for your setup?
Finally about the toggle, actually the subsurface should already multiply with light color, if you change the colour of the main directional light the ocean should look different? I just tested that it works here. There was however a bug that this multiply would not happen if subsurface is disabled - this is fixed in 28beb186e9c59535eec31206e47ce70339a958a5 .

What we're doing isn't really how reflection probes are intended to be used, but in my limited experience with them, they're a bit of a black box.  I've just popped a realtime reflection probe in the scene (updating every frame for testing, but you can manually update them via a script) set to only render the skydome.  We've got a basic script on the probe which just directly feeds the output from there into the 'Skybox' parameter in your Ocean material
void Update ()
{
    if (m_Material != null)
    {
        ReflectionProbe rp = GetComponent<ReflectionProbe>();
        m_Material.SetTexture("_Skybox", rp.texture);
    }

}

It's just a hacky test to see if it works, which it seems to.
I made that change for the foam colour.  It's not perfect, but it's (at least in our case) a lot better than just leaving it fully lit.  I noticed that during our day/night transition, there's a short period where there's very little directional light and we rely on ambient a lot.  At this point, the foam is just black, so it might need to have the ambient light values added to it?
And yes, sorry, you're correct, the subsurface is taking on the light colour.  I must be blind. :P

I don't know if this is a bit out-of-scope, but I was thinking about why the foam looks too saturated at sunset/sunrise.  After just looking at some sunset beach images, I think it might be related to the entire foam surface being uniformly affected.  Because real foam has some height, you get a bit of shading on it.
Sunset foam example 1
Sunset foam example 2
You get bright saturated colours on the sides facing the light, but shadows/ambient on the opposite side.  Maybe a normal map (and some PBR roughness) for the foam might help give some more believable shading?  Again, I don't know if that's a bit out-of-scope, or if there's a simpler/better solution.  Just writing down my brainfarts. :)

In my understanding, the scene's ambient light is added to the surface along with the regular surface lighting, not multiplied.
I tried modifying that line by adding unity_AmbientSky.rgb rather than multiplying, and it did fix the foam going so dark at the day/night transition periods.  It still suffers from the saturation issues you mentioned though, I guess just because it's a uniform surface all going the same colour.
Hah, I don't feel like I've really done anything to warrant a credit. :P  Dizzy's actually been poking around to get Crest going in our project, though.  Hopefully soon we can actually show you how it's looking in our title!

I thought about the ambient. I think it should actually multiply. The "Vantablack" material will appear very black, regardless of ambient light, because its albedo is very low. Foam should have a high albedo value i think, but it should still be a multiply.
I really need to get a proper lighting setup. Then i should be able to actually propose solutions for you instead of asking you test random hacks :). That's next on my list.
I'd love to see it running in your title, please do share if you get that far!

I guess it'd be more useful if I showed you examples.  Here are how the two changes you mentioned look in our scene (midday lighting).
_FoamWhiteColor.rgb * unity_AmbientSky.rgb
 _FoamWhiteColor.rgb * (unity_AmbientSky.rgb + 0.2 * _LightColor0.rgb)
So the second one is better, but considering the foam has a completely white albedo, under full sun, it looks a bit dirty.  I assume that's due to the light being at only 20% strength.

Sorry it took me so long to get my head around this. I'm now using ambient light colour to light the water and the foam. The subsurface light is based on the primary light. I'm using the constant SH coefficient to give the ambient now - unity_AmbientSky doesnt seem to give me meaningful data for some reason.
Not super stoked on using the ambient light colour to light the foam. I could mix in some of the primary light, or try the NdL lighting as we discussed before.
Anyway besides foam it looks pretty good for me now - for my example scene at least. I'm not sure if it will work for you though. Next time you guys get latest could you let me know? Thanks!

Yeah, just got latest, I can barely see the foam in my scene now.  It doesn't really look like it's taking the primary light at all.  I modified the foam colour to do the following:
col = lerp(col.xyz, _FoamWhiteColor.rgb * (_LightColor0 + half3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w)), whiteFoam);
Which seems to work better (and made the same change to the underwater foam).  I wonder if part of the issue is how the ocean itself looks so believable, like an actual physical substance, while the surface foam is just a flat uniform colour over the top.  I think the subsurface foam works really well, it's just that the surface lacks the same feeling of texture that the rest of the ocean has.
I don't think it needs very much, though.  To be honest, when using the primary light colour, it's already basically the same as what Sea of Thieves does with its foam (just need the ability to tweak the various thresholds and such as to when and where to generate foam).  Maybe some NdL lighting would be enough to really give it some oomph.

Yeah looks good to me - i went with that! I added in direct light for both white foam and bubbles and retweaked the ocean material slightly in my scene.
I'll make a new feature request to revise lighting model for foam.


websocket async_write message buffer lifetime control problem

https://github.com/boostorg/beast/issues/1707
This was my first time when I met this issue. Vinnie helped me notice the message buffer lifetime problem. I followed the suggestion.
sendMessage( const std::string& serializedMessage )
{
    _mtx.lock();
    if( this->_isConnected )
    {
        this->_messageQueue.push( serializedMessage );
        if( !this->_isWrite )
        {
            this->_isWrite = true;
            _webSocket.async_write(
                    boost::asio::buffer( this->_messageQueue.front() ),
                    std::bind(
                            &Session<MsgBaseRcv, MsgUtilsRcv, MsgBaseSend, MsgUtilsSend>::onWrite,
                            this->shared_from_this(),
                            std::placeholders::_1,
                            std::placeholders::_2 ) );
        }
    }
    _mtx.unlock();
}

onWrite( ... )
{
    _messageQueue.pop();
    _isWrite = false;
    ....
    if( !_messageQueue.isEmpty() )
    {
        string message = _messageQueue.front();
        _messageQueue.pop();
        sendMessage(message);
    }
}

So in theory, I have a messageQueue, which is not local queue, to control the life time of my message. The message should be sent completely. (I know there is a logic problem of the sequence of message that is okay for now and I will change it to a vector and follow beast chat-multi example)
Occasionally, I still get the complain about message can not parsed by protobuf losing some bytes at the end same in #1707 and some time even with a segmentation fault complained about _memcpy. And in #1707 you mention to use vector<shared_ptr<string>>.  #1140, beast chat-multi, and some stackoverflow issues, they all use this shared_ptr<string> or ref(string)instead of std::string for asio buffer. I have read the link you left in my last issue about small string optimization. But I dont fully understand what it may affect my code

As I said in #1707, you can't use vector<string>. Use one of the alternatives I listed.

vector<string> has nothing with the lifetime problem?

If your strings are all large, you are still doing something wrong. Perhaps a missing strand, or you are accessing the stream in ways that are not thread-safe (such as concurrent access). I can't see your entire program (nor would I want to). Have you tried running under valgrind or another sanitizer?


Port mapping doesn't work

When creating a container, the -p option to publish a port on the container to the host doesn't work on a Calico network.
If created with Docker default networking, then the port mapping survives when the container is added to a Calico network, but as soon as the container is removed from the Docker network, the port mapping disappears.

I just tested this with RC-3 and it works for me.
Could you be hitting this https://github.com/docker/libnetwork/issues/716
If you're still having problems, could you detail the steps I would need to take to repro the problem?

Interesting, it's now working for me as well. I wasn't hitting that other issue, the port mapping really wasn't working before, but I started using a different system at some point yesterday and the issue seems to have disappeared. I'll just have to put it down to something wrong with the system I was using.

@scltee - I'll close this for now, but feel free to re-open if you start hitting this again.


Carstream crashed on Android 12

Hello
After the mandatory update of the Android 12 operating system, Carstream stopped working, it just opens and closes then, I would like to know if there will be a solution to this problem soon?

Anche io ho lo stesso problema, su Android Auto, aprendo qualsiasi apk del sistema si richiude all'istante e invia un errore sullo smartphone che nel mio caso è un Samsung S21 Ultra. Sarei anche io lieto di avere informazioni e se sarà risolto il problema.

English please
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From: Vincimaio @.>
Sent: Friday, December 3, 2021 9:57:30 AM
To: thekirankumar/carstream-android-auto @.>
Cc: Cristiano061094 @.>; Author @.>
Subject: Re: [thekirankumar/carstream-android-auto] Carstream crashed on Android 12 (Issue #262)
Anche io ho lo stesso problema, su Android Auto, aprendo qualsiasi apk del sistema si richiude all'istante e invia un errore sullo smartphone che nel mio caso è un Samsung S21 Ultra. Sarei anche io lieto di avere informazioni e se sarà risolto il problema.
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You are receiving this because you authored the thread.
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My phone is also an S21 ultra, I have all apk updated and my phone restored

I'm in the same condition, just Thursday I updated everything but the situation hasn't changed.

Me too. I have Google Pixel 6 Pro. Tried installing previous version of AAAD, previous versions of car stream, uninstalling Google Play services update and still no sign of  carstream on Android Auto menu in car.  Looking forward to some help

Ciao ragazzi, anche io dopo avere aggiornato il Samsung S10 Lite, non mi funziona più  Car Stream. Non si vede in Android Auto mentre è presente sul telefono. Ho scaricato nuovamente  AAAD, reinstallato tutto dando i permessi da fonti sconosciute da modalità sviluppatore e reinstallato Car Stream ma non si vede tra le applicazioni in AndoidAuto. Aiutooo

The issue isn't carstream is with the Android auto latest update that broke a few things.
The temporary solution I found is to go to settings, apps, Android auto and delete the data. Then connect the phone and go through with the normal Android auto first time setup.
It is quite annoying because it has to be done EVERY SINGLE TIME, BEFORE EVERY DRIVE. But it does make the applications from AAAD to appear in Android auto in the head unit.

Ok thanks a lot. Tomorrow i try this temporary solution and i hope it's helpfully.
Scarica Outlook per Androidhttps://aka.ms/AAb9ysg

From: munecito @.>
Sent: Thursday, December 9, 2021 11:40:38 PM
To: thekirankumar/carstream-android-auto @.>
Cc: makkolino @.>; Comment @.>
Subject: Re: [thekirankumar/carstream-android-auto] Carstream crashed on Android 12 (Issue #262)
The issue isn't carstream is with the Android auto latest update that broke a few things.
The temporary solution I found is to go to settings, apps, Android auto and delete the data. Then connect the phone and go through with the normal Android auto first time setup.
It is quite annoying because it has to be done EVERY SINGLE TIME, BEFORE EVERY DRIVE. But it does make the applications from AAAD to appear in Android auto in the head unit.
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You are receiving this because you commented.
Reply to this email directly, view it on GitHubhttps://github.com/thekirankumar/carstream-android-auto/issues/262#issuecomment-990364860, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AWIQUXI7ILYZHU6EHZLRFB3UQEV6NANCNFSM5JJGW6YA.
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There's also a work around down the bottom of carstream update history if you press ABOUT in carstream-

http://www.thekirankumar.com/blog/2017/12/29/play-youtube-video-android-auto-app/?from_app=true

I recently updated my SGS20+ to Android 12; Car Stream is still present within Android Auto, but it crashes as it starts; I sent a few debug info. Anyone can help?

Υπάρχει κάποιος που να γνωρίζει πως μπορούμε να λύσουμε το θέμα με το carsrream κσι την καινούργια ενημέρωση android 12? Ενώ υπάρχει κανονικά το εικονίδιο στο android auto δεν ανοίγει και βγάζει σφάλμα.

δυστυχώς το πρόβλημα είναι για όλες τις συσκευές με Android 12. Δεν υπάρχει ακόμα ενημέρωση που να λύνει το πρόβλημα.  πρέπει να περιμένουμε

Ευχαριστώ πολύ. Θεωρητικά μενουμε οπως εχει με το car stream στην αναμονή αφου δεν υπαρχει κάποια ενημέρωση ευελπιστώ για το καλύτερο.
Αποκτήστε το Outlook για Androidhttps://aka.ms/AAb9ysg

From: Vincimaio @.>
Sent: Sunday, January 23, 2022 10:09:16 AM
To: thekirankumar/carstream-android-auto @.>
Cc: Photis75 @.>; Comment @.>
Subject: Re: [thekirankumar/carstream-android-auto] Carstream crashed on Android 12 (Issue #262)
δυστυχώς το πρόβλημα είναι για όλες τις συσκευές με Android 12. Δεν υπάρχει ακόμα ενημέρωση που να λύνει το πρόβλημα. πρέπει να περιμένουμε
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Delete old files and data. Install old apk of AA. Install carstream. Everytime you get in car go to apps on phone, find google play services and delete data. Sure, its a pain but it's the only fix so far

please can you write the exact procedure.  it would be useful to know which version of AA to install and in which program to clear the cache
per piacere puoi scrivere la procedura esatta . sarebbe utile sapere quale versione di AA istalare e in quale programma cancellare la cache

which version should i download for the problem I am having? lest I use another one and skip this one
Version 1.0 until 1.4.3.which?
Αποκτήστε το Outlook για Androidhttps://aka.ms/AAb9ysg

From: Vincimaio @.>
Sent: Sunday, January 23, 2022 10:34:29 AM
To: thekirankumar/carstream-android-auto @.>
Cc: Photis75 @.>; Comment @.>
Subject: Re: [thekirankumar/carstream-android-auto] Carstream crashed on Android 12 (Issue #262)
please can you write the exact procedure. it would be useful to know which version of AA to install and in which program to clear the cache
per piacere puoi scrivere la procedura esatta . sarebbe utile sapere quale versione di AA istalare e in quale programma cancellare la cache
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Reply to this email directly, view it on GitHubhttps://github.com/thekirankumar/carstream-android-auto/issues/262#issuecomment-1019438280, or unsubscribehttps://github.com/notifications/unsubscribe-auth/AXNTN6NC6XS6KU3VBNVSDNDUXO4RLANCNFSM5JJGW6YA.
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Crashes when installing LambdaBetterGrass

Mod Name
LambdaBetterGrass
Mod Homepage
https://www.curseforge.com/minecraft/mc-mods/lambdabettergrass
Describe the bug
when the game was loading, the mod said that it was moving to quilt.
Steps to reproduce

start Minecraft
the quilt message will come up
press "close"
Minecraft will crash with exit code 1
...

Logs
https://gist.github.com/vinnyg0621/046869cbced7677474d704ce85b6cddc
Additional context
I thought this mod would be able to load quilt mods too 😠

Running quilt-only mods is not supported by connector


Dynamic similarity checking in Visual automation flow

I want to check the similarity of the visual elements at runtime and click the high similarity element.
Is it possible to iterate the Sikulix's  match objects in tagui scripts ?
vision step allow us to just execute the commands. But here I want communication from SikuliX to TagUI.
Please help me in this aspect.

Hi @mazhilnan
Yes you can,I am sharing a sample code below
vision begin
setBundlePath("C:\\Projects\\demo-rpa\\wekan")
matches=findAll(Pattern("system/images/1559167490613.png").similar(0.41))

mm = SCREEN.getLastMatches()
mactObjects = ""
if mm != None:
    while mm.hasNext(): # loop as long there is a first and more matches
          match = mm.next()
          mactObjects +=   "{" + "\"x\":"   + str(match.getX()) + ","
          mactObjects +=   "\"y\":"   + str(match.getY()) + ","
          mactObjects +=   "\"s\":"   + str(match.getScore()) + "},"
returnValue = "[" + mactObjects[:-1] + "]"
tagui_text = open('tagui.sikuli/tagui_sikuli.txt','w')
tagui_text.write(returnValue); tagui_text.close()
vision finish
vision_result = fetch_sikuli_text()
ret = JSON.parse(vision_result)

for (index = 0; index < ret.length;index++)
{
	similarity = ret[index].s
  	x = ret[index].x
  	y = ret[index].y
  	//check similarity
    if (similarity > 0.50)
    {
       click (`x`,`y`)
    }
}

Hi @muratcim
Thank you so much for your reply !
It is really helpful for me.


TypeError [ERR_INVALID_THIS]: Value of "this" must be of type nullish or must be the global object

I get this TypeError when running a simple GET request
$ httpyac send -a test.http
TypeError [ERR_INVALID_THIS]: Value of "this" must be of type nullish or must be the global object
    at new NodeError (node:internal/errors:399:5)
    at global.cryptoThisCheck (node:internal/process/pre_execution:286:17)
    at get crypto [as crypto] (node:internal/util:617:9)
    at sm (~/.npm-global/lib/node_modules/httpyac/dist/index.js:6:2490)
    at Gt (~/.npm-global/lib/node_modules/httpyac/dist/index.js:6:2268)
    at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
    at async xt (~/.npm-global/lib/node_modules/httpyac/dist/index.js:6:5619)
    at async p.trigger (~/.npm-global/lib/node_modules/httpyac/node_modules/hookpoint/dist/index.js:1:3212)
    at async Se.execute (~/.npm-global/lib/node_modules/httpyac/dist/index.js:2:49383)
    at async zd (~/.npm-global/lib/node_modules/httpyac/dist/index.js:119:29673) {
  code: 'ERR_INVALID_THIS'
}

---------------------
GET http://localhost:7777/healthz/live
accept: */*
accept-encoding: gzip, deflate, br
user-agent: httpyac

HTTP/1.1 200  - OK
transfer-encoding: chunked

Service is live
✓ status code Ok

where test.http reads
GET http://localhost:7777/healthz/live
{{
  const { equal } = require('assert');
  test('status code Ok', () => {
    equal(response.statusCode, 200);
  });
}}

@simsurace I think the error is related to the NodeJS version used. Which version is used? This was reported once before with #379, but I was able to work around it there.

I was testing with 20. Will try with 18 then.


Fix potential NPE

Potential NPE fix. Not confirmed but similar NPE was found when load testing MID-REST java client.

LGTM