preprocess_dataset.sh  error please help

!sudo bash /content/latent-pose-reenactment/utils/preprocess_dataset.sh
/content/latent-pose-reenactment/utils
Got 2 folders, will process from 0-th to 999999999-th
0 images /content/dataset//images/id00017 id00017
WARNING: /content/dataset//images-cropped/id00017/ already exists, contains 0 files
0% 0/2 [00:00<?, ?it/s]Traceback (most recent call last):
File "crop_as_in_dataset.py", line 684, in
for input_image in tqdm(image_loader):
File "/usr/local/lib/python3.7/dist-packages/tqdm/std.py", line 1104, in iter
for obj in iterable:
File "/usr/local/lib/python3.7/dist-packages/torch/utils/data/dataloader.py", line 517, in next
data = self._next_data()
File "/usr/local/lib/python3.7/dist-packages/torch/utils/data/dataloader.py", line 1199, in _next_data
return self._process_data(data)
File "/usr/local/lib/python3.7/dist-packages/torch/utils/data/dataloader.py", line 1225, in _process_data
data.reraise()
File "/usr/local/lib/python3.7/dist-packages/torch/_utils.py", line 429, in reraise
raise self.exc_type(msg)
TypeError: Caught TypeError in DataLoader worker process 0.
Original Traceback (most recent call last):
File "/usr/local/lib/python3.7/dist-packages/torch/utils/data/_utils/worker.py", line 202, in _worker_loop
data = fetcher.fetch(index)
File "/usr/local/lib/python3.7/dist-packages/torch/utils/data/_utils/fetch.py", line 47, in fetch
return self.collate_fn(data)
File "/usr/local/lib/python3.7/dist-packages/torch/utils/data/_utils/collate.py", line 85, in default_collate
raise TypeError(default_collate_err_msg_format.format(elem_type))
TypeError: default_collate: batch must contain tensors, numpy arrays, numbers, dicts or lists; found <class 'NoneType'>
0% 0/2 [00:00<?, ?it/s]

/content/dataset//images/id00017 doesn't contain any images

I do not understand, clearly / content / dataset // images / id00017 is not empty, what is wrong?

Either this directory doesn't contain images (only other directories for example), or the images are broken, or you're running the script with wrong parameters (which I don't know, so it's hard to guess).

Does it have something to do with image resolution? Can the image be any size?

Can the image be any size?

Yes.
Your error looks like OpenCV tried to load some image file and returned None, which may mean that file was empty/broken/invalid/directory.

hey I solved it, the problem was that there was a hidden file .ipynb_checkpoints
so i did
! rm -r /content/latent_pose_reenactment/utils/dataset/images/monalisa/.ipynb_checkpoints
and it worked but now I get
inference_folder.py file not found
where do i find this file?

You'll get it by following the setup instructions


Cleanups for discussion

These are borderline terrible, but they flag in error prone and highlight in the IDE.  Putting this here for discussion only, what's the approach to getting a clean warning free Kotlin experience?

@JakeWharton are we happy with sprinkling @Suppress around our code?


Add JSON schema for applicationmetadata

Description
Adding a json schema for the applicationmetadata.json file.
This schema is fashioned after the the models that are used in app-lib-dotnet to parse the applicationmetadata.json file.
When i encountered objects that contained other defined objects with their own properties i decided to put the child objects in the definitions and use a reference for them even if they were just used in one place.

Related Issue(s)

closes #{issue number}

Verification/QA

Manual functionality testing

[x] I have tested these changes manually
[ ] Creator of the original issue (or service owner) has been contacted for manual testing (or will be contacted when released in alpha)
[ ] No testing done/necessary

Automated tests

[x] Unit test(s) have been added/updated
[ ] Cypress E2E test(s) have been added/updated
[ ] No automatic tests are needed here (no functional changes/additions)
[ ] I want someone to help me make some tests

UU/WCAG (follow these guidelines until we have our own)

[ ] I have tested with a screen reader/keyboard navigation/automated wcag validator
[x] No testing done/necessary (no DOM/visual changes)
[ ] I want someone to help me perform accessibility testing

User documentation @ altinn-studio-docs

[ ] Has been added/updated

[x] No functionality has been changed/added, so no documentation is needed
[ ] I will do that later/have created an issue

Changes/additions to component properties

[ ] Changes are reflected in both src/layout/layout.d.ts and layout.schema.v1.json, and these are all backwards-compatible
[x] No changes made

Support in Altinn Studio

[ ] Issue(s) created for support in Studio

[x] This change/feature does not require any changes to Altinn Studio

Sprint board

[x] The original issue (or this PR itself) has been added to the Team Apps project and to the current sprint board
[ ] I don't have permissions to do that, please help me out

Labels

[x] I have added a kind/* label to this PR for proper release notes grouping
[ ] I don't have permissions to add labels, please help me out

Have not read all of it. Nice test! Have you tested it against the apps?

Shamelessly stole the test from @olemartinorg 😁 I have tested the schema against apps i have locally.


Handle variations in how setuptools names the build directory

Fixes #205

Thanks, but the glob approach will give strange error messages when the build directory is missing completely. I've pushed a version that supports the new (and the old) setuptools directory name pattern. Can you give it a try if it works for you?

Thanks. I've done a scratch build on Fedora with that patch (https://koji.fedoraproject.org/koji/taskinfo?taskID=90094501) and it looks good.


Use GITHUB_TOKEN to download Flux assets

It would be great if we could improve https://github.com/fluxcd/website/blob/main/hack/import-flux2-assets.sh so that it uses a GITHUB_TOKEN to download the respective files. We seem to get 503s during the website build.
https://github.com/fluxcd/website/blob/main/hack/contributors.py#L21-L36 is a python version of this.

@codablock says

It should be as easy as using -u fluxcdbot:$GITHUB_TOKEN in curl calls

cf https://github.com/kluctl/www-kluctl.io/blob/main/hack/import-kluctl-assets.sh#L60

@dholbach seem all links are public. So we do not need to add the token.


Undefined functions in many files

Hello Prof Tyuruykanov, it seems there are a lot of missing functions in the files in .papers foler. When running spectral clustering 2018, the error says max_flow_mex() is undefined, and this one seems to be the problem of matlabBGL and I have contacted them. When running slow coherency 2020, it will report an undefined function or variable evrot_NAG_batch. When running PSCC 2018, it will report an undefined function or method mst_mex for double input arguments. When running DPSP_2018, pst2graph will report that "The computed coherency bus indices do not agree with the actual generator bus indices, return empty." Anyway, there seem to be some bugs and the codes cannot run properly. Could you please fix these bugs to make them correct? Thank you for your kind patience and help.

Hello Yang,
Thank you for your input. I've fixed the issue in DPSP_2018 (I forgot to update cohConstraints.m to the new format) and added the mex files. I hope now everything works fine.
Regards,
Ilya Tyuryukanov


The coffecients for eigen vectors are small

I am trying to extend the face reconstruction to a full head. For my pca model of the head, the eigen vectors are very small in magnitude, ie i am expecting to get the parameters in the range [200-500] to bring in proper shape change. While running the code, the params generated are still less than 1.0 . Is these something specific i have to do while using a different PCA model?

Hi! Sorry, somehow I missed the email notification about your issue.
I'm not sure what parameters you're referring to in each sentence, and when you are talking about the eigenvectors, and when about the eigenvalues or even the PCA coefficients. If you clarify, I might be able to help.
In general, no, there's nothing specific you need to do when using a different PCA model. If your vertices are in different units than the Surrey Face Model, then you might need to change the scaling of the camera (or the vertices).

I'll close this, feel free to reopen if you're still working on it and have issues. It's very unlikely an issue with eos though, I think you just need to get your model right :-)


Update broken links in Readme.md

I saw that the links in Readme.md were getting a 404. Updating them to the relevant pages in the wiki.
Using relative links, which you may want to change to absolute ones (e.g. https://github.com/jzohrab/lute-v3/wiki/Development) as wiki's don't come over when the repo is forked.

  Appreciated!


iOS: pressing record btn in SampleScene freezes scene/game for 0.5s - 1s on actual device

When i press the record btn to start talking on my iphone 6s, everything in the scene freezes for 0.5 - 1s. When I run this same scene in the xcode simulator, there is no timeout/delay.
It looks like creating an AVAudioSession every time we startRecording is causing the issue
AVAudioSession *session = [AVAudioSession sharedInstance];         [session setCategory:AVAudioSessionCategoryPlayAndRecord mode:AVAudioSessionModeMeasurement options:AVAudioSessionCategoryOptionDefaultToSpeaker error:nil];         [session setActive:TRUE withOptions:AVAudioSessionSetActiveOptionNotifyOthersOnDeactivation error:nil];

@calvma I looking to try and resolve this issue as well ... did you happen to find a solution?

I am facing the same issue , is there any solution ?


from flutter page jump to Activity, then back to flutter page, Page display is abnormal.

Is there an existing issue for this?

[X] I have searched the existing issues
[x] I have read the guide to filing a bug

Steps to reproduce

flutter page, use MethodChannel connect to native.
flutter page jump to Activity.
after a while back to flutter page.
all text and some image can't display.

Expected results
all widget can display normal
Actual results
all text and some image can't display.
Code sample
Code sample
@override
  Future<bool?> startNavi(BNFCoordinate startLocation, BNFCoordinate endLocation, String routesInfoExt) async {

    bool result = false;
    try {
      Map map = (await naviChannel.invokeMethod(
      BNFNaviMethodID.kStartNavi,
          {
            'startLocation': startLocation.toMap(),
            'endLocation': endLocation.toMap(),
            'routesInfoExt': routesInfoExt
          } as dynamic)) as Map;
      result = map['result'] as bool;
    } on PlatformException catch (e) {
      print(e.toString());
    }
    return result;
  }

Communit with native applications through MethodChannel, and then jump to native page BaiduMapNaviActivity : FragmentActivity() {
 xxx
}

Screenshots or Video

Screenshots / Video demonstration
https://github.com/flutter/flutter/assets/4987178/d53695ee-72f8-4813-86c3-7de77d8ff669

Logs
Logs
[Paste your logs here]

Flutter Doctor output
Doctor output
[✓] Flutter (Channel stable, 3.13.1, on macOS 13.5.2 22G91 darwin-arm64, locale
    en-CN)
    • Flutter version 3.13.1 on channel stable at
      /Users/longdawei/flutter_3.13.1
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision e1e47221e8 (2 months ago), 2023-08-22 21:43:18 -0700
    • Engine revision b20183e040
    • Dart version 3.1.0
    • DevTools version 2.25.0

[✓] Android toolchain - develop for Android devices (Android SDK version 33.0.1)
    • Android SDK at /Users/longdawei/Library/Android/sdk
    • Platform android-33, build-tools 33.0.1
    • ANDROID_HOME = /Users/longdawei/Library/Android/sdk
    • Java binary at: /Applications/Android Studio
      2.app/Contents/jbr/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment (build
      17.0.6+0-17.0.6b829.9-10027231)
    • All Android licenses accepted.

[✓] Android Studio (version 2022.3)
    • Android Studio at /Applications/Android Studio 2.app/Contents
    • Flutter plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/9212-flutter
    • Dart plugin can be installed from:
      🔨 https://plugins.jetbrains.com/plugin/6351-dart
    • Java version OpenJDK Runtime Environment (build
      17.0.6+0-17.0.6b829.9-10027231)

Hi @longdw. Thanks for filing this. Can you upgrade to the latest version of flutter to verify this issue still persists? Also, I'm trying to reproduce this on my end but will need you to help provide a completed and minimal reproducible code sample, it could be a sample repo as in this case?

hi @dam-ease. Thanks for your reply. This issue is not exist when I upgrade flutter to 3.13.9.

Thanks for your response. I guess this has been fixed in latest versions and I'll be closing this issue per your last comment.
Thank you!


Ghosting when dragged a scaled "window" actor

Please ensure you have given all the following requested information in your report.
Issue details
There are 2 separate issues.  Not sure if they are related, but I believe they are.
(1) I have a very simple Stage where I create 2 movable "actor" windows.  One of the windows has .setScale set to 0.5f.  When I drag that window around it creates a ghost/shadow of itself.  Dragging the other window has no issue.    The more I drag the window, especially if I drag it in a circle, the distance between the ghosted version of the window grows.
(2) If you attempt to drag the small window to the upper right hand corner it is not allowed to.  Not sure how else to describe it other than you cannot drag the small scaled window to the upper right corner of the app.
Reproduction steps/code
The attached code will reproduce the problem.  In addition I put up a 20 second clip on youtube.  Here is the link  https://youtu.be/bzRSY8IJeOw
Version of LibGDX and/or relevant dependencies
gdxVersion = '1.9.14'
Stacktrace
Not relevant
Please select the affected platforms

[ ] Android
[ ] iOS
[ ] HTML/GWT
[X ] Windows
[ ] Linux
[ ] MacOS

And here is the sample code.  The UI skin used is the default that ships with libgdx
package com.mygdx.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.Window;
import com.badlogic.gdx.utils.viewport.FitViewport;
public class MyGdxGame extends ApplicationAdapter {
Stage stage;
Skin skin;
Window window, window2;
@Override
public void create() {
    stage = new Stage(new FitViewport(300,300));
    skin = new Skin(Gdx.files.internal("default_skin/uiskin.json"));

    window = createWindow(25,50);
    stage.addActor(window);

    window2 = createWindow(125,150);
    window2.setScale(1f / 2f);
    stage.addActor(window2);

    Gdx.input.setInputProcessor(stage);
}

public Window createWindow(float x, float y) {
    Window wnd;

    wnd = new Window("Debug Dialog", skin);
    wnd.getTitleTable().add(new TextButton("X", skin)).height(wnd.getPadTop());
    wnd.row();
    wnd.add("mx:");
    wnd.row();
    wnd.add("my:");
    wnd.setMovable(true);
    wnd.setTransform(true);
    wnd.setPosition(x,y);
    wnd.pack();

    return wnd;
}

@Override
public void render() {
    Gdx.gl.glClearColor(1, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    stage.act();
    stage.draw();
}

@Override
public void dispose() {

}

}

Thanks for responding.  What you said makes sense and it works in that I don't get ghosting and the window successfully can be moved to the borders.  But.......
So there is no way to scale an actor?   The reason I want to scale is if I run my app on one phone that is 852x480 and a low pixel density and then on another that is 1920x1080 with a very high density I have very different sized "window" actors.  I want these actors to be approximately sizes (identical would be ideal).   It seemed like setScale was the solution.  By changing the size, it graphically takes up the same space but now the layout of the elements within that "window" are completely different.  When I did setScale everything looked like it was supposed to, but dragging and boundaries were broken.
Is there any way to make an actor with fixed content (say 10 labels) a consistent size across multiple device resolutions and pixel densities?
Side question - I guess the purpose of setScale is only for static items?

What you need is a Viewport. Instead of using fixed scale, let the viewport do the scaling for you. It will automatically adjust the scales of actors depending on the screen size (or density).
Choose a target resolution (like 1920x1080), then use that to create an appropriate viewport. I said appropriate here because there are different built-in viewports and they work differently. It is your responsibility to size your actors to look good on your target resolution, then the viewport will decide how it looks on other resolutions (depending on the type of viewport you use).
And yes, setScale() makes static changes, the scale your pass will be used as a fixed scale unless you change it later, it will automatically adjust at runtime unless you use a viewport. Also note that the viewport will work with any fixed scale that you set, so if you want everything to be controlled by the viewport only, don't bother setting the scale yourself.

I actually am using a ExtendViewport, and using a viewport is the source of the problem.  From the libgdx wiki (https://github.com/libgdx/libgdx/wiki/Viewports) they state that you have to use setScale.  Before I started using a viewport everything was fine, but then I ran into display problems on different devices - exactly what viewport was designed to fix.
(Copied from the wiki)
then set the size of the actors using the 2 lines

   //****SETTING ACTORS SIZE****//
   //When using FitViewport in Stage,  the actors can be scaled really large.  The below allows you to rescale it to
   //more visual appealling.
   final float scaleValue = 1f/3.5f;//set this to whatever you want
   gameButton.setTransform(true);
   gameButton.setScale(scaleValue);

The easiest way for you to see this is to set the application w/h to 1920x1080 and your viewport to, say 192x108 (1/10th of the screen size).  In DesktopLauncher, depending on lwjgl version use one of the following
//lwjgl3 config.setWindowedMode(APP_WIDTH, APP_HEIGHT);
or
//lwjgl2		config.width = 1920;
//lwjgl2		config.height = 1080;
Then set your viewport to 192x108.  Now your "window" actors are HUGE - 10x larger to be exact.  If you now set the scale factor to 1/10 on that window actor it shows as it is supposed to do.
The wiki specifically mentions FitViewport as being a problem, but the "scaled really large" happens with any viewport other than ScreenViewport.  I would really prefer to not to use a ScreenViewport as that completely negates having World Coordinates.
Summarizing, and this is why I filed the bug.

If you are using an actor....
If viewport does not match screen size then your actor will be drawn at an incorrect scaling.
The wiki says to use setScale to fix this.
But using setScale causes drawing problems (the ghosting) and screen edge detection (not able to move window to full width of app)

Alright. I hope a contributor sees this soon enough and fix the bug. For the time being, you can try using an older version of libGDX and see if the big persists or not.

@chrisplak71 i think you get misguided by this wiki paragraph. Actor scale shouldn't be used to "fix" viewport setting. (we'll probably remove it)

Then set your viewport to 192x108. Now your "window" actors are HUGE - 10x larger to be exact.

This is actually how some viewports (eg. FitViewport) works : you define a virtual area (192x108) and everything will be scaled to match the screen whatever the real screen size is. If this virtual zone is too small for your actors, that mean you need a bigger one.

FYI i removed the wiki paragraph.

It is not just FitViewport that has the problem.  It is any viewport (other than screen viewport).  In the example I posted, just change the app size to 1920x1080 and the viewport size to 192x108.  Then try the different viewports.  You'll see in all situations that the actor his 10x larger (except for screenviewport).  It is also not just a "window" actor.  It is any actor.
Does that mean then that the viewport size should ALWAYS be the exact same as the screen size if we are attempting to use actors?  For items like fonts and sprites I can apply my scaling factor and it works.  For actors I cannot.
While I used an exaggarated scaling factor of 1/10.  Even a simple slight aspect change would result in odd and inconsistent stretching of the actors, ie viewport of 1920x1080 to display size of 2088x1154.
I guess I'm missing something here.  My understanding is that the viewport world size should have nothing to do with the display size (until final rendering).  It sounds like this is only true for my internal code.  If  I use any of the built in actors/stage then it won't work.  Let me ask it another way, are there features of libgdx that "do the right thing" based upon the world size?
(I'm sorry, I'm struggling and trying to ask the question more clearly).
Let me ask it this way.  What is the purpose of having an "Actor" that is unusable in in any viewport (other than screenviewport)?  I thought the purpose of the viewport was so that I could work in my units.  Are you saying that when using any of the libgdx features, that I either (a) must scale everything from world to display size or (b) I have to also have a screenviewport and always do the translation from my world to the screen and back?  IE, i want to have a 10x10 viewport on a 1920x1080 display.  I want the window actor at viewport 5x5 so I'd have to pass this through some transform routine to get from 5x5 viewport to x=1920/2, y=1080/2 on the screen and then use that newly transformed 960,540 position for the window actor (and that window actors stage is a screenviewport)?
I looked, and could not find, any examples in libgdx with using an actor where the viewport size was different than the screen and doing whatever is needed to get an actor to display properly in a mismatched viewport/display size scenario.  IE display is 1920x1080 and viewport is 192x108.  Can you point me to an example of this?
An aside, I think you should either leave that paragraph in the wiki or at least describe it.  I was pulling my hair out trying to figure out why the window actor took up the entire screen.  When i saw the mention of setScale (and the accompanying comment), at least it allowed me to scale and see the actor properly.

Haven't tested your code but on a first look it doesn't look like you are updating the Viiewport size.
Add a call to stage.getViewport().update(width, height, true); on resize(int width, int height).

@chrisplak71 that's somehow what i'm saying. All viewports (except ScreenViewport) works like you describe : it uses a virtual area (world) and will adapt to any screen resolution/density in order to display the same thing "stretched".
Your game should only rely on this virtual area (world coordinates).
Example :

let say your viewport has a world size of 300x200 units
you have an actor with size 30x20 units
then your actor will take 1/10 the screen size at any resolution : it will be 300px by 200px on a 3000px by 2000px and so on...

for any other questions and help with your code, please use our Discord server instead, it'll be easier : https://libgdx.com/community/

@chrisplak71 The reason it's scaled 10x bigger is because your viewport dimension is very small (192x108) compared to the screen resolution (1920x1080).
So this is what happened:

You created a viewport and gave it a size of 192x108
You ran the game with a resolution of 1920x1080
The viewport saw that the resolution is larger than the original viewport size. Then it scaled up your actors.

Actually this isn't a bug, that's how it should behave. I'll advise you to choose a suitable target resolution for your viewport (and don't scale manually). 192x108 is way too small. Personally, I usually choose a reasonable resolution like 800x480, then design my assets to work well with that resolution. Then the viewport will handle scaling when required.

@mgsx-dev  The second bullet point of yours is what I see as the problem.  There is no way to create an actor in size of units.  The actor (appears) to always gets created in screen pixels.
The behavior I want is what you detail in bullet point 3, but that is not what is happening.  For a fit/extended/fill viewport, the size of the actor does not take up 1/10th of the viewport, it actually takes up 10X the intended size.  And if I happened to use a view port size of 1920/5, 1080/5 on a screen size of 1920,1080 the actor will now take up 5x the intended size.  It's only when the viewport size == the screen size that the actor takes up the space it is supposed to.  on the flip side if I have a viewport size of 19202, 10802 then the actor is now 1/2 the size it was in a 1920 viewport size.
Putting it another way, it appears that the actor is being scaled incorrectly at an inverse of the worldsize/screensize ratio.
FWIW - I have asked on discord and got no real responses.  A few questions asking for videos to show the issue, which I uploaded but no responses.  I posted on discord on 5/20,5/21

@chrisplak71 that's somehow what i'm saying. All viewports (except ScreenViewport) works like you describe : it uses a virtual area (world) and will adapt to any screen resolution/density in order to display the same thing "stretched".
Your game should only rely on this virtual area (world coordinates).
Example :
* let say your viewport has a world size of 300x200 units

* you have an actor with size 30x20 units

* then your actor will take 1/10 the screen size at any resolution : it will be 300px by 200px on a 3000px by 2000px and so on...

About the wiki paragraph removed, it was wrong and misleading, it's better without it, trust me :-) .
for any other questions and help with your code, please use our Discord server instead, it'll be easier : https://libgdx.com/community/

please ask again on Discord and ping me @mgsx, i'm sure we will find a solution to your issue.

I'm late to the party, but here I am.

There is no way to create an actor in size of units. The actor (appears) to always gets created in screen pixels.
Stage coordinates don't know they are pixels or something else. It's up to the viewport to map them. That said, for a UI usually you want stage coordinates to be pixels, so your UI graphics aren't scaled.

You can see it work by editing UITest eg:
stage = new Stage(new FitViewport(1000, 1000));

The units the UI is built with remain the same, but the viewport will show the UI scaled. All the UI input still works.


Corrupt Beatmaps don't Show when rush is selected

for my own reasons a lot of my maps are corrupt but i have to be in standard, mania, taiko or catch to see that they are grey meaning they are corrupt.

Please provide us something more to work with in order to even investigate this, like log files.

Please provide us something more to work with in order to even investigate this, like log files.

which log would be appropriate for this scenario of corrupt beatmaps?

All of them if you wanna cover all bases.

performance.log
runtime.log
updater.log
database.log
network.log

Did you manage to reproduce the problem during that exact session the logs came from?
From what I'm seeing, it looks like you've started the game after wiping your beatmaps, and did nothing else.

Did you manage to reproduce the problem during that exact session the logs came from? The runtime logs seem to show that you've never even reached the main menu.
Running the game will always override the old log files. If you do run the game, you have to reproduce the problem in order for the logs to record what happened there.

Will close this for now. Feel free to bump this issue when that happens.


Local_generic and federated_maven resources missing some fields/arguments

Is your feature request related to a problem? Please describe.
According to TF documentation here https://registry.terraform.io/providers/jfrog/artifactory/6.15.1/docs/resources/artifactory_local_generic_repository, the local generic repository resource should have one-to-one mapping with the corresponding Jfrog API https://www.jfrog.com/confluence/display/JFROG/Repository+Configuration+JSON, but some fields/arguments are missing:

"handleReleases": true (default),
"handleSnapshots": true (default),
"maxUniqueSnapshots": 0 (default),
"maxUniqueTags": 0 (default),
"snapshotVersionBehavior": "unique"(default) | "non-unique" | "deployer", #Specifies the naming convention for Maven SNAPSHOT versions. From release 7.41, this default changed from "non-unique" to "unique" and affects both local and federated repositories

Any chance they can also be supported?
Describe the solution you'd like
Support the above fields in the artifactory_local_generic_repository
Describe alternatives you've considered
N/A
Additional context
I'm also trying to use the artifactory_federated_generic_repository which also seems to inherit the generic/common arguments above

That makes sense, however it seems the federated repos inherit the local
generic repo fields. E.g. for  a maven federated repo I can't specify those
maven specific fields. Unless I'm missing something.
On Wed., 5 Oct. 2022, 15:57 Alex Hung, @.***> wrote:

@rinconjc https://github.com/rinconjc Those fields, whilst exists in
the JSON schema, are there to support specific package type and have no
effect otherwise. For example, handleReleases and handleSnapshots are for
Maven package type. maxUniqueSnapshots are for Maven and Nuget package
types. Finally maxUniqueTags is for Docker package type.
This is the reason the artifactory_local_generic_repository (and its
corresponding federated repository resource) doesn't have these attributes.
What use cases you have that need those attributes for the generic repo?
—
Reply to this email directly, view it on GitHub
https://github.com/jfrog/terraform-provider-artifactory/issues/539#issuecomment-1268966890,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/AAEPEIGMUKCRBFC3KI2GJG3WBXTSBANCNFSM6AAAAAAQOAX6BU
.
You are receiving this because you were mentioned.Message ID:
@.***>

Using tfschema this is what I see for local and federated repository resources in the provider:
alexh@alexh-mac terraform-provider-artifactory % tfschema resource show artifactory_local_maven_repository
+---------------------------------+-------------+----------+----------+----------+-----------+
| ATTRIBUTE                       | TYPE        | REQUIRED | OPTIONAL | COMPUTED | SENSITIVE |
+---------------------------------+-------------+----------+----------+----------+-----------+
| archive_browsing_enabled        | bool        | false    | true     | false    | false     |
| blacked_out                     | bool        | false    | true     | false    | false     |
| checksum_policy_type            | string      | false    | true     | false    | false     |
| description                     | string      | false    | true     | false    | false     |
| download_direct                 | bool        | false    | true     | false    | false     |
| excludes_pattern                | string      | false    | true     | true     | false     |
| handle_releases                 | bool        | false    | true     | false    | false     |
| handle_snapshots                | bool        | false    | true     | false    | false     |
| id                              | string      | false    | true     | true     | false     |
| includes_pattern                | string      | false    | true     | true     | false     |
| key                             | string      | true     | false    | false    | false     |
| max_unique_snapshots            | number      | false    | true     | false    | false     |
| notes                           | string      | false    | true     | false    | false     |
| package_type                    | string      | false    | false    | true     | false     |
| priority_resolution             | bool        | false    | true     | false    | false     |
| project_environments            | set(string) | false    | true     | true     | false     |
| project_key                     | string      | false    | true     | false    | false     |
| property_sets                   | set(string) | false    | true     | false    | false     |
| repo_layout_ref                 | string      | false    | true     | false    | false     |
| snapshot_version_behavior       | string      | false    | true     | false    | false     |
| suppress_pom_consistency_checks | bool        | false    | true     | false    | false     |
| xray_index                      | bool        | false    | true     | false    | false     |
+---------------------------------+-------------+----------+----------+----------+-----------+

alexh@alexh-mac terraform-provider-artifactory % tfschema resource show artifactory_federated_maven_repository
+---------------------------------+-------------+----------+----------+----------+-----------+
| ATTRIBUTE                       | TYPE        | REQUIRED | OPTIONAL | COMPUTED | SENSITIVE |
+---------------------------------+-------------+----------+----------+----------+-----------+
| archive_browsing_enabled        | bool        | false    | true     | false    | false     |
| blacked_out                     | bool        | false    | true     | false    | false     |
| checksum_policy_type            | string      | false    | true     | false    | false     |
| description                     | string      | false    | true     | false    | false     |
| download_direct                 | bool        | false    | true     | false    | false     |
| excludes_pattern                | string      | false    | true     | true     | false     |
| handle_releases                 | bool        | false    | true     | false    | false     |
| handle_snapshots                | bool        | false    | true     | false    | false     |
| id                              | string      | false    | true     | true     | false     |
| includes_pattern                | string      | false    | true     | true     | false     |
| key                             | string      | true     | false    | false    | false     |
| max_unique_snapshots            | number      | false    | true     | false    | false     |
| notes                           | string      | false    | true     | false    | false     |
| package_type                    | string      | false    | false    | true     | false     |
| priority_resolution             | bool        | false    | true     | false    | false     |
| project_environments            | set(string) | false    | true     | true     | false     |
| project_key                     | string      | false    | true     | false    | false     |
| property_sets                   | set(string) | false    | true     | false    | false     |
| repo_layout_ref                 | string      | false    | true     | false    | false     |
| snapshot_version_behavior       | string      | false    | true     | false    | false     |
| suppress_pom_consistency_checks | bool        | false    | true     | false    | false     |
| xray_index                      | bool        | false    | true     | false    | false     |
+---------------------------------+-------------+----------+----------+----------+-----------+

block_type: member, nesting: NestingSet, min_items: 1, max_items: 0
+-----------+--------+----------+----------+----------+-----------+
| ATTRIBUTE | TYPE   | REQUIRED | OPTIONAL | COMPUTED | SENSITIVE |
+-----------+--------+----------+----------+----------+-----------+
| enabled   | bool   | true     | false    | false    | false     |
| url       | string | true     | false    | false    | false     |
+-----------+--------+----------+----------+----------+-----------+

Both have those Maven specific attributes (handle_releases, handle_snapshots, snapshot_version_behavior).

@rinconjc If you can provide a sample of your HCL then I can try to investigate

Feel free to re-open this issue (or open another one) if you still have question or need help.

I imported several federated maven repositories today and none of them captured the maven-specific settings mentioned above. Also, when doing a "terraform plan" for these repos after correcting the values, the provider thinks that it's going to modify the repo configs (despite them being the same as the corrected config.)
Is this a bug?

@nrowealign Can you please create a new GitHub issue with sample HCL, etc. so we can investigate? Thanks


MVP for Digital Ocean auth refresh

MVP
Digital Ocean won't be using OAuth. Instead, they're going to give us an auth token to use, and either a function or a URL to call when it needs to be refreshed (I've heard both, and I'm not sure which one we're supposed to go with at this time).
This MVP is an example of how this might look. Two main things are happening here:

If they're not using oauth, we'll skip rendering the iframe.
If they provide a refresh function that returns a Promise<AuthToken>, then as soon as we detect that the auth token has been unset, we'll call that function to get a new auth token.

One point worth discussing is that I'm considering moving all of this into manifold-connection and deleting the manifold-auth-token component, for two reasons:

I think it's fine to try and authenticate unconditionally when you're using manifold-connection.
It's easier for us if the initial auth token is provided to manifold-connection along with any configuration options we may have to support. Then we can easily know when all available configuration values have been provided.

Please feel free to blow holes in this proposal.
Reason for change

Testing

Checklist

[ ] CHANGELOG: The Unreleased section of CHANGELOG was updated
[ ] Prop changes: docs were updated
[ ] Prop changes: E2E tests were updated, testing from the highest level possible
[ ] Platform testing: If this change should be tested against a platform, has it been?

What would their consumer code look like? Something like this?
<manifold-connection token={myToken} oauth-url="https://gettoken.com">

What would their consumer code look like? Something like this?
<manifold-connection token={myToken} oauth-url="https://gettoken.com">

If we do wind up using a URL then that's probably close, although it's not really OAuth so I think the attribute would be called refresh-url or something.


Fix compiling on latest boost/g++

In chainparams.c, boost's list_of function will apparently no longer automatically return a std::vector<unsigned char> container, so we must explicitly convert it.

I've compiled the test version with  this patch on 16.04, I'm doing a test sync from scratch. seems to be syncing ok, so far.


Added Google:Facebook

It looks like this PR was created by accident. The filename and its contents make no sense.

Sorry, I'm having a hard time figuring out the benefits of this PR.


fix: Revert "chore: Changes the DatabaseSelector and TableSelector to use the new Select component"

Reverts apache/superset#16334
This is the root cause PR for the issue here: https://github.com/apache/superset/issues/16475. Reverting as opposed to fixing forward since this was a pretty big PR and i unfortunately don't have the time to dig into a fix. Hope that's ok!
to: @michael-s-molina @lilykuang @graceguo-supercat @ktmud

:label: 2021.34

🏷 2021.34

🏷 2021.34


Mute ADM object

We started to use ADM-OSC with tracking systems to start with a clean and easy foundation for both sides.
One addition being handy would be muting and object, e.g.
/adm/obj/(k)/mute bool
payload being 0/1 or false/true
I would love to settle on false/true, but experienced that there are quite a lot of systems out there having trouble to handle boolean false/true.
Example: /adm/obj/1/mute 1

sounds great, should be included in 1.0

I agree, and easy to support in a 1.0 version.
I also would like to emphasize that most consumer programming tools (touchOSC, MAX, Lemur, Pure Data) dont use booleans, so I still believe an integer argument is a must, but we could have both arguments (but that feels redundant)

I can't think of any reason not to include this message.
An integer makes sense to me because:

ADM itself uses 0/1 rather than false/true
We're not using bools in the current 0.4 spec

"1" would mean that the object is muted.

This has been announced in the 1.0 spec, so this issue can be closed.


Idea. 1.Highlights 2.Livetweet 3.Bot Mod List 4.Motd List

Some Idea's

[ ] 1.Highlights
[ ] 2.Livetweet
[ ] 3.Bot Mod List
[ ] 4.Motd List

Change the overview for highlights, get a better view of the comments.

Twitter Livefeed in the admin control

Overview Bot Mod's in the admin control

4.Motd
Change / Overview Motd in the admin control
level 1000 / or broadcaster or whitlisted mod if no level 1000 user there

yupp


misc changes

Coverage decreased (-0.1%) to 63.117% when pulling b333fc0519737a32f0ede1d2b62aa8f4c91a1183 on RNAer:master into 97c33c834d1891f1f99d09050160328c2b0abaa5 on amnona:master.


Not working on Android 14

Doesn't work on Android 14. It works fine in lower versions.
onAttachedToActivity method of SimplePipModePlugin class is not called. Doesn't work only on Android 14.
This occurs when target api is specified as 34. If it is set to less than that, it will not occur.
Unhandled Exception: PlatformException(error, lateinit property activity has not been initialized, null, kotlin.UninitializedPropertyAccessException: lateinit property activity has not been initialized

Flutter Doctor[✓] Flutter (Channel stable, 3.13.9, on macOS 14.2 23C64 darwin-arm64, locale ko-KR)
    • Flutter version 3.13.9 on channel stable at /Users/syd/development/flutter
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision d211f42860 (2 months ago), 2023-10-25 13:42:25 -0700
    • Engine revision 0545f8705d
    • Dart version 3.1.5
    • DevTools version 2.25.0

[✓] Android toolchain - develop for Android devices (Android SDK version 34.0.0)
    • Android SDK at /Users/syd/Library/Android/sdk
    • Platform android-34, build-tools 34.0.0
    • ANDROID_SDK_ROOT = /Users/syd/Library/Android/sdk
    • Java binary at: /Users/syd/Library/Java/JavaVirtualMachines/corretto-11.0.21/Contents/Home/bin/java
    • Java version OpenJDK Runtime Environment Corretto-<IP_ADDRESS>.1 (build 11.0.21+9-LTS)
    • All Android licenses accepted.

[✓] Xcode - develop for iOS and macOS (Xcode 15.0.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 15A507
    • CocoaPods version 1.13.0

[✓] Chrome - develop for the web
    • Chrome at /Applications/Google Chrome.app/Contents/MacOS/Google Chrome

[!] Android Studio (not installed)
    • Android Studio not found; download from https://developer.android.com/studio/index.html
      (or visit https://flutter.dev/docs/get-started/install/macos#android-setup for detailed instructions).

[✓] IntelliJ IDEA Ultimate Edition (version 2023.2.5)
    • IntelliJ at /Applications/IntelliJ IDEA.app
    • Flutter plugin version 76.3.4
    • Dart plugin version 232.10248

[✓] VS Code (version 1.85.1)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.80.0

[✓] VS Code (version 1.79.2)
    • VS Code at /Users/syd/iCloud Drive(아카이브)/Desktop/Visual Studio Code.app/Contents
    • Flutter extension version 3.80.0

[✓] Connected device (3 available)
    • sdk gphone64 arm64 (mobile) • emulator-5554 • android-arm64  • Android 14 (API 34) (emulator)
    • macOS (desktop)             • macos         • darwin-arm64   • macOS 14.2 23C64 darwin-arm64
    • Chrome (web)                • chrome        • web-javascript • Google Chrome 120.0.6099.199

[✓] Network resources
    • All expected network resources are available.

Is this fixed?

I realized that the problem is caused by the broadcast receiver. I think there are some restrictions on devices running Android 14 and above. I found this link about it, but the provided example did not work. If we collaborate, we can solve it easily. Can you take a look?
https://medium.com/@malikfarooq4321/changes-to-broadcastreceiver-in-android-14-710cb0df2133

Thanks for your contribution @song011794 🎉


Update sorting only

Motivation
Splinter of #351 that provides new SpikeInterface API changes for add_units.
How to test the behavior?
Tests are passing with new API changes
Checklist

[x] Have you checked our Contributing document?
[x] Have you ensured the PR description clearly describes the problem and solutions?
[x] Have you checked to ensure that there aren't other open or previously closed Pull Requests for the same change?
[x] If this PR fixes an issue, is the first line of the PR description fix #XXX where XXX is the issue number?

@alejoe91 So, to confirm, the new spikeinterface/spikeinterface BaseSorting objects completely absorb or map all previous spikeinterface/spikeextractor SortingExtractor unit_spike_features?
What types of unit_spike_features used to be present (either possible, or commonly found) and what is the new method of setting/retrieving them? Are they types of properties now?

@alejoe91 So, to confirm, the new spikeinterface/spikeinterface BaseSorting objects completely absorb or map all previous spikeinterface/spikeextractor SortingExtractor unit_spike_features?
What types of unit_spike_features used to be present (either possible, or commonly found) and what is the new method of setting/retrieving them? Are they types of properties now?

The new API relies on the WaveformExtractor to deal with any spike-specific info. So spike features don't exist anymore in the Sorting object.

@alejoe91 So, to confirm, the new spikeinterface/spikeinterface BaseSorting objects completely absorb or map all previous spikeinterface/spikeextractor SortingExtractor unit_spike_features?
What types of unit_spike_features used to be present (either possible, or commonly found) and what is the new method of setting/retrieving them? Are they types of properties now?

The new API relies on the WaveformExtractor to deal with any spike-specific info. So spike features don't exist anymore in the Sorting object.

So from a design point, refactoring the write_sorting for minimal loss of back-compatibility should also include (a) instantiating a WaveformExtractor that has the features from a passed SortingExtractor, and (b) allowing an optional WaveformExtractor to be passed in if a BaseSorting is the main object; then instead of outright removal of the spike features here, refactor to use the WaveformExtractor (however it reached that step) to perform those operations?

@alejoe91 So, to confirm, the new spikeinterface/spikeinterface BaseSorting objects completely absorb or map all previous spikeinterface/spikeextractor SortingExtractor unit_spike_features?
What types of unit_spike_features used to be present (either possible, or commonly found) and what is the new method of setting/retrieving them? Are they types of properties now?

The new API relies on the WaveformExtractor to deal with any spike-specific info. So spike features don't exist anymore in the Sorting object.

So from a design point, refactoring the write_sorting for minimal loss of back-compatibility should also include (a) instantiating a WaveformExtractor that has the features from a passed SortingExtractor, and (b) allowing an optional WaveformExtractor to be passed in if a BaseSorting is the main object; then instead of outright removal of the spike features here, refactor to use the WaveformExtractor (however it reached that step) to perform those operations?

Option (a) would be impossible because the WaveformExtactor needs a recording too. Option (b) is ideally possible, but I think it would be better to just use write_waveforms (also in general I don't think we recommended to write features often)
Is there some sort of caching of the environment in the tests? The requirements point to spikeinterface@master, but apparently tests fail to resolve get_unit_spike_train(..., return_times=True), which is already merged in SI master

Option (a) would be impossible because the WaveformExtactor needs a recording too. Option (b) is ideally possible, but I think it would be better to just use write_waveforms (also in general I don't think we recommended to write features often)

I mean, the information about the features would be somehow contained within the SortingExtractor; surely then you could initialize a RecordingExtractor + WaveformExtractor both from the information in the old object?

Is there some sort of caching of the environment in the tests? The requirements point to spikeinterface@master, but apparently tests fail to resolve get_unit_spike_train(..., return_times=True), which is already merged in SI master

Nope; fresh install every time. requirements-minimal.txt points to current master of SI, but requirements-full.txt points to specific commit hashes in place of official released versions (which would be preferable, but not possible here). If you believe the commit hash on that is out of date feel free to bump it on any given PR that needs it.

Option (a) would be impossible because the WaveformExtactor needs a recording too. Option (b) is ideally possible, but I think it would be better to just use write_waveforms (also in general I don't think we recommended to write features often)

I mean, the information about the features would be somehow contained within the SortingExtractor; surely then you could initialize a RecordingExtractor + WaveformExtractor both from the information in the old object?

That would require to re-save the waveforms and indices into new files and I don't think that we could initialize a recording from the sorting object only, as we should have no info about channels, num frames, etc.. I think it's fine to leave features behind in my opinion with this refactoring, but we can ask what others think

S> The new API relies on the WaveformExtractor to deal with any spike-specific info. So spike features don't exist anymore in the Sorting object.
So let's say in the old API, I'd want to add a non-waveform unit spike feature with the goal of classifying certain spikes across all units in a certain manner.
For example, for spike_1 of unit_2, I want to set or associated a string value equal to "evoked_response". To spike_2 of unit_3 I likewise assign the label "spontaneous". For the sake of simplicity, never mind the missing data for NWB write of spike_1 of unit_3 and all spikes of unit_1 (just empty strings I suppose).
I would have done this previously via something like
my_sorting.set_unit_spike_features(
    unit_ids=[2], feature_name="classification", value="evoked_response", indexes=[1]
)
my_sorting.set_unit_spike_features(
    unit_ids=[3], feature_name="classification", value="spontaneous", indexes=[2]
)

My question is with the new WaveformExtractor, what is the new analogous API call?

@CodyCBakerPhD that is not possible in the new API. In general, one could add array properties and respective indices in the property tables. So bottom line is that some back-compatibility is broken with the new API

@CodyCBakerPhD @bendichter IMO this can be merged

I'd rather have some logic for writing non-waveform features from old SortingExtractor objects in the event that is the type passed; similar to how we handle epochs from old RecordingExtractor now

Ok we can make a separate function that is only called if the object is an old extractor

Summary of changes:
i) Input argument now expects either SortingExtractor or BaseSorting; all non-unit_spike_feature related operations are performed on a BaseSorting object, either the one passed or one coerced from the old_to_new_api mapping.
ii) All property reading from the sorting object is now done with a BaseSorting, which naturally does a lot of the 'nice' data retrieval features we had previously hard-coded here. Some minor changes in behavior, in particular the default values of integer valued properties.
iii) writing unit_spike_features as additional columns of the table is only supported for SortingExtractor objects, no change of behavior is expected here.

@alejoe91 @samuelgarcia Looking good over here, going to merge now. Thanks for working on this!


Ion-slide-box breaks when removing an item

Demo: http://codepen.io/emertechie/pen/tfqsD
See original forum post for more details

Problem is still there in beta 14. Any workarounds?

I'm seeing this issue in RC1. Is anyone working on this? Removing slides causes all sorts of weird and unpredictable behavior.

I'm still seeing this and have been battling it for about a week now.  Have issues with removing slides, filtering slides, and removing slides with ng-if.  Anyone know if there is a way to override the slidebox's $index without shifting the UI?

Same for me.
I have several memory problem on IOS and i'm forced to use ng-if to optimize the DOM.

Can someone reopen this?

Is there any fix of this issue? Please update.

Hey guys,
I found what's the issue when removing an item.
Basically, by default, because Ionic is using ngAnimate, when you use ngRepeat, angular will not destroy the DOM of the element straight away, but it will first add the css class: ng-leave to give the user a chance to set animation when deleting an item from the array.
Now, you can disable $animate for a container and all children elements (you can then re-enable for subchildren).
See pull request: https://github.com/driftyco/ionic/pull/3842

Hi everyone,
This problem seems still exists,I don't know why Ionic haven't fix this yet. I found a alternative solution for this issue.
$timeout( function() {
$ionicSlideBoxDelegate.update();
$ionicSlideBoxDelegate.slide(0);
}, 50);
this finely works for me

+1 I'm having issues as well. What seems to be happening to me is that when I remove a slide and it's the one I'm currently viewing, it seems to visually keep it there in the DOM and it looks like it lays over top of the previous/next one (not sure which at the moment).
@nunuqq1 I came up with this solution on my own but it's still not working totally for me either. This only works if there are 2 slides and I'm on the LAST one and I delete it. It transitions me smoothly to the first like it should and that's all.

Has anyone tested / reviewed the pull request: https://github.com/driftyco/ionic/pull/3842 ?

@labrute974
wow, that's beautiful. indeed it works like a charm. Just when deleting last item of the array in the slidebox, the slide becomes blank. To make it work, I slide the slidebox to second last item after splicing.
$scope.slideBoxArray.splice(index, 1);
if (index === $scope.slideBoxArray.length && index > 0)
{
$ionicSlideBoxDelegate.slide(index - 1);
//or $ionicSlideBoxDelegate.previous();
}

@nunuqq1  ur solution works perfectly fine just did d same thing tht @dwilt using the value of the active-slide model.

@labrute974 Thanks man! You saved my day!

No worries mate! Glad that helped!

Still having this issue in 1.1.0! Tried all the above but in vain.
Does anyone know a workaround?


Pasting commands to terminal doesn't work

see docker/docker#18772
For example if I paste the following in the terminal:
docker-machine ssh default 'echo test1'
echo test2
echo test3

I'll only get test1 printed:
$ docker-machine ssh default echo test1
echo test2
echo test3
test1
$

consider the expected behavior:
sleep 4
echo test1
echo test2

result:
$ sleep 4
echo test1
echo test2
$ echo test1
test1
$ echo test2
test2
$

Some info:
$ docker version
Client:
 Version:      1.9.1
 API version:  1.21
 Go version:   go1.4.3
 Git commit:   a34a1d5
 Built:        Fri Nov 20 17:56:04 UTC 2015
 OS/Arch:      darwin/amd64

Server:
 Version:      1.9.1
 API version:  1.21
 Go version:   go1.4.3
 Git commit:   a34a1d5
 Built:        Fri Nov 20 17:56:04 UTC 2015
 OS/Arch:      linux/amd64

$ docker info
Containers: 4
Images: 318
Server Version: 1.9.1
Storage Driver: aufs
 Root Dir: /mnt/sda1/var/lib/docker/aufs
 Backing Filesystem: extfs
 Dirs: 326
 Dirperm1 Supported: true
Execution Driver: native-0.2
Logging Driver: json-file
Kernel Version: 4.1.13-boot2docker
Operating System: Boot2Docker 1.9.1 (TCL 6.4.1); master : cef800b - Fri Nov 20 19:33:59 UTC 2015
CPUs: 4
Total Memory: 7.79 GiB
Name: default
ID: RRUD:3SUW:WC3U:TMC5:S32S:QPZW:JIGJ:2KWF:PSUZ:ZEZI:7TMV:6ZSP
Debug mode (server): true
 File Descriptors: 34
 Goroutines: 61
 System Time: 2015-12-18T19:13:15.423353104Z
 EventsListeners: 0
 Init SHA1:
 Init Path: /usr/local/bin/docker
 Docker Root Dir: /mnt/sda1/var/lib/docker
Username: kolodny
Registry: https://index.docker.io/v1/
Labels:
 provider=virtualbox

$ uname -a
Darwin Moshes-MacBook-Pro.local 14.4.0 Darwin Kernel Version 14.4.0: Thu May 28 11:35:04 PDT 2015; root:xnu-2782.30.5~1/RELEASE_X86_64 x86_64

$ docker-machine ssh v1 'echo test1; echo test2; echo test3'
test1
test2
test3

Hi @kolodny, thanks for the report.
@fsoppelsa has the right idea.  We can't really cover every possibly semantic desired of ssh, so usually it's asked that you wrap such multi-line invocations in quotes.  I think it seems like a pretty fair ask.

@fsoppelsa @nathanleclaire I think you're misunderstanding the issue. I'm trying to write a script that someone can paste into the terminal. Some of those commands do stuff over docker. The expected behavior is for the commands to wait for the previous command to finish, copy this into your terminal to see what I mean:
echo pinging googles dns
ping -c 5 <IP_ADDRESS>
echo done

The same mechanism doesn't work for docker-machine

This is not a dm issue.
I can suggest to look into your shell manpage for &&, \, and maybe expect.

@kolodny, why not this:
$ docker-machine ssh default 'echo pinging googles dns
ping -c 5 <IP_ADDRESS>
echo done'

?

Put all commands in one exec works in this case, but I get the same issue, and I can't use this workaround because I need to exec commands on multiple containers:
docker exec -ti php /bin/bash -c "composer update"
docker exec -ti database /bin/bash -c "mysql -u root -proot -e 'create database somedatabase;'"
docker exec -ti php /bin/bash -c "bin/console orm:schema-tool:create"

I expect all these commands run, but only the first one is run.
I tried adding sleep 1 between commands, not working.
I tried adding ; \ to the end of each lines, it works, but if I add empty line to add comments, like:
docker exec -ti php /bin/bash -c "composer update"; \
docker exec -ti database /bin/bash -c "mysql -u root -proot -e 'create database somedatabase;'"; \

# Comment
docker exec -ti php /bin/bash -c "bin/console orm:schema-tool:create"; \

Only the two first commands are run, so I consider this is still not a good workaround as it is not the expected behaviour, and counter intuitive.


Upgrade to Monaco v0.33.0

I haven't done detailed testing but SampleApp looks ok.
I'll like to use it in one of my projects but I wanted to apply this change in advance. I wanted to share it in case someone would like to use it.

I haven't done detailed testing but SampleApp looks ok.
I'll like to use it in one of my projects but I wanted to apply this change in advance. I wanted to share it in case someone would like to use it

hi, I would like to know what the upgraded version did because my attempt to replace the min and min-maps folders for version 0.39 ran unsuccessfully and it prompted a lot of errors


#161649438  logout

Pull Request Test Coverage Report for Build 52

1 of 1 (100.0%)  changed or added relevant line in 1 file are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 97.491%

Totals

Change from base Build 49:
0.0%

Covered Lines:
272

Relevant Lines:
279

💛  - Coveralls


Test OGNI-DC on kitti-tracking

Many thanks for your work on depth completion. It's a good job but I met some problems when trying to test it on the Kitti-tracking dataset. I found that there were always some obvious artifacts on the top of the image, as shown below. Did I set something wrong? BTW, I see that the spn_type of provided ckpts is set to be dyspn. Can we solve these artifacts by changing it to nlspn?

Here are my parameters:
GRU_iters: 5
backbone_mode: "rgbd"
gru_hidden_dim: 64
gru_context_dim: 64
prop_time: 6
prop_kernel: 3
conf_prop: True
spn_type: "dyspn"
pred_depth: False
pred_confidence_input: 1
backbone_output_downsample_rate: 4
conf_min: 1.0
depth_downsample_method: "min"
depth_activation_format: "linear"
training_depth_mask_out_rate: 0.0
pred_context_feature: True
optim_layer_input_clamp: 100.0
integration_alpha: 5.0

Waiting for your reply. Thanks.

Besides, the final prediction always has some negative values, while the ideal minimum depth value needs to be greater than 0.

Hi,
The artifacts are expected for the sky area, as the sky has neither sparse depth points nor ground-truth supervision during training. Negative values are also possible because we predict depth gradients instead of depth, and you can get negative values after integration.
None of these would affect the validation performance, but if that really annoys you I would recommend masking out the sky with a separate segmentation model.
You can also compare with the visualizations on the official KITTI benchmark to see if the depth map patterns you got roughly match: https://www.cvlibs.net/datasets/kitti/eval_depth_detail.php?benchmark=depth_completion&result=a7a0b00e2a82bc66b8e2f3703249b8d8b5818741


Update result handler to work with Drafter.js 2.5 error/result objects

Should fix https://github.com/Aconex/api-blueprint-validator-module/issues/4

Hey @jsynowiec
Thanks for the contribution.
I wonder why do you need to update Drafter. Is version  "^2.3.0-pre.0" causing any problems in your environment?

I think the problem is because '^'. When using drafter 2.5 the return of the lib shouldn't have changed the its shape...


Task 29, 30, 31, 32 and modified task 27

@07Deekshitha
Task27: Changes Verified.
Task 29- Changes verified.
Task 30 - Changes verified.
Task 31- Changes verified.
Task 32- Changes verified.


starting position

❓ Questions and Help
Hello. I am just starting out with habitat, using the replica dataset. How can one select the starting location for the scene? I have my own config file, but I always start out far from the scene in a void near 0,0,0 and varying the starting location does not change my position much. What can I do?

The scene coordinates can be fairly arbitrary, so (0, 0, 0) may not be sensible.  You can look at the code here for generating a pointnav dataset which will contain sensible starting points: https://github.com/facebookresearch/habitat-api/blob/master/habitat_baselines/rl/ddppo/data_generation/create_gibson_large_dataset.py


Carousel images not horizontally centered when they're narrower than the carousel

Refs https://github.com/twbs/bootstrap/issues/18140#issuecomment-153844624
When a slide image is narrower than the carousel itself, it becomes left-aligned instead of centered.

I do not think this is an issue. The carousel requires only images having the same dimensions and the .carousel should never be wider than these images. We can add this to the docs.
When on of the images is smaller, center it only helps when the height is the same for all images. To center it you have to add the center-block class to the img element in your HTML, according the refactoring https://github.com/twbs/bootstrap/pull/18161; for instance <img class="carousel-item-img img-fluid center-block" src="">
when you have to add images with different dimensions you will have to change your images. Put the smaller images on a white or transparent background having the same dimension as your largest image with a image editor.

Not going to do anything about this on our end. Closing as a won't fix.

I tried this and its working fine for me.
.carousel-inner {
.item {
&.active {
img {
max-height: 650px;
margin: auto;
}
}
}
}

<?php if(isset($_POST['get'])){ echo "hey"; }


fixed typo in just check-trace

I fixed a typo on line 19 of the justfile. I just changed "--show trace" to "--show-trace". I've never done a pull request before, so let me know if I messed anything up. This seemed like a pretty easy one to start with though =P

Thanks.


clarify README.md by mentioning dependencies

Currently, running the examples in README.md file is complicated because there are some subtle dependencies in the steps. For example, before evaluation can be done for a particular model (e.g., jobbert), the prediction step must be run for each combination of method (i.e., {skills, knowledge, multi}) and source (i.e., {house, tech}).
Part of this would be resolved by the suggestion in #6 runs the prediction and evaluation automatically. However, it would still be good to show the necessary input files for prediction and evaluation. This would be tedious to do by hand, but you can modify the scripts to trace the command invocations (e.g., via 'set -o xtrace').
For example, the input for prediction and evaluation for jobbert on knowledge from tech follows:
python3 machamp/predict.py logs/skill.jobbert.knowledge.1/2022.07.23_14.04.47/model.tar.gz data/Skills/skillspan_tech_test.conll data/jobbert/knowledge.tech.test.1.out --dataset tech --device 0

python3 scripts/evaluate.py data/Skills/skillspan_tech_test.conll data/jobbert/knowledge.tech.test.1.out data/jobbert/knowledge.tech.test.2.out data/jobbert/knowledge.tech.test.3.out data/jobbert/knowledge.tech.test.4.out data/jobbert/knowledge.tech.test.5.out

Aside: I added the following to each script to support conditional tracing based on TRACE_BASH environment variable:
# Optionally enable tracing of command invocations
if [ "$TRACE_BASH" = "1" ]; then set -o xtrace; fi

Hi Tom,
I made it such that now you need to run 3 bash scripts in sequence. This is indicated in https://github.com/kris927b/SkillSpan/issues/3#issuecomment-1214212191
In the README, I added some examples on what the possible variables can be (e.g., $MODEL and such).

Thanks, that's clearer.


Example fails to build

The example test looks for a (missing) qobjectnode.h
There is a pre-processing directive to skip this object use in MainWindow::addNodeViews (which obviously looks like a temporary switch), but the GraphicsNode object used in place requires args.

At the moment the example is not expected to work with the massive changes that were introduced recently. I didn't come around to write an example yet.

Sorry about that, this is my fault, here's a simple one (untested, but mostly ok-ish)
#include <QtWidgets/QApplication>
#include <qnodewidget.h>

class MyObject : public QObject
{
    Q_OBJECT
public:
    Q_PROPERTY(bool aUnBonjour READ aUnBonjour WRITE disBonjourMonde NOTIFY bonjour USER true)

    bool aUnBonjour() const {return m_hello;}
    void disBonjourMonde(bool hello) {m_Hello = hello; emit bonjour(hello); }

signals:
    void bonjour(bool);

private:
    bool m_hello {false};
};

int main(int argc, char** argv) {
    QApplication a(argc, argv);

    auto nw = new QNodeWidget(this);
    nw->show();

    auto o = new MyObject(this);

    nw->addObject(o);

    return a.exec();
}


Unit tests for Array2D and AVLTree data structures

Hi @hollance . I'm Barbara and I'd like to do a contribution to the project.
I've added 2 XCode project with its respective tests targets for Array2D and AVLTree.
I've include some functional and performance tests.
Not all the possible tests are covered, but I enabled code coverage data so more tests could be added in the future.
There is also a small bug fix after some of the tests failed, for the class AVLTree: the parent property was not set on children when creating a parent node.
I hope these changes help and I will continue adding more tests, in upcoming contributions, for these structures and the rest of the project. I really like this initiative, I find it useful in many sense, to learn, to practice, to improve and generate re-usable algorithms and data structures. Thanks for creating the project.
While working on that, I was told about a website called, Rosetta. Have you heard before about this?. I think it might be interesting to take some algorithms from there, solve them in this repo and upload the solutions to Rosetta, they have around 781 problems solved and support 605 programming languages, including Swift.

Thanks, Barbara, this is great! Unit tests are always welcome. :-)
I have heard of http://rosettacode.org indeed. I shall add a link to the main page.

I am not sure how useful the Array2D test testPerformanceOnLargeArray() is. It takes forever to run but all it tests is how fast print() works. ;-)
Maybe there is a better way to test this...

@hollance yes you're right, and it takes for ever... I really don't know the performance of print()... I'll think about a better way to test it removing the calls to print, maybe having only the creation with several items... to test only the initialization time.

Here's something to think about: Inside the loop, do array[c,r] = c*r to give it a value. Then repeat the loops, but do an assert to make sure array[c,r] really is c*r.
Then repeat this but do array[r,c] instead of [c,r]. If the array is big enough, this should be slower because of the array not completely fitting into the CPU cache.
That sounds like a useful test. :-)

NOTE: I changed the structure of the unit tests. They are now in a "Tests" folder and consist of just the test bundle, so there is no longer an app you can run.

And how to do you know how big is the cpu cache really? To make this test more meaningful.
Sent from my iPhone

On 19 Feb 2016, at 19:49, Matthijs Hollemans<EMAIL_ADDRESS>wrote:
Here's something to think about: Inside the loop, do array[c,r] = cr to give it a value. Then repeat the loops, but do an assert to make sure array[c,r] really is cr.
Then repeat this but do array[r,c] instead of [c,r]. If the array is big enough, this should be slower because of the array not completely fitting into the CPU cache.
That sounds like a useful test. :-)
—
Reply to this email directly or view it on GitHub.

That depends on the CPU. I was just curious if there was a detectable difference in looping by rows or looping by columns (there should be).

@hollance  about:

NOTE: I changed the structure of the unit tests. They are now in a "Tests" folder and consist of just the test bundle, so there is no longer an app you can run.
I think it would be more practical in order to run the tests quickly to keep an app that we can open and run directly.

You can open the Xcode project and press Cmd+U to run the tests.
I don't want to put all the tests into a single project because we will have naming conflicts between different algorithms and data structures. So it's better to keep the tests separate.

So Great! I have not noted the project can be run directly. I just wanted a way to run quickly the tests
Sent from my iPhone

On 03 Mar 2016, at 20:01, Matthijs Hollemans<EMAIL_ADDRESS>wrote:
You can open the Xcode project and press Cmd+U to run the tests.
I don't want to put all the tests into a single project because we will have naming conflicts between different algorithms and data structures. So it's better to keep the tests separate.
—
Reply to this email directly or view it on GitHub.


fix Support cloud multi cluster run in docker

Proposed changes
Issue Number: close #xxx

run buildall

run buildall


High latency for video generation

/talks API response usually takes about 1 second, and often fails with a 429 error. Then, it usually takes another 2-3 seconds for the video to start playing. This is too slow for real-time applications.

streaming latency comprises of network, tts, video creation and llm sometimes (Agents)
the breakdown will be available in the client notification
The latency was reduced significantly in the last few months - please lets us know what you think


check_contiguity error..

I have downloaded python 2.7, numpy 1.11, scipy 0.9, pysal 1.11
Nothing seems to be working for me to compile this code and getting the following error

Traceback (most recent call last):
File "C:\Python27\maxpregions.py", line 11, in
from components import check_contiguity
ImportError: No module named components

Also could you be able to provide me the input file or record length and record format for the input data of areas, floor and threshold

Please see the regionalization tutorial at:  http://pysal.org/users/tutorials/region.html


Custom Plugin: Allow users to define condition startup behavior

Problem
There is currently no way for custompluginmonitor users to define startup behavior for ComponentCondition. Both custompluginmonitor and systemlogmonitor will emit a ComponentCondition with default Status: "False" during initialization for all monitored conditions.
Assuming that no problems exist at NPD startup doesn't always make sense. For example being, when the NPD container is restarting on a node. In this case, depending on restart frequency, the ConditionStatus on the node ends up flip-flopping between True and False/Unknown
Options
Option A: Allow user to specify startup behavior on the plugin

Example:"plugin": "custom",
"source": "custom-health",
"pluginConfig": {
    "skip_initial_status": true
},
"conditions": [{
    "type": "KubeletUnhealthy",
    "reason": "KubeletIsHealthy",
    "message": "kubelet on the node is functioning properly"
}]

Pros:

Allowing user to skip during initialization still falls within status API conventions
Reduced complexity in how condition status/message change over time (compare to Option B)
Stops status flip-flopping startup behavior

Cons:

Does not allow for condition-specific behavior within one plugin use
Ignoring initial status emitting logic would deviate from behavior in systemlogmonitor although could be updated there as well if perceived benefit

Option B: Allow user to specify ConditionStatus in the condition configuration

Example:"plugin": "custom",
"source": "custom-health",
"conditions": [{
    "type": "KubeletUnhealthy",
    "reason": "KubeletIsHealthy",
    "message": "kubelet on the node is functioning properly",
    "status": "Unknown"
}]

Pros:

Better behavior of flip-flopping statuses during unhealthy node events False <-> Unknown
More granular customization of condition-specific startup behavior

Cons:

Complexity in incorporating status/message changes over time (compare to Option A)

Specifically in above example the message may not make sense with an Unknown status and existing issues exist with multiple permanent rules for a condition

Status would still be flapping.
This would likely also need to be updated on systemlogmonitor

Option C: Allow user to specify startup behavior in the condition

Example implemented here:

"plugin": "custom",
"source": "custom-health",
"conditions": [{
    "type": "KubeletUnhealthy",
    "reason": "KubeletIsHealthy",
    "message": "kubelet on the node is functioning properly",
    "initialized": false
}]

Pros:

Stops status flip-flopping from startup
More granular customization of condition-specific startup behavior

Cons:

Deviates from existing ComponentCondition definition

/kind feature

Closing, this was addressed in #646


feat: Add an encode feature

Encoding and decoding tags are fairly different usecases, so it makes sense to offer a slightly smaller library for people who only want to decode tags.
This commit adds an encode feature flag that's enabled by default, and puts the obvious Tag methods behind it.

I have a program that would use this change, but I'm mainly hoping this would make #100 easier to implement.

Hi! Thank you for your suggestion, but I am afraid that adding a feature flag for this functionality will come at the expense of a much higher maintenance overhead. Crate features are typically used to gate functionality that relies on transitive dependencies, id3 encoding is fully independent of other crates.


perf(net): put timeout check behind interval

put the evict_timed_out_requests that removes all timed out requests behind the interval so it's not always called

Codecov Report

Merging #537 (ff1ec10) into main (3df8618) will increase coverage by 0.00%.
The diff coverage is 100.00%.

@@           Coverage Diff           @@
##             main     #537   +/-   ##
=======================================
  Coverage   72.76%   72.76%
=======================================
  Files         243      243
  Lines       24704    24706    +2
=======================================
+ Hits        17975    17978    +3
+ Misses       6729     6728    -1

Impacted Files
Coverage Δ

crates/net/network/src/session/active.rs
83.53% <100.00%> (+0.06%)
:arrow_up:

crates/net/network/src/manager.rs
45.87% <0.00%> (+0.25%)
:arrow_up:

Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here.


Maintenance: Create a Powertools Lambda layer for each Python version

Why is this needed?
Powertools is growing very fast and we are adding more features day by day. Some of these features require compiled libraries and those libraries must be compiled for the specific version of Python. An example of this is aws-encryption-sdk which brings cryptography as a dependency. We had an issue (https://github.com/aws-powertools/powertools-lambda-python/issues/3852) recently and we need to implement it to avoid more problems in the future.
Which area does this relate to?
Other
Solution
Build the Powertools Lambda layer for the specific version of Python.
Acknowledgment

[X] This request meets Powertools for AWS Lambda (Python) Tenets
[ ] Should this be considered in other Powertools for AWS Lambda languages? i.e. Java, TypeScript, and .NET

One small note to also increase our canary testing across all Python versions

Assigning to @sthulb!

3 - I need help thinking about how to show all these new ARNs on our documentation. We also need to think about GovCloud layers.

Today we have this:

which is two tabs one for x86 and one for ARM, with each one containing the ARNs for each region.
In my opinion, Gov Cloud could just be another entry in that list, just like any other region.
Regarding the others, before making a suggestion - it'd be helpful for me to have an example of the ARNs we'll have after making this change.

Python 3.12 is failing when using AWS based images due to using AL2023. I know how to solve it, but I'll leave it until the end
Dockerfile:17
--------------------
path /tmp/jsii-kernel-Rx5134/node_modules/cdk-aws-lambda-powertools-layer/layer/Python
  15 |     # PACKAGE_SUFFIX = ''
  16 |
  17 | >>> RUN yum update -y && yum install -y zip unzip wget tar gzip binutils
  18 |
  19 |     # Install build essentials
--------------------
ERROR: failed to solve: process "/bin/sh -c yum update -y && yum install -y zip unzip wget tar gzip binutils" did not complete successfully: exit code: 127
jsii.errors.JavaScriptError:
  Error: docker exited with status 1
  --> Command: docker build -t cdk-ff22dfe9b0c5c12f271427156b61df72c8c53b32355ffe9b809b982ecc7b23ec --platform "linux/amd64" --build-arg "PACKAGE_SUFFIX=[all]==1.0.0" --build-arg "PYTHON_VERSION=3.12" "/tmp/jsii-kernel-Rx5134/node_modules/cdk-aws-lambda-powertools-layer/layer/Python"
      at dockerExec (/tmp/jsii-kernel-Rx5134/node_modules/aws-cdk-lib/core/lib/private/asset-staging.js:2:237)
      at DockerImage.fromBuild (/tmp/jsii-kernel-Rx5134/node_modules/aws-cdk-lib/core/lib/bundling.js:1:4761)
      at Code.fromDockerBuild (/tmp/jsii-kernel-Rx5134/node_modules/aws-cdk-lib/aws-lambda/lib/code.js:5:531)
      at new LambdaPowertoolsLayer (/tmp/jsii-kernel-Rx5134/node_modules/cdk-aws-lambda-powertools-layer/lib/lambda-powertools-layer.js:59:49)
      at Kernel._Kernel_create (/tmp/tmpxfbwozhn/lib/program.js:10119:25)
      at Kernel.create (/tmp/tmpxfbwozhn/lib/program.js:9790:93)
      at KernelHost.processRequest (/tmp/tmpxfbwozhn/lib/program.js:11707:36)
      at KernelHost.run (/tmp/tmpxfbwozhn/lib/program.js:11667:22)
      at Immediate._onImmediate (/tmp/tmpxfbwozhn/lib/program.js:11668:46)
      at process.processImmediate (node:internal/timers:476:21)

Problem with Python 3.12 fixed! We are now building the CDK on the five current supported python versions.

Next step: deploy a layer using the pipeline in my personal account

Some layers are failing to deploy, but they are simple to resolve. We already have an almost complete pipeline working 🚀

Work in progress!

Closed via #4826


Error on sample code

Challenge http://www.freecodecamp.com/challenges/waypoint-manipulate-arrays-with-unshift has an issue. Please describe how to reproduce it, and include links to screenshots if possible.
The shift value on the "ourArray" sample is removing the last value of the array (["cat"]) instead of the first value ("Stimpson"). Not an actual bug, but can confuse someone.

https://github.com/FreeCodeCamp/FreeCodeCamp/issues/2008
https://github.com/FreeCodeCamp/FreeCodeCamp/issues/1829
Already fixed.


how to have correct environment

Hi,
I am using CUDA10.1.
I do not know how to set a correct environment.
If I run "make install", it will automatically have 'torch 1.10.2+rocm4.2' and 'mmcv-full 1.4.5' installed.
These settings do not match with torch 1.9.0 and mmcv-full 1.3.9, as mentioned in readme file.
Could anyone give my some suggestion about:

how to have Soft Teacher run with CUDA10.1 setting?

Pytorch >=1.8 needs CUDA>=10.2
I think you should choose correct pytorch version which can be compiled with CUDA==10.1
By the way, the setting in this repo is torch 1.9.0 and mmcv-full 1.3.9. In practice, we can use pytorch version != 1.9.0 when mmdetection is installed correctly. You may worry about results. However, I use pytorch==1.8 with which I reproduce the result.

Cool!
Thanks for sharing!
May I know did you change anything in "requirements.txt"?
For example, like the following:
torch==1.8.1+cu101
torchvision==0.9.1+cu101
mmcv-full
wandb
prettytable

I do not directly run "make install". I first install the mmdetecion and mmcv whose pytorch vision is 1.8.1 following the official document. Thereafter, I run the "make install" to install SoftTeacher. This is my installation step.

OK!
I will follow your steps!!
Thank you!!


updated to 2.1i

Updated GCR tutorials based on 2.1i

We should now update the tutorials to 2.2i directly (i.e., skipping 2.1i).

superseded by #136


merge package template from Kronos-Tools/npm-package-template

package.json

chore(devDependencies): add<EMAIL_ADDRESS>from template
chore(devDependencies): add<EMAIL_ADDRESS>from template
chore(devDependencies): update<EMAIL_ADDRESS>from template

Codecov Report

Merging #163 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master     #163   +/-   ##
=======================================
  Coverage   90.54%   90.54%
=======================================
  Files           1        1
  Lines          74       74
=======================================
  Hits           67       67
  Misses          7        7

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 8fc7991...352c09e. Read the comment docs.


Add TraversableWithIndex etc.

Now that we have functional dependencies.

I'd like to work on this, but wouldn't this fit better into foldable-traversable?

I think putting the classes there would make sense, yes, and then adding corresponding indexed traversals/folds here later.


Can the brightness be increased from 255 to 1023?

 When I plug them directly in the power source they are much brighter then when they run through the PWM of the NodeMCU.
I found here that the brightness level should be adjusted from 255 to 1023 for the ESP8266. Read about it in his Update here:
https://eryk.io/2015/10/esp8266-based-wifi-rgb-controller-h801/
Can you tell me if that is possible with this Sketch. I tried but it does not work.

Hi @outnabout,
Try to use this command  analogWriteRange(255); in your setup()function  to reduce the range to 0-255.
Sam


Add a StrictMode noteSlowCall for SSL init

Alternative to https://github.com/square/okhttp/pull/8248, should land which ever way that goes.
Apps may want to defer SSL init off the main thread, so warn if they have enabled Strict Mode.

@swankjesse if we don't do https://github.com/square/okhttp/pull/8248, then we should be noisy when it's used on main.

@swankjesse any objections to this?


Make contents of unlisted boxes unlisted

Last thing for 1.0.
Unlisted means:

Not being linked in clone lists (but still having an entry listed, like what we have with Private stuff)
Not showing up in search results or on a user's profile

When viewing an unlisted box through the link, the visibility of the contents depends on the Pokémon's setting as usual.

Private = invisible to other users
Viewable = viewable but not downloadable
Public = viewable and downloadable

Not showing up in search results

Not a thing yet, though.

Finished in #493


Multipart upload fails when multiple UploadPartRequests are needed

With multiple UploadPartRequest, only the first UploadPartRequest actually works. All subsequent UploadPartRequests are processed but blob is not actually uploaded. It's possible that I may have missed something.
My test is with a file of size 17MB, part size of 10MB. The expected behavior should be after CompleteMultipartUploadRequest, the entire 17MB file should be uploaded. The actual is a blob of size a little less than 10MB was uploaded as a result from the first UploadPartRequest. Yet a new ETag was returned for both UploadPartResult. From S3Proxy log, seems both requests for partnumber 1 and 2 have been processed properly.
Here is an updated testBigMultipartUpload PR #101 that tests the same behavior. Note the test currently fails.
Log for your reference: Full Log here
After the first PUT request, we see binaries in the log:
request: (PUT /MyObjectKeyslack?uploadId=t1ZKU.ywRVW7J0ce5asSJN0ZbaiqfLE_A0ovM7gsPEmNtu87bhvdK255Gfw43aTnnUd9lspldyvKbu0u4FX7lPVcE351yGgF5_4OE6gzi.s-&partNumber=1)@265700430 org.eclipse.jetty.server.Request@fd6444e

After the second PUT request, no binaries seem to be uploaded in the log.
request: (PUT /MyObjectKeyslack?uploadId=t1ZKU.ywRVW7J0ce5asSJN0ZbaiqfLE_A0ovM7gsPEmNtu87bhvdK255Gfw43aTnnUd9lspldyvKbu0u4FX7lPVcE351yGgF5_4OE6gzi.s-&partNumber=2)@265700430 org.eclipse.jetty.server.Request@fd6444e

Now that you corrected the test and Travis passes, is this still a valid issue?

Yes. Thanks for your help. I'm able to upload the entire file now. Hope the test case will help others in the future.


search toggle button: focus box is broken up

The problem is caused by the rule
.monaco-button {
	outline-offset: 2px !important;
}

added by https://github.com/microsoft/vscode/commit/a0b7c2310f4f77b801d185a65f3488953c80508b

The issue still occurs for me depending on the zoom level.

@rzhao271 Thanks for checking.
Can you please check if you can repro the same in stable?

@sandy081 it does not repro in stable 1.51.1.

I cannot repro it on insiders either - which version of insiders are you on?

I'm on the latest,
Version: 1.52.0-insider (user setup)
Commit: 0a80aacc7be1ab03ec0f94b8ac1a84949a83f35d
Date: 2020-11-26T07:36:22.965Z
Electron: 11.0.2
Chrome: 87.0.4280.63
Node.js: 12.18.3
V8: <IP_ADDRESS>-electron.0
OS: Windows_NT x64 10.0.19042

Ok, I see. Latest insiders that has the fix is frozen because of a bug. The insiders version which you are on does not have the fix. So please wait for next insiders to verify.


Fix UI border artifacts caused by incorrect blending

Fixes https://github.com/bevyengine/bevy/issues/12702.

I'm not sure if this fix works, take the button example with a black background:
Before (main)

After (this PR)

I don't think these artifacts are desired.

This solves my artifacts.

before

after

I'm not sure if this fix works, take the button example with a black background:
Before (main)
After (this PR)
I don't think these artifacts are desired.

These artifacts are actually from the underlaying button image:

I believe this is another issue we need to deal with. I'll take a look.

The artifacts brought up by @chompaa are due to how we draw borders. Given a rect, we extend the rect edge inwards to make the border, which has the exact same external edge as the rect (which we use to draw UiImage). We will have blending issue between the border and the UiImage background near these anti-aliased edges.
A possible solution to this is not to draw the UiImage in the full rect but in a smaller rect (which depends on the border width). This may require some changes to the prepare_uinodes function.
Anyways, this is a separate issue. And, with some further tests, this PR is good to go.

Do we know for sure that UI rendering does not use premultiplied alpha? I ask because an earlier discussion (from the original rounded corners PR) claimed that it did. How can we verify that this is the case?

Is there anything I can do to move this along? Like working on tests?

@asafigan I'm not sure. We may need to run all the UI related examples to make sure this isn't causing other issues.


Drag and Drop Transparent Material Causes Unity Crash

Fresh Unity project 2018.4.23f1

Create a unity plane
Create a realtimeCSG cube over the plane
Create a material with render mode set to transparent
Drag material over realtimeCSG face

Video: https://drive.google.com/file/d/1ZIzhAWkyOn3tDqlqHRD0jvvwdzghqSPU/view?usp=sharing

Sorry, this seems to be a Unity bug, please submit a bug report @ unity

https://issuetracker.unity3d.com/issues/unity-crashes-on-extendvisibleaschild-when-onsceneguidelegate-references-a-method-which-calls-handleutility-dot-pickgameobject
Is the related issue on Unity side

Thanks for the update!


[DNS] Add DNS args

Changelog:

Fixed #184
Fixed lots of connection stuff which is use kdcHost
Allow using force IPv6 with -6
Allow specify DNS server with --dns-server
Allow using tcp DNS query with --dns-tcp
Set DNS query timeout with --dns-timeout
Auto resolve DC IP and set it as kdcHost, which means you can play with kerberos stuff without set /etc/hosts files

awesome, you did it ! 🎉

Before

After

Tested working for me
┌──(babadmin㉿kakali) - 23:44:04 - [/tmp/NetExec] └─$ poetry run nxc --dns-server <IP_ADDRESS> ldap <IP_ADDRESS> -u wario -p XXXXX --users SMB         <IP_ADDRESS>   445    DC01             [*] Windows Server 2022 Build 20348 x64 (name:DC01) (domain:company.com) (signing:True) (SMBv1:False) LDAP        <IP_ADDRESS>   389    DC01             [+] company.com\wario:XXXXX LDAP        <IP_ADDRESS>   389    DC01             [*] Total of records returned 13 LDAP        <IP_ADDRESS>   389    DC01             Administrator                  Built-in account for administering the computer/domain LDAP        <IP_ADDRESS>   389    DC01             Guest                          Built-in account for guest access to the computer/domain LDAP        <IP_ADDRESS>   389    DC01             company                        company LDAP        <IP_ADDRESS>   389    DC01             krbtgt                         Key Distribution Center Service Account LDAP        <IP_ADDRESS>   389    DC01             leon LDAP        <IP_ADDRESS>   389    DC01             joe LDAP        <IP_ADDRESS>   389    DC01             peach LDAP        <IP_ADDRESS>   389    DC01             mario LDAP        <IP_ADDRESS>   389    DC01             wario LDAP        <IP_ADDRESS>   389    DC01             yoshi

@mpgn current is not ready, I want to play with kdchost, it would be useful

This is amazing! It finally solves the dns problem, even without setting a dns server!

MSSQL Current is not changed, will change it after #136 is merged

@XiaoliChan yo this is awesome!

Now mssql is support with DNS
Before:

After:

MMCExec(DCOMExec) is not working with kerberos: https://github.com/fortra/impacket/issues/1611

@bmigette Can you test this pr again?

Hi @XiaoliChan, sure  I can test the LDAP part again.Im  not home right now but will do Monday or Tuesday.

RDP:

WMI:

SMB:

RDP:

WMI:

MSSQL:

LDAP:

@mpgn The e2e command is added

@XiaoliChan Tested the last commit from your DNS Branch with ldap:
┌──(babadmin㉿kakali) - 10:09:26 - [/tmp/NetExec]
└─$ git log -n 1
commit 059013a0ab5d2f4cbea2fb72d16babfdebfc9883 (HEAD -> dns, origin/dns)
Author: XiaoliChan<EMAIL_ADDRESS>Date:   Tue Mar 12 16:36:06 2024 +0800

    [lib] update impacket

    Signed-off-by: XiaoliChan<EMAIL_ADDRESS>
┌──(babadmin㉿kakali) - 10:08:36 - [/tmp/NetExec]
└─$ sudo poetry run nxc --dns-server <IP_ADDRESS> ldap <IP_ADDRESS> -u administrator -p 'XXXXXXXX' --users
[*] First time use detected
[*] Creating home directory structure
[*] Creating missing folder logs
[*] Creating missing folder modules
[*] Creating missing folder protocols
[*] Creating missing folder workspaces
[*] Creating missing folder obfuscated_scripts
[*] Creating missing folder screenshots
[*] Creating default workspace
[*] Initializing MSSQL protocol database
[*] Initializing FTP protocol database
[*] Initializing SSH protocol database
[*] Initializing RDP protocol database
[*] Initializing SMB protocol database
[*] Initializing WMI protocol database
[*] Initializing VNC protocol database
[*] Initializing WINRM protocol database
[*] Initializing LDAP protocol database
[*] Copying default configuration file

SMB         <IP_ADDRESS>    445    DC02             [*] Windows Server 2022 Build 20348 x64 (name:DC02) (domain:company.com) (signing:True) (SMBv1:False)
LDAP        <IP_ADDRESS>    389    DC02             [+] company.com\administrator:xxxx (Pwn3d!)
LDAP        <IP_ADDRESS>    389    DC02             [*] Total of records returned 19
LDAP        <IP_ADDRESS>    389    DC02             Administrator                  Built-in account for administering the computer/domain
LDAP        <IP_ADDRESS>    389    DC02             Guest                          Built-in account for guest access to the computer/domain
LDAP        <IP_ADDRESS>    389    DC02             krbtgt                         Key Distribution Center Service Account
LDAP        <IP_ADDRESS>    389    DC02             maildmz
LDAP        <IP_ADDRESS>    389    DC02             jim
LDAP        <IP_ADDRESS>    389    DC02             michelle
LDAP        <IP_ADDRESS>    389    DC02             andrea
LDAP        <IP_ADDRESS>    389    DC02             mountuser
LDAP        <IP_ADDRESS>    389    DC02             iis_service
LDAP        <IP_ADDRESS>    389    DC02             internaladmin
LDAP        <IP_ADDRESS>    389    DC02             larry
LDAP        <IP_ADDRESS>    389    DC02             jenny
LDAP        <IP_ADDRESS>    389    DC02             brad
LDAP        <IP_ADDRESS>    389    DC02             anna
LDAP        <IP_ADDRESS>    389    DC02             dan
LDAP        <IP_ADDRESS>    389    DC02             milana

All seems good to me :)

@bmigette The DNS arg doesn't need sudo privilege

@bmigette The DNS arg doesn't need sudo privilege, anyway, thanks for your test!

I had to use sudo because poetry install didn't work for some reason with my user and didn't wanted to troubleshoot that :)

Even without the dns server option it should work now, the dns option is only usefull if you use the fqdn of the server, it makes no sens to use it with an ip @bmigette 😉

@XiaoliChan Can you also add the --dns-tcp and --dns-timeout to the e2e tests? Since it's reliant on the DNS option you'll probably have to do some hackery to test them with and without those options...

@NeffIsBack I started looking at renaming the variables and unfortunately it's just everywhere. I think we should create an issue to fix the naming conventions everywhere, and just merge this PR as it.

Then let's rename the newly created variables to use the old ones. I just don't want to have duplicate variables.

Then let's rename the newly created variables to use the old ones. I just don't want to have duplicate variables.

There's so many that overlap I'm just going to try to do as many as  I can.

@XiaoliChan i removed the remoteHost variable for now and made some formatting changes. Can you check if everything looks good to you?
Also using wmi and kerberos always shows a successful login, despite providing wrong credentials:

@Marshall-Hallenbeck can you run the test suite against the PR? Just to make sure there didn't something which i missed with the manual review & testing. The last fix (see above) can be tested manually when fixed.

I ran it before, but I can run it again. Just gotta make sure the new test cases are in the e2e tests.

Fixed some final stuff and running tests now

I think 95ac1af00a056f44d5ca9abe9dd7165395a038a8 destroyed the normal login 😅

I think 95ac1af destroyed the normal login 😅

Yeah it did... lemme try to fix it lol.


Added support for internal Valuer and Scanner values

I've used your library to wrap uuid.UUID type and unfortunately it seemed not to be working with types that have their own Scanner and Valuer implementation, so I've made a quick fix for that

Hey @thenixan thank you for your contribution!
Good point, going to merge PR. However, some tests are missing and tests are dropped by -4.42%, but I'll update it before the release
Thanks!