Mig Alley Windows 10 Error

Hi Narzoul, it appears the v0.3.1 dll breaks Mig Alley.  The dll from v0.2.1 still works. So, somewhere between the two versions a change has caused this.
The following error occurs: "The procedure entry point SymAddrIncludeInlineTrace could not be located in the dynamic link library C:\Windows\System32\dbeng.dll."
The log file reads:
4300 23:36:49.449 Process path: C:\migalley\MigAlley.exe
4300 23:36:49.449 Loading DDrawCompat from C:\migalley\DDRAW.dll
4300 23:36:49.451 DDrawCompat loaded successfully
4300 23:36:50.136 Installing DirectDraw hooks
4300 23:36:51.397 Installing GDI hooks
4300 23:36:51.408 Installing registry hooks
4300 23:36:51.408 Finished installing hooks
4300 23:40:22.485 GDI used DC cache size: 1

If there's a dbghelp.dll file in your install directory, rename it or remove it. Some games ship with an old version of the file, but Windows has a much more recent version already, and the old version is incompatible with the newer dbgeng.dll in Windows. I will add a workaround to the next release that may help with this (force load the Windows version of dbghelp if possible).

Thanks. I did see that file there and will try removing it from the game
directory.  Great job removing that black box off of the screen.  How did
you find and accomplish that?  One other thing that happens is sometime
when exiting 3d from a mission, the game hangs. When I alt tab, I see the
game window with the black box, but it fails to exit to the 2D map. Have to
use taskmaster to force it to close.
Finally, have you found a way to fix the patchy holes in the cockpit
textures of the F-86?
On Sat, Oct 2, 2021, 3:37 AM narzoul @.***> wrote:

If there's a dbghelp.dll file in your install directory, rename it or
remove it. Some games ship with an old version of the file, but Windows has
a much more recent version already, and the old version is incompatible
with the newer dbgeng.dll in Windows. I will add a workaround to the next
release that may help with this (force load the Windows version of dbghelp
if possible).
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Hi Narzoul, I removed the dgbhelp.dll file. The error no longer appears at
launch of the game.  However, with the new ddraw.dll the game starts to
launch, then goes directly back to desktop.  No events are recorded in the
log file.  The old ddraw.dll still works though.
On Sat, Oct 2, 2021, 11:57 AM garyjnj1 @.***> wrote:

Thanks. I did see that file there and will try removing it from the game
directory.  Great job removing that black box off of the screen.  How did
you find and accomplish that?  One other thing that happens is sometime
when exiting 3d from a mission, the game hangs. When I alt tab, I see the
game window with the black box, but it fails to exit to the 2D map. Have to
use taskmaster to force it to close.
Finally, have you found a way to fix the patchy holes in the cockpit
textures of the F-86?
On Sat, Oct 2, 2021, 3:37 AM narzoul @.***> wrote:

If there's a dbghelp.dll file in your install directory, rename it or
remove it. Some games ship with an old version of the file, but Windows has
a much more recent version already, and the old version is incompatible
with the newer dbgeng.dll in Windows. I will add a workaround to the next
release that may help with this (force load the Windows version of dbghelp
if possible).
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I haven't done anything about a "black box" because it was never there with DDrawCompat. Isn't it just an issue with other wrappers?
I still don't have an NVIDIA test system, so I can't do much about the cockpit issues. It doesn't happen on AMD or Intel. I asked for debug logs from an NVIDIA system a long time ago on Vogons, but never got them. I'm not sure it would be enough to figure out the problem anyway.
As for v0.3.1, do you mean there is no DDrawCompat-MigAlley.log file at all? Note that the log file name changed since v0.2.1.

Hi Narzoul, yes the black box occurs when you run the game on Windows 10
without any wrapper or with wrappers other DDrawCompat.  With DDrawCompat,
the box (which is designed to house the ui and swap z-order with 3d window
when in 3d)still occurs as with other dual windows games, but correctly
resizes and gets placed in correct Z-Order beneath the 3D window.
Yes, I am running an NVidia 3070 card. The missing cockpit texture pieces
also occurred in my older 980ti card.   If you tell me how to generate the
NVidia debug file(and where it saves to), I'll be sure to share it with you.
I double checked  the log file. It is being generated under the name
DDrawCompat-MigAlley.log in v0.3.1(contents in the attached). In this
version, the game never fully loads to the main UI. It immediately drops to
desktop. It is 100% repeatable and as such, the game is unplayable.
In v0.2.1, when playing a campaign, after flying a mission, exiting and the
game attempts to return you to the 2D map screen, the game hangs and never
loads the 2d map. This only happens with the  DDrawCompat wrapper. It is
100% repeatable.  It also happens periodically when exiting 3D and
returning to 2D map in the HotShot quick mission. I have not seen this with
other wrappers.
On Sun, Oct 3, 2021, 5:21 AM narzoul @.***> wrote:

I haven't done anything about a "black box" because it was never there
with DDrawCompat. Isn't it just an issue with other wrappers?
I still don't have an NVIDIA test system, so I can't do much about the
cockpit issues. It doesn't happen on AMD or Intel. I asked for debug logs
from an NVIDIA system a long time ago on Vogons, but never got them. I'm
not sure it would be enough to figure out the problem anyway.
As for v0.3.1, do you mean there is no DDrawCompat-MigAlley.log file at
all? Note that the log file name changed since v0.2.1.
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I don't see any attachments. Maybe it doesn't work if you send it as an e-mail attachment. Try attaching it via GitHub.
v0.2.1 is more than 5 years old. The hanging issue has probably been fixed already. At least I haven't encountered it while testing this game recently.

Hi Narzoul,  thanks for the reply. Sounds good, I am hoping to get v0.3.1 working to see your progress.  Attached is a screen shot of the log file.

Nothing unusual there so far. Please try collecting the logs using the ddraw.dll from the ReleaseWithDebugLogs build found in the debug release:
https://github.com/narzoul/DDrawCompat/releases/download/v0.3.1/DDrawCompat-v0.3.1-debug.zip
Also, if it's a crash, you might be able to get a crash dump following the instructions here:
https://github.com/narzoul/DDrawCompat/issues/50#issuecomment-520162844
Please attached both (preferably in a zip archive) if possible.
On a side note, why is your executable called MigAlley.exe instead of just Mig.exe? What patches have you installed?
Although I doubt it's related, Win98 compatibility mode should not be needed. You can use Windows 8 compatibility mode if the thick window borders in the game UI bother you, otherwise no compatibility mode should be set.

Hi Narzoul, I will give this a shot tonight.  Also, how do I obtain the
Nvidia specific report that you need?
In terms of the file and directory naming convention. I prefer to call
things what they are(hence MigAlley). The sim is about much more than just
the Mig. ;)
On Mon, Oct 4, 2021, 6:16 AM narzoul @.***> wrote:

Nothing unusual there so far. Please try collecting the logs using the
ddraw.dll from the ReleaseWithDebugLogs build found in the debug release:
https://github.com/narzoul/DDrawCompat/releases/download/v0.3.1/DDrawCompat-v0.3.1-debug.zip
Also, if it's a crash, you might be able to get a crash dump following the
instructions here:
#50 (comment)
https://github.com/narzoul/DDrawCompat/issues/50#issuecomment-520162844
Please attached both (preferably in a zip archive) if possible.
On a side note, why is your executable called MigAlley.exe instead of just
Mig.exe? What patches have you installed?
Although I doubt it's related, Win98 compatibility mode should not be
needed. You can use Windows 8 compatibility mode if the thick window
borders in the game UI bother you, otherwise no compatibility mode should
be set.
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It would need the logs from the ReleaseWithDebugLogs build also, but that comes only after getting v0.3.1. working. Just run it with that build in a quick mission for a few seconds and then exit and collect the logs.

Hi Narzoul, that worked!  It now loads correctly to the menu and no CTD.  Another good thing is that after exiting campaign missions no longer cause as freeze/lockup as in v0.2.1.  Even better, frame rates are very high both in campaign and quick mission.  Another good thing is that the load screen graphic is much bigger and fills most of the screen. Before it did not enlarge and just stayed very small.
Log file:
DDrawCompat-MigAlley.log
There is however one show stopping anomaly.  It now takes up to 7 minutes from launch of either a quick mission or campaign mission to load the 3d world. Perhaps, you included the the debug version of the dll?  Running in debug normally causes that type of delay.
The other thing I noticed is that on load with this version, it causes that 2nd window for the UI to not follow Z-order and be hidden during the loading of the 3d world(visible with the load screen). This did not happen in v0.2.1. It resolves itself after load.  I have a 3 monitor setup so perhaps this is why I see it(on the 2nd monitor).This did not happen in v0.2.1. It resolves itself after load.  There is a little lag or menu trailing when you grab a menu and drag it to relocate it to another part of the desktop.  No thick borders though.

After that, just need to resolve the Nvidia missing cockpit texture issue.
One feature that would be nice is to be able to fill the three monitors with the full world, (i.e., maintain the aspect ratio without getting the distortion that can come with just stretching of the view).

Hi Narzoul, ok I was able to try it tonight.  Load times are the same(or longer). However, this version also causes the load status bar to not appear.
Just for comparison, I loaded up the v0.2.1 again.  I noticed that the 0.2.1 actually only uses the center monitor when in 3d loading and 3d world(left and right monitors go to monitors default screen[aka blue screen on some machines], hence why I didn't see the overlapping box.  It appears in the far left monitor with the DDrawCompat dll.  With the default code in Windows 10, it just stays and overlaps smack over the 3D world.  Also, the Hotshot mission loads slowly like v0.3.1 and v0.3.1+, but loads much faster in Campaign. In  v0.2.1 framerates are subpar when compared to v0.3.1+.
Yes you are correct, I have a triple monitor setup. It is running in Nvidia surround mode which causes windows to see all three monitors as one giant 11520x2160 monitor(i.e., 3 screens each have 3840x2160). The game supports 3 monitors. However, 3d and driver have to be optimized to fully take advantage of it.  For now, a command line switch forcing it to load in the 11520x2160 can work.  I was able to exploit this feature in DxWnd. The drawback was the somewhat stretched aspect angle.  However, the game can be zoomed to somewhat correct for this using the built in wide screen zoom.  Its not perfect but it will fill the three monitors. Right now, 2d uses all three screens, 3d uses center only.
More on the Overlapping Window
The code pushes the 2d swapped (UI Window) off out of view(upper leftmost corner of a virtual left screen) during 3D(win95, XP,Win7).  Back then they assumed that people would not see it(out of sight out of mind). As such, it's not just a Z-Order issue as I thought.
It would have been much better if it was just minimized when in 3d and maximized when in the UI.

Load times are the same(or longer)

Please try it with all CPU cores enabled (from Task Manager, after launching the game).

With the default code in Windows 10, it just stays and overlaps smack over the 3D world.

The default mode for DirectDraw (since Vista probably) is an emulated borderless windowed mode (the application thinks it's running in exclusive full-screen mode, but it's actually windowed). So it might interact with window placement differently. Try it with the "DXPrimaryEmulation -DisableMaxWindowedMode" shim from ACT and see if there's a difference when it runs in real exclusive mode (like it does with DDrawCompat).

The game supports 3 monitors. However, 3d and driver have to be optimized to fully take advantage of it.

I don't understand what you mean by this. But if it only works via Surround, then I'm pretty sure the game itself only sees/uses one "virtual monitor" at a time, the same as if it was running on a single monitor. If it works without Surround too, then let me know how to set it up, I'll try to test it with 2 monitors.

There will be a config option in the next release for CPU affinity (among other things).
For now, you can use this test release, where I removed the single core affinity setting (in addition to the previous changes):
ddraw.zip (diff.txt compared to v0.3.1)
Since this should work well enough now, I've included a ReleaseWithDebugLogs build also to check out the cockpit transparency issue. Just reproduce it on screen in some quick mission for a few seconds, exit the game and upload the logs (compressed).

Hi Narzoul,  in both debug and non-debug versions, it loads in single core affinity mode. I verified this by checking the affinity of each. After the debug version finally loads and I exit, the log file is 89,155 kb and cannot be attached here.
The non debug versions loads fast as usual when affinity is set to all.  When I set the affinity to all and load in the debug version(figured I'd give it a shot), it minimizes to the taskbar and no way to  maximize the game to full screen.

Yes, it was in compatibility mode. Unchecked that and it solved the problem.  The affinity fix now works. Below is the log from debug version. I could not do much looking around with the views since the file gets really large. I basically entered 3D, then exited.  The main cockpit texture in the F-86 is patchy with segments missing so it should show up in the log.
DDrawCompat-MigAlley.log

"NVIDIA seems to default to black pixels as transparent."
I wonder why they chose to do this.  Ok, I tried both and so far, no difference
in the the transparent pixels.  I also tried turning transparency on and off and the various filter options in the game but that doesn't seem to help.
Changing from primary(NVidia) driver to software driver stops the transparency issue, but (of course) you lose all Directx 3d effects.

Strange that neither fix has any effect at all. I can reproduce the problem on my AMD GPU by forcing black to be the transparent color, instead of disabling color key transparency.
Well, that gives me another idea. Instead of trying to disable the transparency, let's see if we can change the transparent color to white instead:
ddraw.zip (diff.txt compared  to v0.3.1)
On my system, this makes only a few pixels (small rectangles) transparent on the top light-gray part of the cockpit. I hope it will have a similar effect for you, meanwhile fixing the black parts.

Hi Narzoul, you are definitely on to something.  This eliminates the missing black textures.  However, I do see the missing grey pieces on the range meter, the star on the wings, and the text in the exhaust temperature guage reverts to black(instead of white).

Ok. Let's have one more test for today please, just to confirm my theory. So it seems the "disabling" color key transparency for textures means setting black as the color key for NVIDIA.
Here's a modified version of the previous patch:
ddraw.zip (diff.txt compared to v0.3.1)
After setting the color key to white, it immediately sets is back to disabled. Now it renders perfectly on my system, but I assume it's going to just revert back to having black as the transparent color on yours. If that's the case, I'm gonna have to come up with some creative workaround to fix this driver bug efficiently...

Hi Narzoul, it's pretty much the same on my end:

The NVIDIA texture color key issues should be solved in v0.4.0.

Thanks a lot Narzoul. I will check it out.
On Tue, Sep 27, 2022, 5:01 PM narzoul @.***> wrote:

Closed #116 https://github.com/narzoul/DDrawCompat/issues/116 as
completed.
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Hi Narzoul, what other changes or features does 4.0 bring vs 3.1? For
instance, does it still feature the CPU Affinity fix?
On Tue, Sep 27, 2022, 8:44 PM garyjnj1 @.***> wrote:

Thanks a lot Narzoul. I will check it out.
On Tue, Sep 27, 2022, 5:01 PM narzoul @.***> wrote:

Closed #116 https://github.com/narzoul/DDrawCompat/issues/116 as
completed.
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There is a setting for it. Read the release notes.

Hi Narzoul, I tried v4 with Mig Alley. Unfortunately it CTDs after double
clicking the icon. Log says files are missing
On Thu, Sep 29, 2022, 2:28 AM narzoul @.***> wrote:

There is a setting for it. Read the release notes
https://github.com/narzoul/DDrawCompat/releases/tag/v0.4.0.
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From reading back the discussion here, the game crashed for you with v0.3.1 also without some custom modifications, due to too many supported display modes. You can probably do those modifications now via config files. Check the Configuration wiki for details.
Based on the previous discussion, I'd suggest the following settings:
CpuAffinity=all
SupportedResolutions=640x480, 800x600, 1024x768
ThreadPriorityBoost=on
Just put them in a DDrawCompat.ini file in your game directory.

Hi Narzoul,
I have followed this discussion with interest since I have been trying to run Mig Alley on Win10. I have now had good success with one of your ddraw.dll files and a standard BDG install of Mig Alley. Framerate is 60 everywhere and no CTDs or artifacts.
The specific ddraw.dll is the one referenced in this discussion with this text:
"Anyway, to verify this theory, I removed the enumeration of 8 and 32 bit display modes from v0.3.1 in this test version: ddraw.zip (diff.txt compared to v0.3.1)"
These show my system and graphics driver:

I dragged and dropped the pictures here but I just see encoded text, is there another way??
Thanks for your work on Mig Alley, I can say that it runs better than Win98 or WinXP which are 50 fps.
I can now fly on Win10 without the need to use my WinXP laptop.
Well done Narzoul,
Thomas


Waypoint: Bring your JavaScript Slot Machine to Life not responding

This waypoint exercise is not responding after I entered $($). Everytime i refresh the page, it still does not respond

I also ran into this same exact problem, opened an issue a couple days ago for it https://github.com/FreeCodeCamp/FreeCodeCamp/issues/2272

Closing as duplicate


h5py + from_array() performance with thousands of files

I use dask to work with thousands of .h5 files. This means I must call from_array(h5py.File()) thousands of times before combining all these arrays into one using dask.array.stack(). In my testing, this can take multiple seconds to complete, with some execution time variability / hysteresis  depending on stuff under the hood of h5py (I think).
I wanted to speed this process up. I found that replacing from_array(h5py.File()) with from_array(from_delayed(delayed(h5py.File)())) before calling stack gave me a modest (1.5 - 2x) speed up on test data that approximates the scale of my real data. An example is below:
import h5py as h5
import dask
import dask.array as da
import time
from h5py import File
from dask.delayed import delayed
import sys

print(f'Python : {sys.version}')
print(f'Dask : {dask.__version__}')
print(f'h5py : {h5.__version__}')

dims = [1000, 10, 100, 100]
fnames = ['t_{0:03d}.h5' for ind in range(dims[0])]
data_base = da.random.randint(0, 1, size=dims, chunks=(1,*dims[1:]))

# generate a hdf5 dataset in multiple files on disk
for ind, d in enumerate(data_base):
    try:
        da.to_hdf5(fnames[ind], 'default', d)
    except OSError:
        from os import remove
        remove(fnames[ind])
        da.to_hdf5(fnames[ind], 'default', d)

# wrap our h5py.File creation in a function
def from_h5(fn):
    return File(fn, 'r')['default']

sample = from_h5(fnames[0])

st = time.time()
arrs1 = [da.from_array(from_h5(fnames[ind]), chunks=sample.shape) for ind in range(dims[0])]
test1 = da.stack(arrs1)
en = time.time()
print(f'Using from_array(h5py.File): stack finished in {en-st:.2f}s')

st = time.time()
arrs2 = [da.from_array(da.from_delayed(delayed(from_h5)(fnames[ind]), shape=sample.shape, dtype=sample.dtype),chunks=sample.shape) for ind in range(dims[0])]
test2 = da.stack(arrs2)
en = time.time()
print(f'Using from_array(from_delayed(h5py.File)): stack finished in {en-st:.2f}s')

output:
Python : 3.6.6 |Anaconda custom (64-bit)| (default, Jun 28 2018, 17:14:51)
[GCC 7.2.0]
Dask : 0.18.1
h5py : 2.8.0
Using from_array(h5py.File): stack finished in 0.53s
Using from_array(from_delayed(h5py.File)): stack finished in 0.34s

I suspect this time difference arises because calling h5py.File() serially can be slow, and wrapping it in delayed() mitigates the serial execution.
Calling from_array(from_delayed(delayed(h5py.File()))) is kind of ugly but I understand why it's necessary, since there's an ambiguity between the h5py dataset (whichfrom_delayed will return) and the underlying array (which from_array will properly represent based on the h5py dataset).
Unfortunately I can't see any obvious way to change from_array or from_delayed in light of this, but I thought I would at least post the (hopefully) reproducible example and expose the issue to the dask devs.

Would suspect this is because multiple files are being opened. If one h5py.File instance was opened and then selected from for all cases, this is probably a bit faster. Would be good to test if this is true or not though.

It might be worth asking on the XArray issue tracker.  That community deals
with this problem frequently.
On Mon, Jul 16, 2018 at 3:38 PM, jakirkham<EMAIL_ADDRESS>wrote:

Would suspect this is because multiple files are being opened. If one
h5py.File instance was opened and then selected from for all cases, this
is probably a bit faster. Would be good to test if this is true or not
though.
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Does anyone have concrete suggestions on how to close this? I could imagine an API for reading in a directory of h5py files, but that feels like it's on the edge of dask array's scope.

I did some more research on this and I found that the the fundamental slowness / hysteresis has to do some with h5py internal state, so essentially it's not a dask issue; the delayed solution is perfect adequate for my purposes, so from my point of view the issue can be closed.

Let's close, in that case.

Glad to hear delayed is working well for you 🙂


[BEAM-7421] Add missing transform payload translator for Reshuffle

Reshuffle is overwritten in various Runners (e.g. Flink, Spark) but the
translation code does not kick-in due to a missing TransformPayloadTranslator
alongside with a TransformPayloadTranslatorRegistrar.

Run Flink ValidatesRunner

Run Java Flink PortableValidatesRunner Streaming

Run Java Flink PortableValidatesRunner Batch

To confirm, these translators still preserve the composite structure of these transforms (if any), right?
It does feel a bit odd that this needs to be implemented in a separate package from the transform itself...

Run Spark ValidatesRunner

@robertwb The composite transform (Reshuffle) is not changed, only its resulting Flink/Spark translation is now as specified in the Runners' translator classes. For non-portable pipelines, the pure existence of the translator will cause Reshuffle to be recognized as a translateable transform. For portable pipelines, it will actually set the FunctionSpec field of the transform, while preserving the subtransforms.
Granted, this is a bit odd. Note that this only affects the Java SDK.


Admin doc update

Issue #, if available:
Description of changes:
Updates to admin machine doc from doc review.
Incorporates and adds to changes from this PR:
https://github.com/aws/eks-anywhere/pull/6534/files
Testing (if applicable):
Documentation added/planned (if applicable):
By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice.

/test all

/cherrypick release-0.17

/approve


Should failure be split into separate crates?

I used failure when prototyping 3 crates and recently had to rip it out on the path to 1.0.  I suspect splitting failure up will help aid in the path to a stable Fail trait that doesn't need to be ripped out.
failure today provides a ecosystem wide vocabulary term (Fail), implementation helpers (failure-derive, bail, etc), and a catch-all Fail implementation (Error) that imo atm is best suited for bins and prototyping.  The compatibility guarantees for each of these set of tools is different.  In addition, I feel that a simplified version of Fail` would not be contentious on its own and could be stablized quickly.  These combined provide a path to stablization.
RE Fail
When I evaluated Fail, I found most of my concerns to be with Context and Error.  Context doesn't feel essential to the trait (could be an extension trait) and feels tied to Error (creates complex types that people will probably not return but instead return erased versions).
RE Ripping failure out

I used failure when prototyping 3 crates and recently had to rip it out on the path to 1.0.

Only 2 of the crates are moving to 1.0 but I had to at least remove failure::Error from the third because Error doesn't play nice with being a cause.
My proposal
Split the crate into:

failure-fail:

Fail trait without Context support
Possibly include Compat and/or SyncFailure

failure-derive
failure-error

Helper macros
Error
Context

failure as a facade that integrates the pieces together?

Potential areas to still resolve in Fail

causes including the current error or not (name implies it doesn't, implementation does)
root_cause could be the current error
What, if any, integration should be done with the Termination trait
#211 fns duplicated between trait and impl
#201 Sync requirement

See also https://github.com/rust-lang-nursery/failure/issues/209 where there is some discussion about potentially moving the Fail trait to std. A separate crate could be a decent middle ground. A key thing we want to minimize is breaking the ecosystem that has begun using failure in their public APIs.

A key thing we want to minimize is breaking the ecosystem that has begun using failure in their public APIs.

I'm glad you at least said "minimize".
Personally, I have found the stability concerns during failures development very off putting especially for something so fundamental and on the path to std.  It feels coercive in pushing a specific design rather than us being able to consider what the design should be.  It feels like a flag that gets raised to shutdown the conversation.  failure is 0.1 and people were warned that things might break and to limit usage to where you can absorb that.  We should be willing to break compatibility at this stage.

@epage I don't necessarily disagree. I'd appreciate if we all assumed good faith though, and not insinuate that anyone is trying to "shutdown the conversation." It's one thing to warn people that failure is experimental, and another to put that policy into practice. e.g., crates.io reports that failure already has over 500 dependent crates. That's a whole lot of breakage! And when we do break it, people are going to (rightfully) get upset.
But yes, this is why I said "minimize." I do think it needs to be a strong consideration in whatever action we take. People have limited patience to deal with this sort of thing; we should respect that.

I don't necessarily disagree. I'd appreciate if we all assumed good faith though, and not insinuate that anyone is trying to "shutdown the conversation."

I'm sorry; it was not my intention to prescribe motivation.  My intention was more so to describe how it comes across and impacts people's perception, their trust of the process, and their willingness to give feedback.  Honestly, it is one of the reasons I've generally steered clear of the conversations here even though I think the goals are admirable and want to see those goals achieved.

2¢: The project going dormant for ~6 months has lowered my expectations, such that I'd view breaking changes actually merged to master, for sound reasons, as progress here!  Just respect semvar (0.2 is sufficient) when breaking it, and be open to possibility of back-porting some non-breaking fixes or transitional aids to 0.1.x as well.

@mitsuhiko Has taken ownership of the project as of a few days ago. So development has resumed.
Also, @withoutboats has published an RFC proposing improvement to the std Error type: https://github.com/rust-lang/rfcs/blob/fix-error/text/0000-fix-error.md

I'm going to close this now. Failure right now will continue to be what it is until it's clear what happens with the new error trait in std.
The conversation about this can be found here: https://github.com/rust-lang/rfcs/pull/2504


error setting it up

spits out this when i run bot.py
C:\Users\tyler\Desktop\discord-spotify-bot-public>bot.py
Traceback (most recent call last):
File "C:\Users\tyler\Desktop\discord-spotify-bot-public\bot.py", line 6, in
from cogs import music
File "C:\Users\tyler\Desktop\discord-spotify-bot-public\cogs\music.py", line 2, in
from cogs.player import DiscordPlayer
File "C:\Users\tyler\Desktop\discord-spotify-bot-public\cogs\player.py", line 7, in
import spotify
ImportError: No module named 'spotify'
i have python installed and idk where to get discord.py@async or pyspotify for windows help would be nice im on windows 10 pro

okay so status update i went to mac os x and tried to run it since pyspotify i couldnt find for windows and the bot wont run in mac os WTH

It's developed with linux in mind, don't know how to run it on Mac or Windows.


xorg, xorg-apps, xorg-fonts: add livecheck block

[x] Have you followed the guidelines in our Contributing document?
[x] Have you checked to ensure there aren't other open Pull Requests for the same update/change?

This adds livecheck blocks to skip xorg, xorg-apps, and xorg-fonts, since they only install other formulae and they can't be checked like normal formulae. Let me know if you would prefer a different skip message and I'll update these.

Between the individual livecheck block PRs and the improvements to the Xorg strategy, livecheck now works for all the formulae in this tap 🎉
brew livecheck --tap linuxbrew/xorg is also dramatically faster now, since I added some simple page caching in the Xorg strategy (primarily to avoid checking the same index pages more than once).

brew livecheck --tap linuxbrew/xorg is also dramatically faster now, since I added some simple page caching in the Xorg strateg

Thanks, Sam. I can confirm that brew livecheck --tap linuxbrew/xorg is definitely faster! 🎉


Is there any way to define the difficulty ?

Hello, this tool is awesome, but it seems you have left/pause the development please dont do that this tool is so cool. Thanks for this wonderful tool. Just wanted to know that if there is anyway to generate puzzles with varying difficulty ?

Hi @afkcodes,
first of all: thank you for your kind words.
Yeah development is pretty much stalled right now, but you can achieve what you want, by first generating a bunch of sudokus and then filtering with analyze.rate() (as far as I can tell, other sudoku tools work like this as well). Something like that should work:
import rate from sudokutools.analyze
import generate from sudokutools.generate

MIN_RATING = 4
MAX_RATING = 5

COUNT = 20

sudokus = []

while len(sudokus) < COUNT:
    sudoku = generate()
    if MIN_RATING <= rate(sudoku) <= MAX_RATING:
        sudokus.append(sudoku)

# do something with the sudokus list here

See also: https://sudokutools.readthedocs.io/en/latest/library.html#sudokutools.analyze.rate
Are there any other features, you would like to see in the library? Maybe I can create some roadmap and then I (or others) can slowly chip away at it.

Thanks for such a detailed answer, Yeah actually i am making a game and if you can make this tool more robust it will be so awesome to make my game power by sudoku tools.
The features that I have in my mind

Custom Dimensions like 6x6, 12x12 with custom Difficulty
Sudoku Variations Like Excaliber, Queens Gambit, Jigsaw, etc
Human Rater

will add more if I get to think something more, please do not abandon this awesome project.

Thanks for the suggestions. I will look into it, if I have some time.
Concerning sudoku dimensions, please take a look at the README: https://github.com/messersm/sudokutools#different-sudoku-sizes
What do you mean with "Human Rater"?

Human Rater is basically a technique where it solves the sudoku as a human would do and rate the puzzle difficulty, if not we can use something like sudoku explainer rater or we can use the same.

Just for completeness sake: The rater of sudokutools already is a human rater in the above sense - it uses different solving techniques and rates the Sudoku based on the simpliest one applicable. For details see the source code.


Tkinter snippets

@UTSAVS26
Hello bro....I would like to add some tkinter widget snippets such as lables, buttons, canvas etc....
I would like to contribute in your repo and so Pls assign me under hacktoberfest

@lord-cyclone100
Hi there! Thanks for your interest in contributing to the repo. Could you please provide a more detailed explanation of why you'd like to add these Tkinter widget snippets? It would be helpful to know more specifics about what you plan to add and how it would improve or expand the current project. Looking forward to hearing more!

@UTSAVS26
The code snippets would be actually different types of gui elements like text boxes, buttons, radio and check boxes etc.....so that when users are trying to make any gui, they can use your repo instead of writing them again and again. I would also provide detailed explanation of what each method will perform....
I hope you understand 😀

okie @lord-cyclone100 , i am assigning you this but make sure to create proper snippets so that if any user want custom size text boxes and all they can easily be able to do it

Just one question @UTSAVS26
How would you like them?
In md files or py files?

Just one question @UTSAVS26 How would you like them? In md files or py files?
you are creating code snippets so they need to be in py files and if explanation and working things you are write md files for them


Fetching _body multiple times in POST request fails second time.

In the docs for request.body it says:
Subsequent accesses just do a `seek(0)` on the file object.
However, the whole code for _body is run each time — for example using .POST or .files.  The second call ends up with a file object that has 0 size.
Shouldn't _body be a cached property?

BaseRequest._body is a cached attribute (via DictProperty decorator) and run only once per request. If you have a scenario where this method is executed more than once for a single request, please help us replicate the issue since that would be a bug.

OK, I'll try to reduce this to a minimal example I can reproduce.

I should add the problems occur or Python 3.4 and 3.5—I haven't tested other versions. I'll see if I can add a test to the suite.

Any updates on this?

The bug is definitely there, but didn't have much time/luck making a simple demo to reproduce it. Is there a test for making posts? If not, what's the closest related test?

The result of BaseRequest._body is cached into the environ dictionary (via the DictProperty decorator) and any other call during the same request will re-use the cached result. The only scenarios I can image where BaseRequest._body is executed twice for the same request are:

You are using gevent or a similar framework that breaks threading.local. In this case, monkey-patching of the threading library must happen before bottle is first imported.
Something removes the bottle.request.body key from the WSGI environment somehow.
You are returning a generator (e.g. with yield) and your webserver implementation handles these in a different thread than the original request. I don't know of a webserver that does this, but it is possible.

Perhaps that helps.

Ah, then I think the problem is the first point. I'm using gevent and patching all libraries except threading.  I can easily fix my code but is there anything I can do to help catch/prevent this on the bottle side?

Bottle already detects that when using the 'gevent' server adapter. https://github.com/bottlepy/bottle/blob/master/bottle.py#L3367


Co-maintainer needed

TLDR: Not enough time to go through issue & pr, so anybody interested to help in that are welcome, let me know in comments.

I'm interested send me an email, emails on my github profile


prime_numbers.alf.wat question

Hi,
I have a question about the prime_numbers test.
In the case of the not operator, when should we use the .eqz statement?

The .eqz is from the while, I added a comment there. If the exp is false, it will exit jump over the while (br_if).


Fix Nvidia Wayland EGL

By default libEGL_nvidia.so.0 tries to find EGL configurations in either /usr/share/egl/egl_external_platform.d or /etc/egl/egl_external_platform.d but in NixOS it is stored in /run/opengl-driver/share/egl/egl_external_platform.d. In order to fix it we can set an undocumented variable __EGL_EXTERNAL_PLATFORM_CONFIG_DIRS to the correct path. With this change it is possible to run Weston with nvidia-drm driver on Nvidia Jetson AGX Orin.

I had to update this pull request. Initially I used an undocumented variable __EGL_EXTERNAL_PLATFORM_CONFIG_DIRS but it will not work in setuid/setgid processes as pointed out here so I changed it to a symlink.


datasets

Hi, the datasets link you provided is no longer valid. Could you please send another one?

Thank you for your response; the dataset link has been updated and can now be accessed again.


Guard against Document sync errors in Mapping Service

Summary of the changes

Since GetAbsoluteIndex might throw we need to be a bit more defensive here. BUT we still want to surface this when we're running locally so we can learn more.

Investigates: https://github.com/dotnet/aspnetcore/issues/32938

@ryanbrandenburg just ran into this and realized, it wasn't that things "fell out of sync" it was that the number of spans that were "out of bounds" were in the thousands so I was hitting thousands of debug.assert's 😆

Given I was able to reproduce/investigate is there something we can do even better here? Aka one Debug.Assert or none if we're confident in everything?

https://github.com/dotnet/aspnetcore-tooling/pull/3656


Fix open connection counting, make testRaceNewRequestsVsShutdown pass

AsyncHTTPClient 1.2.0 commit hash: c9a9bf061d713c91ee9974fa8a6afe413acfd0e9
Context:
testRaceNewRequestsVsShutdown is  failing in ConnectionsState.assertInvariants() because openedConnectionsCount is negative.
(Are tests run in release configuration?).
        func assertInvariants() {
            assert(self.waiters.isEmpty)
            assert(self.availableConnections.isEmpty)
            assert(self.leasedConnections.isEmpty)
            assert(self.openedConnectionsCount == 0)
            assert(self.pending == 0)
        }

Steps to reproduce:
swift test

swift --version
Apple Swift version 5.2.4 (swiftlang-1<IP_ADDRESS> clang-1<IP_ADDRESS>)
Target: x86_64-apple-darwin19.6.0

uname -a
``Darwin xxx 19.6.0 Darwin Kernel Version 19.6.0: Sun Jul  5 00:43:10 PDT 2020; root:xnu-6153.141.1~9/RELEASE_X86_64 x86_6

Disclaimer/please note:
the patch fixes the test and it seems legit "one liner" to me,
this is, however, my very first look into AHP source code which I am not well familiar with at all.

@artemredkin thank you for fixing it, the problem does not exist (all tests pass) in 1.2.1


fix golangci-lint

Pull Request

[x] Make sure you have followed Kube-OVN Code Style.

What type of this PR
Examples of user facing changes:

Features
Bug fixes
Docs
Tests

Which issue(s) this PR fixes
fix golangci-lint failed

Pull Request Test Coverage Report for Build<PHONE_NUMBER>4
Details

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage increased (+0.004%) to 22.104%

Totals

Change from base Build<PHONE_NUMBER>0:
0.004%

Covered Lines:
10162

Relevant Lines:
45973

💛  - Coveralls


state_dict in pytorch isn't compatible with params with theano

state_dict in pytorch is a dict while params trained with theano dumped as list.
when you want to retrain the model trained with theano, it seems that the model can't be loaded properly.
is there any way to solve this?

The params of the pretrained Theano models can be transformed to the state_dict format of a PyTorch model by using the following script. Note that Theano conv2d flips the filters (rotate 180 degree) first while doing the calculation.
import pickle
from collections import OrderedDict
param_theano = pickle.load(open('best_policy_6_6_4.model', 'rb'))
keys = ['conv1.weight' ,'conv1.bias' ,'conv2.weight' ,'conv2.bias' ,'conv3.weight' ,'conv3.bias'
    ,'act_conv1.weight' ,'act_conv1.bias' ,'act_fc1.weight' ,'act_fc1.bias'
    ,'val_conv1.weight' ,'val_conv1.bias' ,'val_fc1.weight' ,'val_fc1.bias' ,'val_fc2.weight' ,'val_fc2.bias']
param_pytorch = OrderedDict()
for key, value in zip(keys, param_theano):
    if 'fc' in key and 'weight' in key:
        param_pytorch[key] = torch.FloatTensor(value.T)
    elif 'conv' in key and 'weight' in key:
        param_pytorch[key] = torch.FloatTensor(value[:,:,::-1,::-1].copy())
    else:
        param_pytorch[key] = torch.FloatTensor(value)

我也尝试用pytorch load这个model file，把上面的代码加到
best_policy = PolicyValueNet(width, height, model_file = param_pytorch)
前面，但是pytorch load这个转换过的参数文件依然报错
File "/home/dofish/.local/lib/python3.7/site-packages/torch/serialization.py", line 189, in _check_seekable
raise_err_msg(["seek", "tell"], e)
File "/home/dofish/.local/lib/python3.7/site-packages/torch/serialization.py", line 182, in raise_err_msg
raise type(e)(msg)
AttributeError: 'collections.OrderedDict' object has no attribute 'seek'. You can only torch.load from a file that is seekable. Please pre-load the data into a buffer like io.BytesIO and try to load from it instead.

when I  try to load a model trained by pytroch, I came across the same error, I try the follow code in <human_play.py>,line 65:

policy_param = model_file

And It worked


Fix multer being out of date

Current coverage is 79.77% (diff: 100%)

Merging #73 into master will increase coverage by 0.50%

@@             master        #73   diff @@
==========================================
  Files            47         47
  Lines          1780       1775     -5
  Methods         403        398     -5
  Messages          0          0
  Branches        255        255
==========================================
+ Hits           1411       1416     +5
+ Misses          369        359    -10
  Partials          0          0

Powered by Codecov. Last update 981a323...225f036

LGTM


Some barcodes are scanned with an extra leading zero

Some barcode, for example:
http://world.openfoodfacts.org/product/055742357653/cottage-cheese-compliments
http://world.openfoodfacts.org/product/060383998622/milk-chocolate-with-hazelnuts-pc
http://world.openfoodfacts.org/product/060383042400/dark-chocolate-no-name
were originally scanned with an extra leading zero, that does not actually appear on the barcode.
the result is that products added with the phonegap app cannot be found by the native app.

That's not an issue, it's perfectly normal.
If you scan these barcode with another app/tool, you'll find the same result.
Manufacturers don't have to write every digit of the barcodes, the important thing is that their barcode format has 13 digits.

let me rephrase the bug:
the inconsistency of scanning barcodes causing products not to be found!
for example, if in the db a product is stored under "0<PHONE_NUMBER> 0", it WILL NOT be found by the phonegap app, which reads that same barcode as "00<PHONE_NUMBER> 0"!
Moreover, if a product is saved as "00<PHONE_NUMBER> 0" by the phonegap app, it WILL NOT be found by the native android app.
In other words, while the leading zero inconsistency may be "normal" for a person reading the label, the apps currently do not handle this discrepancy properly.

Got it. I must admit I never experienced this on the iPhone version. I'll let the devs find a workaround on this. It's obviously an app problem. Thanks for reporting the issue!

We could try to normalize barcodes and add/remove leading 0 so that codes conform to the EAN-13 standard. Is there any risk for a collision of two barcodes that differ only by a leading 0?
Related: bug #141 cc @itchix

I actually think the real problem is that the DB query is sensitive for a leading zero. Wouldn't it make more sense to fix it on the db side?

Right by normalizing, I mean normalizing everywhere, including the database.
Y2K-style issues: we'll let GS1 figure that one out, and we'll use whatever id we can find on products.

All valid UPC codes with 12 digits are now normalized to the corresponding EAN-13 (with one extra leading 0). The normalization has been done on all existing products, and it is done for new barcode scans, API calls etc.
URLs with old codes are 301 redirected to URLs with the new codes.
On the web site, when the code is a EAN-13 with a leading 0, we also display the corresponding UPC code without the leading 0.


How does persistence work?

There seem to be no legal way to get storage::Storage to access (get/set)_value outside of the crate. I'd greatly appreciate some pointers in the right direction because docs didn't help a single bit.

The persistence feature is used to save and restore the memory state and window size used internally.
For example, setting persistent_windows and persistent_egui_memory to true in RunOption will save the window size and position, scale factor, etc.
Note, however, that there is currently a bug in egui itself in saving the scale factor and window position.
https://github.com/emilk/egui/issues/3797
persistence featureI did not envision using it to save the user's state.
If users want to save values, they should serialize the values they want to save themselves into a file or something and load it at startup.
I have added a description of the persistence feature in README.md.
If you want the persistence feature to save and restore user-defined values as well, PR is welcome.

Then I guessed right. I'm already cooking up a PR following eframe as an API example to allow for faster transition, but with minimal change to the inner workings of the crate.

Issue can be considered resolved. Pull request is #4 . Unless storage was accessed not through CreationContext migration (from eframe to egui-ash) for this feature shouldn't require any changes.


Team 18 SRS Review: Use case diagram is not clearly readable

In the submitted assignment, the use case diagram lacks the necessary labels and captions, which are essential for clarity and understanding. The font and the size of the diagram title are also not consistent with the rest of the document. Refer to the following screenshot.

Please ensure that figures and tables are clearly readable and of sufficient resolution is crucial. Not only does it enhance the reader's comprehension, but it also adds to the overall professionalism and credibility of the document.
Team 18 TA: @CSchank

Resolved in commit id: 1fb20e82fa1c5c535b20c4013b1639b95cb585cf


Path to Bowtie transcriptome index Gencode 25 incorrect

The human Genocde 25 Bowtie index is missing from the existing path. The path looks like it should be correct so I suspect the files are actually missing
Error aligning sequence. Could not locate a Bowtie index corresponding to basename "/mnt/data/indices/bowtie/transcriptome/homo_sapiens_gencode25/homo_sapiens_gencode25_transcriptome" Command: bowtie-align --wrapper basic-0 -q -p 2 -S -v 3 --norc -a --phred33-quals /mnt/data/indices/bowtie/transcriptome/homo_sapiens_gencode25/homo_sapiens_gencode25_transcriptome /mnt/data/7/1/5/dataset_7155d639-5335-4f95-afc5-20a5817d9f8f.dat

This was an issue with the /mnt drive being corrupted. Incidentally, this was the first symptom of a bigger problem.
Now resolved


Dashboard not working

Adapter 0.2.4

Trying uninstall and than reinstall:

Hi,
I am also facing this issue.
`

esphome.0
2023-07-25 19:09:57.341
error
Client <IP_ADDRESS> not reachable !

esphome.0
2023-07-25 19:09:41.893
error
Client <IP_ADDRESS> not reachable !

esphome.0
2023-07-25 19:09:40.534
warn
ESPHome Dashboard deactivated

esphome.0
2023-07-25 19:09:40.424
error
[dashboardProcess ERROR] from esphome.main import mainModuleNotFoundError: No module named 'esphome'

esphome.0
2023-07-25 19:09:40.419
error
[dashboardProcess ERROR] Traceback (most recent call last): File "/opt/iobroker/node_modules/iobroker.esphome/python_modules/bin/esphome", line 5, in

esphome.0
2023-07-25 19:09:38.817
info
Native Integration of ESPHome Dashboard enabled

esphome.0
2023-07-25 19:09:38.813
info
Auto Discovery startet, new devices (or IP changes) will be detected automatically

esphome.0
2023-07-25 19:09:38.810
info
Try to connect to <IP_ADDRESS>

esphome.0
2023-07-25 19:09:38.799
info
Try to connect to <IP_ADDRESS>

esphome.0
2023-07-25 19:09:38.515
info
starting. Version 0.2.4 (non-npm: DrozmotiX/ioBroker.esphome#b6adb149202b81607fe1d726bbe7ffa6717d2352) in /opt/iobroker/node_modules/iobroker.esphome, node: v18.17.0, js-controller: 4.0.24

`

See: https://github.com/DrozmotiX/ioBroker.esphome/issues/158.


[Mention The Feature]: Add/Enable PWA (Progressive Web App) 🟢🌟

Is your feature request related to a problem? Please describe.
I want to Add PWA (Progressive Web App)..
🌟Benefits of PWAs:
Improved Performance and Speed
Offline Availability
Enhanced User Engagement
Responsive and Adaptive Design
Low Storage Requirements... & more..
please assign me for this..
Describe the solution you'd like.
No response
Describe alternatives you've considered.
No response
Additional context.
No response
Show us the magic with screenshots
No response
Checklist

[X] I have checked the Existing Issues
[X] I have read the Contributing Guidelines
[X] I want to work on this issue. (optional)

@aditya-bhaumik sir please assign me with Level 3 and gssoc-ext label

@aditya-bhaumik

🟢Key Features of PWAs:
🔵Offline Capability: Using service workers, PWAs can function offline or in low-network conditions by caching essential assets.
🔵App-like Experience: PWAs behave like native apps, with smooth animations, navigation, and interactions, even on mobile.
🔵Push Notifications: PWAs can send push notifications to engage users, even when the app is not open.
🔵Installability: PWAs can be installed on the user’s home screen, just like a native app, without going through app stores.
🔵Fast Loading: By caching resources and using service workers, PWAs can load quickly, even with slow network conditions.
🔵Responsive: They adapt to any device, whether it's a mobile, tablet, or desktop.
@aditya-bhaumik  sir assign me with Level 3 and gssoc-ext label..


CodeIgniter 4.0 released! 🎉

Hi,
The guys of CodeIgniter has released the 4.0 version a few days ago. Because Luthier CI shares the same support life-cycle of their CodeIgniter counterpart version, Luthier CI (1.x)  has now extended support status, while the 2.0 version gets released.
It's too early to speak about a release date for Luthier CI 2.0: I have a draft of the router component but I haven't pushed to the 2.0 branch yet.
BUT if you have suggestions or feature requests for Luthier C.I this is a great moment to share with us! 😃
Requested features:
https://github.com/ingeniasoftware/luthier-ci/issues/45 Middleware arguments for routes

Amazing work man, thanks for hardwork for codeigniter community. BTW what i want for luthier c.i is ORM like eloquent laravel

This example orm look like for codeigniter4 with extends model. But the mainter to busy and leave this project, maybe you can look for inspiration. . https://github.com/hlohrenz/CI4-Relationship-Query-Builder

Hi @agungsugiarto,
Thanks for your suggestions. I have been busy, but Luthier CI is still on my mind and I hope to keep working hard for the CodeIgniter community.
The package that you mentioned seems to be inspired by Laravel's ORM, which is very cool and I definitely will consider it.

I have two more folders inside the controllers folder. These are Backend and Frontend. How can I access the controller in the folder using the route system


Nat32

Describe the bug
When defining a nat32 in motoko, the type generated in did.d.ts is number. Which can have 64bits. This causes errors to be thrown when passing the number to the motoko function. Maybe it would be better to generate the bigint type for nat32 numbers. This would enable us to make sure we pass a 32 bit (BigInt.asUintN(32, number))
To Reproduce
Steps to reproduce the behavior:

Declare a nat32 as a function argument
Call the function from the frontend

@chenyan-dfinity @rvanasa what do you think? I have no issue with the reasoning, but note this would be a breaking change

The current behavior is working as expected:

On the JS side, we check the number range before sending the data to canister: https://github.com/dfinity/agent-js/blob/main/packages/candid/src/idl.ts#L697. So the error you get should be from the JS side, not from Motoko side.
We actually allow users to pass either number or bigint to a NatXX type, and will check the range in both cases.
One minor correction: number type in JS can only represent 53bits of integers, not 64bits.


LC0024 - Disable by default

Can you please disable the new rule LC0024 by default?
It shows up in way too much of our projects since the last update, and too our devs it does not make sense to fix / be alerted (it's a bit distracting).
In additional, when using the 'Subscribe to Event' (in AL Explorer) or 'Find Event' (via the Command Pallet) in the AL Language extension, MS seems to generate eventsubscriber code, which contains a trailing semi-colon as well. So, without proper codeActions to solve in batch AND update from MS to review their 'event' suggestions, it will only add up more (needless) effort from the developers to remove the semicolon.

For every new rule we created, we've weigh carefully what the default level of the rule needs to be (Error, Warning, Info or None). This rule was part of discussion here: https://github.com/StefanMaron/BusinessCentral.LinterCop/discussions/269.
There isn't "one size fits all" for everybody, so my advice is to disable this rule on your project, workspace as described here: Can I disable certain rules?.
Know you can have a company wide ruleset, which you can refer to from all projects/workspaces, from where you can your custom action for this rule.
https://learn.microsoft.com/en-us/dynamics365/release-plan/2023wave1/smb/dynamics365-business-central/urls-includerulesets
{
    "name": "Company ruleset",
    "rules": [
        {
            "id": "LC0024",
            "action": "None",
            "justification": "Allow procedure declaration to end with semicolon."
        }
    ]
}

If it has been carefully considered, then I'd close the issue (as we've already excluded the new rule using external rulesets indeed) ;)
I was mainly trying to avoid questions from other devs / projects NOT using external rulesets yet, but better would be to update the project to use the company rulesets then instead.
Thanks for the feedback (and continuation of introducing new rules!)

It is bad idea to disable a good rule just because the standard templates are bad. There should be a pressure for VS Code AL extension authors to fix inconsistencies with their templates - I mean these inconsistencies existed for years now and some since the beginning of AL. Most of the templates I see are simply copy-paste from code that was converted from C/AL text format and because that code created using template is different from what you would write using code completion in VS Code.
At the moment, the LC0024 analyzer itself does not work properly: it complains about procedures in interfaces - they don't have body because syntax is different there.

Same thing with control addins.

@Arthurvdv
I didn't know about "Find Event" though I have experienced it with "Implement Interface" quick action from MS, as it implements it with trailing semicolons.
I agree it can feel counter-productive, however, the idea behind the rule is consistency, I would agree that maybe some would want the opposite of the rule: "Everything needs to have a semicolon", but you'd then have the issue with snippets, that don't add a semicolon.
@ernestasjuska
Actually, neither interfaces nor controladdins need a trailing semicolon. It's completely optional in these two object types as well.

@tinestaric Thanks for correcting me. I hate AL syntax even more now. 👍

It is bad idea to disable a good rule just because the standard templates are bad.

I think this sums it up 😅
On the details page of this rule, LC0024, I’ve added an Find and Replace to fix these. Unfortunately I couldn’t get it to work on a multiline method like the one below;

If there’s a RegEx specialist around, feel free to improve this or an other route could be to create request for an code action over here: https://github.com/anzwdev/al-code-outline


Sort composer requirements

Sort composer requirements

[Current coverage][cc-pull] is 72.89%

Merging [#10][cc-pull] into [master][cc-base-branch] will not change coverage

@@             master        #10   diff @@
==========================================
  Files             4          4
  Lines           343        343
  Methods          19         19
  Messages          0          0
  Branches          0          0
==========================================
  Hits            250        250
  Misses           93         93
  Partials          0          0

Powered by Codecov. Last updated by [0a37de9...a4fd483][cc-compare]
[cc-base-branch]: https://codecov.io/gh/mpociot/laravel-apidoc-generator/branch/master?src=pr
[cc-compare]: https://codecov.io/gh/mpociot/laravel-apidoc-generator/compare/0a37de975e32d6ae283f9a11d20318e7d6c121f7...a4fd483d3fc6c76d498a8c58447917c30b1f877f
[cc-pull]: https://codecov.io/gh/mpociot/laravel-apidoc-generator/pull/10?src=pr


Enable the spec::simd::simd_lane test for AArch64

This PR enables the spec::simd::simd_lane test for AArch64. Of particular note is that it was necessary to make compromises in the Shuffle implementation because the TBL instruction requires consecutive registers for the table.

Do not merge, please - after looking at the atomics changes, I realized that I would need to use ensure_in_vreg() too.

This PR is now ready.

Thanks!


Allow rendering of BlogArticle without any layout

article.render -> Render with default layout
article.render(layout: nil) -> Force rendering without any layout
Use case:
https://forum.middlemanapp.com/t/generate-inpage-navigation-nice-api-documentation/1002/2
When using such method to generate inpage table of content, we need to generate the html to parse it and get titles.
def body_for(resource)
  resource.render(layout: nil)
end

This instruction is working fine for a standard middleman project, but when using middleman-blog, the render method is override and when specifying the layout to nil, it changes it to the default layout (which, in my case requires to generate a table of content, causing an infinite loop)
This pull request ensure that when a layout: nil is specified, no layout is actually used to render a BlogArticle
Is it ok for you, or should I use another process to generate my ToC?
Thank you very much

Coverage increased (+3.07%) to 94.82% when pulling 5d03a097c1052ca64879182b40a85e640d510d21 on Soulou:render_nil_layout into a1a34b6ac73553c7f1e93b922dd2ceed9879af2c on middleman:master.

Coverage increased (+3.07%) to 94.82% when pulling 5d03a097c1052ca64879182b40a85e640d510d21 on Soulou:render_nil_layout into a1a34b6ac73553c7f1e93b922dd2ceed9879af2c on middleman:master.

Thanks for the fix, would you mind modifying it to match this line for consistency?
if !opts.has_key?(:layout) → unless opts.key?(:layout)

another process to generate my ToC?

The docs suggest using false instead, but nil is supposed to work too and is evaluated as false here.

Looks good, other than @Arcovion's comments

Fixed :-)

Coverage increased (+3.12%) to 94.87% when pulling 4ad15dc01ccb851c79de652d4a5b42dc94efe14a on Soulou:render_nil_layout into a1a34b6ac73553c7f1e93b922dd2ceed9879af2c on middleman:master.

Coverage increased (+3.12%) to 94.87% when pulling 4ad15dc01ccb851c79de652d4a5b42dc94efe14a on Soulou:render_nil_layout into a1a34b6ac73553c7f1e93b922dd2ceed9879af2c on middleman:master.


go get error with go version go1.10rc2 linux/amd64

There might be an issue with the current master branch for Go 1.10
$ go get -u github.com/neelance/graphql-go
../../../github.com/neelance/graphql-go/graphql.go:10:2: use of internal package not allowed
../../../github.com/neelance/graphql-go/graphql.go:11:2: use of internal package not allowed
../../../github.com/neelance/graphql-go/graphql.go:12:2: use of internal package not allowed
../../../github.com/neelance/graphql-go/graphql.go:13:2: use of internal package not allowed
../../../github.com/neelance/graphql-go/graphql.go:14:2: use of internal package not allowed
../../../github.com/neelance/graphql-go/graphql.go:15:2: use of internal package not allowed
../../../github.com/neelance/graphql-go/graphql.go:16:2: use of internal package not allowed

$ go version
go version go1.10rc2 linux/amd64

The import path has changed to github.com/graph-gophers/graphql-go, you should do:
go get -u github.com/graph-gophers/graphql-go

You can read more about it at https://github.com/graph-gophers/graphql-go#update-march-1-2018.


WebUI - some values are not modified by Use All and Use All Parameters

Describe your environment
Invoke running on..

GPU: MPS
VRAM: 8Gb unified memory
CPU arch: arm64
OS: macOS
Python: venv and pip
Branch: release-candidate-2
Commit: HEAD

Web Browser details.
Firefox 105.0.3 on macOs 11.7 x64 processor
Describe the bug
Couple of web issues I'm seeing with using 'Use All' and 'Use All Parameters'
They do not seem to set the Images count, nor disable Restore Face and Upscale where it wasn't used
When using an image where Upscale and Restore Face where used they do not update the values
To Reproduce
Steps to reproduce the behavior:
Generate a number of images, use Restore Face and Upscale for some of them
Change the image, Restore Face and Upscale values
Choose the image where Upscale and Restore Face where used, then use the Use All option or Use All Parameters option for the Gallery.
Note the values do not go back to the ones used for the image.
Choose and image where Upscale and Restore Face where NOT used, then use the Use All option or Use All Parameters option for the Gallery.
Note the Upscale and Restore Face do not Disable, and the image value goes not change back to the value used to generate the image.
Expected behavior
In the first example the values should be update to the ones used to generate the image.
In the second example Upscale and Restore Face  should be disabled as they where not used to generate the image.

Add variations to the list, if the image does not have variations it disables variations if enabled, but  if an image has variations it does not update 'Variation Amount'

variation restoration seems to be taken into accoun in the main brach.


Union types in generics are not handled correctly

TypeScript Version:  2.4.2
This has come to my attention while we were trying to separate several input types for a react-redux project. Further investigation revealed that the problem was with the Typescript accepting only the first part of a union type when trying to resolve generics.
This is the most concise form that we've been able to extract:
Code
declare namespace Test {
    interface X { x:string }

    interface Group<S> { }
    class Group<S> {
        props:Readonly<X&S>
        constructor(init:S);
    }
}

interface A { a:string }
interface B { b:string }
interface C { c:string }

class GroupInstance extends Test.Group<A|B|C> {
    constructor(a:A) {
        super(a);
    }
    test() {
        console.log(this.props.a) // Error
        console.log(this.props.b) // Error
        console.log(this.props.c) // Error
        console.log(this.props.x) // Works
    }
}

Expected behavior:
The above code should compile properly. VSCode type hinting correctly assumes the type of this.props as Readonly<X & A> | Readonly<X & B> | Readonly<X & C>. We'd expect this to mean that props can contain any one of a, b, c, attributes with a common x attribute. In fact, if we change the Test.Group<A|B|C> generic to Test.Group<A>, this works as expected. Likewise,
let anotherTest:Test.X&(A|B|C) = {
    b: "here",
    x: "there"
}

and
let anotherTest:Readonly<Test.X & A> | Readonly<Test.X & B> | Readonly<Test.X & C> = {
    b: "here",
    x: "there"
}

console.log(anotherTest.b);

again works as expected (no compiler errors).
Actual behavior:
The above code results in compiler error
test.tsx(23,32): error TS2339: Property 'a' does not exist on type 'Readonly<X & A> | Readonly<X & B> | Readonly<X & C>'.
  Property 'a' does not exist on type 'Readonly<X & B>'.
test.tsx(24,32): error TS2339: Property 'b' does not exist on type 'Readonly<X & A> | Readonly<X & B> | Readonly<X & C>'.
  Property 'b' does not exist on type 'Readonly<X & A>'.
test.tsx(25,32): error TS2339: Property 'c' does not exist on type 'Readonly<X & A> | Readonly<X & B> | Readonly<X & C>'.
  Property 'c' does not exist on type 'Readonly<X & A>'.

Best I can tell this is working as intended. Here's a simpler example:
function foo(props: A | B | C) {
    console.log(props.a);  // Error
    props = { a: "hello" };  // Ok
}

You can't access props.a because that property isn't present in every union constituent. However, you can assign props an object of type A because that is one of the possible union types.

Automatically closing this issue for housekeeping purposes. The issue labels indicate that it is unactionable at the moment or has already been addressed.


fatal Exception

troubled with below error
at HandleExceptions->fatalExceptionFromError(array('type' => '1', 'message' => 'Class 'Bllim\Datatables\Facade\Datatables' not found', 'file' => '/home/sites/my-laravel/app/Http/Controllers/DataController.php', 'line' => '96')) in HandleExceptions.php line 116

hi, I think you're declaring Bllim's version and not mine?  Please double check your app.php config file and verify these values:
 'providers' => array(
        ...
        'yajra\Datatables\DatatablesServiceProvider',
    ),

    'aliases' => array(
        ...
        'Datatables'      => 'yajra\Datatables\Datatables',
    ),


Proper use of threads in plugins?

So I'm trying to use this plugin which interfaces with a server over TCP. The plugin works fine when sending data, but when receiving data it apparently causes the Python part of Neovim to abort, in a fashion very similar to (if not exactly like) #254. I believe that the line in this plugin that's causing this is here: https://github.com/timburgess/extempore.vim/blob/master/python/extempore3.py#L18. As you can see, a thread is kicked off every 0.3 seconds in the connect function to read from the socket. When I remove usage of the function where this thread business is happening then all is well.
I don't know Python very well, so I was wondering whether one of you would know off-hand why this isn't working or whether there's a better way to do this.

As always, we need exact versions of python and nvim that you're using. I read here :

don't use asyncio before Python 3.5.3. There is a incredibly major bug with "asyncio.get_event_loop()" that makes it unusable for anything that involve mixing threads and loops

@bfredl I wonder if we should not use asyncio before python 3.6

I wonder if we should not use asyncio before python 3.6

@justinmk Except that it says "before 3.5.3". Distros should supply bugfix releases even if they are stuck on an older feature release. 3.5 is three years old, and even debian stable has it (3.5.3), it doesn't seem me an immodest requirement for doing fancy IO stuff.


amplify init fails for angular projects working inside a container

Before opening, please confirm:
I have checked to see if my question is addressed in the FAQ.
I have searched for duplicate or closed issues.
I have read the guide for submitting bug reports.
I have done my best to include a minimal, self-contained set of instructions for consistently reproducing the issue.
Describe the bug
Note: It is recommended to run this command from the root of your app directory
? Enter a name for the project frontend
The following configuration will be applied:

Project information
| Name: frontend
| Environment: dev
| Default editor: Visual Studio Code
| App type: javascript
TypeError: Cannot read property 'projectPath' of undefined
    at getAngularConfig (/usr/local/lib/node_modules/@aws-amplify/cli/node_modules/amplify-frontend-javascript/lib/framework-config-mapping.js:57:52)
    at getProjectConfiguration (/usr/local/lib/node_modules/@aws-amplify/cli/node_modules/amplify-frontend-javascript/lib/framework-config-mapping.js:85:14)
    at Object.displayFrontendDefaults (/usr/local/lib/node_modules/@aws-amplify/cli/node_modules/amplify-frontend-javascript/lib/configuration-manager.js:173:32)
    at Object.displayFrontendDefaults (/usr/local/lib/node_modules/@aws-amplify/cli/node_modules/amplify-frontend-javascript/index.js:40:24)
    at displayAndSetDefaults (/usr/local/lib/node_modules/@aws-amplify/cli/lib/init-steps/s0-analyzeProject.js:83:26)
    at processTicksAndRejections (internal/process/task_queues.js:93:5)
    at async analyzeProject (/usr/local/lib/node_modules/@aws-amplify/cli/lib/init-steps/s0-analyzeProject.js:99:9)
    at async Object.run (/usr/local/lib/node_modules/@aws-amplify/cli/lib/commands/init.js:29:13)
    at async Object.executeAmplifyCommand (/usr/local/lib/node_modules/@aws-amplify/cli/lib/index.js:236:9)
    at async executePluginModuleCommand (/usr/local/lib/node_modules/@aws-amplify/cli/lib/execution-manager.js:164:5)
    at async Object.executeCommand (/usr/local/lib/node_modules/@aws-amplify/cli/lib/execution-manager.js:35:9)
    at async Object.run (/usr/local/lib/node_modules/@aws-amplify/cli/lib/index.js:112:9)

Expected behavior
Project information
| Name: chorrimanguera
| Environment: dev
| Default editor: Visual Studio Code
| App type: javascript
| Javascript framework: none
| Source Directory Path: src
| Distribution Directory Path: dist
| Build Command: npm run-script build

? Initialize the project with the above configuration? No
? Enter a name for the environment (dev)

Reproduction steps
I have no idea.. let's see

Launch a container: node14.16-buster
Install globally npm packages: angular/cli 11.2.3 and aws-amplify/cli (4.47.1)
Start a new angular app.
Run amplify configure an set the credentials
In the app directory run amplify init

Build Settings
No response
Additional information

I tried creating new IAM users but it does not help.
The IAM user has admin rights but also the git user has full access to codecommit.

Noup I didn't get there yet.
Thank you very much @siegerts

I'm sorry for the bad news but it does not work. I get the same error 🤦🏽

All right this is weird.. it works when I run amplify init from the JavaScript Debug Terminal

In case you want to know I was using bash terminal not zsh, nor sh

I'm facing the same issue right now.

All right I will reopen it, thank for the feedback (I'm not alone) It has something to do with the context.. I don't want to touch the code because it's huge and like every function make use of it but it is defined in specific steps.. It's a nightmare thank you angular this is definitely your kind of beauty

all right I got it.

amplify env add

Note: It is recommended to run this command from the root of your app directory
? Enter a name for the project src
? Enter a name for the environment dev
? Choose your default editor: Visual Studio Code
? Choose the type of app that you're building javascript
Please tell us about your project
? What javascript framework are you using angular
? Source Directory Path:  src
? Distribution Directory Path: dist/src
? Build Command:  npm run-script build
? Start Command: ng serve
Using default provider  awscloudformation

@kaustavghosh06
I'm closing the issue when you confirm .. or @Lard4
I'm currently using yarn for everything but I'm done for today, it's just too much.
(I refuse to reinstall more packages for today)

ups... well that's what I'm talking about.. now it's closed


Allow specifying class struct to glib_wrapper!() macro

This goes along with https://github.com/gtk-rs/gir/pull/459
I'm not 100% sure if this works yet, as my gtk module doesn't build (but glib builds).  Consider it as a proof of concept for now.

While this PR still not uses GlibClassType I vote for merge it as is to fix block for future regens.
@GuillaumeGomez, @sdroege what you think about it?

I would like it if there was a commit that makes glib_wrapper! also emit code like the following

#[repr(C)]
pub struct FooClass(ffi::BarFooClass);

impl Foo {
    pub fn get_class(&self) -> &FooClass {
        unsafe {
            let stash = self.to_glib_none();
            let ptr: ffi::Foo = stash.0;
            let class = *(ptr as *const *const ffi::BarFooClass);
            &*(class as *const FooClass)
        }
}

This would lead the way to having immutable class methods later (g_object_class_list_properties(), gst_element_class_get_pad_template(), etc). Same for mutable ones (to be called in class_init / base_init) would be something that could be added too then, but would only be useful for myself and the gnome-class macro :)

Good idea

Could we get this merged and postpone Sebastian's idea until we decide on the following?
As far as I can tell, generating pub struct FooClass requires something like the concat_idents!() macro, which is a nightly-only feature.
It may be possible to also have an internal procedural macro inside glib-rs itself that generates the FooClass identifier.
This is a bit more work than I'd like to put in just right now... maybe we can do this during the hackfest in Berlin?

👍 for merge this and related gir's PR as is.
This will need full Regen again, but all CI IMHO will pass.

Fine by me. Thanks!

Thank you!


chore: bdd-spring-1587580117 to 0.0.1

chore: Promote bdd-spring-1587580117 to version 0.0.1

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feat(module:affix&anchor&back-top&avatar): add components to library

PR Checklist
Please check if your PR fulfills the following requirements:

[x] The commit message follows our guidelines: https://github.com/NG-ZORRO/ng-zorro-antd/blob/master/CONTRIBUTING.md#commit
[x] Tests for the changes have been added
[x] Docs have been added

PR Type
What kind of change does this PR introduce?

[ ] Bugfix
[x] Feature
[ ] Code style update (formatting, local variables)
[ ] Refactoring (no functional changes, no api changes)
[ ] Build related changes
[ ] CI related changes
[ ] Documentation content changes
[ ] Application (the showcase website) / infrastructure changes
[ ] Other... Please describe:

Coverage decreased (-0.2%) to 51.971% when pulling 5bb373878a769b3fa7333f7cd125b553d7155595 on cipchk:master into b914afdcfed7a692bc6eae51e3f81365202f4771 on NG-ZORRO:master.

it seems that you are use CRLF, please use LF Line Separator

@LinBoLen Have noticed, but CRLF is default in Windows. Any side effects is good to be heard.

”树“控件计划什么时候引入进来


Lakectl Diff Support For Checking If Only Metadata Changed

Currently, the diff command in Lakectl reports files as "modified" even if only their metadata has changed. While this could be useful for some applications, it is inefficient for data pipelines. The diff command should show, per file, whether the changes are to the contents, metadata, or both. LakeFS server does show this information with "identical size". The status command should have a similar feature and local commit should allow committing files filtered by change type.

This would be a welcome change! My expectation was that lakectl local would work similarly to how git works, in terms of tracking status of chnages, and what is considers to be a diff. In that paradigm, changing the modification time on a file tracked by lakectl should not be relevant for detecting file changes.
I'd asked about this in Slack and was directed here: https://lakefs.slack.com/archives/C016726JLJW/p1725669972042319

Just want to comment and say that this is something I have been trying to figure out as well! I agree with OP, if we can filter out commit to allow for certain changes, that would improve our personal workflow a lot.

Context
It seems that the relevant section of docs is Limitations / Warnings.  It was added here.
Clarifications
There are multiple issues here:

What is stored on lakeFS: lakeFS can store or not store mtime and related fields.  I believe we all agree that it needs to.  For instance this is needed for lakectl local to work.  I believe that this is the correct decision.
What counts as a Graveler ID: lakeFS digests multiple things into an identity.  Currently it ignores Mtime.  AFAIR we used to include Mtime in object identity, but that no longer happens.  I believe that this is the correct decision - but I can understand why it would not match some use-cases.
What lakectl local does: some UNIX commands will break if local ignores mtime.  For instance, all versions of Make are driven by mtime.  So if lakectl local ignores mtime, it will break some Makefiles.  I believe that there is no one correct decision here.

So I would like the third decision to be selectable (by lakectl local config and possibly also an override commandline flag), rather than us making a decision in advance.  Otherwise, whichever we pick will break some use-cases.

@farhanhubble about this:

it is inefficient for data pipelines

I completely understand why checking mtime is inefficient for data pipelines - lakectl local will re-upload the file when you don't need it.  Now if we ignore mtimes, how would we determine that the object changed?  One way to do so would be to fingerprint or similarly digest the object, say into CityHash or even some SHA.  Since we're now talking about efficiency, we should talk numbers before we go off and digest an entire subdirectory of unchanged files.  So...  How many objects are involved?  What sizes?  What is the total size of all objects?

There's a very simple fix to this issue.
The reason we save the mtime metadata is because when we upload an object in the server side we used the current time as the updated time. We need to preserve the local mtime so that we will not have a diff between object's local mtime and server mtime.
Instead of saving the metadata on the object in the server side, we could just use this metadata to actually create the entry and drop the metadata. This will result in the same behavior but will not added additional metadata to the object which will cause it to appear modified

For user metadata, #8251 might make this more important.  :-)
(But no direct user metadata support in local.)


configuration.resolve.alias['node:'] should be a non-empty string

Bug report
I want to replace all the module name like node:fs to fs, so I set resolve.alias:
resolve: {
        alias: {
            'node:': ''
        },
    },

What is the current behavior?
error message:
configuration.resolve.alias['node:'] should be a non-empty string

What is the expected behavior?
No validate configuration failed error.

Other relevant information:
webpack version:  5.65.0
Node.js version: 16.13.1
Operating System: MacOS 12.1

Duplicate https://github.com/webpack/webpack/issues/14166, current solution https://github.com/webpack/webpack/issues/14166#issuecomment-923840210


Running into issue with UE5

Hi,
Running into this error during runtime. Think it might have to do with using UE5 instead of UE4. Any help would be greatly appreciated.

@danielmilton22 @jricatort Ah yeah, this project is based on UE4.
For UE5, I'm starting with a stock Lyra project and inputing these assets.
https://github.com/mpursley/Lyra_Inventory
Lyra's been great for this as it has:

Customizable character abilities
(Prototype) Inventory System
Multiplayer, Lobby, Teams, etc (mostly using Lyra for this :) )
etc, etc.


Unoptimized events in a special case related with escaping.

Currently when parsing this:
\***

Three events each with a single char is generated. Isn't it better expressed with one single event?

Yep, that would be more efficient. I remember experimenting with logic to merge text events, and it was a lot faster for such examples, but it was making the general case a bit slower, so I decided against it.
If it can be done without such a trade-off, I'd be all for it!

I'm not very familiar with the internals of the code yet, i wonder if it is possible for someone to point me to some snippet in charge of this or some existing branch so i can get started hacking and experimenting with it :)

Specifically, it's at https://github.com/raphlinus/pulldown-cmark/blob/4d45c33e0ca450044dfb030b072a41978d709c98/src/firstpass.rs#L540-L559


Support defmt

This depends on the level of support we want:

We could simply support #[derive(Format)] but we will not get all the fields in the debug output only .0
We could port the bitfield_debug to defmt and get all the fields in the output, but this seems like a lot of effort

(ping @brandonros)

Actually, the derive option should already work, but I haven't tested.

Actually, the derive option should already work, but I haven't tested.

It does not seem to work for me, and it should not right?
If I read the macro correct:
macro_rules! bitfield {
    ($(#[$attribute:meta])* pub struct $($rest:tt)*) => { ... };
    ($(#[$attribute:meta])* struct $($rest:tt)*) => { ... };
    ($(#[$attribute:meta])* ($($vis:tt)*) struct $name:ident($($type:tt)*); impl Debug; no default
BitRange; $($rest:tt)*) => { ... };

   etc etc etc

In that last line the macro matches directly on impl Debug. Honestly I do not get while it compiles at all with impl defmt::Format. Adding a line impl defmt::Format could work as a interim solution.
As a embedded user (where bitfields are rather commen) I would love to get all the fields in the output though.

A nice thing would be for bitfield! to generate an impl of defmt::Format that actually prints the field's value like impl Debug does https://github.com/dzamlo/rust-bitfield/blob/master/src/lib.rs#L382-L388 but that might require its own set of macro. So it may be too heavy to implement & maintain 🤷
IMHO it'd be valuable but I don't have enough bandwidth these days to develop/maintain it.

The correct syntax to auto derive defmt::Format that display .0 should be #[derive(defmt::Format)] above the struct name.
Like so:
bitfield! {
+   #[derive(defmt::Format)]
     struct CtrlMeasurement(u8);
-   impl defmt::Format;
    u8;
    pub from into Oversampling, temperature_os, set_temperature_os: 7, 5;
    pub from into Oversampling, pressure_os, set_pressure_os: 4, 2;
    pub from into SensorMode, mode, set_mode: 1, 0;
}


[Issue-2796] Extension - Improve UI for Mission Pools

Related issue: #2796

🚀 Deployed on https://pr-2808--sw-web-runner.netlify.app


Request an Active Directory server where groups "member" does not exist but users have a "memberOf" attribute

What do you want?
Hi !
I must synchronize with an Active Directory server which does not return any member attribute when requesting the groups details, but instead adds a memberOf attribute when requesting a user details.
I have not found in the documentation any example showing how to get the user groups by requesting this memberOf attribute.
I have not yet tested it fully, but I would like to know if this "reversed" logic will fit the ldap2pg way of requesting the LDAP server ?
Thanks in advance

hum... perhaps with something like this ?
I would like to create the roles and grant them to their parents. What I would do with
GRANT "a-group-of-users" TO "role-a";

Perhaps with this config ?
sync_map:
- ldapsearch:
    ...
  role:
    name: "{sAMAccountName}"
    parent: "{memberOf.cn}"
    comment: "Role generated from LDAP entry {sAMAccountName}."

You should use a custom filter. I don't have access to an AD to test this but there is a lost example at https://ldap2pg.readthedocs.io/en/latest/ldap/#examples .
Each LDAP directory has its own set of filters. See your AD documentation for available filters.

Thanks for your answer. I will try ASAP and report

Let's close. Please reopen for updates.


GNU Install Directories For CMake

Currently the install locations when using CMake are hard-coded which doesn't work for multi-arch distributions which install libs to '/usr/lib64' for example. It's recommended to use the GNU install directories cmake plugin which uses variables set by the distributions own CMake package to define where to install certain files.
The GNU plugin also takes into account CMAKE_PREFIX_PATH so this shouldn't break the build for ROS.
More information: GNUInstallDirs

Thank you, I will give it a try tomorrow on a couple of different setups before merging.


Figure out how to add circuit block diagrams to documentation

Thought that https://github.com/SymbiFlow/sphinxcontrib-hdl-diagrams might be a good fit but it doesn't parse SystemVerilog. Maybe we can follow up with them to get support for SystemVerilog because it looks like Yosys can synthesize SV.

Finish working through this guide: https://github.com/dfm/rtds-action

Add check that svgs aren't stale in ci pipeline?


Evaluate bundled services

This broker comes with several services, some of which rely on custom images.

Which services and plans should we offer to users?
Are the bundled services adequate for our needs? We should vet the services that we plan to use.
Are there services we want to add? Possibly newer versions of postgres, elasticsearch
Is the service HA?
Is the service secure?
Initial sizes - small / med / large / xlarge
Is the service backed up?

Initial Services

[ ] Mysql
[ ] ElasticSearch
[ ] PostgreSQL
[ ] MongoDB
[ ] Redis

cc @sharms

Issue moved to 18F/cg-atlas #151 via ZenHub


Feature: watch stylesheet if passed with --style arg and reload on stylesheet change

Did it primarily for my purposes; hence I didn't bother to go so far as to watch stylesheet if it's included in the YAML front matter, but certainly makes my life a lot easier!

Works for me :) We should think about doing a first-pass of sorts that would allow us to get the front-matter styles for free.
Two small nits and then I'll happily merge! Thanks for this.

Also added a log that stylesheet was being watched. Don't see any reason not to.
Anywhere, there ya go! Cheers.

Woot!