[BUG]: Warning in build after agent upgrade: Failed to get FF TestManagement.Server.EnableAzureTestPlanTaskFlow Value

What happened?
After upgrading the build agent to the latest version, we are getting build warnings like this
##[warning]Failed to get FF TestManagement.Server.EnableAzureTestPlanTaskFlow Value. Error: System.AggregateException: One or more errors occurred. (TestManagement.Server.EnableAzureTestPlanTaskFlow)
 ---> Microsoft.VisualStudio.Services.Common.VssServiceException: TestManagement.Server.EnableAzureTestPlanTaskFlow
   at Microsoft.VisualStudio.Services.WebApi.VssHttpClientBase.HandleResponseAsync(HttpResponseMessage response, CancellationToken cancellationToken)
   at Microsoft.VisualStudio.Services.WebApi.VssHttpClientBase.SendAsync(HttpRequestMessage message, HttpCompletionOption completionOption, Object userState, CancellationToken cancellationToken)
   at Microsoft.VisualStudio.Services.WebApi.VssHttpClientBase.SendAsync[T](HttpRequestMessage message, Object userState, CancellationToken cancellationToken)
   at Microsoft.VisualStudio.Services.WebApi.VssHttpClientBase.SendAsync[T](HttpMethod method, IEnumerable`1 additionalHeaders, Guid locationId, Object routeValues, ApiResourceVersion version, HttpContent content, IEnumerable`1 queryParameters, Object userState, CancellationToken cancellationToken)
   --- End of inner exception stack trace ---
   at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
   at System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
   at System.Threading.Tasks.Task`1.get_Result()
   at Microsoft.VisualStudio.Services.Agent.Worker.TestResults.Utils.FeatureFlagService.GetFeatureFlagState(String featureFlagName, Guid serviceInstanceId) in D:\a\_work\1\s\src\Agent.Worker\TestResults\Utils\FeatureFlagService.cs:line 39

Versions
Azure Pipelines Agent 3.241.0
Environment type (Please select at least one enviroment where you face this issue)

[X] Self-Hosted
[ ] Microsoft Hosted
[ ] VMSS Pool
[ ] Container

Azure DevOps Server type
Azure DevOps Server (Please specify exact version in the textbox below)
Azure DevOps Server Version (if applicable)
Version Azure DevOps Server 2022.2 (AzureDevopsServer_20240702.1)
Operation system
Windows Server 2016 Standard
Version controll system
git
Relevant log output
No response

Hi @ValentijnMakkenze thank you for reporting this issue!
According to the error message, looks like the EnableAzureTestPlanTaskFlow is unavailable for some reason, despite that it still exists on the agent and ADO side.
Could you please provide output from the following URL:
https://dev.azure.com/$ORG_NAME/_apis/FeatureFlags/TestManagement.Server.EnableAzureTestPlanTaskFlow, where $ORG_NAME is the name of your organization in ADO.

Same here, we have a self-hosted environmen and we updated to Azure DevOps 2022.1 and AgentVersion 3.243.0
..._apis/FeatureFlags/TestManagement.Server.EnableAzureTestPlanTaskFlow
responsed
{
"$id": "1",
"innerException": null,
"message": "TestManagement.Server.EnableAzureTestPlanTaskFlow",
"typeName": "Microsoft.TeamFoundation.Framework.Server.MissingFeatureException, Microsoft.TeamFoundation.Framework.Server",
"typeKey": "MissingFeatureException",
"errorCode": 0,
"eventId": 3000
}

Hi @ValentijnMakkenze,
According to the output it's looks like the TestManagement.Server.EnableAzureTestPlanTaskFlow Feature Flag is not registered on the Server side, expected response should look like this:
{
    "name": "TestManagement.Server.EnableAzureTestPlanTaskFlow",
    "description": "Flag for enabling linkage of manual test point information to automated test result in resultspublish command flow.",
    "uri": "_apis/FeatureFlags/TestManagement.Server.EnableAzureTestPlanTaskFlow",
    "effectiveState": "Off",
    "explicitState": "Undefined"
}

Could you please try to install the latest updates for Azure DevOps server and check if the issue still happens?
In case if the issue still occurs could you please open a ticket on the https://developercommunity.visualstudio.com/AzureDevOpsServerTFS, since this repo is related to the agent issues, and it's look like the issue with the Azure DevOps Server.

Hi @vmapetr,
We are using Azure DevOps Server 2022.2 (AzureDevopsServer_20240702.1). The agent version is 3.242.1.
We are in the same situation
##[warning]Failed to get FF TestManagement.Server.EnableAzureTestPlanTaskFlow Value. Error: System.AggregateException: One or more errors occurred. (TestManagement.Server.EnableAzureTestPlanTaskFlow)

{
    "$id": "1",
    "innerException": null,
    "message": "",
    "typeName": "Microsoft.TeamFoundation.Framework.Server.InvalidFeatureNameException, Microsoft.TeamFoundation.Framework.Server",
    "typeKey": "InvalidFeatureNameException",
    "errorCode": 0,
    "eventId": 3000
}

I reported it here
https://developercommunity.visualstudio.com/t/Warning-in-all-builds-after-upgrade-2022/10727801

Hi @ValentijnMakkenze @JeremyJeanson @lars-lange,
I also contacted the team responsible for the related FF and they provided the following mitigation steps.
To avoid the warning it is required to register the TestManagement.Server.EnableAzureTestPlanTaskFlow Feature Flag on the Server.
Please execute the following queue in the config database.
INSERT INTO tbl_RegistryItems (PartitionId, ParentPath, ChildItem, RegValue)

VALUES
(1,'#\FeatureAvailability\Definitions\TestManagement.Server.EnableAzureTestPlanTaskFlow\', 'Description\', 'Flag for controlling enabling of association to testcase workflows with modified Fully Qualified Name'),
(1,'#\FeatureAvailability\Definitions\TestManagement.Server.EnableAzureTestPlanTaskFlow\', 'Name\', 'TestManagement.Server.EnableAzureTestPlanTaskFlow'),
(1,'#\FeatureAvailability\Definitions\TestManagement.Server.EnableAzureTestPlanTaskFlow\', 'Owner\', 'tfs')

And restart IIS Web App for the Azure DevOps collection.
I also clarified where the mentioned FF will be registered on the Server side, and it will happen only with the next major update for on-prem Server, which is planned for mid 2025. So, to resolve this issue until the next release we are preparing additional PR for the agent that will hide this FF under the agent knob, which will be disabled by default, and can be enabled by setting the environment variable. It will be published soon.

Thank you.
I will apply this Monday.

I registered the featureflag and the warning is now gone, thanks

@vmapetr Could you notify in this issue, when a agent version is released, that has this knob?
At least v3.243.1 still has this issue
Thank you

Hello I have faced the similar issue on our self-hosted agent
Can someone guide how can I register the TestManagement.Server.EnableAzureTestPlanTaskFlow Feature Flag on the Server, because I have no idea how to perform it

@AkisParousis you need access to the database. On Windows, you can use SQL Server Management Studio to connect to the server. Then, in Object Explorer, expand Databases, go to the database suffixed _Configuration (in my case, it's Tfs_Configuration, but I imagine it's AzureDevOps_Configuration for newer installations). Select that database, then click New Query in the toolbar. In the status bar in the bottom right, the database name should be shown. If it does not end with _Configuration, you probably clicked the toolbar item from the wrong place. Finally, paste the command.


Increases specificity of search related selectors to work with recent wagtail updates

In the latest wagtail updates, wagtail has increased the specficity of some of their input forms, which causes the wagtail search to not get the proper styling. I have added input to increase the specificity of wagtail autocomplete styles which fixes the issues.
Before this PR, in wagtail 2.11.5:

@ARogovskyy @oladhari https://github.com/wagtail/wagtail-autocomplete/pull/89/files should fix the isssue. Feel free to review, and let me know.


add post->click many times in submit button->same post added many times

Same problem in case of news and events..image attached below..


Web Interface has a HUGE list of dependencies

 2405 files changed, 250426 insertions(+)
Plan to move to submodules (or subtrees) within the recent future?..

Sub-issue: Need to build a Node.js program to load a bower.json, run git commands to replicate the current checkout.

Actually, thinking about just using bower to manage dependencies... :D

git rm --cached for the bower_components directory, then push changes to the remote

changes pushed and rebased in web-interface to remove downloading then undownloading all the files


Seg fault when using eisenstein_hu

This piece of code seg faults for me:
import pyccl as ccl
import numpy as np
p = ccl.Parameters(Omega_c=0.25, Omega_b=0.05, h=0.7, A_s=2.1e-9, n_s=0.96)
cosmo = ccl.Cosmology(p, transfer_function='eisenstein_hu')
k = np.logspace(-3, 2, base=10, num=100)
P = ccl.linear_matter_power(cosmo, k, a=1.0)

It runs fine if I don't specify the transfer function.
This is on a machine I just installed CCL on, but I don't believe this is the issue.

@tmcclintock Is this only with eisenstein and hu or does it happen for any ccl.linear_matter_power?

@fjaviersanchez the only transfer function types that it doesn't fail on are 'boltzmann', 'boltzmann_class' (which is the default), and 'class' (which uses to the same thing as 'boltzmann_class').

@tmcclintock I was thinking that it might be some problem with the gsl version that it's calling at runtime or some difference between the compiler that you used to generate gsl and to install the libraries but, if it's running with class (which I think that also call gsl) I don't know what it can be... Maybe @damonge has some ideas since I think that he implemented that part. Sorry about that.

@tmcclintock @philbull
I'm seeing this too in master. If you call the cosmology with sigma8 rather than A_s, you don't get the segfault. This is indeed a bug because according to the note you should be able to pass either sigma8 or A_s in python and it should work.

So we should check the python implementation to make sure that it accepts A_s as well as sigma8.
Another thing to note is that we no longer construct a parameters struct, but pass them directly to ccl.Cosmology. (Although that doesn't seem to be causing problems.) See the jupyter notebook.

This could be added as a unit test in the python suite and we could also add a benchmark check entirely in python.

Yes, I saw @damonge 's mention of this on the slack channel. Thanks for tracking it down concretely though, @elisachisari.
The options are to make it super-apparent to the user that they have to use sigma8 instead of A_s, or to make it so that if A_s is passed in then sigma8 is calculated for them before the power spectrum is called, but I don't think this is possible since, ya know, we can't get to the power spectrum. Thoughts?

It might be possible to implement this option that you suggest. We had the inverse implemented in C, where if you passed sigma8, you find A_s before you call CLASS. I think @elikrause implemented this.
Is this problem also there in C when you call the PS with A_s and Eisenstein & Hu transfer function?

After doing a completely fresh install (with root) on a Mac laptop, I have reproduced this bug exactly. Since I am already going to be working on getting valgrind working for CCL, I'll assign myself this bug as well.

@tmcclintock would you be up for adding an error message in CCL for this case?

Might be a bit early. I still am not convinced it's not some kind of screw up in the installation on my part. Otherwise yes I will.

I did a fresh install again and the issue is gone.
Magic.
I'm going to close this.


Enable debug output of sync / deployment

There is currently no way to enable debug logging of the sync or bootstrap python code. It would be helpful to have a way to activate this via an environment variable.

Addressed in 73205818f756b4d4ec39732e54caa555034273e7. The environment variable GS_SYNC_DEBUG can be set to True to enable debug level logging.


[BUG]: disable_panic_terminal_colors is deprecated, but couldn't be omitted

Bug description
If you set disable_panic_terminal_colors configuration parameter, you get deprecation warning. If you omit this parameter in the configuration, you get a configuration parsing error and Iroha doesn't even start.

As of #3551, this should no longer be an issue.


v1.14 Backports 2023-07-13

[ ] #26504 (@sayboras)
[ ] #26726 (@julianwiedmann)
[ ] #26711 (@dylandreimerink)
[x] #26732 (@squeed)
[x] #26613 (@giorio94)
[ ] #26547 (@glibsm)
[x] #26660 (@squeed)
[ ] #26639 (@aojea)
[x] #26753 (@giorio94)
[ ] #25351 (@odinuge)
[ ] #26755 (@rolinh)
[ ] #26741 (@jibi)
[ ] #26502 (@sayboras)

PRs skipped due to conflicts:

#26331 (@jrajahalme)

Once this PR is merged, you can update the PR labels via:
for pr in 26504 26726 26711 26732 26613 26547 26660 26639 26753 25351 26755 26741 26502; do contrib/backporting/set-labels.py $pr done 1.14; done

or with
make add-labels BRANCH=v1.14 ISSUES=26504,26726,26711,26732,26613,26547,26660,26639,26753,25351,26755,26741,26502

/test-backport-1.14


Create StandardizeMolecule_v2.py

Add protonation, corrected for phosphate and added more tautomer canonicalization

Closing in favor of new implementation #8


Added support of copying remote directory without specifying whether …

Description
Fixes invalid red flag raised by https://github.com/opensearch-project/OpenSearch/pull/13663
Related Issues
Resolves #[Issue number to be closed when this PR is merged]

Check List

[ ] New functionality includes testing.

[x] All tests pass

[ ] New functionality has been documented.

[ ] New functionality has javadoc added

[ ] API changes companion pull request created.
[x] Failing checks are inspected and point to the corresponding known issue(s) (See: Troubleshooting Failing Builds)
[x] Commits are signed per the DCO using --signoff
[ ] Commit changes are listed out in CHANGELOG.md file (See: Changelog)
[ ] Public documentation issue/PR created

By submitting this pull request, I confirm that my contribution is made under the terms of the Apache 2.0 license.
For more information on following Developer Certificate of Origin and signing off your commits, please check here.

❌ Gradle check result for 9aa2458: FAILURE

https://github.com/opensearch-project/OpenSearch/issues/13667

Flaky test failure
> Task :server:test

Tests with failures:
 - org.opensearch.search.query.QueryPhaseTests.testQueryTimeoutChecker {p0=0 p1=org.opensearch.search.query.QueryPhase$DefaultQueryPhaseSearcher@652e345}

12999 tests completed, 1 failed, 37 skipped

https://github.com/opensearch-project/OpenSearch/issues/9464

❌ Gradle check result for 9aa2458: FAILURE

https://github.com/opensearch-project/OpenSearch/issues/13046

❌ Gradle check result for 2d74206: FAILURE

https://github.com/opensearch-project/OpenSearch/issues/13473
https://github.com/opensearch-project/OpenSearch/issues/11997

@vikasvb90 we cannot get this pull request passing all the check, the change was reverted, please resubmit the proper backport, thank you


[nav-mesh] Is it possible to get, if camera has collided with nav-mesh entity?

I am using a joystick that doesn't belong to the movement-controls and I would like to know if it's possible to make that connection.

I want to do the same thing - use the joystick component and constrain it to the navmesh, just like the other movement controls.  I suppose the way to go is use the custom-controls method described in the movement-controls readme, but I haven't gotten that to work yet.   A temporary solution for me is to attach the event listener of the touch-control to the joystick element rather than the full screen canvas, like so https://servicemedia.net/webxr/lxSD4sRN1.  But a constrainable joystick control would be nicer.

Hi @polytropoi

I would like to know that, too!
First of all - great example!
But the NavMesh in there seems to be somewhat off?

It's not clear to me what the question is here. It seems the question was asked when navmesh was broken? I'm closing the issue. Feel free to reopen to clarify if needed.

Hi!
When I was doing a project, I was using another component of movement control that doesn't belong to aframe-extras. So what I wanted was match the collision function with that component I mentioned.
I dont think this is a problem, but if there was something like that it would make nav-mesh usability more flexible

The navmesh is just an entity with a geometry, you should be able to have like a sphere-collider on camera (but you probably want the collider to go through the ground unless you really have your head on the floor in reality lol) and use the hit or hitend event when it collides with the navmesh entity I think.

In aframe-xr-boilerplate, you have an example of using a sphere-collider on right index finger (with hands tracking on Quest), that can touch the watch on your left hand to exit immersive mode. Relevant code here
https://github.com/AdaRoseCannon/aframe-xr-boilerplate/blob/638c4c3693c73f7463137da91b027a62bf868ad8/index.html#L115-L117
and
https://github.com/AdaRoseCannon/aframe-xr-boilerplate/blob/638c4c3693c73f7463137da91b027a62bf868ad8/main.js#L69-L81
In your case the watch is the navmesh, the right index finger is your camera I guess.

Reusing the navmesh collision detection from https://github.com/donmccurdy/three-pathfinding, I don't know, you will need to look at the code there I guess. Reading the documentation there I couldn't find an obvious event to use.
I'll reopen the issue. If anyone found something, they can answer.

I ended up solving, but I don't think that was the greatest solution. What I did was create a parent entity with movement-controls enabled with constrainToNavMesh ( I don't even know if its still the same way to do it lol ) positioned on the floor and a child entity with the camera property ( this entity would be my user ). After that, I copied part of collision code and added in move component which didn't belong in aframe-extras.

This seems to be a correct solution. You more or less implemented a custom controls but without properly using the movement-controls api I guess ;-)

could be, idk lol...
But maybe, would be great have a variable like isColliding that allow us to use outside of aframe-extras so you don't need to copy any code. Tbh...idk

Yeah I understand. I'll dig in the three-pathfinding code another day. :)
I'm just reading back the comments here. You implemented your own joystick controls so it is constrained to the navmesh? It wasn't the case with gamepad-controls before? That's why you created the issue initially?
I just tested the castle example with the Meta Quest joysticks, it's working properly, I stop on walls, I can't go through.

No, I got a ready code of joystick code so what I did was connect this joystick with navmesh. Gamepad-controls? idk..
What I wanted was when I was using my application in desktop I would use WASD to move, but when I was in my mobile device, I would use this joystick. I created my own nav-mesh geometry but when I was using the joystick I was able to go through walls lol

Ah a virtual joystick on mobile, not physical ones, alright, it makes sense. I also want to add in this repository a new controls to add two virtual joysticks for mobile and tablet at one point.

I just created a feature issue for that #398

Ah a virtual joystick on mobile, not physical ones, alright, it makes sense. I also want to add in this repository a new controls to add two virtual joysticks for mobile and tablet at one point.

It would be awesome!!

I forgot to close this issue. We have nipple-controls now.


Add this to the AssetLib

The only mod playing addon there is some shitty made from scratch one that doesn't even support Impulse Tracker. Kinda thought I would have to port libopenmpt myself to godot, fortunately found this.
It sure would be nice if the prebuilt version was available on AssetLib.

I'd love to eventually, but as it doesn't support prebuilt binaries for all platforms, I'm not sure it'd be accepted? It's not something I'm currently working on because I don't have a Mac, and it sounds like a pain to setup the Android SDK and test it and all of that (don't even have an IPhone!). So because of that, I don't think it's in a state that's ready for that. It 100% is here though if anyone wants to volunteer to get it ready for that and do testing (open issues / PRs and I'll take a look!)

I got few plugins from the AssetLib that only have binaries for desktop platforms so you'll be fine. And since it's opensource, people will be able to just compile it themselves if they need non-standard binary.   By the way, does this library need any specialized DLL to be distributed along with the game's executable?
    Dnia 21 czerwca 2024 21:46 Dudejoe870<EMAIL_ADDRESS>napisał(a):

I'd love to eventually, but as it doesn't support prebuilt binaries for all platforms, I'm not sure it'd be accepted? It's not something I'm currently working on because I don't have a Mac, and it sounds like a pain to setup the Android SDK and test it and all of that (don't even have an IPhone!). So because of that, I don't think it's in a state that's ready for that. It 100% is here though if anyone wants to volunteer to get it ready for that and do testing (open issues / PRs and I'll take a look!)
—  Reply to this email directly,  github.com view it on GitHub , or  github.com unsubscribe .  You are receiving this because you authored the thread. Message ID:  <Dudejoe870/godot-openmpt/issues/4/2183357082 @ github . com>

The .dll is compiled with the source and is put along side the .exe when you build the godot project so you don't have to do anything else but have the addon in your project.

Don't hate me but seeing on how they are pushing for a more FMOD Studio like implementation of interactive music for the 4.3 release I'm heavily suggesting they look at your addon in my proposal and maybe consider the libopenmpt library in general. I really think you should share your work with the rest of the class.

I'll probably be able to help on the Android front soon, as I have the resources and a bit of time for that. It'll probably be better to put it up though, there isn't a requirement for how many platforms you support. Sorta like how Steam doesn't have a requirement for competent games? lulz. Still having trouble with getting it to build but since 4.3 will by about soon it might help some of the SCons problems and such.

This would be an interesting addition to godot. There are already plugins for .mod and .xm in the assetlib, but yours would be the first to support .it. .it would be a really neat format for godot to support because that's what a lot of chiptune conversion tools (SnesMod, VGMmusicmaker) use. Then the doors would be open to making chiptune DAWs or trackers within godot.
TLDR: PLEASE ADD THIS TO THE ASSETLIB I'M BEGGING YOOOOOUUUUUU


Tutorial: toy arbitration logic

This PR adds a handwritten example of arbitration logic.
It will be nice to have this at hand during the tutorial, since arbitration is a key step towards lifting the following restriction of MrXL's:

If repeated map/reduce operations are performed on the same array, each of those operations must have the same parallelism factor.

The way you do it is:

See which parallelism factors are applied to that array (say, 2 and 3).
Actually bank it per the LCM of those factors (so, 6).
Develop arbitration logic to maintain the fiction that the array is banked this way or that (so, as 2 or 3).

The handwritten example arb_6_as_3_or_2.futil shows how to take six memories of size 4 each and then pretend, simultaneously, that:

They are actually two memories of size 12 each.
They are actually three memories of size 8 each.

The development is tellingly in the calyx-py directory because I'd like to eventually generate this via the builder library. An attempt to generate it with the builder is also checked in; see arb.py. Heads up that arb.py is trying to inch towards arb_hw.futil, which is a simpler handwritten version, and not towards arb_6_as_3_or_2.futil, the full handwritten version.
There are comments throughout. In arb_6_as_3_or_2.futil the comments are mostly pedagogical, in case a tutorial user does end up reading this stuff directly. In arb.py my comments explain my roadblocks.

Also @paili0628 @calebmkim, I think we should talk about ref cells in the Calyx 2.0 paper and maybe use the example of arbiters from here as a reason why ref syntax is useful

I have now developed arb6.py, which is inching towards the big kahuna: arb_6_as_3_or_2.py. I have run into two issues:

I don't know how to use the builder to generate if a with b then c else d-style code.

I don't think I'm using @EclecticGriffin 's changes to add invoke correctly. It's not checked in, but try the following in the control section of wrap2:
 main.control += [
   cb.invoke(together2, in_i=cb.const(32, 1), in_j=cb.const(32, 11), ref_mem1=A),
   cb.invoke(together3, in_i=cb.const(32, 2), in_j=cb.const(32, 7)),
 ]

I get TypeError: 'ExprBuilder' object is not callable, which makes sense: A is a CellBuilder and cb.invoke is going to immediately run ExprBuilder.unwrap(v) on it. There's something more to it which I'm missing.

@rachitnigam since the Python-generated code is so close, I'm going to wait a day for the last of it to land (see the comment just above) and then I'll add that to runt testing!


implement retry/back down mechanism for downloads

conda sometimes has bz2 files for repodata.json so that the correct url to download would be repodata.json.bz2.
However, local channels might not have that and conda itself still defaults to repodata.json so it might be good to have a strategy in place that first tries to download the repodata.json.bz2 file and if it doesn't work tries the alternative URL.

I am working on this right now.


Added an icon for maps.

Added png and svg icons for maps for issue #145.

Hello @OldDragon2A, thanks for the PR. LGTM. However does it complete that issue or not yet?

I've got to find were I turned off the notification emails.  This doesn't complete the issue as far as I know, but the request for the icon was made in that issue's thread.


BUG: The list of bot shows UniswapV2 TWAP Bot (0) and UniswapV3 TWAP Bot (0) with leverage_curve

PR for this fix?

There are no PRs for any curvebot updates. We are pushing the code directly to the main-curvefi-bot branch after syncing with palomabot.

okay. closing


how can i run this on osx and ios

Could you provide details on what you've tried?

@MiguelMJ 3q, i have get it


Sidebar: Badge is not aligned to menu item

Since v2.3.1 all badges are not aligned to menu items in sidebar.
Tested on Firefox 39.0.3 on MacOS X 10.10.3

firefox 41 on window me too!!

Fixed in 2.3.2 (will be released soon)
Thanks for sharing this!


Create popover component

Create a popover component in seed.
Signed-off-by: Joe Grund<EMAIL_ADDRESS>

Codecov Report

Merging #1019 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master    #1019   +/-   ##
=======================================
  Coverage   95.42%   95.42%
=======================================
  Files           2        2
  Lines         153      153
=======================================
  Hits          146      146
  Misses          7        7

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