Error building package

Hi, I'm trying to setup this repo and am returned the following error at this step, .\vcpkg.exe install asio:x86-windows asio:x64-windows ffmpeg:x86-windows ffmpeg:x64-windows imgui:x86-windows imgui:x64-windows libvpx:x86-windows libvpx:x64-windows ms-gsl:x86-windows ms-gsl:x64-windows opencv:x86-windows opencv:x64-windows:
Error: Building package ffmpeg:x86-windows failed with: BUILD_FAILED
Please ensure you're using the latest portfiles with .\vcpkg update, then
submit an issue at https://github.com/Microsoft/vcpkg/issues including:
Package: ffmpeg:x86-windows
Vcpkg version: 2019.09.12-nohash
Additionally, attach any relevant sections from the log files above.
Any idea how to resolve this?

Sorry but since this is an error coming from vcpkg, please submit this issue to vcpkg saying that there was a problem running
\vcpkg.exe install ffmpeg:x86-windows
using version of https://github.com/microsoft/vcpkg/tree/8101b5adaf0cf68ef6af8214bc1e1876b1bc5237
If you find the problem related to this repository not using the up-to-date version of vcpkg, please let me know.

This is what I was returned about the issue:
https://github.com/microsoft/vcpkg/issues/12260#issuecomment-653727881
Please checkout a current version of vcpkg and try again.
The version 2019.09.12-nohash is not up to date.
The log files can be found here:
vcpkg/buildtrees/ffmpeg/

I’ll try updating the version of vcpkg next week!
On Sat, Jul 4, 2020 at 10:16 AM reillydonovan<EMAIL_ADDRESS>wrote:

This is what I was returned about the issue:
microsoft/vcpkg#12260 (comment)
https://github.com/microsoft/vcpkg/issues/12260#issuecomment-653727881
Please checkout a current version of vcpkg and try again.
The version 2019.09.12-nohash is not up to date.
The log files can be found here:
vcpkg/buildtrees/ffmpeg/
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After updating vcpkg I could successfully install the dependencies, however when I run Run-cmake in the cpp folder I am returned the following:
-- C:\Program Files/Azure Kinect SDK v1.4.0/sdk/windows-desktop/x86/release/bin
CMake Error at D:/Github/HololensKinect/kinect-to-hololens/vcpkg/scripts/buildsystems/vcpkg.cmake:405 (_find_package):
Could not find a package configuration file provided by "libsoundio" with
any of the following names:
libsoundioConfig.cmake
libsoundio-config.cmake

Add the installation prefix of "libsoundio" to CMAKE_PREFIX_PATH or set
"libsoundio_DIR" to a directory containing one of the above files.  If
"libsoundio" provides a separate development package or SDK, be sure it has
been installed.
Call Stack (most recent call first):
CMakeLists.txt:40 (find_package)
-- Configuring incomplete, errors occurred!
See also "D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x86/CMakeFiles/CMakeOutput.log".
-- C:\Program Files/Azure Kinect SDK v1.4.0/sdk/windows-desktop/amd64/release/bin
CMake Error at D:/Github/HololensKinect/kinect-to-hololens/vcpkg/scripts/buildsystems/vcpkg.cmake:405 (_find_package):
Could not find a package configuration file provided by "libsoundio" with
any of the following names:
libsoundioConfig.cmake
libsoundio-config.cmake

Add the installation prefix of "libsoundio" to CMAKE_PREFIX_PATH or set
"libsoundio_DIR" to a directory containing one of the above files.  If
"libsoundio" provides a separate development package or SDK, be sure it has
been installed.
Call Stack (most recent call first):
CMakeLists.txt:40 (find_package)
-- Configuring incomplete, errors occurred!
See also "D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x64/CMakeFiles/CMakeOutput.log".
Press Enter to continue...:

Sorry and thanks for trying the build. Can you also install libsoundio
using vcpkg? It’s my mistake not adding it to the readme file. When you
install please install both x86 and x64.
On Sat, Jul 4, 2020 at 2:58 PM reillydonovan<EMAIL_ADDRESS>wrote:

After updating vcpkg I could successfully install the dependencies,
however when I run Run-cmake in the cpp folder I am returned the following:
-- C:\Program Files/Azure Kinect SDK
v1.4.0/sdk/windows-desktop/x86/release/bin
CMake Error at
D:/Github/HololensKinect/kinect-to-hololens/vcpkg/scripts/buildsystems/vcpkg.cmake:405
(_find_package):
Could not find a package configuration file provided by "libsoundio" with
any of the following names:
libsoundioConfig.cmake
libsoundio-config.cmake
Add the installation prefix of "libsoundio" to CMAKE_PREFIX_PATH or set
"libsoundio_DIR" to a directory containing one of the above files. If
"libsoundio" provides a separate development package or SDK, be sure it has
been installed.
Call Stack (most recent call first):
CMakeLists.txt:40 (find_package)
-- Configuring incomplete, errors occurred!
See also
"D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x86/CMakeFiles/CMakeOutput.log".
-- C:\Program Files/Azure Kinect SDK
v1.4.0/sdk/windows-desktop/amd64/release/bin
CMake Error at
D:/Github/HololensKinect/kinect-to-hololens/vcpkg/scripts/buildsystems/vcpkg.cmake:405
(_find_package):
Could not find a package configuration file provided by "libsoundio" with
any of the following names:
libsoundioConfig.cmake
libsoundio-config.cmake
Add the installation prefix of "libsoundio" to CMAKE_PREFIX_PATH or set
"libsoundio_DIR" to a directory containing one of the above files. If
"libsoundio" provides a separate development package or SDK, be sure it has
been installed.
Call Stack (most recent call first):
CMakeLists.txt:40 (find_package)
-- Configuring incomplete, errors occurred!
See also
"D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x64/CMakeFiles/CMakeOutput.log".
Press Enter to continue...:
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Okay I successfully installed libsoundio.
Now when I follow the next step in the process for running run-cmake I am returned the following:
New-Item : An item with the specified name D:\Github\HololensKinect\kinect-to-hololens\cpp\build already exists.
At D:\Github\HololensKinect\kinect-to-hololens\cpp\run-cmake.ps1:1 char:1

New-Item .\build -ItemType directory

  + CategoryInfo          : ResourceExists: (D:\Github\Holol...olens\cpp\build:String) [New-Item], IOException
  + FullyQualifiedErrorId : DirectoryExist,Microsoft.PowerShell.Commands.NewItemCommand

New-Item : An item with the specified name D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x86 already exists.
At D:\Github\HololensKinect\kinect-to-hololens\cpp\run-cmake.ps1:2 char:1

New-Item .\build\x86 -ItemType directory

  + CategoryInfo          : ResourceExists: (D:\Github\Holol...s\cpp\build\x86:String) [New-Item], IOException
  + FullyQualifiedErrorId : DirectoryExist,Microsoft.PowerShell.Commands.NewItemCommand

New-Item : An item with the specified name D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x64 already exists.
At D:\Github\HololensKinect\kinect-to-hololens\cpp\run-cmake.ps1:3 char:1

New-Item .\build\x64 -ItemType directory

  + CategoryInfo          : ResourceExists: (D:\Github\Holol...s\cpp\build\x64:String) [New-Item], IOException
  + FullyQualifiedErrorId : DirectoryExist,Microsoft.PowerShell.Commands.NewItemCommand

-- C:\Program Files/Azure Kinect SDK v1.4.0/sdk/windows-desktop/x86/release/bin
-- Configuring done
-- Generating done
-- Build files have been written to: D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x86
-- C:\Program Files/Azure Kinect SDK v1.4.0/sdk/windows-desktop/amd64/release/bin
-- Configuring done
-- Generating done
-- Build files have been written to: D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x64
Press Enter to continue...:
And then if I run build-plugin I am returned the following:
1 Warning(s)
3 Error(s)

Time Elapsed 00:00:01.98
Copy-Item : Cannot find path
'D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x86\src\unity\RelWithDebInfo\KinectToHololensUnity.dll' because
it does not exist.
At D:\Github\HololensKinect\kinect-to-hololens\build-plugin.ps1:17 char:1

Copy-Item "$buildPath\x86\src\unity$configuration\KinectToHololensUn ...

  + CategoryInfo          : ObjectNotFound: (D:\Github\Holol...lolensUnity.dll:String) [Copy-Item], ItemNotFoundExce
 ption
  + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.CopyItemCommand

Copy-Item : Cannot find path
'D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x64\src\unity\RelWithDebInfo\KinectToHololensUnity.dll' because
it does not exist.
At D:\Github\HololensKinect\kinect-to-hololens\build-plugin.ps1:18 char:1

Copy-Item "$buildPath\x64\src\unity$configuration\KinectToHololensUn ...

  + CategoryInfo          : ObjectNotFound: (D:\Github\Holol...lolensUnity.dll:String) [Copy-Item], ItemNotFoundExce
 ption
  + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.CopyItemCommand

Press Enter to continue...:

For the first step, the warnings are from trying to make directories that
already exist, with new-item. I cannot see where the 1 error is coming
from. Are there visual studio solution files inside x86 and x64 of build
folder after the first step that you can open and seem fine?
I feel like the problem from the second step relates to the visual studio
solutions having a problem... I would appreciate it if you first try
opening the solutions and run build all.
On Sun, Jul 5, 2020 at 2:13 PM reillydonovan<EMAIL_ADDRESS>wrote:

Okay I successfully installed libsoundio.
Now when I follow the next step in the process for running run-cmake I am
returned the following:
New-Item : An item with the specified name
D:\Github\HololensKinect\kinect-to-hololens\cpp\build already exists.
At D:\Github\HololensKinect\kinect-to-hololens\cpp\run-cmake.ps1:1 char:1

New-Item .\build -ItemType directory

 + CategoryInfo          : ResourceExists: (D:\Github\Holol...olens\cpp\build:String) [New-Item], IOException
 + FullyQualifiedErrorId : DirectoryExist,Microsoft.PowerShell.Commands.NewItemCommand

New-Item : An item with the specified name
D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x86 already exists.
At D:\Github\HololensKinect\kinect-to-hololens\cpp\run-cmake.ps1:2 char:1

New-Item .\build\x86 -ItemType directory

 + CategoryInfo          : ResourceExists: (D:\Github\Holol...s\cpp\build\x86:String) [New-Item], IOException
 + FullyQualifiedErrorId : DirectoryExist,Microsoft.PowerShell.Commands.NewItemCommand

New-Item : An item with the specified name
D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x64 already exists.
At D:\Github\HololensKinect\kinect-to-hololens\cpp\run-cmake.ps1:3 char:1

New-Item .\build\x64 -ItemType directory

 + CategoryInfo          : ResourceExists: (D:\Github\Holol...s\cpp\build\x64:String) [New-Item], IOException
 + FullyQualifiedErrorId : DirectoryExist,Microsoft.PowerShell.Commands.NewItemCommand

-- C:\Program Files/Azure Kinect SDK
v1.4.0/sdk/windows-desktop/x86/release/bin
-- Configuring done
-- Generating done
-- Build files have been written to:
D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x86
-- C:\Program Files/Azure Kinect SDK
v1.4.0/sdk/windows-desktop/amd64/release/bin
-- Configuring done
-- Generating done
-- Build files have been written to:
D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x64
Press Enter to continue...:
And then if I run build-plugin I am returned the following:
1 Warning(s)
3 Error(s)
Time Elapsed 00:00:01.98
Copy-Item : Cannot find path
'D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x86\src\unity\RelWithDebInfo\KinectToHololensUnity.dll'
because
it does not exist.
At D:\Github\HololensKinect\kinect-to-hololens\build-plugin.ps1:17 char:1

Copy-Item "$buildPath\x86\src\unity$configuration\KinectToHololensUn
...

 + CategoryInfo          : ObjectNotFound: (D:\Github\Holol...lolensUnity.dll:String) [Copy-Item], ItemNotFoundExce
ption
 + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.CopyItemCommand

Copy-Item : Cannot find path
'D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x64\src\unity\RelWithDebInfo\KinectToHololensUnity.dll'
because
it does not exist.
At D:\Github\HololensKinect\kinect-to-hololens\build-plugin.ps1:18 char:1

Copy-Item "$buildPath\x64\src\unity$configuration\KinectToHololensUn
...

 + CategoryInfo          : ObjectNotFound: (D:\Github\Holol...lolensUnity.dll:String) [Copy-Item], ItemNotFoundExce
ption
 + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.CopyItemCommand

Press Enter to continue...:
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And the folders—build, x86, x64—were added during when you first tried the
script without libsoundio so there is no problem with the warnings that are
detecting those preexisting folders.
On Sun, Jul 5, 2020 at 4:59 PM Hanseul Jun<EMAIL_ADDRESS>wrote:

For the first step, the warnings are from trying to make directories that
already exist, with new-item. I cannot see where the 1 error is coming
from. Are there visual studio solution files inside x86 and x64 of build
folder after the first step that you can open and seem fine?
I feel like the problem from the second step relates to the visual studio
solutions having a problem... I would appreciate it if you first try
opening the solutions and run build all.
On Sun, Jul 5, 2020 at 2:13 PM reillydonovan<EMAIL_ADDRESS>wrote:

Okay I successfully installed libsoundio.
Now when I follow the next step in the process for running run-cmake I am
returned the following:
New-Item : An item with the specified name
D:\Github\HololensKinect\kinect-to-hololens\cpp\build already exists.
At D:\Github\HololensKinect\kinect-to-hololens\cpp\run-cmake.ps1:1 char:1

New-Item .\build -ItemType directory

 + CategoryInfo          : ResourceExists: (D:\Github\Holol...olens\cpp\build:String) [New-Item], IOException
 + FullyQualifiedErrorId : DirectoryExist,Microsoft.PowerShell.Commands.NewItemCommand

New-Item : An item with the specified name
D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x86 already exists.
At D:\Github\HololensKinect\kinect-to-hololens\cpp\run-cmake.ps1:2 char:1

New-Item .\build\x86 -ItemType directory

 + CategoryInfo          : ResourceExists: (D:\Github\Holol...s\cpp\build\x86:String) [New-Item], IOException
 + FullyQualifiedErrorId : DirectoryExist,Microsoft.PowerShell.Commands.NewItemCommand

New-Item : An item with the specified name
D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x64 already exists.
At D:\Github\HololensKinect\kinect-to-hololens\cpp\run-cmake.ps1:3 char:1

New-Item .\build\x64 -ItemType directory

 + CategoryInfo          : ResourceExists: (D:\Github\Holol...s\cpp\build\x64:String) [New-Item], IOException
 + FullyQualifiedErrorId : DirectoryExist,Microsoft.PowerShell.Commands.NewItemCommand

-- C:\Program Files/Azure Kinect SDK
v1.4.0/sdk/windows-desktop/x86/release/bin
-- Configuring done
-- Generating done
-- Build files have been written to:
D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x86
-- C:\Program Files/Azure Kinect SDK
v1.4.0/sdk/windows-desktop/amd64/release/bin
-- Configuring done
-- Generating done
-- Build files have been written to:
D:/Github/HololensKinect/kinect-to-hololens/cpp/build/x64
Press Enter to continue...:
And then if I run build-plugin I am returned the following:
1 Warning(s)
3 Error(s)
Time Elapsed 00:00:01.98
Copy-Item : Cannot find path
'D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x86\src\unity\RelWithDebInfo\KinectToHololensUnity.dll'
because
it does not exist.
At D:\Github\HololensKinect\kinect-to-hololens\build-plugin.ps1:17 char:1

Copy-Item
"$buildPath\x86\src\unity$configuration\KinectToHololensUn ...

 + CategoryInfo          : ObjectNotFound: (D:\Github\Holol...lolensUnity.dll:String) [Copy-Item], ItemNotFoundExce
ption
 + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.CopyItemCommand

Copy-Item : Cannot find path
'D:\Github\HololensKinect\kinect-to-hololens\cpp\build\x64\src\unity\RelWithDebInfo\KinectToHololensUnity.dll'
because
it does not exist.
At D:\Github\HololensKinect\kinect-to-hololens\build-plugin.ps1:18 char:1

Copy-Item
"$buildPath\x64\src\unity$configuration\KinectToHololensUn ...

 + CategoryInfo          : ObjectNotFound: (D:\Github\Holol...lolensUnity.dll:String) [Copy-Item], ItemNotFoundExce
ption
 + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.CopyItemCommand

Press Enter to continue...:
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when trying to build the solution in x64 using VS 2019 I am returned the following:

I'm now working on fixing this repository and will notice you after fixing things including this one. By the way, thanks a lot. I also found vcpkg ffmpeg install does not work in my computer also and the one you've found here also is new problem I was supposed to fix with updating vcpkg since they changed the path to the libsoundio headers files in the below commit.
https://github.com/microsoft/vcpkg/commit/e62d1361288e83eba786395b60361ab35ba83800
I'll push the new version after fixing the above issues and testing it in a new computer by the end of today.

So I checked out the package today and could successfully build the cpp files.  When I open the KinectViewer unity project I am returned with errors.
I'm assuming it has to with this step:
Run build-plugin.ps1 to build the Unity3D plugin and copy it into the Unity3D project in directory /unity/KinectViewer.
I can successfully run the build but am not sure where to go to get the Unity3D plugin.  And when I find it, do I just put it in the Assets directory of the KinectViewer Unity project?
Build applications with the Visual Studio solution n /cpp/build/x64 - I can do this without errors
and the Unity3D project in /unity/KinectViewer. - I can't seem to figure this step out due to console errors in Unity

That's great! So, build-plugin.ps1 builds then copies the plugin and if there were no errors, that should be fine. To make sure of it, check Assets/Plugin/WSA and Assets/Editor. If there is a KinectToHololensUnity.dll in both of them, the build and copy part is done.
I think maybe the error is coming from your git not creating symbolic links. Can you check whether it does by typing "git config core.symlinks" and see if it returns true? If it does not, turn it on by typing "git config core.symlinks" and again check it got applied. Then run "git checkout ." at the top directory of this repo which will re-pull the symlinks and create actual symlinks instead of dummy files. This may require admin permission, which means turning on your cmd/powershell with right clicking it and choosing "Run as Admin."
If this does not remove errors from Unity3D, please let me know, and thanks for keep providing me an external point of view!

Cool, so I do have the KinectHololensUnity.dll in those directories.
symbolic links were false so I changed them to true and did git checkout at the root directory of the repo as admin.
Still getting returned errors, here is a snapshot.

That’s the error message for not having symbolic links yet...
Perhaps deleting the SharedScripts dummy file in both Assets folders of
KinectViewer and KinectViewerController, which are supposed to be symbolic
links, then running git checkout . again will fix that...
The key point is turning those dummy files to actual symbolic links.
On Tue, Jul 7, 2020 at 6:41 PM reillydonovan<EMAIL_ADDRESS>wrote:

Cool, so I do have the KinectHololensUnity.dll in those directories.
symbolic links were false so I changed them to true and did git checkout
at the root directory of the repo as admin.
Still getting returned errors, here is a snapshot.
[image: errururrr]
https://user-images.githubusercontent.com/5108592/86864150-7dac9d00-c081-11ea-953d-09fcdebc22cf.PNG
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Okay, I tried deleting those files and did get checkout again but the errors persist.  Also after I checkout the new SharedScripts files don't seem to populate the target folders even though powershell seems to suggest they have been downloaded to those directories.

Can you try "git checkout ." with a dot at the end? I think adding a period behind git checkout will make it work as the period gives git the current directory as the place to run git checkout.
Below is a Stack Overflow article with relevant information:
https://stackoverflow.com/questions/40611175/git-checkout-filename-doesnt-recover-a-locally-deleted-symbolic-link-on-wi

that worked!  Okay, off to the next steps...

okay, so I'm basically right there.
I can build both Kinect Sender and Viewer and run the Sender with K4A on Desktop and KViewer on Hololens.  I connect via Device Portal for virtual key input.  I enter the ip address of the Kinect and press enter, however it never connects and the Kinect text is darker than the surrounding text.  I opened my firewall for Kinect Sender on both public and private networks.  Is there anything I'm missing to complete the handshake?

That's super cool!! In brief, press the tab key then the "Kinect" mode will start.
Sorry that there was not enough information of how to use the application. Press tab through the device portal than the kinect will lit up, instead of the controller (which is for connecting multiple people to each other that I will implement later). Then, enter the ip address of the computer connected to the kinect with a KinectSender turned. Then press enter!

`

I tried hitting tab and it highlights the Kinect option then enter but it still isn't connecting.  I have the correct IP address for the target computer.  Are there any additional network features that need to be activated?  Like port forwarding or some additional firewall features?
I also connected a bluetooth keyboard to my hololens just in case there was latency or some lost keycode being passed to confirm the selection.  Entering the IP and using tab was much faster, but still no results from pressing Enter.  I even went into the viewer manager script to change the keycode input for confirming a selection to connect to and that still didn't work.  These are builds made locally with your updated repo and not the prebuilt ones linked in the readme so perhaps there is a difference there as well.

No, there is no network feature required but having the ports opened.
For IP addresses, it is required to not have NAT translation. In other words, your computer should not be hidden behind a router from the hololens' perspective. However, I guess this is not the case since your computer can access the hololens through device portal and in most cases, this means that there is no router with NAT translation between the two devices.
Things to first try:

Turning off firewall while connecting to check whether it is a firewall issue.
Try using other IP addresses for the computer if there are. (They are displayed on the left-top of the KinectSender.)
Perhaps, try using KinectReceiver to receive frames from the KinectSender. It is the PC version of the KinectViewer.

To provide more details, below are some of the settings that should work:

A computer and hololens both connected to the same router, therefore being inside the same network.
A hololens connected to the computer via the computer's hot spot. This way they are directly connected to each other.
A computer with a public IP. In this case, the connection to the computer through the public IP should just work.

If it still does not work, please let me know.

I tried this the other night, I disabled the firewall entirely, still no success.

I've only seen one IP address listed while trying this.

This does work, the Kinect Receiver succeeds in acquiring frames from the target IP address so that's promising.

Last night I setup my own LAN for the CPU and hololens on a separate router that I have authority over and the issue persisted, I still could not receive frames from the Kinect host computer.

I'll try the hotspot after using the public IP.

Okay, I'll try the public IP address first.

I was also able to run Kinect Receiver successfully from another computer on my network so there doesn't seem to be anything in my network configuration blocking access.  I think that the hololens application just isn't getting the keycode input or something to confirm the selection.
Also, how would I input my public IP for the kinect sender request?

Thanks for keep trying!
By public IP, it is the computer getting assigned a public IP, which means no NAT translation towards the Internet, that allows your hololens to connect as a device connected to the Internet.
That's great the KinectReceiver is working even in a different computer. So, you do not see a message popping-up when you press enter? There is supposed to be a pop-up message "Try connecting to a Sender at..." that lasts 5 seconds. If not, it is likely that the enter message did not get sent through the device portal.
Below is the code related to the pop-up message.
https://github.com/hanseuljun/kinect-to-hololens/blob/master/unity/KinectViewer/Assets/Scripts/ViewerManager.cs#L318

okay, so it works in the editor, but still stuck at the connection window in the headset...
I've even tried hard coding the ip address for the sender computer, making the Kinect the default controller, and removing the keycode condition for Enter so the code automatically executes at Start.  This works in the editor, but again, the headset build is stuck at the initial text window dialogue.
Ive tried using a bluetooth keyboard for keyboard input and device portal.  Nothing seems to get me past the initial dialogue in the hololens.

Sorry for what happened to you... I feel your pain...
So, I guess it's time for figuring out why the network is not working, and one of the biggest reasons of why this step sucks is since there is often literally nothing to read when networking isn't working...
Basically this application is on UDP, simply sending packets back and forth. Connection of this application means sending a packet from the Viewer to the Sender, and then the the Sender sending a packet to the Viewer. In case a packet at least reaches the Sender-side (half of the connection happening), the Viewer should appear as a Remote Receiver in Sender's window, which I don't think is your case...
About hard-coding connection and IP address, I'm not sure that not introduce bugs but maybe it is an okay option.
Can you still try the hot spot setting then? Of course you have to but... using hotspot allows directly connecting your hololens to your computer, constructing the simplest networking environment. I really hope at least this to work, and sorry again for your struggle...

I setup a hotspot with my PC and connected my hololens to its network.
I disabled all firewall settings.
I launched KinectSender again to acquire two IP addresses- one for the hotspot and one for the home network.
I rebuilt the application with the native project settings from the repo to the hololens.
I am still stuck at the default menu in the hololens.  I tried both IP addresses.  No dice.  Enter to connect doesn't do anything.  Again I tried the virtual keyboard through the device portal and a bluetooth keyboard connnected to the HMD.  No Dice.  Are there any UDP settings I need to activate on my network or any additional developer settings that need to be activated on either the CPU, Hololens, or both?  Both have developer mode activated.

would the xr settings have anything to do with it?

I don't know why but mine does look different...

Sorry that this sounds depressing but I'm not sure XR Settings would be a problem since the problem seems like the hololens not being able to send UDP packets to the computer...
While I find this perhaps non-sense amount of work to ask for you to do, the ideal debugging process for this situation, which looks a networking issue, would be building two applications: one for sending a packet from a hololens, and another for receiving the packet from your computer. The test would be turning on the application that prints a log from your computer when it receives a packet, turning on the application that is supposed to send a packet from your hololens, and see if a log comes out from your computer.
This is basically a partial implementation of ping, which does not exist for hololens since the small size of the community behind it......

Would you happen to have a test scene to publish for trying out the log file handshake?
Have you been successful in building the latest application from unity, publishing it to the hololens, then running it and connecting to the KinectSender?
Wouldn't I get returned something in the hololens, regardless of whether or not there was a successful connection?  Like some text indicating a connection attempt has been made but is or is not successful?  Perhaps we should have a dialogue to print any console errors or a log file to look for any event issues on the hololens side?
In the meantime, I'm trying again on a different computer with a LAN router that is not connected to the internet to keep things local and to try and isolate some variables that could be responsible for the issue.  I can't wait to get this to work!  I'm right at the door, I just need to open it :)

To answer the questions,

No, I have not... When I needed those applications I wrote them for the test and deleted them. Guess I should have kept them...
Yes, I did. After updating vcpkg and updating based on it with a newly cloned repository on a new computer I happened to obtain last month.
No, there is no more than that. That is because of UDP is not connection based. It can not tell anything about the connection without receiving a packet; therefore, there is actually nothing to print except for saying there is no returning packet from the sender after waiting a several seconds...
I'm really sorry for your struggle and appreciate your work for being the first person out of our lab to actual build this. I would like to help more, for example, building the ping application, but I can't promise since I'm teaching a course this summer and preparing it is taking a lot of time... But hopefully, I'll find time to do it soon...

So I setup some text in the Hololens UI of the application to change when the enter key is pressed.  When I run the application in the editor the text changes from "Debug Text" to "Enter Key Pressed".  This works in the editor however when I build and run it on the hololens and press the enter key the "Debug Text" doesn't change, so I think something is preventing the Enter Key from being executed on the hololens side.  I tried both the virtual keyboard and a bluetooth keyboard.  I wonder if there is an error occurring that is locking up the callback.  I can delete the ip address and type in a new field and the tab key works but not the enter key.  I'll try binding a different key to the event in addition to adding a debug panel to see if any errors are returned.
Out of curiosity, what OS is your hololens and what are the minimum platform build specs and the target SDK you have assigned to it in unity?
When you are building in Unity, I assume you are building in the standard way using UWP with the hololens as a target device?

I added a debug window to the build and am receiving a null object exception in the hololens

Oh my god, so it seems like it was my fault. I'm really sorry...
I'll try to figure out where the NullReferenceException is coming from soon...

I can't check the version right now but OS, Windows SDK were both up-to-date and I did not change anything since everything was newly installed a few days ago to answer this Github issue. In Unity, I think I did setup the target device as Hololens but I remember that the application worked also when the target was not set as Hololens.

By the way, if you build your application in Debug mode in Visual Studio and load it to your Hololens, you can see the error messages from the output window of Visual Studio. It would be really helpful if you can let me know the details of the NullReferenceException, for example, which line of which script is it coming from.

Sorry for the length of this copy and paste, but here are some errors that are returned that eventually become redundant, (this is not the entire log but I thought it would be helpful to start from where things appear stable to where they break down)
Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\UiaManager.dll'.
Loading vcruntime140.dll
Loading avcodec-58.dll
Loading PerceptionDevice.dll
Module information:
Built with Compiler Ver '191627012'
Built from '2019.3/staging' branch
Version is '2019.3.11f1 (ceef2d848e70)'
Debug build
Application type 'D3D'
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Devices.Enumeration.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\Windows.UI.Core.TextInput.dll'.
[0.002257 / 1.530620] - AppCallbacks::SetCoreWindowEvents
'Kinect Viewer.exe' (Win32): Loaded 'U:\Users\DefaultAccount\AppData\Local\DevelopmentFiles\KinectViewerVS.Debug_Win32.reill\WindowsMRXRSDK.dll'.
[0.028899 / 1.559983] - AppCallbacks::InitializeD3DWindow
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\cryptbase.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Perception.Stub.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Mirage.dll'.
wil(439)\Windows.Mirage.dll!6F97CB6F: (caller: 6F97C996) ReturnHr(1) tid(169c) 80070005 Access is denied.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\d3d10warp.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\ResourcePolicyClient.dll'.
'Kinect Viewer.exe' (Win32): Unloaded 'C:\Windows\System32\ResourcePolicyClient.dll'
[1.766390 / 1.766390] - OnActivated event.
[0.032176 / 1.798565] - OnVisibilityChanged event - Visible.
[0.057681 / 1.856246] - OnCoreWindowSizeChanged event (0.00, 0.00, 853.33, 480.00), m_Initialized=False.
[0.001192 / 1.857438] - OnWindowActivated event - CodeActivated.
OS 'Windows 10 (10.0.17763)'
'Kinect Viewer.exe' (Win32): Loaded 'U:\Users\DefaultAccount\AppData\Local\DevelopmentFiles\KinectViewerVS.Debug_Win32.reill\GameAssembly.dll'. Symbols loaded.
'Kinect Viewer.exe' (Win32): Unloaded 'U:\Users\DefaultAccount\AppData\Local\DevelopmentFiles\KinectViewerVS.Debug_Win32.reill\GameAssembly.dll'
'Kinect Viewer.exe' (Win32): Loaded 'U:\Users\DefaultAccount\AppData\Local\DevelopmentFiles\KinectViewerVS.Debug_Win32.reill\GameAssembly.dll'. Symbols loaded.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\IPHLPAPI.DLL'.
[0.906332 / 2.763770] - OnCoreWindowSizeChanged event (0.00, 0.00, 853.33, 480.00), m_Initialized=False.
PlayerConnection initialized from C:/Data/Users/DefaultAccount/AppData/Local/DevelopmentFiles/KinectViewerVS.Debug_Win32.reill/Data (debug = 0)
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\mswsock.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Networking.Connectivity.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Networking.HostName.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\wshbth.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\dnsapi.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\nsi.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\dhcpcsvc6.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\dhcpcsvc.dll'.
Invalid parameter passed to C runtime function.
Invalid parameter passed to C runtime function.
Invalid parameter passed to C runtime function.
Invalid parameter passed to C runtime function.
Invalid parameter passed to C runtime function.
Invalid parameter passed to C runtime function.
Invalid parameter passed to C runtime function.
Invalid parameter passed to C runtime function.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\FWPUCLNT.DLL'.
Connecting directly to Ip=<IP_ADDRESS>, port=34999 ...
Socket: connect failed, error: Operation has failed with error 0x2733: A non-blocking socket operation could not be completed immediately.
(10035)
(Filename: C:\buildslave\unity\build\Runtime/Network/Sockets.cpp Line: 415)
connect failed
(Filename: C:\buildslave\unity\build\Runtime/Network/Sockets.cpp Line: 161)
Connect failed for direct socket. Ip=<IP_ADDRESS>, port=34999
(Filename: C:\buildslave\unity\build\Runtime/Network/PlayerCommunicator/PlayerConnection.cpp Line: 537)
Connecting directly to Ip=<IP_ADDRESS>, port=34999 ...
PlayerConnection already initialized - connecting to [<IP_ADDRESS>:34999]
[7.566764 / 8.905290] - Initialize
[Subsystems] Discovering subsystems at path C:/Data/Users/DefaultAccount/AppData/Local/DevelopmentFiles/KinectViewerVS.Debug_Win32.reill/Data/UnitySubsystems
[Subsystems] No descriptors matched for  examples in UnitySubsystems/WindowsMRXRSDK/UnitySubsystemsManifest.json.
[Subsystems] 1 'inputs' descriptors matched in UnitySubsystems/WindowsMRXRSDK/UnitySubsystemsManifest.json
[Subsystems] 1 'displays' descriptors matched in UnitySubsystems/WindowsMRXRSDK/UnitySubsystemsManifest.json
[Subsystems] 1 'meshings' descriptors matched in UnitySubsystems/WindowsMRXRSDK/UnitySubsystemsManifest.json
GfxDevice: creating device client; threaded=1
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\DXGIDebug.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\igd10iumd32.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\msvcr120.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\ncrypt.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\msvcp120.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\ntasn1.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\d3d11_3SDKLayers.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\igdusc32.dll'.
Successfully created d3d11 device with debug flag.
Direct3D:
Version:  Direct3D 11.0 [level 11.1]
Renderer: HoloLens Graphics (ID=0x22b0)
Vendor:   (null)
VRAM:     980 MB
Initialize engine version: 2019.3.11f1 (ceef2d848e70)
[AudioManager] InitNormal(tryDeviceDefaults = false, preferredOutputType = FMOD_OUTPUTTYPE_AUTODETECT) attempt with hardAudioDisable: false
[AudioManager] Setting output to FMOD_OUTPUTTYPE_AUTODETECT
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Media.Devices.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\DevDispItemProvider.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\AudioSes.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\avrt.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\threadpoolwinrt.dll'.
[AudioManager] InitNormal succeeded with output "FMOD_OUTPUTTYPE_WASAPI". Driver name is "Speakers (Intel SST Audio Device (WDM))". Speaker mode is "FMOD_SPEAKERMODE_STEREO"
The thread 0x16bc has exited with code 0 (0x0).
The thread 0xe6c has exited with code 0 (0x0).
WARNING: Shader Unsupported: 'Hidden/Universal Render Pipeline/ScreenSpaceShadows' - All passes removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
ERROR: Shader Hidden/Universal Render Pipeline/ScreenSpaceShadows shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
XRGeneral Settings awakening...
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.XR.Management.XRGeneralSettings:Awake()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
D3D11 device created for Microsoft Media Foundation video decoding.
[Subsystems] Loading plugin WindowsMRXRSDK for subsystem Windows Mixed Reality Display...
[Subsystems] XRSDK Windows Mixed Reality successfully registered Provider for Windows Mixed Reality Display
[Subsystems] XRSDK Windows Mixed Reality successfully registered Provider for Windows Mixed Reality Input
[Subsystems] XRSDK Windows Mixed Reality successfully registered Provider for Windows Mixed Reality Meshing
[Subsystems] Loading plugin WindowsMRXRSDK for subsystem Windows Mixed Reality Input...
[Subsystems] Loading plugin WindowsMRXRSDK for subsystem Windows Mixed Reality Meshing...
The thread 0x45c has exited with code 0 (0x0).
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Gaming.Input.dll'.
[0.001430 / 14.684505] - AppCallbacks::SetupInputEvents
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\Windows.Devices.Sensors.dll'.

'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\profext.dll'.
onecoreuap\drivers\mobilepc\sensors\convergence\api\winrt\public\internal\viewpositiontrackerinternal.h(94)\Windows.Devices.Sensors.dll!5529329D: (caller: 552922BF) Exception(1) tid(e7c) 80040111 ClassFactory cannot supply requested class
Exception thrown at 0x772A3AE2 in Kinect Viewer.exe: Microsoft C++ exception: wil::ResultException at memory location 0x00FCD4E0.
Exception thrown at 0x772A3AE2 in Kinect Viewer.exe: Microsoft C++ exception: [rethrow] at memory location 0x00000000.
onecoreuap\drivers\mobilepc\sensors\convergence\api\winrt\public\internal\simpleorientation.cpp(127)\Windows.Devices.Sensors.dll!55291977: (caller: 5528B4CC) Exception(2) tid(e7c) 80070490 Element not found.
Exception thrown at 0x772A3AE2 in Kinect Viewer.exe: Microsoft C++ exception: wil::ResultException at memory location 0x00FCD728.
Exception thrown at 0x772A3AE2 in Kinect Viewer.exe: Microsoft C++ exception: [rethrow] at memory location 0x00000000.
onecoreuap\drivers\mobilepc\sensors\convergence\api\winrt\public\internal\sensorserver.cpp(46)\Windows.Devices.Sensors.dll!55288431: (caller: 552857EF) ReturnHr(1) tid(e7c) 80070490 Element not found.
onecoreuap\drivers\mobilepc\sensors\convergence\api\winrt\public\lib\simpleorientationsensor.cpp(160)\Windows.Devices.Sensors.dll!552EB9DD: (caller: 552E9EB9) ReturnHr(2) tid(e7c) 80070490 Element not found.
[0.187695 / 14.872787] - AppCallbacks::SetupOrientationSensorEvents
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\windows.applicationmodel.datatransfer.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\coml2.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\ie_shims.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\iertutil.dll'.
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\ClipboardServer.dll'.
[0.346382 / 14.973099] - AppCallbacks::Load
[12.210388 / 14.974158] - Starting first scene loading
The following GlobalManagers were stripped from the build (Either because they're not used or not supported on this platform):
ClusterInputManager
UnityConnectSettings
The thread 0xa78 has exited with code 0 (0x0).
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\rometadata.dll'.
The thread 0xa64 has exited with code 0 (0x0).
XR display is not ready. Skip XR rendering.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:SetupXRStates()
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, Camera[])
UnityEngine.Rendering.RenderPipeline:InternalRender(ScriptableRenderContext, Camera[])
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
[0.317468 / 15.291626] - Finishing first scene loading
[0.021152 / 15.312779] - First level loaded
[0.001122 / 15.313901] - PerformUpdateAndRender started
[0.123950 / 15.437850] - OnCoreWindowSizeChanged event (0.00, 0.00, 845.33, 480.00), m_Initialized=True.
XRTextureManager::RequestCreateTexture
XRTextureManager::RequestCreateTexture
XRTextureManager::SetupRenderTextureFromXRRequest (id: 1 col: 00000000 d: 1F67BEA4)
XRTextureManager::SetupRenderTextureFromXRRequest (id: 2 col: 0D56B3A4 d: 00000001)
RenderTexture->Create
IVRDeviceCallback_CreateEyeTextureResources 1F67BEA4
RenderTexture->Create
IVRDeviceCallback_CreateEyeTextureResources 0D56B3A4
XR display is ready. Start XR rendering.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:SetupXRStates()
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, Camera[])
UnityEngine.Rendering.RenderPipeline:InternalRender(ScriptableRenderContext, Camera[])
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
The thread 0x1770 has exited with code 0 (0x0).
The thread 0x208 has exited with code 0 (0x0).
The thread 0xfc4 has exited with code 0 (0x0).
The thread 0x157c has exited with code 0 (0x0).
UnloadTime: 8.986000 ms
DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
UnityEngine.Object:DontDestroyOnLoad(Object)
IngameDebugConsole.DebugLogManager:Awake()
[C:\buildslave\unity\build\Runtime/SceneManager/SceneManager.cpp line 582]
(Filename: C:\buildslave\unity\build\Runtime/SceneManager/SceneManager.cpp Line: 582)
The thread 0x17cc has exited with code 0 (0x0).
Exception thrown at 0x772A3AE2 in Kinect Viewer.exe: Microsoft C++ exception: Il2CppExceptionWrapper at memory location 0x01BDE88C.
Exception thrown at 0x772A3AE2 in Kinect Viewer.exe: Microsoft C++ exception: Il2CppExceptionWrapper at memory location 0x01BDE9B8.
ArgumentException: Value does not fall within the expected range.
at System.Net.Sockets.Socket.SetSocketOption (System.Net.Sockets.SocketOptionLevel optionLevel, System.Net.Sockets.SocketOptionName optionName, System.Int32 optionValue) [0x00000] in <00000000000000000000000000000000>:0
at System.Net.Sockets.Socket.set_DontFragment (System.Boolean value) [0x00000] in <00000000000000000000000000000000>:0
at System.Net.Sockets.Socket.SocketDefaults () [0x00000] in <00000000000000000000000000000000>:0
at System.Net.Sockets.Socket..ctor (System.Net.Sockets.AddressFamily addressFamily, System.Net.Sockets.SocketType socketType, System.Net.Sockets.ProtocolType protocolType) [0x00000] in <00000000000000000000000000000000>:0
at ViewerManager.Start () [0x00000] in <00000000000000000000000000000000>:0
(Filename: currently not available on il2cpp Line: -1)
'Kinect Viewer.exe' (Win32): Loaded 'C:\Windows\System32\nlaapi.dll'.
Exception thrown at 0x772A3AE2 in Kinect Viewer.exe: Microsoft C++ exception: Il2CppExceptionWrapper at memory location 0x01BDEF34.
NullReferenceException: Object reference not set to an instance of an object.
at ViewerManager.UpdateUiWindows () [0x00000] in <00000000000000000000000000000000>:0
at ViewerManager.Update () [0x00000] in <00000000000000000000000000000000>:0
(Filename: currently not available on il2cpp Line: -1)
The thread 0x1298 has exited with code 0 (0x0).
The thread 0x11d8 has exited with code 0 (0x0).
Exception thrown at 0x772A3AE2 in Kinect Viewer.exe: Microsoft C++ exception: Il2CppExceptionWrapper at memory location 0x01BDEF34.
NullReferenceException: Object reference not set to an instance of an object.
at ViewerManager.UpdateUiWindows () [0x00000] in <00000000000000000000000000000000>:0
at ViewerManager.Update () [0x00000] in <00000000000000000000000000000000>:0

The thread 0x4d8 has exited with code 0 (0x0).
[0.895966 / 106.701730] - OnSuspending event.
The thread 0x109c has exited with code 0 (0x0).
XRTextureManager::RequestDestroyTexture
XRTextureManager::RequestDestroyTexture
Trimming D3D resources.
Exception thrown at 0x772A3AE2 (KernelBase.dll) in Kinect Viewer.exe: WinRT originate error - 0x80070057 : 'Argument cannot be null.'.
analog\input\mirage\publicapi\locatable.cpp(184)\Windows.Mirage.dll!6F8CC10C: (caller: 5544C7F8) ReturnHr(2) tid(16bc) 80070057 The parameter is incorrect.
Msg:[pSpatialCoordinateSystem]
Exception thrown at 0x772A3AE2 in Kinect Viewer.exe: Microsoft C++ exception: winrt::hresult_invalid_argument at memory location 0x280FF4B8.

Thanks for the log! There are two exceptions here.
One is
ArgumentException: Value does not fall within the expected range.
at System.Net.Sockets.Socket.SetSocketOption (System.Net.Sockets.SocketOptionLevel optionLevel, System.Net.Sockets.SocketOptionName optionName, System.Int32 optionValue) [0x00000] in <00000000000000000000000000000000>:0
at System.Net.Sockets.Socket.set_DontFragment (System.Boolean value) [0x00000] in <00000000000000000000000000000000>:0
at System.Net.Sockets.Socket.SocketDefaults () [0x00000] in <00000000000000000000000000000000>:0
at System.Net.Sockets.Socket..ctor (System.Net.Sockets.AddressFamily addressFamily, System.Net.Sockets.SocketType socketType, System.Net.Sockets.ProtocolType protocolType) [0x00000] in <00000000000000000000000000000000>:0
at ViewerManager.Start () [0x00000] in <00000000000000000000000000000000>:0
This is saying that 1024*1024 of the below line is a number too large...
https://github.com/hanseuljun/kinect-to-hololens/blob/5e8342b3d21ba18611ae57761b9574ef42c556c3/unity/KinectViewer/Assets/Scripts/ViewerManager.cs#L33
Maybe it can be replaced by below and will work...
var socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
Another is
NullReferenceException: Object reference not set to an instance of an object.
at ViewerManager.UpdateUiWindows () [0x00000] in <00000000000000000000000000000000>:0
at ViewerManager.Update () [0x00000] in <00000000000000000000000000000000>:0
While this may be the case of
public ConnectionWindow connectionWindow or another thing not being assigned in the unity editor (worth checking since there was a problem with the symbolic link while pulling the repository that might have caused damage), I think it is more likely to be the upper exception killing the ViewerManager.Start() function from finishing to its end and failing to call, for example
https://github.com/hanseuljun/kinect-to-hololens/blob/5e8342b3d21ba18611ae57761b9574ef42c556c3/unity/KinectViewer/Assets/Scripts/ViewerManager.cs#L38
So, please try updating
https://github.com/hanseuljun/kinect-to-hololens/blob/5e8342b3d21ba18611ae57761b9574ef42c556c3/unity/KinectViewer/Assets/Scripts/ViewerManager.cs#L33
into
var socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
or
var socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp) { ReceiveBufferSize = N };
with a proper ReceiveBufferSize for the socket.

Hmm... I tried the first method and the second, changing the receive buffer size to 512 x 512 then 128 x 128, still returned the same error...
I found this ticket listed in the unity issue tracker, perhaps it is related to the version of unity doing the build?
https://issuetracker.unity3d.com/issues/system-dot-net-dot-socket-objects-throw-argumentexception-in-il2cpp-after-installing-windows-sdk-2004

deleting the latest windows sdk solved the problem, I can now see the kinect feed through the hololens! :)

That’s so great to hear!!! Finally!!! For using it, press the space bar to
set the remote camera’s position in the scene with the headset’s current
position, and press v (maybe d?) to turn on and off some extra
visualization in the scene. And thanks for going through all the trouble!
On Sat, Jul 11, 2020 at 3:05 PM reillydonovan<EMAIL_ADDRESS>wrote:

deleting the latest windows sdk solved the problem, I can now see the
kinect feed through the hololens! :)
—
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so now I have another issue, the feed from the kinect seems to be stuck on a single frame, I can hear audio updates but the kinect feed isn't updating

Oh... So that does not happen in the editor but only when it goes to the
hololens, right? Then are there any other error messages?
On Sat, Jul 11, 2020 at 3:12 PM reillydonovan<EMAIL_ADDRESS>wrote:

so now I have another issue, the feed from the kinect seems to be stuck on
a single frame, I can hear audio updates but the kinect feed isn't updating
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I wonder if I have to recompile the kinect sender with the latest windows sdk removed

Correct, it doesn't happen in the editor only on the hololens, the kinect sender doesn't seem to be sending frame updates.
Also it looks like the kinect sender is compiled using the latest windows SDK so I wonder if there is some conflict between the sender build and the hololens build since they are using different sdks.

Unfortunately it looks like the build-plugin wants the latest SDK, how would I flag it to target 10.0.18362.0 instead of 10.0.19041.0?  Could this also be an issue with the latest version of vcpkg potentially requiring 10.0.19041.0?

Normally that should be fine since UDP is a protocol that has nothing to do
with the version of an SDK... So, does the Viewer appear as a remote
receiver on the Sender at the first time then disappear after about 10
seconds?
Also, did you restore the ReceiverBufferSize to 1024*1024? Since video
frames require a larger buffer size than audio frames, I thought it might
be the case...
On Sat, Jul 11, 2020 at 3:27 PM reillydonovan<EMAIL_ADDRESS>wrote:

Correct, it doesn't happen in the editor only on the hololens, the kinect
sender doesn't seem to be sending frame updates.
Also it looks like the kinect sender is compiled using the latest windows
SDK so I wonder if there is some conflict between the sender build and the
hololens build since they are using different sdks.
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Oh.... for the sdk issue, I would delete the new sdk and build the plugin and start from there again...

I did restore the buffer size to 1024 x 1024
The viewer does appear on the sender and stays there but doesn't pass it any frames.
After deleting the sdk and trying to build the 'build-plugin' script using powershell I am returned an error that I don't have the required sdk of 10.0.19041.0

It also seems strange that I would receive audio updates but not video.

so now I tried 512 x 512 and it looks like its trying to send frames but I don't get any and then it does get dropped from the sender after about ten seconds

I bumped it up to 2048 x 2048 and ran it on a LAN 5G Netgear Nighthawk router and it works!

That’s very awesome!! I should make the changing buffer size part as an
option later! I guess I can say finally for real this time!!!
On Sat, Jul 11, 2020 at 4:15 PM reillydonovan<EMAIL_ADDRESS>wrote:

I bumped it up to 2048 x 2048 and ran it on a LAN 5G Netgear Nighthawk
router and it works!
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I'm gonna try 512 x 512 again on the LAN, thanks so much for this project and your help!  I'm going to add more features for scaling and positioning the stream so it can align with the space to scale.

That sounds great and good luck with it!!!


commands as buttons and/or keybindings

Feature request: For each slash-command (or a selectable subset), also create a keybinding (e.g., control-B) and / or a click-able button. (Where the button alternatively can be permanently located in the display area, or created in the chat area as something that scrolls up with the dialogue context.)
To give an example, in MapWorld games, I could imagine the game master (bot) producing text like "You can go east [type /e or control-< ] or west [ type /w or control-> ].", which is followed by little clickable buttons ⬅ ➡ in the chat area.

Regarding buttons. Though not yet possible automatically, for now there are two ways to include buttons.

Bots when given the permission send_html_message can include buttons in their messages.

self.sio.emit(
    "text",
    {
        "message": "Please klick <button onclick=\"submit_command('ready')\">Ready</button> to begin the game.",
        "room": room_id,
        "html": True
    }
)

Buttons can be included permanently in the display area, by inserting a respective html element into the room layout.
An example of a bot working with those buttons can be found here: https://github.com/clp-research/slurk-bots/tree/master/boxbot

{
    "layout-type": "button",
    "layout-content": "Ready",
    "onclick": "submit_command(\"ready\");"
}


sketch 45.2, And I18N plug-in with the use of error

And I18N plug-in with the use, or will be wrong, the horizontally will become vertical

Hello, can you try to rephrase that? Which I18N plugin is it?

https://github.com/cute/SketchI18N

Can you tell me some more about how to reproduce the error. Sorry for the inconvenience, but it will be much easier for me to search for the bug if I know exactly how to reproduce it.

This is the operation steps, I do not know which plug-in problem
step.mp4.zip


fix: setup.py, find all project packages

Remember to update the version and manually trigger the github action to publish it


[POC] Introduce StaticRouter and SmartRouter

Motivation
I think it would be difficult for users to take advantage of the "hono has two routers and the optional RegExpRouter is faster."
This PR changes this to "By default, the best router is selected based on the routing of the application."
StaticRouter
StaticRouter is a new alternative. Works fast when there is no path to receive parameters.
I think that this is not a router for benchmarking purposes, and that it could be used in the real world as follows
app.use('*', logger(), cors())
app.use(
  '/graphql',
  graphqlServer({
    schema,
    rootResolver,
  })
)

However, when benchmarked, there did not appear to be a significant difference with RegExpRouter in nodejs.
If it is a bun, there may be a little difference, but there may not be.
I think this StaticRouter is a good example of the use of SmartRouter, but may not be necessary for hono.
SmartRouter
This is a router that finds the best one for routing from several possible routers and invoke it when match is called.
Side effects of merging this

All routers are bundled by default, which increases the bundle size.
Slightly longer spinup time.
Makes debugging routers more difficult.

Benchmark
with path parameters
https://gist.github.com/usualoma/6d8db87c9f40614073b0517dc3e8cee6
hono - smart x 267,322 ops/sec ±5.61% (77 runs sampled)
hono - smart - trie-router x 230,474 ops/sec ±5.72% (81 runs sampled)
hono - smart - regexp-router x 267,080 ops/sec ±5.65% (68 runs sampled)
hono - trie-router x 223,486 ops/sec ±5.05% (84 runs sampled)
hono - regexp-router x 262,344 ops/sec ±6.61% (77 runs sampled)
Fastest is hono - smart,hono - smart - regexp-router,hono - regexp-router

without path parameters
https://gist.github.com/usualoma/0b86e02ee9f3a16dd8e5af77f479624c
hono - smart - trie-router x 276,017 ops/sec ±6.15% (77 runs sampled)
hono - smart - regexp-router x 298,234 ops/sec ±6.67% (75 runs sampled)
hono - smart - static-router x 296,272 ops/sec ±6.79% (63 runs sampled)
hono - trie-router x 267,239 ops/sec ±6.06% (81 runs sampled)
hono - regexp-router x 303,253 ops/sec ±5.80% (82 runs sampled)
Fastest is hono - regexp-router,hono - smart - regexp-router,hono - smart - static-router

bun - RegExpRouter
import { Hono } from './src/index'
import { RegExpRouter } from './src/router/reg-exp-router'

const app = new Hono({ router: new RegExpRouter() })

app.get('/posts', (c) => c.text('foo'))

export default app

$ ./bombardier -c 200 -d 20s http://<IP_ADDRESS>:3000/posts
Bombarding http://<IP_ADDRESS>:3000/posts for 20s using 200 connection(s)
[==========================================================================] 20s
Done!
Statistics        Avg      Stdev        Max
  Reqs/sec     72705.89    1742.91   75809.44
  Latency        2.75ms    86.69us    10.99ms
  HTTP codes:
    1xx - 0, 2xx - 1454123, 3xx - 0, 4xx - 0, 5xx - 0
    others - 0
  Throughput:    10.40MB/s

bun - SmartRouter - StaticRouter
import { Hono } from './src/index'
import { SmartRouter } from './src/router/smart-router'
import { StaticRouter } from './src/router/static-router'

const app = new Hono({
  router:
    new SmartRouter({
      routers: [new StaticRouter()],
    })
})

app.get('/posts', (c) => c.text('foo'))

export default app

$ ./bombardier -c 200 -d 20s http://<IP_ADDRESS>:3000/posts
Bombarding http://<IP_ADDRESS>:3000/posts for 20s using 200 connection(s)
[==========================================================================] 20s
Done!
Statistics        Avg      Stdev        Max
  Reqs/sec     74691.57    1911.30   80312.78
  Latency        2.68ms    97.25us    10.77ms
  HTTP codes:
    1xx - 0, 2xx - 1493610, 3xx - 0, 4xx - 0, 5xx - 0
    others - 0
  Throughput:    10.68MB/s

Wow, crazy!
I'm going to look at the implementation and consider it well.

All routers are bundled by default, which increases the bundle size.

This is what I am concerned about.
Again!

@yusukebe Thanks for the comment.
I have force pushed with minor fixes, but the essence has not changed since the initial push.

There are no more commits to be added.
I think it's an interesting and useful idea, but I'm not sure I really want to merge this.

Hi @usualoma !
This idea is ultra great! I like it! But as you are thinking, we have to consider well whether to merge or not. So, I don't make conclusions right away.
I investigated "bundle size". wrangler command will bundle the scripts and shows the "upload size". Below are the sizes of "Hello World" program on each framework for Cloudflare Workers.
Hono v2.1.4
Total Upload: 27.04 KiB / gzip: 6.09 KiB

This PR / with SmartRouter
Total Upload: 50.35 KiB / gzip: 10.32 KiB

Sunder
Total Upload: 47.21 KiB / gzip: 11.08 KiB

Worktop
Total Upload: 7.02 KiB / gzip: 2.70 KiB

This is just "information", and I would still like to think about it.

In actuality, there is a way to reduce the bundle size.
Currently, we build the project as "CommonJS". If we make it ESM, the size will be smaller. I've tried to change the compiler option on tscofing.json and build it as ESM. Then, the bundle size built by wrangler has been smaller!
Total Upload: 36.10 KiB / gzip: 8.64 KiB

I will create another Issue on the matter of migrating from CommonJS to ESM. But, it's good news.

@yusukebe Good news!
Hono this PR / with SmartRouter
Total Upload: 36.10 KiB / gzip: 8.64 KiB

Hmmm, but RegExpRouter is so huge.

Hi @usualoma !
I want to merge this Static Router and Smart Router! I love this feature.

I think it would be difficult for users to take advantage of the "hono has two routers and the optional RegExpRouter is faster." This PR changes this to "By default, the best router is selected based on the routing of the application."

You are right about this. Users have to use the fastest router without having to do anything else.
I love it because this is really "smart". It will be more difficult to debug, but it will be more "fun" with this way.
I think the issue of the bundle size could be improved a little by migrating ComonJS to ESM. I don't know if it will work, but I would like to try it.
How about we go with this!

@yusukebe
Sorry for the delay in answering.
Thanks! I agree with merging.
I've been thinking the past few days that if we assume SmartRouter, we could create a lightweight version of RegExpRouter with some features removed from RegExpRouter. (I haven't gotten around to starting it, though.)
I think we can represent RegExpRouter with less code by deciding not to support it in the lightweight version of RegExpRouter, since there are rarely routings that have different variable names in the same place, such as the following.
app.get('/path/:var1/path')
app.get('/path/:var2/path')

I would like to try such a refactoring along with migrating ComonJS to ESM.
Shall we fix this branch so that the test is green and merge it into main?

Hi @usualoma !

I think we can represent RegExpRouter with less code by deciding not to support it in the lightweight version of RegExpRouter, since there are rarely routings that have different variable names in the same place, such as the following.

This is a great idea! Just fall back to TrieRouter If it hits such rare cases.

Shall we fix this branch so that the test is green and merge it into main?

I've created the develop branch https://github.com/honojs/hono/tree/develop
Let's work on the develop" branch for the new features such as migration to SmartRouter and ESM, will be included in v2.2.0 new version.  So, fix this branch and merge it into the develop branch.

@usualoma
Ah, we don't really need to use the "develop" branch anyway, so let's merge it into the "main" branch.

OK!
Shall we proceed with 0b0e113?

Yes, merged!


Running IntegratedGradients with text input

Hi authors,
Thanks a lot for the integrated gradients technique and code. I am trying to use this for a text classification task that I am working on. Unfortunately, the tf.gradient function returns None while trying to get the gradient op of output w.r.t. input. After spending a fair amount of time trying to debug it, I realized that the input layer for me is just the ids of the words which are converted to word vectors after being passed through an embedding layer. However in the paper, results have been reported for text inputs too. Hence I wanted to confirm that this is the issue before changing the implementation to handle text inputs? Thanks in advance for your help.

Hi,
Just to be clear, I am not the author of the paper. I implemented this code to use in one of my projects.
Anyways, to answer your question, yes, this model should work on text inputs. The reason why you are getting "None" from tf.gradients() is because your input is discrete and Keras embedding layer is non-differentiable w.r.t data. However, you should be able to differentiate w.r.t the vector representations of the input words.

I'm also finding a similar issue and wondering the best way to approach this.
e.g. if I wanted to use a model such as:
model = Sequential()
model.add(Embedding(1000, 100, input_length=200))
model.add(LSTM(100))
model.add(Dense(1, activation='sigmoid'))

Do you know the easiest way to modify the IG implementation to support attributions on such a network? @aman313, have you been able to fix this yet?
Thanks!

@b-carter Well, it ain't very pretty, but I hacked around this simply by extending the model class to include a property which I then set to point to the output tensors of the embedding layer. Then I pass this as the second parameter in get_gradients call in IG code. Perhaps a better way would be to name the layer and use keras in-built functions to get output of the layer by name. Cheers.

Thanks! I'm trying to get that to work. Did you have to make any changes down by the for loop on lines 141-143? I'm getting a broadcast error from the np.multiply call down there.
For reference, I had changed the second param in the get_gradients call to self.model.layers[1].output (where layers[1] is the embeddings layer).

@aman313 - I am not sure I understand how you did that? If we get gradients for embedding layer without having an, how do you attribute it back to each input? Could you point me to the changes you have made? Thanks

An embedding layer is mathematically equivalent to having a dense layer on 1-hot encoded inputs. People use it to save space because you cannot possible fit all input samples when you have millions of words that you need to 1-hot encode.
Each row of dense weights corresponds to an embedded vector in an embedding layer. So instead what you can do is to take partial gradient with respect to an input of 1 at the first embedding layer, and you should get what you want.


Remove duplicate TypeSpec source

There are 3 copies of the TypeSpec source in version control

TypeSpec/Scripts/TypeSpec/TypeSpec.ts
TypeSpec.Packager/content/Scripts/TypeSpec/TypeSpec.ts
TypeSpec.Examples/Scripts/TypeSpec/TypeSpec.ts

I am honestly unsure as to which one is the source of truth.
Suggest moving them around so the core source is in a folder called src and keeping your examples separate.
I don't think there's a need to have separate directories for the npm package and nuget package, you should be able to use the same folder.

The first one is the source of truth.


Load data dialog

quarantest build successful. Demo link at
http://4a048679.quarantest.iobio.io

quarantest build successful. Demo link at
http://6120d470.quarantest.iobio.io

To test, try opening and closing the files dialog multiple times.  Try from the load your data button, or the navbar dropdown.

quarantest build successful. Demo link at
http://3e573ef9.quarantest.iobio.io


iOS 13 Fixes

Updated Xamarin.iOS viewer and Xamarin.Forms iOS viewer to be compatible with iOS 13.

Compiles well with latest Xcode and working on iOS 13 and 11 devices as expected


How to get Temperature and Fan speeds wit ROCm driver

Modern GPU cards has a lot control point for temperature and several fan speed.
Maybe it is possible to control fan speed, and LED activity?
And native sensors/lm-sensors - very primitive.
Thanks.

We are working on new System Management API, to update this it what the Linux driver team promoted to access the critical registers

This is where the new library will be placed it has monitoring feature now
https://github.com/RadeonOpenCompute/rocm_smi_lib


GCP BigQuery workload identity federation SPIKE

Context
In the DI team there is a requirement to hold Personal Identifiable Information for candidates in BigQuery. Currently we do not hold any PII in BigQuery as it is not considered secure enough.
This has led to a large piece of work. This is the BigQuery Assurance work to make  BQ more secure.
The BQ Assurance work is being done in collaboration with the Teacher Services ISO.
The BQ Assurance mainly involves implementing the recommendations in the CIS Google Cloud Foundation Benchmark here.
The relevant recommendation in the CIS document is to ensure any service accounts keys to be managed and rotated at least every 90 days automatically. However, automated key management across GCP and Azure is quite a complex problem. We have approx 12 services and at least 3 environments for each service, so automated key creation, rotation and distribution from GCP to Azure will be quite a challenge.
Service account keys are considered to be insecure in any case. The current recommendation and industry practice is to use workload identity federation. Please see here.
The recommendation and our work to use Workload identity federation has been discussed with our ISO.
Once we have implemented all the appropriate recommendations, then an external PEN test will be done to approve our BQ Assurance work.
Changes proposed in this pull request
Guidance to review
Important business

[ ] Does this PR introduce any PII fields that need to be overwritten or deleted in db/scripts/sanitise.sql?
[ ] Does this PR change the database schema? If so, have you updated the config/analytics.yml file and considered whether you need to send 'import_entity' events?
[ ] Do we need to send any updates to DQT as part of the work in this PR?
[ ] Does this PR need an ADR?

NB: Please notify the #twd_data_insights team and ask for a review if new fields are being added to analytics.yml

@asatwal whagwan with this?

@asatwal whagwan with this?

@carlosmartinez - This is an ongoing spike to setup a connection to BQ using workload identity federation rather than service keys (That are considered to be insecure).
Haven't made much progress with this yet as the way to set this up on MS seems to be very esoteric. We're getting support on this from MS and DevOps are on the case.
This will be a long standing spike I reckon.


does not allow updating icons ?

once i have generated the icons and splash for my platforms, if i change the icon.png or splash.png, regenerate them, and then rebuild my platforms, i dont see the new icon and splash images.
Maybe i am doing something wrong ?

Is the issue present on both platforms? (iOS + Android)
Could you please give us your config.xml file?

No response, closing. Feel free to re-open if needed.


Not better than WEBP, sometimes worse than PNG

Describe the bug
Losslessly compressing some PNGs does not beat WEBP. Lossy compression with med-high quality gets even worse than PNG.
I don't think it's really a bug, but maybe something can be improved?
To Reproduce
Just compressing all files in a directory with cjxl -d 0 -e 9 $i $(basename $i png)jxl results in:
30M     jxl
34M     png
26M     webp

(the WEBP files are lossless compressions too)
cjxl -d 1 $i $(basename $i png)jxl gives:
67M     jxl
34M     png
26M     webp

and only cjxl -q 20 $i $(basename $i png)jxl gets down to:
25M     jxl
34M     png
26M     webp

Expected behavior
I hoped all would be smaller than WEBP :)
Screenshots
Of course, it all depends on what the files look like. They're all grayscale comic strips like this:

Environment

OS: Kubuntu 22.04
Compiler version: (installed from the .deb packages here)
CPU type: x86_64
cjxl/djxl version string: cjxl v0.10.3 0.10.3 [AVX2,SSE4,SSE2]

Grayscale or just 2-color/1-bit? That is one rare situation where PNG is still competitive. Passing the bitdepth may help guide cjxl if it doesn't figure it out. Can also try -P 0 -I 0 -g 3 --patches 0. But you can expect WebP encoding to be more mature for this content.

For the picture showed, it is a grayscale file with mainly black and white pixels and some (but not all) grey values, the histogram (logarithmic) is the following:

webp is still very competitive on palettized colors. The good news is that the author of the lossless webp is also an author of jxl, the bad news is that it will take some more times before they port all the tricks used

I don't know how you tried, but I get a better result with cjxl for the image you shared:

cjxl -d 0 -e 10 -I 100 gives 487kB
cwebp -lossless -z 9 gives 674kB

Ah, yes, -e 10 seems to make a difference (I don't know why I thought 9 was the highest). For the record, these are the results with different effort levels:
 895449 kk.png
1277859 kk_1.jxl
1074159 kk_2.jxl
1580488 kk_3.jxl
1128110 kk_4.jxl
 937720 kk_5.jxl
 904600 kk_6.jxl
 842319 kk_7.jxl
 806605 kk_8.jxl
 778474 kk_9.jxl
 491137 kk_10.jxl
 694816 kk.webp

only 10 beats WEBP (I used convert -define webp:lossless=true), and 6 or lower is worse than PNG. In addition, WEBP compression takes less than 1 second, cjxl -d 0 -e 10 takes almost 50 (-e 9 takes 3, and is better parallelized).

don't forget to try some options like -I 100, for low color images like yours it can be beneficial.
Jxl, even lossless, was mainly optimized for photographic content. But the format is young and have many room for improvements

With -e 10 -I 100 on the whole directory (40 files), I get:
20M     jxl
34M     png
26M     webp

which looks good to me, I just wish it was faster. :grin:

351433193-81f74775-3347-4bd6-b937-1ee834d99fcf.zip
PNG 894 Kb
WEBP 678 Kb
JXL 479
How do you convert that jxl has become worse than webp?

How do you convert that jxl has become worse than webp?
OP used e9, which is already excessively compute intensive. How do you convert?

How do you convert that jxl has become worse than webp?

OP used e9, which is already excessively compute intensive. How do you convert?

XL-converter 9-10 preset (10 in zip), i have better result for JXL (time to convert + quality-time tradeoff)

e 10 is more or less the new e 9 (not exactly from my tests) that was basically the e paramter (everbody that cared about space) used. You can also try e 11 but that will take a long time.
I usually use this cjxl -q 100 -e 10 -E 3 -I 100 -g 3 (with a few extra paramters but they don't seem to be relevant)
IIRC -E will either result in a saving at the expense of decoding time or it will result in no saving
-g depends on the image; try out full digital values between 0 and 3

I is also a bit varying but higher values tend to be better thus 100 is a good bet

You can also try the new e 11

Oh god. Please, don't touch that awful parameter. Most of what it tries is redundant or useless, by 100x.
e10 alone is always less efficient than some other setting. For photo/3d render/digital painting, e7E4g3 uses 10% the compute for similar or better density.

So it might be good to use 0.8.1 for some images?

Safer to use the latest version with fewer bugs.

e10 alone is always less efficient than some other setting. For photo/3d render/digital painting, e7E4g3 uses 10% the compute for similar or better density.

Recommendations for PNG/SVG lossless conversion of specifically non-photo-type images?

e10 alone is always less efficient than some other setting. For photo/3d render/digital painting, e7E4g3 uses 10% the compute for similar or better density.

Recommendations for source-PNG/SVG lossless conversion of specifically non-photo-type images?

Best is to join the discord, post a sample image and let the community battle to find the best parameters 😁

For continuous tone images like AI generation or 3D renderings, effort 3 easily beats PNG and is similar to JPEG-LS with color decorrelation. This is a practical balance between speed and ratio. JLS was conveniently absent from the published Pareto Front charts. For vector renderings with flat areas of the same color I would use PNG. The decompression speed of PNG is proportional to the file size/complexity, but with JXL it remains slow. Try encoding a big red square and compare loading times in IrfanView.

Recommendations for source-PNG/SVG lossless conversion of specifically non-photo-type images?

Check optimal cjxl settings or comparison between JXL, WebP, PNG and pick something targeting your requirements.


Move Data Element between Data Classes

Code to move a data element from one class to another.  E.g.
PUT api/dataModels/{dataModelId}/dataClasses/{dataClassId}/dataElements/{dataElementId}
with body:
{
    "dataClass": {
        "id": "b2ce91df-2606-46d0-a98b-b310e5d1f1be"
    }
}

Other properties (label, description) can be changed at the same time.
There's one failing test which I believe to be unrelated

Looks good to me! 👍


Pepr helm chart does not add env from package.json

Environment
N/A, local build only.
Steps to reproduce

Create a pepr capability with some env values in package.json.
npx pepr build
Compare the manifest against the helm chart values.

Expected result
envs specified in package.json show up in both helm chart and manifest.
Actual Result
Specified envs only appear in the manifest. Chart values have the default pepr envs.
Visual Proof (screenshots, videos, text, etc)
Left side is manifest, right side is helm values:

Severity/Priority
Low/medium - there are options to workaround this by adding more helm values but the mismatch in behavior is unexpected.
Additional Context
Part of the reason I am afraid of using env helm values additions is a desire to not need to keep default envs in sync across updates since lists in helm will entirely override rather than appending. If Pepr structured the chart slightly differently to support additionalEnv or a map rather than a list that would also be a useful addition (can make this a separate issue for enhancements if needed).

This feels a bit counter intuitive at first glance for the source of truth of the helm chart not to be the values.yaml.
The initial idea of the helm chart is to be a bit de-coupled, but you want to feed the everything in the package.json under pepr to values.yaml?

@cmwylie19 I think my main concerns are:

Different behavior between the manifest and the helm chart (we were just attempting to switch between the two and did not expect that change in behavior)
Values for env in particular don't lend themselves to being extended easily. Since helm values that are a list are "overwritten" vs just allowing extending, we'd have to be aware of the pepr default envs. I think I'd be happy with a solution that provided a better way to extend the default envs. Two ideas there:

Add a value for additionalEnv that is nothing in the values to start with, separate from Pepr's default envs. It may even make sense to have Pepr's default envs be in the manifest rather than in values.
Change the env value to a map of key: value for envs rather than a list. This would allow individual envs to set separately without needing to override the entire list.

I think we'd likely switch to the helm chart values for our envs IF that painpoint with the list were resolved, but it should probably be decided on whether the differing behavior between the two is expected/documented.

okay, i think i understand. So if we pull in your package.json envs into the values.yaml you will be unblocked? We can make sure there is more parody between pepr in package.json and values.yaml in general. To me the env in package.json is strange that it is a map instead of a env <[]EnvVar>, not sure if we should consider changing that too to be closer to the actual type

Yeah I think pulling into the values.yaml would be a good thing to do. I would personally think it also makes sense to put "necessary envs" into the deployment manifest directly rather than values since you wouldn't want someone to accidentally remove one or modify it in a poor way.

i think that is reasonable since we can make comments in the yaml explaining where they are coming from. I feel a little strange putting them straight into the deployment without having them also in the values file. Maybe we could comment in the values file and also add them to the deployments by default with a comment?


Flash var not being loaded by swf file.

On my quest to upload base64 encoded image files in ie8&9 I came across your script. Looks promising but I'm having on issue.
I copy and pasted your example code, downloaded FileToDataURI.swf from the repo, downloaded expressInstall.swf and swfobject.js from the google link you provided, and updated the link to all three in the example code.
Everything works fine for browsers with FileReader but when it fallsback to flash there is an issue. The flash object is loaded and put on the page. But it seems like the Flash settings are not being used. The button is in german and after selecting a file nothing happens. Any ideas?
Here's my code
var Flash = {
	/* Flash.getFileData() is called after the file has been read */
	getFileData: function(base64) {
		console.log(base64);
		showResult(base64)
	},
	/* getButtonLabel() permits to define another label for the "Load a file" button in the Flash version */
	getButtonLabel: function() {
		return "Load a file";
	}
};

// we just want to show the result into the div
function showResult(b) {
	$('#file-result').text(b)
}

// check if the FileReader API exists... if not then load the Flash object
if (typeof FileReader !== "function")
	// we use 80px by 23px, because we want the object to have the same size than the button
	swfobject.embedSWF("/js/FileToDataURI.swf", "file-object", "120px", "50px", "10", "/js/expressInstall.swf", {}, {}, {});
else {
	// replace the <object> by an input file
	$('#file-object').replaceWith('<input type="file" id="file-object" value="Load a file" />');

	$('#file-object').on('change', function(e) {
		var files = e.target.files,file;

		if (!files || files.length == 0) return;
		file = files[0];

		var fileReader = new FileReader();

		fileReader.onload = function (e) {
			// ATTENTION: to have the same result than the Flash object we need to split
			// our result to keep only the Base64 part
			showResult(e.target.result.split(",")[1]);
			// showResult(e.target.result);

			$('#file-result').append('<img src="' + e.target.result + '" />');
		};

		fileReader.readAsDataURL(file);
	});
}

Nevermind. Of course as soon as I ask for help I figure it out. The issue was my Flash options were inside of $(function(){}); which caused swfobject.js to not be able to see them. Great little plugin/script, thanks!

Cool :-)


How to update my project to the newest version that you are using now (AoT etc..)?

Hi, I am writing an issues because I am using this template for a big project of mine. I have noticed the newest updates for this project and I would like to update my project to include all the newest technologies as well. I have noticed that many files have been changed 8 and 4 days ago. What is the fast and most efficient way to update my project to include all of your newest functionalities?

I'm submitting a ...
[ ] bug report
[ ] feature request
[ x ] question about the decisions made in the repository

I have the same question.

Merge your forked repository with the master repo, and fix the conflicts as they arise. Read the change log: https://github.com/akveo/ng2-admin/blob/master/CHANGELOG.md it walks you through how to do it.

Thanks @Bengejd for your suggestion, that's basically it, so closing the issue.


SqlPublish fails when run from dotnet

SqlPackage or DacFx Version: Microsoft.Build.Sql 0.2.0-preview
.NET Framework (Windows-only) or .NET Core: 8.0.400
Environment (local platform and source/target platforms): Windows, Linux

Steps to Reproduce:

Create new directory with two files, test.sqlproj and test.publish.xml:

<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build">
  <Sdk Name="Microsoft.Build.Sql" Version="0.2.0-preview" />
  <PropertyGroup>
    <Name>test</Name>
    <DSP>Microsoft.Data.Tools.Schema.Sql.Sql150DatabaseSchemaProvider</DSP>
    <ModelCollation>1033, CI</ModelCollation>
  </PropertyGroup>
</Project>

<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <PropertyGroup>
    <TargetDatabaseName>test</TargetDatabaseName>
    <DeployScriptFileName>test.sql</DeployScriptFileName>
    <ProfileVersionNumber>1</ProfileVersionNumber>
    <TargetConnectionString>Data Source=localhost;Integrated Security=True</TargetConnectionString>
  </PropertyGroup>
</Project>

Build the project with dotnet build
Publish the database with dotnet msbuild -t:SqlPublish -p:SqlPublishProfilePath=test.publish.xml

Expected outcome
The database should be published to the configured server.
Actual outcome
The command fails with the following output:
MSBuild version 17.11.3+0c8610977 for .NET
C:\Users\XXXXX\.nuget\packages\microsoft.build.sql\0.2.0-preview\tools\netstandard2.1\Microsoft.Data.Tools.Schema.SqlTasks.targets(1887,7): warning : Exception has been thrown by the target of an invocation. [C:\Users\XXXXX\SqlTest\test.sqlproj]
C:\Users\XXXXX\.nuget\packages\microsoft.build.sql\0.2.0-preview\tools\netstandard2.1\Microsoft.Data.Tools.Schema.SqlTasks.targets(1887,7): error MSB4181: The "SqlPublishTask" task returned false but did not log an error. [C:\Users\XXXXX\SqlTest\test.sqlproj]

Running in Linux gives the same results.
Did this occur in prior versions?  If not - which version(s) did it work in?
Same results from 0.1.19-preview and 0.1.15-preview. Not tested with earlier versions.
Workarounds
This does work as expected when directly calling the MSBuild installed with Visual Studio (ie. exactly the same command but without the dotnet prefix). Obviously that is not available outside Windows and is a much bigger pre-requisite even then.
The Publish target fails with a different error, as reported in https://github.com/microsoft/DacFx/issues/447. With the VS MSBuild, both the SqlPublish and Publish targets work as expected.

That is a very old SDK version..

That is a very old SDK version..

Not sure how the versioning works for the build SDK, but that's the latest available on nuget.org and is only 2 months old.

???
<Sdk Name="Microsoft.Build.Sql" Version="0.2.0-preview" />   <PropertyGroup>

The SDK version is correct - we are on 0.2.0-preview
dotnet publish in the Microsoft.Build.Sql SDK is not being implemented to run Sqlpackage/dacfx publish, we plan to converge on the csproj publish behavior (#447)
The /Profile: parameter on sqlpackage publish should assist here: https://learn.microsoft.com/en-us/sql/tools/sqlpackage/sqlpackage-publish?view=sql-server-ver16
dotnet build
sqlpackage /a:publish /sourcefile:bin/Debug/yourproject.dacpac /profile:test.publish.xml

if you don't have sqlpackage:
dotnet tool install -g microsoft.sqlpackage


Nokia NAT not decoding properly

Hi Pete,
I just tried out new extensions for Nokia NAT events, but NokiaNat() and NokiaNatString() seems not to be working properly.
NokiaNat() is returning always nil while NokiaNatString() is returning empty string.
Sample file is the same that originated the issue in nfdump main repo, but I'm attaching it anyways.
nokia_nat44.sample.zip

@gabrielmocan - that file does not contain any collected Nokia extensions. Therefore they are nil.
Are you sure, to have replaced the collector from master branch?

@phaag oh, I see, so these extensions will only be available for nfcapd files created after https://github.com/phaag/nfdump/issues/533, right?

yes - nfcapd simply skips elements it does not know. Therefore only newly collected data contains those elements.

Understood, my bad then!


JNmpi lammps nodes patch version ~0.7.0~ 0.7.1

@JNmpi, these are the minimal changes (at least that's my attempt...) to get your node packages synced with the main branch. Here my goal was only to get the notebooks running, and I didn't purge any extraneous tools or check all the nodes.
Now that the main branch has for-loop stuff (including an .iter method), the changes here are all inside node_library. My next step is to get a pyiron_nodes repo set up as discussed and migrate the non-standard nodes over there, including what is left in dev_tools for later cleanup/exploitation.


Native TypeScript extension "validation" now seems to run on-type instead of on-save

Does this issue occur when all extensions are disabled?: Yes

Version: 1.78.2 (Universal)
OS: Darwin x64 20.6.0
When I type const someName = in a JS/TS file, before I save the file, there is a red squiggly line informing me of an error. I know. I haven't finished typing. Why is this editor screaming in red at me, while I'm "mid-sentence" so to speak, in 3 places:

Where I'm typing
In the tab for the open file
In the file tree explorer, where the filename is now red

Example: (note the unsaved file indicator)

This did NOT used to work this way. I very purposefully shut off eslint running in my editor to disable this kind of on-type annoyance, and it worked great for almost 2 years. But today, I noticed VSC is once again showing me errors when I haven't saved the goddamn file.
Steps to Reproduce:

Type const whyIsThisYellingAtMe = in a js/ts file, don't save the file yet
See errors everywhere, even though you haven't saved the file and thus there is no reason for it to be showing these errors.

If there is some setting I'm missing here that forces this validation to occur on-save instead of on-type, I'd be glad to hear of it, but I am fairly sure this did NOT used to scream at you until you hit save, which is the way I would expect it to work. This operates the same way even when all extensions are disabled (I guess TypeScript is a "native" extension or package or something).

I'm not sure what you think you were seeing before but validation has always ran on type with a slight delay (unless the reported errors are coming from a task)


subscribeToMore for observableQuery

TODO:

[x] If this PR is a new feature, reference an issue where a consensus about the design was reached (not necessary for small changes)

[ ] Make sure all of the significant new logic is covered by tests

[x] Rebase your changes on master so that they can be merged easily

[x] Make sure all tests and linter rules pass

[x] Update CHANGELOG.md with your change

[x] Add your name and email to the AUTHORS file (optional)

[x] If this was a change that affects the external API, update the docs and post a link to the PR in the discussion

[ ] add a test that shows subscriptions are cancelled when the ObservableQuery is removed.

I filed an issue for the one big outstanding task: https://github.com/apollostack/apollo-client/issues/803


simulator: add MAV_TYPE to module parameters

this ensures that the MAV_TYPE parameter is always updated
previously it could happen that the simulator module was using a wrong
MAV_TYPE value because it only read the parameter value at initialisation

Should fix #10471
Signed-off-by: Roman<EMAIL_ADDRESS>

@RomanBapst it looks like this was the root cause of the VTOL standard failure as well.


Generated libraries.js file makes calls to undefined functions in Sound JS

Throughout the generated libraries.js file, there are several references to undefined "pause" and "resume" functions in SoundJS's WebAudioSoundInstance class. While this used to be the correct way to pause and resume sounds in SoundJS, the methods were deprecated and eventually removed from the library altogether. If we look at the SoundJS documentation, we can see that the correct way to pause and resume a sound is to set its "paused" property directly: http://createjs.com/docs/soundjs/classes/WebAudioSoundInstance.html
This issue results in voice-overs and music not pausing correctly when the game loses focus. This code works as a work-around for Springroll users until the issue is fixed:
	// Patch audio errors in the generated Springroll libraries... 	createjs.WebAudioSoundInstance.prototype.pause = function() { 		this.paused = true; 	}; 	createjs.WebAudioSoundInstance.prototype.resume = function() { 		this.paused = false; 	};

Currently, SpringRoll maintains a fork of SoundJS and will not work with the current main-line version.

This is a SpringRoll 1 issue, closing


Add maven archiving/fingerprinting switches

Thank you for a pull request! Please check this document for how the Jenkins project handles pull requests

Add tests for the new methods.

Are you interested in picking this up? Otherwise I will close this pull request.


update 4.11.13 bundle hash

we had to regenerate 4.11.13 bundles after https://github.com/crc-org/snc/pull/605

/test e2e-crc

/hold
vfkit arm bundle has expired certs, crc start fails with the following:
DEBU Running SSH command: date --date="$(sudo openssl x509 -in /var/lib/kubelet/pki/kubelet-server-current.pem -noout -enddate | cut -d= -f 2)" --iso-8601=seconds
DEBU SSH command results: err: <nil>, output: 2022-11-21T08:33:58+00:00
DEBU Certs have expired, they were valid till: 21 Nov 22 08:33 +0000
DEBU error: Temporary error: certificate /var/lib/kubelet/pki/kubelet-server-current.pem still expired - sleeping 5s
DEBU retry loop: attempt 1
DEBU Running SSH command: date --date="$(sudo openssl x509 -in /var/lib/kubelet/pki/kubelet-server-current.pem -noout -enddate | cut -d= -f 2)" --iso-8601=seconds
DEBU SSH command results: err: <nil>, output: 2022-11-21T08:33:58+00:00
DEBU Certs have expired, they were valid till: 21 Nov 22 08:33 +0000
DEBU error: Temporary error: certificate /var/lib/kubelet/pki/kubelet-server-current.pem still expired - sleeping 5s

vfkit arm bundle has expired certs, crc start fails with the following:

cert renewal is not working anymore? We need to release a bundle with no expired certs, but good to know if there's also a bug with cert renewal.

cert renewal is not working anymore? We need to release a bundle with no expired certs, but good to know if there's also a bug with cert renewal.

Its not exactly clear, for the macOS arm bundle which has already expired certs, renewal is failing.. but for the linux amd64 bundle, in the CI the cert rotation test is passing.. CI logs

What is the impact to continue the release with the current bundle?

I'd say its blocker since cert rotation (at least on my M1) is failing, users will not be able to start crc

tried to trigger the cert rotation manually by setting system time to 1 year in the future, but it failed to renew the certs, logs are huge so put them in a gist

/test e2e-crc

/test e2e-crc