Add --short flag

Right now, ZDNS output is very verbose. This is useful when doing longterm scheduled tasks, but is really quite annoying when just trying to play with data on the command line. For example, this is a single reverse DNS lookup:
{
  "name": "<IP_ADDRESS>",
  "class": "IN",
  "status": "NOERROR",
  "timestamp": "2017-09-14T15:19:00-04:00",
  "data": {
    "answers": [
      {
        "ttl": 43200,
        "type": "PTR",
        "class": "IN",
        "name": "<IP_ADDRESS>.in-addr.arpa",
        "answer": "a104-73-21-236.deploy.static.akamaitechnologies.com."
      }
    ],
    "additionals": [

    ],
    "authorities": [

    ],
    "protocol": "udp",
    "flags": {
      "response": true,
      "opcode": 0,
      "authoritative": false,
      "truncated": false,
      "recursion_desired": true,
      "recursion_available": true,
      "authenticated": false,
      "checking_disabled": false,
      "error_code": 0
    }
  }
}

We should also support a "terse" mode that looks closer to:
{
  "name": "<IP_ADDRESS>",
  "status": "NOERROR",
  "timestamp": "2017-09-14T15:19:00-04:00",
  "data": {
    "answers": [
      {
        "ttl": 43200,
        "type": "PTR",
        "name": "<IP_ADDRESS>.in-addr.arpa",
        "answer": "a104-73-21-236.deploy.static.akamaitechnologies.com."
      }
    ]
  }
}

Arguably we could even have a --very-terse:
{
  "name": "<IP_ADDRESS>",
  "status": "NOERROR",
  "timestamp": "2017-09-14T15:19:00-04:00",
  "answers": ["a104-73-21-236.deploy.static.akamaitechnologies.com." ]
}

I suspect what we really want is --terse and --verbose flags. "Terse" from above becomes the default, "Verbose" becomes what's currently in place, and "Terse" becomes the last example.

Suggestion from @paul-pearce : call it --short not --terse

note: we should consider how this interacts with --trace. Arguably, that' just another verbosity level.

Chiming in.

As discussed, I think this should be called short. Everyone already knows what that means from dig
I think the default should be what's described as "terse" above
I think the current default should become verbose
We'll need to move the current verbosity flags (which really just outputs debugging info) to debug or similar
I'd ideally like short to mimic the dig output for short, but that doesn't work for N items performed in "random" order. So I'd argue that the short output should be "very-terse" above.

Preface: I'm not actually that familiar with ZDNS.

I suspect the current verbosity flags is really just a --log-level, which is separate from the actual verbosity of the ZDNS output, and should only affect the --log-file. If this isn't already the case, we should move to a model where it is, and have debug info, etc all channeled to the log file.
The variants that zakir described I think fall under a --verbosity flag. However, I also recognize the value of having --short et al options. I would suggest doing the following:

Figure out how many levels you have. Based on Zakir's comment, it looks like there are 3.
Implement them as --verbosity={0, 1, 2}
Give all or some of them a human-readable name, e.g. level 0 is short and level 2 is detailed. Also accept --verbosity=short or --verbosity=long. Map them correctly internally.
For the named verbosity levels we care about, namely short, also allow the shorthand --short. Pick some arbitrary precedence level between passing --short, --long, and --verbosity=1 all at the same time (or error if someone does this). I'd probably have --verbosity override any of the short hands.

This will probably be real annoying to implement the command-line handling for, but I think it's a nice user interface, and I think I've seen other projects do this (maybe either rsync or sshd?).
Or maybe I'm just crazy 😝


What are these models trained on?

Hello there--
I was wondering if you could disclose any details on what these different models were trained on? Much appriciated!
Best,
James

hi,

antiqua_modern was trained on the UW3 dataset (link seems to be down)
antiqua/fraktur_historical used the corresponding data from the GT4HistOCR corpus
the ligs versions used the same data as the standard antiqua/fraktur_historical models but were refined on an manually enriched subset (afair 100 lines per book) containing ligatures etc.
fraktur19 is based on the DTA19 sub set of the GT4HistOCR corpus; see here for further details

we are planning to considerably increase the number of available models in the somewhat near future (probably starting from mid october), including more time-specific models (maybe 16/17/18th century) and spezialized or at least more robust models regarding binarization techniques. furthermore, a student work will deal with the task of training various models for modern scripts and languages using (mainly) synthetic data.

Thank you!


Receiver doesn't work - code is similar

Hey everyone,
i want to do the following:
You have multiple buttons in your collection.  For this i created my own receiver script. I oriented on the existing ones. This is the code of the ToggleActiveReceiver:
using UnityEngine;
using System.Collections;
using System;
using HUX.Interaction;

namespace HUX.Receivers
{
   /// <summary>
   /// Simple receiver class for toggling a game object active or inactive.
   /// </summary>
   public class ToggleActiveReceiver : InteractionReceiver
   {
   	// When selected toggle color change
   	protected override void OnTapped(GameObject obj, InteractionManager.InteractionEventArgs e)
   	{
           Debug.Log("On tapped in interaction receiver");
           if (Targets.Count > 0)
           {
               foreach(GameObject target in Targets)
               {
                   target.SetActive(!target.activeSelf);
               }
           }
       }
   }
}

And this is the code of my receiver:
using UnityEngine;
using System.Collections;
using System;
using HUX.Interaction;

namespace HUX.Receivers
{
   /// <summary>
   /// Receiver to spawn the objects, selected in the menu.
   /// </summary>
   public class SpawnerReceiver : InteractionReceiver
   {
       public GameObject collection;

       /// <summary>
       /// On select spawn prefab, depending on which button is pressed.
       /// </summary>
   	protected override void OnTapped(GameObject obj, InteractionManager.InteractionEventArgs e)
       {

           Debug.Log("SpawnReceiver Button Clicked");

           if (obj.name.Contains("SquareButtonMachine01"))
           {
               Debug.Log("BUTTON 01 CLICKED!");
               GameObject inst = Instantiate(Resources.Load("Prefabs/machine01", typeof(GameObject))) as GameObject;
           }
           else if (obj.name.Contains("SquareButtonMachine02"))
           {
               GameObject inst = Instantiate(Resources.Load("Prefabs/machine02", typeof(GameObject))) as GameObject;
           }
           else if (obj.name.Contains("SquareButtonMachine03"))
           {
               GameObject inst = Instantiate(Resources.Load("Prefabs/machine03", typeof(GameObject))) as GameObject;
           }
           else if (obj.name.Contains("SquareButtonMachine04"))
           {
               GameObject inst = Instantiate(Resources.Load("Prefabs/machine04", typeof(GameObject))) as GameObject;
           }

           collection.SetActive(false);
       }
   }
}

I attached this script to my Receivers-Empty object and assigned my buttons as Interactibles
Am i missing something here?
Best Regards

Ok, there's an error in my code. The name of the button (i instantiate them) was different because of the instantiation.


[native_toolchain_c] Add libraries and libraryDirectories options to CTool

These two new options align with the compiler/linker flags for linking.

libraries -> -l$library for gcc/clang and $library.lib for MSVC
libraryDirectories -> -L$directory for gcc/clang and /LIBPATH:$directory for MSVC

Per default, the BuildConfig.outputDirectory is added to libraryDirectories, since placing libraries directly into the outputDirectory is likely a common use case and is what CTools do.
Fixes https://github.com/dart-lang/native/issues/1419

[x] I’ve reviewed the contributor guide and applied the relevant portions to this PR.

Contribution guidelines:

See our contributor guide for general expectations for PRs.
Larger or significant changes should be discussed in an issue before creating a PR.
Contributions to our repos should follow the Dart style guide and use dart format.
Most changes should add an entry to the changelog and may need to rev the pubspec package version.
Changes to packages require corresponding tests.

Note that many Dart repos have a weekly cadence for reviewing PRs - please allow for some latency before initial review feedback.

This check will fail until https://dart-review.googlesource.com/c/sdk/+/381580 is in the latest dev release.
P.S.: Some projects only require approval to run checks for first time contributors. Is there a specific reason why this is not possible for this repo? 🙂

This check will fail until https://dart-review.googlesource.com/c/sdk/+/381580 is in the latest dev release.

Add a skip with a TODO. Otherwise the CI is going to be red all the time.

P.S.: Some projects only require approval to run checks for first time contributors. Is there a specific reason why this is not possible for this repo? 🙂

Yeah I would love to, but the Google policies don't allow it unfortunately. (There's some security concerns about being able to add arbitrary code and arbitrary GitHub actions in PRs.) It's churn for us to press the 'approve' button as well. 🙈  I'll try to be responsive on PRs. 💨

I'll try to be responsive on PRs. 💨

And, I appreciate that! It was not meant as criticism. 😊
I'm pretty sure that I can trigger checks in the Flutter repo without approval, though, and that's Google too, but I guess different teams have different policies. 🤔😂

coverage: 88.749% (+0.02%) from 88.732%
when pulling d6c129eab9ff82551872ffdfe4aac5ecac62a5d2 on blaugold:cbuilder-dynamic-linking
into 8ea1a9db0af42933eb22334c4506ca464d7237e9 on dart-lang:main.


src: fix compile error on aarch64 platform

CR0 is specific to x86, can't work on aarch64. Using helper functions to fix it.
Fixes: c4b4734 (src: sync the state of sched_class variables
in place)
Signed-off-by: Shanpei Chen<EMAIL_ADDRESS>

On aarch64, using helper functions can fix the compiling error about cr0 register, but can not fix the error about modifications of const variables(sched_class). Because the write protect dose not be disabled on aarch64.

On aarch64, using helper functions can fix the compiling error about cr0 register, but can not fix the error about modifications of const variables(sched_class). Because the write protect dose not be disabled on aarch64.

set_kernel_text_rw() looks like a choice for aarch64.  How do you think about it?

On aarch64, using helper functions can fix the compiling error about cr0 register, but can not fix the error about modifications of const variables(sched_class). Because the write protect dose not be disabled on aarch64.

set_kernel_text_rw() looks like a choice for aarch64. How do you think about it?

It is a good advice, but I found that the set_kernel_text_rw is used on arm not arm64. And I try to other ways now.

This bug has been fixed by https://github.com/aliyun/plugsched/pull/164. Closed.


restructure to addons folder

Move assets into addons/AllSkyFree folder
Put demo scenes and environment scenes (including light) into own scenes

Currently the addons folder is inside AllSkyFree, should it be? I was only restructuring for easier addon usage but the addon could be easily moved into the root.

You forgot to move the contents of AllSkyFree_Skyboxes/ into the addon.

I was only restructuring for easier addon usage but the addon could be easily moved into the root.

What should be done is:

Add a .gdignore file to the Screenshots folder so that Godot ignores that folder. It should just be an empty file. If you are on Mac or Linux, you can use touch .gdignore to make it.

Move AllSkyFreeGodotScreenshot.png and AllSkyGodotCover.png to the Screenshots folder so that they are also ignored by Godot.

Update the README.md file so that it points to the correct locations. Also, the links should be relative, so for example the top link should be ![Logo](Screenshots/AllSkyGodotCover.png)

Then, after all that is done, the contents of the /AllSkyFree/ folder can be moved up such that the project is now the root directory and the addons folder is now /addons/

Didn’t know about .gdignore, and thank you for the tips! I’ll update it again after work :)

Thank you for the help @aaronfranke, I see you quite a bit in the community and I think you do a great job. I think I got all your suggestions and I even learned along the way 🌠

This looks great, the only other thing I would change is to squash these commits together. It doesn't make for good Git history when you move files and then move them again in the same PR :)

Ah, I normally let the maintainer squash commits if they want to (is it built-in on merge requests?)
I tried to use the interactive rebase feature but it kept saying I needed a single revision and the upstream was invalid, so I just uncommitted it (using a shortcut I made for git reset -soft HEAD^) three times and then force pushed it. All the files look the same as before and I was careful to only uncommit the commits I did, so I think I was successful ¯\_(ツ)_/¯


Quasar issues

Whe using with Quasar body and DOM element classes are not set, I've been checking and just v-step element is created, it makes styling do not work, I think it  could be  related with #9

Hi @jonalxh, @mmorainville has deployed Vue Tour 2.0, can you try to update and see if you still got this issue?

Hi @HZooly I'll give a try on weekend.

I've tried on my machine, npm i vue-tour is installing 2.0.0 version. @mmorainville updated NPM repository yesterday,

Yesterday night I tried and it installed version 1.6, but today is working good. Thanks.


View Event Information

Mentors should be able to view event information, including all active and complete stamps for a given event and the total time per person.

Fixed in 466d5211ec318012ffe3d6d65f190d9ebc49685f


Sometimes PowerLine doesn't show up

Hi !
Sometimes when I open the terminal PowerShell doesn't show up and I'm stuck with this screen :

But I can execute some commands :

Re-open the terminal doesn't solve the problem, the only way I found to solve this is to restart my computer but I'm sure there's an easier way to fix that.. What can we do about this ?
P.S: This problem happens with fish and bash, so I don't think the problem is related to this...
Thank you !

Please check the symlink. I had this same issue when I was linking to the powerline_shell_base.py file.
powerline-shell.py@ -> powerline-shell/powerline_shell_base.py
It should be:
powerline-shell.py@ -> powerline-shell/powerline-shell.py

Thank you for your answer ! In fact, instead of creating a symlink I copied the whole file (powerline-shell.py). Is it a bad thing ?
I have to specify that most of the time PowerLine show up and works as expected, but sometimes (I use PowerLine since like 3-4 days and it only produces twice) PowerLine doesn't show up.

@MySickDude when this happens, can you paste the output of ~/powerline_shell.py here?

hm, i've been having a similar issue for the past month or so where powerline just doesn't show up if i run install_powerline_precmd from my .zshrc. i was able to fix it a while back by re-cloning the repo, but now even that isn't helping. here's my powerline-shell.py file & system info.
https://gist.github.com/geraldarthur/3021452655ffb4bae09a75ae9c0d569a
os x 10.11.4

The problem happened again, so here is the output of ~/powershell-line.py using the "cat" command: http://pastebin.com/a6tuh082

@MySickDude sorry I should have specified -- not looking for the output using cat. Can you instead show the output using python? Ie run:
python ~/powerline_shell.py`

@b-ryan Oh yes sorry it was pretty obvious... Here is the output :

Traceback (most recent call last):
File "/Users/sachakozma/powerline-shell.py", line 650, in
add_fossil_segment(powerline)
File "/Users/sachakozma/powerline-shell.py", line 643, in add_fossil_segment
_add_fossil_segment(powerline)
File "/Users/sachakozma/powerline-shell.py", line 613, in _add_fossil_segment
subprocess.Popen(['fossil'], stdout=subprocess.PIPE).communicate()[0]
File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 710, in init
errread, errwrite)
File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 1334, in _execute_child
child_exception = pickle.loads(data)
File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/pickle.py", line 1382, in loads
return Unpickler(file).load()
File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/pickle.py", line 858, in load
dispatchkey
File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/pickle.py", line 966, in load_string
raise ValueError, "insecure string pickle"
ValueError: insecure string pickle

Looks like this might be the issue: https://bugs.python.org/issue26083
In any case, powerline should:

Have a better way to diagnose errors. I didn't realize the README instructs user to redirect stderr to /dev/null. I don't do this personally, so I'm able to see exceptions when they happen.
Catch all exceptions when adding a particular segment and warn the user.

@b-ryan Thank you for your help ! So I just have to apply the patch provided to solve the problem ?

@MySickDude I hope that's all you have to do, but I don't know for sure.

@b-ryan Thank you, I will try this ! Thank you for all the help :-)

@MySickDude did applying the patch work?

Getting the last version for Python 2.7 in https://www.python.org/getit/ works very well for me after reset the terminal

Based on above discussion it sounds like there is a Python bug that people may have been running into. I also finally changed the installation instructions to not redirect stderr (as I mentioned in https://github.com/banga/powerline-shell/issues/236#issuecomment-217874840). Following the new instructions will cause any exceptions to be printed, helping people diagnose issues.


Title doesn't change when using the top menu

Using Chrome, after selecting a map from the main screen, changing the map does not update the title.

PR #38 fixes

Merged in #38


⚠ Bofrost.at has degraded performance

In 2739abd, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1371 ms

Resolved: Bofrost.at performance has improved in 797e234.


Custom item data not working

What is your Quests version / build number (do not say "latest")?
3.6.5
Describe the problem and how to replicate it. Any console errors to post using Pastebin.com?
When I set a custom item as requirement, and then /questadmin reload, it does not works
Config file:
   requirements:
      items:
      - 'name-DIAMOND_SWORD:amount-1:data-2:displayname-§9Empalroz:lore-:lore-§f鏤
        §cDégâts: §712:meta-type-UNSPECIFIC:attribute-modifiers-{GENERIC_ATTACK_DAMAGE=[AttributeModifier{uuid=00000000-3e2c-d31e-0000-000024fee45e,
        name=generic.attackDamage, operation=ADD_NUMBER, amount=11.0, slot=HAND}]}:ItemFlags-[HIDE_ATTRIBUTES,
        HIDE_UNBREAKABLE]:Unbreakable-true:Damage-2:internal-H4sIAAAAAAAAAGWOQQuCQBCFR6iQIIiCrl06dFkwM1xvjTnE4i7K7prUZSHT//8TsiALmsM7fG/evJkC+LBQqhCWlHGYCimsIAMwgdUXW4un3GWo8EzHLbzHh9mw0Ec0jDRq8mE+0Jc6kYFPqkSpi5sHy8GshZQu1YS558F6wJkwmEr6VJZojLiQ9/vk+6y9lgRjUxc6+/Oqqi/dxHESR1EYsIY/DizaRzvGm46ztuVtkIRNl9w5PAGPzFzIAAEAAA=='

If applicable, can you provide an example quest from quests.yml using Pastebin.com?
https://pastebin.com/jqNEfN0w

Custom items data doesn't work neither for the Item GUI Display (it just remove datas)

You cannot use colons (‘:’) in your lore. I’ll look into preventing this in the future.
Sent with GitHawk


Allow Tracks to Declare Additional Dependencies

If track code would require additional libraries to be installed, it would be good for them to be able to declare them. Because track code is maintained separately from Rally but not executed independently of it, Rally needs to be made aware of special dependencies the track may have.
Rally is more or less a "harness" for the execution of the track. A decent analogy would be the relationship between pytest and the unit tests it runs. It's entirely possible to run a simple test invocation without further dependencies, but for more complex tests additional dependencies may be required. However, when you require more dependencies to be installed, both of the following workflows are undesirable:

a documented pip install step that should be taken manually prior to execution (requires both discovery and the knowledge of your workstation-local python ecosystem to manage, including things like upgrades, cleanup, and conflict resolution)
working through each ModuleNotFoundError as it comes by manually resolving it via pip

The above are rough enough given available tooling in a local environment but the task becomes more bloat-y in an automation environment, where extra dependencies are managed by extra steps, with packages and their versions defined outside of the project itself. Providing a dependency-resolution mechanism via Rally in the track definition is the way to avoid these complications.
I propose we extend the Track Registry concept to allow for additional dependencies, for example:
track.py
def register(registry):
  registry.register_dependency("numpy", "==1.21.4")

Which would be calling...
def register_dependency(library, version_string):

...and would invoke the runtime-local pip in-code, in the fashion mentioned in the pip docs (as a subprocess).
Potential goblins:

I'm not sure whether we should try to perform an uninstall of any additional libraries after the race ends (or on any failure, or whatever)
Registry invocations are re-run in every worker process, due to load_track being used as a way to ensure all Actors have the track code classloaded.  We would likely only want to run pip on the first call per DriverActor, so some check for the library's existence (and compliance with the version_string) is appropriate

Can you please expand on why installing the dependencies before launching Rally isn't good enough?

@pquentin updated the description

@pquentin I updated the description

I don't find anything in the description that explains why manually installing a dependent pip package would not be good enough.

I don't find anything in the description that explains why manually installing a dependent pip package would not be good enough.

I think this is fair. I'll respond here and also update the description.
Rally is more or less a "harness" for the execution of the track. A decent analogy would be the relationship between pytest and the unit tests it runs. It's entirely possible to run a simple test invocation without further dependencies, but for more complex tests additional dependencies may be required. However, when you require more dependencies to be installed, both of the following workflows are undesirable:

a documented pip install step that should be taken manually prior to execution (requires both discovery and the knowledge of your workstation-local python ecosystem to manage, including things like upgrades, cleanup, and conflict resolution)
working through each ModuleNotFoundError as it comes by manually resolving it via pip

The above are rough enough given available tooling in a local environment but the task becomes more bloat-y in an automation environment, where extra dependencies are managed by extra steps, with packages and their versions defined outside of the project itself. Providing a dependency-resolution mechanism via Rally in the track definition is the way to avoid these complications.

Is that the only option? Documenting the dependencies seems good enough for me.


Make it work on X11 also

Please understand that hereafter when I mention Wayland, that means Wayland + wlr-layer-shell.
We are using gtk4-layer-shell because it help us to deal with certain shortcomings that we cannot solve with Gtk in Wayland by default, that by decision of the developers of these software. But for my point of view, we (as a client/user of gtk4-layer-shell) really don't want to know if we are on Wayland or X11 or waverer we are, we only want to have a way to create our desktop widgets. So, in this scenario the compositor that is handled our windows should be only an implementation detail.
My idea is that gtk4-layer-shell should be a library that isolate the complexity of the compositor and provide in a transparent way (one supported for Wayland and X11 simultaneously) something to create the desktop widgets we wanted. The result of both scenarios (X11 or Wayland) should be the same and transparent, the implementation of course not.
This should be similar as how Gtk4 is where the compositor is transparent for the user of the library.
That in my opinion will help to reduce the enforce of clients and will make our code much much cleaner and maintainable.

A project like that would be better suited to be made with GTK, and thusly using gtk{4}-layer-shell as a wlroots backend, and whatever the protocol for doing so on X would be, as the x11 backend. It seems wildly out of scope for a project targeting the protocol wlr-layer-shell to target something other than wlroots compositors in general.

This is indeed theoretically possible,but out of scope. Someone could write a library that implements the X11 bits itself and uses gtk4-layer-shell when on Wayland. This would be a useful project, but I'm not going to be the one to build it and it's not going to live in this repository.


Problem to fetch doc (drafted version) but ?draft=false

Link to reproduction
none
To Reproduce
none
Describe the Bug
In this short video, I show you after pushing a new draft, I'm not longer able to fetch the data (I use a fetch from Nextjs with ?draft=false).
Fetch return an empty doc array, then zod throw an error telling me that doc.id is missing.
I didn't change this part of my code since v1, so it should work.
Thank you !
https://github.com/payloadcms/payload/assets/82887830/1e981bd8-2934-4b0b-8c8a-76848fc2e5dc
Payload Version
2.0.5
Adapters and Plugins
"@payloadcms/db-mongodb": "^1.0.3", "@payloadcms/bundler-webpack": "^1.0.3"

Hey @ClementLaval — I tried reproducing this in a thousand ways, but it works as expected for me. Unfortunately I will need some more information to be able to determine what is causing this.
If you can update this issue with your hooks and / or access control on the pages collection, maybe that would help.
It would also be great to have the full stack trace for the error that is created in your backend so I can see what the full error is, and where it's coming from.
But ideally, we would love to have a minimally reproducible demo. Can you hook me up with some further info?

Hey @ClementLaval just checking back on this one. Did you ever figure out how to resolve this? I still can't reproduce but I wonder if you updated to the newest Payload, if the problem would just resolve at this point.
Let me know. I will close this in the interim but if you can help me reproduce, I will happily respond accordingly / reopen the issue.
Thank you! PS, your portfolio site is great. I just checked it out.


Create a container or capture/replay system for compiler repro.

We need a solution to isolate and debug compiler issues or crashes without relying on running user application to speed up our debugging process and to easily add these cases to our regression suite.

close this issue as this one has already been split to small tasks.


Changed folder name

Changed folder name from docs to .docs

Great  Work @tanya-gupta25 ! Hope to see more contribution from your  side .


Update taint-and-toleration.md

Command is added to get all nodes with the associated taints

@dalthonmh Thanks you for your contribution.
Could you please sign the CLA before the PR can be reviewed.
You can follow the steps documented here: CLA Steps


[release-v1.57] Automated cherry pick of #6979: Fix gardenlet metrics scraping by seed-prometheus

/kind/bug
/area/monitoring
Cherry pick of #6979 on release-v1.57.
#6979: Fix gardenlet metrics scraping by seed-prometheus
Release Notes:
`gardenlet` is scraped again by `seed-prometheus`.

/lgtm
/approve
/kind bug
/ok-to-test


Avoid data race between threadIndex and addThread

I have built MuseScore with the thread sanitizer.  One of the complaints issued by the thread sanitizer is that one thread called Profiler::FuncsData::threadIndex from Profiler::beginFunc without holding a lock while another thread was in Profiler::FuncsData::addThread while holding this->mutex.  The call to threadIndex from beginFunc is superfluous, since the first thing addThread does is call threadIndex.  Furthermore, the latter call is protected by a lock while the former is not.  This PR removes the former call to eliminate the race.

Thank you! I see the problem, but I want to try to avoid it in another way, without a mutex for each call.

Fixed by https://github.com/igorkorsukov/kors_profiler/pull/2
I avoid using a mutex on every call but use an atomic


Add more utility functions

const utils = require('nebu/utils');

It's probably a good idea to include more utility functions for plugin developers.
Bublé has some functions that could be useful.

Here's another good source: https://github.com/eventualbuddha/ast-util


CDMUtil.cs Line 112 Not passing parameter correctly

When calling the following SQLMetadataToDDL method from CDMUtil.cs, the parameters are not being passed correctly.  dataSourceName is being passed to the wrong parameter. I believe this is due to optional parameters.
Current Code
var statementsList = await ManifestHandler.SQLMetadataToDDL(metadataList, DDLType, dataSourceName);
Changed Code
var statementsList = await ManifestHandler.SQLMetadataToDDL(metadataList: metadataList, type: DDLType, dataSourceName: dataSourceName);
By using named parameters I was able to resolve the issue for the config that I am using. However, I believe that this line of code needs to be further modified to work correctly for all scenarios.

I´ve created a pull request to fix this issue, because I ran into the same problem.

I´ve created a pull request to fix this issue, because I ran into the same problem.

thanks pual - this issue should be fixed with Paul pull request


Ember Test Errors

Issue Summary
When I run grunt validate on Linux I get 1 to 7 fails. Every time I run it I get a different number. Here are some of the errors.
This one always happens:
not ok 290 Chrome 48.0 - Global error: Uncaught TypeError: Cannot read property 'get' of undefined at http://localhost:7357/assets/ghost.js, line 8731
    ---
        Log: |
            { type: 'error',
              text: 'Uncaught TypeError: Cannot read property \'get\' of undefined at http://localhost:7357/assets/ghost.js, line 8731\n' }
    ...

These sometimes error with no stack trace:
not ok 17 Chrome 48.0 - Acceptance: Settings - General when logged in handles private blog settings correctly

not ok 62 Chrome 48.0 - Integration: Component: gh-cm-editor handles editor events

not ok 85 Chrome 48.0 - Integration: Component: gh-navitem-url-input toggles .fake-placeholder on focus

not ok 307 Firefox 44.0 - Acceptance: Settings - General when logged in handles private blog settings correctly

not ok 352 Firefox 44.0 - Integration: Component: gh-cm-editor handles editor events

not ok 375 Firefox 44.0 - Integration: Component: gh-navitem-url-input toggles .fake-placeholder on focus

Steps to Reproduce

grunt validate or grunt test-ember

I am running it in Linux Mint 17.3 so maybe it is an environment issue vs Mac?
Technical details:

Ghost Version: Current Master Changeset 5429ef4
Node Version: 4.3.1
Browser/OS: Firefox 44 (latest) and Chrome 48 (latest)
Database: Tests use Sqlite

Note: these failures were occurring randomly on Travis as well.

Here's what I've discovered so far (will continue to update as I research this more)

'gh-cm-editor': This is caused by the focus/blur events of the codemirror editor not responding correctly (or fast enough?) in tests. Updating to the newest version of codemirror did not fix the issue.
Can't read 'get' of undefined: As @jtwebman pointed out in slack, this is being caused by this line. Not 100% sure why yet.

There's a commit against this PR, just wondering @acburdine if this is all fixed now or if there are outstanding issues?

They don't happen often, but they are most often related to timing issues. They don't occur on travis but I occasionally get the gh-cm-editor one locally.
Probably can close this and if one crops up that causes recurring issues we can reopen it.


Use uuid for action IDs instead of Math.random (fixes #1109)

Issue: You can see the issue here: https://github.com/storybooks/storybook/issues/1109
What I did
I replaced the randomly generated ID with a uuid.
How to test
I included a test, so view/run the unit test included. Or, run storybook for the actions package and you'll see that IDs are now uuids.

Sweet. Looks like I can't merge, I guess that happens by you guys?


Make more editor strings translatable

AssetLib sort options
Name of export template file type (used by the "Install From File" dialog)
The "Add patch" description (in the "Export" dialog)

Thanks!


Repeater Frozen Column

Ability to add a frozen column (Need for the Contacts team).

@BenjaminNeilDavis when you've created a PR for this, please make me the reviewer. Thanks!


Feature/helm update

helm update

added stroom
added app
updated ingress  (tested with AWS and k8)
updates logger.ts
updated values.yaml

Also updated Chart.yaml as old charts do not exist. Also, tested this config on AWS and Openshift.


Move minos.aggregate.transactions to another package

 Issue by garciparedes
Monday Dec 27, 2021 at 08:33 GMT
Originally opened as https://github.com/Clariteia/minos_microservice_aggregate/issues/44

Until now, the transactional functionality was specific to the aggregates storage. But, with the latests requirements, like the transactional behaviour for application-level event publishing (and future related functionalities), it does not make sense that the transactions module belongs to the minos.aggregate package anymore.

flowchart LR
    minos-microservice-common --> minos-microservice-networks

    minos-microservice-common --> minos-microservice-transactions
    minos-microservice-networks --> minos-microservice-transactions

    minos-microservice-common --> minos-microservice-aggregate
    minos-microservice-networks --> minos-microservice-aggregate
    minos-microservice-transactions --> minos-microservice-aggregate

    minos-microservice-common --> minos-microservice-cqrs
    minos-microservice-networks --> minos-microservice-cqrs
    minos-microservice-aggregate --> minos-microservice-cqrs

    minos-microservice-common --> minos-microservice-saga
    minos-microservice-networks --> minos-microservice-saga
    minos-microservice-transactions --> minos-microservice-saga

    minos-microservice-common --> minos-broker-kafka
    minos-microservice-networks --> minos-broker-kafka

    minos-microservice-common --> minos-broker-rabbitmq
    minos-microservice-networks --> minos-broker-rabbitmq

    minos-microservice-common --> minos-database-aiopg
    minos-microservice-networks --> minos-database-aiopg
    minos-microservice-aggregate --> minos-database-aiopg
    minos-microservice-transactions --> minos-database-aiopg

    minos-microservice-common --> minos-database-lmdb
    minos-microservice-saga --> minos-database-lmdb

    minos-microservice-common --> minos-discovery-kong
    minos-microservice-networks --> minos-discovery-kong

    minos-microservice-common --> minos-discovery-minos
    minos-microservice-networks --> minos-discovery-minos

    minos-microservice-common --> minos-http-aiohttp
    minos-microservice-networks --> minos-http-aiohttp

    minos-microservice-common --> minos-router-graphql
    minos-microservice-networks --> minos-router-graphql

Here is a dependency graph after adding the minos-microservice-transactions and reversing the dependency betwen minos-microservice-transactions and minos-microservice-networks
flowchart LR
    minos-microservice-common --> minos-microservice-transactions

    minos-microservice-common --> minos-microservice-networks
    minos-microservice-transactions --> minos-microservice-networks

    minos-microservice-common --> minos-microservice-aggregate
    minos-microservice-networks --> minos-microservice-aggregate
    minos-microservice-transactions --> minos-microservice-aggregate

    minos-microservice-common --> minos-microservice-cqrs
    minos-microservice-networks --> minos-microservice-cqrs
    minos-microservice-aggregate --> minos-microservice-cqrs

    minos-microservice-common --> minos-microservice-saga
    minos-microservice-networks --> minos-microservice-saga
    minos-microservice-transactions --> minos-microservice-saga

    minos-microservice-common --> minos-broker-kafka
    minos-microservice-networks --> minos-broker-kafka

    minos-microservice-common --> minos-broker-rabbitmq
    minos-microservice-networks --> minos-broker-rabbitmq

    minos-microservice-common --> minos-database-aiopg
    minos-microservice-networks --> minos-database-aiopg
    minos-microservice-aggregate --> minos-database-aiopg
    minos-microservice-transactions --> minos-database-aiopg

    minos-microservice-common --> minos-database-lmdb
    minos-microservice-saga --> minos-database-lmdb

    minos-microservice-common --> minos-discovery-kong
    minos-microservice-networks --> minos-discovery-kong

    minos-microservice-common --> minos-discovery-minos
    minos-microservice-networks --> minos-discovery-minos

    minos-microservice-common --> minos-http-aiohttp
    minos-microservice-networks --> minos-http-aiohttp

    minos-microservice-common --> minos-router-graphql
    minos-microservice-networks --> minos-router-graphql


look at using subflows for big computes

from:
https://docs.prefect.io/2.13.5/concepts/flows/

When a subflow starts, it will create a new task runner for tasks within the subflow. When the subflow completes, the task runner is shut down.

In bioformats2raw single node can get bogged down / run out of memory / behave suboptimally when running many jobs each with high number of threads.
If we defined a the task runner as a single node, we could could assign high num threads / high ram without consideration of anything else running. (Flow will not demand large number of nodes to run, & nodes will vanish upon completion). Similar to daskCluster.scale() but possibly more straight forward.

How different is this from the current approach?

see:
https://docs.prefect.io/2.14.3/concepts/task-runners/#using-multiple-task-runners

Added subflows in czi/flow.py on branch feature/prefect2; which dedicates a node for single czi file transformation.


Python 3.12 Support

📰 Custom Issue

Is it worthwhile considering whether iris-esmf-regrid can now be supported on py312 ?

Closed by #342


Feedback for OnePlus page

I found out that enabling "developer options" allows Macrodroid to work without any problems and this has also stopped the daily request do renew the permssions.

@ken13889 which developer option did you enable? I do not think that simply enabling dev options would change how the system works?

@petrnalevka something strange has happened.. by simply enabling dev option the permissions to Macrodroid were automatically renewed. Unfortunately after about 1 day more then before my phone still asked to renew each permission to Macrodroid manually.
Sorry for the mistake. Do you think that root my phone will get rid of this problem? Of flashing a new OS is the only way?

@ken13889 I don't know unfortunately for us the non-standard app killings OEM implement are a black box for us.. so for each OEM it is an trial and error. If someone reports what works for him we are here to publish it on DKMA website to help also others..


Feature/docker

Adds docker and instructions for starting and stoping ancfinder in docker.

Closed in  favor of a more comprehensive PR


Add Named imports for better readability

https://github.com/pimlicolabs/erc20-paymaster/blob/8e37933ea0125352d89659cb623a959071bf879e/src/ERC20Paymaster.sol#L4
The above line can be improved with named imports
 import {BasePaymaster} from<EMAIL_ADDRESS>

Named imports can be applied to all imports.

@kristofgazso If you think this change is necessary I would like to work on this.


Documentation / samples for additional consistency levels with Cosmos Db

Provide samples and documentation on how to support additional consistency levels within Dapr for Cosmos Db
https://docs.microsoft.com/en-us/azure/cosmos-db/consistency-levels

@sowsan - Dapr provides concurrency and consistency flags. Are there scenarios that you cannot do with these Dapr settings? Can you provide some details here?


Calls onFinally twice if onFinally throws

If the onFinally function throws an exception, it will be called twice.  For example, running the following code:
const pFinally = require('p-finally');

pFinally(
  Promise.resolve(),
  () => {
    console.log('onFinally called');
    throw new Error();
  }
)
  .catch(() => {});

will print
onFinally called
onFinally called

This is rather surprising and differs from the TC39 and ES2018 (and later) specs.
Thanks for considering,
Kevin

Looks great.  Thanks @sindresorhus!


Make ServiceBusScaleMonitor Public for Use in Scale Controller

Contributing to the Azure SDK
Please see our CONTRIBUTING.md if you are not familiar with contributing to this repository or have questions.
For specific information about pull request etiquette and best practices, see this section.
Overview
Currently, code in the Scale Controller and Extensions is duplicated (code for GetMetricsAsync and GetScaleStatus exist in the ActivationTask and ScalerBase classes in Scale Controller, respectively). We are currently redesigning the scale controller, and the first phase is to re-platform the scale controller to load the ServiceBusSDK. This allows us to directly instantiate + call into ServiceBusScaleMonitor methods. This also unifies any logical implementations that have diverged over time between runtime driven scaling (handled by extensions), and regular scaling (handled by scale controller). For example, a we had a recent CRI where ServiceBusScaleMonitor did not support burst scaling, but scale controller did. See open issue.
Testing
After making the methods public, we generated local nuget packages which we referenced in our redesign (see redesign repo here)

We should make sure to address https://github.com/Azure/azure-sdk-for-net/issues/29536 before moving ahead with the switch in the scale controller.

You'll need to regenerate and commit the API surface area. See https://github.com/Azure/azure-sdk-for-net/blob/main/CONTRIBUTING.md#public-api-additions.

Waiting to merge in Alexey's PR at https://github.com/Azure/azure-sdk-for-net/pull/30822/files#diff-e2d09bf3bc95b6b03e0ddc0f67ea411f770344d9f1f598cd2dd9fad0bd0aa847 before we merge this change

Waiting to merge in Alexey's PR at https://github.com/Azure/azure-sdk-for-net/pull/30822/files#diff-e2d09bf3bc95b6b03e0ddc0f67ea411f770344d9f1f598cd2dd9fad0bd0aa847 before we merge this change

How does Alexey's PR fit with these changes? It looks like we are changing the interface that we implement there. Are we going to reflect that in this PR?


Update 1_index.md

Fix error in morph map

Description

Related Issues

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

Hi @radumro that is not how morphmaps should be defined, the value should be the FQCN (fully qualified class name), see the Laravel documentation: https://laravel.com/docs/10.x/eloquent-relationships#custom-polymorphic-types


32:9 for 1.1.1

32:9 21:9 etc could do with an update to the new patch ? any news ?

32:9 21:9 etc could do with an update to the new patch ? any news ?

The creator updated them :
https://gamebanana.com/mods/443462
I'll update them here too another time

32:9 21:9 etc could do with an update to the new patch ? any news ?

The creator updated them : https://gamebanana.com/mods/443462 I'll update them here too another time

Got it,thanks alot

These have now all been updated to 1.1.1.


Segmentation fault when running demo app with rotation of LV_DISP_ROT_270

Hello.
I have make the lvgl demo work on my raspberrypi CM4 module.
When I rotate the app for 0 or 180 degrees.It works fine. But when I rotate it for 90 or 270 degrees.It break when I touch some place of the touch panel.
the log shows:"Segmentation fault"
I also have done some debug work for it.I find that when the error happens. The log int drm_flush shows that the value of w is
negative.
Is there anyway I can fix this error?
I will be appreciated if someone can help me out.

I found the issue of incorrect cursor refresh. See here: lvgl/lvgl@c514bdd
The flushing_last flag wasn't set therefore SDL didn't update the texture.
Probably it won't solve the issue of @bigbearishappy but let's give it a try :)

Cool, I'll try it next Monday.Thank you.

I found the issue of incorrect cursor refresh. See here: lvgl/lvgl@c514bdd
The flushing_last flag wasn't set therefore SDL didn't update the texture.
Probably it won't solve the issue of @bigbearishappy but let's give it a try :)

I have apply the patch and test on my machine.
But the changes can not solve this issue.

Can you debug the project to see how that weird area is calculated?

Can you debug the project to see how that weird area is calculated?

OK,I'll have a try and reply to you.


Fishing Timer based on !!! headmarker instead of user hook input

Would it be possible to have an event that shows when the fish bite (with !/!!/!!! markers above player head) instead of when the player presses the "hook" button?
https://github.com/quisquous/cactbot/blob/55cfe0c40a9deef11c5a7929bd760fcc3b4a4cd2/ui/fisher/fisher.js#L249-L250
This would greatly increase the reliability of the fishing timer because it's not based on how quick/slow the user reacts to the bites.

https://github.com/quisquous/cactbot/issues/1075#issuecomment-591587449

I am unable to find lines starting with 27| in the network log. As a test I have tried to catch a fish with (DEBUG) Log all Network Packets enabled. The result is:
00|2020-02-26T21:55:32.0000000+01:00|0039||You apply a versatile lure to your line.|07dd742ccfb675e16a08fe1218a5cfb5
00|2020-02-26T21:55:32.0000000+01:00|08c3||You cast your line at Shirogane.|9b6e005b4242f2df9fa3d5b13c8f0f41
252|2020-02-26T21:55:33.3740000+01:00|00000040|106EF641|106EF641|00000003|010E0014|00430000|5E56DB45|00000000|00000145|00007415|00000000|00000000|00000000|00000000|00000000|00000000||51fcba7255d8bcf07a7c12cae276b2d5
252|2020-02-26T21:55:33.8640000+01:00|00000030|106EF641|106EF641|00000003|032B0014|00430000|5E56DB45|00000000|00060000|01000000|EC000000|00007FD2||3bbfb9483b49cdb210f3f823681884e7
252|2020-02-26T21:55:33.8640000+01:00|00000048|106EF641|106EF641|00000003|01F30014|00430000|5E56DB45|00000000|106EF641|00000000|00150001|00000001|00040001|00000000|00000002|00000113|00000116|00007FD2||95310a23d4e31a7ee09b50e48e969d50
252|2020-02-26T21:55:33.8640000+01:00|00000038|106EF641|106EF641|00000003|03850014|00430000|5E56DB45|00000000|00150001|00000456|00000101|000009C9|00000000|00007FD2||ee6a137440603613373d1d031c23dcea
252|2020-02-26T21:55:35.2490000+01:00|00000030|106EF641|106EF641|00000003|032B0014|00430000|5E56DB47|00000000|00040000|01000000|00000000|00000000||00a164435bfc52cfc14c94b520c370c3
252|2020-02-26T21:55:38.8240000+01:00|00000040|106EF641|106EF641|00000003|010E0014|00430000|5E56DB4A|00000000|41760018|00093A80|00000000|00000000|00000000|00000000|00000000|00000000||98553c0f81475715f3f8d24397f4a8bd
252|2020-02-26T21:55:40.9630000+01:00|00000040|106EF641|106EF641|00000003|01060014|00430000|5E56DB4C|00000000|167D7061|0000014D|00000000|00000000|00000000|00000000|00000000|00000000||e65b22afbf191633154b9e3fb52bf332
252|2020-02-26T21:55:48.8160000+01:00|00000040|106EF641|106EF641|00000003|010E0014|00430000|5E56DB54|00000000|41760018|00093A80|00000000|00000000|00000000|00000000|00000000|00000000||7328611e109c4b3ec62b849f63195e79
252|2020-02-26T21:55:49.3520000+01:00|00000048|106EF641|106EF641|00000003|01F30014|00430000|5E56DB55|00000000|106EF641|00000000|00150001|00000005|00040001|00000000|00000001|00000124|00000000|73617420||33f73682284732346e65d76498ca3480
00|2020-02-26T21:55:50.0000000+01:00|08c3||Something bites!|9a022f758a2416ad351ec94fc16fb86e
252|2020-02-26T21:55:50.8190000+01:00|00000050|106EF641|106EF641|00000003|010C0014|00430000|5E56DB56|00000000|106EF641|00000000|00150001|00000006|00040001|00000000|00000104|0000011C|0000011D|0000010F|00000000|00000000||5e01ef1012e8a1dc5098fcef811b1dcf
252|2020-02-26T21:55:50.8190000+01:00|00000038|106EF641|106EF641|00000003|03850014|00430000|5E56DB56|00000000|00150001|0000045C|00000100|0000011D|0000010F|00000000||fdbf6fca34140ab646e86fecae668fc1
252|2020-02-26T21:55:51.1310000+01:00|00000040|106EF641|106EF641|00000003|01060014|00430000|5E56DB57|00000000|167D9778|0000014D|00000000|00000000|00000000|00000000|00000000|00000000||f223e707d433fc26ad9903227b471df5

The Something Bites! message appears AFTER the !!! head marker.

I implemented this in https://github.com/FabulousCupcake/cactbot/commit/18b07e52bbc804a9b285290b88aeaf518f958362
Note that:

This was written before 5.21 and the fisher opcode changed since. (currently 01670014 I believe)
FFXIV ACT Plugin must be configured to print network debug logs for this to work.
This is a very crude implementation, I don't think it should be merged into cactbot just yet.

I spoke with ngld and can confirm that a new Fishing event is planned to be added to OverlayPlugin.
I'll wait until then to submit a better implementation for this.

Thank you for your research @FabulousCupcake . I'll try it out with manually changing the opcode to 01670014. Is there any way there can be contributed to the implementation of the fishing event in the overlayplugin?

Oooh, yeah, having this in OverlayPlugin would be great.  Thanks for letting me know that's in the works.

For anyone who wants to try cupcake's code, or wants to implement their own solution, the current fisher opcode for 5.25 is 02C30014.

02C3 is indeed the correct opcode for detecting this (the 0014 is in every package at that position, I believe, but I may be wrong).
If you cross-reference the sapphire source code at
https://github.com/SapphireServer/Sapphire/blob/399d9b0dcd6d87aa624bd53c58415efa27bb1b1c/src/common/Network/PacketDef/Ipcs.h#L183
It would imply that it's used more generally. I don't know if ACT itself provides access to this kind of opcode outside of reading the debug logs, though. If so, that'd be super helpful. Anyway.
The structure for this opcode is documented (or, more correctly, guessed) here:
https://github.com/SapphireServer/Sapphire/blob/399d9b0dcd6d87aa624bd53c58415efa27bb1b1c/src/common/Network/PacketDef/Zone/ServerZoneDef.h#L1393
And using the names of fields from above, here's what I know holds true for normal fishing:
The eventId for any fish event is 0x00150001.
scene = 1: you just cast your line, i.e. started fishing
scene = 2, param5 == 0: caught fish
scene = 2, param5 != 0: fish got away
scene = 3: leaving fishing hole
scene = 5, param5 == 0x124: weak bite, one !
scene = 5, param5 == 0x125: medium bite, two !!
scene = 5, param5 == 0x126: strong/legendary bite, three !!!
I believe some field is set to indicate a collectable (and holds the rating), but it's been a month or two since I looked at it in any capacity. I also haven't tried ocean fishing yet since I've been away from the game and only recently returned, but I would assume stuff to be similar.

I would think it should be implemented in a way that supplements the current code, and should fall back to the current way of detecting bites.

That's how I imagined this would work, with one caveat - in the case of fallback to the current way of detecting bites (hook), the action should be read-only (timer would stop and show the possible fish as usual) and shouldn't write anything to the database.
The entire point of this suggestion is to create a timer database that's precise, and doesn't rely on how fast the user clicks on "hook" after a bite. If the rules of timing the bites suddenly changed for a week after every patch, it would introduce a lot of noise in the timer database and would practically render this entire improvement useless.
But yeah, I agree with what you said, and it's how I thought this could work too.

The new opcode for 5.3 is 0379

I am not planning to get around to this.  GatherBuddy's fishing already does this really well.


Feature/110 update on audit reports

Following contracts are updated on audit report

VDA-DID-Linkage
VDA-ERC20
VDA-Reward-Contract
VDA-SBT
VDA-Verification-Base

Awaiting merge of other changes, so this can be reviewed properly.


[Request] Make this work with Steam Deck in Game Mode

This is awesome stuff and would be really handy for the Steam Deck. Issue is that the current implementation doesn't seem to work in Game Mode on the Steam Deck (no way to create a link / invite a friend).
I was able to build the app and launch it on the Steam Deck in Desktop Mode, but I'm unfortunately running into a bug reported in a separate issue that is preventing me from creating links or inviting friends.
Below are the steps I took to build the project, might be helpful to add this to the Wiki or README at some point if you get questions on Steam Deck Support.
Steps to Build with Steam Deck:

Hold power button and select “Switch to Desktop”

In bottom left (start button location) click the steam icon and select applications -> console. This will bring up a terminal that you can use to enter the commands presented in later steps.

If you have not already, use passwd to create a password for the deck user.

passwd

Disable read-only mode:

sudo btrfs property set -ts / ro false

Initialize the pacman keyring:

sudo pacman-key --init

Populate the pacman keyring with the default Arch Linux keys:

sudo pacman-key --populate archlinux

Install Needed Dependencies

sudo pacman -S base-devel

sudo pacman -S cmake

sudo pacman -S glibc linux-api-headers

sudo pacman -S wxgtk2

sudo pacman -S wxgtk3

sudo pacman -S wxgtk-common

Now that you have required dependencies, you can follow the normal Linux instructions for building the app.

This might require way more work than just getting SteamOS image running in VM... Would be nice feature to have tho. I'll think about it.

Yeah, there is an unofficial ISO for SteamOS that might be useful for development https://github.com/theVakhovskeIsTaken/holoiso.
Might be as simple as providing a window for the app instead of running from system tray as you can't see the tray in game mode.
There are hacks out there to quickly switch to desktop mode from game mode https://old.reddit.com/r/SteamDeck/comments/uddyat/desktop_mode_within_gaming_mode/
So perhaps making this work with Game Mode isn't a huge deal. Probably more important would be supporting Flatpak or appimage format because the SteamOS 3.0 operating system on the deck is immutable and new packages added by the user manually get wiped with system updates.

Just a bump, with the creation of the new AppImage, and it working seamlessly deck to deck (as long as one is in Desktop Mode) - it seems all that is needed for it to work in Game Mode is a small UI from which to invite friends rather than just being a systray, then it'll be fully supported

https://github.com/m4dEngi/RemotePlayWhatever/issues/7#issuecomment-1042865156
You can use this old method with non-steam games on deck btw

Hmm if I was to create a Decky Loader plugin for this, would you recommend using the workaround listed above or a UI to replace the systray?

Hmm if I was to create a Decky Loader plugin for this, would you recommend using the workaround listed above or a UI to replace the systray?

Definitely the UI in my opinion! The workaround above doesn't work with Yuzu and many other emulators. A Decky loader plugin would be perfect

The UI is doable I think. I'll review the code tonight after work and see how I can hook in.

Hmm from what i can see there is no interprocess communication available. Is there a CLI that csn be used to hook a game?
Tbh it looks like the workaround is the right solution as it prevents client updates from breaking RPW and its seamlessly built into the UI already.
If yuzu doesnt work im not sure it would work if made a UI anway since that is likely due to rpw not being able to hook into it.

Go ahead! Work a go

@m4dEngi
With AppImage, I've pretty much got everything to work including Yuzu with EmulationStation (including controls). Bummer that future steam client updates will break RPW as this + EmulationStation on the Steam Deck is truly game-changing. @m4dEngi Is it pretty much guaranteed that RPW will break with the next client update?
I started with the "conventional" workaround, and it is pretty cool that it allows you to use the Steam Deck's native RemotePlayTogether UI to invite friends. Problem is that I couldn't get it to work with EmulationStation, RA, Yuzu, and many other emulators. The other issue is that it's a bit janky to setup and not exactly a seamless experience.
The dream would be if we could bundle RPW with EmuDeck to create a user-friendly way to play classic games with your friends that just works. The only real hurdles I see to that are Steam Client update breakages as well as the inability to generate links/invites from within the Steam Deck UI.
There are some plugin frameworks for Steam Deck that might make this possible:
https://crankshaft.space/
https://github.com/SteamDeckHomebrew/decky-loader
Another option would be if the RPW had a version that provided a full UI. Then maybe it would be possible to add RPW as a non-steam game.
Of course, not sure if either method is feasible as things currently stand.

@Ihmoda it's almost guaranteed that RPW will break on steam client update right now. RPW uses client internal unversioned interfaces to force create remote play sessions.
I'm working on a new UI, but i don't think there's anything we can about client updates breaking the app.

That is a shame, but it seems like it's possible to update along with the clients.
For the Steam Deck client, are the interfaces captured anywhere (i.e. https://github.com/m4dEngi/open-steamworks). I don't know C++ but I'm interested in poking around to see what APIs might be available for Steam Deck specifically.

If we can add a way to communicate between processes like a local socket i could make a decky loader plugin to show the ui. The best way would still be to use the workaround listed above if you could get it to work.
Its possible that the yuzu window is grabbing the main focus have you tries launching a game directly via command line ans adding that as a non steam game

Could this possibly be turned into a decky plugin to work in game mode?

New reworked UI is here https://github.com/m4dEngi/RemotePlayWhatever/releases/tag/0.2.0-pre-alpha . Needs some testing and improvement suggestions.

@m4dEngi Thanks for this, super cool!
On the Steam Deck, I was able to add the AppImage as a non-Steam game and then launch it within game mode. Once in game mode I was able to successfully create a shared session and join on my PC and then switch over to EmulationStation. What's really amazing is that once the session is created the RemotePlayTogether native UI works on the Steam Deck.
One issue within game mode - doesn't seem that I'm able to exit the RemotePlayTogether app without restarting the Steam Deck -- it just spins and can't seem to force close it.
Also tested on desktop mode and things seem to be working as expected.
One other note -- I tested with my Razr Kishi in game mode and wasn't able to get XInput. However, Kishi continues to work in Desktop mode and I could connect to a PC with an Xbox controller.

I'm going to go ahead and close the issue, as it's now technically possible to use this within Desktop game mode. Separate issue for not being able to close RemotePlayWhatever App within Steam Deck gamemode.

all i did was put the appimage into steam


Minor: reuse the group key row buffer to avoid reallocation

Which issue does this PR close?

Closes #.
Rationale for this change

Find code comments while reading the new aggregation code and tries to fix it here.
What changes are included in this PR?

Use the RowConverter's new append API to reuse rows buffer.
Are these changes tested?

Existing tests.
Are there any user-facing changes?

No.

I guess we can do this once https://github.com/apache/arrow-rs/pull/4742 is released (probably in arrow 47, 🔜 )


Replace toArray(new T[size]) with toArray(new T[0]) to eliminate zero…

…-out and allow the VM to optimize.
Motivation:
Using toArray(new T[0]) is usually the faster aproach these days. We should use it.
See also https://shipilev.net/blog/2016/arrays-wisdom-ancients/#_conclusion.
Modifications:
Replace toArray(new T[size]) with toArray(new T[0]).

Would shared zero-length array constants benefit at all here?
E.g.,
https://commons.apache.org/proper/commons-lang/apidocs/src-html/org/apache/commons/lang3/ArrayUtils.html#line.87

@Bennett-Lynch I suspect no... Let me ask Shipley.

@Bennett-Lynch @normanmaurer it's addressed in the same article: https://shipilev.net/blog/2016/arrays-wisdom-ancients/#_caching_the_array
But I'm not sure that includes the deferred cost to GC (which could still be insignificant in grand scheme)?

@Bennett-Lynch did not notice it ... doh 👍

@njhill escape analysis probably takes care of that in this case.

Did we observe any performance gains as a result of this PR?

I did no do any specific benchmarking for this but just trusted shiplev

@Scottmitch I tested this a lot on java 8, 9, 10 many days ago. In all cases new T[0] is faster. Also, some static analyzers and IDE inspections now mark toArray(new T[size]) code as slow.


Zoom in/out

Investigate the ability to zoom in and out, this should respect the cell grid size when doing work, and exporting

duplicate of #34


update(userspace/libsinsp/filter): add constructor and operators to pos_info

What type of PR is this?
/kind cleanup
/kind feature
Any specific area of the project related to this PR?
/area libsinsp
Does this PR require a change in the driver versions?
What this PR does / why we need it:
Follows up point at https://github.com/falcosecurity/falco/pull/2216#discussion_r1036958583
Which issue(s) this PR fixes:
Special notes for your reviewer:
Does this PR introduce a user-facing change?:
NONE

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LGTM label has been added.  Git tree hash: d57b7287523640a811b6691d0e8788f2ced55e98

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Metadata folder with flavors

New Issue Checklist

[x] Updated fastlane to the latest version
[x] I read the Contribution Guidelines
[x] I read docs.fastlane.tools
[x] I searched for existing GitHub issues

Issue Description
currently supply init is generating fastlane/metadata/android/$locale
Fdroid is using the metadata scheme to directly use the descriptions in their store.
As our app will have two different flavors (e.g. stable / dev), we want to have two different descriptions.
I did not find a scheme for supporting flavors, something like
fastlane/metadata/android/$flavor/$locale/
would be sufficient?

@tobiasKaminsky supply has a metadata_path parameter that you should be able to specify different flavors of metapaths. Have you tried that? 🤔

No, I do not use fastlane, but only the metadata schema for fdroid.
So I wanted to ask if there as a schema with flavors so that I can then adopt fdroid to it.
If I can specify via metadata_path the location, then I would propose this:
no flavors: /fastlane/metadata/android/$locale (as it is now)
flavors: /src/$flavor/fastlane/metadata/android/$locale
This way the generated folder structure is the same, but it is either in "/" (root) or within a specific flavor (src/$flavor).

Has this issue been fixed? I need this feature working too. Thanks.

In fdroid there is now src/$flavour/metadata/fastlane/android/$locale supported.

well...still not included in fastlane, but there are now workarounds.

@tobiasKaminsky Sorry about not being able to include this in fastlane! There are a lot of our things on our priority list and we have not seen a lot of demand for fdroid. We would be happy to look at PR for this if you would like to make one or feel free to also make a custom plugin 😊
Going to close this for now since you did find a workaround. Happy fastlaning 🚀

In fdroid there is now src/$flavour/metadata/fastlane/android/$locale supported.

@tobiasKaminsky how do you know that it works with a flavor folder, i do not see anything in the doc?

@J-Jamet I know it, because I created a merge request for this in fdroid ;-)
You are right that this is not yet documented...


Update README.md

📝 Docs preview for commit 8718ab2cff0c811c3838aba8211c437252fae8a5 at: https://311b6af9.fastapitiangolo.pages.dev

Sorry, it is just a test


Audiovisual marc fields

Issues
https://github.com/wellcometrust/platform/issues/3581
https://github.com/wellcometrust/platform/issues/3584
https://github.com/wellcometrust/platform/issues/3582
Description
Adds contents, duration and credits

Just a question here for JT about the naming if it is AV specific, and if not, just to clarify that.
https://github.com/wellcometrust/platform/issues/3582#issuecomment-536620590


Add DAO decorator to cause one property to reflect the value of another

https://nanopay.atlassian.net/browse/CPF-854
Changes

Added LinkPropertiesDAO, which lets you set up a dependency between properties across models.

You supply:

a targetProperty whose value you want to "follow" or "reflect" the value of a different property (possibly on another model), which is called the
sourceProperty.
A relationshipProperty is also supplied, which is what's used to look up the target objects in the target DAO, which is specified by
the targetDAOKey

We can add properties like payeeName and payerName to the Invoice model and then use this decorator to keep payeeName and payerName updated whenever Business.businessName or User.legalName changes. In this example:

Invoice.payeeName is the target property,
Business.businessName is the source property,
Invoice.payeeId is the relationship property, and
"invoiceDAO" is the target DAO key.

After talking with @kgrgreer in person, I don't think we want to take this approach.


Menu on settlement opens twice

Steps to reproduce

Get into a settlement
When menu pops up press "Leave"

What should happen
Menu would open again
Expected behaviour
Menu gets closed
Possible Problem/Solution
Unknown yet

When leaving settlement party's DefaultBeaviour and ShortTermBehavior is still GoToSettlement instead of Hold. When leaving a settlement SetMoveModeHold into MobileParty is called changing this two Properties to Hold but when the Campaign handles encounters in HandleEncounters method, the party still have these two properties set to GoToSettlement.
SetMoveModeHold method in MobileParty class
public void SetMoveModeHold()
{
	this.DefaultBehavior = AiBehavior.Hold;
	this.ShortTermBehavior = AiBehavior.Hold;
	this.TargetSettlement = null;
	this.TargetParty = null;
}

HandleEncounters method in Campaign class

After disabling CampaignMapMovement host is been able to leave settlement successfully, even though this is not the solution, this gives hints the buffer is causing the problem.


Request support for http address playback

Request support for http address playback

Bump

https://github.com/Elly2018/elly_videoplayer seems to support HTTP streaming, but it's Windows only

https://github.com/Elly2018/elly_videoplayer seems to support HTTP streaming, but it's Windows only

The elly player is quite difficult to set up and does not have guides like this extension


ng build --prod fails to find the template reference variable in ng-template

Bug Report or Feature Request (mark with an x)
- [x] bug report -> please search issues before submitting
- [ ] feature request

Versions.
    _                      _                 ____ _     ___
   / \   _ __   __ _ _   _| | __ _ _ __     / ___| |   |_ _|
  / △ \ | '_ \ / _` | | | | |/ _` | '__|   | |   | |    | |
 / ___ \| | | | (_| | |_| | | (_| | |      | |___| |___ | |
/_/   \_\_| |_|\__, |\__,_|_|\__,_|_|       \____|_____|___|
               |___/
@angular/cli: 1.4.2
node: 8.5.0
os: darwin x64
@angular/animations: 4.4.1
@angular/cdk: 2.0.0-beta.10
@angular/common: 5.0.0-beta.7
@angular/compiler: 5.0.0-beta.7
@angular/core: 5.0.0-beta.7
@angular/forms: 5.0.0-beta.7
@angular/http: 5.0.0-beta.7
@angular/material: 2.0.0-beta.10
@angular/platform-browser: 5.0.0-beta.7
@angular/platform-browser-dynamic: 5.0.0-beta.7
@angular/router: 5.0.0-beta.7
@angular/cli: 1.4.2
@angular/compiler-cli: 5.0.0-beta.7
@angular/language-service: 5.0.0-beta.7
typescript: 2.5.2

Repro steps.
Add the html template below to an application and run it with ng build --prod. It runs without problems with ng serve.
<p *ngIf="(isLoaded$ | async) === false; else loaded">Loading...</p>
<ng-template #loaded *ngIf="(isStudyLoadedAndValid$ | async) === false; else loadedAndValid">Not valid</ng-template>
<ng-template #loadedAndValid>Stuff here</ng-template>

The log given by the failure.

ERROR in ng:///Users/Herc/Documents/RADAR/RADAR-Dashboard/src/app/pages/study/study.component.html (14,6): Property 'loaded' does not exist on type 'StudyPageComponent'.

Mention any other details that might be useful.
https://github.com/RADAR-CNS/RADAR-Dashboard/blob/develop/src/app/pages/study/study.component.html
Currently, it's without the ng-template because of this bug.

This is not a CLI-related bug, but instead an issue with your Angular code (or a library you're using). I suggest trying to get assistance in either the gitter channel or via stack overflow.

This solves it, in case someone with a similar problem lands here.
https://github.com/angular/angular/issues/17111


Non-deterministic "An error occurred before the game window could be initialised. Please check the console!"

This project is extremely impressive - I think HTML export is the most needed feature in the LOVE ecosystem.
I'm encountering an issue (compatibility mode) where, most of the time my game will load successfully, but every now and then the load fails with the following alert: An error occurred before the game window could be initialised. Please check the console!
The console logs don't have any relevant errors and are the same from a successful load to an unsuccessful load.

Here's a temporarily hosted version: https://fault-beta.surge.sh/
I also traced this string to Exception.cpp so it looks to be just a generic message.

Looks like https://github.com/Davidobot/love/pull/1 adds the newline that is necessary for emscripten to buffer the line and actually send it to the JS console.

I've tested out the PR and I can see whats happening now.

My game is "resizable" under conf.lua.
Whenever there is an unsuccessful load, I can see that the game canvas is only 2x2 in size.
This was triggering errors in my Lua code for the tiny window size.

I've fixed my code, but the 2x2 window issue is still a problem. However, the window fixes itself automatically if I resize the browser. I will look to see what I can debug here.

I'm pretty sure that's it. I'll close this issue.
By the way, I found that builds on emsdk 2.0.17 fail with the following error when run in a webpage.
love.js:9 TypeError: Cannot read property 'buffer' of undefined
    at Object.write (love.js:9)
    at Object.write (love.js:9)
    at Object.writeFile (love.js:9)
    at Object.storeLocalEntry (love.js:9)
    at love.js:9
    at IDBRequest.req.onsuccess (love.js:9)
(anonymous) @ love.js:9

Downgrading to 1.40.1 worked. So the emsdk version should probably be pinned somewhere in the script or in the README.md.


Add base_rul on client constructor

Hey, nice project!
I've used with vllm and it was missing one parameter on the client's constructor:
    # Initialize the OpenAI client
    client = OpenAI(
	base_url=os.environ.get("OPENAI_BASE_URL"),
        api_key=os.environ.get("OPENAI_API_KEY")
    )

After this change, I was able to run the benchmark.

I haven’t tried it today, but I believe the default constructor already uses that environment variable if it is set. So, I’m not sure why that change would have helped, but I’m glad it helped your use case!


Merge pull request #18 from TomascpMarques:file-templating

Merge pull request #17 from TomascpMarques:file-templating
Major changes... I guess

13 commits all at once

very cool


Character encoding

Hi,
This is amazing app, I'm using it constantly from the moment I found it.
Thank you so much for creating this app and sharing it for free with the community!
I would like to use Unicode characters for Croatian language (čćšđž), is it possible?
Thanks for any reply!

thanks but I dont get your point, unicode characters for what?

 I have a Croatian keyboard... so I will just use English equivalents for keys... Please forget about this :smile:

Ok, I will reopen this... because if I set English letters and then switch to my Croatian keyboard (windows - language preferences), some key's are not working, even if I set them correctly. It would be great if I could use ISO 8859-2 encoding, which has support for Croatian language specific characters (čćšđž). Is it possible maybe?

not sure about that since I only work with the keycodes of the keyboard, not the language

Thanks,
JavaScript has great support for various encodings... for example iso-8859-2. As far as I know, also UTF-8 would be ok. Just an idea... maybe it could be configurable with keycodes.js... I know it's additional work, but if you want me to test here on my Croatian keyboard, I would be glad to do it.


Promotions from Forecast in replays cause JavaScript errors

Replaying a game with a promotion from forecast can cause a BGA and JavaScript error on the turn with the promotion (both pasted below).
This can be reproduced on the following games:
https://studio.boardgamearena.com/table?table=412783
https://studio.boardgamearena.com/table?table=414483
(It may be possible to reproduce it on https://studio.boardgamearena.com/table?table=415273, but that game replay isn't working at all for me).
Javascript error:
Script error.
Script:
Url: https://studio.boardgamearena.com/archive/replay/220928-1000/?table=412783&player=2365492&comments=2365492;
BGA version<PHONE_NUMBER>
U=2365492
Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/<IP_ADDRESS> Safari/537.36

Uncaught TypeError: Cannot read properties of null (reading 'style')
    at c (dojo.js:1:52644)
    at i.set (dojo.js:1:53342)
    at e.style (dojo.js:1:70522)
    at Object.show (ly_studio.js:1:461668)
    at Object.show (ly_studio.js:1:322119)
    at Object.onEnteringState (innovationdev.js?1664387927876:983:51)
    at Object.ntf_gameStateChange (ly_studio.js:1:639258)
    at r.<anonymous> (dojo.js:1:23159)
    at r.a [as ongameStateChange] (dojo.js:1:43047)
    at o.emit (dojo.js:1:39041)

I managed to replicate it. The line triggering this is this.my_forecast_verso_window.show();.
I'm curious if the same bug happens when a player is prompted to click a card in their personal score pile (since all of the forecast code for the popup was just copied from that).

Yeah I managed to replicate the same bug with the score dialog:
this.my_score_verso_window.show();


Minor changes to the Base64LineBreaker

Renamed the file to a more fitting name
Added tests for the Write() and Close() methods

Codecov Report

Merging #40 (e33df7f) into main (c6fe75f) will increase coverage by 0.35%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##             main      #40      +/-   ##
==========================================
+ Coverage   82.43%   82.78%   +0.35%
==========================================
  Files          11       11
  Lines        1127     1127
==========================================
+ Hits          929      933       +4
+ Misses        139      136       -3
+ Partials       59       58       -1

Impacted Files
Coverage Δ

b64linebreaker.go
60.00% <ø> (ø)

msg.go
84.41% <0.00%> (+0.19%)
:arrow_up:

msgwriter.go
91.86% <0.00%> (+1.43%)
:arrow_up:

:mega: We’re building smart automated test selection to slash your CI/CD build times. Learn more


Create a tutorial to deploy a simple Hello Email app on Heroku with PHP using this SDK

Create a tutorial that explains how to create a simple Hello Email app and deploy to Heroku.
The example should utilize best practices for storing credentials. By the end of the tutorial, the user should be able to send an email using their deployed app.
Please add the tutorial to USE_CASES.md.

I want to tackle this, but first I have a simple question, because it is bugging me. The issue asks for best practices for storing credentials while in USE_CASES.md you advocate for require on the library and not using composer. Why?
<?php
// If you are using Composer
require 'vendor/autoload.php';

// If you are not using Composer (recommended)
// require("path/to/sendgrid-php/sendgrid-php.php");

Hello @gabidavila,
Good catch, the (recommended) text should be next to the // If you are using Composer comment. Do you mind making a PR to fix that?
Thanks!
With Best Regards,
Elmer

Of course, will be there soon enough.

@gabidavila how's it going? Anything we can do to help?

Closing as this feels like more of a blog post than library documentation and use cases.


Want to add SelectTree components

Existing Component
否
Component Name
SelectTree
Description
Some businesses require data in the form that chooses tree structures, such as menus.

good questions,i need it to.

Duplicate of #11795


[ERROR -> kernel build] ld.lld unable to find zlib while building

When compiling the kernel using gmake LLVM=1 YACC=byacc -j "$(nproc):
ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/video-vga.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/video-vga.o: contains a compressed section, but zlib is not available ld.lld: error: arch/x86/realmode/rm/video-vga.o: contains a compressed section, but zlib is not available ld.lld: error: too many errors emitted, stopping now (use -error-limit=0 to see all errors)

The kernel version is 5.13.1. Other details will be provided if demanded.

Here's more neater version of the error:
ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available

@dilyn-corner can you reproduce this? I don't think I ever encountered this problem.
Can you try rebuilding zlib and try to compile the kernel again?

Nope, It doesn't seem to be working. I've updated my system, rebuilt zlib but the problem still exists.

Nope, It doesn't seem to be working. I've updated my system, rebuilt zlib but the problem still exists.

I'm sorry about the above comment being repeated. I'm running Github on Palemoon so its broken.

How about rebuilding LLVM itself? Though I doubt it will work.

Because I've already re-built all the packages before continuing to the kernel installation and because I don't have any updates and also because LLVM takes a damn long to compile, I also doubt it will work.

I had this command previously running (before shutting down my computer and again re-mounting everything), and I also have the vmlinuz and System.map, but when I re-built it not even changing any options It gives me this error.

I was able to find this https://github.com/android/ndk/issues/888. Maybe something relatable?

It seems like its something to do with libelf. I'll try rebuilding it and I'll update you with the results :)

Nope, it seems to be stuck on arch/x86/realmode/rm/realmode.elf inside the kernel source. Here are the make flags I'm using that may or may not help:
export CFLAGS="-march=skylake -mtune=skylake -pipe -Os" export CXXFLAGS="-march=skylake -mtune=skylake -pipe -Os" export MAKEFLAGS="-j4"

I'll see if I can reproduce this in a bit.

I have the kernel compression mode set to Bzip2 instead of Gzip, might that be a compromise?

@dilyn-corner Till then, I'll try tinkering with the kernel config. I guess that would be something to check.

Alright, so I'm currently doing a kernel build in a fresh rootfs, with defconfig, no additional CFLAGS apart of the default kiss-chroot one, installed gmake and libelf. No errors so far.

@konimex Good luck

Hmm, this is weird I have CONFIG_IKHEADERS set to n but it fallbacks to y and so for gcc plugins.

Alright. I built kernel 5.10.47 with no problems here. Just an error because I forgot to install perl.
Can you give your kernel configs here? Since it's well over midnight I'll try to build the kernel with your config tomorrow.

Alright, here's the link for the kernel config (know issues: fallbacks to y for CONFIG_IKHEADERS and CONFIG_HAVE_GCC_PLUGINS):
https://hatebin.com/ygqruporti
P.S. I use Linux kernel 5.13.1

@konimex Hey konimex! I used the previously built vmlinuz and system.map and it seems to work great! however is says /bin/bash not found. Might this be easier to solve?

@dilyn-corner Just in case, can you help me with the above one?

What is saying /bin/bash not found? Building the kernel? The init?

I fixed that by changing /etc/passwd but my wifi is not working. I have drivers and also the firmware in the kernel but the interface shows up in ip a as sit0@NONE.

NVM some firmware didnt loaded. AND after putting it amd rebuilding the kernel, I get the same error as mentioned in above in the issue.

Your kernel config is cut off (see last line), try to upload to another pastebin service (like termbin.com).

Alright, heres the termbin link:
https://termbin.com/7xs5

And I also confirmed Its complete.

Hey there! Its morning time here and I have school so I might not be available for long. I hope this wont be a big problem.

I can't build with kernel 5.13.1 (same problems with @dilyn-corner) so I used the last working kernel I have (5.10.47). No problems from here.

Hmm, will the latest LTS release work? (5.10.50)?

I don't know, kernels vary from person to person. But 5.10.47 works for me.

Strangely my problems building 5.13.2 have resolved themselves; the only substantial change I've made that I could think would be effecting this is a horribly broken libclang-rt.builtin.
I can't reproduce this problem with the latest kernel and your .config with some minor tweaks (removed the firmware inclusion, switched xz compression to zstd compression). I'd first try to clean up the kernel source tree with a gmake LLVM=1 LLVM_IAS=1 YACC=yacc clean (or even mrproper if you want to be super safe), and try rebuilding again.

Extremely sorry for being lost for a week or so. But, seems like my kernel installation is very crude. If I want to install the kernel youve mentioned, then would i have to do that in chroot? and how can i do a clean reinstall of kernel without using old .config file?

I also seem to be missing the wheel group too.

well yet another alt but @dilyn-corner can you help me in this please?

Hello @azwyver alt here, the errors still exist and I am stuck on this process. Isn't there any workaround?

The main problem is both Dilyn and I cannot reproduce the problem in any way, so we don't know of any workarounds or even anything.

Are you using a fresh tarball?
Provide step by step to reproduce, from downloading the tarball to the step where you got any error.

I'm not using a fresh tarball, instead am using the linux headers one so I guess that's something that is causing problems. Other than that, I didn't used curl properly (i guess I just wrote the output to a .tar file). Other than that, the steps for reproducing are:

Logout from chroot
Re-enter chroot with the necessary mount commands
cd into the source directory (which is my case was /usr/src/linux-5.13.1)
run gmake LLVM=1 YACC=byacc -j4
Take a look at the error

If I wanted to install the fresh kernel from scratch (basically removing the previous modules and replacing them with the new ones and so for the install) how would I? (of course using the old .config file)

I meant your Wyverkiss rootfs tarball.

Oh. I don't remember that. As far as I know, I downloaded it using my browser. Used the .asc file and .sha256sum file to verify whether its the right file, extracted it to /mnt and chrooted using command chroot /mnt /bin/sh (before this I mounted necessary psuedo-psdue-psdueo? filesystems)

You know, the installation guide has been outdated for some time. I'll need to update it in line with KISS' new guidelines, but it's already nighttime here so will look into it tomorrow.

So, I have to re-do everything from scratch or something? :|

Man, as far as I know it was working when I compiled it the first time, but later on the second time I did it, it really f***** up.

ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/wakemain.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/video-mode.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/regs.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/video-vga.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/video-vga.o: contains a compressed section, but zlib is not available
ld.lld: error: arch/x86/realmode/rm/video-vga.o: contains a compressed section, but zlib is not available
ld.lld: error: too many errors emitted, stopping now (use -error-limit=0 to see all errors)

I hope this is much neater.
Complete log file can be found here: https://termbin.com/7e7i

Well, I'm thinking to re-download a fresh iso (SystemRescueCD in my case), verify it, flash it into a usb, and re-do all this from scratch. Will be waiting till you update the documentation tommorow. (Please tell if you have done the necessary changes :smiley:

Finally I got access to my account! Anyways, I've also re-compiled LLVM along with its dependencies but the problem still exists. Hopefully we'll get the doc update in a hour or so.

Finally I got access to my account! Anyways, I've also re-compiled LLVM along with its dependencies but the problem still exists. Hopefully we'll get the doc update in a hour or so.

P.S. I'm now in a faster 3.0 USB with SystemRescueCd so idk whether that does something or not but I thought it might make a difference.

It's uploaded here: https://github.com/wyvertux/wyverkiss/blob/install/INSTALL.md
But it's still on early stage and I still have nits to tackle, but the step should be similar.

It's uploaded here: https://github.com/wyvertux/wyverkiss/blob/install/INSTALL.md
But it's still on early stage and I still have nits to tackle, but the step should be similar.

Yay!

Bruh, the error just magically fixed with the new build command bruv.

I guess its either with the problem with the variables (i guess the LLVM_IAS=1) or with the compile flags (which I used of the kiss chroot).

export CFLAGS="-march=skylake -mtune=skylake -pipe -Os
export CXXFLAGS="-march=skylake -mtune=skylake -pipe -Os" export MAKEFLAGS="-j4"

Wait, how do I do a clean kernel install now? with the commands mentioned in the documentation or the same command without the INSTALL_MOD_STRIP variable.

$ gmake install
There's also a gcc not found error in this one.

mv /boot/vmlinuz/boot/vmlinuz-VERSION Space is required.
'mv /boot/vmlinuz /boot/vmlinuz-VERSION'

Wait, how do I do a clean kernel install now? with the commands mentioned in the documentation or the same command without the INSTALL_MOD_STRIP variable?

just gmake clean and do it all over. Oh, and ignore the GCC error for gmake clean if it exists.

There's also a gcc not found error in this one.

Just ignore the error.

mv /boot/vmlinuz/boot/vmlinuz-VERSION Space is required.

Changed.
Since your issue is fixed, I'm closing it now. Please don't spam reply since the emails are piling up.

Wait, how do I do a clean kernel install now? with the commands mentioned in the documentation or the same command without the INSTALL_MOD_STRIP variable?

just gmake clean and do it all over. Oh, and ignore the GCC error for gmake clean if it exists.

There's also a gcc not found error in this one.

Just ignore the error.

mv /boot/vmlinuz/boot/vmlinuz-VERSION Space is required.

Changed.
Since your issue is fixed, I'm closing it now. Please don't spam reply since the emails are piling up.

Thank you and sorry for the reply.


Quantising on multiple GPU?

Hi,
I'm trying to quantise 65B on a server with 8x V100.  Obviously, that's not going to fit in VRAM on any single GPU 😅
Is it possible to use more than one GPU for quantisation, or load and quantise layer-by-layer?
I've tried on CPU, but I get the error:
RuntimeError: "addmm_impl_cpu_" not implemented for 'Half'
Thanks! (and great work!)

It uses offloading when quantizing it, so it doesn't require a lot of gpu memory. It can run even with a single v100 40gb.


Can't get Sierpinski shaders working

Hi! Thanks for putting these on Github, really enjoying playing around with them. The Mandelbulb and Mandelbox shaders work great, but I've having trouble getting the 3D Sierpinski based shaders to work even when I put them line for line into shadertoy.
When I put them into shadertoy I get just a solid colour screen, which I think means there is some the rays are never hitting the fractal somehow? I'm trying to figure out why that is but I'm still fairly new to GLSL.
Is it possible the shaders for those of out of date? Would love to try them out

Hi! Thanks for reaching out!
Man, it's been a while since I've worked on this project lol. But it's weird, iirc the code for all 3d fractals is basicaly the same, so it's odd that some of them work and some don't. Give me a couple of hours and I think I'll have the time to try them out on sahdertoy.
Since it's been so long, it's possible that they are out of date due to some change on shadertoy.
I'll check it out and get back to you in a couple of days max.

Thanks for getting back to me! Really appreciate any help, but obvs don't feel rushed, i'll eventually work out the problem and will update here:)

Worked out the issue! Created a pull request here #3

I'm so sorry for not getting back to you in so long!
Thanks a lot for the PR! I'll be reviewing it shortly and, if everything works, I'll merge it.
Thanks again, and sorry for the time it took.

Reviewed the PR and it all works like a charm. Not really sure why it broke in the first place, but it works!
I'll be closing this issue now.
Thanks again :)


If Dasheng is used in the diffusion model of the audio field, is there something magical happening?

Hey,
sorry I don't get the title nor the question.

I was wrong. I thought he was a VAE like model that could be used in diffusion models, but he doesn't have the ability to restore audio

Btw, maybe for your info, but SemantiCodec is a codec based on MAE, which shows promosing performance. I would assume that Dasheng greatly outperforms their AudioMAE.
Further Frepainter has shown that MAE based approaches can outperform diffusion for super-resolution.
In both cases you would just need to attach a decoder on your dasheng features and train. I believe you can give it a try :)
Kind regards,
Heinrich

I am just a beginner, but if given the opportunity, I will definitely use Dasheng to showcase its capabilities.   :)


Added LookupSubscriptionConfigDataTypes to lookup Subscription Type

Fixes a bug in the SecurityManager.CreateSecurity that would not generate the appropriate SubscriptionDataConfigs for Canonical Options and Futures
New method added, LookupSubscriptionConfigDataTypes, to SubscriptionManager that uses the SecurityType, Resolution and whether the symbol is canonical, to determine the subscription Types.

I think the bug is quite subtle and it is in the core, so it makes sense to add unit test(s) that fail on old code, but pass on new one.

See #689


WIP - Add static library checking to travis

Run static library checking on travis by running a second unit test pass with use_frameworks! disabled in the Podfiles.
Note that Swift static libraries (and modular_header! testing) are out of scope for this PR and will likely come after we migrate to CocoaPods 1.5.1. This PR is to ensure that Objective C static libraries keep working.
Preliminary commits include migrating the Messaging test container app to Objective C so that it can be built as a static library.  And the first step to that is to do the first phase of making a shared test app.  Initially it will be just for Core and Messaging.

@morganchen12 Thanks for review - I'm going to do a few more commits in this PR and want to take advantage of travis along the way (see updated header comment) - so I'll remove the WIP from the title when ready for an approval review.

It turns out that CocoaPods cannot handle test targets combined with subspecs combined with static libraries. It fails to link the dependency InstanceID and after working around that links both GoogleToolboxForMac subspec variations and gets duplicate symbols. I'm going to abandon this for now and just make a separate Objective C test app for Messaging. See #1047.


POL-259 Bad email format in Azure AHUB Utilization With Manual Entry

Issues Resolved

Bad email format in Azure AHUB Utilization With Manual Entry
Contribution Check List

[x] All tests pass.
[x] New functionality includes testing.
[ ] New functionality has been documented in the README if applicable
[x] New functionality has been documented in CHANGELOG.MD

          1 Warning

:warning:
Should this include readme changes

  Generated by :no_entry_sign: Danger


Drop support for kubernetes 1.26

What this PR does / why we need it:
1.26 has reached EOL https://kubernetes.io/releases/#release-v1-26
This PR also updates the k8s matrix for tests to the latest available versions and switches to GCE as the default tests.
Which issue(s) this PR fixes:

Fixes #
What type of PR is this?

/kind cleanup
Special notes for your reviewer:
Does this PR introduce a user-facing change? Then add your Release Note here:

Remove support for Kubernetes v1.26

Documentation:

https://github.com/kubermatic/docs/pull/1623

/approve
/lgtm

/retest

/hold to avoid retries
/test pull-machine-controller-e2e-gce-legacy-userdata

/override pull-machine-controller-e2e-vsphere

/hold cancel

/lgtm