MSID: 96017 Version: 1 DOI: 10.1101/2<IP_ADDRESS>6291

MSID: 96017
Version: 1
Preprint DOI: https://doi.org/10.1101/2<IP_ADDRESS>6291
Step 1. Awaiting reviews
Editorial to post reviews via hypothesis
Useful links:

DocMap: https://data-hub-api.elifesciences.org/enhanced-preprints/docmaps/v2/by-publisher/elife/get-by-manuscript-id?manuscript_id=96017
New model tracking: https://docs.google.com/spreadsheets/d/1_fHaoOy7hjyocptKtVJRijeNpUY4hBS7Ck_aVmx6ZJk/
Reviews on sciety: https://sciety.org/articles/activity/10.1101/2<IP_ADDRESS>6291

For trouble shooting (e.g. no Docmaps available):

DocMap issue addressing: https://miro.com/app/board/uXjVNCwK6EI=/
Explore DataHub DocMaps API: https://lookerstudio.google.com/reporting/4c2f0368-babb-4beb-b5b3-497e7e7b0f08/page/ejphD
Unmatched submissions and preprints: https://lookerstudio.google.com/u/0/reporting/9f86204f-3bf7-477c-9b18-5c5ef141bf69/page/p_gxi57ha93c
Unmatched manuscripts spreadsheet: https://docs.google.com/spreadsheets/d/15QcK8w-ssB7109RQEDtFpJPZ0J5HTGxoHa_2TtpMBbg/edit#gid=1336081641

Step 2. Preview reviewed preprint
Production QC content ahead of publication
Instructions:

QC preview: https://prod--epp.elifesciences.org/previews/96017v1
Update ticket with any problems (add blocked label)
When QC OK, add QC OK label to ticket and add publication date and time to https://docs.google.com/spreadsheets/d/1amAlKvdLcaDp5W8Z8g77NmkwbMF5n_u89ArSqPMO8jg
Move card to next column
(At end of the day post link in #enhanced-preprint and ask for PDF to be generated)

Useful links:

Preprint DOI :  https://doi.org/10.1101/2<IP_ADDRESS>6291
Confirm reviews returned by EPP: https://prod--epp.elifesciences.org/api/reviewed-preprints/96017/v1/reviews
To update the MECA path in the docmap: https://docs.google.com/spreadsheets/d/1mctCQuNFBjSn97Lihy7_vBO6z7-N-oqyLv4clyi6zHg

Step 3: Awaiting search reindex
This step adds the reviewed preprint to the homepage: https://elifesciences.org
The search reindex is triggered once an hour. We need the reviewed preprint to be indexed as the search application serves the journal homepage.
Useful links:

Jenkins pipeline to reindex search can be triggered sooner or monitored here: https://alfred.elifesciences.org/job/process/job/process-reindex-reviewed-preprints/

Step 4: Published! PDF requested
Waiting for PDF to be generated
Useful links:

PDF tracking: https://docs.google.com/spreadsheets/d/106_XeDjmuBae7gexOTNzg60lapeqjl2aRn9DzupGyS8/

Step 5: Introduce PDF to data folder and git repo
Upload PDF to relevent folder in git repo https://github.com/elifesciences/enhanced-preprints-data/
Step 6: Done!

[ ] Kettle is on!

error: [journal-ref-article-title] This journal reference (id c19) has no article-title element.
warn: [mixed-citation-other-publication-flag] mixed-citation in reference (id=c4) has a publication-type='other'. Is that correct?
warn: [mixed-citation-other-publication-flag] mixed-citation in reference (id=c6) has a publication-type='other'. Is that correct?

Fixing the above


Automatically join nodes and add storage pools

Satellite nodes can with this PR join automatically the cluster.
Related to #23.

Thanks for amazing work, I'll review it with the other your PRs soon!

Thanks for amazing work, I'll review it with the other your PRs soon!

Next step is to create storage pool automatically to have counter part of the LinstorSatelliteSet CRD.
Some work to do 🧑🏭

@kvaps I added the part for managing creation of storage pools at init.
What a good week 😄

After some testing with a cluster from scratch, it seems that the init container are run to early and so it can't talk to the controller API as it is not up.

Yeah I wrote about this already :)

Doesn't the storage-pool creation require node to be online? While you run init-container the satellite daemon is not up yet.

Could you rebase storage-pool changes into new PR? I'm going to merge this one

Could you rebase storage-pool changes into new PR? I'm going to merge this one

Done

Merged, thanks!


Add National Records of Scotland to archives list. Closes #107.

While we can merge this, it will not be effective immediately because the static file is not being served from the master branch. I was holding on to this for some other changes I am planning to make so that we do not serve GH Pages using a separate branch and maintain it in the master instead.
If you immediately need it, you might want to use a local file or send a PR against the gh-pages branch instead.

@ibnesayeed I don't immediately need this change applied to the master branch.

I was holding on to this...

It would have been useful to put this information in the ticket. ;)
Could you provide more information on what tickets need to be completed before this PR is to be applied?

It would have been useful to put this information in the ticket. ;)

I mentioned that somewhere when this ticket was created, but I guess it was a verbal conversation with someone.

Could you provide more information on what tickets need to be completed before this PR is to be applied?

I had a few assorted improvements to be made in the overall workflow, but nothing is really stopping it from being merged. There is no harm in merging it, but no immediate benefit either until things are reorganized. If you plan to merge it now, please go ahead, but leave the #107 ticket open so that we can track that it did not make it to the served static file yet.

See #112 please, @ibnesayeed.


Improved code performance and readability

There are many changes at once. I checked on Windows 11 with the default settings. The performance should be higher.
Additionally, I checked the work of powershell, everything works.
It works without problems in my use cases, but it would be better if someone else checks the code.
The cache has also been deleted, which only spends memory and has a rather negative impact on performance. Typical usage does not assume that there will be too many folders and subfolders for subtitles (which is what the cache was used for).

The cache has also been deleted ... which only spends memory

How much? Not even a megabyte in a really bad case in a local variable that should be garbage-collected (not sure about that as I have no idea how lua works) after the function exits?

The cache has also been deleted ... which has a rather negative impact on performance.

Do you have any numbers to prove this?

Typical usage does not assume that there will be too many folders and subfolders for subtitles (which is what the cache was used for).

No it wasn't. It exists to handle cases when subtitle/audio paths intersect partially or completely - for example, if the user set both paths-properties to **. Rescanning the same paths is very expensive for network shares which seems a very popular usecase.

I checked the work of powershell, everything works.

Did you check that cyrillic/japanese/any-non-ASCII characters didn't break? JSON-encoding can have some side-effects we don't want (JSON specification states that non-ASCII characters could be encoded to unicode codepoints like \u0000; it doesn't mean that they would be encoded, but some libraries prefer to do this) - the only thing we have to do in this case is to quote the path, which string.format did.

No it wasn't. It exists to handle cases when subtitle/audio paths intersect partially or completely - for example, if the user set both paths-properties to **

https://github.com/sibwaf/mpv-scripts/pull/17/commits/633a70fbbb7e7202bbd95a85b411a1ca2b9cc87d


Add tls client cert authentication for connecting to etcd

Full of excitement I went on to secure my etcd cluster by using tls client cert authentication, just to realize that torus apparently has no support for that yet. I assume this is planned?

Yep. That's a perfectly cromulent feature request.

Looks like this is a dup of #207


Feature/react router 404

Description
Please include a summary of the change and which issue is fixed. Please also include relevant motivation and context. List any dependencies that are required for this change. Additionally, please include reasoning if tests have failed.
-Uses react router to route between pages.
-Adds AdminDashboard.js page.
-Adds testing to confirm which it pass, and resolved the tests that the routing changes failed.
Please select everything applicable. Please, do not delete any lines.

[ ] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] This change requires a documentation update
[ ] This change requires an update to testing

Issue

[x] Is this related to a specific issue? If so, please specify:
Directly relates to #404
Also indirectly closes #389 due to routing being updated

Checklist:

[x] This PR is up to date with the main branch, and merge conflicts have been resolved
[x] I have executed npm run test and all tests have passed successfully or I have included details within my PR on the failure.
[x] I have executed npm run lint and resolved any outstanding errors. Most issues can be solved by executing npm run format
[x] My code follows the style guidelines of this project
[x] I have performed a self-review of my own code
[x] I have commented my code, particularly in hard-to-understand areas
[x] My changes generate no new warnings

This LGTM!


fix a breaking change provided in 1.6.1

ref #2230 #2200

Because this was a regression let's add it to CHANGELOG?


multiplier works weird

While I modify the example code like this:
import torch
from torch.optim.lr_scheduler import StepLR, ExponentialLR
from torch.optim.sgd import SGD

from warmup_scheduler import GradualWarmupScheduler

if __name__ == '__main__':
    model = [torch.nn.Parameter(torch.randn(2, 2, requires_grad=True))]
    optim = SGD(model, 0.0001)

    # scheduler_warmup is chained with schduler_steplr
    scheduler_steplr = StepLR(optim, step_size=10, gamma=0.1)
    scheduler_warmup = GradualWarmupScheduler(optim, multiplier=10, total_epoch=5, after_scheduler=scheduler_steplr)

    # this zero gradient update is needed to avoid a warning message, issue #8.
    optim.zero_grad()
    optim.step()

    for epoch in range(1, 20):
        scheduler_warmup.step(epoch)
        print(epoch, optim.param_groups[0]['lr'])

        optim.step()    # backward pass (update network)

I get an  unexcepted result, the sixth epoch is strange
1 0.00028
2 0.00045999999999999996
3 0.00064
4 0.00082
5 0.001
6 0.0001
7 0.001
8 0.001
9 0.001
10 0.001
11 0.001
12 0.001
13 0.001
14 0.001
15 0.0001
16 0.0001
17 0.0001
18 0.0001
19 0.0001

I can confirm this behavior. I think line 31 in warmup_scheduler/scheduler.py is troublesome, and that
return self.after_scheduler.get_last_lr()

should rather be:
return self.after_scheduler.get_lr()

I do however think the whole scheduler would be easier / less error-prone to implement using the built-in PyTorch LR scheduler LinearLR for the warmup part, optionally chained with one or more other schedulers (the equivalent of "after_scheduler") using SequentialLR.

Just to nuance my comment: For some reason it actually seems users are not supposed to call the .get_lr() function. It generates a warning message if called from elsewhere than .step(), in which case this is indicated by a with _enable_get_lr_call(self): statement.


Inline Date Pickers performance issue

[x] I have searched the issues of this repository and believe that this is not a duplicate.

Expected Behavior
Inline datepicker renders imidiatly near field.
Current Behavior
Inline datepicker at start renders dialog at position [0,0] then re render it at field.

Steps to Reproduce (for bugs)
https://we.tl/pEGKtz4EfO

Context

Your Environment

Tech
Version

Material-UI
0.19.4

Closing as with #4787 we do no longer support a DatePicker in the v1-beta branch. At least it's not implemented yet. We encourage using third parties solution.


Create incentiveproposal.md

Draft and WIP. Will update mroe tomorrow.

Updated with feedback from @peterjgilbert and @pro-wh


Bringing AI-JS version on GitHub up to date with the latest changes in AppDataCollection-JS

Bringing AI-JS version on GitHub up to date with the latest changes in AppDataCollection-JS

Hi @AlexBulankou, I'm your friendly neighborhood Microsoft Pull Request Bot (You can call me MSBOT). Thanks for your contribution!

It looks like you're a Microsoft contributor (Alex Bulankou). If you're full-time, we DON'T require a Contribution License Agreement. If you are a vendor, please DO sign the electronic Contribution License Agreement. It will take 2 minutes and there's no faxing! https://cla.microsoft.com.

TTYL, MSBOT;

It would be nice to do the work in the GitHub repository directly next time.
:shipit:


Godot 3.1 crashes on project startup !

Hello , Godot developers I recently experienced an issue with the new Godot 3.1 alpha
I am not entirely sure if this issue is from my computer or not but whenever I start godot
The main menu is just fine but whenever I start a project it shows me the Godot logo and
For a few seconds and then it crashes !
My OS :
Linux mint cinnamon 18.3 32- bit
Godot version I have experienced the issue with :
Godot _v3.1-alpha1_x11.32
OpenGL version on my computer :
OpenGL 2.1

Please attach the commandline output and/or a backtrace.

I am sorry I don't know how to access the command line output but I will try figuring out how to access it

@mohamedhany4166 is it happening with any project? even empty?

Sorry guys, should I start new issue since I have different OS?

@5N08 no, if it same issue. Could you attach a log or video with crash?

@qarmin Do you mean like the 3rd comment in this thread?

@swenner I am so sorry for not replying or responding to anything but I have been way too busy for the last few months anyways II figured out how to access Godot from terminal. And when I launched Godot from terminal it gave me this Log
mohamedhany@mohamedhany-Invalid-entry-length-0-DMI-table-is-broken-Stop ~ $ godot
ERROR: initialize: Condition ' ctxErrorOccurred || !p->glx_context ' is true. returned: ERR_UNCONFIGURED
At: platform/x11/context_gl_x11.cpp:188.
OpenGL ES 2.0 Renderer: Gallium 0.4 on ATI RS480
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_OPERATION in glTexImage2D(bad target for texture)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: _gl_debug_print: GL ERROR: Source: OpenGL	Type: Error	ID: 1	Severity: High	Message: GL_INVALID_VALUE in glTexImage2D(invalid width or height or depth)
At: drivers/gles2/rasterizer_gles2.cpp:111.
ERROR: initialize: Directional shadow framebuffer status invalid
At: drivers/gles2/rasterizer_scene_gles2.cpp:2474.

OpenGL ES 2.0 Renderer: Gallium 0.4 on ATI RS480

Does this card even support OpenGL 2? The only link on Google that seems to make sense cannot be opened as it throws a misconfigured website warning...

@Zireael07 yes it does I can run Godot 2.1.5 on it pretty smoothly with no issues or errors also it's an ATI Radeon Xpress 1150  I know its 12 Years old but I think that it can run Godot since Godot 3.1 supports OpenGL 2.1 and my video card Supports OpenGL 2.1

@mohamedhany4116 Please try following the workaround described in https://github.com/godotengine/godot/issues/21551.

@Calinou Thank you for trying to help me but I just can't figure it out so I give up and I am going to buy a new PC I can't find a more simpler solution than this.

@Calinou Thank You So Much for helping me out now Godot 3.1 runs without crashing I have been trying to fix this for many months thank you so much for your help !


Remove unnecessary from premises show page

Changes in this PR
In a previous commit we moved from constructing the heading HTML "by hand" to using the mojPageHeaderActions component, but did not remove the now unnecessary escaping, leading to double-escaping in some cases. Here we fix this bug
Screenshots of UI changes
Before

After

Release checklist
As part of our continuous deployment strategy we must ensure that this work is
ready to be released at any point. Before merging to main we must first
confirm:
Pre merge checklist

[ ] Have all changes to any dependencies been deployed to both preprod and
production in a backwards compatible way? (This includes our API,
infrastructure, third-party integrations and any secrets or environment variables)
[ ] Has a required data migration been included in this change or been done in
advance?

Post merge checklist
Once we've merged we now need to release this through to production before
considering it done.
Find the build-and-deploy job in CircleCI
and work through the following steps:

[ ] Has the product manager asked to provide approval for this feature?

[ ] Has the product manager approved?

[ ] Manually approve release to preprod
[ ] Verify change released to preprod
[ ] Manually approve release to prod
[ ] Verify change released to production

Should a release fail at any step, you as the author should now lead the work to
fix it as soon as possible.

 Investigate escaping in property names


Problem with database connection

Hi,
can you tell me the config (config.php) to youse SQLLite withe the Database from your Repo?
Tank you

You have to edit the File "includes/system.php".


Where is the variable "iv_occsStarted" set to true during the runtime for P10 opal?

The “processOccError” function in Hostboot for P10 needs to ensure that "iv_occsStarted" is true before continuing to handle OCC errors, but the iv_occsStarted is false during runtime. It seems that only phyp can set iv_occsStarted to true during runtime, so I want to konw where the variable iv_occsStarted is set to true during runtime for P10 opal.Thanks a lot.

Excuse me, could I understand it this way:
Because PHYP system will not load and start PMC in the "call_host_runtime_setup" function during IPL,
PMC can only be loaded and started by calling "load_start_pm_complex" through "callSetupPMCLoadStartCallback" in the "rt_start" function during runtime.
But OPAL system will call "loadAndStartPMAll" and "processOccStartStatus" in the "call_host_runtime_setup" function during IPL, so for OPAL, it is unnecessary and will not to call "load_and_start_pm_complex" and "processOccStartStatus" function again during runtime, and this is the reason why the variable iv_occsStarted is false for P10 OPAL.

I am not sure if that last comment had a question or was just a statement.
As I said, that HTMGT::processOccStartStatus() function is what sets the iv_occsStarted flag.
You do not need to call the load_and_start_pm_complex() function.
You can add a direct call to HTMGT::processOccStartStatus() (similar to what was done in load_and_start_pm_complex)

Okay,thanks.


Synchronise only new learning activies with the LMS.

Synchronise to LMS: send only activies with synchronised == false.
Set synchronise = true, if the LMS responds OK.
Synchronise from LMS: request only data since the last synchronisation.

only the data not belonging to myself, or gadget: two mobile devices etc
only data with source device != my device ID

Probably won't fix due to LMS capabilities


Dolly V2 : instruction following pipeline support in vLLM

Hello everyone,
I'm deploying some models leveraging vLLM and triton, and have been successful with a lot of them.
However today I have some issue deploying dolly-v2-12b https://huggingface.co/databricks/dolly-v2-12b.
Everything deploys but I get very rubbish response from the LLM.
It is because it is not using the custom instruction following pipeline here https://huggingface.co/databricks/dolly-v2-12b/blob/main/instruct_pipeline.py.
I've tried setting trust-remote-code (https://github.com/vllm-project/vllm/blob/1a2bbc930135cd3b94fbff2aafbdf5c568acc8bd/vllm/engine/arg_utils.py#L76), but it hasn't changed anything.
My guess would be that I'm stuck with transformers.pipeline() to use this custom instruction pipeline.
Is there a way to use vLLM and use this instruct pipeline ?

Closing this issue as stale as there has been no discussion in the past 3 months.
If you are still experiencing the issue you describe, feel free to re-open this issue.


silo negative material error dev

Description
Resolves #3719
I've added in logic to the Silo reader that checks for negative material numbers. If they're found, an error message is reported to the user.
Type of change
Bug fix.
How Has This Been Tested?
There is a dataset on RZ that contains negative material numbers. I've tested the changes using this dataset. I've also re-run the Silo tests in our test suite, and everything passes.
Checklist:

[x] My code follows the style guidelines of this project
[x] I have performed a self-review of my own code
[x] I have commented my code, particularly in hard-to-understand areas
[x] I have updated the release notes
[ ] I have made corresponding changes to the documentation
[x] I have added debugging support to my changes
[ ] I have added tests that prove my fix is effective or that my feature works
[x] New and existing unit tests pass locally with my changes
[ ] I have added any new baselines to the repo
[x] I have assigned reviewers (see VisIt's PR procedures for more information).

@brugger1 I think you may have accidentally approved the RC version of this one that doesn't have the extra checks?

@brugger1 I think you may have accidentally approved the RC version of this one that doesn't have the extra checks?


⚠ Samsung has degraded performance

In ee1d361, Samsung (https://samsung.com) experienced degraded performance:

HTTP code: 200
Response time: 2682 ms

Resolved: Samsung performance has improved in 86348cd.


Library broken

This library randomly produces invalid QR-Codes that can't be scanned.

Heya! Can you share some examples so I can try them out?
I couldn't reproduce this behavior, so maybe it is related to what you were trying to create QR-Codes to.
Thanks!

I'm sorry for leaving this comment yesterday, i was so annoyed about this yesterday... out of 20 generated QR-Codes, almost none worked.
Here's an example using v2.0.0 of your library:
QRCode("mOeL5ImYCfSVmZcWSG9k54zm7XHEm32yN3U71KdBP7XEvEAbV1acKlzdOfc7R1mOeL5ImYCfSVmZcWSG9k54zm7XHEm32yN3U71KdBP7XEvEAbV1acKlzdOfc7R1").render().writeImage(File("testqrcode.png").outputStream())

This string is (a part of) base64 encoded encrypted data. I chose a part of my real data that does not contain special characters and still fails to decode (also, the example string repeats itself).
Cannot be scanned by iOS Camera, also tried webqr.com.

Thanks for sharing! Don't worry about the initial comment, we all get frustrated ^^
I had to take a break to focus on some personal stuff, I'll check this out now!
Sorry for the delay!
I'll let you know when I get something :D

@kalinjul I found the issue! I'm uploading a new version with the fixes soon! Thanks for the bug report! ❤
It was a mistake I made on a small calculation on setting up a type pattern IF the data was over a certain size 😅
I'll add a test for this case in a future version :)

Hey, thanks for fixing this!


fix: remove guide from builds

Hey @ojeytonwilliams , this is what I have had so far, and the build fails. I may be wrong, but I think the queries are running before the pages are built or something.

@raisedadead That's about the size of it.  Since the plugin wasn't returning a promise, Gatsby assumed the plugin was done and then tried to use ChallengeNodes before they'd been sourced.
My guess is that it was working before you took out the guide simply because the time spent sourcing the guide was enough to let the challenge promises resolve.

You are amazing, man!

Would like a rebase and merge on this for commit history.

ChallengeNodes before they'd been sourced  to use,

@raisedadead I found a little more guide specific stuff that's no-longer used.  Also, I noticed https://github.com/freeCodeCamp/freeCodeCamp/blob/603c842c9750579cab3b6c6a783cb60dc919a819/client/src/components/search/searchPage/SearchPageHits.js#L21-L24
which presumably needs to change, but I wasn't quite sure what it should be.

Thanks @ojeytonwilliams for updating the PR. Yeah, I was aware of the search component. It will be overhauled and will be taken up in a separate PR. I would not worry about it now.


Optimal Ordering - Desert Medium Diaries shows before Enakhra's Lament

The Camulet from Enakhra's Lament is required for Desert Medium Diaries, but the optimal ordering shows the diaries first:

Yeah Desert Medium Diaries isn't even on the list where the optimal ordering is supposedly pulled from 🤔


Missing Percentage Opened?

Any change incorporating the field for the percentage the blind is open so that it can be used as a slider on the Dashboard?

That should just work, assuming the blinds are sending the value. Does it work on the app on the phone (ie: no Home Assistant)?
If it does I may need to get some debug logs and details of the blind etc.

Thank you for the reply.  I ended up using this - https://github.com/Deejayfool/hass-shutter-card which worked for the Automate Pulse.


Refactor DeltaTable to generic over storage backend trait

Description
Use Case
Right now DetalTable references storage backend using dynamic dispatch, this could turn into a potential performance bottleneck because our access to storage backend is now tied to the number of files we process from the delta table.
On top of this, using storage backend as trait object also prevents us from adding generic methods to the storage backend trait.
Instead, we should refactor DeltaTable struct to generic over storage backend trait, then return the table struct as a trait object in the high level open_table API.

I tried this a little bit for curiosity. I saw a few issues when returning the table struct as a trait object. For example, not all fields are public in DeltaTable struct. We rely on the struct to hide internal stuffs. If we have it as a trait object, we will expose these internals.

Yeah, very good point @viirya . I now think it might be better to not use DeltaTable as trait object, at least not for the first version, otherwise it will also restrict us from defining generic methods as well.

No longer needed as far as I can tell


When zooming, camera appears to be off

To reproduce this, zoom in on a location in a scene. The camera will be off, though nothing in the coordinates or anything will appear to be off.
My theory is that the scaling is done from (0, 0) by sort of stretching the visible area in front of the camera, which is why the camera is off without really being off.
Does anyone know of a phenomenon like this or is my theory entirely off? Anything to fix it?

To reproduce this, zoom in on a location in a scene.

I'm not sure what you mean by this. Neither of the zoom functions take a positional parameter, I think. The camera has its origin in the upper right corner, so unless your esc script also calls camera_set_pos you will just zoom closer and closer to the upper left corner of the original viewport.
I agree that this behaviour isn't great though, and that maybe ideally you'd want to be able to call it with a global_id which could be used to anchor the position of the zoom.

@mjtorn Can you confirm that #130 gives the desired behavior?

There's something that looks weird to my eye (or brain) but I think it's me expecting this to be centered without having a camera position where the characters are in the middle.

The characters in the above screenshots are not in the middle. Maybe that's the issue?

There's also the question of the blurry background. My image is 1350px high, so I thought the camera would use the background image's pixels as they are available instead of scaling the visible ones.

Make sure both filter and mipmaps is unchecked in the import dock, then press reimport if you had to change either.

The characters in the above screenshots are not in the middle. Maybe that's the issue?

Yeah, like I said, it's the brain thinking they should be centered but they aren't. This happens despite the camera following the player (I think that's how the camera works now), so there probably is that drift thing when the camera doesn't need to move.
Problem is that camera_set_target 0 helga or camera_set_target 0 helga player doesn't center them either, so is there still the possibility of a bug in the position code?
I think a command for centering an object and/or coordinates with or without a speed, as best as possible considering the screen limits, would help here either way.

Make sure both filter and mipmaps is unchecked in the import dock, then press reimport if you had to change either.

Ooh, thanks! There is some pixelation, but I believe that's natural, because I don't have an insane amount to work with. This should probably be documented in #45 at least or somewhere :)

Problem is that camera_set_target 0 helga or camera_set_target 0 helga player doesn't center them either, so is there still the possibility of a bug in the position code?
I think a command for centering an object and/or coordinates with or without a speed, as best as possible considering the screen limits, would help here either way.

That is what camera_set_target should do, so if that's not working, that's definitely a bug. Was it working for you at some point until recently? If so, I can perform a bisect and figure out when it broke (probably in #130).

I delved a bit into 9aec17fa95af5363b849c7ada848b15c8f08906e
The changes in game.gd are fine.
The camera clamping code has to be in, for some reason, to make the camera move between player and helga.
If it's in, the zoom mechanism has to be altered from camera.zoom back to scaling the scene, which is obviously not ok. So we must find a way to get rid of the clamping code to use the proper zoom.
If I print like printt("move camera from ", cpos, " to pos ", pos) in update_camera(), it always says it moves the camera.
With the clamping code, it ends up printing nonstop

move camera from 	(960, 810)	 to pos 	(179.169006, 1301.630005)

Without the clamping code, ie. the camera does NOT visibly move, it ends with (and does not keep on printing because there's no code to clamp it)

move camera from 	(185.031921, 1299.446411)	 to pos 	(179.169006, 1301.630005)

These coordinates look so different that could it be a similar problem to the get_global_mouse_position() thing?

I'm not able to reproduce this issue. I've created a branch with your esc script from #130 and Sprite and TextureRect backgrounds (demo rooms "room2" and "room3"), in case the difference mattered, but the camera seems to be behaving as expected in both rooms:
https://github.com/fleskesvor/escoria/tree/fix-camera-move
Are you able to create a minimal example with this issue present?

@fleskesvor I tried this by removing the parallaxing in room 2 and the failures are the same.
You want to drag Helga way off to the right and the player a bit to the left.
Bug 1: The camera doesn't go all the way to your Helga, though the player can walk over there
Then drag the player to the lower-left corner, where it would be clamped, I suppose.
Bug 2: The camera does not move to Helga at all, despite printt() debugging saying it would.
The Bug 2 scenario is literally what I have, the player starts off in the lower-left corner.

As commented on IRC, taking room2 from that branch and setting a greater distance between player and helga causes bugs because setting camera targets isn't a blocking operation.
The fact the camera gets stuck if the player's at the edge is actually about the distance between the player and helga and how that affects the non-blocking move, not the player's distance to the edge as I first thought.

And in my prototype, where the camera move takes pretty sharply 1.5 seconds, now I have to add another 1.5 seconds to it. This isn't an exact science, I haven't calculated the times precisely, but things work surprisingly well by doubling the time.

setting camera targets isn't a blocking operation

I opened #144 about this issue.
So I think the issue that is still relevant to this discussion is that it should be possible to set zoom to target a specific object in the room and also take an optional time, so that it doesn't just snap into position at the current center of the viewport.
Is that accurate, @mjtorn?
A workaround for now is to use camera_zoom_in in combination with camera_set_target, but the result won't look very smooth.

That description is akkurat yes. But I don't really see how to achieve it with camera_zoom_in calls except having a million of them in an esc script...

That description is akkurat yes. But I don't really see how to achieve it with camera_zoom_in calls except having a million of them in an esc script...

Yeah, having a million of them is what I was thinking of. Not a good solution, I agree. 🙁

I did some investigation to support the PR above (though it should be merged as-is)
My NPC is at (1411, 842) and camera_set_target does not center on her. If I use camera_set_pos 0 1600 600 I get much more pleasing results than even with camera_set_pos 0 1411 842 or camera_set_target.
Could this still be some kind of a coordinate/projection type thing?
Be that as it may, in a pinch, we can work with iterating coordinates for camera_set_pos and the zooming.

As mentioned in #148, I think what happens is that camera_set_target/camera_set_pos finishes moving before the camera_set_zoom/camera_set_zoom_height and that the new center of the camera is left of the NPC because of the camera limits, so that by the time the camera is done zooming, it will have zoomed the NPC to the edge of the camera.
This can be tested by setting the camera limits on the instanced game scene in the room you're testing on (make the w parameter a very large value) to enable the camera to move outside of your background Sprite.
It should also be possible to iterate over the vectors passed to camera_set_target up front to calculate accumulative distance and make a version of it that takes seconds as a parameter instead of speed, which should make it easier to get the timing right.

After a rewrite from scratch, Escoria will be re-released in the coming weeks. Because of this, we're closing this issue, because it relates to the old code. If the issue also regards the rewritten code, please feel free to reopen it.
Thanks


WIP: Dep providier shenanigans

Just a note here: I am not going to fix the regressions in this PR. This is just to show off how dependency providers could be used.
Also cmake-user is expected to fail since there is no fallback for old cmake versions implemented here.


Update idol-community to 0.2.0

Enables common customization options e.g. additionalVolumes
Updated subchart dependencies to latest

0.1.0-deployment.yaml.txt
0.2.0-deployment.yaml.txt (with additionalVolumes and additionalVolumeMounts set to check they are getting picked up)


https://www.whatsmydns.net/

Handy to know where DNS has propagated and where it hasn't

Will add!
Also feel free to add it in as a PR yourself if you'd like, I'm easy either way 👍

Will PR later on today 🤙

It's already in the readme, we can probably close this issue.

@DanielRuf Agreed. Was added 4 days after I posted this issue. Closing.


Don't count cancelled requests into rate limit if they haven't been executed yet

First, I find this a great library.
My use-case is that I display a large table and for each row, there are 2 requests I need to make. The table uses pagination.
When I go to the next page I cancel all the unfinished requests from the previous page. The old requests don't need to be resolved since they are not going to be displayed, anyway.
I can clearly see that when I jump through the pages in the paginated table, the requests are getting delayed. The old (canceled) requests are getting executed in a "rate-limited" manner. They don't make it to the server but still, they are counted into rate limit. Once the old requests are all done, the new requests are resolved.
I think that this is not a correct behavior and canceled requests should be removed from the rate limiter, thus allowing the new requests getting executed faster.
Do you think that this has the potential to make the implementation of this library more robust?

Thanks, Oliver! I agree cancelled requests should not be used for limit calculations. I will update the library these holidays, also appreciate any help with it

@aishek any update on this?

Published in version 1.3.1


fastparquet metadata yielding error when reading metadata

Versions
dask==2.2.0
distributed==2.2.0
fastparquet==0.3.2
pyarrow==0.14.1

dd.read_parquet('path_to_parquet', engine='fastparquet')

---------------------------------------------------------------------------
TypeError                                 Traceback (most recent call last)
<ipython-input-105-0dc2ad0b93b2> in <module>
----> 1 df_nan = dd.read_parquet('path_to_parquet')

~/Desktop/Jungle/tools/dask/dask/dataframe/io/parquet/core.py in read_parquet(path, columns, filters, categories, index, storage_options, engine, gather_statistics, **kwargs)
    188             parts, statistics = apply_filters(parts, statistics, filters)
    189
--> 190         out = sorted_columns(statistics)
    191
    192         if index and isinstance(index, str):

~/Desktop/Jungle/tools/dask/dask/dataframe/io/parquet/core.py in sorted_columns(statistics)
    562         for stats in statistics[1:]:
    563             c = stats["columns"][i]
--> 564             if c["min"] >= max:
    565                 divisions.append(c["min"])
    566                 max = c["max"]

TypeError: '<=' not supported between instances of 'float' and 'NoneType'

I went chasing the problem and found out that the problem is in the metadata and when parsed with fastparquet read engine some partitions have None values in min and max parameters.
the folllowing is an example of a posistion from statistics that is causing the problem
{'num-rows': 52152,
 'columns': [{'name': 'index', 'min': 0, 'max': 52151, 'null_count': 0},
  {'name': 'timestamp',
   'min': Timestamp('2013-12-31 09:40:00'),
   'max': Timestamp('2014-12-31 09:30:00'),
   'null_count': 0},
  {'name': """removed on purpose"""',
   'min': None,
   'max': None,
   'null_count': 3}],
 'filter': False}

Reading with pyarrow engine works but the statistics is getting a different value
dd.read_parquet('path_to_parquet', engine='pyarrow')

{'num-rows': 52152,
 'columns': [{'name': 'index', 'min': 0, 'max': 52151, 'null_count': 0},
  {'name': 'timestamp',
   'min': Timestamp('2013-12-31 09:40:00+0000', tz='UTC'),
   'max': Timestamp('2014-12-31 09:30:00+0000', tz='UTC'),
   'null_count': 0},
  {'name': """removed on purpose""",
   'min': 0.0,
   'max': 2.5766e-319,
   'null_count': 3}]}

I'm still trying to reproduce the error but so far I was not able with a dummy dataset, only with a real dataset. Meanwhile, if I can I will update the example here if it still makes sense.
I hope that you have any idea about this. Probably something in the encodings of fastparquet?
It's also worth saying that when I use dask==2.1.0 everything works

cc @rjzamora - upon finding any None, should probably break out of the loop and cancel values


Setting speed of rotation

I'm having a little trouble setting the speed of rotation.  I'd like each tab to stay open for about 10 seconds before moving on to the next.  Can you help me?
I was trying to base it on your startRotation method, but no luck!

The startRotation method should be the way to set the speed. I've just tested it and it seems to work fine. Have you taken into account that the speed is in milliseconds (so for 10 seconds, it should be 10000). Can you maybe send me a plunk or jsbin of your problem?
$('#responsiveTabsDemo').responsiveTabs('startRotation', 10000);

I'm closing the issue since there has been no activity for a while. Feel free to reopen if you feel this is still unresolved.


Attempting to define a union results in a syntax error

I'm attempting to define a simple union. At the moment, there aren't any examples of how to define a union in the Emboss repository. I've come up with my best guess as something like:
union Foo:
  0 [+1] UInt:8 a
  0 [+2] UInt:16 b

In any case, attempting to run this through embossc yields the following results:
17:27:54 INF hci_vendor.emb:260:1: error: Syntax error
17:27:54 INF hci_vendor.emb:260:1: note: Found 'union' (SnakeWord), expected "external", "enum", $, "bits", "struct".

It would appear that defining a union in Emboss is currently not possible. We should probably add the ability to do so.

Use:
struct Foo:
  0 [+1] UInt:8 a
  0 [+2] UInt:16 b

There is no union keyword because you can already specify overlapping fields in any struct (or bits).
This feature is mentioned in the User Guide (though only briefly), but not, as far as I can see, in the Language Reference.  It would also probably be worth have a FAQ page or a "Recipe Book", and answering this question there.

That makes sense. I thought about this approach after making this pull request but I wasn't sure if this is the way it's supposed to be done. Good to know that it is.
I put in a pull request (https://github.com/google/emboss/pull/102) to address the documentation issue for now.


Object-oriented implementations

Hi,
There seems to be a danger passing File around, by reference.
If I have the following
let file = try folder.file(named: "name.pdf")

And I pass it into the following function.
func store(_ file: File) throws

Moving forward, if I interact with this same File reference, it may no longer have a valid path. The store function above may perform moveItem, for example.
Idea 1
Perhaps we could create an alias?
Idea 2
Might it be worth making a distinction between a File that you know exists and a PotentialFile that hasn't been confirmed to exist? You see this kind of 'evaluate at last minute' mentality throughout Swift.
The same kind of mentality as

A slice of a string or array
Copy on write
An optional has .some or .none

I suppose we would have to handle a change in state, in both directions.

PotentialFile becoming File
File becoming PotentialFile

Idea 3
Perhaps we could harness this API?
FileReferenceURL
Check Resource Is Reachable

Actually, could we just update the path on the File instance, from within the implementation of move.

Just wrote a test and I couldn't reproduce the issue. Started looking at other reason why this might be happening and it turns out I'm running code on the wrong thread.
Thanks for helping me think 'outside of the box'.
Sorry for wasting time.

Never a waste! Glad to help 👍


8.5.2 - Unable to upload more than 3 PNG files at once

When trying to upload more than 3 PNG files at once, the upload process stops after 3 files.
To reproduce:
Open the file manager
Klick "Upload Files"
Drag more than 5 PNG files (50-200 kb) into the upload window
Expected behavior:

All 5 files are getting uploaded one by one, after having finished, the label of the button "Cancel" turns to "Close", clicking on it closes the window.

The  popup confirmation window "Upload Complete" appears.

After closing that window, the uploaded 5 files are listed in the file manager.

Current behavior:

After dragging the files into the upload window, only the first 3 of them are getting uploaded, then the upload process stops. The upload window remains open, nothing happens.

After closing the upload window by clicking the X, four warnings are popping up, saying "Upload canceled".

The "Upload Complete" window appears, saying "1 file uploaded".

After closing that window by clicking the X, the file manager becomes visible again and the spinner turns for quite a while.

Finally, only 3 files are listed in the file manager.

I just tested and I am not able to reproduce this behavior.
If you just upgraded to 8.5.2 try clearing the c5 cache as well as your browser cache and test again.

5.8.2, clean install, Elemental theme.
I cleared the cache, as well as the browser cache.
Now I was able to upload 4 of 5 files, which took ages and then the upload process stopped again.
I tested this on 3 other different 8.5.2 installations (caches cleared), but the upload worked only on one installation. (While the upload also took a very long time, considering the relatively small file sizes).
That issue occurs only with PNG files, upload of mulitple JPEG files by drag&drop  works fine.

I can confirm that I am seeing the slow uploading after the first 2 files. After the first 2 files there is a pause of at least 20-30 seconds then uploads continue.
Is it possible that your upload is timing out?
What do you have max_execution_time set to?
I have tested this with both gd and imagick and I am seeing the same results with both.

After further testing its taking around 5 minutes to upload 5 png files that are all small in size using "upload files".
Drag and drop to the file manager window appears to be 2 minutes faster.

After looking a little further I can see that the account is running out of memory during the upload.

This is an extremely long time for uploading such small files.
I tried again to upload 7 PNGs of different dimensions and file sizes between 24 KB and 166 KB. Here are the used files as ZIP archive  and a video of the upload process. Please be patient, the video takes 1.5 minutes.

7_png_files.zip

I also encountered this behaviour in the previous version (8.5.1) but without the error message popups. Never noticed this before because I never had to upload a bunch of png's at once.
ImageMagick can handle this better. (As I mentioned on slack).

Further investigations have shown that the problem with uploading PNGs only occurs when using the GD library, and never with ImageMagick.
The timeout always happens with GD, no matter how the images are uploaded: by drag&drop into the upload window, by drag&drop directly into the file manager window or via incoming directory.
When using Image Magick, all three upload variants work without problems and in a reasonable time, no matter how many files are uploaded at once.
Btw, in both cases (GD or ImageMagick) it makes no difference whether the synchronous or the asynchronous method is used to generate the preview images.


TF_Input and TF_Output

TF_Input and TF_Output were introduced in 0.12, and the graph and session APIs were updated accordingly. There are the following five functions right now:
extern void TF_AddInput(TF_OperationDescription* desc, TF_Output input);

extern void TF_AddInputList(TF_OperationDescription* desc,
                            const TF_Output* inputs, int num_inputs);

extern void TF_SessionRun(TF_Session* session,
                          // RunOptions
                          const TF_Buffer* run_options,
                          // Input tensors
                          const TF_Output* inputs,
                          TF_Tensor* const* input_values, int ninputs,
                          // Output tensors
                          const TF_Output* outputs, TF_Tensor** output_values,
                          int noutputs,
                          // Target operations
                          const TF_Operation* const* target_opers, int ntargets,
                          // RunMetadata
                          TF_Buffer* run_metadata,
                          // Output status
                          TF_Status*);

extern void TF_SessionPRunSetup(TF_Session*,
                                // Input names
                                const TF_Output* inputs, int ninputs,
                                // Output names
                                const TF_Output* outputs, int noutputs,
                                // Target operations
                                const TF_Operation* const* target_opers,
                                int ntargets,
                                // Output handle
                                const char** handle,
                                // Output status
                                TF_Status*);

extern void TF_SessionPRun(TF_Session*, const char* handle,
                           // Input tensors
                           const TF_Output* inputs,
                           TF_Tensor* const* input_values, int ninputs,
                           // Output tensors
                           const TF_Output* outputs, TF_Tensor** output_values,
                           int noutputs,
                           // Target operations
                           const TF_Operation* const* target_opers,
                           int ntargets,
                           // Output status
                           TF_Status*);

Assuming that there are no typos here, I am trying to understand how one should think about the input and inputs arguments of these functions as their corresponding types involve TF_Output, not TF_Input. Take TF_SessionRun, for instance. It is a bit confusing that both inputs and outputs are TF_Output. It would be great if somebody could explain the reasoning behind this. Thank you.
Regards,
Ivan

FYI @josh11b @jhseu

TF_Operation refers to an operation in the graph, which can have multiple inputs and multiple outputs.
TF_Output identifies the one of possibly many outputs of an operation.
TF_Input identifies the one of possibly many inputs of an operation.

For example, the QuantizedMatMul operation has 6 inputs and 3 outputs.  TF_Input{op, 0} refers to the input a, TF_Input{op, 2} refers to the input min_a etc. while TF_Output{op, 0} refers to outputout, TF_Output{op, 1} refers to the output min_out etc.
TF_SessionRun takes as feeds the outputs of some operations and returns as fetches the outputs of others. Thus TF_Output is used to identify both.
Hope that clarifies things. That said, any suggestions to improve the naming here are appreciated. Perhaps naming the arguments to TF_SessionRun etc. as feeds and fetches instead of inputs and outputs would help a bit?

Yeah, perhaps we should rename the arguments to those functions. The main confusion (it was initially confusing to me too) is that outputs of nodes are inputs to other nodes, and the type refers to its role as the output and the variable name refers to its usage as input.
We're open to suggestions, but I can't think of anything that improves on the current naming. feeds and fetches only resolves the issue for the various Run functions.

I was confused myself... and happened to come across this old issue searching about TF_SessionRun.
It seems TF_Output could have been called TF_OperationValue to choose a neutral name for the type, and then input/outputs are terms relative to TF_SessionRun.
Just thought I'd share, even though this has been long closed.

If its any incentive to find a solution, I was also confused by this.


added workflow as mentioned in issue #209

Related Issue
Fixes #209
Description
As the repo maintainers have to manually close an issue after merging a PR linked with that issue, I propose a workflow where the issue linked with a PR which be automatically closed when that PR is merged by the maintainer and efforts will be saved.
Type of PR

[ ] Bug fix
[X] Feature enhancement
[ ] Documentation update
[ ] Other (specify): _______________

Checklist:

[X] I have performed a self-review of my code
[X] I have read and followed the Contribution Guidelines.
[X] I have tested the changes thoroughly before submitting this pull request.
[X] I have provided relevant issue numbers, screenshots, and videos after making the changes.
[ ] I have commented my code, particularly in hard-to-understand areas.

@Saurav-Pant please change the 'level2' label to 'level1' label as per instructions which you might have recieved


Marshal to GeoJSON by default

Rather than having to use ToGeoJSON(), is there a reason not to just have a built in custom MarshalJSON() that defaults to GeoJSON? That would allow embedded geo fields to marshal properly to GeoJSON out of the box.

Though I'm not a contributor to this package, this does seem logical. It would be a braking change to the API to remove ToGeoJSON() method, but the structs would then comply with the json.Marshaler interface. If implemented, the UnmarshalJSON([]byte) error method should also be considered for addition.

You could still leave ToGeoJSON() as a part of the package.

A couple questions. One I usually find my self using the package as:
type Something struct {
  ID int
  Name string
  Location *geo.Point
}

For my use cases I want this to marshal to something like {"id":1,"name":"a","location":[1.0, 2.0]}. But I guess I'm not against that being geojson.
The other question is geojson feature or geometry? Currently ToGeoJSON outputs a feature, is that correct?

I seems to make sense to follow the GeoJSON spec. In your example struct, the output would be formatted as follows:
{
	"id": 1,
	"name": "a",
	"location": {
		"type": "Point",
		"coordinates": [
			1.0, 2.0
		],
		"crs": {
			"type": "name",
			"properties": {
				"name": "...projection identifier..."
			}
		}
	}
}

I have found the crs parameter to be critical when inserting data into PostGIS using the ST_GeomFromGeoJson function. Without the crs a consumer will not know for sure what projection the geojson data uses.

This library, at least in my mind, is a light weight geo manipulation library. I'm kind of leaving projection stuff out of the data, it's up to the user to know what projection stuff is in.
To get MarshalJSON to output geoJSON, one option is to create a package variable like MarshalToGeoJSON  that if set to true would change the behavior of MarshalJSON.  Not really the best solution but could work.
Alternately you may look at https://github.com/twpayne/go-geom/  I haven't look super closely but I think it would support some of the projection information way better.

The fact that you implement sql.Scanner and sql.Valuer makes this the library of choice for me. If there is anything in other libraries, I'm sure we could port some of it over here.
Not having MarshalJSON supported by default means that any nested fields don't marshal to GeoJSON properly. I think adding a variable to enable/disable GeoJSON marshaling by default sounds good for now.

okay, what about not having crs, is that an issue for you?

Interesting discussion. Sorry to keep chiming in but I'm quite interested in the development of GIS packages in Go.
A variable toggle in the package to modify the output of MarshalJSON() smells a bit strange to me. I think you should pick a convention and stick with it.
Regarding the crs output included in the GeoJSON payload I do think this would be valuable. According to your documentation the library supports:

Project between WGS84 (EPSG:4326) and Mercator (EPSG:3857) or Scalar Mercator (map tiles)

It seems to make sense to include the CRS in the output as you support more than one. Ultimately the crs property could be added at a later date as it would not break the data contract, only enhance it.
Just my 2 cents. Thanks for the great work.

I know this is super old, but closing it for completeness :)
There are several issues brought up here:

is there a reason not to just have a built in custom MarshalJSON() that defaults to GeoJSON

Because sometimes you want a point to marshal as [10, 20] and other times to GeoJSON. To do this today I'd recommend using orb/geojson and using the types there. For example:
type Something struct {
  ID int
  Name string
  Location geojson.Point
}

would marshal/unmarshal the Location and a geojson geometry object. This isn't the same as making it the default, but I think it's workable.  It would possible to add support for Scanning from WKB into a geojson.Point to encoding/wkb if there is interest.

crs

Coordinate Reference System have been removed from the most recent geojson spec. Also, some of the types in this library, as currently defined, don't support extra info/properties. So this isn't possible without a major change.


Reorg and clean up

Coverage increased (+8.7%) to 95.431% when pulling eb341317642d6efad9e53823e23b1a099a60b0e6 on develop into 49e739924c332f08128a32b73fb798d580b9eafd on master.


A few properties prefixed wrongly on Edge

I was browsing through the source code of my website, and saw that Radium had prefixed the flex properties differently:
align-items: center;
justify-content: center;

was changed to
-webkit-align-items: center;
-webkit-justify-content: center;

Edge supports the unprefixed properties out of the box, so I think this prefixing is not needed.

Hey @kumarharsh, assuming that webkit prefixed get applied, it seems that bowser return the wrong browser information which sadly is nothing I can influence by now.
I will add a keep fallback functionality tomorrow to solve this issue for now. As soon as my custom detection tool ships, this will be resolved.

@rofrischmann no probs. Actually, Edge correctly applies even the webkit styles (although I believe that can change in the future, and is not the correct behaviour anyways). So, it's not a huge problem, but I thought I'd report it anyways to get it covered.

Thanks for that effort :) I remember reading something about Edge supporting both -ms- and -webkit- prefixes. That might be the reason why it still works, but ofc we should try to remove those completely as they're not required and might be removed soon.


ARROW-18008: Added a use_threads option to run_query

Great! We need this change for the release because we want to user serial execution mode via pyarrow substrait API


chore: updating dependabot to support python and docker packages

Hi @wadebarnes, this is ready for review now


SOAP-ERROR: Parsing WSDL: Couldn't load [...]

Hey Guys,
just did all the steps from readme but getting following error:
[Symfony\Component\Debug\Exception\FatalErrorException]
  SOAP-ERROR: Parsing WSDL: Couldn't load from 'https://cig.dhl.de/cig-wsdls/com/dpdhl/wsdl/geschaeftskundenversand-a
  pi/2.2/geschaeftskundenversand-api-2.2.wsdl' : failed to load external entity "https://cig.dhl.de/cig-wsdls/com/dpd
  hl/wsdl/geschaeftskundenversand-api/2.2/geschaeftskundenversand-api-2.2.wsdl"

When I try to fetch WDSL URL in Browser it works fine.

Hm may your Server doesn't allow connections outside? You can still download their file and place it local.
In my Company our Server doesn't allow access to unknow File-Extensions (Whitelist) - So I just added the ".wsdl" File-Extension to the Whitelist and it works^^

Any News here?

Sorry, forgot to update ticket here. Seems that the problem is an issue with openssl. I had the same problem one day later with Amazon S3. The CA Certificate is broken.
So nothing to do here ✌

Hi @Petschko ,
I'm facing the same error. I'm using openssl 1.1.1c and curl is throwing error
curl -i https://cig.dhl.de/cig-wsdls/com/dpdhl/wsdl/geschaeftskundenversand-api/2.2/geschaeftskundenversand-api-2.2.wsdl
curl: (35) error:141A318A:SSL routines:tls_process_ske_dhe:dh key too small
DHL has a old certificate. To get it work new ciphers must be provided to curl command.
 curl -i --ciphers  'DEFAULT:!DH'  https://cig.dhl.de/cig-wsdls/com/dpdhl/wsdl/geschaeftskundenversand-api/2.2/geschaeftskundenversand-api-2.2.wsdl

This helps
$auth_params = array(
		'login' => $this->getCredentials()->getApiUser(),
		'password' => $this->getCredentials()->getApiPassword(),
		'location' => $location,
		'trace' => 1,
		'stream_context' => stream_context_create([
			'ssl' => [
				'ciphers'=>"DEFAULT:!DH"
			]
		]),
	);

But unfortunately your function is private and I cannot override it

Do you think its a good idea to either:

Include this by default
Make the function protected

I can look into that, feel free to let me know more about this!

OpenSSL enforce a non-weak DH key because of the Logjam attack. Link. So it makes sense to keep this security enhancement.
The best is that DHL changes its weak certificate. May be they will do it so this issue will be obsolet. In my opinion making the function protected is the best option.

Thanks for the information!
I made relevant functions protected, so they can overwritten! See: https://github.com/Petschko/dhl-php-sdk/commit/b2cc6548d60ca7e9cf5ea58866131240dc1d45d6


Adding ReDimNet to wespeaker

Hi.
Guys from IDRND release a new SOTA models called ReDimNet: https://github.com/IDRnD/ReDimNet/tree/master
Probably need to add it to wespeaker and compare with your ResNet implementations, they claim very serious improvments in speed and accuracy. They also used wespeaker pipeline to train models, so I think there is not gonna be issues with adding models.

Hi,
Thanks for raising this issue. We also noticed this paper, which seems quite interesting. I just inquired about the license on their GitHub here. If they are okay with it, we will start the integration.
Shuai.

Check the implementation at https://github.com/wenet-e2e/wespeaker/pull/346, I currently don't have enough resources to validate all the configurations.


flutter web ui.platformViewRegistry.registerViewFactory fails to load for the second time under ios13.0 system；Above 14.0 is correct；

Is there an existing issue for this?

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

Steps to reproduce
1、Load web pages using ui.platformViewRegistry.registerViewFactory
2、first success
3、Failed to open the second time
Expected results
content can be loaded
Actual results
Failed to open the second time
Code sample
String _localVideoPlayerId = 'Iframe${DateTime.now().millisecondsSinceEpoch}';
@override
Widget build(BuildContext context) {
ui.platformViewRegistry.registerViewFactory(
_localVideoPlayerId,
(int viewId) => IFrameElement()
..allowFullscreen = true
..height = '360'
..src = 'https://www.baidu.com'
..style.border = 'none');
return Scaffold(
appBar: AppBar(
title: const Text('WebViewX Page'),
),
body: Center(
child: Container(
color: Colors.red,
// padding: const EdgeInsets.only(left: 16, right: 16),
height: 500,
child: HtmlElementView(viewType: _localVideoPlayerId),
),
));
}
Screenshots or Video
It loads the first time, fails the second time
Logs
No response
Flutter Doctor output
Flutter (Channel stable, 3.7.12, on Mac OS X 10.15.7 19H2 darwin-x64, locale zh-Hans-US)
• Flutter version 3.7.12 on channel stable at /Users/ares/zb/flutter
• Upstream repository https://github.com/flutter/flutter.git
• Framework revision 4d9e56e694 (6 周前), 2023-04-17 21:47:46 -0400
• Engine revision 1a65d409c7
• Dart version 2.19.6
• DevTools version 2.20.1

I checked this issue on iPhone 11 Pro, iOS 13.7 but it works normally even reloading more than twice.

Demo

Can you be more specific on actual result? How does it look like?

System below 13 is wrong，your system is high

Can you share the specific affected version?  How does the issue look like? (Please provide a recorded video with description in detail so that the issue is more clear). Thanks!

https://github.com/flutter/flutter/assets/118972991/63997fad-4ad2-4f6c-940a-6153f5dbcfc9

https://github.com/flutter/flutter/assets/118972991/515bd85a-2c8d-451e-a443-1f26d1af012b

Two versions are provided, please help to see, thank you

https://github.com/flutter/flutter/assets/118972991/632ffd92-05fa-4083-9dc6-5e68a8e2c8ee

Unfortunately, I don't have such OS version. My minimum iOS version is 13.7. Can you try checking if there is any special log from Safari?
If you are not familier with this, you can go with below steps:

Connect your iPhone to Mac device
Open web on iPhone
Open Safari browser on Mac device > Develop menu > iPhone > Select corresponding tab on iPhone (the web has issue)
Check logs from Console tab on new opened window

Also, can you try on the latest master Flutter channel?

The latest version of flutter has been tested.the same problem
1、Safari logs no errors.

Safari logs no errors

Safari logs no errors.
If the h5 player is embedded, the player has sound, but the node cannot be seen
The latest version of flutterr has the same problem, already tried

Can you help me with this problem.thank you very much

I was able to replicate the reported behavior on iOS Simulator 12.4 (iphone 6 plus). Running the provided code sample on simulator's browser (safari), it shows below screen upon second try:

While, on, iOS 13+, it works as expected and also verified here.

 stable, master flutter doctor -v
[!] Flutter (Channel stable, 3.10.3, on macOS 12.2.1 21D62 darwin-x64, locale
    en-GB)
    • Flutter version 3.10.3 on channel stable at
      /Users/dhs/documents/fluttersdk/flutter
    ! Warning: `flutter` on your path resolves to
      /Users/dhs/Documents/Fluttersdk/flutter/bin/flutter, which is not inside
      your current Flutter SDK checkout at
      /Users/dhs/documents/fluttersdk/flutter. Consider adding
      /Users/dhs/documents/fluttersdk/flutter/bin to the front of your path.
    ! Warning: `dart` on your path resolves to
      /Users/dhs/Documents/Fluttersdk/flutter/bin/dart, which is not inside your
      current Flutter SDK checkout at /Users/dhs/documents/fluttersdk/flutter.
      Consider adding /Users/dhs/documents/fluttersdk/flutter/bin to the front
      of your path.
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision f92f44110e (4 days ago), 2023-06-01 18:17:33 -0500
    • Engine revision 2a3401c9bb
    • Dart version 3.0.3
    • DevTools version 2.23.1
    • If those were intentional, you can disregard the above warnings; however
      it is recommended to use "git" directly to perform update checks and
      upgrades.

[!] Xcode - develop for iOS and macOS (Xcode 12.3)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    ! Flutter recommends a minimum Xcode version of 13.
      Download the latest version or update via the Mac App Store.
    • CocoaPods version 1.11.2

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

[✓] VS Code (version 1.62.0)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.21.0

[✓] Connected device (5 available)
    • SM G975F (mobile)       • RZ8M802WY0X • android-arm64   • Android 11 (API 30)
    • Darshan's iphone (mobile)  • 21150b119064aecc249dfcfe05e259197461ce23 •
      ios            • iOS 14.4.1 18D61
    • iPhone 12 Pro Max (mobile) • A5473606-0213-4FD8-BA16-553433949729     •
      ios            • com.apple.CoreSimulator.SimRuntime.iOS-14-3 (simulator)
    • macOS (desktop)            • macos                                    •
      darwin-x64     • Mac OS X 10.15.4 19E2269 darwin-x64
    • Chrome (web)               • chrome                                   •
      web-javascript • Google Chrome 98.0.4758.80

[✓] HTTP Host Availability
    • All required HTTP hosts are available

! Doctor found issues in 1 category.

[!] Flutter (Channel master, 3.11.0-20.0.pre.15, on macOS 12.2.1 21D62
    darwin-x64, locale en-GB)
    • Flutter version 3.11.0-20.0.pre.15 on channel master at
      /Users/dhs/documents/fluttersdk/flutter
    ! Warning: `flutter` on your path resolves to
      /Users/dhs/Documents/Fluttersdk/flutter/bin/flutter, which is not inside
      your current Flutter SDK checkout at
      /Users/dhs/documents/fluttersdk/flutter. Consider adding
      /Users/dhs/documents/fluttersdk/flutter/bin to the front of your path.
    ! Warning: `dart` on your path resolves to
      /Users/dhs/Documents/Fluttersdk/flutter/bin/dart, which is not inside your
      current Flutter SDK checkout at /Users/dhs/documents/fluttersdk/flutter.
      Consider adding /Users/dhs/documents/fluttersdk/flutter/bin to the front
      of your path.
    • Upstream repository https://github.com/flutter/flutter.git
    • Framework revision 6c8cf3a9d0 (54 minutes ago), 2023-06-05 23:52:07 -0400
    • Engine revision aaa7574375
    • Dart version 3.1.0 (build 3.1.0-163.0.dev)
    • DevTools version 2.24.0
    • If those were intentional, you can disregard the above warnings; however
      it is recommended to use "git" directly to perform update checks and
      upgrades.

[!] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
    • Android SDK at /Users/dhs/Library/Android/sdk
    ✗ cmdline-tools component is missing
      Run `path/to/sdkmanager --install "cmdline-tools;latest"`
      See https://developer.android.com/studio/command-line for more details.
    ✗ Android license status unknown.
      Run `flutter doctor --android-licenses` to accept the SDK licenses.
      See https://flutter.dev/docs/get-started/install/macos#android-setup for
      more details.

[✓] Xcode - develop for iOS and macOS (Xcode 13.2.1)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    • Build 13C100
    • CocoaPods version 1.11.2

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

[✓] IntelliJ IDEA Ultimate Edition (version 2021.3.2)
    • IntelliJ at /Applications/IntelliJ IDEA.app
    • Flutter plugin version 65.1.4
    • Dart plugin version 213.7228

[✓] VS Code (version 1.62.0)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.29.0

[✓] Connected device (3 available)
    • Darshan's iphone (mobile) • 21150b119064aecc249dfcfe05e259197461ce23 • ios
      • iOS 15.3.1 19D52
    • macOS (desktop)           • macos                                    •
      darwin-x64     • macOS 12.2.1 21D62 darwin-x64
    • Chrome (web)              • chrome                                   •
      web-javascript • Google Chrome 109.0.5414.119

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

! Doctor found issues in 1 category.

[!] Xcode - develop for iOS and macOS (Xcode 12.3)
    • Xcode at /Applications/Xcode.app/Contents/Developer
    ! Flutter recommends a minimum Xcode version of 13.
      Download the latest version or update via the Mac App Store.
    • CocoaPods version 1.11.2

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

[✓] VS Code (version 1.62.0)
    • VS Code at /Applications/Visual Studio Code.app/Contents
    • Flutter extension version 3.21.0

[✓] Connected device (5 available)
    • SM G975F (mobile)       • RZ8M802WY0X • android-arm64   • Android 11 (API 30)
    • Darshan's iphone (mobile)  • 21150b119064aecc249dfcfe05e259197461ce23 •
      ios            • iOS 14.4.1 18D61
    • iPhone 12 Pro Max (mobile) • A5473606-0213-4FD8-BA16-553433949729     •
      ios            • com.apple.CoreSimulator.SimRuntime.iOS-14-3 (simulator)
    • macOS (desktop)            • macos                                    •
      darwin-x64     • Mac OS X 10.15.4 19E2269 darwin-x64
    • Chrome (web)               • chrome                                   •
      web-javascript • Google Chrome 98.0.4758.80

[✓] HTTP Host Availability
    • All required HTTP hosts are available

! Doctor found issues in 1 category.

Are you going to fix this?

One thing I noticed is that you are registering the factory in the build method. A factory should only be registered once during the lifetime of the app, but build methods are called many times.

_localVideoPlayerId unique and same case.

I'm afraid I can't test this anymore, I don't have any device in iOS13 (not even the simulators let me go below 15), I'm going to un-assign myself from here and let it bounce back to triage.

iOS 12 is outside our support matrix, and this issue seems like a Safari bug, so would likely require hacks to fix. If you need to support iOS 12, consider using older Flutter SDK that supports it.


networking: move Wireguard server into Nix

A new node should be added, a Hetzner cloud server most likely, which is solely responsible for running a Wireguard server. NixOS has wiki docs for running a server: https://nixos.wiki/wiki/WireGuard
We should also provide a flake app for accessing the Wireguard host "management interface", to, e.g., provision new keys. This means, there should be a command which generates new keys, and adds the public key into the server NixOS configuration, and then outputs the private key to stdout so that it can be copied into a new sops file for a host.

This is implemented as a mesh network with Wirenix in #88


Question: Itinero support turn restriction with timezone

Hello Team
i want to know your library support turn restriction with timezone or not ?.
Ex; 6-8h or 16-19h no turn left with car or truck.

No, this is not supported, can you give me an example (on OSM perhaps)?

@xivk  ex : https://www.openstreetmap.org/relation/87146

I added this to the Itinero roadmap as a possible future issue:
http://docs.itinero.tech/docs/itinero/development/index.html
Feel free te reopen if you have more questions about this, for now this is not supported, the only thing you can do is either include it or not include it.


how to install requirements.txt on colab?

I am using pip install -r requirements.txt but its error. and first time that i see
file:///home/conda/feedstock_root/build_artifacts/accelerate_1710334587919/work
what does it mean?

Hello @srn-source,
It seems like the problem is caused by installing accelerate.
Could you try installing accelerate first before pip install -r requirements.txt?

@jiwooya1000  Not working  but  after i remove @ file:///...... every library. It is working.

Good to hear that it is working now! Maybe it is due to the difference coming from Colab environment. Closing the issue as it is resolved👍 Please feel free to open it again if you have further problems related to this


Update CLI extensions available doc

Update CLI extensions available doc.
Triggered by Azure/azure-cli-extensions - TRAVIS_BUILD_ID=452003598
https://github.com/Azure/azure-cli-extensions/commit/01ed15367da8053ec32e7e89bc36eb1a46138f41

:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

docs-ref-conceptual/azure-cli-extensions-list.md
:white_check_mark:Succeeded
View (azure-cli-latest) View (azure-cli-2017-03-09-profile) View (azure-cli-2018-03-01-hybrid)

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.

:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

docs-ref-conceptual/azure-cli-extensions-list.md
:white_check_mark:Succeeded
View (azure-cli-latest) View (azure-cli-2017-03-09-profile) View (azure-cli-2018-03-01-hybrid)

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.


Env vars using secret references are replacing chosen secret names with the container app's resource name

Please provide us with the following information:

This issue is a: (mark with an x)

[x] bug report -> please search issues before submitting
[ ] documentation issue or request
[x] regression (a behavior that used to work and stopped in a new release)

Issue description
As described in the title. Using Pulumi, I provisioned a set of Container Apps which have secrets and environment variables referencing those secrets:
Secrets = new List<Pulumi.AzureNative.App.Inputs.SecretArgs>
    {
        new ()
        {
            Name = "azure-storage-account-key-base64",
            Value = this.PrimaryStorageKey
        }
    }
//...
Env = new List<Pulumi.AzureNative.App.Inputs.EnvironmentVarArgs>
    {
        new ()
        {
            Name = "AZURE_STORAGE_ACCOUNT_KEY_BASE64",
            SecretRef = "azure-storage-account-key-base64"
        }
    }

The deployment runs successfully. However, when I view the container app in the portal, the revision is scaled to zero, and the revision is marked as failed. If I create a new revision changing nothing, the revision fails to deploy, with an error message stating it cannot find referenced secrets:
Failed to deploy new revision: SecretRef 'capp-my-container-app173d7e0c' defined for container 'container1' not found.

For troubleshooting, I tried manually editing the container definition in a new revision to correctly reference the secrets. This deploys successfully, however, when I go to check the new revision, it's marked as failed, and the secret ref is back to the container app's name. This confirms to me that this is an issue on the Container Apps backend, as the behaviour is consistent both in the portal and through the API.
Steps to reproduce

Create a container app
Define a secret in that container app
Define a container with an environment variable referencing a secret
Run the deployment

Expected behavior [What you expected to happen.]
I expect the deployment to use the values I provided it, deploy successfully, and for the container to come online with the correct values in the defined env vars.
Actual behavior [What actually happened.]
The deployment succeeds, but the new revision is marked as failed (Perhaps deployments reporting success but actually failing is worth it's own issue report? If that isn't related to this issue, that is) and the container doesn't run. SecretRefs are pointing to the container app's resource name, rather than the actual secrets they were pointing to.
Additional context
I believe this is a regression as I've seen this happen a few months ago. At the time, I thought it was a Pulumi issue and logged an issue about it, but now I'm not so sure. The issue cleared up on its own, and now it has returned.

@bbi-willemtoorenburgh thanks for reporting this issue. We have already made a fix, it will be deployed in the upcoming week.


Problems with saving after model fit

I am trying to run one of the example datasets on a fresh anaconda-environment installation for DeepPoseKit.
import tensorflow as tf
from deepposekit.io import VideoReader
from deepposekit.io import DataGenerator, TrainingGenerator
from deepposekit.models import StackedDenseNet
from deepposekit.models import load_model

data_generator = DataGenerator('/Users/arminbahl/deepposekit-data/datasets/fly/annotation_data_release.h5')
train_generator = TrainingGenerator(data_generator)
model = StackedDenseNet(train_generator)
model.fit(batch_size=4, n_workers=1)
model.save('/Users/arminbahl/deepposekit-data/datasets/fly/example_annotation_model.h5')

print(tf.__version__)
print(data_generator.get_config())
print(train_generator.get_config())
print(model.get_config())

model = load_model('/Users/arminbahl/deepposekit-data/datasets/fly/example_annotation_model.h5')
reader = VideoReader('/Users/arminbahl/deepposekit-data/datasets/fly/video.avi')
predictions = model.predict(reader)

The training runs fine and the model is saved.
However, when loading the model, I get an error
model = load_model('/Users/arminbahl/deepposekit-data/datasets/fly/example_annotation_model.h5')
  File "/Users/arminbahl/opt/anaconda3/envs/deepposekit/lib/python3.7/site-packages/deepposekit/models/loading.py", line 124, in load_model
    model.__init_input__(model_config["image_shape"])
KeyError: 'image_shape'

Any idea what might be wrong here?
Thanks for helping!
I use a dedicated conda environment:
conda create --name deepposekit --channel conda-forge python=3.7
conda activate deepposekit
conda install --yes -c conda-forge shapely scikit-image scikit-learn
pip install tensorflow deepposekit

Thanks again. Should be fixed now. Reopen if you're still having this issue. Posting the relevant part of your email here for posterity:

I dived a little bit into your code and found a solution in the in the function get_config() in engine.py (https://github.com/jgraving/DeepPoseKit/blob/master/deepposekit/models/engine.py#L235). self.train_generator exists (<deepposekit.io.TrainingGenerator.TrainingGenerator object at 0x7ff1f0078438>) but if self.train_generator produces a False. I think it should rather say if self.train_generator is not None? Having changed this, the dictionary gets properly populated and contains image_shape now…


Implement ICurrentAllEventsQuery

We don't currently have ICurrentAllEventsQuery Implemented for Linq2Db Journal. We should add this functionality so that users who require this functionality can migrate.

Closed by #10

Closed by #10


Clair does not find any vulns in RHEL.

We are considering deploying quay registry if we can find out any solution for this.
I've been tracking some issues but I get lost between all those Issues, commits and PR (I'm newbie in GitHub).
I got Clair deployed on Docker using the current master version since it includes Alpine Support and when I launch the analyze-local-images binary I just get a message reporting a successful execution. This is impossible since I checked the image using docker-openScap and it reports several CVEs.

Are finding vulnerabilities when you push the image to Quay.io? It's quite possible open-scap uses different resources to determining it's vulnerabilities. We're depending on the upstream distributions to maintain their vulnerability databases. In the case of Alpine Linux, we use http://git.alpinelinux.org/cgit/alpine-secdb/

You also have to wait for Clair to finish its initial update (see other issues).

Thanks for your quick replies guys.
We dont have any quay.io repository currently working, we are looking forward to integrate it in case we can solve the RHEL images problem though.
also I knew about the first vulnerabilities db update.
Also when updating I'm having some issues:
2017-01-30 04:13:10.652758 E | updater/fetchers/metadata_fetchers: could not decode NVD data feed '2008': EOF
2017-01-30 04:13:10.652809 E | updater: an error occured when loading metadata fetcher 'NVD': updater/fetchers: could not parse.
Mostly this message but for different years data feed each day, I gues this is related to some proxy/middleware problem.
In  the first run I got:
2017-01-27 13:41:48.105930 E | updater/fetchers/metadata_fetchers: could not decode NVD data feed '2015': read tcp <IP_ADDRESS>:38409-><IP_ADDRESS>:80: read: connection reset by peer
Then I just the the an error occured when loading metadata fetcher 'NVD': updater/fetchers: could not parse.
anyway, I'm still not able to analyze RHEL Images, is Clair supporting RHEL based images?

Definitely a networking issue. Not much we can do on our side.
CentOS is supported. Never tested RHEL itself, would have to verify how the namespace and package parsers behave and potentially adjust.

closing due to age. please remake this issue if it's still relevant. thanks

can anyone confirm if Clair works on RHEL images?

Didn't worked for me.

Would you mind opening a new issue? RHEL definitely is working for numerous Clair installations and the logs in this issue are related to NVD metadata and not RHEL.


Get Total RAM and current RAM usage?

Would be great, especially when dealing with webviews and VR.

+1

Implemented in #289

+1 for current ram and CPU

Don't comment on old issues, instead, open a new one of needed :)


Extract header into its own interface

For #77

@0crat status

@0crat in

@0crat status (here)

@victornoel This is what I know about this job in CT2E6TK9B, as in §32:

The job #102 is not in scope
Job footprint (restricted area)

@g4s8 I'm not sure why but this PR didn't go into scope

@0crat status

@0crat status (here)

@g4s8 This is what I know about this job in CT2E6TK9B, as in §32:

The job #102 is not in scope
Job footprint (restricted area)

@0crat in

This pull request #102 is assigned to @vatavuk/z, here is why; the budget is 15 minutes, see §4; please, read §27 and when you decide to accept the changes, inform @g4s8/z (the architect) right in this ticket; if you decide that this PR should not be accepted ever, also inform the architect; this blog post will help you understand what is expected from a code reviewer; there will be a monetary reward for this job

@Vatavuk thank you, it is done

@sereshqua/z please review this job completed by @vatavuk/z, as in §30; the job will be fully closed and all payments will be made when the quality review is completed

@Vatavuk please make sure you will find not only cosmetic issues, but rather design problems during next CR, thanks

@sereshqua ok

@0crat quality acceptable


How to use Azure notification hubs in net8-android app?

[Enter feedback here]

Document Details
⚠ Do not edit this section. It is required for learn.microsoft.com ➟ GitHub issue linking.

ID: 2a03ab5f-3dda-f469-33e0-9504c90d468c
Version Independent ID: 4f8e4309-cd06-f09f-00f0-d978b3d16777
Content: Send push notifications to Xamarin.Android apps using Azure Notification Hubs
Content Source: articles/notification-hubs/xamarin-notification-hubs-push-notifications-android-gcm.md
Service: notification-hubs
GitHub Login: @sethmanheim
Microsoft Alias: sethm

@michaldobrodenka
Thanks for your feedback! We will investigate and update as appropriate.


Define and implement connection between Azure DevOps and Azure

In order to support Azure DevOps as a repository for a azd - project and use its CI pipeline:

Azure DevOps requires communicating with Azure in the same way as GitHub can currently perform provisioning and deployment in Azure.

GitHub, uses a secret credential from one Azure's App Registration (with enough security roles assigned) to authenticate to Azure and perform operations.  The federated identity for GitHub and Azure is not yet implemented.
Azure DevOps supports multiple connection types.
I suggest using the Resource Manager type.
It looks like there is not a REST API for DevOps to create the connection.
Users would need to follow the instructions from DevOps to create the connection to allow pipelines to authenticate and work with Azure.
azd would provide the pipeline and refer customers to how to create the connection.

Please see the README in the .azdo folder for the exact steps needed to automate this.  Everything except creating the org is automatable.

already implemented


extract over rows if rows are geometries

adds a check to extract such that if Tables.rows(x) iterates geometries (e.g. X-Y points), the points are extracted. Previously this would throw an error.

I think I cleaned everything up now. To handle geometries/tables with geometries consistently throughout, we should probably add an internal function that takes data and geometrycolumns as arguments and:

returns data if data is an iterable (or just AbstractVector) of geometries
returns geometries if geometrycolumns is specified
returns geometries if data has a column corresponding to GeoInterface.geometrycolumns(data)
errors with an informative error message otherwise.

Yeah that function is a good idea.


Remove/Import different wallet shows old balance

Prerequisites

[ ] Using yarn
[ ] Using node 12.x
[x] Using the latest release or an up-to-date master branch
[ ] Link to stacktrace in a Gist (for bugs)

Expected Behavior
After importing the other wallet, it should show the actual one. I need to refresh balance to see it.

Current Behavior
After importing the other wallet, balance of previous is shown.

Possible Solution
Auto refresh after import.

Steps to Reproduce (for bugs)

Import wallet with seed

Remove wallet

Import other wallet with seed

Show balance

Context

Your Environment

Node version :
Version or Branch used :
Operating System and version : Win 7 v0.1.0
Link to your project :

Duplicated by #1358


Need restart to find new peers sometimes during sync

Description
As a user, I want to keep a sync moving forward without having to restart to find peers if I lose my useful peers. Potentially because of the lack of evaluating of peers during sync and post sync
Acceptance Criteria

Continual sync without a restart even if peers are lost

NEED TIME / SCOPE ESTIMATE

maybe related: https://github.com/hyperledger/besu/pull/4651

Hypothesis - this is because we haven't yet implemented the "useless response" for snap sync. This is WIP in this PR #4651

closing for implementation in #5178


Bump Up Scala Version

Update Scala 2.10.5 -> 2.11.8
Update ScalaTest 2.10_2.2.1 -> 2.11_2.2.4 to support Macro compilation

Our projects are 2.10, can you cross compile it to 2.12 as well?


update-database script is missing

Your readme refers to a script called update-database that is missing from your repo.

sorry, reread.  Didn't know you could use nuget for that.  Very cool.


work with the file without restriction of rights.

I may be wrong, but I see in your code working with a file without setting permissions. this can lead to a security problem. both by the vector of confidentiality (access to information) and by the vector of accessibility (for example, when using links).
I suggest considering setting limits using umask (0022); and chmod (..., 0644);
https://github.com/dvorka/hstr/blob/298379d20404d4014a559e33dbff647c3bdbfa21/src/hstr_blacklist.c#L139
https://github.com/dvorka/hstr/blob/298379d20404d4014a559e33dbff647c3bdbfa21/src/hstr_favorites.c#L116

@ihsinme you are right! Thank you for reporting this security :lady_beetle:!


Design Improvements

i know, at the moment the design is not so important, but this orange? seriously? :D I personally would much more enjoy working one a more beautiful/less aggressive frontend :)
this is an proposal how I would colorize the theme:
old

new

Issues I had

could not find where $lightBgColor  is defined.
somehow the file-loader does not load .svg's correctly, so i used a .png, but we should use vector-graphics wherever it's possible

@alangecker - looks good, too! Me personally, I'm also fine if it would be just black & white :D
Generally, both color schemes make sense to me. @D0nPiano picked up the color scheme that Manuele proposed, while @alangecker uses the colors of yunity.org, which were originally picked by Raphael Wintrich and have the earth tones of foodsharing.de.

Haha, I can definitely see why you are saying the orange is aggresive :D And of course the "earthly" colors look more like foodsharing.de
Nevertheless, and even though it took me a while to actually like them, I really am in favor of the orange by now. Not only that it sticks out, it's also very unique to yunity - kind of like the purple-ish color to ubunt. So i'm actually more in favour of keeping the orange. But maybe we could just have a vote on it somewhere when we have more pages ready (quick syscon? some slack channel?

I would like to have a totally different logo - yunity should just be in the footer (powered by yunity). I'll try to get some drafts from Tais, who painted one for the hackathon.

@alangecker How about a Syscon to move this forward? Could be very quick: 4 days proposals, 2 days voting!

I put the "question" tag here to make clear that this is an open question.

Is there any progress on this question? Are we just using the lifebelt? And the foodsharing ("earthtone") colors?

We could add themes support ;)

I support @alangecker in his request to change the color scheme to the less aggressive brown, that also holds the benefit of reminding people a little of foodsharing.de, a platform, which many international foodsaving enthusiasts came to know and crave...

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@djahnie and me used this pull request to improve our usage of angular-material themes and change the colors to a more brownish tone.
The color could need some more fine tuning :) Also the splash pages could get a nice background image.

That's how it looks right now. Opinions?
The splash pages (login etc) could look weird on bigger screens, it's not so easy to test on my laptop.

Cool! Especially like the background picture - althought I think I'd prefer a colored logo - it looks pretty dark (almost sad) at the moment.

@alangecker The green parts of the colorful logo are almost not visible in the main toolbar (when logged in)
Do you have an idea how to improve it?

Personally I don't like it with the background image. It's kind of cheesy image to me, and is a bit stock-photo-y. Hand drawn tiled backgrounds I think can look super nice, still personal and not too corporate, e.g.:

I think the black logo looks better then the colored version, so I would leave it for now (and revert the last commit).
Also @nicksellen the background image is the same as on yunity.org. If someone does a nice hand-drawn picture, we can replace it then.

@tiltec I don't think a designer will find their way in and just do that, but if there is a loose consensus that it might look nice we can ask around specifically
(I don't like it on the yunity website either :p )

What about this?

It's ideal as background though, because of it's large dominant structures..

Well, I really like the yunity background picture and the other two proposals are... erm... rejected by me...^^
The current brown colors and the colored logo without opacity fit very well IMHO, so I'm in favor if these changes! Oh, and @alangecker is, too...^^