feat: detect unnecessary render and warn user

Summary
This draft PR is intended to start providing a way to detect unnecessary renders as described here

Test plan

I have added a test file called UnneccassaryRender.perf-test which is intended to unnecessarily render on the component and see the warning

I found something very interesting while testing the implementation @mdjastrzebski
For Unncessary Component test, wrapping state updating inside a timeout cause not finding the unnecessary renders instead of updating directly.
  const handlePress = () => {     setCount((c) => c + 1);   };
with setTimeOut
const handlePress = () => {     setTimeout(() => setCount((c) => c + 1), 10);   };

Another thing I came up with while testing is currently screen variable has been set in the outer scope.
On the first render screen variable is not set yet. On the second onRender callback screen variable is being set. That means first two onRender callbacks we can not do any comparison. So on the third callback can be comparasion because we have screen object and previously saved component representation
I am not sure I am missing any point you have described on the discussion issue @mateusz1913

@guvenkaranfil good first step. As a next step you should probably modify measurePerformance function to capture the screen.toJSON() trees (only for RN!) to some array during the first run. Then after the 1st run compare the consecutive JSON trees to find out if they are the same.

@mdjastrzebski  I've just updated the implementation based on capturing component representations into an array and compare after.
Then after the 1st run compare the consecutive JSON trees to find out if they are the same.
Why not we would like to do comparison after 1st run instead of like end of the test like hasTooLateRender

@guvenkaranfil The comparison can be made after all runs, that is not that important.
The important factors are:

Gather the toJSON tree during only the first count, and avoid capturing then during any subsequent runs in order not to affect the render times.
The first run is ideal here, as it will usually be discarded (warmupRuns: 1 is the default setup).

@mdjastrzebski Have you had a chance to look updated parts 🤔

@mdjastrzebski Should we separate including redundant render information into markdown by types initial and update as we do right now for the console

Hi @mdjastrzebski, I believe it is better to put init and update. What do you think?

@guvenkaranfil Thank you for your patience with this PR, I didn't have time to work on it yet. From my perspective, I plan to merge it ~soon (before end of April), after doing final review and probably some minor tweaks by hand. You do not need to make any more changes.

@mdjastrzebski Is there anything to help to forward the PR?

@guvenkaranfil This PR will be merged, I just need to find some spare to review it properly.

@mdjastrzebski Okay thank you just let me know if you need me to update anything. I cant wait to use this feature to use my own projects

Slight progress: rebased to v1 branch, as v1 release is imminent

@brandon-gs I am still polishing the UX & implementation around it. Probably still need around a week or two. BTW this feature would be released as part of 1.0.0 (perhaps as RC release).

Performance Comparison Report

Current: feat/detectUnnecessaryRender (5ed8244205597933896d75d1ded089b5ff717121) - 2024-06-14 12:51:50Z
Baseline: feat/detectUnnecessaryRender<PHONE_NUMBER>9ad9a6c74624ce567beb1d853ceacd) - 2024-06-13 22:19:48Z

Significant Changes To Duration

Name
Type
Duration
Count

fib 32
function
79.9 ms → 89.1 ms (+9.2 ms, +11.5%) 🔴
1 → 1

fib 31
function
49.1 ms → 54.1 ms (+5.0 ms, +10.2%) 🔴
1 → 1

Show details

Name
Type
Duration
Count

fib 32
function
BaselineMean: 79.9 msStdev: 0.2 ms (0.2%)Runs: 79.7 79.8 79.9 79.9 79.8 79.9 80.1 79.9 80.3 79.6CurrentMean: 89.1 msStdev: 24.5 ms (27.5%)Runs: 80.8 80.4 80.5 158.5 85.6 80.9 80.1 79.4 79.1 85.6
BaselineMean: 1Stdev: 0 (0.0%)Runs: 1 1 1 1 1 1 1 1 1 1CurrentMean: 1Stdev: 0 (0.0%)Runs: 1 1 1 1 1 1 1 1 1 1

fib 31
function
BaselineMean: 49.1 msStdev: 0.3 ms (0.6%)Runs: 49.6 49.2 49.0 49.2 48.8 48.7 49.1 49.5 48.8 49.2CurrentMean: 54.1 msStdev: 11.3 ms (20.9%)Runs: 50.0 49.9 50.0 50.0 50.0 50.0 49.9 86.1 53.9 51.2
BaselineMean: 1Stdev: 0 (0.0%)Runs: 1 1 1 1 1 1 1 1 1 1CurrentMean: 1Stdev: 0 (0.0%)Runs: 1 1 1 1 1 1 1 1 1 1

Meaningless Changes To Duration

Show entries

Name
Type
Duration
Count

Async Component
render
98.6 ms → 93.8 ms (-4.8 ms, -4.9%)
7 → 7

fib 30
function
30.2 ms → 32.5 ms (+2.3 ms, +7.6%)
1 → 1

Other Component 10
render
60.2 ms → 61.8 ms (+1.6 ms, +2.7%)
4 → 4

Other Component 10 legacy scenario
render
61.6 ms → 57.8 ms (-3.8 ms, -6.2%)
4 → 4

Other Component 20
render
59.6 ms → 58.6 ms (-1.0 ms, -1.7%)
4 → 4

RedundantUpdates
render
0.4 ms → 1.0 ms (+0.6 ms, +150.0%) 🔴
2 → 2

Show details

Name
Type
Duration
Count

Async Component
render
BaselineMean: 98.6 msStdev: 7.1 ms (7.2%)Runs: 97 91 109 93 100 89 98 111 98 100CurrentMean: 93.8 msStdev: 3.9 ms (4.2%)Runs: 95 94 93 99 100 94 89 94 87 93
BaselineMean: 7Stdev: 0 (0.0%)Runs: 7 7 7 7 7 7 7 7 7 7CurrentMean: 7Stdev: 0 (0.0%)Runs: 7 7 7 7 7 7 7 7 7 7

fib 30
function
BaselineMean: 30.2 msStdev: 0.1 ms (0.3%)Runs: 30.2 30.2 30.3 30.3 30.3 30.3 30.2 30.1 30.3 30.2CurrentMean: 32.5 msStdev: 3.2 ms (9.8%)Runs: 30.8 30.7 30.8 30.8 30.4 39.8 36.6 31.1 31.1 33.1
BaselineMean: 1Stdev: 0 (0.0%)Runs: 1 1 1 1 1 1 1 1 1 1CurrentMean: 1Stdev: 0 (0.0%)Runs: 1 1 1 1 1 1 1 1 1 1

Other Component 10
render
BaselineMean: 60.2 msStdev: 3.9 ms (6.5%)Runs: 57 62 60 62 60 56 56 57 64 68CurrentMean: 61.8 msStdev: 3.2 ms (5.2%)Runs: 56 64 65 65 61 59 60 60 62 66
BaselineMean: 4Stdev: 0 (0.0%)Runs: 4 4 4 4 4 4 4 4 4 4CurrentMean: 4Stdev: 0 (0.0%)Runs: 4 4 4 4 4 4 4 4 4 4

Other Component 10 legacy scenario
render
BaselineMean: 61.6 msStdev: 4.1 ms (6.6%)Runs: 58 62 64 61 59 62 59 60 59 72CurrentMean: 57.8 msStdev: 3.4 ms (5.9%)Runs: 58 60 58 56 53 57 54 56 63 63
BaselineMean: 4Stdev: 0 (0.0%)Runs: 4 4 4 4 4 4 4 4 4 4CurrentMean: 4Stdev: 0 (0.0%)Runs: 4 4 4 4 4 4 4 4 4 4

Other Component 20
render
BaselineMean: 59.6 msStdev: 6.2 ms (10.4%)Runs: 62 62 61 54 54 63 61 54 55 69 55 56 60 67 78 54 56 60 57 55CurrentMean: 58.6 msStdev: 4.9 ms (8.4%)Runs: 61 53 56 58 57 57 54 57 51 62 57 63 58 61 75 59 59 55 60 60
BaselineMean: 4Stdev: 0 (0.0%)Runs: 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4CurrentMean: 4Stdev: 0 (0.0%)Runs: 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

RedundantUpdates
render
BaselineMean: 0.4 msStdev: 0.5 ms (129.1%)Runs: 0 1 0 1 1 0 1 0 0 0CurrentMean: 1.0 msStdev: 0.9 ms (94.3%)Runs: 2 1 0 2 2 0 0 2 1 0
BaselineMean: 2Stdev: 0 (0.0%)Runs: 2 2 2 2 2 2 2 2 2 2CurrentMean: 2Stdev: 0 (0.0%)Runs: 2 2 2 2 2 2 2 2 2 2

Render Count Changes
There are no entries
Render Issues

Name
Initial Updates
Redundant Updates

Other Component 10
1 🔴
-

Other Component 10 legacy scenario
1 🔴
-

Other Component 20
1 🔴
-

RedundantUpdates
-
1 (1) 🔴

Async Component
1 🔴
-

InitialRenders 1
1 🔴
-

InitialRenders 3
3 🔴
-

ManyRenderIssues
2 🔴
2 (3, 4) 🔴

Added Scenarios

Name
Type
Duration
Count

InitialRenders 1
render
1.1 ms
2

InitialRenders 3
render
1.4 ms
4

ManyRenderIssues
render
1.8 ms
5

Show details

Name
Type
Duration
Count

InitialRenders 1
render
CurrentMean: 1.1 msStdev: 0.3 ms (28.7%)Runs: 2 1 1 1 1 1 1 1 1 1
CurrentMean: 2Stdev: 0 (0.0%)Runs: 2 2 2 2 2 2 2 2 2 2

InitialRenders 3
render
CurrentMean: 1.4 msStdev: 0.7 ms (49.9%)Runs: 2 2 1 0 1 2 2 2 1 1
CurrentMean: 4Stdev: 0 (0.0%)Runs: 4 4 4 4 4 4 4 4 4 4

ManyRenderIssues
render
CurrentMean: 1.8 msStdev: 0.8 ms (43.8%)Runs: 1 1 1 3 2 2 3 1 2 2
CurrentMean: 5Stdev: 0 (0.0%)Runs: 5 5 5 5 5 5 5 5 5 5

Removed Scenarios

Name
Type
Duration
Count

RedundantInitialRenders 1
render
0.7 ms
2

RedundantInitialRenders 3
render
0.6 ms
4

Show details

Name
Type
Duration
Count

RedundantInitialRenders 1
render
BaselineMean: 0.7 msStdev: 0.5 ms (69.0%)Runs: 1 1 0 0 1 1 1 0 1 1
BaselineMean: 2Stdev: 0 (0.0%)Runs: 2 2 2 2 2 2 2 2 2 2

RedundantInitialRenders 3
render
BaselineMean: 0.6 msStdev: 0.5 ms (86.1%)Runs: 0 1 1 0 0 0 1 1 1 1
BaselineMean: 4Stdev: 0 (0.0%)Runs: 4 4 4 4 4 4 4 4 4 4

Console version for the report:

🎉 This PR has been released in v1.0.0-rc.5 🎊


013 BD grameenphone

013  series start by GP

gp news 013

+88013 digit

Test = success

011 or +88011 = citycell
I have removed 011 . 011 is not active in BD

BTRC shuts down Citycell

Thanks for the PR :smile:


[Android] Little flicker html when change app from background to foreground

I'm submitting a ...  (check one with "x")

[ ] question
[x] any problem or bug report

OS:  (check one with "x")

[x] Android
[ ] iOS
[ ] Browser

cordova information:  (run $> cordova plugin list)
cordova-android-firebase-gradle-release 3.0.0 "cordova-android-firebase-gradle-release"
cordova-android-play-services-gradle-release 3.0.0 "cordova-android-play-services-gradle-release"
cordova-android-support-gradle-release 3.0.1 "cordova-android-support-gradle-release"
cordova-open-native-settings 1.5.2 "Native settings"
cordova-plugin-actionsheet 2.3.3 "ActionSheet"
cordova-plugin-advanced-http 2.1.1 "Advanced HTTP plugin"
cordova-plugin-camera 4.0.3 "Camera"
cordova-plugin-core-android-extensions 2.0.0 "CoreAndroidExtensions"
cordova-plugin-device 2.0.3 "Device"
cordova-plugin-dialogs 2.0.2 "Notification"
cordova-plugin-file 6.0.1 "File"
cordova-plugin-file-transfer 1.7.1 "File Transfer"
cordova-plugin-filepath 1.5.5 "cordova-plugin-filepath"
cordova-plugin-geolocation 4.0.1 "Geolocation"
cordova-plugin-googlemaps 2.6.2 "cordova-plugin-googlemaps"
cordova-plugin-headercolor 1.0 "HeaderColor"
cordova-plugin-inappbrowser 3.0.0 "InAppBrowser"
cordova-plugin-ionic-webview 1.1.16 "cordova-plugin-ionic-webview"
cordova-plugin-localization-strings 3.1.0 "Localization"
cordova-plugin-nativeaudio 3.0.9 "Cordova Native Audio"
cordova-plugin-network-information 2.0.3-dev "Network Information"
cordova-plugin-screen-orientation 3.0.2 "Screen Orientation"
cordova-plugin-splashscreen 5.0.2 "Splashscreen"
cordova-plugin-statusbar 2.4.3 "StatusBar"
cordova-plugin-transparent-status-bar 1.0.1 "Transparent status bar"
cordova-plugin-whitelist 1.3.4 "Whitelist"
cordova-sqlite-storage 3.3.0 "Cordova sqlite storage plugin - cordova-sqlite-storage plugin version"
cordova-support-android-plugin 1.0.1 "cordova-support-android-plugin"
cordova-support-google-services 1.1.0 "cordova-support-google-services"
cordova.plugins.diagnostic 5.0.0 "Diagnostic"
es6-promise-plugin 4.2.2 "Promise"
ionic-plugin-deeplinks 1.0.20 "Ionic Deeplink Plugin"
ionic-plugin-keyboard 2.2.1 "Keyboard"
phonegap-plugin-mobile-accessibility 1.0.5-dev "Mobile Accessibility"
phonegap-plugin-multidex 1.0.0 "Multidex"
phonegap-plugin-push 2.2.3 "PushPlugin"

If you use @ionic-native/google-maps, please tell the package.json (only @ionic-native/core and @ionic-native/google-maps are fine mostly)
@ionic-native/core : 4.4.0
@ionic-native/google-maps : 4.4.2

Current behavior:
The HTML elements fades out and very quicky fades in.
Expected behavior:
The HTML elements don't do anything
Screen capture or video record:
https://www.youtube.com/watch?v=bs_PajGI8kk

Hi!, I am a mate of @zarelint. We had update our app 2 weeks ago. And in the way we have found several bugs or details.
We had updated our apps (Android and iOS) from version 2.1.1 forked to last version forked: 2.6.2
Thanks a lot for this maravellous project! We can grow up thanks of you.
Links of our apps, if you want test or something (please move to Spain, France or Portugal):

https://play.google.com/store/apps/details?id=com.joinuptaxi.passenger&hl=es
https://apps.apple.com/es/app/joinup-pedir-y-reservar-taxi/id554668455

Please share the project files that is able to reproduce your problem on to GitHub.
Without it, I cannot help you.

Is this problem not common? We had the same problem with version 2.1.1.
We can not share the project files easily, but we can talk about another way... or we can try to create a little project with this problem and share it.

we can try to create a little project with this problem and share it.

Yes, that's fine. I don't want to debug inside your app too.

By the way, I don't support for older versions.

By the way, I don't support for older versions.

We are using latest version 2.6.2

https://github.com/mapsplugin/cordova-plugin-googlemaps/tree/multiple_maps
2.7.0-20191107-1035

We have the same problem with the last version 2.7.0-X


Create an images carousel for the detailed view

See - https://app.asana.com/0/1202525679663009/1202804889720777/f
https://gyazo.com/614f5369eef263569205663a2fcb6c00

@ashonuyak also we use scss in the project, remove all CSS files


Request to Add User-Specific Data Limit Feature

Hello @micahmo , as some servers have traffic limitations, it is necessary to set a specific data limit for each user. In case their usage exceeds this limit, they should be disabled. I kindly request that you add this feature. For instance, a user named 'Alex' should only be allowed to have a maximum of 300 gigabytes of upload/download. Please kindly consider adding this feature to the system if possible, as it is very important for me. Thank you

Hi @parsman, thanks for the suggestion! The goal of WS4W is to be a stateless wrapper around WireGuard and Windows functions. As such it doesn't have any kind of server that could perform monitoring and automatic shutoff. If you wanted a feature like you're suggesting, it would have to be available in WireGuard itself or Windows. It doesn't appear to be possible in the former, and I couldn't find any way to do it with the Windows NAT network feature (it is unfortunately far more limited than Linux's iptables).
If you can find a built-in feature that WS4W could invoke, I'd be happy to add that function!


Wikipedia Search

Script Title - Python script to search for a topic on Wikipedia
what will change - I will add a Python script
Instructions

Create a new folder for your script and file/folder name should be appropriate.
Create a README.md in your folder for program Instructions
add requirements.txt if needed

Please add/delete options that are not relevant.

[x] Adding New Code

Programming Language

[x] Python

:star2: Star it :fork_and_knife:Fork it :handshake: Contribute to it!
Discord server  - https://discord.gg/FXyh2S3
Happy Coding,

I hope you will assign me!


/ right after a word won't trigger the popup in Logseq

It seems that now adding a / right after a word won't trigger the popup in Logseq. There has to be a space before the slash. But if the date NLP commands are not executed right after a word, they don't work.
Can we strip the spaces and make them parse the last word before where the command is executed to make it more robust?
Thanks!

I am unable to replicate this. Can you share the specific scenario and command you tried?

Here's screen recording. I've turned off all other plugins and themes.
https://github.com/benjypng/logseq-datenlp-plugin/assets/70373/c9deb221-172f-4bbf-a9d0-003823805a14

Fixed in latest version.


Test TOC

Summary
Describe your changes here.
Fixes #Issue_Number (if available)

@logeshpalani98 Thanks for doing the search and creating the PR for this branch.
This was an experiment by @mairaw that we abandoned.  I’ll close this PR, and cleanup the repo by deleting this branch.


Feature Request: Add support for modals that are imported after the initial page load

The sole purpose of adding a "davidmodal" class to elements that will convert to modals is so that the init() function can identify which elements need to be converted. The class serves no other purpose.
The init() function automatically runs once the page is done loading (i.e. DOMContentLoaded), which means it generally runs only once and only shortly after the page is done loading.
This poses a problem for XHR calls where HTML is returned and that HTML contains elements with the davidmodal class. The init() function isn't going to be ran again at this point, and if you attempted to force it, you'd probably break other modals that have already been processed earlier on the main page.
The current solution is to access the privateSwapWithModal() or privateAppendNewIframe() functions and simulate the init() function against the corresponding elements that need to be processed.
On the one hand, these prefixed with "private" because we never intended for people to use them directly, but they can be used because they are static methods and so they aren't really private.
Solution is to consider creating public functions to expose the functionality behind these two methods.

I've updated the init() method. Users can now manually run this method via jafrajarvy292.DavidModal.init() to process any new DOM elements that weren't present when the page initially loaded.
This method only processes DOM elements that have a davidmodal class and, once it processes each element, it will also now remove the davidmodal class. This means you can run init() as many times as you want--there is no risk that it will process the same element multiple times.


instead of digest there is dark orb

(fix digest being the entire body followed by a SHA hashsum of nothing)

Thank you so much for digging into this, identifying root cause, and creating this PR.
I had to adjust it and committed it in f4c36041199df42f4d2befe7202617fde1b074a9 since there are 3 calls to hash's Sum and then tests also needed adjustment. Hopefully that'll be sufficient for your needs!


DeepAR how to extend create_transform?

Hi, I was hoping to extend the create_transform function in the DeepAR estimator, is there anyway to do this? I haven't found the extended tutorial showing how even though it shows you how to define a transformation.
https://github.com/awslabs/gluon-ts/blob/19040125268ac0b13290e148a60d19272ab6ae02/src/gluonts/model/deepar/_estimator.py#L236
hoping to add simple rolling averages etc.

Hey @Worulz, you could extend the DeepAREstimator and overwrite create_transformation with your custom transformation:
class MyEstimator(DeepAREstimator):
    def create_transformation(self) -> Transformation:
        # your custom transformation
        pass

Does that help you?

@PascalIversen thank you! I'll play around with it.


Value error

Good afternoon,
I'm trying to run LongQC on a pacbio sequel library in fastq format.
The software starts just fine, but then crashes with the following error:
longQC:2020-06-08 15:02:23,100:573:INFO:Generating coverage related plots...
lq_coverage:2020-06-08 15:02:23,199:120:INFO:Estimating coverage distribution..
Traceback (most recent call last):
  File "/PATH/TO/Andrea/LongQC/longQC.py", line 920, in <module>
    main(args)
  File "/PATH/TO/Andrea/LongQC/longQC.py", line 63, in main
    args.handler(args)
  File "/PATH/TO/Andrea/LongQC/longQC.py", line 577, in command_sample
    lc = LqCoverage(cov_path, isTranscript=args.transcript, control_filtering=pb_control)
  File "/PATH/TO/Andrea/LongQC/lq_coverage.py", line 121, in __init__
    self.__est_coverage()
  File "/PATH/TO/Andrea/LongQC/lq_coverage.py", line 220, in __est_coverage
    model_main_comp = self.__est_coverage_dist_gmm(k_i=2)
  File "/PATH/TO/Andrea/LongQC/lq_coverage.py", line 545, in __est_coverage_dist_gmm
    nonzeros  = self.df[LqCoverage.COVERAGE_COLUMN].values[np.nonzero(self.df[LqCoverage.COVERAGE_COLUMN])]
  File "<__array_function__ internals>", line 6, in nonzero
  File "/PATH/TO/Andrea/myanaconda/longqc/lib/python3.7/site-packages/numpy/core/fromnumeric.py", line 1896, in nonzero
    return _wrapfunc(a, 'nonzero')
  File "/PATH/TO/Andrea/myanaconda/longqc/lib/python3.7/site-packages/numpy/core/fromnumeric.py", line 58, in _wrapfunc
    return _wrapit(obj, method, *args, **kwds)
  File "/PATH/TO/Andrea/myanaconda/longqc/lib/python3.7/site-packages/numpy/core/fromnumeric.py", line 51, in _wrapit
    result = wrap(result)
  File "/PATH/TO/Andrea/myanaconda/longqc/lib/python3.7/site-packages/pandas/core/generic.py", line 1918, in __array_wrap__
    return self._constructor(result, **d).__finalize__(self)
  File "/PATH/TO/Andrea/myanaconda/longqc/lib/python3.7/site-packages/pandas/core/series.py", line 292, in __init__
    f"Length of passed values is {len(data)}, "
ValueError: Length of passed values is 1, index implies 5000.

Not sure if the problem is with the data or with the dependencies.
Thanks for the help
Andrea

Hello @RenzoTale88,
thank you for your interest to our tool!
Could you please share the log for minimap2 (coverage_err.txt). It is located under your output (specified by -o option). In the directory, /analysis/minimap2/coverage_err.txt should exist.
Also, may I ask whether the number of lines for /analysis/minimap2/coverage_out.txt is 5000 (default)? I expect some error might have happened for this step, but please let me ask the above questions.
Thanks.

Hi @yfukasawa and thanks for the very quick reply!
This is the output in coverage_err.txt:
Homopolymer compression is not applied.
Warning: Apply default c=3 instead.
Warning: -s shouldn't be zero. Apply default s=100000 instead.
Warning: Apply default g=10000 instead.
Warning: Apply default n=3 instead.
Warning: Apply default m=40 instead.
Warning: Apply default s=25 instead.
Warning: Apply default a=2000 instead.
Warning: Apply default r=0.4 instead.
=== Parameters are listed below ===
Inputs are target: m54071_171021_203330.subreads.fastq, query: /PATH/TO/Andrea/SOFTWARE/LongQC/analysis/subsample.fastq
kmer 12, window 5, index loading size<PHONE_NUMBER>
min-score 40, min-score-med 80, min-score-good 160, max-gap 10000, min-cnt 3
Homo-polymer compression: 0, Filtering: 0
max-overhang 2000, min-overlaplen 0, min-overapratio 0.40
num of threads 3, num of query seqs 100000
===
[M::main::154.127*2.28] loaded/built the index for 607906 target sequence(s)
[M::worker_pipeline::949.149*2.88] mapped 5000 sequences. (Peak RSS: 27.463 GB)
[M::main::1009.607*2.85] loaded/built the index for 218449 target sequence(s)
[M::worker_pipeline::1529.924*2.90] mapped 5000 sequences. (Peak RSS: 27.463 GB)

[M::main] Real time: 1530.462 sec; CPU: 4438.787 sec

Not sure, I didn't change any of the default parameters. The command line was just:
 python longQC.py sampleqc --ncpu 4 -x pb-sequel -o $PWD/LongQC lib1.subreads.fastq
Thanks for the help
Andrea

Hi @RenzoTale88,
Thank you for sharing the log file! It did help to pinpoint the cause of the issue.
The step looks to have finished successfully, and another possibility is maybe library dependent issue.
Could you please share the version of python Pandas in your environment?
You can get the version by typing below in python.
>>> import pandas
>>> pandas.__version__
I think it would be 0.24.0 or higher.
In the meantime, I'll check in my env and try to push new codes to deal with that if this is the case.

Hi, just checked and my pandas version is 1.0.4. Perhaps some very recent release can have changed some of the syntax of the functions. Can you specify a version that you're sure is working with the software?

Thanks.
Sure, I've developed using an old version, 0.22.0.
If you can downgrade to this version, that issue would be resolved.


MSID: 92796 Version: 1 DOI: 10.1101/2<IP_ADDRESS>4707

MSID: 92796
Version: 1
Preprint DOI: https://doi.org/10.1101/2<IP_ADDRESS>4707
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=92796
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>4707

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/92796v1
Update ticket with any problems (add blocked label)
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>4707
Confirm reviews returned by EPP: https://prod--epp.elifesciences.org/api/reviewed-preprints/92796/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
Detailed instructions: https://github.com/elifesciences/enhanced-preprints-data#add-a-pdf
Step 6: Add PDF url to manuscripts.json
Pull request created to enhanced-preprint-client

Instructions to add PDF url to manuscripts.json

Visit: https://github.com/elifesciences/enhanced-preprints-client/actions/workflows/add-pdf-url-to-manuscript.yaml
Click: Run workflow
Complete the form and click "Run workflow"
A successful run should result in a new pull request at https://github.com/elifesciences/enhanced-preprints-client/pulls
Open the pull request and click the "Ready for review" button to trigger tests
Once the tests pass and you are happy with the changes the PR can be merged

Example pull request: https://github.com/elifesciences/enhanced-preprints-client/pull/397/files
Once the pull request is merged in it should be available a few minutes later.

Step 9: Done!

[ ] Kettle is on!

elocations missing from the references


[Storage] ObjectDisposedException when cancelling BlobClient.DownloadTo() on net461

When I run the DownloadBlob perf test on net461 through the test-proxy, and I cancel the token while the DownloadToAsync() API is running, it sometimes (but not always) fails with this exception:
Exception: System.ObjectDisposedException: Cannot access a closed Stream.
at System.IO.Stream.CopyToAsync(Stream destination, Int32 bufferSize, CancellationToken cancellationToken)
at Azure.Storage.Blobs.PartitionedDownloader.<CopyToAsync>d__8.MoveNext()

I was only able to repro when using net461.  It doesn't repro when I run against the live service.  I also couldn't get it to repro using a simpler program with the test proxy.

Possibly Related

https://github.com/Azure/azure-sdk-for-net/issues/18483

Related https://github.com/Azure/azure-sdk-for-net/issues/23862


Pull in the latest knative/pkg, incl. webhook refactor.

This pulls in a series of changes to knative.dev/pkg/webhook that allows the boilerplate we need to be greatly reduced. The webhook is also now reconciler-based, so it should be much more resilient.

/retest

cc @matzew
This is now rebased, let's hope the OOMs are gone.

/lgtm
/Approve


Centralizing okhttp byte-buddy dependencies in a shared project

Hi Team,
I have the following scenario:
I have an Android app that uses a shared common library project. Currently, I’m adding the Byte Buddy plugin and OkHttp dependencies directly to the app, following the OpenTelemetry OkHttp docs, to enable OkHttp auto-instrumentation.
However, when I tried adding these dependencies to the gradle file of the shared common library (since the Android app uses it), the OkHttp auto-instrumentation didn’t work.
Is it possible to centralize these dependencies in the shared library project while still having the OkHttp auto-instrumentation work?
Any insights would be greatly appreciated!

Hi @ddas09
From what I understood it seems like you'd like to have a single place to define all your shared dependencies, the problem with bytebuddy dependencies (the ones defined with the byteBuddy namespace) is that they are special because they are only used during the app's compilation process and are not transitive, they are more similar to kapt/ksp/annotationProcessor dependencies if you will, so they must be defined within their target project directly to make the compilation process work properly.
However, there might still be a way for you to define them in a single, shared place to avoid repeating stuff across projects, by using pre-compiled script plugins. You can define a "convention plugin" for all your application submodules to use where you'd define things such as the bytebuddy plugin alongside its dependencies (such as the okhttp one for example) and it should work (I haven't tested it, though it should work). We make use of pre-compiled plugins in this project to create shared conventions across modules, you can take a look at one example here in case it helps to get an idea of how they can be used.

Thanks @LikeTheSalad, I will give it a try!


Expose the documentation for older versions

With four versions of webpack alive and kicking on tens of thousands -if not more- production instances, it would be incredibly valuable to have a way to quick get to the documentation for whatever modern or ancient version of webpack developers are faced with. Currently the webpack docs seem to only cover the most recent version, but the olds docs hopefully still exist somewhere... if so, can the documentation site be updated so that there's a version infix like https://webpack.js.org/4.10/, https://webpack.js.org/1.8, https://webpack.js.org/stable, etc. much like how readthedocs.io allows concurrent version documentation to be online?

@webpack-bot move to webpack/webpack.js.org


Is there any way to change the Arch.exe folder

I've just installed Arch.exe on the Download folder 🤦♂
and I tried to move the folder to my AppData, but for some reason it didn't work,
Do you have any ideas?

Normally,You can't move the installed folder,because WSL instance using registry key.
Please uninstall and re-install it.

Run wslconfig /u Archcommand to uninstall instance.
Delete rootfs and temp folder.
Re-install.

or manipulate registry key.
(HKCU\Software\Microsoft\Windows\CurrentVersion\Lxss{LxUID})

Thank you @yuk7
I've changed the registry key and It worked properly!

@yuk7 please put it in the WIki

I want to change my installation folder, if I unregister the instance, do I will lost my data? I mean, everything that is inside the Arch Linux filesystem, or can I just use the same file for a new installation?


Implement SEO meta tags

Description:
Implement meta tags in the HTML head for better SEO.
Tasks:

[x] Add meta tags for title, description, and keywords.
[x] Implement Open Graph tags for better social sharing.
[x] Verify that meta tags are generated correctly.

Refer to this commit 7c071b5


Allow rendering the current user’s cursor (for live streaming)

I'm using live-share for a live-coding stream. One of us shares our VSCode window through gotowebinar. However, whomever is sharing their screen does not have their cursor tagged with their name. I'd love the option to tell Live Share, to always tag the cursor, even your cursor, so that if you're sharing your screen, the viewers can see who's doing what.

@codefriar Hey! Live Share currently has a setting that allows always showing other people's cursor, regardless if they're typing/moving or not (see below). Would that be helpful here? It sounds like you also want to opt-in to showing your own cursor as well?

I'd like you to consider re-opening this issue. The solution stated does not meet the need. Perhaps I did not explain it well. When a live share session is running, you see the cursor for other participants always labeled when this setting is on. However, Your cursor is not tagged. I'm live-streaming my screen, and as such I need my cursor tagged, as well as my partners' cursors. We're live streaming pair-programming sessions, and we're currently having to use a third computer to stream-from so that both my partner and I have tagged cursors. We'd like to simplify this, so that My screen can be streamed, and still tag my cursor with my name, as well as my partner. Happy to jump on a screen share to demonstrate.

I ran into @codefriar today at Node+JS Interactive, and he mentioned this issue. It looks like it got assigned to @lostintangent after his last response, but perhaps forgot to be re-opened?

Yep this was closed accidentally. Thanks for raising the visibility of this!

We’re not able to prioritize this issue over the other higher-impact issues we receive every week, based on the votes and comments from others in the community and our understanding of the issue. However, rest assured that we love your input. If you feel it deserves to stay open, then clarify your use case and contact us to let us know how severe it is for you.


increase default kill timeout from 5 to 30 seconds

This PR implements https://github.com/phusion/baseimage-docker/pull/507#commitcomment-30345005.
Under normal circumstances, processes should not be terminated forcefully. This makes SIGKILL an exception that should only be used as a last resort. I am confident that for the vast majority of people, reliability is more important than shutdown speed. If somebody needs to terminate containers within a certain time limit, they could simply configure more aggressive timeouts (or use docker stop -t 5).
I did not update the documentation (see the warning inside CONTRIBUTING.md).
Further thoughts
One might argue that SIGKILL is useless altogether because docker stop has its own timeout. Therefore, it is already guaranteed that SIGKILL will be sent by the docker daemon at some point after calling docker stop -t seconds. The only downside of having the docker daemon do the killing is that everything (including runit) would be SIGKILLED instead of runit SIGKILLING the stuck process and subsequently shutting down in an orderly fasion. But perhaps this would not matter since runit does not persist data (unlike MySQL, or worse, non-ACID databases).

@hyperknot and @kingdonb what are your thoughts on increasing this timeout?

I don't know of any reason why the default Baseimage kill timeout should be shorter than the default Docker kill timeout... does it matter for any reason how the container contents get killed?  Any reason to make it 25 or 28 instead, so runit can exit cleanly?  (Does the log output change at all if Docker kills the container?)
This is a feature I didn't really know about.  The only way I can imagine this change going badly is if someone is trying to adjust the timeout of Docker and doesn't know about this setting.  With the current 5s default, it would be clear that Docker is not killing the processes within the container as soon as you realized that Docker set its timeout at 30s and your processes are only lasting 5s.  We should not be too accommodating of users that don't read the documentation, but at a glance, there is important info missing from ours:
https://github.com/phusion/baseimage-docker/#shutting-down-your-process
With the defaults and without a careful reading of Docker manual, users might think they can set the timeout to 5 mins without reconfiguring Docker daemon.  I'm not sure if we should mention the reason why that won't work in the docs there?  Seems like a minor docs update could be beneficial to go together with this change.

https://github.com/phusion/baseimage-docker/pull/507#commitcomment-30336980

the only reason why docker stop behaves gracefully is that docker stop itself escalates to SIGKILL after 10 seconds (configurable with docker stop's -t parameter). After these 10 seconds my_init (the PID 1 process) will be terminated by SIGKILL.

This was the most informative comment on #507 - and it's my mistake, the default SIGKILL timeout of docker daemon is apparently not 30s, it's 10s – less than the new proposed default.
That being said it's only a default, and Docker is not the only container runtime, plus as I already mentioned it's probably advantageous for discoverability that these two numbers are not the same.

What's the consensus around this?

I would be in favor of merging the increased timeout.  I would like to see a documentation update to go with, that includes some of the lessons from this thread, but I would not see any reason to block a merge pending that documentation update.


Cannot pull image

Cannot pull image, repo fail.
docker pull ghcr.io/bakito/sealed-secrets-web:v2.6.0
v2.6.0: Pulling from bakito/sealed-secrets-web
manifest unknown

@CRASH-Tech It seems something went wrong in the registry. I re-pushed the images for 2.6.0 and 2.6.1, can you retry?

@CRASH-Tech It seems something went wrong in the registry. I re-pushed the images for 2.6.0 and 2.6.1, can you retry?

Now it works. Thank!


SSH CONNECTION REFUSED

;-;

Are you sure you got your discord bot token right?

Yeah it's my friend's bot token

Are you sure you got your discord bot token right?

Yeah it's my friend's bot token

What is the error says? Is it for the ssh or the discord bot?


Fails if filename matches more than one path in stash

I've noticed that metadata  fetching seems to silently fail if a given scene name matches more than one file (for example, I have two files in stash named movie.2024.03.18.mp4, but in different folders).
I think this is due to the following logic:
https://github.com/DirtyRacer1337/Jellyfin.Plugin.Stash/blob/a9fc5bda9fa4e3eced69737570bed3576034f852/Jellyfin.Plugin.Stash/Providers/StashAPI.cs#L103-L108
The above seems unintentional, especially given that the block immediately after iterates over the list and adds them to the result:
https://github.com/DirtyRacer1337/Jellyfin.Plugin.Stash/blob/a9fc5bda9fa4e3eced69737570bed3576034f852/Jellyfin.Plugin.Stash/Providers/StashAPI.cs#L110-L121
I think the correct condition should be:
if (!searchResults.Count) return result;

As a side note, the first part of this conditon:
if (!string.IsNullOrEmpty(path))

is not relevant to the logic being modelled, and is redundant given that the check is already made above
https://github.com/DirtyRacer1337/Jellyfin.Plugin.Stash/blob/a9fc5bda9fa4e3eced69737570bed3576034f852/Jellyfin.Plugin.Stash/Providers/StashAPI.cs#L72-L80

should be fixed in c285a80a89fefbc34cb1e26e8554cdab79f6d674


GH-865: Restart DirMLC for any consume exception

Fixes spring-projects/spring-amqp#865
Cherry-pick to 2.0.x

Cherry-picked as b41cbfb6f8d574de0dc50cd295e0cba89a8b9d71


Implement external texture support for XR plugins that require render…

For a number of XR plugins (namely WebXR, Oculus and OpenXR) the XR runtime supplies us with textures that we need to render into. Especially on mobile platforms such as the Quest we'll want to do so as direct as possible.
This PR makes it possible to supply an external texture for the viewport, and an external depth texture for 3D rendering. In doing so Godots own texture objects are not created.
Do note that there is still a copy involved as the 3D render buffer is still created by Godot however in combination with the new subpass logic this should handle things really nicely on a device like the Quest (or so we hope). This will require implementation of VRS to fully nullify the performance penalty as the render buffers we create do not support foveated rendering.
Also note that for WebXR we're actually not getting textures but we're getting an WebGL framebuffer and this is something we probably can't support until we have stereoscopic OpenGL/WebGL support in Godot 4 so this is not part of this PR.
With OpenXR, OpenXR has its own API for creating swapchains to render into that do not just setup the Vulkan VkImage to render into, but enables various other XR specific features. As a result it can't use images created by Godot.
This now also applies for 2D viewports. OpenXR has a feature for compositing layers including 2D layers in 3D space. This bypasses the lens distortion used for the 3D render resulting in more legible text. I still need to add support in somehow to make it possible to set an alternative destination for this.
In many of these use cases, having Godot render into it's own framebuffers and then copying the end result will void most of the optimizations required for XR and is not a viable path forward.
There is one outstanding TODO in this PR, we're often using a swapchain managed by the XR runtime, meaning each frame is rendered into a different texture in a 1-2-3-1-2-3-etc style round ribbon approach. This means updating the framebuffers and recreating shared texture objects. This needs a better implementation by updating existing framebuffers and maybe adding a map so our shared texture objects once created for each texture, are re-used.

@m4gr3d just tagging you here, still early days but this is going to be important for Quest support.

@m4gr3d just tagging you here, still early days but this is going to be important for Quest support.

Glad to see the beginning of this!!
Btw, just a thought but I'm wondering if we should come up with a better name than external texture to avoid confusion with OpenGL external textures.
I don't have a great replacement in mind so I'm fine with leaving it as is if we don't think it'd create much confusion.

Glad to see the beginning of this!!
Btw, just a thought but I'm wondering if we should come up with a better name than external texture to avoid confusion with OpenGL external textures.
I don't have a great replacement in mind so I'm fine with leaving it as is if we don't think it'd create much confusion.

Totally agree with this, the name has been confusing for some time. I'll give it some thought but am very open to suggestions because so far I can't think of any good alternative either :)

Also note that for WebXR we're actually not getting textures but we're getting an WebGL framebuffer and this is something we probably can't support until we have OpenGL/WebGL support in Godot 4 so this is not part of this PR.

How do you envision support WebXR once we do have OpenGL/WebGL? The methods still use "texture" in the name, and, of course, in OpenGL/WebGL you can render things to a texture so that would probably be the expectation for those methods. However, there is no way to convert a framebuffer to a texture (without making a new texture and then copying that to the framebuffer, which we're doing in 3.x now, and it's slow) and so with WebXR we'd really need to actually refer to a framebuffer.

How do you envision support WebXR once we do have OpenGL/WebGL? The methods still use "texture" in the name, and, of course, in OpenGL/WebGL you can render things to a texture so that would probably be the expectation for those methods. However, there is no way to convert a framebuffer to a texture (without making a new texture and then copying that to the framebuffer, which we're doing in 3.x now, and it's slow) and so with WebXR we'd really need to actually refer to a framebuffer.

Seeing it will be a completely separate renderer I think we'll have specific entry points for this, so I would say adding a get_external_gles_framebuffer() method (again subject to finding a better name for external).
It's too early to tell because we have no idea what this renderer will look like and whether we'll also support multiview here or if we'll ask for framebuffers for each eye :)

Seeing it will be a completely separate renderer I think we'll have specific entry points for this, so I would say adding a get_external_gles_framebuffer() method (again subject to finding a better name for external).

Ok, so it'll be alright for us to add new virtual methods to the XRInterface class at that point? I guess I was worried that we wouldn't be able to do that due to backcompat concerns.

It's too early to tell because we have no idea what this renderer will look like and whether we'll also support multiview here or if we'll ask for framebuffers for each eye :)

WebXR can do multiview and it uses a separate viewport on the same framebuffer for each eye. But I guess it'll depend on if the OpenGL renderer will support multiview.

Ok, so it'll be alright for us to add new virtual methods to the XRInterface class at that point? I guess I was worried that we wouldn't be able to do that due to backcompat concerns.

Godot 4 already breaks all compatibility with Godot 3 so this is the time to do so. My worry is that the opengl renderer won't be in before 4.1 but even then I think we can get away with adding aslong as we don't take anything away.

WebXR can do multiview and it uses a separate viewport on the same framebuffer for each eye. But I guess it'll depend on if the OpenGL renderer will support multiview.

exactly, we'll get there when we get there and then make the right decision :)

This needs to be either integrated into #52003 or adjusted once that PR is merged

I just read through this PR again. I don't know enough about rendering to really review it, but I'm still trying to figure out how this will relate to WebXR (of course, assuming a future where WebXR supports WebGPU, and where Vulkan API calls are translated to WebGPU by Emscripten - who knows when that future will come, but I think that's the general consensus on where things will go eventually).
Based on this proposal for how WebXR will work with WebGPU, we'd get an XRGPUSubImage for each "view" (an eye, usually) which has this proposed IDL:
[Exposed=Window] interface XRGPUSubImage : XRSubImage {
  [SameObject] readonly attribute GPUTexture colorTexture;
  [SameObject] readonly attribute GPUTexture? depthStencilTexture;
  readonly attribute unsigned long? imageIndex;
  readonly attribute unsigned long textureWidth;
  readonly attribute unsigned long textureHeight;
};

I don't know exactly how this will relate to the Vulkan API (via whatever Vulkan -> WebGPU binding Emscripten comes up with), but it does look like we'd get a texture object of some sort this time!
The proposal says "Note that the colorTexture and depthStencilTexture are the same between views, just the imageIndex is different." So, it sounds like both eyes will have the same GPUTexture object but a different image index? Does Vulkan have the concept of a texture having a different image indexes that can be rendered to separately? If so, it'd be great if that index was something that could be set on render targets as well. But if that just a WebGPU thing, I guess that'll be the new weirdo thing that we'll have to figure out how to map. :-)

Ack, it looks like I was looking at an out-dated version of the proposal. The current appears to be here:
https://github.com/immersive-web/WebXR-WebGPU-Binding/blob/main/explainer.md
It doesn't look like it's using texture layers anymore.
I should probably just leave this be until something more final exists...

I'm sure this PR is super out-of-date at this point, and will probably need to be rebuilt in a new PR, but I just wanted to post some research notes regarding WebXR.
I've been looking into how multiview can be implemented with WebXR, and to looks like using the new-ish WebXR Layers spec (which is supported in Chrome and the Oculus Browser, plus there is a polyfill to add emulation of this API to browser that don't yet support it) we can get WebXR to give us two 2D texture arrays (one for the color buffer and another for the depth-stencil buffer) and the texture index for each "view" (which for most cases is a left and right eye). Of course, assuming I'm understanding it right, I've only read the spec, I haven't tried to actually use it yet.
But what I think we need from a WebXR / OpenGL perspective is a way to setup a render target to point at these external 2D texture arrays (and possibly have some way to say which view is for which index? WebXR gives us the texture index for each view, and so it's possible they could maybe not line up with the view number, which would be annoying, but since the spec doesn't dictate that they must be same, assuming they are the same could lead to the left/right eye being swapped or something).

This is superseded by #65227


Connecting to a known peer node

We are attempting to connect to each other and open a channel! we are getting these errors!
When trying to connect to 03a3cef6d54b815a92502ae638fd50d602f986c959ecc582295fd456ca85daf125@

When trying to connect to 029b752bb30e868a9186e87d46d3c00f92da6c46741d210767a4b857186c395d9f@

Port forwarding for 9735 must be enabled on your WiFi/Internet router, and your firewalls must be configured to accept connections on 9735

No problem, happy to help!


Missing completions

I've noticed cmdline isn't showing completions for some items that normally appear. Gitsigns and lua vim.lsp both don't shown any completions.

Any idea how those other completions work?


Araxxor logging shows items not dropped from boss

The plugin is showing my abyssal bludgeon as a drop from araxxor for some reason.

All of the loot data (except for pets) comes from the RL Loot Tracker plugin, this plugin just persists the data locally to .log files under .runelite/loots and provides the Sidebar UI for viewing it.
You should report this to the RL team, but I'm pretty sure this is unavoidable due to the way loot from Araxxor is received.
You can however find the araxxor.log file under .runelite/loots/<account-hast>/npcs/, edit the file, and remove the bludgeon entry from the log, but you will need to make sure you remove it properly.
Here's an explainer of how to remove an item from the log

You should first make a copy of the file you are editing just in case you mess up.
Lets take this line from my log as an example:
{"name":"Araxxor","level":-1,"killCount":228,"type":"NPC","drops":[{"name":"Wild pie","id":7208,"quantity":2,"price":733},{"name":"Prayer potion(2)","id":141,"quantity":2,"price":5150},{"name":"Super combat potion(1)","id":12701,"quantity":1,"price":4123}],"date":"Sep 2, 2024, 1:52:46 AM"}

The important part here is the stuff between the opening and closing square brackets after drops ([ and ])
"drops":[{"name":"Wild pie","id":7208,"quantity":2,"price":733},{"name":"Super combat potion(1)","id":12701,"quantity":1,"price":4123},{"name":"Prayer potion(2)","id":141,"quantity":2,"price":5150}]

In order to remove the Super Combat (1) I'd need to remove:
{"name":"Super combat potion(1)","id":12701,"quantity":1,"price":4123},

Note the trailing comma , at the end, that needs to be removed. If this was the last item, such as Prayer Potion(2) then we'd need to remove the comma before the entry.
Each entry in that list needs to be separated by a comma but there can't be duplicate or missing commas.
So [{1},{2},{3}] is valid but [{1},,{3}] and [{1}{3}] are both invalid
You can use this tool to validate the entire line after you make the changes. https://jsonlines.org/validator/
So after removing the entry the drops array would look like this
"drops":[{"name":"Wild pie","id":7208,"quantity":2,"price":733},{"name":"Prayer potion(2)","id":141,"quantity":2,"price":5150}]

And the entire line would look like this:
{"name":"Araxxor","level":-1,"killCount":228,"type":"NPC","drops":[{"name":"Wild pie","id":7208,"quantity":2,"price":733},{"name":"Prayer potion(2)","id":141,"quantity":2,"price":5150}],"date":"Sep 2, 2024, 1:52:46 AM"}

You can now save this file and then either click the refresh button or re-navigate to that loot view and it should load your changes.

Thank you very much for the detailed response. I edited the log as you suggested.
Sorry for the wrong issue!


AudioKit for iOS: Frequency Discrepancy on Simulator vs Device

I am using AudioKit to monitor frequency for a simple guitar tuner application and am experiencing discrepancies in frequency after updating from AudioKit ~4.2 to 4.4, Xcode 9.x to 10, and iOS 11 to 12. Before the updates, I was achieving correct frequency readings on my device. After updating, I am getting accurate results for a low E1 (82.4 Hz) on the simulator, but false readings on the device (alternates from ~23 to ~47 kHz).
I have tried using another device, but achieve the same results.
My viewDidLoad() setting up AudioKit is relatively simple, and I used the AudioKit playgrounds as a guideline:
override func viewDidLoad() {
    super.viewDidLoad()

    // Enable microphone tracking.
    AKSettings.audioInputEnabled = true
    let mic = AKMicrophone()
    let tracker = AKFrequencyTracker(mic)
    let silence = AKBooster(tracker, gain: 0)
    AudioKit.output = silence
    do {
        try AudioKit.start()
    }
    catch {
        print("AudioKit did not start!")
    }
    mic.start()
    tracker.start()

    // Track input frequency, 100ms intervals
    timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) {
        [weak self] (timer) in
        guard let this = self else { return }

        this.frequencyLabel.text = String(format: "Frequency: %.3f Hz", tracker.frequency)
        this.frequencyLabel.sizeToFit()
    }
}

As a sidenote, I am getting Objective-C console output regarding AudioKit classes being implemented in two places. Would this contribute to the issue?
objc[517]: Class AKRhodesPianoAudioUnit is implemented in both /private/var/containers/Bundle/Application/5A294050-2DB2-45C9-BB0A-3A0DE25E87C6/Tuner.app/Frameworks/AudioKitUI.framework/AudioKitUI (0x1058413f0) and /var/containers/Bundle/Application/5A294050-2DB2-45C9-BB0A-3A0DE25E87C6/Tuner.app/Tuner (0x104e177e8). One of the two will be used. Which one is undefined.

Any ideas? Thanks in advance!

I am having a similar problem. On device the frequency is not being detected properly (it goes up and down) and on the simulator I get a crash when I initialize the microphone (AKMicrophone).
This is the error returned by the crash:
'com.apple.coreaudio.avfaudio', reason: 'required condition is false: format.sampleRate == hwFormat.sampleRate'
I am using pretty much the same code you posted but in objective c. It was working fine with the previous versions of Audiokit and Xcode 9.X.
I am not having the warning you mentioned for "AudioKit classes being implemented in two places".

A part from that it seems that AKFrequencyTracker is returning values of between 20000 Hz and 46000 HZ in most of the readings. I am having the same result with an iphone and ipad and different IOS versions.

Btw, the example MicrophoneAnalysis is also crashing in the simulator and device. And the warning "AudioKit classes being implemented in two places" is also there.
2018-09-26 14:15:11.443412-0400 MicrophoneAnalysis[6046:537331] libMobileGestalt MobileGestalt.c:890: MGIsDeviceOneOfType is not supported on this platform.
2018-09-26 14:15:11.939325-0400 MicrophoneAnalysis[6046:537331] [avae] AVAEInternal.h:70:_AVAE_Check: required condition is false: [AVAudioEngine.mm:686:ConnectMultipleOutputs: ([_nodes containsObject: connPoint.node])]
2018-09-26 14:15:11.951759-0400 MicrophoneAnalysis[6046:537331] *** Terminating app due to uncaught exception 'com.apple.coreaudio.avfaudio', reason: 'required condition is false: [_nodes containsObject: connPoint.node]'
*** First throw call stack:
(
0   CoreFoundation                      0x0000000103cab29b __exceptionPreprocess + 331
1   libobjc.A.dylib                     0x00000001026a6735 objc_exception_throw + 48
2   CoreFoundation                      0x0000000103cab022 +[NSException raise:format:arguments:] + 98
3   AVFAudio                            0x000000010783c89c _Z19AVAE_RaiseExceptionP8NSStringz + 156
4   AVFAudio                            0x000000010787995b _Z11_AVAE_CheckPKciS0_S0_b + 323
5   AVFAudio                            0x00000001078be31e _ZN17AVAudioEngineImpl22ConnectMultipleOutputsEP11AVAudioNodeP7NSArraymP13AVAudioFormat + 540
6   AVFAudio                            0x00000001078be0ba -[AVAudioEngine connect:toConnectionPoints:fromBus:format:] + 94
7   MicrophoneAnalysis                  0x0000000100fdfcd9 $S8AudioKitAAC7connect_2to7fromBus6formatySo11AVAudioNodeC_SaySo0H15ConnectionPointCGSiSo0H6FormatCSgtFZTf4nnnnd_n + 1945
8   MicrophoneAnalysis                  0x0000000100faf528 $S8AudioKit8AKOutputPAAE7connect2to3busAA7AKInput_pAaG_p_SitFAA18AKPeriodicFunctionC_Tg5Tf4nnn_g + 616
9   MicrophoneAnalysis                  0x0000000100fb05f9 $S8AudioKit8AKOutputPAAE7connect2to3busAA7AKInput_pAaG_p_SitFAA6AKNodeC_Tg5Tf4nnn_g + 9
10  MicrophoneAnalysis                  0x0000000100f8b135 $S8AudioKitAAC6outputAA6AKNodeCSgvWZTf4dd_n + 1653
11  MicrophoneAnalysis                  0x0000000100f8a092 $S8AudioKitAAC6outputAA6AKNodeCSgvsZ + 66
12  MicrophoneAnalysis                  0x0000000100f59ad6 $S18MicrophoneAnalysis14ViewControllerC13viewDidAppearyySbF + 342
13  MicrophoneAnalysis                  0x0000000100f59f53 $S18MicrophoneAnalysis14ViewControllerC13viewDidAppearyySbFTo + 51
14  UIKitCore                           0x000000010e3707e4 -[UIViewController _setViewAppearState:isAnimating:] + 947
15  UIKitCore                           0x000000010e37351d __64-[UIViewController viewDidMoveToWindow:shouldAppearOrDisappear:]_block_invoke + 42
16  UIKitCore                           0x000000010e371882 -[UIViewController _executeAfterAppearanceBlock] + 78
17  UIKitCore                           0x000000010dc47aba _runAfterCACommitDeferredBlocks + 634
18  UIKitCore                           0x000000010dc36424 _cleanUpAfterCAFlushAndRunDeferredBlocks + 384
19  UIKitCore                           0x000000010dc56d5a __34-[UIApplication _firstCommitBlock]_block_invoke_2 + 153
20  CoreFoundation                      0x0000000103c0ea3c CFRUNLOOP_IS_CALLING_OUT_TO_A_BLOCK + 12
21  CoreFoundation                      0x0000000103c0e1f0 __CFRunLoopDoBlocks + 336
22  CoreFoundation                      0x0000000103c08a64 __CFRunLoopRun + 1284
23  CoreFoundation                      0x0000000103c08221 CFRunLoopRunSpecific + 625
24  GraphicsServices                    0x0000000108ffd1dd GSEventRunModal + 62
25  UIKitCore                           0x000000010dc3c115 UIApplicationMain + 140
26  MicrophoneAnalysis                  0x0000000100f5d634 main + 68
27  libdyld.dylib                       0x0000000105079551 start + 1
)
libc++abi.dylib: terminating with uncaught exception of type NSException

I am trying with the develop branch and got the same problems: frequency discrepancy from the AKTracker and a crash on the simulator when initialising the microphone as below quote from @francdn

I am having a similar problem. On device the frequency is not being detected properly (it goes up and down) and on the simulator I get a crash when I initialize the microphone (AKMicrophone).
This is the error returned by the crash:
'com.apple.coreaudio.avfaudio', reason: 'required condition is false: format.sampleRate == hwFormat.sampleRate'

I edited AKMicrophone.swift and changed the initialisation frequencies from 48KHZ to 44.1
        {
        desiredFS = 44100.0
        AKSettings.sampleRate = 44100.0
    }

and now it runs on the simulator without crashing. But still the frequency reported by AKTracker is wrong.

I also got the message of duplicate implementation. Furthermore, my app is crashing.

@eljeff So, I think this change Jeff made for iPhones with higher sample rates is the cause, I haven't yet changed it in AudioKit because I want him to have a second look.

The Frequency discrepancy is not resolved even after the 4.5.0 update. It worked transiently after the update and then stopped working. The duplicate class implementation warning has gone away with 4.5.0.

This will be resolved AudioKit 4.4.1

I am not sure if you were referring to 4.5.1 instead of 4.4.1 but 4.5.0 still has the same issues I mentioned before except for the "duplicate class" message.

As I mentioned I tagged Jeff to have a look at this, but if you want to make a pull request @francdn, by all means do so.

I can take a look at it with Jeff @aure so you can assign it to me.

@francdn
A part from that it seems that AKFrequencyTracker is returning values of between 20000 Hz and 46000 HZ in most of the readings. I am having the same result with an iphone and ipad and different IOS versions.

Did you work around this issue? I'm having the same problem with physical devices.

I believe this is fixed in AudioKit 4.5.1.  Please verify and reopen the issue if it is not.

Issue has been fixed for me. Thank you all for your hard work!

Good news this should be fixed in the forthcoming version of AK

@andorfermichael Which version are you using, it should be working well in 4.5.2, I'm looking at my iPhoneX running the microphone analysis example right now.  Make sure to clean out your derived data just in case Xcode is finding an old version of AK. If Xcode can find a wrong version and a new working one, it will use the wrong one.

@aure well, you are right, cleaning out the derived data solved it, thank you.

Wondering if this is a problem in 4.9? Running in a simulator the frequency of 220 in the simulator (from my guitar's A string), is showing up as a frequency of 100 when running on my iPhone 11 Pro.

I'm getting the same issue with 4.9.3 running on iPhone XS running iOS 13.3.1.
'A' note returns 220 in simulator, device returns 100.
Is there a solution to this?

I wouldn't be surprised if this isnt related to a lot of the microphone bugs that 4.9.3 re-introduced.
If you want, check the version of akmicrophone from 4.9.2 and try using that code instead of the new microphone code. You can either just replace akmicrophone w/ the old code, or make a new class and use that using the old akmicrophone code.

I've just checked with 4.9.2 and the issue exists there too.
I've also checked with an iPad to make sure it wasn't something to do with the device.
I've double checked the data that's being reported against actual frequency.
An 'A' at 110 is being reported as 100
An 'A' at 220 is being reported as 201
An 'A' at 440 is being reported as 402
This looks like a 10% reduction. I can multiply the reported frequency by 1.1 and the problem goes away. Hope this helps you find the issue.

What if you multiply the frequency by 48000/44100?
That could very well explain whats happening, and would be related to a lot of this mic stuff.

Are you sure the ratio is 1.1? Not, say... 48000/44100?..

@classicaldude I was thinking the same thing.

Yes, that's exactly the ratio. I've tried to set the sample rate on AKSettings:
AKSettings.sampleRate = 44100
Before I create the MKMicrophoneTracker, but that doesn't have any effect. Is there anywhere else that I should be setting the sampleRate?
It is strange that this only happens on device.

Sorry, I deleted my previous comment because @eljeff beat me to it.
I have the same issue with my app, that does both fft analysis and has a tuner functionality. I basically had to create switches for everything, for the case of 44.1K (devices from 2017 and earlier) and 48K (devices from 2018). It doesn't seem like anything can override the default rate of the microphone.

A lot of ak is hardcoded to 44.1, so issues inevitably arise. Definitely a big candidate for improvement, if anyone wants to tackle that.

So, my solution for anyone else with the same problem is:
let frequencyMultiplier: Double = 1.0
let sampleRate = AVAudioSession.sharedInstance().sampleRate
If sampleRate == 48000 {
            frequencyMultiplier = 48000 / 44100
}

...
...
let frequency = microphone.frequency * frequencyMultiplier


Boneworks MP does not work on Windows 11.

Hello,
With the release of the Windows 11 insider builds, I had installed Windows 11 and it seems that Boneworks MP cannot run at all. I do hope this is somehow fixable.
Latest.log:
[15:54:19.708] ------------------------------
[15:54:19.710] MelonLoader v0.3.0 ALPHA Pre-Release
[15:54:19.714] Hash Code: 26022
[15:54:19.716] OS: Windows 10
[15:54:19.717] ------------------------------
[15:54:19.720] Name: BONEWORKS
[15:54:19.721] Developer: Stress Level Zero
[15:54:19.724] Unity Version: 2018.4.10
[15:54:19.726] Type: Il2Cpp
[15:54:19.727] Arch: x64
[15:54:19.729] ------------------------------

[15:54:20.093] Contacting RemoteAPI...
[15:54:20.299] ForceDumperVersion = null
[15:54:20.301] ForceUnhollowerVersion = null
[15:54:20.302] ObfuscationRegex = null
[15:54:20.303] MappingURL = null
[15:54:20.304] MappingFileSHA512 = null
[15:54:20.347] Unity Dependencies are up to date. No Download Needed.
[15:54:20.349] Il2CppDumper is up to date. No Download Needed.
[15:54:20.349] Il2CppAssemblyUnhollower is up to date. No Download Needed.
[15:54:20.350] Checking GameAssembly...
[15:54:20.351] Old: 0fd6c439b2973253b1784c99f8784e99
[15:54:20.352] Current: 0fd6c439b2973253b1784c99f8784e99
[15:54:20.352] Assembly is up to date. No Generation Needed.

[15:54:20.710] Preferences Loaded!
[15:54:20.717] Loading Plugins...

[15:54:20.724] ------------------------------
[15:54:20.726] No Plugins Loaded!
[15:54:20.728] ------------------------------

[15:54:23.535] Loading Support Module...

[15:54:23.768] Loading Mods...

[15:54:23.865] ------------------------------
[15:54:23.884] 2 Mods Loaded
[15:54:23.898] ------------------------------
[15:54:23.901] Boneworks Modding Toolkit v0.6.6
[15:54:23.903] by YeOldWarChap / Chromium / SomeoneSomewhere (BoneHook)
[15:54:23.906] SHA256 Hash: 0620e1e37c58044d253c2553f6edb6048cb5f4b9add8f9bea38e4036f6b4b4bf
[15:54:23.907] ------------------------------
[15:54:23.908] Multiplayer Mod - PVP v0.12.0
[15:54:23.911] by Someone Somewhere, zCubed, Maranara
[15:54:23.915] SHA256 Hash: 4c7d10014f1f41db98dd0b0863dcc00635bbf372413dbcb0da769517d0677344
[15:54:23.917] ------------------------------
[15:54:24.033] [Boneworks_Modding_Toolkit] BoneHook successfully initialized.
[15:54:26.484] [Multiplayer_Mod_-_PVP] [ERROR] System.TypeLoadException: Could not resolve type with token 01000037 (from typeref, class/assembly Facepunch.Steamworks.SteamId, Facepunch.Steamworks.Win64, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=null)

  at MelonLoader.MelonHandler.OnApplicationStart_Mods () [0x00023] in <61bd2bb7fbe24a28bc977e05ef482f41>:0
[15:59:11.795] Preferences Saved!

Thanks for testing this on Windows 11, but this appears to be an installation issue rather than an incompatibility. It should work if you manually copy the Facepunch.Steamworks.dll file from MelonLoader/Managed in the original zip to your Mods folder.

I am not quite sure what you mean by that, but I tried my best to understand it.
I attempted copying the Facepunch.Steamworks.Win64.dll from the MelonLoader/Managed folder to the Mods folder in my Boneworks directory, but it doesn't do anything except tell me that it isn't a valid MelonLoader mod.
[10:57:25.809] [ERROR] No MelonInfoAttribute Found in D:\SteamGames\steamapps\common\BONEWORKS\BONEWORKS\Mods\Facepunch.Steamworks.Win64.dll!

Now, last night I got farther by building from source. It seemed to be working except when I pressed S to create a server I got a different issue.
[19:28:58.529] [Multiplayer_Mod_-_PVP] [ERROR] System.NullReferenceException: Object reference not set to an instance of an object
  at MultiplayerMod.Core.MultiplayerUI.SetState (MultiplayerMod.Core.MultiplayerUIState uiState) [0x00008] in <58cc35e4c35e48fd85f582bc7ca98610>:0
  at MultiplayerMod.Core.Server.StartServer () [0x00001] in <58cc35e4c35e48fd85f582bc7ca98610>:0
  at MultiplayerMod.MultiplayerMod.OnUpdate () [0x0004e] in <58cc35e4c35e48fd85f582bc7ca98610>:0
  at MelonLoader.MelonHandler.OnUpdate () [0x00070] in <61bd2bb7fbe24a28bc977e05ef482f41>:0

I have put the latest.log into paste.gg, https://paste.gg/p/anonymous/86b1101265084a17be9f0fe7077e0740

Yeah, if you put the Facepunch DLL into mods MelonLoader complains on load, but it also correctly loads the DLL when the mod needs it. The default location doesn't work because MelonLoader now clears the MelonLoader directory whenever it regenerates the assemblies, whereas in the mod directory it complains because it's not a mod but loads it correctly anyway.

When putting the Facepunch DLL into the mods folder I got the same error as I did with it in the default location, just with the extra MelonLoader input saying its not a mod. I've only been able to get somewhat close using the Github Build. I'll be sure to test it out when the updates are pushed. ^-^


ZTE F600W Error

I tried to decrypt my own ZTE_F600W_CONFIG.bin.
Got this error:
python3 examples/decode.py resources/ZTE_F600W_DEFAULT.bin resources/ZTE_F600W.xml
Traceback (most recent call last):
File "examples/decode.py", line 41, in
main()
File "examples/decode.py", line 37, in main
res, _ = zcu.compression.decompress(infile)
File "/Users/Library/Python/3.8/lib/python/site-packages/zcu-0.1.0-py3.8.egg/zcu/compression.py", line 28, in decompress
zlib.error: Error -3 while decompressing data: incorrect header check

can you share your config.bin?


Context has any type in Deno

What version of Hono are you using?
3.9.2
What runtime/platform is your app running on?
Deno
What steps can reproduce the bug?
Creating a new Hono project:
npm create hono@latest hono-with-deno

# and choosing template
> deno

On Hono 3.9.2 and Deno 1.38 I get this:

But switching to Hono 3.9.0, c is properly typed again:

What is the expected behavior?
No response
What do you see instead?
No response
Additional information
No response

Hi @oscarehrling
It might not be a bug, the problem could be caused by the cache. Could you run this command?
deno cache --reload hello.ts

Hi @oscarehrling
It might not be a bug, the problem could be caused by the cache.  Closing this.


Error: Compilation of µWebSockets has failed

hey i cannot use npm start
windows10
i did:
git clone
npm install -g react-native-cli
cd ....
npm i

and the output is:
1534688399469 - Origin: Worker (PID 60412)
[Error] Error: Compilation of µWebSockets has failed and there is no pre-compiled binary available for your system. Please install a supported C++11 compiler and reinstall the module 'uws'.
at native (C:\Users\goorlavi1\Documents\MathIt-Native\node_modules\uws\uws.js:38:19)
at Object. (C:\Users\goorlavi1\Documents\MathIt-Native\node_modules\uws\uws.js:42:3)
at Module._compile (module.js:652:30)
at Object.Module._extensions..js (module.js:663:10)
at Module.load (module.js:565:32)
at tryModuleLoad (module.js:505:12)
at Function.Module._load (module.js:497:3)
at Module.require (module.js:596:17)
at require (internal/module.js:11:18)
at new SCServer (C:\Users\goorlavi1\Documents\MathIt-Native\node_modules\socketcluster-server\scserver.js:96:18)
1534688399481 - Worker 0 exited - Exit code: 1
this error happends few times in a second.
i have tried to re-install uws module and clean npm cache or installing via generator

Solved by updating package to latest


fix(Request): Allow form posts for all methods except GET and HEAD

[Note: merge before cutting 1.1rc1]

Current coverage is 98.27% (diff: 100%)

Merging #923 into master will decrease coverage by 1.72%

@@           master       #923   diff @@
========================================
  Files          31         31
  Lines        1974       1974
  Methods         0          0
  Messages        0          0
  Branches      324        310    -14
========================================
- Hits         1974       1940    -34
- Misses          0         26    +26
- Partials        0          8     +8

Powered by Codecov. Last update 3d186c3...336e343


ImportError: cannot import name 'BaseResponse' from 'werkzeug.wrappers' with moto 4.1.7 and werkzeug 2.2.3

When using moto server I am getting the following stack trace. I think moto is incompatible with any werkzeug greater than 2.0.3
Here's the full stack trace.
  "When using MotoServer, ensure that you install moto[server] to have all dependencies!\n"
Traceback (most recent call last):
  File "/usr/local/bin/moto_server", line 5, in <module>
    from moto.server import main
  File "/usr/local/lib/python3.7/site-packages/moto/server.py", line 9, in <module>
    from moto.moto_server.werkzeug_app import (
  File "/usr/local/lib/python3.7/site-packages/moto/moto_server/werkzeug_app.py", line 8, in <module>
    from flask import Flask
  File "/usr/local/lib/python3.7/site-packages/flask/__init__.py", line 21, in <module>
    from .app import Flask
  File "/usr/local/lib/python3.7/site-packages/flask/app.py", line 32, in <module>
    from werkzeug.wrappers import BaseResponse
ImportError: cannot import name 'BaseResponse' from 'werkzeug.wrappers' (/usr/local/lib/python3.7/site-packages/werkzeug/wrappers/__init__.py)

Which versions of moto and werkzeug do you have installed @radifalco?

I deleted my earlier comment asking about the versions - I somehow completely missed the fact you mentioned the versions in the title.
It looks like you have an older version of flask installed. Only version 1.x import BaseResponse directly:
https://github.com/pallets/flask/blob/1.1.x/src/flask/app.py#L32
From flask 2.x, it imports Response as BaseResponse:
https://github.com/pallets/flask/blob/2.0.x/src/flask/app.py#L26
https://github.com/pallets/flask/blob/2.1.x/src/flask/app.py#L25
https://github.com/pallets/flask/blob/2.2.x/src/flask/app.py#L32
Flask and Werkzeug typically always need to have the same minor version to be compatible (i.e. flask==2.2.x with werkzeug==2.2.3)

@radifalco confirmed that flask == 2.2.3 and werkzeug == 2.2.3 works with moto == 4.1.8.dev31. You can crib off my branch if you want.

I'm going to assume this is fixed - let us know if you run into any other issues.


Create S5 six month plan : Oct'24 to March'25

Review

[x] Review plan to Sept'24

what worked well?
what did not work well?
what can we improve?
what should we keep?
what should we drop?

[x] Review the WP Brief progress against objectives

[x] Review the associated SRD requirements

progress against these
are any changes needed?

[x] Review the Risks/Opportunities Register

add new risks
review/update existing risks
Is any escalation required?
Are there risks for those tasks/ tickets/  dependencies, … on the critical path?

Planning

[ ] Create Zenhub releasec for next six-month plan
[ ] Create tickets for latest 6 month objectives if necessary
[ ] Review previous 6 month plan epic/release kanban

[ ] close tickets, remove duplicates as necessary
[ ] Shift any outstanding tickets from previous plan if appropriate

[ ] Identify any  task/ milestone/ deliverable dependencies with other LSST:UK WP tasks.

25/OCT/24

see WP wiki page for mins of review meeting


fix(switch): avoid needing border width for distance calculation

This PR implements an alternative to using border width in the calculations for moving the Switch component's Thumb.
Instead of measuring the frame directly, an additional view is rendered inside the frame.

beautiful i knew there had to be a way


[BUG] Influencer signup error fixed

Description
influencer sign Up error fixed.
Issue
Issue Link resolve #244

@Kajol-Kumari  @RohitGupta1237  can you please check.

As it needed couple of previous pr as well to figure out the issue so upgrading this tomoevel 3


Is worst case really worst case?

Here:
https://github.com/javad-doliskani/divpoly_pit/blob/98734cc4aff5acd423f0d10277c6f9d0162e0eb5/divpoly_pit.tex#L662-L663
you only prove that, if E is supersingular, the algorithm runs in O(log² p) on average. That's not really a "worst case". A proof must be given that a suitable r can be found within O(log p) (but doesn't this need GRH?), or the statement must be changed.

Indeed, this needs GRH. I added a theorem about the density, among all primes, of such r. The theorem is known as "Artin's primitive root" conjecture which holds under GRH.

I keep disagreeing with your Theorem 1 (and Prop. 11).
For one, you put forth the average complexity given a random curve as input. However, following Sutherland, the interesting measure is the average complexity given a supersingular curve as input. Admittedly, that's a matter of choice, but now that Drew has already made a choice, you're more or less obliged to follow it.
But the real problem is another one. You say that the worst case complexity under GRH is O(log²p). That would mean that under GRH your algorithm is deterministic. It is not! You're using Shoup's variant of the Cantor-Zassenhaus algorithm, which worst case complexity is not polynomial.
So, the correct statement would be that your algorithm has average complexity O(log²p) under GRH, given a supersingular curve as input.

Oh, I didn't actually know what you were saying before. Now I got it. How about
Given an elliptic curve $E/\F_q$, there exists a Las Vegas algorithm that can efficiently
decide whether $E$ is supersingular or ordinary. On input an ordinary curve the algorithm has  complexity  $\tildO(\log p)$ operations in $\F_p$. On input a supersingular curve, under the generalized Riemann hypothesis the algorithm runs in an expected $\tildO(\log^2 p)$ operations in $\F_p$.

That sounds correct

I just realised that you cite Sutherland's algorithm as having complexity O~(log³p) bit operations. So it seems that your algorithm has no asymptotic advantage.
However the experiments in Table 1 seem to condraddict the theory: Sutherland's algorithm running time grows much faster than yours.
What do you make of it?

Mmm..., I'm not 100% sure. Maybe in the reduction mod z^r - 1 some time is saved. Probbably there is a loglog(p) factor somewhere..

Well, I also have not claimed that my algorithm has asymptotic advantage. To be honest I just liked to publish the idea.

Well, the difference looks much more dramatic than a loglog factor.
Your algorithm seems to have quadratic growth, rather than cubic. How does r grow in your experiments?

I'm not criticizing your result. But there's an unexplained phenomenon I'd like to understand. And it plays at your advantage!

And, anyway, it's your duty to compare your algorithm with the state of the art. You must give a good reason for the reader to go through your paper. Simply saying "I like the idea is not enough".

I know, actually I tried to fined a proper explanation for a while...
In the experiments r is usually a factor < 1 of the number of bits of p.
Maybe if the experiments are ran for much larger r the two runtimes converge.

do you want me to run the experiments for larger r?

I don't think that would make sense, right? r depends on p (and ε and η, but those also depend on p), so you should just take whatever r is best.
I'd just like to see some comments on the discrepancy between the two algorithms. Give your best explanation. Maybe profiling could help understand what are the bottlenecks, and why Drew's algorithm fares so badly.

And, of course, stress in the introduction or in the conclusion that your algorithm is better in practice.

Alright, I'm going to do some profiling.

A detailed profiling revealed the following:

Drew's algorithm is fine as it is. I had simplified it for easier implementation. So it might have even worst runtimes if implemented in full.
The little secrete behind the runtimes of the new algorithm was a bug in the parameter generation that caused r to grow at a slower rate. After the fix, the new timings  are unfortunatley not very impressive but still acceptable.
I have been a "lousy" implementer on this one.

Added
Note that, ignoring the logarithmic factors, our result does not asymptotically improve on the
state-of-the-art algorithm \cite{sutherland2012} ...
to the intro, and
As the timings suggest, complexities of the two algorithms differ only by a constant factor, which confirms the theory ...
to the experiments section.

You could stress in the intro that your algorithm would be an asymptotic improvement if Conjecture 12 can be proven. In the end, that's the most interesting part of this paper: the connection between some high flying theorems and conjectures, and a very concrete algorithmic problem.
Aren't you bothered by the fact that Algo 2 spills over two pages?

Good idea.
I am a little bit bothered by the splitting. I should remove the hack in the preamble.
The same hack is applied in the ffisom paper. I am surprised no one complained.

In the ffisom paper I wrapped in figure envs all the algorithms that spilled.

Last thing, and then I'll stop bothering you. Could you compare your implementations with Sage/PARI point counting, for good measure? From my experiments the cross point should be somewhere around 300 bits.
Once you've done that, you can resubmit, and I'll quickly green light the paper for the editor. Thanks for your patience, this was interesting.

No problem, it never bothered me at all. I wish all reviewers were like you, willing to put enough time and actually improve a manuscript. Should I do both Sage and Pari?
I think the spilling problem is still in the github version of the the ffisom paper. The algorithms don't need to be wrapped in a Figure environment. As soon as you remove the Hack they become floats. Do you want me to update the github version?

Sage calls pari. Just test point counting, that's the interesting thing. And, yes, you can use a random curve, that shouldn't change anything.
I hadn't noticed that the non-floating behaviour was a hack. I think the ffisom paper is good like that, reverting the hack would probably shuffle paragraphs around and possibly break things . If we have a 3rd review, we'll revert the hack.

Sage looks extremely slow!!!
Could run the following test for the small primes:
def buildExtensionAndCurve(p):
Fpp. = GF(p^2, modulus = x^2 + 1)
E = EllipticCurve(Fpp, [Fpp.random_element(), Fpp.random_element()])
return Fpp, E
def currentTimeMillis():
return int(round(time.time() * 1000))
def main():
primes = [4294967311,<PHONE_NUMBER>3709551667]
print "Numbits  time"
for i in range(0, len(primes)):
Fpp, E = buildExtensionAndCurve(primes[i])
time = currentTimeMillis()
E.count_points()
time = currentTimeMillis() - time
print ZZ(primes[i]).nbits(), "     ", time

I forgot that Sage does naive point counting over extension fields. I had only tested prime fields.
You can directly call pari with
E._pari_().ellsea()

With that I get:
Numbits  time(millis)
33       58
65       473
129       8884
257       115632

Yup, looks fine, I get similar results (my previous estimate of 300 was bad)


Update Code - Proof_Of_ContributionSnapshot3.md

integration support with BSC
OKX wallet integration
MRC support - ongoing discussions with contributors and projects integrating
ongoing support for shinkai integration with team
Rango integrating MOR20
Inferix integrating with Morpheus

Thanks for the contributions.


Allow webapp to rebuild on local brains updates

#145965193

Needs to wait for #232 to be merged before the tests will pass here.

Those test failures I would assume are related to epic/editorial branch?

Yeah, I probably should have opened this up against epic/editorial


How to deploy sails.js application with port 80 on Digital Ocean?

how run it.? ... meo?

You can change the port config in /config/env/development.js or /config/env/production.js, but to listen port 80, you need to use sudo to start sails.
Another solution is to use a webserver (like apache or nginx) or iptables to forward a port higher than 1024 to port 80.
see the doc
and this issue
BTW: you should ask this in StackOverflow according to the guidelines for contributing

hmg.. i get this back..after all you infos etc. installed everything else-- etc. I dont will be clever so.`?
root@webappproject:/var/www# sudo sails lift
info: Starting app...
info:
info:                .-..-.
info:
info:    Sails              <|    .-..-.
info:    v0.11.0             |
info:                       /|.
info:                      / ||
info:                    ,'  |'
info:                 .-'.-==|/_--'
info:                 --'-------'  info:    __---___--___---___--___---___--___ info:  ____---___--___---___--___---___--___-__ info:  info: Server lifted in /var/www`
info: To see your app, visit http://localhost
info: To shut down Sails, press  + C at any time.
debug: --------------------------------------------------------
debug: :: Sat Oct 10 2015 11:37:19 GMT-0400 (EDT)
debug: Environment : development
debug: Port        : 80
debug: --------------------------------------------------------
events.js:85
throw er; // Unhandled 'error' event
^
Error: listen EADDRINUSE
at exports._errnoException (util.js:746:11)
at Server._listen2 (net.js:1129:14)
at listen (net.js:1155:10)
at Server.listen (net.js:1240:5)
at Array.async.auto.start (/var/www/node_modules/sails/lib/hooks/http/start.js:29:35)
at /var/www/node_modules/sails/node_modules/async/lib/async.js:484:38
at _each (/var/www/node_modules/sails/node_modules/async/lib/async.js:46:13)
at Object.async.auto (/var/www/node_modules/sails/node_modules/async/lib/async.js:455:9)
at Sails.startServer (/var/www/node_modules/sails/lib/hooks/http/start.js:16:11)
at Sails.emit (events.js:104:17)
at Sails.emitter.emit (/var/www/node_modules/sails/lib/app/private/after.js:50:11)
at afterBootstrap (/var/www/node_modules/sails/lib/app/private/initialize.js:56:11)
at bootstrapDone (/var/www/node_modules/sails/lib/app/private/bootstrap.js:51:14)
at Object.module.exports.bootstrap (/var/www/config/bootstrap.js:16:3)
at Sails.runBootstrap (/var/www/node_modules/sails/lib/app/private/bootstrap.js:44:25)
at Sails.bound [as runBootstrap] (/var/www/node_modules/sails/node_modules/lodash/dist/lodash.js:729:21)
root@webappproject:/var/www#
i have tried everything... i have searched everything about it.

Well, I've noticed you got this error:
Error: listen EADDRINUSE

So the problem is your 80 port is occupied by another program.
It could be a web server (like apache or nginx if you installed one of them)
You'll be able to let sails use 80 port if you kill the process that occupied it.
See this article to find out what process is using the 80 port.

Alternativlly, you can use some web server who already running on port 80 to forward request to sails (which listen to an port higher than 1000 instead of 80), but it's another topic. Let's just keep it simple.

nop. :) haha. i run nginx on port 80 on my Ubuntu Machine.D i had to stop the nginx and change the server port to 81 from nginx :   /etc/nginx/sites-enabled/
then changed this in commandline :  nano default
server { listen 81; }
The start the server
sudo service nginx start
Then access localhost:81
But, thanks su much for your help. thanks really.
the Good One.D


Fix bug when building docs locally

Before you submit this PR: make sure to put all XENONnT specific information in a wiki-note as the repo is publicly accessible
What does the code in this PR do / what does it improve?
Before this PR, when running
make html

in folder fuse/docs, error shows:
Exception occurred:
  File "/opt/miniconda3/envs/XENONnT_2024.03.1/lib/python3.9/shutil.py", line 722, in rmtree
    orig_st = os.lstat(path)
FileNotFoundError: [Errno 2] No such file or directory: '/home/xudc/fuse/docs/source/graphs'

this is because the "graphs" folder is not defined correctly in shutil.rmtree
Can you briefly describe how it works?
Define a unified path of graphs.
Can you give a minimal working example (or illustrate with a figure)?
Please include the following if applicable:

[ ] Update the docstring(s)
[ ] Bump plugin version(s)
[ ] Update the documentation
[ ] Tests to check the (new) code is working as desired.
[ ] Does it solve one of the GitHub open issues?

Pull Request Test Coverage Report for Build<PHONE_NUMBER>
Details

0 of 0   changed or added relevant lines in 0 files are covered.
No unchanged relevant lines lost coverage.
Overall coverage remained the same at 71.506%

Totals

Change from base Build<PHONE_NUMBER>:
0.0%

Covered Lines:
2108

Relevant Lines:
2948

💛  - Coveralls


Can't install TestDrive

Just tried to install with swift package manager, got this error:
reference to generic type 'Array' requires arguments in <...>

any idea?

Update to the latest version of Xcode, which will give you Swift 3.1 (which TestDrive requires) and everything should work 👍


JS error after clicking on edit button

Hey!
First of all, thanks for great lib!
When you open JS console and click on edit button toy will notice error:
Uncaught ReferenceError: define is not defined which comes from mode-json.js.
You are able to notice it even in demo.
Just download repo, bower install and try out.
If you need more info how to reproduce the problem, please let me know.
Thanks!

yes indeed, it is relative to "ace" library, I did not check it well until now, you can see code here
https://github.com/darul75/ng-prettyjson/blob/gh-pages/javascripts/ng-prettyjson.js#L78
editor.getSession().setMode("ace/mode/json");

Then I guess they use requirejs to load all stuff but I can not check it now.
Let me know if you find, ace solution must be there http://ace.c9.io/#nav=embedding

There are two ways to solve this issue:

Add require.js to your project - you will not receive error but json will not be colored during edition
Replace file mode-json.js with next file mode-json.js (from non conflig directorory) - as a result you will not recieve any error and json will be colored during edition.

Thx @alberskib for providing such details, I will apply and document it when back home.

Also worth noting, you can include just the core ace.js in the src folder, and then comment out the following line in ng-prettyjson.js and you will get editing capabilities without needing to load the entire ace solution.  We do this and lose color hilighting and other functions, but have a working editable region.
editor.getSession().setMode("ace/mode/json");


[SPARK-16733][SQL] use antlr to parse column name instead of implementing it ourselves

What changes were proposed in this pull request?
It's weird to write code ourselves to parse column name, while we already have the antlr framework. This PR removes that special code and use antlr to parse column name instead.
How was this patch tested?
existing tests.

Test build #62878 has started for PR 14367 at commit a1c5b0d.

cc @hvanhovell @rxin , this is actually a breaking change, as previously we support df.select("a $%  z. xy"), which will find the column a $%  z and get its inner field  xy.
Personally I think we should not support it and make the Dataset API more consistent with SQL API.

Test build #62878 has finished for PR 14367 at commit a1c5b0d.

This patch fails Spark unit tests.
This patch merges cleanly.
This patch adds no public classes.

Test FAILed.
Refer to this link for build results (access rights to CI server needed):
https://amplab.cs.berkeley.edu/jenkins//job/SparkPullRequestBuilder/62878/
Test FAILed.

Merged build finished. Test FAILed.

Hmmm... The rule used by the ANTLR parser only allows underscores and alphanumeric characters. We support more than that (names containing $, -, ...) in the old rule. We can support this by surrounding these names with backticks.
I am wondering how much we need to fix to get this working.

@cloud-fan can you update the pull request description to explain the behavior change? It is not clear to me without looking at the code what the change is.

So I think the proper fix is that in the future, we can introduce a config flag to specifies the parse mode for column names:

Consistent with Spark 1.x and 2.0
Consistent with SQL
Treat as string literals.

closing this PR, and I'll work on it again when we have a plan for the column name parsing mode.


Managing that progressbar

Fix for the issue https://github.com/fossasia/open-event-android/issues/1087 . Please see the issue to know more.

@the-dagger Here we go, added values to dimens

Just wanted to clarify, as to why this is done only in the track list though?
We have other places in the app too where we face this issue.

@the-dagger Sorry, actually the other activity in which I found progress bar is activity_speakers, other than track list and that is a circular one. It'd be great if you could tell if you notice it anywhere else.

It's there in the sponsors,locations and the maps fragment too as far as I
know.

@the-dagger Actually the progress bar is in activity_main only, fragments don't have it separately. So it will be like that everywhere, it's kinda shared between them. I checked the usages of ProgressBar and I only found it only in activity_main and activity_speakers.

Oh yeah, you are right.
Sorry, my bad!
In this case, this PR is alright then :+1:


Separate 'matchMedia.addListener.js' into separate npm module or include when importing 'matchmedia-polyfill';

require('matchmedia-polyfill');

doesn't work.
require('matchmedia-polyfill');
require('../node_modules/matchmedia-polyfill/matchMedia.addListener');

does work.
Don't want to gripe too much about nothing, but it would be convenient to either include the addListener polyfill in with the main file or to split it out into it's own npm module so that it can be required more conveniently.
additionally some extra documentation about the addListener polyfill might be nice.

I use ```jsrequire('matchmedia-polyfill/matchMedia.addListener');`

I use
  require('matchmedia-polyfill');
  require('matchmedia-polyfill/matchMedia.addListener');

But +1 on additional documentation, so that it's clear that you need to include both, for example.

fixed in cd9df4c529a3c5c95c6d66b77bb7cc3d2419c460


Implement N-Dimensional OpenSimplexNoise

Godot version:
Any Version
OS/device including version:
Any OS
Issue description:
Currently the OpenSimplexNoise implementation supports rigid 2/3/4 dimensional noise.
Since OpenSimplexNoise supports N-Dimensional noise, this functionality should be implemented and exposed to users.
Since the current API takes advantage of Vector2/3 for input, as well as specific function parameters for each dimension, this cannot be mirrored for N-Dimensional noise as there is no VectorN class that I am aware of.
I also do not believe that Godot supports arbitrary parameters (*args, **kwargs in Python) so unless I am mistaken that is also not an option.
Instead, I propose that the function signature looks like:
OpenSimplexNoise.get_noise_nd(dimensions : int, position : list[float])
Where:
dimensions is the number of dimensions you wish to get a value for
position is a list of floats that are position in each ordered dimension you want to get a value at
If the length of position does not match the specified dimensions, then it can throw an error, or ignore extra positions.
Alternatively, the signature can simply be:
OpenSimplexNoise.get_noise_nd(position : list[float])
And it will infer the desired dimension count based on the length of the list.
Is this possible? Are there severe limitations with regards to this in the engine?
Thanks,
-Devin

Was involved with anl which uses Accidental Noise and implements 3d seamless noise.
Looking at opensimplex noise code, it doesn't work for 6 dimensions.
https://github.com/Xrayez/godot-anl

Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.
The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker.
If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance!


Alignement on Mac is not quite well

Describe the bug
When I have lots of files on mac, and use ls in aminal terminal, it does not give me a good alignement.
To Reproduce
Steps to reproduce the behavior:

Go to aminal terminal
Run mkdir test && cd $_; touch test{1..20}.txt
Run ls
We can see the bad alignement

Expected behavior
It should show a good alignement.
Screenshots
bash-3.2$ ls
test1.txt    test11.txt  test13.txt  test15.txt  test17.txt  test19.txt  test20.txt  test4.txt test6.txt   test8.txt
test10.txt test12.txt    test14.txt  test16.txt  test18.txt  test2.txt test3.txt   test5.txt   test7.txt   test9.txt
bash-3.2$

Environment (please complete the following information):

OS + Version: mac 10.12.6
Go Version: go version go1.11.2 darwin/amd64
Shell : /bin/bash

Thanks, my tab calc was way off, it was tabbing 4 - x spaces instead of x 🤦♂


[Feature Request] Environment Variables in Edit Tag modal

I currently have my own tag which creates a WSSE Header, this accepts 6 parameters and I use it as a header in all my requests.
When I have to change 1 parameter, I have to change the same parameter in all my requests. If I could set an environment variable for each parameter and be able to edit just the environment variable that would be great.

I see that there already is an issue related to this https://github.com/getinsomnia/insomnia/issues/499 I have solved my issue with the comment in that thread. But I think it would still be nice to have this feature implemented.

Hi @Gabb1995. I definitely plan to add a way to reference environment variables directly in the tag editor, although I can't give you a release date yet.
There is another workaround, but it's not very pretty.
If you copy the tag, it will look something like this:
{% my_tag 'arg1', 'arg2' %}

You can change these from static values to variables by specifying args without quotes:
{% my_tag 'arg1', my_variable %}

It sounds like you have a solution already, but I felt like mentioning this just in case.