Timeout for synchronous functions

Neovim hangs if the computation does not finish. This can happen, for example, if you accidently force an infinite list. Neovim shouldn't have to be killed because of that.

This definitely needs to be fixed on Neovim side by supporting ctrl+c properly while waiting for a msgpack-rpc call.

If ctrl+c is supposed to work it would simplify things a lot. Still, it could be useful to have some kind of garbage collector for threads which are stuck. ;-)


Support "EXPLAIN QUERY PLAN"

In sqlite EXPLAIN QUERY PLAN … and EXPLAIN … return different values. Currently only the latter is supported with Repo.explain(:all, query), but I'd expect that the first one is actually the more common need, why people reach for explain. I think both options should be available (as enabled via the opts), but I think EXPLAIN QUERY PLAN should be the default, rather than just EXPLAIN.

It would also be great if aliases and parameters could be replaced in the result. I'm not sure how involved this is though.

It's a pretty quick add https://github.com/elixir-sqlite/ecto_sqlite3/blob/edef95fb3619a4090003d5c94cd527b6073928a4/lib/ecto/adapters/sqlite3/connection.ex#L657-L659


[vcpkg] vcpkg build returns: "Value was null"

neumann@Iluinrandir:/mnt/e/qt$ ./vcpkg build fontconfig --debug
[DEBUG] Feature flag 'binarycaching' unset
[DEBUG] Feature flag 'manifests' unset
[DEBUG] Feature flag 'compilertracking' unset
[DEBUG] Using vcpkg-root: /mnt/e/qt
[DEBUG] Using installed-root: /mnt/e/qt/installed
[DEBUG] Using buildtrees-root: /mnt/e/qt/buildtrees
[DEBUG] Using downloads-root: /mnt/d/vcpkg_common/downloads
[DEBUG] Using packages-root: /mnt/e/qt/packages
[DEBUG] Using scripts-root: /mnt/e/qt/scripts
[DEBUG] Found path: /usr/bin/cmake
[DEBUG] Found path: /bin/cmake
[DEBUG] popen("/usr/bin/cmake" --version 2>&1)
[DEBUG] cmd_execute_and_stream_data() returned 0 after     2761 us
[DEBUG] popen(/usr/bin/cmake -DVCPKG_ROOT_DIR=/mnt/e/qt -DPACKAGES_DIR=/mnt/e/qt/packages -DBUILDTREES_DIR=/mnt/e/qt/buildtrees -D_VCPKG_INSTALLED_DIR=/mnt/e/qt/installed -DDOWNLOADS=/mnt/d/vcpkg_common/downloads -DVCPKG_MANIFEST_INSTALL=OFF -P /mnt/e/qt/buildtrees/0.vcpkg_dep_info.cmake 2>&1)
[DEBUG] cmd_execute_and_stream_data() returned 0 after     8447 us
[DEBUG] popen(/usr/bin/cmake -DVCPKG_ROOT_DIR=/mnt/e/qt -DPACKAGES_DIR=/mnt/e/qt/packages -DBUILDTREES_DIR=/mnt/e/qt/buildtrees -D_VCPKG_INSTALLED_DIR=/mnt/e/qt/installed -DDOWNLOADS=/mnt/d/vcpkg_common/downloads -DVCPKG_MANIFEST_INSTALL=OFF -P /mnt/e/qt/buildtrees/0.vcpkg_tags.cmake 2>&1)
[DEBUG] cmd_execute_and_stream_data() returned 0 after     9130 us
Value was null
[DEBUG] ../src/vcpkg/build.cpp(920)
[DEBUG] Exiting after 162894 us (162894 us)

Something is not right: passing --editable does not work
neumann@Iluinrandir:/mnt/e/qt$ ./vcpkg install fontconfig --editable
Computing installation plan...
The following packages will be built and installed:
  * brotli[core]:x64-linux
    fontconfig[core]:x64-linux
  * freetype[bzip2,core,png]:x64-linux
  * libiconv[core]:x64-linux
  * pthread[core]:x64-linux
  * pthreads[core]:x64-linux
Additional packages (*) will be modified to complete this operation.
Starting package 1/6: brotli:x64-linux
Building package brotli[core]:x64-linux...
-- Using cached /mnt/d/vcpkg_common/downloads/google-brotli-v1.0.7.tar.gz
-- Cleaning sources at /mnt/e/qt/buildtrees/brotli/src/v1.0.7-bf01b84227.clean. Pass --editable to vcpkg to reuse sources.
-- Extracting source /mnt/d/vcpkg_common/downloads/google-brotli-v1.0.7.tar.gz
-- Applying patch install.patch
-- Applying patch fix-arm-uwp.patch
-- Using source at /mnt/e/qt/buildtrees/brotli/src/v1.0.7-bf01b84227.clean
-- Configuring x64-linux-dbg

@ras0219 @ras0219-msft @strega-nil : Please fix ;)

I thought we fixed this bug, is it broken again??? Are you sure you're on latest master?

@strega-nil: I rebuild vcpkg ~7 hours ago after a merge with master so I assume yes. Checking files.cpp and it is missing the work_queue include which was changed in the latest master commit.

Alright, lemme check it out.

@Neumann-A In your editable example, only the explicit (cli) packages are marked "editable" -- transitive dependencies will not be marked. I see that the message "Pass --editable to vcpkg to reuse sources." is super misleading here; I'll open a PR to make that clearer :)

Opened #12366


add missing DLL symbol exports

Could you please tell me why these methods needed the macro added, and in general how we know where to use it?


Projects and Research page

None of the external links are working

@rebeccaottinger can you show me which is a link that doesn't work.. hard to find

This is for the Global Initiatives page (which in github is called projects-initiatives). None of the url's are working, except the fab research one because it links to an internal page. Not sure why!


add title to image

is there anyway we can add captions for images? thanks

Hey @sarangan ,
Currently no way to add captions for images, is there a particular layout you want the captions you are trying to accomplished? Maybe we can see if we can implement something you are looking for.

Hi, thanks a lot for your reply. I was trying to achieve like Pinterest kinda layout images with captions, then I thought it would be out of scope. this component works great compare to other components out there. i can inject Text components inside the Column.js when rendering the Image in that way i can alter the layout. you are the best. thank you again. keep rocking bro.

Hi one more question, does this mansory component affect performance compare to regular Images load from url?

@sarangan It's using Image.getSize under the hood. Naturally the performance overhead is downloading the image -> caching it -> displaying it on screen with correct sizing. I would assume the overhead is very much similar to using <Image> with resize set to cover.

Also appreciate the kind words 🤘 , you keep on rocking too!

Thanks bro 👍


[BUG]upload PBO cp file

🐞 bug report
Affected Package

 The issue is caused by package @badvlasim/....
Is this a regression?

 Yes, the previous version in which this bug was not present was: ....
Description
 A clear and concise description of the problem...
🔥 Exception or Error

🌍  Your Environment
Badvlasim Version:

Anything else relevant?

File was misconfigured


Some models don't work

Unfortunately for ChatGLM6B it returned the following error: returned non-zero exit status 1 exit status

Please show the full output – the last line alone won't help much.

This has to do with llama.cpp's convert.py, not this tool. You may need to use --use-convert-hf-to-gguf instead, too.


WFLY-9580 Drop ASYNC variant of the clustering testsuite

Jira
https://issues.jboss.org/browse/WFLY-9580

Also, this is the last PR needed to make the extended tests pass completely (which now only adds the udp variant) https://ci.wildfly.org/viewLog.html?buildTypeId=WF_MasterLinuxExtendedClustering&buildId=81452&branch_WF_MasterLinuxExtendedClustering=/WFLY-9580;/rhusar So good to go.

Thanks Kabir!


Several misc Fate changes

This PR addresses some follow on changes from https://github.com/apache/accumulo/pull/4524#issuecomment-2273932737:

[x] Add a toString() to FateKey
[x] Move MetaFateStore to org.apache.accumulo.core.fate.zookeeper
[x] Periodic clean up of dead reservations should be increased from every 30 seconds to every few minutes
[x] Add additional fate test case suggested in https://github.com/apache/accumulo/pull/4524#discussion_r1702301996

From the new test case, discovered that verifyReserved() should also be checking if the tx has been deleted from the persisted store. This immediately prevents write ops from being attempted on deleted transactions. This caused UserFateStoreIT.delete() test to fail since delete() was called several times on the same tx store. Fixed this and cleaned up some code in the rest of this class (TestUserFateStore wasn't doing anything).

A couple questions:

I noticed that required status checks are only present in UserFateStore not MetaFateStore. Should this be added to MetaFateStore?
With the increased time of the dead reservation cleanup, testDeadReservationsCleanup() now takes a lot longer (6 mins for me locally). Will this be an issue when the test runs on Jenkins?

With the increased time of the dead reservation cleanup, testDeadReservationsCleanup() now takes a lot longer (6 mins for me locally). Will this be an issue when the test runs on Jenkins?

To improve the test time could use a strategy similar to FlakyFateManager and a test like ComprehensiveFlakyFateIT.  So could create a FastFateCleanupManager that creates fate with a much lower cycle time and then have the test use that manager class.

To improve the test time could use a strategy similar to FlakyFateManager and a test like ComprehensiveFlakyFateIT. So could create a FastFateCleanupManager that creates fate with a much lower cycle time and then have the test use that manager class.

Yeah good idea. I created FastFate in 9599bd87d02a58413080cc1b241a6285857d2778

@keith-turner just 30 seconds


MGDOBR-634: Exceptions from Managed Kafka/Connectors are not logged

https://issues.redhat.com/browse/MGDOBR-634
PR owner checklist
Please make sure that your PR meets the following requirements:

[x] Your code is properly formatted according to this configuration.
Run mvn clean verify -DskipTests so that imports are correctly set.
[x] Your commit messages are clear and reference the JIRA issue e.g: "[MGDOBR-1] - $clear_explanation_of_what_you_did"
[x] All new functionality is tested
[x] Pull Request title is properly formatted: MGDOBR-XYZ Subject
[x] Pull Request contains link to the JIRA issue
[x] Pull Request contains link to any dependent or related Pull Request
[x] Pull Request contains description of the issue
[x] Pull Request does not include fixes for issues other than the main ticket

PR reviewer(s) checklist

[ ] Check if code and Github action workflows have been modified and if the modification is safe
[ ] If the modification is safe, add the safe to test label

How to trigger pipelines and use the bots:

Run the end to end pipeline
Annotate the pull request with the label: safe to test. If you want to run the pipeline again, remove and add it again.

Rebase the pull request
Comment with: /rebase.

(Based on Sonarcloud complain) Thinking whether it would have sense to either log the error as done now and don't propagate it or to skip logging in client and log complete error in AbstractWorker. WDYT?

(Based on Sonarcloud complain) Thinking whether it would have sense to either log the error as done now and don't propagate it or to skip logging in client and log complete error in AbstractWorker. WDYT?

@sutaakar I have reworked the exception handling for getConnector(String connectorExternalId) on #679 so what is contained in this PR for that method is already obsolete! Regarding your comment specifically the MC API throws a ApiException if the HTTP response is anything other than 2xx. However 404 and 410 are "handled exceptions" as far as our code is concerned and hence, in those circumstances, we do not want to propagate ApiException to AbstractWorker. I wrap and re-throw as that is the pattern that existed in the class before I came to make a change.

@manstis I agree that your changes in #679 are the better option that this one. I'd suggest we close this and focus on getting #679 merged.
cheers,
Rob

...I'd suggest we close this and focus on getting #679 merged.

@robpblake OK, I've moved the additional logging in this PR to #679 too.


SAG Mill - ginding material usage meter not resetting

not sure if intended or not:
i had a SAGmill running with Flint for some time - level was down to 53%.
I finally managed to get some End Steel Grinding Balls - when i swapped them in instead of the Flint the used-Level stayed on 53% so to say my first ball is half wasted.
shouldnt the value reset ?
addition:
it seems to reset after first usage, so no balls wasted but just a minor gfx-glitch imho.

It's not wasted - the remaining 53% is from the previously consumed Flint.

thats what i said.
i would have expected the used-level to reset to 100% upon inserting those steel balls, tho.

And waste the previous ball?

IT consumed the flint and decreased to 53% it wont use a grinding ball till it hits 0 then consumes one grinding ball and resets to 100%


Add mahapps topic

[x] I followed the contributing guidelines: https://github.com/github/explore/blob/master/CONTRIBUTING.md

I am:

[ ] Suggesting edits to an existing Topic page
[x] Curating a new Topic page

EDITING AN EXISTING TOPIC PAGE*
I'm suggesting these edits to an existing topic:

[x] Image (and my file is *.png, square, dimensions 288x288)
[ ] Content (and my changes are in index.md)

Please explain why these changes are necessary:
CURATING A NEW TOPIC PAGE

[x] I've formatted my changes as a new folder directory, named for the topic as it appears in the URL on GitHub (e.g. https://github.com/topics/[NAME])
[x] My folder contains a *.png image (if applicable) and index.md
[x] All required fields in my index.md conform to the Style Guide and API docs: https://github.com/github/explore/tree/master/docs

Please explain why you think this Topic page should be curated:
MahApps.Metro is one of the most widely used WPF libraries. It's used by Microsoft/Xamarin and many other applications or libraries.

@nayafia done


Allow background token colors

This is a feature request for allowing color themes to give background colors to tokens. This is possible in Sublime Text as seen in the screenshot below.
See the background color on the comments.

*If there is a similar feature request already open, my apologies, I couldn't find one about this.

Duplicate of #3429

Thanks, @usernamehw - didn't see that one.


What's your purpose??!!

I tried and it's not for iOS 10.3 at all
And it's all lie ...I recommend everyone stay away from this guy

I have made it very clear that I haven't committed to any exploit code because it is VERY unstable. If you'd read the description you'd know.
I even marked the OLD jailbreak files with (10.2 ONLY)
I recommend you read things.

That doesn't make any sense.  Why would the exploit itself be unstable?

Because that's why is called BETA tester not for public user.
READ DESCRIPTION......

You're not answering the question.  Exploits aren't unstable.  Applications are.

Are you ever going to release the exploit that's unstable or not if we screw up it's our fault so release the exploit and if people screw their device it's their fault but prove that it's not fake


separate tonemapping and upscaling passes

Attempt to make features like bloom https://github.com/bevyengine/bevy/pull/2876 easier to implement.
This PR:

Moves the tonemapping from pbr.wgsl into a separate pass
also add a separate upscaling pass after the tonemapping which writes to the swap chain (enables resolution-independant rendering and post-processing after tonemapping)
adds a hdr bool to the camera which controls whether the pbr and sprite shaders render into a Rgba16Float texture

Open questions:

~should the 2d graph work the same as the 3d one?~ it is the same now
~The current solution is a bit inflexible because while you can add a post processing pass that writes to e.g. the hdr_texture, you can't write to a separate user_postprocess_texture while reading the hdr_texture and tell the tone mapping pass to read from the user_postprocess_texture instead. If the tonemapping and upscaling render graph nodes were to take in a TextureView instead of the view entity this would almost work, but the bind groups for their respective input textures are already created in the Queue render stage in the hardcoded order.~ solved by creating bind groups in render node

New render graph:

Before

Would it maybe make sense to do post processing after the main pass rather than inside the 3d sub graph?

Would it maybe make sense to do post processing after the main pass driver node rather than inside the 3d sub graph?

I don't think so because I could image situations where the 2d and the 3d cameras would have different post processing settings which wouldn't work if it was after the main_pass_driver.

CI failure is because the breakout example has no 3d camera and doesn't write to the intermediate textures, so wgpu needs COPY_DST to zero the texture. Will be fixed either by using the same post processing in the 2d subgraph or by https://github.com/gfx-rs/wgpu/pull/2307.

New render graph:

The tonemapping node does nothing if hdr isn't enabled, because then the pbr.wgsl or sprite.wgsl shaders already do tone mapping.
hdr can be configured on cameras, but is automatically true for 3d and false for 2d.

Any chance you could address the feedback and update this on top of main @jakobhellermann ? It would be good to get this and bloom in for 0.7. :)

I rebased the code on main.
Open questions:

where should configuration for hdr and the upscaling mode live? fields on a render target component?
should we default to using HDR? (currently yes for 3d, no for 2d)

While watching the FSR 2.0 presentation, I noticed that UI rendering should be after the upscaling, which currently isn't the case in this PR.

That should definitely be done eventually but I don't think that should block merging this. I hope this makes it into 0.7!

I'm going to give this a first pass. After that, if this seems like the right approach, @jakobhellermann do you have any interest in adapting this to main (especially the changes in #4745)? Shouldn't require too many adjustments. Merging post-processing work is next on my todo list (and something I'd like to get in by Bevy 0.8). I'm happy to either endorse direction here if you've got time + motivation to do it, pick up work, or some combination of the two.

After a first pass, I'm relatively convinced this is the right approach. I've started updating this to main. I'll push the results here if I get them working.
I'm inclined to simplify some of the graph dataflow by removing the texture passing across nodes. I see why you chose to do that (it makes the nodes more flexible and more accurately models an effect chain), but in the interest of keeping the graph+implementation simple (and the changeset small / easier to port to future higher level post processing apis), I think I'd prefer to just read the texture directly from the view entity. That will also make it easier for users to insert their effects into the "graph based" effect chain, while they wait for a higher level api.

Some progress on the port:

Still more work to be done to make viewports work properly.

Got viewports / multiple passes working again! Just gotta do a few more tweaks and re-wire up the tonemapping node, then I'll push my changes.

Sorry for not responding earlier

No worries! I'm the one that left this hanging for months :)

There are some aspects of this PR that I'm not so sure about/don't know what the ideal solution would be

Hmm yeah that MSAA interaction does seem pretty nasty. I'll read up and try to form some opinions. At first glance, inverse tone mapping seems pretty nasty to me. Feels like that introduces a lot of room for error / might eliminate some tonemapping algorithms as options.

I don't know if it is possible/desirable to do that on one MSAA resolve.

Yeah this is probably worth experimenting with.

Sorry for not responding earlier, I was a little busy the last few days. Thanks for taking a look already. There are some aspects of this PR that I'm not so sure about/don't know what the ideal solution would be. For example the interaction of MSAA, tonemapping and HDR. Doing the MSAA resolve on HDR data apparently leads to pretty rough edges (https://mynameismjp.wordpress.com/2012/10/24/msaa-overview/ "Working with HDR and tone mapping"), which can be mitigated by doing invertible tonemapping at the time of the MSAA resolve and applying the inverse of the tone mapping function afterwards to continue post-processing: http://theagentd.blogspot.com/2013/01/hdr-inverse-tone-mapping-msaa-resolve.html.

There is also an article by Brian Karis http://graphicrants.blogspot.com/2013/12/tone-mapping.html and Matt Pettineo’s own siggraph 2015 talk http://advances.realtimerendering.com/s2015/rad_siggraph_advances_2015.pptx both linked from the Pettineo article. It seems like the practical way is to do tonemapping or an approximation that focuses on luminance and is easily invertible so that the MSAA resolve happens before post processing and on colours as they would be displayed in screen, or a close approximation, and then convert the resolved values back to HDR by inverting the tonemapping/approximation. This has shipped in games and has support of real time graphics engineers at the top of the field so sounds like a good bet to me.

Another question is whether this design is the most optimal use of textures and passes. For example say there's two different cameras rendered next to each other, with the current design I think they'd both get rendered and MSAA-resolved separately, driven by the CameraDriverNode. I don't know if it is possible/desirable to do that on one MSAA resolve.

I’ll have to take another look at this with the new perspective of cart’s render target and viewport changes. People have discussed having different msaa for different targets, but I’m not sure if they would intend it for different viewports within a target. That sounds like it would basically require the viewport to use its own msaa colour attachment with the appropriate configuration of msaa samples but resolve into the render target.

Just pushed my changes:

Merged into main
Removed "texture passing" from the graph in favor of direct view input access
Fixed camera driven rendering + viewports. This includes re-adding "texture sharing"

(3) has some problems. Mixing and matching hdr and non-hdr cameras on the same render target doesn't work (at least, with viewports). We might want to revert the "texture sharing" changes and try to make per-camera targets work instead.

Ok I'm all caught up on the MSAA + tonemapping issue and its solutions.
Some thoughts:

It looks like a "inverse tonemapping" (or approximate) solution is our best option. My initial concern about needing to limit ourselves to "safely invertible" tonemapping algorithms seems unfounded. We don't need to use the same mapping algorithm we use on the final image. We just need to find one that accomplishes the goal of "encoding and decoding" our information. This could still be configurable, but the constraints we're solving for are different than actual tonemapping.
If we do use "real" tonemapping algorithms, this does limit what options are available to us / puts the burden on us to implement inverses for each one. Precision is also a concern. See the floating point issues here (which were largely resolved for that image, but I worry about subtle losses, especially as we expand our tonemapping options). Doing this seems like we'd be on the fringes of standard practice, which scares me.
The simpler "luminance based" tone mapping proposed by Brian Karis seems preferable, both because it is cheaper and because it is simpler, it seems less likely to introduce precision issues / it is more easily invertible. The fact that
I'd like to see how / if Unity and Unreal solve this problem.
MSAA + HDR might want its own "special cased" pipeline config. We need to find the right balance between pipeline consistency, simplicity, and performance.
We don't need to solve these problems in this PR. We should solve them (and ill try to do that in a follow up pr), but we can just disable "HDR textures" by default while we sort things out, given that currently we have no effects that rely on HDR textures. Godot's new renderer currently suffers from the same problem / hasn't implemented a solution yet, so we'd be in good company here. HDR + SMAA or TSAA is probably going to be a popular alternative anyway (once we support those). I say "hdr textures" because even if we tonemap in the shader, we're still doing HDR lighting. We might want to clarify our language here (or at least, do it in the docs). Checking the Camera::hdr box doesn't enable "hdr lighting". It enables "rendering to an HDR texture and deferring tonemapping".

For now, I'm going to focus on resolving the "how / if we share the main textures across cameras" problem. Then I'll resolve the conflicts with the recent "shader imports" changes on main and hopefully we can reach relative consensus on this / get it merged.

Ok I'm all caught up on the MSAA + tonemapping issue and its solutions.
Some thoughts:

It looks like a "inverse tonemapping" (or approximate) solution is our best option. My initial concern about needing to limit ourselves to "safely invertible" tonemapping algorithms seems unfounded. We don't need to use the same mapping algorithm we use on the final image. We just need to find one that accomplishes the goal of "encoding and decoding" our information. This could still be configurable, but the constraints we're solving for are different than actual tonemapping.
If we do use "real" tonemapping algorithms, this does limit what options are available to us / puts the burden on us to implement inverses for each one. Precision is also a concern. See the floating point issues here (which were largely resolved for that image, but I worry about subtle losses, especially as we expand our tonemapping options). Doing this seems like we'd be on the fringes of standard practice, which scares me.
The simpler "luminance based" tone mapping proposed by Brian Karis seems preferable, both because it is cheaper and because it is simpler. It seems less likely to introduce precision issues / it is more easily invertible. The fact that this is used in shipped games also increases my comfort with this approach.
I'd like to see how / if Unity and Unreal solve this problem.
MSAA + HDR might want its own "special cased" pipeline config. We need to find the right balance between pipeline consistency, simplicity, and performance.
We don't need to solve these problems in this PR. We should solve them (and ill try to do that in a follow up pr), but we can just disable "HDR textures" by default while we sort things out, given that currently we have no effects that rely on HDR textures. Godot's new renderer currently suffers from the same problem / hasn't implemented a solution yet, so we'd be in good company here. HDR + SMAA or TSAA is probably going to be a popular alternative anyway (once we support those). I say "hdr textures" because even if we tonemap in the shader, we're still doing HDR lighting. We might want to clarify our language here (or at least, do it in the docs). Checking the Camera::hdr box doesn't enable "hdr lighting". It enables "rendering to an HDR texture and deferring tonemapping".

I agree on all points. For point 4 I would think either Unreal is using what Karis proposed or they found something better since then.

Just pushed some changes:

Merged into main
Re-added tonemapping and upscaling to 2d
Separated tonemapping config from hdr, allowing users to "opt out" of tonemapping (both when hdr is enabled and disabled). Specialization keys now specify tonemapping separately too.
Disabled tonemapping for sprites by default, as this makes their colors "wrong". If users want to build 2d hdr lighting, they can enabled tonemapping manually.

I'm seeing panics with mesh2d_manual:
2022-07-11T23:05:15.173521Z  INFO bevy_render::renderer: AdapterInfo { name: "NVIDIA GeForce RTX 3050 Ti Laptop GPU", vendor: 4318, device: 9632, device_type: DiscreteGpu, backend: Vulkan }
2022-07-11T23:05:15.504262Z  INFO naga::back::spv::writer: Skip function Some("mesh2d_position_world_to_clip")
2022-07-11T23:05:15.504301Z  INFO naga::back::spv::writer: Skip function Some("mesh2d_position_local_to_clip")
2022-07-11T23:05:15.504312Z  INFO naga::back::spv::writer: Skip function Some("mesh2d_normal_local_to_world")
2022-07-11T23:05:15.515194Z ERROR wgpu::backend::direct: Handling wgpu errors as fatal by default
thread 'main' panicked at 'wgpu error: Validation Error

Caused by:
    In a RenderPass
      note: encoder = `<CommandBuffer-(0, 1, Vulkan)>`
    In a set_pipeline command
      note: render pipeline = `colored_mesh2d_pipeline`
    Render pipeline targets are incompatible with render pass
    Incompatible color attachment: [Rgba16Float] != [Bgra8UnormSrgb]

The panics looks like fairly simple pipeline configuration omissions. Giving this a look through in its current state...

Finally got caught up with main / wgpu 0.13 / the various renderer changes. Broken mesh2d pipelines are also fixed.

Is upscaling only enabled if an UpscalingTarget is inserted on the view?

It is technically enabled everywhere. The upscaling node/pass doubles as the ldr/intermediate texture -> swap chain texture write. Also note that we don't really do upscaling atm.

Is upscaling only enabled if an UpscalingTarget is inserted on the view?

It is technically enabled everywhere. The upscaling node/pass doubles as the ldr/intermediate texture -> swap chain texture write.

Ok. I'd be interested to here how well things work to necessarily resample from the 'render' texture into the swapchain texture on mobile.

Also note that we don't really do upscaling atm. @superdump

Sure we do. It just uses a poor quality filter. :)

I've merged this with main and reconciled it with the changes in #5413. I've made some changes:

Renamed RenderTextureFormat to SurfaceTextureFormat for clarity. This is about what the surface supports, not what formats are available for use for rendering generally. The fact that we're currently selecting the "default white texture format" based on what the os surface supports is pretty weird.
Went back to using TextureFormat::bevy_default() in every case but the final blit to the surface in UpscalingNode. I personally think this is a good move for a variety of reasons: it simplifies accessing this value and it standardizes format expectations / behavior across OS-es (instead of being random / unpredictable). The biggest downside here is that the blit step becomes "required" as the main pass render pipelines are no longer aware of what the surface supports (by default). Making it possible to skip the blit step would require re-piping the supported surface format into the pipeline.

I think we should probably make a few more changes:

Remove the "compile time" selection of the bevy_default TextureFormat. Pretty sure the separate UpscalingNode blit will resolve this problem. This was always a bit of a hack. Using the runtime surface format is the better approach. This seems in-line with @superdump's suggestion above.
Supporting one global SurfaceTextureFormat might ultimately bite us if different surfaces on a given OS have different format restrictions. Unlikely, I think, but something to keep in the back of our minds if the error ever shows up in the wild.

Barring additional feedback, I plan on making the following changes:

Remove compile-time selection of bevy_default TextureFormat and make sure it works correctly on wasm / android.
Disable hdr by default. This means we will use "tonemap in shader" by default, ensuring MSAA works as expected out of the box. We can revisit this once we have an alternative AA implementation and/or we implement a reversible intermediate tonemapping solution (as discussed above).

Does "using the runtime surface format" for the TextureFormat mean that using a texture as the camera RenderTarget for other formats than TextureFormat::bevy_default() like RGBA16 will work? That would be super cool.
I think disabling hdr by default makes sense. Better to be able to move forward with this than blocking on figuring out the best MSAA solution.

Does "using the runtime surface format" for the TextureFormat mean that using a texture as the camera RenderTarget for other formats than TextureFormat::bevy_default() like RGBA16 will work? That would be super cool.

Doing this would require specializing the pipeline on each camera's RenderTarget format. We could do this, but idk if its worth it.

The biggest downside here is that the blit step becomes "required" as the main pass render pipelines are no longer aware of what the surface supports (by default).

If I understand this correctly, you mean the downside is that we can't render to the surface directly, and always need a blit? Imo, this is an upside. While developing TAA, I ran into the major issue where you can't bind+sample the camera's texture, as it could be a surface. Having it always be a texture helps greatly.

We can revisit this once we have an alternative AA implementation and/or we implement a reversible intermediate tonemapping solution (as discussed above).

From what I understand, TAA will also need a "reversible intermediate tonemapping". It's not required, you can do TAA before/after (in this case, after, in bevy's current setup), but each choice has some downsides.

If I understand this correctly, you mean the downside is that we can't render to the surface directly, and always need a blit? Imo, this is an upside. While developing TAA, I ran into the major issue where you can't bind+sample the camera's texture, as it could be a surface. Having it always be a texture helps greatly.

Yup the one downside is that on lower end devices like phones blits can have a non-trivial performance cost (from what i've heard). What that cost is ... I have no clue. For now I'm cool with simplifying this case here / assuming a blit and we can build a "fast path" if there are numbers to back it up.

Just tested (1) on both web and android: they both work! I did test that using Bgra8UnormSrgb for this this value does work on the web (when it used to fail), but I chose to default to Rgba8UnormSrgb everywhere instead of Bgra8UnormSrgb for maximum default compatibility (in case users ever decide to use this value for swapchains). Afaik the theory behind preferring Bgra only applies if you're writing directly to the swapchain, which we're no longer doing. And there are questions about the actual value of doing this in the first place. Better favor maximum compatibility.
We do have one more issue we'll probably need to solve: we enable Msaa by default, but webgl (at least on my reasonably high end machine) doesn't support multisampling hdr textures (Rgba16Float). Disabling hdr by default will hide the problem / make everything continue working by default. But the second we turn hdr textures on by default, web will be broken by default (unless we change the behavior).

(Just pushed the changes for (1). The commits are above my previous two messages)

Just disabled hdr by default (and added a warning to the docs describing the caveats of enabling it).

@DGriffin91 Haha I take back my takeback on this:

Doing this would require specializing the pipeline on each camera's RenderTarget format. We could do this, but idk if its worth it.
Ah wait hold on. Actually it should just work! I wasn't thinking properly. The final blit in UpscalingNode will make it work "as expected".

We do need to specialize the final blit pipeline (or at least, create a new pipeline for each target texture type). Right now it is hard coded to the SurfaceTextureFormat, which will fail for cameras using arbitrary formats. We can and should do this. I'll follow up this pr with that change.

I personally only really want Rgba16Float to work, fwiw.

I just got arbitrary textures working :)
(ill still leave that for another pr though)

Just fixed UI. It was broken in this PR because it was rendering directly to the swapchain / out texture. It now uses the target texture instead (post msaa resolve, post main pass, post tonemapping, pre upscaling)
However this means that plugins inserting things into the graph with orders ambiguous with UI will need to orient themselves relative to the ui pass now.  We should discuss introducing bevy_ui-agnostic points in the graph to make it possible to do this generically.

bors r+


Revit: Illegal attempt to modify document. Reason: HandleEvent was not called from UI thread

This exception is thrown when opening the Revit 2024 sample model and as a first thing sending by view to Speckle.
A manual workaround is to open any other view before sending.

Closing this ticket as we are moving to Jira to reduce noise. You can access it there.


Feedback / suggestions / comments welcome!

I've got a use case that Shadowreader would be delightful for: load testing resources through an AWS API Gateway, by mirroring traffic from one stage to another stage.
We have two resource "lanes", each receiving traffic from the same API Gateway endpoint via Stages (one stage per lane.) The primary stage typically routes traffic to the primary lane, but occasionally we route primary stage traffic to the secondary lane while updating the primary lane.
We'd get value out of mirroring primary stage traffic to the secondary stage in (near) real time, such as testing resized/updated resources in the secondary lane with real production traffic and observing the relative performance in (near) real time.

I have looked into this a bit before and I believe it should be possible as API Gateway access logs can now be sent to CloudWatch:
https://docs.aws.amazon.com/apigateway/latest/developerguide/set-up-logging.html
One note is that there would need to be a process (Lambda) to tail the CW logs and ship them to S3 so that ShadowReader can parse and replay them.

I went through the documentation, and looks like this only works for GET requests with no body. My team would like to use this for an API that uses different HTTP verbs, some of which have bodies. I know ELB doesn't capture request body, so this might require a different approach.


Possibility of exporting a commonjs version?

Hi
I am working on a VSCode extension and trying to create code coverage for it. I can not use CLI because VSCode create a new instance and run the tests in that instance. So I am only left with Node API.
I tried to used this library, but because it is only ESM and VSCode is commonjs only, I could not import it and see if it resolve my issue.
Is there a plan to add commonjs build as well? I know it is frowned upon now but unfortunately that is the only way to work with VSCode extension development.
Thanks in advance.

Hi @abdul-alhasany, I am not familiar with VSCode extensions, but it shouldn't be difficult to load c8js from a CommonJS module with a dynamic import.
For example, you could have a CJS wrapper that looks like this:
// c8js.cjs

async function c8js(command, args, options) {
    const { default: c8js } = await import('c8js');
    return await c8js(command, args, options);
};

c8js.report = async function(options) {
    const { report } = await import('c8js');
    return await report(options);
};

// ...other methods

module.exports = c8js;

And this could be required in the CJS module that interfaces the VSCode extension:
// index.js
const c8js = require('./c8js.cjs');

All functions exported by c8js return a promise, so wrapping them in async functions in order to dynamically import the ESM module will not change the return type.

Thanks for the advise. Unfortunately I am using typescript which transpiles dynamic imports into require.
I think I will just give up on coverage report for now.

Version 0.6.0 exports a CommonJS module. Now you can do for example:
const c8js = require('c8js');
const { report } = require('c8js');


Outdated...

...doesn't work anymore w/o getting flooded with deprecation warnings. You should either remove or update it

As mentioned in https://github.com/indexiatech/ember-forms/issues/106 ...there is currently no plans to suppport ember 2. However this fork seems to support ember 2:
https://github.com/piceaTech/ember-rapid-forms

Seeking for a maintainer


UIA very slow with Firefox (with suggested fix)

Both ElementFromHandle and UIA_Mozilla() are much slower in firefox (version 109) than chrome (also version 109) for detecting page elements (especially if the page has alot of elements and also videos, and if other tabs are open). Finding a paragraph in mozilla would take 4000ms in mozilla and only 100 ms in Chrome. Interacting with a fullscreen videos takes 15000 to 20000ms (i really mean 15 to 20 seconds). I discovered the getmaindocumentelement() and it would reduce time to get text down to 1-2 seconds, but still interacting with videos or devtools takes 20 seconds or timesout altogether. I think the main problem is that Mozilla's tree is much larger than Chrome's, and accessess all tabs' elements not just the active one, and that getmaindocumentelement() many times gets the wrong tab,
I tinkered around with getmaindocumentelement(), and once i changed it to the following, accessing a page's document became only 50 ms slower than Chrome (100ms chrome vs 150ms in firefox)
mycurrenttabElement() {
		return this.FindFirstBy("ControlType='Custom' AND IsOffscreen='0'",2)  ; findfirstby("AutomationId='panel-1-' AND IsOffscreen='0'",2,2) also works
;isoffscreen=0 is very important for this to work, and this is the  only element where it works (all document elements have isoffscreen=0,  and all nonactive automationidpanels have isoffscreen=1
	}

GetCurrentDocumentElement() {
		return this.mycurrenttabElement().findbypath("1.1")
	}

I understand that the original way is more thought out, but in my experience it is buggy.
Regarding the very slow devtools, i modified the JSexecute to look for the current tab onlynot the whole mozilla UIA window after a short sleep as follows:
JSExecute(js){
Send, {LCtrl up}{LAlt up}{LShift up}{RCtrl up}{RAlt up}{RShift up}
			Send, {ctrl down}{shift down}k{ctrl up}{shift up}
			this.mycurrenttabElement().findbypath("2.1.1").WaitElementExistByNameAndType("Switch to multi-line editor mode (Ctrl + B)", "Button")
			clipboard=js
                        send ^v{Enter}
			sleep 200
			Send, {ctrl down}{shift down}i{ctrl up}{shift up}
}

PS: I also figured out how to execute JS through the addressbar, but it requires adding a special bookmark to your own browser first. So in my file I added support for it.

Hello,
I don't use Firefox regularly, but I do try to keep UIA_Browser at least semi-useful with it. I'm not exactly sure when, but at some point Firefox became SUPER slow with UIA. For example, try inspecting Reddit in it with UIAViewer or Accessibility Insights, and you'll see that the inspect tool freezes for a bit and is generally super sluggish. I don't remember it being that way a few months back...
The good news is that in Firefox 110 it should be much much faster: https://www.ghacks.net/2022/12/26/firefoxs-accessibility-performance-is-getting-a-huge-boost/
I tried Firefox 110 beta 5, and can confirm that UIA is fixed there: everything is snappy, and loading UIA_Browser takes about 500ms (to load all the elements for Document, AddressBar etc). Could you test it out as well?

Hello, I don't use Firefox regularly, but I do try to keep UIA_Browser at least semi-useful with it. I'm not exactly sure when, but at some point Firefox became SUPER slow with UIA. For example, try inspecting Reddit in it with UIAViewer or Accessibility Insights, and you'll see that the inspect tool freezes for a bit and is generally super sluggish. UIA should NOT be that slow even with HUGE trees! And I don't remember it being that slow a few months back, I wonder if they changed something?
The good news is that in Firefox 110 it should be much much faster: https://www.ghacks.net/2022/12/26/firefoxs-accessibility-performance-is-getting-a-huge-boost/ I tried Firefox 110 beta 5, and can confirm that UIA is fixed there: everything is snappy, and loading UIA_Browser takes about 500ms (to load all the elements for Document, AddressBar etc). Could you test it out as well?

Can confirm UIA is much faster with Firefox 110 beta 5, (but devtools still takes a second to load,albeit much faster than before). Thanks for the response!

I implemented your proposed performance optimizations. Also added an option to create UIA_Mozilla with the javascriptFromBookmark argument, which will cause JSExecute to run javascript with the "javascript:%s" bookmark instead of the console. The user will have to set it up themselves though.


Create Jog Tool

Overview
Certain tests require the ability to jog will running the script.
Requirements
This tool should be able to

jog the pipette around
switch mounts
record smoothie positional data

Finished in HMG Sprint 1


Memory Leak?

I've noticed that with some animations there seems to be a memory leak.
In my case I had 5 animations looping and after 7-10 minutes FireFox was using 3.5gb of RAM, Chrome 1.5gb but the animations were really choppy (like 5fps). This was tested using only bodymovin.js and the animation data on a blank page (no other frameworks or JS involved). Changing renderers didn't help much.
Is there something in the animations that could be causing the leak? I've even seen a memory spike every time I called .play() on one of the animations.
With the animations on the demo folder I've had the issue but it seems to be a little bit less aggressive.
I wish I could provide you with the actual animation .JSON files but I can't. :(

I did try other renderers, with similar results (if not worse than the SVG renderer).

I've been reported this some other times but there was no leak in those cases.
Can you think of any special feature you're using on those cases?

I profiled memory and overall animations frames are slow with these animations (15 to 20fps). What special features would you consider to be heavy to animate and could be causing the issue?

are they slow from the first time they run or after several times they've played on the browser?
If they run slow from the start, the animation might be too heavy.
some features that are usually a performance problem are:

very large solids
multiple track mattes
lots of specific masks
using pngs instead of shapes

but it really depends on how the animation is done. Can you describe or share an animation for me to take a look?

Thanks for the info, will talk with the design team and see if they are doing any of those. If I find any more info that I can share I'll keep you posted.

I have a heap snapshot that is 1GB. The most items under retained size seem to belong to an array called segments.

Are you using trim paths on your animations?

Yes. I asked the team to remove anything related to that (they told me they were using starshapes and those used lots of trim paths animations) and now I'm not seeing any memory escalation issues.

hm ok, I'll look into it. Thanks for all the research!

@brunolazzaro here is a demo with 35 stars all with trim paths applied
http://lab.nearpod.com/bodymovin/demo/star_shapes/
even after sevaral minutes animating, there is no leak.
Can you think of something different on your animation compared to this one?

They are using this: http://www.battleaxe.co/rubberhose/
"So what it does, it creates a starshape and trims a segment of it, and then uses some math to make it work like limbs. But it is a lot of math involved, so I bake everything, erase the trash, and I end up with like 4 or 5 channels of animation keyframes per starshape".
Hope this helps! For now I told them to avoid using RubberHorse to avoid issues.

The trim path memory "leak" has been fixed.
Rubberhose is probably coming soon.


RuntimeError: builtin cannot be used as a value

On commit c7c2085ec686ccc55e1df85736b240b2405d1179 I'm receiving the following error whenever i call import torchvision.models as models:
RuntimeError:
builtin cannot be used as a value:
at venv/lib/python3.6/site-packages/torchvision-0.5.0a0+c7c2085-py3.6-linux-x86_64.egg/torchvision/models/detection/_utils.py:14:56
def zeros_like(tensor, dtype):
    # type: (Tensor, int) -> Tensor
    return torch.zeros_like(tensor, dtype=dtype, layout=tensor.layout,
                                                        ~~~~~~~~~~~~~ <--- HERE
                            device=tensor.device, pin_memory=tensor.is_pinned())
'zeros_like' is being compiled since it was called from '__torch__.torchvision.models.detection._utils.BalancedPositiveNegativeSampler.__call__'
at venv/lib/python3.6/site-packages/torchvision-0.5.0a0+c7c2085-py3.6-linux-x86_64.egg/torchvision/models/detection/_utils.py:72:12

            # randomly select positive and negative examples
            perm1 = torch.randperm(positive.numel(), device=positive.device)[:num_pos]
            perm2 = torch.randperm(negative.numel(), device=negative.device)[:num_neg]

            pos_idx_per_image = positive[perm1]
            neg_idx_per_image = negative[perm2]

            # create binary mask from indices
            pos_idx_per_image_mask = zeros_like(
            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~...  <--- HERE
                matched_idxs_per_image, dtype=torch.uint8
            )
            neg_idx_per_image_mask = zeros_like(
                matched_idxs_per_image, dtype=torch.uint8
            )

            pos_idx_per_image_mask[pos_idx_per_image] = torch.tensor(1, dtype=torch.uint8)
            neg_idx_per_image_mask[neg_idx_per_image] = torch.tensor(1, dtype=torch.uint8)

What's your PyTorch version?
We might need to make a backwards-compatible fix for version PyTorch 1.4 if this isn't supported there.
@eellison do know you if tensor.layout is supported in the 1.4 branch?

My PyTorch version = 1.3.1 (latest from pip)

Yeah, that's expected -- you'll need a more recent version of PyTorch (at least from September, containing https://github.com/pytorch/pytorch/commit/6a4ca9abec1c18184635881c08628737c8ed2497)
@eellison told me that this patch is going to be present in the 1.4 release, so the solution here is just to update PyTorch to a nightly, or wait for 1.4 to be released in early January.
Thanks for the heads up!

@fmassa Thanks! I'll switch to nigthly for now

I just ran into this when using torch==1.4.0 and torchvision==0.5.0. Rolling back to torch==1.3.1 and `torchvision==0.4.2" seems to fix the issue for me.
python environment details:
Python 3.7.5
torchvision 0.5.0
torch 1.4.0
host details:
Virtualization: microsoft
Operating System: Ubuntu 18.04.3 LTS
Kernel: Linux 5.0.0-1031-azure
Architecture: x86-64
traceback:
  File "./py37/lib/python3.7/site-packages/torchvision/__init__.py", line 3, in <module>
    from torchvision import models
  File "./py37/lib/python3.7/site-packages/torchvision/models/__init__.py", line 12, in <module>
    from . import detection
  File "./py37/lib/python3.7/site-packages/torchvision/models/detection/__init__.py", line 1, in <module>
    from .faster_rcnn import *
  File "./py37/lib/python3.7/site-packages/torchvision/models/detection/faster_rcnn.py", line 13, in <module>
    from .rpn import AnchorGenerator, RPNHead, RegionProposalNetwork
  File "./py37/lib/python3.7/site-packages/torchvision/models/detection/rpn.py", line 11, in <module>
    from . import _utils as det_utils
  File "./py37/lib/python3.7/site-packages/torchvision/models/detection/_utils.py", line 19, in <module>
    class BalancedPositiveNegativeSampler(object):
  File "./py37/lib/python3.7/site-packages/torch/jit/__init__.py", line 1219, in script
    _compile_and_register_class(obj, _rcb, qualified_name)
  File "./py37/lib/python3.7/site-packages/torch/jit/__init__.py", line 1076, in _compile_and_register_class
    _jit_script_class_compile(qualified_name, ast, rcb)
  File "./py37/lib/python3.7/site-packages/torch/jit/_recursive.py", line 222, in try_compile_fn
    return torch.jit.script(fn, _rcb=rcb)
  File "./py37/lib/python3.7/site-packages/torch/jit/__init__.py", line 1226, in script
    fn = torch._C._jit_script_compile(qualified_name, ast, _rcb, get_default_args(obj))
RuntimeError:
builtin cannot be used as a value:
at ./py37/lib/python3.7/site-packages/torchvision/models/detection/_utils.py:14:56
def zeros_like(tensor, dtype):
    # type: (Tensor, int) -> Tensor
    return torch.zeros_like(tensor, dtype=dtype, layout=tensor.layout,
                                                        ~~~~~~~~~~~~~ <--- HERE
                            device=tensor.device, pin_memory=tensor.is_pinned())
'zeros_like' is being compiled since it was called from '__torch__.torchvision.models.detection._utils.BalancedPositiveNegativeSampler.__call__'
at ./py37/lib/python3.7/site-packages/torchvision/models/detection/_utils.py:72:12

            # randomly select positive and negative examples
            perm1 = torch.randperm(positive.numel(), device=positive.device)[:num_pos]
            perm2 = torch.randperm(negative.numel(), device=negative.device)[:num_neg]

            pos_idx_per_image = positive[perm1]
            neg_idx_per_image = negative[perm2]

            # create binary mask from indices
            pos_idx_per_image_mask = zeros_like(
            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~...  <--- HERE
                matched_idxs_per_image, dtype=torch.uint8
            )
            neg_idx_per_image_mask = zeros_like(
                matched_idxs_per_image, dtype=torch.uint8
            )

            pos_idx_per_image_mask[pos_idx_per_image] = torch.tensor(1, dtype=torch.uint8)
            neg_idx_per_image_mask[neg_idx_per_image] = torch.tensor(1, dtype=torch.uint8)

@martinlightmatter this is weird, my first guess would be that you have a conflict of libraries in your system and it's picking the wrong combination of PyTorch / torchvision.
Indeed, while looking at your stacktrace, it points to
File "./py37/lib/python3.7/site-packages/torch/jit/_recursive.py", line 222, in try_compile_fn
    return torch.jit.script(fn, _rcb=rcb)

which, in PyTorch version 1.4.0, doesn't correspond to the same function, see https://github.com/pytorch/pytorch/blob/7f73f1d591afba823daa4a99a939217fb54d7688/torch/jit/_recursive.py#L222
Can you double-check your environment?

It seems that torchvision-0.4 will match pytorch-1.4

@AlexXXEL torchvision 0.5 matches PyTorch 1.4, and they should come together otherwise it won't work properly

ok，thank
---原始邮件---
发件人:"Francisco<EMAIL_ADDRESS>发送时间:2020年3月11日 星期三 下午10:6
<EMAIL_ADDRESS>抄送:"AlexXXEL"2313294547<EMAIL_ADDRESS>主题:Re: [pytorch/vision] RuntimeError: builtin cannot be used as a value(#1675)
@AlexXXELtorchvision 0.5 matches PyTorch 1.4, and they should come together otherwise it won't work properly
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@fmassa I believe that a comparison with a dict shouldn't cause a bug. Dicts are bultins and are always used to check types. Let me give you my error:
/Users/brando/anaconda3/envs/coq_gym/bin/python /Applications/PyCharm.app/Contents/plugins/python/helpers/pydev/pydevd.py --cmd-line --multiproc --qt-support=auto --client <IP_ADDRESS> --port 59213 --file /Users/brando/ML4Coq/playground/running_pytorch_ocaml/treenn2jit_ckpt.py
Connected to pydev debugger (build 203.7148.72)
1.7.1
Traceback (most recent call last):
  File "/Users/brando/anaconda3/envs/coq_gym/lib/python3.7/site-packages/torch/jit/_recursive.py", line 680, in compile_unbound_method
    create_methods_and_properties_from_stubs(concrete_type, (stub,), ())
  File "/Users/brando/anaconda3/envs/coq_gym/lib/python3.7/site-packages/torch/jit/_recursive.py", line 304, in create_methods_and_properties_from_stubs
    concrete_type._create_methods_and_properties(property_defs, property_rcbs, method_defs, method_rcbs, method_defaults)
  File "/Users/brando/anaconda3/envs/coq_gym/lib/python3.7/site-packages/torch/jit/annotations.py", line 330, in try_ann_to_type
    torch.jit._script._recursive_compile_class(ann, loc)
  File "/Users/brando/anaconda3/envs/coq_gym/lib/python3.7/site-packages/torch/jit/_script.py", line 1056, in _recursive_compile_class
    _compile_and_register_class(obj, rcb, _qual_name)
  File "/Users/brando/anaconda3/envs/coq_gym/lib/python3.7/site-packages/torch/jit/_script.py", line 64, in _compile_and_register_class
    torch._C._jit_script_class_compile(qualified_name, ast, defaults, rcb)
RuntimeError:
builtin cannot be used as a value:
  File "/Users/brando/ML4Coq/ml4coq-proj/embeddings_zoo/extract_tactic_from_lasse_data.py", line 56
            term = string
        """
        if type(json_data) is dict:
                              ~~~~ <--- HERE
            node_data = next(iter(json_data))
            assert type(json_data[node_data]) is list
'Node.from_json' is being compiled since it was called from '__torch__.embeddings_zoo.extract_tactic_from_lasse_data.Node'

I am using pytorch 1.7.1 in mac os x cpu only.

@brando90 this seems like a torchscript-specific limitation, and might be better to discuss with the torchscript team in the PyTorch repo

@brando90 try if isinstance(json_data, dict)


Refactor write buffer in lookupsIO

See the individual patches for more detailed descriptions.

I've removed the patch for enabling blobs in various tests since it doesn't need to be in this PR at all, and some of them need fixing. I'll open a separate PR for those.


Support creating nested objects in single mutation

Currently to create an object and link it to another object you have to perform two mutations:
mutation {
  createCity(name: "Berlin", knownFor: "cool GraphQL people")
}

mutation {
  createUser(name: "carl", cityId: "cityId")
}

This is a common enough use case that we want to support it in a single mutation. The straight forward implementation would be:
mutation {
  createUser(name: "carl", city: {name: "Berlin", knownFor: "cool GraphQL people"})
}

We still need to support linking existing objects. We could support it by having the input type for city contain optional fields for all types on the City model including the id and do runtime checks to ensure that all required constraints are satisfied:
mutation {
  createUser(name: "carl", city: {id: "cityId"})
}

It would be better if we could encode in the type system that the shape of the city input field should be {id!} || {name!, knownFor}

See https://github.com/graphql/graphql-js/issues/207


Issue with Page height

I am facing issue when page content is long, background and footer are not at proper position. Please refer screenshot

hi, i work fine with ba-card like this.

<table class="table table-striped"....
i hope help you.

Solved.


Description.

So people know what this is.

Maybe add a bit more? "After a certain point, you can 'Break Infinity', and pass larger numbers.  After you have unlocked all 8 infinity dimensions, you can eternity, unlocking more upgrades, eternity milestones, and time dimensions, which boost your production even more" or something like that.

Although that might be considered as spoilers by some people.

@EssJayEl is right, that's why I didn't add a lot of information.

Oh, ok.

Why hasn't this or some other update to the README been committed?

Updated the description to be accurate with the current state of the repo


fix(gorm): force gorm to select specific fields

https://gorm.io/docs/advanced_query.html\#smart_select
RHINENG-11447
Secure Coding Practices Checklist GitHub Link

https://github.com/RedHatInsights/secure-coding-checklist

Secure Coding Checklist

[x] Input Validation
[x] Output Encoding
[x] Authentication and Password Management
[x] Session Management
[x] Access Control
[x] Cryptographic Practices
[x] Error Handling and Logging
[x] Data Protection
[x] Communication Security
[x] System Configuration
[x] Database Security
[x] File Management
[x] Memory Management
[x] General Coding Practices

Codecov Report
Attention: Patch coverage is 50.00000% with 1 line in your changes missing coverage. Please review.

Project coverage is 60.75%. Comparing base (13cd3fb) to head (3c86ac0).
Report is 46 commits behind head on master.

Files
Patch %
Lines

manager/amsclient/database.go
0.00%
0 Missing and 1 partial :warning:

Additional details and impacted files
@@            Coverage Diff             @@
##           master     #212      +/-   ##
==========================================
+ Coverage   60.07%   60.75%   +0.67%
==========================================
  Files          46       50       +4
  Lines        2928     2548     -380
==========================================
- Hits         1759     1548     -211
+ Misses        969      784     -185
- Partials      200      216      +16

Flag
Coverage Δ

unittests
60.75% <50.00%> (+0.67%)
:arrow_up:

Flags with carried forward coverage won't be shown. Click here to find out more.

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:loudspeaker: Have feedback on the report? Share it here.

/retest


A&R-> Issue with selecting a sub-area for users who aren't system Admins.

Scenario:

Navigate to the A&R on Test as a user who is assigned to the new Parks we have added.
Navigate to the Enter data page and select the Park and a sub-area

Issue:

When the user is given only permission to a park-sub area recently added to the system, they do not see the dropdown values under the Subarea field.

Note: confirmed that this only happens with some parks and not all of them.
To recreate use the parks provided by the user: 0347-1006 and 0347-0612

@JLWade @manuji I looked at a few of these items in PROD DynamoDB and it looks like the subarea roles are missing some information.
Some are missing the subareaId within the role:

Some are missing the leading zero on the subareaId:

Subarea roles should include <orcs>:<subareaId>, with full leading zeroes.
I also looked at some of the subareas that were added this sprint and NOT listed here. They too seem to have similar roles issues, leading me to believe our API is not creating this role property properly:

(Subarea PUT)
Here's what I recommend:

Code change to fix the API.
Gather a list of all the subareas that were created/updated this past sprint.
Manually go through PROD DynamoDB and verify the roles on every subarea in the list, manually correct where necessary.
3a. This step is tedious but simple - writing a script to do this would likely take longer. Additionally, this does not have to be performed by a developer.

If we wanted to be extra thorough, we can look through our completed ticket history and gather a list of all subareas that were created/updated since August 2023 (this is when the API code was introduced). Then we would repeat from step 3 above. I dont think we've actually used this API endpoint much since its creation so I dont expect this list to be long, but it might be difficult to find the right tickets - since some of them may be in Jira.

Also an important distinction for whoever takes this on - the roles property is comprised of the orcs and the subareaId separated by a single colon, not a double colon like in the pk/sk.
❌ 0347::612
✔ 0347:0612

Deployed to PROD.

@danieltruong are you able to check if this issue is happening for pilot bay Park, sawmill bay campground?
Just got a report from a user.


”Lupșa de Jos”, ”Lupșa de Sus”, ”Meriș” are listed in the drop-down menu

Description:
When user writes ”Lupșa de Jos”, ”Lupșa de Sus”, ”Meriș” the locations appear in the drop-down menu next to the comune and the county which is a part according to the law.
Precondition:
The website is up an running.

Step 1
Write in the search bar "Lupșa de Jos"

Expected results
The location appears in the drop-down menu as "Sat Lupșa de Jos, MEHEDINȚI (Broșteni)".

Step 2
Press "x" button.

Expected results
The location was deleted from the search bar.

Step 3
Write in the search bar "Lupșa de Sus"

Expected results
The location appears in the drop-down menu as "Sat Lupșa de Sus, MEHEDINȚI (Broșteni)".

Step 4
Press "x" button.

Expected results
The location was deleted from the search bar.

Step 5
Write in the search bar "Meriș"

Expected results
The location appears in the drop-down menu as "Sat Meriș, MEHEDINȚI (Broșteni)".


1/4 Scan Panel, Made one type of panel working but have other one that is not working

Hello everyone !
I'm trying to map some 1/4 16x32 pixels panels, i've successfully mapped one of these panels (Chaining is not working) that I bought on aliexpress, and i'm trying to map other panels that I have at home.
For common understanding, the 16x32 panel that is working will be called "PANEL1" and the no working panel will be called "PANEL2"
I've made the PANEL1 working by using the ONE_EIGHT_32 mode, and by using a function in the virtual matrix to remap the led to the correct position, and removed the "stupidity check" : /*if ( (vmodule_rows == 1) && (vmodule_cols == 1)) // single panel...
(Yes I don't know what i'm doing)
I also set
mxconfig.latch_blanking = 4;
mxconfig.i2sspeed = HUB75_I2S_CFG::HZ_8M;
So, for my first test I have an esp32 connected directly to the HUB75 connector, driving all these pins by 3.3v logic and the first panel is working fine with clkphase = true, and when I connect the other panel by chaning it, it's working well also (Don't understand why)
You can see these panels working in this video :
https://user-images.githubusercontent.com/7792469/185676738-be68dbef-ddee-408e-843b-6c445f00fead.mp4
When I connect directly the PANEL2 to the esp32, nothing seems to works fine, I have glitch and other stuff like this.
Now, i've made a PCB using 74HCT245N to up my logic to 5V, and i'm trying to do the same test.
First test with only PANEL1 connected : The led are not properly mapped as you can see
https://user-images.githubusercontent.com/7792469/185679759-88d55054-409d-4683-b445-b5e4e0cff3ac.mp4
Second test :  I'm connecting the PANEL2 to PANEL1 with the HUB75 connector, the mapping starting to work on the first panel and the second panel doesn't work as you can see
https://user-images.githubusercontent.com/7792469/185679781-18324086-7803-4bfd-b7f1-82e9a93d528f.mp4
For the PANEL1 to work normally alone, I have to set the clkphase to false, and it's works nice without PANEL 2 connected
If i connect the PANEL2, the PANEL1 works normally and the PANEL2 is more glitchy
Now, i'm trying to connect the PANEL2 directly to the esp32 PCB
First, I have to reset the power on the panel because some led stay on when I connect all the cables at first
Now, if I try to power only one pixel, I'm stuck with this line of pixels that stay on
I'm trying to power this pixel :

And on the panel, this is the result :

When I try to power one entire line, I have two lines that stay on
Also, when i send like 165 values in all rgb channels, I'm stuck with multi colours line like this

Here a video when I'm trying to send a line from the top to the bottom and the from the left to the right
https://user-images.githubusercontent.com/7792469/185680278-67435df1-fbd1-4be6-ac82-9d4be2cf0003.mp4
Here a gist of what i've done, I know it's crap because it's only for some kind of testing
https://gist.github.com/ndavi/6ce8f8a4ad13ecb05b90fff316b90c0d
If anybody have any idea of what is going on, i'm happy to hear it !
The biggest chip on the back of my panel is a CN74HC138
Here a picture of the back of the panel

Thanks for your help !

by using a function in the virtual matrix to remap the led to the correct position

Hi
What is remap function are you using?
There are few simple variants of 32x16 1/4 panels (the other more rare). Al what you need - choose the right function for remap.

Hello ! Thanks for answering me
The remap function that I using is one made by myself, i've not seen other functions in the library to remap 1/4 panels, and the real problem is that I can even light on a single pixel, so I think that first it's not a mapping problem at this side, and I cannot have proper colors also. I'm really not at expert at this point, so maybe it the remap function, but where can I find these rempa functions ?

where can I find these remap functions ?

You can search it on the internet, but you can write it yourself, as you did with the first matrix. Can you show the function you used in first case?
But indeed, it may be not a map problem, if the panel used some non-standard drivers or mux

The function used is in this gist :
https://gist.github.com/ndavi/6ce8f8a4ad13ecb05b90fff316b90c0d
I create a matrix with the correct mapping using these two functions
inline void VirtualMatrixPanel::calculateOneLine(int16_t (&threedim)[16][32], int startColumn, int startRow, int &numLed) {
    for (int u = 0; u < 2; ++u) {
        for (int k = 0; k < 8; ++k) {
            threedim[startRow][startColumn] = numLed;
            numLed++;
            startColumn--;
        }
        startColumn++;
        for (int k = 0; k < 8; ++k) {
            threedim[startRow - 4][startColumn] = numLed;
            numLed++;
            startColumn++;
        }
        startColumn = startColumn - 9;
    }
}

inline void VirtualMatrixPanel::calculateOneSide(int16_t (&threedim)[16][32], int startColumn, int startRow, int &numLed) {
    for (int i = 0; i < 2; ++i) {
        for (int j = 0; j < 4; ++j) {
            calculateOneLine(threedim, startColumn, startRow, numLed);
            startRow++;
        }
        startRow = startRow + 4;
    }
}

The method is called like this :
        // Calculate the matrix to map the one quart panel
        int numLed = 0;
        int startRow = 4;
        int startColumn = 31;
        calculateOneSide(oneQuartPanelMatrix, startColumn, startRow, numLed);
        startColumn = 15;
        calculateOneSide(oneQuartPanelMatrix, startColumn, startRow, numLed);

And with the created matrix, i map the good coordinate like this :
    //Remap
    int16_t n = oneQuartPanelMatrix[y][x];
    x = n % 32;
    y = n / 32;

I think this is the good mapping for this panel, because like I said when I'm using the "PANEL1" on my first example, everything seems to works fine, with the "PANEL2" (The panel that i want to map correctly) so it's a strange behaviour.. and it's worked only when my logic level was at 3.3v, now that i'm at 5v I can't have the "PANEL2" working properly even if I using the "PANEL1" at the first panel in my chain, but the "PANEL1" is working fine

It is cool really, thank you
But this approach looks too complicated to rebuild it to other scanning patterns.
Perhaps I will try to simplify this function

Thanks !
I started to made some things less crap by reducing the brightness to 128, and using a latch_blanking to 30, but it's not helping my problem as I need these led to be at full power and a lot of glitch are remaining
Here is a video with a line going from left to right
https://user-images.githubusercontent.com/7792469/185722145-55735089-d914-4d4e-9de4-f25d57fb64a0.mp4
So I starting to think that maybe the problem is related to clock or something that is related to timings

If you have a Raspberry Pi - you can test your matrix with hzeller's library, which has a lot of matrix types and scan options. If some set of settings allows you to run the matrix, it will be easier to port it here later.
Or if you have STM32 bluepill or blackpill boards - you can try the DMD_STM32 library

As per what be@board707 said. Also try panel2 using PxMatrix or something, and see if that works.
Electrically it seems these boards are different right? Are they both the EXACT same chips?
It is going to be really painful to try and get this to work properly with chaining types of chips, as you will probably never be able to get both to work perfect when together.
PANEL2 doesn't like the clock speed or something, has some weird chip like FM chip that needs register settings to be loaded before use, or has a fault with it, I think.

Thanks to both of you !

Electrically it seems these boards are different right? They need to both be the EXACT same chips.

Yes it's different board, but I don't want to make them works chained together, i'm just trying things with the stuff I have at home
I will try to make these works with other matrix library !

Ok so I made it kind of works using the SmartMatrix library, now I seems to experiments some type of lite ghosting with "PANEL1" and "PANEL2", I will ask for help on the pixelmatic forums as it's not related to this library now
Thanks for your help


How can set originial crop after selecting an another image

Hello everyone. I am new here, and I need a guide on this issue.
My question is: I want the crop area should be reset if I choose another image.
Please help me. Thanks a bunch in advance.

If I drag like this. I want the next image I chosen, will have the original crop area ( Not the same like this)

Since the crop is controlled by you, you just need to change it back when a new image is loaded.
const defaultCrop = { ... }

function handleImageLoaded() {
  setCrop(defaultCrop)
}

<ReactCrop crop={crop} onImageLoaded={handleImageLoaded} />


What happens if you tag content after creating the event?

[Enter feedback here]
I have had several customers create an event, and then continue tagging items after the event was created.  They expect the policy will act on those documents just like it did on the ones that were present at the time of the event's creation.  AFAIK this isn't how it acts.  A new event has to be created to trigger retention on the documents that were tagged after the event.
For example a customer creates the policy and tags 500 items.  It has a 1 day delete.  Then on Dec 31, 2021 they create an event for that day.  3 weeks later they start applying the same label to additional documents expecting them to be deleted because Dec 31, 2021 was more than 1 day ago.
If my understanding is correct we need a note in the article explaining how those documents get handled.  I don't know who the PM is, but we might need to consult them to get the final answer.

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

ID: 1ad33cc1-dc5f-d9f9-ee8e-b103839945ef
Version Independent ID: 1bc3101d-afe8-2056-3cda-6a86a209c460
Content: Start retention when an event occurs - Microsoft 365 Compliance
Content Source: microsoft-365/compliance/event-driven-retention.md
Service: o365-seccomp
GitHub Login: @cabailey
Microsoft Alias: cabailey

@cabailey Please help us in resolving this issue. Thanks

@cablechewer  Yes, you're quite right & this is stated in this article: "After creating an event, the retention settings take effect for the content that's already labeled and indexed. If the retention label is added to new content after the event is created, you must create a new event with the same details."
No need to create a new note for something that's already covered in this article, closing this issue.

@yogkumgit  The requested information is already on the page - no doc enhancement needed here.


chore: improve logs in modify-data-object

What this PR does / why we need it:
chore: improve logs in modify-data-object
this commit adds functionality, which will print out, when task is waiting for import to be finished, or when waiting until object is deleted.
Release note:
NONE

Thanks @ksimon1!
/lgtm

/retest

/retest


Put should close non-null chain

Were is the test?

Will try to figure out, if this can be really tested

Since the side effect is caused by the behavior of the storage engine, I wonder if this can be tested.

PLEASE DO NOT MERGE.


do these checks firstly when we start hyperd

do these checks firstly when we start hyperd. If these checks fail, we don`t need to do other things.
Signed-off-by: Xianglin Gao<EMAIL_ADDRESS>

ping @carmark

LGTM


readline change color on PowerShell

Thanks for awesome library.
I use readline-demo on Windows PowerShell.

How can I keep the background color?

I have the same problem. I found an issues that seems related: https://github.com/elm-lang/elm-compiler/issues/1334.

It's a bug - the code is ignoring the current background colour settings. Here's a first draft patch. I don't use PowerShell, but I use black-on-white in the command prompt and so I was getting a bit annoyed by this. (Command line node.js programs are terrible for doing this too, for some reason.)
I fixed another bug (I think?) in the ESC m logic, too - it was treating colours 30-49 as foreground colours, but in fact only 30-37 are valid.
I'm going to try to turn this into a PR - but this is my first time with go, and so far it's feeling like there's a very good chance I might just give up in frustration before finishing. So I thought I'd post this patch just in case that happens :)
--Tom
diff --git a/vendor/github.com/chzyer/readline/ansi_windows.go b/vendor/github.com/chzyer/readline/ansi_windows.go
index da106b5..f419283 100644
--- a/vendor/github.com/chzyer/readline/ansi_windows.go
+++ b/vendor/github.com/chzyer/readline/ansi_windows.go
@@ -75,11 +75,23 @@ type ANSIWriterCtx struct {
 	arg       []string
 	target    *bufio.Writer
 	wantFlush bool
+	defaultAttributes word
+}
+
+func getTextAttributes() word {
+	sbi,err:=GetConsoleScreenBufferInfo()
+	if err!=nil {
+		// hopefully not a completely dumb default.
+		return ColorTableFg[7]|ColorTableBg[0];
+	}
+
+	return sbi.wAttributes
 }

 func NewANSIWriterCtx(target io.Writer) *ANSIWriterCtx {
 	return &ANSIWriterCtx{
 		target: bufio.NewWriter(target),
+		defaultAttributes:getTextAttributes(),
 	}
 }

@@ -147,7 +159,8 @@ func (a *ANSIWriterCtx) ioloopEscSeq(w *bufio.Writer, r rune, argptr *[]string)
 	case 'K':
 		eraseLine()
 	case 'm':
-		color := word(0)
+		color := getTextAttributes()
+
 		for _, item := range arg {
 			var c int
 			c, err = strconv.Atoi(item)
@@ -155,21 +168,25 @@ func (a *ANSIWriterCtx) ioloopEscSeq(w *bufio.Writer, r rune, argptr *[]string)
 				w.WriteString("[" + strings.Join(arg, ";") + "m")
 				break
 			}
-			if c >= 30 && c < 40 {
-				color ^= COLOR_FINTENSITY
+			if c >= 30 && c < 38 {
+				color&=^word(COLOR_FRED|COLOR_FGREEN|COLOR_FBLUE|COLOR_FINTENSITY);
+				color |= COLOR_FINTENSITY
 				color |= ColorTableFg[c-30]
-			} else if c >= 40 && c < 50 {
-				color ^= COLOR_BINTENSITY
+			} else if c >= 40 && c < 48 {
+				color&=^word(COLOR_BRED|COLOR_BGREEN|COLOR_BBLUE|COLOR_BINTENSITY);
+				color |= COLOR_BINTENSITY
 				color |= ColorTableBg[c-40]
 			} else if c == 4 {
+				color&=^word(COLOR_FRED|COLOR_FGREEN|COLOR_FBLUE|COLOR_FINTENSITY);
 				color |= COMMON_LVB_UNDERSCORE | ColorTableFg[7]
 			} else { // unknown code treat as reset
-				color = ColorTableFg[7]
+				color = a.defaultAttributes
 			}
 		}
 		if err != nil {
 			break
 		}
+
 		kernel.SetConsoleTextAttribute(stdout, uintptr(color))
 	case '\007': // set title
 	case ';':
@@ -212,12 +229,11 @@ func killLines() error {
 	if err != nil {
 		return err
 	}
-
 	size := (sbi.dwCursorPosition.y - sbi.dwSize.y) * sbi.dwSize.x
 	size += sbi.dwCursorPosition.x

 	var written int
-	kernel.FillConsoleOutputAttribute(stdout, uintptr(ColorTableFg[7]),
+	kernel.FillConsoleOutputAttribute(stdout, uintptr(sbi.wAttributes),
 		uintptr(size),
 		sbi.dwCursorPosition.ptr(),
 		uintptr(unsafe.Pointer(&written)),

I haven't done any more on this - I was using Go as part of some client work, and haven't used it since. And at some point the project's Go components dropped Windows suppport, so I didn't have any need for a patched version any more.
I don't remember any issues with my patches while I was using it though.
--Tom

I just submitted a PR for this as #161 , the changes by @tom-seddon appear to work!


MIL-18: User Interface / User Experience

What's up?
We should add the followings on the Milestone2:
▪ For each user interface design, provide links to the code in the project repository
▪ Screenshots of all implemented Web and Mobile interfaces
To Do

[x] Adding UI/UX screenshots and code links of Mobile

[x] Adding UI/UX screenshots and code links of Frontend

Deadline
09.12.2022 @ 16.30
Additional Information
You can find Mobile part of this issue here.
Reviewers
No response

Web part is available here and added to the report.


Add Wallbox Amperified connect.home

I´m owner of an Amperfied connect home Wallbox.
--> I would like to use the Wallbox with EVCC but the wallbox is not in the supported list...
I noticed, that there has already been a request (#7577) for that which has been closed. :(
Is there a possibility to add the wallbox to the EVCC supoorted devices?
best regards
Walli

@PvWalli könntest Du Portweiterleitung für<EMAIL_ADDRESS>einrichten?

Please try to use the HEIDELBERG template, it is the same wallbox, just another name


promote ci-action is not working since go1.18

What happened?
promote ci-action is failing since go1.18
https://github.com/crossplane-contrib/provider-aws/actions/runs/3158300558/jobs/5140292589
Run make -j2 promote BRANCH_NAME=${GITHUB_REF##*/}
build/makelib/golang.mk:93: *** "go version 1.17 is not supported. required version is 1.18".  Stop.
Error: Process completed with exit code 2.

How can we reproduce it?

What environment did it happen in?
Crossplane version:

@chlunde @hasheddan  any ideas ?

I can take this one 👍🏻


lottie: rendering issue when resizing frame buffer after upgrading to thorvg 0.14.x

Hey team,
after upgrading from thorvg 0.13.x to 0.14.x in the dotLottie-rs project, we are encountering a rendering issue. Specifically, when we resize the buffer, nothing is rendered on the canvas anymore.
Here is our resize logic (we might be missing something here?):
pub fn resize(&mut self, width: u32, height: u32) -> Result<(), LottieRendererError> {
    if (width, height) == (self.width, self.height) {
        return Ok(());
    }

    if width == 0 || height == 0 {
        return Err(LottieRendererError::InvalidArgument(
            "Width and height must be greater than 0".to_string(),
        ));
    }

    self.width = width;
    self.height = height;

    self.buffer
        .resize((self.width * self.height * 4) as usize, 0);

    self.thorvg_canvas
        .set_target(
            &mut self.buffer,
            self.width,
            self.width,
            self.height,
            get_color_space_for_target(),
        )
        .map_err(LottieRendererError::ThorvgError)?;

    let (scaled_picture_width, scaled_picture_height, shift_x, shift_y) =
        self.layout.compute_layout_transform(
            self.width as f32,
            self.height as f32,
            self.picture_width,
            self.picture_height,
        );

    self.thorvg_animation
        .set_size(scaled_picture_width, scaled_picture_height)?;
    self.thorvg_animation.translate(shift_x, shift_y)?;

    self.thorvg_background_shape.append_rect(
        0.0,
        0.0,
        self.width as f32,
        self.height as f32,
        0.0,
        0.0,
    )?;

    Ok(())
}

This appears to be a regression, as the same code works correctly in thorvg 0.13.x.
Have there been any breaking changes or updates in thorvg 0.14.x that could cause this issue? any insights or suggestions on how to resolve this would be greatly appreciated.

@theashraf thanks, could you please test this? https://github.com/LottieFiles/dotlottie-rs/pull/206


DropDownMenu is misplaced in the top left corner (Firefox)

I came across a bug with the DropDownMenu component. In the Firefox browser, whenever you first open the dropdown, the PopoverAnimationFromTop component is positioned at the top left corner (the top and left styles are set to 0px, can't figure out where they're being set). If you click away and reopen the dropdown, the top and left styles on the Paper component inside PopoverAnimationFromTop are adjusted properly.
// src/popover/popover-animation-from-top.jsx

return (
  <Paper
    style={this.mergeStyles(styles.base, style, openStyles.base)}
    zDepth={zDepth}
    className={className}
  >
      {this.props.children}
  </Paper>
);

Seems like top and left are not part of the merged styles that are on Paper. so they must be set somewhere else. Any ideas why this is happening / how to fix this?

Firefox 56.0 (64-bit)
Material UI 14.3.8

Material UI 14.3.8

This version is very old. We don't provide any support for it. Please upgrade.

@oliviertassinari Do you happen to know if this was resolved in a subsequent release(s)?

@alexnez96 It seems to be good with the v0.19.4 version http://www.material-ui.com/#/components/dropdown-menu as well as the v1.0.0-beta.17 version https://material-ui-next.com/demos/selects/.


Srcset is technically not yet fully supported

Full support would mean it's possible to use on not just img elements but source elements as well.  In my own work I discovered there is no support in Chrome 43 when using srcset on a source tag that is a child of a video tag.

Closing as invalid.


Block representation/hint for Notepad++

Hi,
Recently i installed the dracula theme for notepad++.
But i wonder why there is no hint of the current block.
Many in-built theme styles have got block hints.
I mean at least an underline for the brackets - { and }, would be helpful.
Please add a way to represent the same.
Image :

Tested on:

Notepad++ Version 7.5.6
Placed Dracula.xml in %AppData%\Notepad++\themes

Issue moved to dracula/notepad-plus-plus #8 via ZenHub


Need to clean some useless codes and comments in service

In GitLab by @Robin-Mao on Apr 19, 2018, 17:06
If you are reporting a problem, please make sure the following information are provided:

Version of board (last git commit number) , docker engine and docker-compose.
Config files of board, you can get them by packaging "board.cfg" and files in the same directory, including subdirectory.
Log files, you can get them by package the /var/log/board/.
Other necessery information.

In GitLab by @luotian-github on Nov 8, 2019, 07:49
fixed

In GitLab by @sokril on Nov 8, 2019, 08:21
closed

In GitLab by @sokril on Nov 8, 2019, 08:21
assigned to @luotian-github


Turn openInKBFS into an action, hack windows to work

@keybase/react-hackers
Hacky version to fix windows open favorites. Looks at the argv of kbfs to figure out the mountpoint.

This is a really hacky way to fix windows opening favorites in the menubar.
What might be better is if we're told where kbfs is mounted.
What do you think @maxtaco ?

We can certainly plumb that information through. If we ever made a Fuse-reflector process, it would get more complicated...

:+1:


Use pybids for filename generation

Could be done this way and should be able to handle optional entities.
from bids import BIDSLayout

config_file = "config_pybids.json"
target_dir = "."
layout = BIDSLayout(target_dir, validate=False, config=config_file)

entities = {
    "subject": "01",
    "session": "1",
    "sample": "A",
    "run": 1,
    "task": "nox",
    "suffix": "ephys",
}

# Define the pattern to build out of the components passed in a dictionary
pattern = "sub-{subject}/[ses-{session}]/sub-{subject}[_ses-{session}]_sample-{sample}_task-{task}[_run-{run}]_{suffix}.nwb"

layout.build_path(entities, pattern, validate=False)

Looks good ..

FYI I am using a modified config for pybids that should start providing some support for ephys and microscopy data (it is not complete yet).
https://gin.g-node.org/RemiGau/example_ephys_bids_conversion/src/master/code/config_pybids.json


CONTRIBUTING.md not updated

Hi, today I did a fast try to build a windows client with updated ICE (https://github.com/M2Rbiz/netbird/commit/3b00ee9a4241b26f313a6cdfcef8d7891a4a7809) to see if solves https://github.com/netbirdio/netbird/issues/1195
I saw that CONTRIBUTING.md is not updated:

show go require 1.19 but looking go.mod seems that atleast 1.20 is now required
about windows client show:
Windows clients have a Wireguard driver requirement. We provide a bash script that can be executed in WLS 2 with docker support [wireguard_nt.sh](https://github.com/client/wireguard_nt.sh).
but wireguard_nt.sh was removed, so I tried to look https://github.com/netbirdio/netbird/blob/main/.github/workflows/release.yml
I executed:
rsrc -arch amd64 -ico client/ui/netbird.ico -manifest client/manifest.xml -o client/resources_windows_amd64.syso
without error but I not understand other things related to build, probably is because I don't have enough knowledge, looking workflow seems build on windows is not needed, is correct or wrong?
about gorelease action I don't understand what should do exactly (I suppose use .goreleaser.yaml) but I don't understand what I should do in manual custom build
I tried to do:

cd client
env GOOS=windows GOARCH=amd64 go build

generated a client.exe
I'll try to use it as replace of netbird.exe on 1-2 device
can someone tell me the updated and correct instruction please? I suggest to update also CONTRIBUTING.md with them
thanks for any reply and sorry for my bad english

Thanks, @Fantu, for submitting this issue and for your intention to contribute. The PR #1226 is addressing your comments.

@mlsmaycon thanks, why in updated CONTRIBUTING you put go 1.21 but go.mod have 1.20? in my build test I used 1.21 on debian unstable install I also use for debian packaging
about client build howto no other info are needed? I taken a time to found them in repo, was for missed Go knowledge while expert Go developers don't need it because it's basic?

We are preparing for an update to go 1.21, as they are compatible. Now that you mentioned it, I missed adding the explicit flag to disable CGO:
CGO_ENABLED=0 go build .

This should be it. I will update the guide.

in first PR I also added a comment for a typo still present
I also tried build netbird-ui following https://github.com/netbirdio/netbird/blob/main/.goreleaser_ui.yaml I added "CGO_ENABLED=1 CC=x86_64-w64-mingw32-gcc"  but when I tried to use it have issue, probably something was missed
on both command I also used "GOOS=windows GOARCH=amd64"

Is an issue preventing from starting the UI? Do you have a log message? Maybe opening from powershell will display the error.
Regarding the typo, can you share it again?

the typo is in the only review comment done before your merge: https://github.com/netbirdio/netbird/pull/1226
now on the tests device I restored stable netbird binaries
when there will be correct/full build procedure (if my was incomplete, I don't know) and/or will be other possible fix to "reconnect loop" I'll rebuild and redo the tests and I'll take and post details on netbird-ui issue (if still present)

Sorry, I believe we missed the comment. I see that it was just approved and merged with no other visible comments.

Thanks for the update and improvements to CONTRIBUTING.md
https://github.com/netbirdio/netbird/pull/1323 will add also more detailed build instruction for windows client and installer, so I think this issue can be closed


Kafka upgrade 2.7 -> 3.6

Not an issue, just a question.
Your documentation states that kafkajs supports Kafka 0.10 onwards. My Kafka cluster is being upgraded to 3.6 and I'm using kafkajs 1.12 (legacy apps, I know, don't ask). My question therefore is "Will 1.12 be compatible with 3.6?"
Thank you for your support

I have the same concern.
@brennonh have you found out?

I have the same concern. @brennonh have you found out?

Tested against version 3.6 and it works as expected @vikrant3c

Works

thanks for the update, really appreciated  😊


Avoid recording cookies in WARCs

The new architecture has a filter system for excluding certain headers from being recorded. It should already be configured to exclude cookies, but need to double-check.

Now deployed in new version.


Area3D generates contacts in "Visible Collision Shapes"

It seems there a bug in the "Debug" -> "Visible Collision Shapes", there is an offset in the display of the contact points in v.0.9. I haven't notices this in 0.8.
In my case I can see this with compound shapes and shapes that are connected by joints.

It seems like it's only the debug display, the simulation itself looks ok.
(Or could this be based on my update process of the scenen from v.0.8 to v.0.9?)

Maybe my test scene can help to pin it down:
godot_jolt_debug_display_bug.zip

What you're seeing are the contact manifolds between the Area3D ("ObjectRemover") and the various RigidBody3D. Unlike Godot Physics areas are (mostly) just regular bodies in Jolt and generate contacts like any other body, and since I don't filter them out in any way they show up in "Visible Collision Shapes" as well. This is not a regression and has been the case since I first implemented "Visible Collision Shapes".
I can definitely see it being quite annoying in this particular scene though, and is obviously a discrepancy with how Godot Physics behaves in either case, so maybe I should just omit the debug contact points if either of the two bodies is an Area3D.

Thank you!

Apologies for the long wait, but the fix for this is included in the newly released 0.10.0-rc1.
If this is still relevant to you then I'd appreciate it if you could give that release a try and report back whether it fixes the problem for you.

If this is still relevant to you then I'd appreciate it if you could give that release a try and report back whether it fixes the problem for you.

Just upgraded my project to the 0.10, and the debug display seems to be fixed, cool.
Thank you for your work on this AddOn.


chore: update roadwork to composabl

This PR updates the Roadwork logo (old name of my company) to the Composabl one (new name)

Replaced with #88 due to the website update (will be announced publicly on Mon). Thanks @XavierGeerinck!


Add regexp_find

A missing feature the regexp_matches needs is a function that would match multiple pattern groups. ie Global matches For example
regexp_find('me,it,they,why', '([^,]*),')

Outputs
me
if
they
why

This could be a straight copy from the MatchesFunction with a small change to add the results of "matcher.find()" to an array together. And perhaps normalizing the results if the groups found equals one (so that the returned array would be just an array of items and not an array of an array of items).
thanks

---
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hi @notzippy, thanks, we'll add this on our backlog. will keep you up to date on that issue. best, johannes

hi,
I would like to contribute this enhancement. Because currently I am interested in a Google Summer of Code project which is based on crate repository. I think contributing to this issue will make easier me to get familiar with the source. So anyone please guide me how to proceed forward on this issue.

hi @nsandeepa, this is something that is harder than it looks at the first glance, because it is generating rows. we'll look into something that might be easier for a starting point and suggest it to you.

@nsandeepa we were thinking of something like ceil and floor: http://www.postgresql.org/docs/8.4/static/functions-math.html
can you join our slack channel, so we could talk through this: https://crate.io/docs/support/slackin/

@joemoe thanks for the reply. I will look into it soon.

It had been implemented:
https://crate.io/docs/crate/reference/en/latest/sql/scalar.html#regexp-matches-source-pattern-flags


add docker scheduler

CI will work after #8 will be merged

I'll fix this, because there are some troubles with this feature for now.


Add informative intro to the log at the start of a session

Component your feature request relates to

Signalling server

Problem your feature solves? Please describe.
It would be useful to have an informative summary at the beginning of a session. See example that SPS utilizes:
UE Version:
Platform:                 linux
Offer from frontend:      false
Instance Port:            8888
Player Port:              1025
Instance IP:              sps-signalling-server-dan-qa-linux-5-2-0
Authentication Plugin:    sps-auth-dan-qa-linux-5-2.tenant-tensorworks-testing.svc.cluster.local:55771
Instance Manager Plugin:  sps-instance-manager-dan-qa-linux-5-2.tenant-tensorworks-testing.svc.cluster.local:55772
Peer Connection Options:  {"iceServers":[{"urls":["stun:stun.l.google.com:19302"]},{"urls":["turn:<IP_ADDRESS>:3478"],"username":"sps-coturn-user","credential":"qiuZYmJexj"}]}

Acceptance criteria

[ ] I've implemented a summary intro on the UE side
[ ] I've implemented a summary intro on the PS Infra frontend
[ ] I've implemented a summary intro on the Signalling Server side

Was going to look at this but I realised that the full config is logged when the server starts which covers most of this information. Do we want to print this every time a player joins? Logging is already heavy.
I also don't know what auth plugin and instance manager plugin refers to. I assume this is SPS specific?

I think we can close this as the refactor to signalling will catch this work anyway.


Problems syncing document title

Sometimes, the full state of the document title sub-collaboration doesn't seem to get synced to new browsers.
Here's a video showing the issue:
https://gateway.ipfs.io/ipfs/QmbP8PtXAstgXoyHwfdoBM4umYARdycyM8HdVCNZ2EodZk/document-title-sync.mp4
This is with master at commit 0e71b5b747358890a1c50719d0f20e90536b06a2

Weird, will reopen this one again: https://github.com/ipfs-shipyard/peer-star-app/issues/166

Should be fixed now.


TLS: Support Pass Through Connections

What would you like to be added:
The ability for service-apis to support "passing through" a client-side TLS connection to an in-cluster object.
Why is this needed:
I have an app security requirement that states client tls connections must be end-to-end. Therefore the TLS connection can not be terminated on a Gateway.
xref: https://github.com/kubernetes-sigs/service-apis/issues/52
/assign @bowei
/cc @jpeach @youngnick @Miciah

/kind user-story

https://github.com/kubernetes-sigs/service-apis/issues/94

On a closer inspection, #94 and #123 are not duplicate of each other. #94 is about TLS termination by the proxy while this one is about routing based on SNI with no TLS termination. I've summarized both of these in #96. PTAL.

@danehans With #256 merged in, is it safe to close this?

Considering this resolved.
Please re-open if otherwise.
/close.

/close


Ladle stories are not picking up the meta args

Description
Let's say we have the following Storybook story:
import React from 'react'
import { ComponentMeta, ComponentStory } from '@storybook/react'
import { Typography } from '../../Typography'

const meta: ComponentMeta<typeof Typography> = {
  title: 'atoms/actions/TestLabel',
  component: Typography,
  args: {
    label: 'Label',
  },
}
export default meta

const Template: ComponentStory<typeof Typography> = args => {
  return `Label: ${args.label}`
}

export const Story1 = Template.bind({})

What Storybook displays for this story is:
Label: Label
What Ladle displays for this story is:
Label: undefined
Looks like Ladle is having trouble reading the args from the meta.
Is there a way to make this work?
We have stories in our codebase where the meta has 'global' args and if there are 5 components defined in the same file, they all share the global meta args.
Looking for a solution that does not involve defining the args individually for each component.

Yes, I ran into this too - we should add support for per file args/argTypes.

is this a duplicate of #290?

closing as duplicated


Migrate from Capistrano to Deployer

What about migrating from Capistrano to Deployer? :smile:
http://deployer.org

We're going to be switching to Ansible deploys at some point in the future. See https://github.com/roots/bedrock-ansible/pull/95