[allegro5] Build error on x64-linux

Hello, I got this issue when just called the command "vcpkg install allegro5".
Thank you in advance!
Package<EMAIL_ADDRESS>Host Environment

Host: x64-linux
Compiler: GNU 13.2.1
vcpkg-tool version: 2023-12-12-1c9ec1978a6b0c2b39c9e9554a96e3e275f7556e
vcpkg-scripts version: f1c6efee2 2023-12-24 (27 hours ago)

To Reproduce
vcpkg install allegro5
Failure logs
-- Using cached liballeg-allegro5-<IP_ADDRESS>.tar.gz.
-- Cleaning sources at /home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/src/<IP_ADDRESS>-9723edc001.clean. Use --editable to skip cleaning for the packages you specify.
-- Extracting source /home/p_matveev/Program/VenGame/vcpkg/downloads/liballeg-allegro5-<IP_ADDRESS>.tar.gz
-- Applying patch do-not-copy-pdbs-to-lib.patch
-- Applying patch msvc-arm64-atomic.patch
-- Using source at /home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/src/<IP_ADDRESS>-9723edc001.clean
-- Found external ninja('1.11.1').
-- Configuring x64-linux
CMake Error at scripts/cmake/vcpkg_execute_required_process.cmake:112 (message):
    Command failed: /usr/bin/ninja -v
    Working Directory: /home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/x64-linux-rel/vcpkg-parallel-configure
    Error code: 1
    See logs for more information:
      /home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/config-x64-linux-dbg-CMakeCache.txt.log
      /home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/config-x64-linux-rel-CMakeCache.txt.log
      /home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/config-x64-linux-out.log

Call Stack (most recent call first):
  installed/x64-linux/share/vcpkg-cmake/vcpkg_cmake_configure.cmake:252 (vcpkg_execute_required_process)
  ports/allegro5/portfile.cmake:15 (vcpkg_cmake_configure)
  scripts/ports.cmake:170 (include)

/home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/config-x64-linux-out.log
[1/2] "/usr/bin/cmake" -E chdir ".." "/usr/bin/cmake" "/home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/src/<IP_ADDRESS>-9723edc001.clean" "-G" "Ninja" "-DCMAKE_BUILD_TYPE=Release" "-DCMAKE_INSTALL_PREFIX=/home/p_matveev/Program/VenGame/vcpkg/packages/allegro5_x64-linux" "-DFETCHCONTENT_FULLY_DISCONNECTED=ON" "-DCMAKE_PROJECT_INCLUDE=/home/p_matveev/Program/VenGame/vcpkg/ports/allegro5/cmake-project-include.cmake" "-DWANT_DOCS=OFF" "-DALLEGRO_SDL=OFF" "-DWANT_DEMO=OFF" "-DSHARED=0" "-DINSTALL_PKG_CONFIG_FILES=true" "-DWANT_EXAMPLES=OFF" "-DWANT_TESTS=OFF" "-DWANT_AUDIO=ON" "-DWANT_COLOR=ON" "-DWANT_D3D=ON" "-DWANT_D3D9EX=OFF" "-DWANT_DSOUND=ON" "-DWANT_FLAC=ON" "-DWANT_FONT=ON" "-DWANT_GLES3=ON" "-DWANT_IMAGE=ON" "-DWANT_IMAGE_JPG=ON" "-DWANT_IMAGE_PNG=ON" "-DWANT_MEMFILE=ON" "-DWANT_MODAUDIO=OFF" "-DWANT_NATIVE_DIALOG=ON" "-DWANT_NATIVE_IMAGE_LOADER=ON" "-DWANT_OGG_VIDEO=ON" "-DWANT_OPENAL=ON" "-DWANT_OPENGL=ON" "-DWANT_OPENSL=OFF" "-DWANT_OPUS=ON" "-DWANT_PHYSFS=ON" "-DWANT_POPUP_EXAMPLES=OFF" "-DWANT_PRIMITIVES=ON" "-DWANT_RELEASE_LOGGING=OFF" "-DWANT_SHADERS_D3D=ON" "-DWANT_SHADERS_GL=ON" "-DWANT_TREMOR=OFF" "-DWANT_TTF=ON" "-DWANT_VIDEO=ON" "-DWANT_VORBIS=ON" "-DCMAKE_MAKE_PROGRAM=/usr/bin/ninja" "-DCMAKE_SYSTEM_NAME=Linux" "-DBUILD_SHARED_LIBS=OFF" "-DVCPKG_CHAINLOAD_TOOLCHAIN_FILE=/home/p_matveev/Program/VenGame/vcpkg/scripts/toolchains/linux.cmake" "-DVCPKG_TARGET_TRIPLET=x64-linux" "-DVCPKG_SET_CHARSET_FLAG=ON" "-DVCPKG_PLATFORM_TOOLSET=external" "-DCMAKE_EXPORT_NO_PACKAGE_REGISTRY=ON" "-DCMAKE_FIND_PACKAGE_NO_PACKAGE_REGISTRY=ON" "-DCMAKE_FIND_PACKAGE_NO_SYSTEM_PACKAGE_REGISTRY=ON" "-DCMAKE_INSTALL_SYSTEM_RUNTIME_LIBS_SKIP=TRUE" "-DCMAKE_VERBOSE_MAKEFILE=ON" "-DVCPKG_APPLOCAL_DEPS=OFF" "-DCMAKE_TOOLCHAIN_FILE=/home/p_matveev/Program/VenGame/vcpkg/scripts/buildsystems/vcpkg.cmake" "-DCMAKE_ERROR_ON_ABSOLUTE_INSTALL_DESTINATION=ON" "-DVCPKG_CXX_FLAGS=" "-DVCPKG_CXX_FLAGS_RELEASE=" "-DVCPKG_CXX_FLAGS_DEBUG=" "-DVCPKG_C_FLAGS=" "-DVCPKG_C_FLAGS_RELEASE=" "-DVCPKG_C_FLAGS_DEBUG=" "-DVCPKG_CRT_LINKAGE=dynamic" "-DVCPKG_LINKER_FLAGS=" "-DVCPKG_LINKER_FLAGS_RELEASE=" "-DVCPKG_LINKER_FLAGS_DEBUG=" "-DVCPKG_TARGET_ARCHITECTURE=x64" "-DCMAKE_INSTALL_LIBDIR:STRING=lib" "-DCMAKE_INSTALL_BINDIR:STRING=bin" "-D_VCPKG_ROOT_DIR=/home/p_matveev/Program/VenGame/vcpkg" "-D_VCPKG_INSTALLED_DIR=/home/p_matveev/Program/VenGame/vcpkg/installed" "-DVCPKG_MANIFEST_INSTALL=OFF" "-DWANT_ALLOW_SSE=ON"
FAILED: ../CMakeCache.txt
"/usr/bin/cmake" -E chdir ".." "/usr/bin/cmake" "/home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/src/<IP_ADDRESS>-9723edc001.clean" "-G" "Ninja" "-DCMAKE_BUILD_TYPE=Release" "-DCMAKE_INSTALL_PREFIX=/home/p_matveev/Program/VenGame/vcpkg/packages/allegro5_x64-linux" "-DFETCHCONTENT_FULLY_DISCONNECTED=ON" "-DCMAKE_PROJECT_INCLUDE=/home/p_matveev/Program/VenGame/vcpkg/ports/allegro5/cmake-project-include.cmake" "-DWANT_DOCS=OFF" "-DALLEGRO_SDL=OFF" "-DWANT_DEMO=OFF" "-DSHARED=0" "-DINSTALL_PKG_CONFIG_FILES=true" "-DWANT_EXAMPLES=OFF" "-DWANT_TESTS=OFF" "-DWANT_AUDIO=ON" "-DWANT_COLOR=ON" "-DWANT_D3D=ON" "-DWANT_D3D9EX=OFF" "-DWANT_DSOUND=ON" "-DWANT_FLAC=ON" "-DWANT_FONT=ON" "-DWANT_GLES3=ON" "-DWANT_IMAGE=ON" "-DWANT_IMAGE_JPG=ON" "-DWANT_IMAGE_PNG=ON" "-DWANT_MEMFILE=ON" "-DWANT_MODAUDIO=OFF" "-DWANT_NATIVE_DIALOG=ON" "-DWANT_NATIVE_IMAGE_LOADER=ON" "-DWANT_OGG_VIDEO=ON" "-DWANT_OPENAL=ON" "-DWANT_OPENGL=ON" "-DWANT_OPENSL=OFF" "-DWANT_OPUS=ON" "-DWANT_PHYSFS=ON" "-DWANT_POPUP_EXAMPLES=OFF" "-DWANT_PRIMITIVES=ON" "-DWANT_RELEASE_LOGGING=OFF" "-DWANT_SHADERS_D3D=ON" "-DWANT_SHADERS_GL=ON" "-DWANT_TREMOR=OFF" "-DWANT_TTF=ON" "-DWANT_VIDEO=ON" "-DWANT_VORBIS=ON" "-DCMAKE_MAKE_PROGRAM=/usr/bin/ninja" "-DCMAKE_SYSTEM_NAME=Linux" "-DBUILD_SHARED_LIBS=OFF" "-DVCPKG_CHAINLOAD_TOOLCHAIN_FILE=/home/p_matveev/Program/VenGame/vcpkg/scripts/toolchains/linux.cmake" "-DVCPKG_TARGET_TRIPLET=x64-linux" "-DVCPKG_SET_CHARSET_FLAG=ON" "-DVCPKG_PLATFORM_TOOLSET=external" "-DCMAKE_EXPORT_NO_PACKAGE_REGISTRY=ON" "-DCMAKE_FIND_PACKAGE_NO_PACKAGE_REGISTRY=ON" "-DCMAKE_FIND_PACKAGE_NO_SYSTEM_PACKAGE_REGISTRY=ON" "-DCMAKE_INSTALL_SYSTEM_RUNTIME_LIBS_SKIP=TRUE" "-DCMAKE_VERBOSE_MAKEFILE=ON" "-DVCPKG_APPLOCAL_DEPS=OFF" "-DCMAKE_TOOLCHAIN_FILE=/home/p_matveev/Program/VenGame/vcpkg/scripts/buildsystems/vcpkg.cmake" "-DCMAKE_ERROR_ON_ABSOLUTE_INSTALL_DESTINATION=ON" "-DVCPKG_CXX_FLAGS=" "-DVCPKG_CXX_FLAGS_RELEASE=" "-DVCPKG_CXX_FLAGS_DEBUG=" "-DVCPKG_C_FLAGS=" "-DVCPKG_C_FLAGS_RELEASE=" "-DVCPKG_C_FLAGS_DEBUG=" "-DVCPKG_CRT_LINKAGE=dynamic" "-DVCPKG_LINKER_FLAGS=" "-DVCPKG_LINKER_FLAGS_RELEASE=" "-DVCPKG_LINKER_FLAGS_DEBUG=" "-DVCPKG_TARGET_ARCHITECTURE=x64" "-DCMAKE_INSTALL_LIBDIR:STRING=lib" "-DCMAKE_INSTALL_BINDIR:STRING=bin" "-D_VCPKG_ROOT_DIR=/home/p_matveev/Program/VenGame/vcpkg" "-D_VCPKG_INSTALLED_DIR=/home/p_matveev/Program/VenGame/vcpkg/installed" "-DVCPKG_MANIFEST_INSTALL=OFF" "-DWANT_ALLOW_SSE=ON"
CMake Deprecation Warning at CMakeLists.txt:8 (cmake_minimum_required):
  Compatibility with CMake < 3.5 will be removed from a future version of
  CMake.

  Update the VERSION argument <min> value or use a ...<max> suffix to tell
  CMake that the project does not need compatibility with older versions.

-- [Allegro] Allegro Version: [5.2.9]
-- The C compiler identification is GNU 13.2.1
-- The CXX compiler identification is GNU 13.2.1
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /usr/bin/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Allowing GCC/Clang to use SSE instructions
-- Found PkgConfig: /usr/bin/pkg-config (found version "2.1.0")
-- Looking for include file dirent.h
-- Looking for include file dirent.h - found
-- Looking for include file inttypes.h
-- Looking for include file inttypes.h - found
-- Looking for include file linux/input.h
-- Looking for include file linux/input.h - found
-- Looking for include file stdbool.h
-- Looking for include file stdbool.h - found
-- Looking for include file stdint.h
-- Looking for include file stdint.h - found
-- Looking for include file sys/io.h
-- Looking for include file sys/io.h - found
-- Looking for include file sys/stat.h
-- Looking for include file sys/stat.h - found
-- Looking for include file sys/time.h
-- Looking for include file sys/time.h - found
-- Looking for include file time.h
-- Looking for include file time.h - found
-- Looking for include file sys/utsname.h
-- Looking for include file sys/utsname.h - found
-- Looking for include file sys/types.h
-- Looking for include file sys/types.h - found
-- Looking for include file soundcard.h
-- Looking for include file soundcard.h - not found
-- Looking for include file sys/soundcard.h
-- Looking for include file sys/soundcard.h - found
-- Looking for include file machine/soundcard.h
...
Skipped 115 lines
...
-- Performing Test TTF_COMPILES
CMake Error at /home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/x64-linux-rel/CMakeFiles/CMakeScratch/TryCompile-BGJf4U/CMakeLists.txt:25 (target_link_libraries):
  Target "cmTC_aa945" links to:

    ZLIB::ZLIB

  but the target was not found.  Possible reasons include:

    * There is a typo in the target name.
    * A find_package call is missing for an IMPORTED target.
    * An ALIAS target is missing.

CMake Error at /usr/share/cmake/Modules/Internal/CheckSourceCompiles.cmake:101 (try_compile):
  Failed to generate test project build system.

  Update the VERSION argument <min> value or use a ...<max> suffix to tell
  CMake that the project does not need compatibility with older versions.

-- [Allegro] Allegro Version: [5.2.9]
-- The C compiler identification is GNU 13.2.1
-- The CXX compiler identification is GNU 13.2.1
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /usr/bin/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found PkgConfig: /usr/bin/pkg-config (found version "2.1.0")
-- Looking for include file dirent.h
-- Looking for include file dirent.h - found
-- Looking for include file inttypes.h
-- Looking for include file inttypes.h - found
-- Looking for include file linux/input.h
-- Looking for include file linux/input.h - found
-- Looking for include file stdbool.h
-- Looking for include file stdbool.h - found
-- Looking for include file stdint.h
-- Looking for include file stdint.h - found
-- Looking for include file sys/io.h
-- Looking for include file sys/io.h - found
-- Looking for include file sys/stat.h
-- Looking for include file sys/stat.h - found
-- Looking for include file sys/time.h
-- Looking for include file sys/time.h - found
-- Looking for include file time.h
-- Looking for include file time.h - found
-- Looking for include file sys/utsname.h
-- Looking for include file sys/utsname.h - found
-- Looking for include file sys/types.h
-- Looking for include file sys/types.h - found
-- Looking for include file soundcard.h
-- Looking for include file soundcard.h - not found
-- Looking for include file sys/soundcard.h
-- Looking for include file sys/soundcard.h - found
-- Looking for include file machine/soundcard.h
-- Looking for include file machine/soundcard.h - not found
-- Looking for include file linux/soundcard.h
-- Looking for include file linux/soundcard.h - found
-- Looking for include file libkern/OSAtomic.h
-- Looking for include file libkern/OSAtomic.h - not found
-- Looking for include file sys/inotify.h
-- Looking for include file sys/inotify.h - found
-- Looking for include file sal.h
-- Looking for include file sal.h - not found
-- Looking for getexecname
-- Looking for getexecname - not found
-- Looking for mkstemp
-- Looking for mkstemp - found
-- Looking for mmap
-- Looking for mmap - found
-- Looking for mprotect
-- Looking for mprotect - found
-- Looking for sched_yield
-- Looking for sched_yield - found
-- Looking for sysconf
-- Looking for sysconf - found
-- Looking for fseeko
-- Looking for fseeko - found
-- Looking for ftello
-- Looking for ftello - found
-- Looking for strerror_r
-- Looking for strerror_r - found
-- Looking for strerror_s
-- Looking for strerror_s - not found
-- Looking for sys/types.h
-- Looking for sys/types.h - found
-- Looking for stdint.h
-- Looking for stdint.h - found
-- Looking for stddef.h
-- Looking for stddef.h - found
-- Check size of _Bool
-- Check size of _Bool - done
-- Performing Test ALLEGRO_HAVE_PROCFS_ARGCV
-- Performing Test ALLEGRO_HAVE_PROCFS_ARGCV - Failed
-- Performing Test ALLEGRO_HAVE_SV_PROCFS_H
-- Performing Test ALLEGRO_HAVE_SV_PROCFS_H - Failed
-- Performing Test ALLEGRO_HAVE_VA_COPY
-- Performing Test ALLEGRO_HAVE_VA_COPY - Success
-- Found OpenGL: /usr/lib/libOpenGL.so
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success
-- Found Threads: TRUE
-- Found ZLIB: optimized;/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/lib/libz.a;debug;/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/debug/lib/libz.a (found version "1.3.0")
-- Found BZip2: optimized;/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/lib/libbz2.a;debug;/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/debug/lib/libbz2d.a (found version "1.0.8")
-- Looking for BZ2_bzCompressInit
-- Looking for BZ2_bzCompressInit - found
-- Found PNG: optimized;/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/lib/libpng16.a;debug;/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/debug/lib/libpng16d.a (found version "1.6.40")
-- Found X11: /usr/include
-- Looking for XOpenDisplay in /usr/lib/libX11.so;/usr/lib/libXext.so
-- Looking for XOpenDisplay in /usr/lib/libX11.so;/usr/lib/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
-- Looking for XcursorImageCreate in Xcursor
-- Looking for XcursorImageCreate in Xcursor - found
-- Looking for X11/extensions/XInput2.h
-- Looking for X11/extensions/XInput2.h - found
-- Performing Test XINPUT2_COMPILES
-- Performing Test XINPUT2_COMPILES - Success
-- Looking for X11/extensions/xf86vmode.h
-- Looking for X11/extensions/xf86vmode.h - not found
-- Looking for XF86VidModeQueryExtension in Xxf86vm
-- Looking for XF86VidModeQueryExtension in Xxf86vm - found
-- Looking for X11/extensions/Xinerama.h
-- Looking for X11/extensions/Xinerama.h - found
-- Looking for XineramaQueryExtension in Xinerama
-- Looking for XineramaQueryExtension in Xinerama - found
-- Looking for X11/extensions/Xrandr.h
-- Looking for X11/extensions/Xrandr.h - found
-- Looking for XRRQueryExtension in Xrandr
-- Looking for XRRQueryExtension in Xrandr - found
-- Looking for X11/extensions/scrnsaver.h
-- Looking for X11/extensions/scrnsaver.h - found
-- Looking for XScreenSaverQueryExtension in Xss
-- Looking for XScreenSaverQueryExtension in Xss - found
-- Looking for XOpenIM in X11
-- Looking for XOpenIM in X11 - found
WARNING: FreeImage not found, disabling support
-- Found JPEG: /usr/lib/libjpeg.so (found version "80")
-- Found WebP: /usr/include
-- Performing Test OSS_COMPILES
-- Performing Test OSS_COMPILES - Success
-- Found OSS: 1
-- Checking for module 'libpulse-simple'
--   Found libpulse-simple, version 16.1
-- Performing Test PULSEAUDIO_COMPILES
-- Performing Test PULSEAUDIO_COMPILES - Success
-- Checking for module 'alsa'
--   Found alsa, version 1.2.10
-- Found OpenAL: /home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/debug/lib/libopenal.a
-- Found FLAC: /home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/include
-- Performing Test FLAC_COMPILES
-- Performing Test FLAC_COMPILES - Success
-- Found OGG: /home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/include
-- Found VORBIS: /home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/include
-- Performing Test VORBIS_COMPILES
-- Performing Test VORBIS_COMPILES - Success
-- Found OPUS: /home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/include/opus
-- Performing Test OPUS_COMPILES
-- Performing Test OPUS_COMPILES - Success
-- Could NOT find MiniMP3 (missing: MINIMP3_INCLUDE_DIRS)
WARNING: minimp3 was not found
-- Found Freetype:  (found version "2.12.1")
-- Performing Test TTF_COMPILES
CMake Error at /home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/x64-linux-dbg/CMakeFiles/CMakeScratch/TryCompile-eTQAjB/CMakeLists.txt:25 (target_link_libraries):
  Target "cmTC_f3421" links to:

    ZLIB::ZLIB

  but the target was not found.  Possible reasons include:

    * There is a typo in the target name.
    * A find_package call is missing for an IMPORTED target.
    * An ALIAS target is missing.

CMake Error at /usr/share/cmake/Modules/Internal/CheckSourceCompiles.cmake:101 (try_compile):
  Failed to generate test project build system.
Call Stack (most recent call first):
  /usr/share/cmake/Modules/CheckCSourceCompiles.cmake:52 (cmake_check_source_compiles)
  cmake/Common.cmake:28 (check_c_source_compiles)
  addons/CMakeLists.txt:105 (run_c_compile_test)

-- Configuring incomplete, errors occurred!
ninja: build stopped: subcommand failed.

GitHub has a character limit, so here's more:
/home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/config-x64-linux-rel-CMakeCache.txt.log
# This is the CMakeCache file.
# For build in directory: /home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/x64-linux-rel
# It was generated by CMake: /usr/bin/cmake
# You can edit this file to change values found and used by cmake.
# If you do not want to change any of the values, simply exit the editor.
# If you do want to change a value, simply edit, save, and exit the editor.
# The syntax for the file is as follows:
# KEY:TYPE=VALUE
# KEY is the name of a variable in the cache.
# TYPE is a hint to GUIs for the type of VALUE, DO NOT EDIT TYPE!.
# VALUE is the current value for the KEY.

########################
# EXTERNAL cache entries
########################

//Value Computed by CMake
ALLEGRO_BINARY_DIR:STATIC=/home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/x64-linux-rel

//Value Computed by CMake
ALLEGRO_IS_TOP_LEVEL:STATIC=ON

//Project default name
ALLEGRO_PROJECT_NAME:STRING=ALLEGRO

//Project suffix
ALLEGRO_PROJECT_SUFFIX:STRING=

//Build using the SDL backend (experimental)
ALLEGRO_SDL:BOOL=OFF

//Value Computed by CMake
ALLEGRO_SOURCE_DIR:STATIC=/home/p_matveev/Program/VenGame/vcpkg/buildtrees/allegro5/src/<IP_ADDRESS>-9723edc001.clean

//Path to a library.
BROTLICOMMON_LIBRARY_DEBUG:FILEPATH=/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/debug/lib/libbrotlicommon.a

//Path to a library.
BROTLICOMMON_LIBRARY_RELEASE:FILEPATH=/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/lib/libbrotlicommon.a

//Path to a library.
BROTLIDEC_LIBRARY_DEBUG:FILEPATH=/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/debug/lib/libbrotlidec.a

//Path to a library.
BROTLIDEC_LIBRARY_RELEASE:FILEPATH=/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/lib/libbrotlidec.a

//No help, variable specified on the command line.
BUILD_SHARED_LIBS:UNINITIALIZED=OFF

//Path to a file.
BZIP2_INCLUDE_DIR:PATH=/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/include

//Path to a library.
BZIP2_LIBRARY_DEBUG:FILEPATH=/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/debug/lib/libbz2d.a

//Path to a library.
BZIP2_LIBRARY_RELEASE:FILEPATH=/home/p_matveev/Program/VenGame/vcpkg/installed/x64-linux/lib/libbz2.a

//Path to a program.
CMAKE_ADDR2LINE:FILEPATH=/usr/bin/addr2line

//Path to a program.
CMAKE_AR:FILEPATH=/usr/bin/ar

//Choose the type of build, options are: None Debug Release RelWithDebInfo
// MinSizeRel ...
CMAKE_BUILD_TYPE:STRING=Release

CMAKE_CROSSCOMPILING:BOOL=OFF

//CXX compiler
CMAKE_CXX_COMPILER:FILEPATH=/usr/bin/c++

//A wrapper around 'ar' adding the appropriate '--plugin' option
// for the GCC compiler
CMAKE_CXX_COMPILER_AR:FILEPATH=/usr/bin/gcc-ar

//A wrapper around 'ranlib' adding the appropriate '--plugin' option
// for the GCC compiler
CMAKE_CXX_COMPILER_RANLIB:FILEPATH=/usr/bin/gcc-ranlib

//Flags used by the CXX compiler during all build types.
CMAKE_CXX_FLAGS:STRING=-fPIC

//Flags used by the CXX compiler during DEBUG builds.
CMAKE_CXX_FLAGS_DEBUG:STRING=-g

//Flags used by the CXX compiler during MINSIZEREL builds.
CMAKE_CXX_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG

//profiling flags
CMAKE_CXX_FLAGS_PROFILE:STRING=-pg

//Flags used by the CXX compiler during RELEASE builds.
CMAKE_CXX_FLAGS_RELEASE:STRING=-O3 -DNDEBUG

//Flags used by the CXX compiler during RELWITHDEBINFO builds.
CMAKE_CXX_FLAGS_RELWITHDEBINFO:STRING=-O2 -g -DNDEBUG

//C compiler
CMAKE_C_COMPILER:FILEPATH=/usr/bin/cc

//A wrapper around 'ar' adding the appropriate '--plugin' option
// for the GCC compiler
CMAKE_C_COMPILER_AR:FILEPATH=/usr/bin/gcc-ar

//A wrapper around 'ranlib' adding the appropriate '--plugin' option
// for the GCC compiler
CMAKE_C_COMPILER_RANLIB:FILEPATH=/usr/bin/gcc-ranlib

//Flags used by the C compiler during all build types.
CMAKE_C_FLAGS:STRING=-fPIC

//Flags used by the C compiler during DEBUG builds.
CMAKE_C_FLAGS_DEBUG:STRING=-g

//Flags used by the C compiler during MINSIZEREL builds.
CMAKE_C_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG

//profiling flags
CMAKE_C_FLAGS_PROFILE:STRING=-pg

//Flags used by the C compiler during RELEASE builds.
CMAKE_C_FLAGS_RELEASE:STRING=-O3 -DNDEBUG

//Flags used by the C compiler during RELWITHDEBINFO builds.
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prefix_result:INTERNAL=/usr/lib

I'm not able to repro this issue, could you please try again with clean VCPKG?

Oh, apparently the problem is still in my computer, because exactly the same problem occurred with Poco libs.

Try
vcpkg upgrade
vcpkg upgrade --no-dry-run

Try
vcpkg upgrade
vcpkg upgrade --no-dry-run

"All installed packages are up-to-date with the local portfile."

I have identical problem https://github.com/microsoft/vcpkg/issues/36457
Was doing it on Windows 10 around in December and everything went smooth.
And yes, I'm able to build allegro5 on my own (wanted to have same dependency management on both systems).

Please report /usr/bin/cmake --version.
(Cf. https://gitlab.kitware.com/cmake/cmake/-/issues/25635)


ignoreflags not working?

pythran-0.9.5
I have in [compiler] section
ignoreflags=-flto-partition=none -fstack-clash-protection
Yet, -fstack-clash-protection was passed to compiler.  There is one module I must compile with clang++, which
rejects this option.

This setting is used here: https://github.com/serge-sans-paille/pythran/blob/master/pythran/dist.py#L88
Do you think you could propose a patch?

Here's what's happening, notice -fstack-clash-protection is included in "C compiler":
 pythran -v G.py
INFO:      sys file exists: /home/nbecker/.local/lib/python3.8/site-packages/pythran/pythran.cfg
INFO: platform file exists: /home/nbecker/.local/lib/python3.8/site-packages/pythran/pythran-linux.cfg
INFO:     user file exists: /home/nbecker/.pythranrc
INFO: pythranrc section [pythran] is valid and options are correct
INFO: pythranrc section [typing] is valid and options are correct
INFO: pythranrc section [compiler] is valid and options are correct
running build_ext
new_compiler returns <class 'distutils.unixccompiler.UnixCCompiler'>
building 'G' extension
C compiler: clang++ -pthread -Wno-unused-result -Wsign-compare -DDYNAMIC_ANNOTATIONS_ENABLED=1 -DNDEBUG -O2 -g -pipe -Wall -Werror=format-security -Wp,-D_FORTIFY_SOURCE=2 -Wp,-D_GLIBCXX_ASSERTIONS -fexceptions -fstack-protector-strong -grecord-gcc-switches -m64 -mtune=generic -fasynchronous-unwind-tables -fcf-protection -D_GNU_SOURCE -fPIC -fwrapv -O2 -g -pipe -Wall -Werror=format-security -Wp,-D_FORTIFY_SOURCE=2 -Wp,-D_GLIBCXX_ASSERTIONS -fexceptions -fstack-protector-strong -grecord-gcc-switches -m64 -mtune=generic -fasynchronous-unwind-tables -fstack-clash-protection -fcf-protection -D_GNU_SOURCE -fPIC -fwrapv -O2 -g -pipe -Wall -Werror=format-security -Wp,-D_FORTIFY_SOURCE=2 -Wp,-D_GLIBCXX_ASSERTIONS -fexceptions -fstack-protector-strong -grecord-gcc-switches -m64 -mtune=generic -fasynchronous-unwind-tables -fstack-clash-protection -fcf-protection -D_GNU_SOURCE -fPIC -fwrapv -fPIC

creating /tmp/tmp0fkrxx52/tmp
compile options: '-DUSE_GMP -DUSE_XSIMD -DENABLE_PYTHON_MODULE -D__PYTHRAN__=3 -DPYTHRAN_BLAS_OPENBLAS -I/home/nbecker/.local/lib/python3.8/site-packages/pythran -I/home/nbecker/.local/lib/python3.8/site-packages/pythran/pythonic/patch -I/home/nbecker/.local/lib/python3.8/site-packages/numpy/core/include -I/usr/include/python3.8 -c'
extra options: '-std=c++11 -fno-math-errno -w -O3 -march=native -ffast-math'
clang++: /tmp/tmpvztae4bf.cpp
clang-10: error: unknown argument: '-fstack-clash-protection'
clang-10: error: unknown argument: '-fstack-clash-protection'
WARNING: Compilation error, trying hard to find its origin...

change to say:
            for target in ('compiler_so', 'linker_so'):
                try:
                    while True: <<<< add this
                        getattr(self.compiler, target).remove(flag)
                except (AttributeError, ValueError):
                    pass

I'm file with that patch, esp. if that fixes your issue. That's a quadratic complexity, but I guess the number of flags is small. Could you submit a PR?

https://github.com/serge-sans-paille/pythran/pull/1576
I haven't worked with git so I hope I did this correctly.
On Wed, Jun 24, 2020 at 12:28 PM serge-sans-paille<EMAIL_ADDRESS>wrote:

I'm file with that patch, esp. if that fixes your issue. That's a
quadratic complexity, but I guess the number of flags is small. Could you
submit a PR?
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Closed through #1576


Pre-commit hooks

Pre-commit allows for the automated running of linting workflows before a commit is finalised, even applying automatic fixes. This is particularly useful for linting, so that linting errors can be corrected before a commit is even made (hence reduced reliance on the linting action to pickup linting errors).
I propose the following hooks as a baseline (a list of popular hooks are available here):

check-yaml (verify yaml syntax)
end-of-file-fixer (adds newline to end of files)
trailing-whitespace (trims trailing whitespace)
black (autoformats python files, related to #1284)

Pre-commit is "opt-in" by default, meaning that code quality errors can slip through if someone isn't using pre-commit. Pre-commit CI prevents this by using the pre-commit config to run CI on the codebase. Precommit runs on pull requests, and will automatically make commits to fix issues.

Good idea, @VeckoTheGecko. Some of these are already implemented in my own IDE (I use PyCharm).
But I don't entirely understand why you open an Issue about this. What is broken in Parcels itself and/or what do we need to change?


#47 Made origin optional for the TextAnnotationStore methods

Issue
After in #48 PR I added usage of the actual TextAnnotatorStore - the store.addAnnotation within the SelectionHandler started to fail. That's because the store defines the origin as a mandatory argument:
https://github.com/recogito/text-annotator-js/blob/3f587dd752084f3f6c291dec0577e01afb2d1e4d/packages/text-annotator/src/state/TextAnnotationStore.ts#L8
However, according to @rsimon, having a mandatory origin for the TextAnnotatorStore methods is redundant

Opps... Wrong branch pushed


Filter report that is published to web via URL parameters

URL parameters can filter report when in Power BI service, however, this does not work on report that is published to web (with public access). Only want to use it in the public facing report, to allow users to land on a report filtered for a specific country. Is there plans for this functionality to be introduced, or are there any ways to implement this?
It has been posted as an idea here years ago with some traction on comments, but unsure if it has been noted: https://ideas.powerbi.com/ideas/idea/?ideaid=48c29869-fb16-4eea-b0ab-26e973309112

Thanks for your comment, @niamhhenry. This issue has been assigned to the doc author for review.

Hi @niamhhenry,
This is a GitHub channel for documentation issues. We don't comment on future product plans.
Apart from submitting your idea, you can also engage with the Power BI engineering team by being active in the Power BI Community.
Thanks,
Kesem


Fix componentWillReceiveProps warnings

This should fix the warnings from https://github.com/scniro/react-codemirror2/issues/134 and https://github.com/scniro/react-codemirror2/issues/152.
The main change in this PR is in https://github.com/scniro/react-codemirror2/commit/6d57fe01720b86f99f182e402ea42d15739c9a99. We just change componentWillReceiveProps to componentDidUpdate (and swap the nextProps and prevProps accordingly). Since the render function just returns a static container element (that is, nothing that happens in componentWillReceiveProps affects the render), it's safe to move everything before the render in componentWillReceiveProps to after the render in componentDidUpdate.
Tests pass, and I verified with the npm run start test app that the editor continues to respect prop changes.
Additional changes

Updated React dependencies so we can repro the error message while testing
Ran npm audit fix to fix a node-sass vulnerability that NPM was complaining about.

Would be great if this was merged so that we can stop seeing the warnings. Great work!

I don't understand why checks failed

The checks all passed except for a minor drop in test coverage.
I think it dropped because the PR adds one extra condition to safeguard here (https://github.com/scniro/react-codemirror2/pull/176/files#discussion_r373346723) but given that test coverage is already pretty decent, I think it's fine?

how about simply modify the name to UNSAFE_xx ?

@matteokjh Why? Then this module will just break when React 17 lands.

@scniro Can you review this PR? Is the coveralls warning actually blocking or can you merge despite it?

@scniro can you please review and merge this?

@Chr1stian merged and published with the 6.0.1 release. Let me know if this is better? I likely will not be actively maintaining this project much moving forward, let me know if you'd like to be a co-maintainer? Would gladly pass the torch if you'd like to help out 😄

I wouldn't mind helping out a bit either. This is a dependency for some stuff at work, so I have a small interest in keeping it up to date.

@fongandrew most excellent to hear! I've invited you to collaborate. Unsure how this works fully, ensuring you'd have permissions for everything. Shoot me an email if you need anything else to get going. I'll be curious to see if you can publish to npm. Thanks again!

Thank you very much @scniro ! Seems to be working just fine and without the warnings now 👍
Currently only using it for a shortlived small project, but if I ever need it as a dependency in a production-app I would be up for the task. Great to see that @fongandrew already has done some work 💯


[AutoPR edgegateway/resource-manager/databoxedge/resource-manager] DataBox Edge - Rename from edgegateway to databoxedge, added a new version of API

Created to sync https://github.com/Azure/azure-rest-api-specs/pull/7115

(message created by the CI based on PR content)


Error creating Topic: googleapi: Error 409: Resource already exists in the project (resource=gcr)

While setting up a new GCP project I got the following error:
Step #4 - "deploy-infra-base": Step #1 - "terraform-apply": Error: Error creating Topic: googleapi: Error 409: Resource already exists in the project (resource=gcr).
Step #4 - "deploy-infra-base": Step #1 - "terraform-apply":
Step #4 - "deploy-infra-base": Step #1 - "terraform-apply":   on gcr.tf line 17, in resource "google_pubsub_topic" "gcr":
Step #4 - "deploy-infra-base": Step #1 - "terraform-apply":   17: resource "google_pubsub_topic" "gcr" {
Step #4 - "deploy-infra-base": Step #1 - "terraform-apply":
Step #4 - "deploy-infra-base": Step #1 - "terraform-apply":
Step #4 - "deploy-infra-base": Step #1 - "terraform-apply":

Not sure why Terraform complains about the resource already existing? Shouldn't Terraform make sure the configured state is reflected in the GCP project?

This is interesting: https://registry.terraform.io/modules/sysdiglabs/secure-for-cloud/google/latest#q-getting-error-creating-topic-googleapi-error-409-resource-already-exists-in-the-project-resourcegcr
This error happens due to a GCP limitation where only a single topic named gcr can exist. This name is [gcp hardcoded](https://cloud.google.com/container-registry/docs/configuring-notifications#create_a_topic) and is the one we used to detect images pushed to the registry.
I'll apply the workaround and try again.

Seems like I had to manually import the config in place as specified by the link above.


[chart]Customize text input change should not take effect instantly without finishing typing

Customize text input change should not take place instantly without finishing
X AXIS LABEL

right now Instant Change is open by default, which is great for dropdown selection like margin, color and format etc, but it should not apply on text field. change takes effect every single character i type, which cause performance issue. see gif.
proposed solution - waits for 500ms after user stops typing

fixed.~ thanks again @kgabryje!


Fix RNN gradient accumulation.

partial fix for #518.

Could you please add a unit test?

@rxwei how would a unit test for gradient accumulation look like?

Just add a unit test for RNN.

You can check whether the gradient of the update matrix is non-zero for
time steps before the last one I believe. The bug should make these
gradients zero and this should be fixed now.
On Tue, Oct 1, 2019 at 1:50 PM Richard Wei<EMAIL_ADDRESS>wrote:

Just add a unit test for RNN.
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@Shashi456 Did you have a chance to update this PR?

@rxwei sorry for the delay, I'll write the rnn test in a day or 2.

Hi @Shashi456 ! Just following up here; do you think you can add a test or two? Thanks so much for this PR! -Brennan

@saeta, when we say unit test we mean an rnn gradient test? Sorry for the confusion

Hi, we'll merge this now to unblock #522. We're still interested in having a test, so I'll create a github issue for that and we can discuss details about the test there.


Prevent default action for Ctrl+F

I tried to follow the example in here: https://github.com/zoofIO/flexx/blob/master/flexx/ui/_widget.py.
But it's not clear to me where (top level widget?) to add the overloaded key_press method and it's also not clear how to take into account modifier keys.
Any help would be appreciated.

Here's how you can override the event emitter so you can work with the actual browser event object. Note the difference between e (browser event) and ev (Flexx-wrapped event).
def Foo(ui.Widget):
    @event.emitter
    def key_press(self, e):
        ev = super().key_press(e)
        if ev.key == 'F' and ev.modifiers == ['Ctrl']:
            e.preventDefault()
        return ev

Thanks, that got me started. Please see this SO post, with reference links, stating that Chrome recognizes key_down rather than key_press. Thusly, overriding key_down should probably be used for cross-browser compatibility (Chrome/FF).
I tested the key_down override and it works in both browsers. The key_press override only works in Firefox.

Huh! I hadn't encountered that yet myself. Perhaps you should override both then.

@almarklein, perhaps with my comment above, if you feel it appropriate, the example at https://github.com/zoofIO/flexx/blob/master/flexx/ui/_widget.py#L699 should be modified.


Meet a problem when updating VS2017 to 15.9.3

Error Information
AppInsightsEvent Name = vs/setup/bootstrapper/error
Description = Failure to download
TelemetrySession = '501af9d3-297a-401b-bddf-203e88bd0775' Started = True OptIn=True IsInitialized = True Cloned = False
WatsonEventType = VisualStudioNonFatalErrors2
UTC time = 2018-12-07T06:18:30
Exception:
Microsoft.VisualStudio.Setup.Security.InvalidSignatureException
Package signature verification threw exception: 终结点映射器中没有更多的终结点可用。
, for path: vs_installer.opc"
Microsoft.VisualStudio.Setup.Download.DownloadManager.DownloadWithRetry(IDownloadEngine[] engines, Uri uri, Stream outputStream, ProgressUpdateCallback progress, CancellationToken cancellationToken, DownloadContext downloadContext, Boolean verifySignature)

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

ID: deb3386e-6b18-1cbd-9f1b-523b27b6521b
Version Independent ID: 5ddf5e28-86d1-28b6-80ef-332bf93e17ac
Content: Update Visual Studio 2017 - Visual Studio
Content Source: docs/install/update-visual-studio.md
Product: visual-studio-dev15
GitHub Login: @TerryGLee
Microsoft Alias: tglee

Thanks! Closing this issue.

@gewarren, I've resolved this issue, the solution is update windows OS to the latest version and then go to update VS2017, everything is ok now. BTW, if the OS self update function doesn't work, we can go to https://www.microsoft.com/zh-cn/software-download/windows10 for download the latest version of update package and install it. I tried the latter one, it works and every weird problem met before has gone.

@lgjie Thanks for the update. I'm glad the issue is resolved!


Layer models

Discussion
There have been numerous discussions lately of our layer models, and various refactors at play in #1325, #1040, #1343 and more. There seems to be universal agreement that having the dims model which contains slicing information and having the sliced data on each layer is a problem and will prevent things like orthoviews and multicanvas features more broadly. With that in mind I'd like to make the following proposal for after the refactor is complete.
After refactors layer model should have no knowledge of:

Where the sliders are
Where the camera is
Where the mouse cursor is
What part of the data has been sliced
What part of the data is being viewed
What part of the data has been clicked on or hovered over
The thumbnail

It might also be nice if the layer model also had no knowledge of:

How the user currently wants to interact with the data (i.e. which “mode”)
Any data that is currently selected or highlighted (i.e. in shapes/ points)
If the layer is “selected” / “visible” / “editable”

Note “visible” is currently exposed in main add_layer API and can be used to make loading lazy, so we might want to keep that or at least deprecate it slowly.
The layer model should know:

The full nD data
How the data is placed in a physical/ world coordinate system
Properties of the data (like class labels for points or shapes)
How the data would look after being rendered (colormaps, colors, opacity etc)

The add_layer API and layer_state serialization method should allow users access to all these properties and be everything a users needs to know what data is, where in space it is, and what it would look like if rendered.
Methods of the layer model should allow:

Slicing
Interactivity
Viewing

And should take slice information, cursor information, and camera information as needed to produce the desired outputs. The exact interactivity requested will depending on what "mode" the rest of the app is in.
Feedback welcome!

Here is a schematic of some of our current architecture in terms of properties and inheritance. Lots of these things are also coupled through out event system and not everything is here, but having this might aid some conversation

Focusing just on the ViewerModel side of things and thinking only about all the Model code we need (including for a world where we support multiple canvases), one reorganization could be as follows:

Where if there were 3 Canvases and 7 Layers you'd have 21 SlicedData. You'd always have 1 Dims for the sliders at the bottom of the Viewer. The 3 SliceModels would additionally contain information about which dimensions are being viewed in each slice. The Controls would now actually just be one model per layer type and represent state like what mode the controls (box in top left) were in and would only change when the type of layer active changed. The Highlighting would maybe just be one thing that contained state with what was being selected within a layer and what needed to be highlighted.
One would then need a controller to make sure all of these pieces fit together properly, and then our various views would need various pieces of these models to display things properly.
I'm sure there are many many flaws with the above diagram, but things I like are that a plugin developer that is purely interested in "Analysis" plugins which take in data operate on it can really just think about our "LayerModels" and LayersList. If they also want to think about what data is currently being viewed or where the cursor is they can use the Dims, CursorModel, and CanvasModels. I'd need to think more about what it would mean for a plugin to access the information in Highlighting or Controls.
The last major thing this architecture is missing is any representation of supplemental visualizations/ 1-D plots, scatter plots, dendrograms, histograms etc. Probably ok to continue to defer discussion about them, but I don't want us to forget about them

Thanks @sofroniewn! To me an interesting part of this proposal is that it seems like the amount of information being held by the layers could (almost?) be captured in a bare xarray! There is one more critical thing that the layer models hold, btw — their type!
Anyway, I totally agree that this is a necessary change in our data models, but we should think about this very carefully, because we should try to get this done in one go. A change of this magnitude will affect all dependent packages!
But, I really love the direction here.

To me an interesting part of this proposal is that it seems like the amount of information being held by the layers could (almost?) be captured in a bare xarray!

Yes, whether we use an xarray or not is up for debate, but I want it to be very close, and for the serialization to effectively give us what we need for an xarray.
@kne42 and @0x00b1 might also want to look at the above proposal as they thing about how the controls/ event handler reactors in #1040 and #1325 are going

I really like the ideas you have here @sofroniewn! I think with regard to xarray, not all data will necessarily be array-based (I think?) so it would be kind of weird for xarray to be used as an integral part of the implementation.

Another note on this. Today @tlambert03 and I played around with resurrecting #838. It's not trivial! The main issue we were running into is that, until now, Image.raw_to_displayed() and Image.rgb never changed after instantiation. So, now, as opposed to six months ago, when we try to refresh and grab the slice with new parameters, the chunk loader says, you already have that slice, here you go, and returns the existing slice with the existing transformation and rgb state. (This is fine and expected behaviour given the architecture of the Image class until now.)
So, we appear to need some room somewhere between ImageSlice and ImageView, or maybe this is ImageView itself, for a dynamically-changing display mode, which allows for more complex transformations prior to or instead of the colormap. Possibly it is simply a matter of adding a new image_transform event and having ImageView subscribe to it.
Eventually, some of these transformations could be done on the GPU as part of a new VisPy Complex visual, but that seems like a longer-term project.

I'm not sure I have the full context. But long term it seems like ImageSlice or something like ImageSlice should contain just the bytes loaded from disk/network. And then if Napari wants to display them some special way, that's a separate downstream step prior to display.
 We certainly don't want all those chunks to now be invalid, and we have the populate the cache again with new versions of that same data but that just look a little bit different. That would be a huge waste to reload that data.
Maybe that's exactly what you are saying above. But just stating it myself to see if I understand it.

Eventually, some of these transformations could be done on the GPU as part of a new VisPy Complex visual, but that seems like a longer-term project.

@jni, I've got it mostly implemented on the vispy side.  Not GPU yet (started playing with it ... but that's heavy surgery since gl doesn't natively support GL_FLOAT_VEC2 textures)

@pwinston That sounds right and pretty much what I meant.
@tlambert03 My idea was that you could send .real and .imag to the GPU as two separate textures, then do the colormapping on the GPU based on those.

Thinking about it you have the Model and the Viewer. But then I think we are saying the Viewer itself also has two layers. Kind of the raw layer and the cooked layer. Or maybe even more.
I think some layers already work like this. But I wonder if it needs to be formalized or standardized across the board. That every layer has this flow of model -> raw -> processed -> displayed. For Image the  ImageView class does part of that but it's very internal and ad hoc. Maybe there needs to be some type of processing pipeline or flow that layers can inject arbitrary processing into. Long long term.

Thinking about it you have the Model and the Viewer. But then I think we are saying the Viewer itself also has two layers. Kind of the raw layer and the cooked layer. Or maybe even more.

This goes back to an old "weird hill I wanted to die on", but... this issue could be addressed by taking a datatype-oriented approach. Imagine if napari dispatched off datatypes for array elements (like uint8, uint16 (regular grayscale), but also [uint8, uint8, uint8, uint8] (RGBA), and maybe [float64, float64] (complex))... and each datatype determines the rendering modality. A datatype-driven approach can mitigate tons of "is this [10, 10, 4]-shaped array rgba or just small 3D" checks, because you can simply view the array as a [10, 10] array of rgba-typed elements, and then it's obvious how to render it.
Without dispatching on array datatypes, i worry that the image layer is going to accumulate all this is_$SAMPLE_TYPE cruft that requires lots of special treatment before being sent off to vispy. But maybe there's some other solution I haven't thought of.

So I think you are saying yes, the Viewer needs a raw data layer and a processed day layer. But then you are adding that the processing for different types Image layers is highly depending on the type of data. Such that we should have a clean way to map from datatype to processing code. And not have code that is constantly sniffing at the datatype and doing if/then branching.
Maybe what that means is two Image layers are not necessarily very similar at all. Instead what really matters is the data type that they contain.  In general maybe it means Image layers are generic containers of data, and until you know the type of the data you really can't do anything with them.
I wonder if this concept of containers vs. contents extends to non-image layers. Ideally with Napari we can generalize things that arise in one layer and apply them to other layers. We don't want to over do that, but we don't want every layer to re-invent the wheel, if in fact they are all tackling the same root issues.
The Image layer is special in a way, but we don't want it to be so special that other layers work totally differently.


 But otherwise it's just a white box.
<script lang="ts">
import { Pie } from 'svelte-chartjs';
import { Chart as ChartJS, Title, Tooltip, Legend, ArcElement, CategoryScale } from 'chart.js';

ChartJS.register(Title, Tooltip, Legend, CategoryScale, ArcElement);

export let votes: number[] = [1, 2, 3],
	labels: string[] = ['1', '2', '3'];

const data = {
labels,
datasets: [
	{
		label: 'Results',
		fill: true,
		backgroundColor: ['#0157BE', '#9333EA', '#93C5FD', '#D8B4FE'],
		borderColor: ['#FFFFFF'],
		data: votes
	}
]
};

      </script>

      <Pie {data} options={{ responsive: true }} />

Reproduction
Can't reproduce it
chart.js version
4.0.1
svelte-chartjs version
3.1.0
Possible solution
OnMount() does not work to resolve the bug

@Kattenelvis Hi. Without reproduction we can't debug code and find the problem.

Hi I have had the same issue today. Would you mind taking a look at my svelte file?
Using SvelteKit and I'm not very experienced in web developement so It could be a beginner issue. Could you take a look at this: Its in src/routes/testing/+page.js
weatherapp-bug-chartjs.zip

@flowhl Hi. Just remove style="display: contents" from chart container and all will work.

It did not help my issue

@Kattenelvis Without reproduction we can't debug code and find the problem.

Closed due to inactivity


Update windows-certified-products-list.md

Sysdev has retired and is offline.  so I removed the links to Sysdev and put a notice saying the feature will return in Fall 2018

Hi @SillyKeith
thanks for the PR! Looks good as always. I'll merge this in and have it live shortly.
Thanks,
Aaron


Tomomaster has no favicon

Implementation pull request:
https://github.com/tomochain/tomomaster/pull/168


On Renew, the Status of the existing Entitlement is changed to Cancelled and Not Closed.

[Enter feedback here]
The current entitlement will be set to Closed, and a new entitlement will be created.
On Renew, the Status of the existing Entitlement is changed to Cancelled and not Closed.

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

ID: 44cfc8a9-2335-6660-7ad5-81aef9b32992
Version Independent ID: f6f4c2db-8f48-90bd-f52c-586b1b2daeab
Content: Create entitlements to define the support terms for a customer (Dynamics 365 Customer Service)
Content Source: ce/customer-service/create-entitlement-define-support-terms-customer.md
Service: dynamics-365-customerservice
GitHub Login: @neeranelli
Microsoft Alias: nenellim

@learnmsdynamics,
The functionality works as documented. For an expired entitlement, when you select Renew, a new entitlement is created and the status of the entitlement changes to "Draft". You should be able to see the expired and the draft entitlement with the same name in the list on the All Entitlements page. A screenshot is as follows.

Please try again and let know if you have further questions.
Thank you.
Neeraja

@learnmsdynamics,
The functionality works as documented. For an expired entitlement, when you select Renew, a new entitlement is created and the status of the entitlement changes to "Draft". You should be able to see the expired and the draft entitlement with the same name in the list on the All Entitlements page. A screenshot is as follows.

Please try again and let know if you have further questions.
Thank you.
Neeraja

There's no status called "Closed". Please check.

There's no status called "Closed". Please check.

Maybe you like to change the documentation.
As you can see, there's no Status as Closed.

Maybe you like to change the documentation.
As you can see, there's no Status as Closed.

@learnmsdynamics,
I see your point. I'll update the documentation after confirming with the SMEs. Thank you for bringing to our attention.
Thank you.
Neeraja

@learnmsdynamics,
I see your point. I'll update the documentation after confirming with the SMEs. Thank you for bringing to our attention.
Thank you.
Neeraja

@learnmsdynamics,
The content is updated. We appreciate your effort to help improve the documentation.
Please share your ideas and vote for future ideas at the Dynamics 365 Application Ideas portal.
Best regards,
Neeraja

@learnmsdynamics,
The content is updated. We appreciate your effort to help improve the documentation.
Please share your ideas and vote for future ideas at the Dynamics 365 Application Ideas portal.
Best regards,
Neeraja


Modify tekton-chains generated yaml files into a kustomization based structure

Removed some of the credentials stored in Gitlab and stored them in Bitwarden.
This PR has the changes required for fetching secrets from Bitwarden and updating the relevant files

Don't forget to update the docker images if we are going to need the bw client.

/retest

I shall raise another PR with the Bitwarden related changes. This PR is ready to be merged with the current changes.


[Bug]: Game not running when used with Reloaded ll and Special K

Issue Summary:
Game not running when used with Reloaded ll and Special K

GBFRelinkFix & Game Version Numbers:
GBFRelinkFix: 1.0.4
Game Version: 1.0.5

Log Files:
GBFRelinkFix.log

Reproduction:
I installed 3 of them to use ultrawide with various mods.
-Reloaded-ll
- Special K
-GBFRelinkFix
And the game was never played again.
To find the cause of this problem, I repeated several installations and deletions and was able to figure out which file was causing the problem.
Originally, Reloaded-ll could not be used with Special K, but a way to use both at the same time in Nexus mode was recently revealed.
(https://www.nexusmods.com/granbluefantasyrelink/mods/29)
So I installed a mod to remove fog, DOF, motion blur, bloom from Reloaded-ll and used the DualSense 4 icon mod from Steam using Special K.
(https://www.nexusmods.com/granbluefantasyrelink/mods/17)
(https://www.nexusmods.com/granbluefantasyrelink/mods/5?tab=description)
*DualSense cannot be used with Xbox button images. It's very difficult.
And finally, I installed this mod to apply ultrawide, but the game did not run.
In the above process, I worked to connect the two programs.
At this time, a file called WINMM.dll is created in the game installation path.
It's not clear what this file does, but as long as this file and GBFRelinkFix coexist, the game will not run.
Let me write down some of the test results.
Reloaded-II + GBFRelinkFix = No problem
Reloaded-II + Special K linkage = no problem
GBFRelinkFix + Special K = No problem
Installing GBFRelinkFix with Reloaded-II + Special K connected = Problem!!
P.s. This wouldn't have happened if I had only installed the mod that changed the Xbox pad button icon to Dual Sense via Reloaded-II.
I used Google Translate for translation. sorry

How to let Reloaded-II and GBFRelinkFix work together?
If remove the file called WINMM.dl ,MOD  can work but ultrawide not

@DeaWonChoi @ibaraRinne, you can follow the steps in this PR https://github.com/Lyall/P3RFix/pull/21. Works on both Windows and Steam Deck for me on Relink as well.
If Lyall is happy with the instructions I’ll PR them here too

@SupDos

Using the instructions as a guide, I did the following:
The result is: the game does not run
Am I understanding this correctly?

Although the ps5 icon application mode that was my goal has now been released as reloaded2 mode and does not affect my gameplay, this problem should still be treated as an issue if it can be resolved.

How to let Reloaded-II and GBFRelinkFix work together? If remove the file called WINMM.dl ,MOD can work but ultrawide not

I used Reloaded2 + GBFRelinkFix and had no problems from the start.
If the game does not run even after deleting WINMM.dll, it is recommended to check its integrity or cleanly delete the game and then reinstall it.

Both dinput8.dll and winmm.dll are ASI loaders. You should only have one of them, if you are using Reloaded II then you can safely delete dinput8.dll and let it's ASI loader load GBFRelinkFix from the scripts folder.

Both dinput8.dll and winmm.dll are ASI loaders. You should only have one of them, if you are using Reloaded II then you can safely delete dinput8.dll and let it's ASI loader load GBFRelinkFix from the scripts folder.

okay. I understood it right away.
I deleted dinput8.dll and only left winmm.dll.
This game runs without issue and all modes work.
Also, I think I need some guidance on understanding @SupDos
Since dinput8.dll is distributed here, anyone who uses both Reloaded 2 and Special K must delete dinput8.dll.
thank you

Since dinput8.dll is distributed here, anyone who uses both Reloaded 2 and Special K must delete dinput8.dll.

Yeah, the instructions I wrote are assuming you're starting from scratch, but maybe I should add a note saying to delete the .dll file that GBFRelinkFix/other Lyall fixes provide before starting, in case someone left it there accidentally...

Hello, can anyone here please help.
I using Reloaded II + GBFRelinkFix
I can run the game, but my game screen enter first person mode
and i need to restart game 4 - 5 times or more to get it back to normal.
is there a fix for this?

I have released v1.0.5 to hopefully aid in compatibility with Reloaded-II.

I have released v1.0.5 to hopefully aid in compatibility with Reloaded-II.

If there are no more issues, we will consider it resolved and close this issue.