the "body_inputs" variable of Whilecontext class should be std::vector

Class tensorflow::Whilecontext private body_inputs_ is in the form of std::vector now, which should be std::vector.  Although this bug may not be effect the function.

Class tensorflow::Whilecontext private body_inputs_ is in the form of std::vector<> now, which should be std::vector<>. Although this bug may not be effect the function.

Class tensorflow::Whilecontext private body_inputs_ is in the form of std::vector/< Outputvector /> now, which should be std::vector/. Although this bug may not be effect the function.

Class tensorflow::Whilecontext private body_inputs_ is in the form of std::vector< Outputvector > now, which should be std::vector< Inputvector >. Although this bug may not be effect the function.

Thank you for your post. We noticed you have not filled out the following field in the issue template. Could you update them if they are relevant in your case, or leave them as N/A? Thanks.
Have I written custom code
OS Platform and Distribution
TensorFlow installed from
TensorFlow version
Bazel version
CUDA/cuDNN version
GPU model and memory
Exact command to reproduce

It has been 15 days with no activity and the awaiting response label was assigned. Is this still an issue?

OutputTensor is correct in this case. body_inputs_ is specifying which outputs of which operations we should use as inputs to the loop body.


feat: Add testing image with lock files

* Add Dockerfile with conda-lock and pip-tools lock files for reproducible builds.
   - Explicitly add /opt/conda mount point to image.
   - Add high level conda environment file and requirements.txt to build lock files from.
* Add conda-lock and pip-tools lock files.
* Add noxfile with lock and build sessions to steer the builds.

This is currently building from condaforge/mambaforge:4.11.0-0 instead of the coffeateam images to ensure a stable environment to build upon until there is a way to work out how to build from environment files from coffeateam.


Transaction Payment doesn't implement Deserialize for FeeDetails

Is there an existing issue?

[X] I have searched the existing issues

Experiencing problems? Have you tried our Stack Exchange first?

[X] This is not a support question.

Description of bug
The balances don't deserialize.
It always returns inclusionFee: None
And looking at the code here: https://github.com/paritytech/substrate/blob/master/frame/transaction-payment/src/types.rs
It looks like a custom deserializer isn't specified.
Also would be easier if the RPC returned the values as ints and not hex.
Steps to reproduce
Something like below with subxt:
let online_client = OnlineClient::<PolkadotConfig>::from_url(
				"ws://some-substrate-chain",
			)
			.await
			.unwrap();

let details = online_client
			.rpc()
			.request::<FeeDetails>("payment_queryFeeDetails", rpc_params![<some extrinsic_hash>])
			.await
			.unwrap();

println!("Details: {details:?}");

It looks like a custom deserializer isn't specified.

I don't get what you mean by this? The struct is implementing Deserialize?

Maybe I'm missing something else here, but when I query for fee_details via RPC (on Polkadot), I get the the balances in hex. The Balances pallet uses u128 on Polkadot, so I'm not sure why that would serialize as hex, unless specified somewhere, but I cannot see it specified anywhere. The desrialization expects it as just a number string.
What suggested to me that there was a custom desrialization missing was the fact that for RuntimeDispatchInfo there is an extra bound specified #[cfg_attr( 	feature = "std", 	serde(bound(deserialize = "Balance: std::str::FromStr, Weight: Deserialize<'de>")) )]

Ik what I missed... the RPC is doing it's own serialization into NumberOrHex...


Agent error: No relationship found between node and this object

Version:
k3s version v1.17.4+k3s1 (3eee8ac3)
K3s arguments:
export INSTALL_K3S_VERSION="v1.17.4+k3s1"
export INSTALL_K3S_EXEC="server \
  --token=***** \
  --node-taint=k3s-controlplane=true:NoExecute \
  --flannel-backend=none \
  --no-deploy=traefik,servicelb \
  --disable-network-policy \
  --disable-cloud-controller \
"

And for the agent (values filled by ansible):
export INSTALL_K3S_EXEC="agent \
  --server=https://{{ kubemaster01_ip }}:6443 \
  --token={{ cluster01_join_token }} \
"

(I install weave as CNI network provider (IPALLOC_RANGE=<IP_ADDRESS>/16 + ipsec), which seems to work just fine.)
Describe the bug
When installing eg.
kubectl apply -f https://raw.githubusercontent.com/longhorn/longhorn/master/deploy/longhorn.yaml

I get a ton of (which is the main issue here):
E0505 16:10:07.813209       6 reflector.go:153] object-"longhorn-system"/"longhorn-service-account-token-wgkxm": Failed to list *v1.Secret: secrets "longhorn-service-account-token-wgkxm" is forbidden: User "system:node:k3d-cluster-worker-0" cannot list resource "secrets" in API group "" in the namespace "longhorn-system": no relationship found between node "k3d-cluster-worker-0" and this object

To Reproduce
This can be easily reproduced locally with k3d, with the exact same effect:
k3d -v
# k3d version v1.7.0
k3d create --name cluster --workers 1
export KUBECONFIG="$(k3d get-kubeconfig --name='cluster')"
kubectl apply -f https://raw.githubusercontent.com/longhorn/longhorn/master/deploy/longhorn.yaml
docker logs -f k3d-cluster-worker-0

Expected behavior
Just to not have these errors.
Actual behavior
I get mentioned (no relationship found between node) errors. The pods themselves seem to work OK, but the agent log is filled with those errors.
Additional context / logs
While my example and way to reproduce here uses k3d, my original environment is Debian 10 VPS servers on Hetzner Cloud. The k3s versions and errors are identical between the environments.
I have managed to find out this has probably something to do with Node Authorization. But I cannot find information about how to debug this. I've made sure that each node registers with the same FQDN to the master as is their DNS-visible+accessible FQDN, which is also the /etc/hostname.
When describing the nodes in the cluster, their names are the proper FQDNs.

I was a complete dumdum, I had not updated the DNS addresses for the new nodes I had created... The error has now changed after they resolve properly:
May 05 19:36:04 kubenode01.mattiniemela.net k3s[18164]: E0505 19:36:04.393163   18164 reflector.go:153] object-"longhorn-system"/"": Failed to list *v1.Secret: secrets is forbidden: User "system:node:(my-node-name)" cannot list resource "secrets" in API group "" in the namespace "longhorn-system": No Object name found

Which may or may not be k3s issue? Probably not, so I'll close this.

Well,

@ambis did you solve this issue?

@ambis did you solve this issue?

Yes. Like I mentioned above, the issue was that the DNS for the nodes was incorrect (I tought I had fixed it but hadn't).
Once I updated the node IP's to DNS, this problem went away.


Store historical price data for retrieval

https://github.com/James-Sangalli/dot-staking-income/commit/508bbaae437c54d8d040dd22875e90659989dc83


OpenAI Issue - Failed to fetch the chat response

I'm facing this issue, since I added my own OPENAI_API_KEY. I'm not using a paid version of gpt, I just simply generated a key and added it to environment variables while deploying.
Do I need to have credits in order to resolve this? Please let me know.
Thanks!

Hey I think you need credits for it to work. An alternative is using ollama locally. (Keep in mind the library had a breaking update recently and the AI featured was disabled until I can write a more detailed guide for it.
https://ollama.com/blog/openai-compatibility


Releasing .19.4 to the Linux version

Both linux-Alpha and master-Alpha will be merged.
After that, I will make it compatible with linux

.19.4 has been released to the Linux-Alpha branch


Count operator doesn't accept variables

The count operator does not accept variables. Plugging Variable in there leads to infinite recursion, and using VariableName breaks other tests.
Example test:
def test_variable_allowed_as_count_arg() -> None:
    """Test that variables are allowed as arguments to `&`"""
    rule_text = """
    SecRule &REQUEST_BODY "@eq 1" \
     "id:941181,\
     phase:2,\
     block,\
     capture,\
     t:none"
     """

    parsed_rule = parser.process_from_str(rule_text)
    print(parsed_rule)
    assert type(parsed_rule) is not dict

Line at issue: https://github.com/coreruleset/secrules_parsing/blob/88ef01a920767f5eede1f4344c345db7206491e6/src/secrules_parsing/model/secrules.tx#L72.

This quick (and ugly) hack solves the issue:
diff --git a/src/secrules_parsing/model/secrules.tx b/src/secrules_parsing/model/secrules.tx
index 56ef6ee..ebcd1fc 100644
--- a/src/secrules_parsing/model/secrules.tx
+++ b/src/secrules_parsing/model/secrules.tx
@@ -50,7 +50,7 @@ There is no check against collections existance, or typying between variables an
 FILES is a collection, so it doesn't belong here
 */
 Variable:
-    '!'? ('ARGS_COMBINED_SIZE' | 'ARGS_GET_NAMES' | 'ARGS_NAMES' | 'ARGS_POST_NAMES' |
+    '!'? '&'? ('ARGS_COMBINED_SIZE' | 'ARGS_GET_NAMES' | 'ARGS_NAMES' | 'ARGS_POST_NAMES' |
     'AUTH_TYPE' | 'DURATION' | 'FILES_COMBINED_SIZE' | 'FILES_NAMES' | 'FILES' |
     'FULL_REQUEST' | 'FULL_REQUEST_LENGTH' | 'FILES_SIZES' | 'FILES_TMPNAMES' |
     'FILES_TMP_CONTENT' | 'HIGHEST_SEVERITY' | 'INBOUND_DATA_ERROR' | 'MATCHED_VAR_NAME' |

here:
$ cat issue_70.conf
SecRule &REQUEST_BODY "@eq 1" \
     "id:941181,\
     phase:2,\
     block,\
     capture,\
     t:none"

$ poetry run secrules-parser -f issue_70.conf -c
Syntax OK: issue_70.conf

Without that:
$ poetry run secrules-parser -f issue_70.conf -c
Syntax invalid: Syntax error in line 1 col 10: Expected 'ARGS_GET' or 'ARGS_POST' or 'ARGS' or 'ENV' or 'GEO' or 'GLOBAL' or 'IP' or 'MATCHED_VARS_NAMES' or 'MATCHED_VARS' or 'MULTIPART_PART_HEADERS' or 'PERF_RULES' or 'REQUEST_COOKIES_NAMES' or 'REQUEST_COOKIES' or 'REQUEST_HEADERS_NAMES' or 'REQUEST_HEADERS' or 'RESPONSE_HEADERS_NAMES' or 'RESPONSE_HEADERS' or 'RULE' or 'SESSION' or 'TX' at position /home/airween/src/secrules_parsing/issue_70.conf:(1, 10) => 'SecRule &*REQUEST_BO'.

I don't see the point of mentioned line (and the whole collection count handling), because the & sign can preceded not just a collection but any kind of variable. I suggest we should drop that part, and add the & sign as an optional prefix before all variables.
What do you think?

Sounds good to me. You know best whether that's semantically correct.

Solved via #71, so I close this issue.


broken links for Cordova Hooks

at https://github.com/Microsoft/cordova-samples/blob/master/cordova-hooks/README.md there are at least two broken links pointing to Cordova Hooks docs

Thanks for pointing that out.  The link broke when Cordova revamped its docs site.  It is now fixed.


Add docs for developer workflow

Document the workflow that is currently used with special focus on the
Testable Editors

Looks good - just one small comment


Fix Parquet schema evolution when missing column is in a nested type [databricks]

Fixes #6005.
The existing Parquet schema evolution code was handling casts needed in nested types, but it was not handling the case where columns were missing from a nested type and nulls needed to be added in order to match the read schema.  This updates the Parquet schema evolution to leverage SchemaUtils that is already being used for ORC schema evolution.  The main sticking points with reusing the code were:

the need to trim the Spark read schema to what is available in the file schema
handle casts that cannot be detected by comparing Spark types

For the first point, it would be tempting to simply leverage Spark's ParquetSchemaConverter for this, but SchemaUtils assumes that it can map between the two schemas by column name only.  However Parquet has field IDs that can be optionally leveraged to lookup fields, and SchemaUtils has no support for that.  In addition, Spark's ParquetSchemaConverter does not propagate field IDs into the resulting Spark schema, so even if SchemaUtils was enhanced to support field ID lookup, the field IDs would be stripped during the transform to a Spark schema.  To solve it, the code leverages logic similar to Spark's ParquetToSchemaConverter but instead of building a schema from scratch, the read schema is trimmed to the fields matched in the Parquet schema.  Column names are preserved, but datatypes can be updated and columns that don't exist are removed.  This allows SchemaUtils to find most of the evolution casts that are needed for Parquet.  Since the Parquet types supported have shifted across Spark versions, this required shimming some of the code to convert Parquet types to Spark types.
The one type of Parquet schema evolution cast that cannot be detected by SchemaUtils' Spark-to-Spark schema comparison logic is the upcast from Parquet's unsigned types to the wider signed type.  Since Spark does not have unsigned data types, comparing expected Spark type to actual Spark type can fail to detect that an upcast is needed.  To solve it, the code adds an flag to SchemaUtils evolution so the struct traversal can be forced instead of short-circuited if the Spark types match.

build

build

build

build

CI failure looks like a hiccup on one of the databricks builds, like a node was lost.

build

build

Latest build failed due to unrelated orc_test problem that is now fixed by #6090.

build

build

build


[html] problems with html style comments in embedded code

Issue Type: Bug
I have some computer generated HTML with some inline javascript and within the javascript, the code has generated HTML style comments, if I then format the file using Format Document (Shift+Alt+F) the formatter adds a space between the < and ! causing the file to error when attempting to load in a browser. I understand if you don't fix this as really you shouldn't use HTML style comments in your javascript. I have attached 2 files, one before and one after formatting, of a trivial example case. (rename these to .html)
Issue Broken.txt
Issue Working.txt
VS Code version: Code 1.22.1 (950b8b0d37a9b7061b6f0d291837ccc4015f5ecd, 2018-04-06T02:26:57.615Z)
OS version: Windows_NT x64 10.0.16299

System Info

Item
Value

CPUs
Intel(R) Core(TM) i5-4440 CPU @ 3.10GHz (4 x 3100)

Memory (System)
15.94GB (6.55GB free)

Process Argv
C:\Program Files\Microsoft VS Code\Code.exe C:\Users\Jack\Desktop\PUBGAPI

Screen Reader
no

VM
0%

Extensions (3)

Extension
Author (truncated)
Version

gotemplate
cas
0.2.0

Go
luk
0.6.78

python
ms-
2018.3.1

<html>

<head>
    <script type="text/javascript">
        <!-- This is an HTML comment inside javascript -->
            alert("Hello");
    </script>
</head>

<body>
    HTML body
</body>

</html>

https://stackoverflow.com/questions/28842628/does-html-comment-act-as-a-single-line-comment-in-javascript-and-why

if this is still an ongoing issue, i would like to take a look, mind guiding me to where the code for this is at?

The formatting of the HTML file happens here: https://github.com/microsoft/vscode/blob/9d64b75dea4136fc997e5ba5fa20c11a2541f39b/extensions/html-language-features/server/src/modes/formatting.ts#L58
The HTML formatter first formats the whole content, and then for each embedded content (e.g. JavaScript), a specific formatter is used (mode.format). The problem is that the embedded content also contains the HTML style content.
Maybe the fix would be to first replace <! with /* and -> with */ or blank it out.
Tests are here: https://github.com/microsoft/vscode/blob/9d64b75dea4136fc997e5ba5fa20c11a2541f39b/extensions/html-language-features/server/src/test/formatting.test.ts#L59

my diff looks something like this :
diff --git a/extensions/html-language-features/server/src/modes/javascriptMode.ts b/extensions/html-language-features/server/src/modes/javascriptMode.ts
index 0c199571dd7..b5d18b8b6aa 100644
--- a/extensions/html-language-features/server/src/modes/javascriptMode.ts
+++ b/extensions/html-language-features/server/src/modes/javascriptMode.ts
@@ -41,7 +41,13 @@ function getLanguageServiceHost(scriptKind: ts.ScriptKind) {
 			getScriptSnapshot: (fileName: string) => {
 				let text = '';
 				if (fileName === currentTextDocument.uri) {
-					text = currentTextDocument.getText();
+					if (fileName.endsWith('html')) {
+						text = currentTextDocument.getText().replace(`<!--`, `/*`);
+						text = text.replace(`-->`, `*/`);
+					}
+					else {
+						text = currentTextDocument.getText();
+					}
 				} else {
 					text = libs.loadLibrary(fileName);
 				}

works fine for now, but i think this can be better, any suggestions are welcome


Overviewmap issue

Hello,
The overviewmap control seems to not be working with this directive.
I've added it in the controls of my map like this :
angular.extend($scope, {
        center: {
                lat: 8.7968,
                lon: 104.9166,
                zoom: 10
        },
        layers: [
	        {
				name: "layer1",
				"source": {
				    "name": "Bing Maps",
				    "type": "BingMaps",
				    "key": "myKey",
				    "imagerySet": "Road"
				},
				opacity: 0.75,
				visible: true,
				active: true,

			},
		],
            controls: [
                { name: 'overviewmap', active: true, collapsed:false }
            ]
    });

But it's not working. I got an error "Error: i[c.name] is not a constructor"
Is it possible to get the map object initialized by the directive ?
Thank you

Hello,
How are you accessing the controls in the directive in the html file? Are you using the  directive? I've created a fiddle at http://jsfiddle.net/anushamc/yxtn8syx/ and it seems to be working that way.

@kamou31 I'll close this. If it's still not solved, feel free to re-open the issue. thx!


Implement design for "Restart game" modal

Description

Action items

Implement design for "Restart game" modal
Click on "Start over" in this prototype in order to see the animations

w

Hi can I be assigned this?

@princeibs
I'm a frontend and also a blockchain developer. I will love to work on this, I'm very ready to work

Hello @princeibs I'm a frontend developer and u would love to hop on this issue

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
hello i am a frontend dev and blockchain developer
please can i work on this issue :) and would love to be a contributor

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a Web3/frontend developer
With a lot of experiences in open source contribution.
How I plan on tackling this issue
Can I please be assigned to work on this issue?

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a Full Stack developer with 6 years of experience in the industry, I am super excited to be able to contribute to Web 3 projects, this to continue paving my way as an Open Source Contributor. I am from Dojo Coding Community
How I plan on tackling this issue
Starkludo gave me one of my first contributions and I would like to be able to give it to him again, and contribute with this small restart game issue

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a frontend developer with 2 years experience building applications
How I plan on tackling this issue
I will follow the figma design to implement to pixel perfect details and also implement the animations

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
Hii! My name is Mario Araya, I’m a Software Developer with 2+ years of experience. I have worked with backend technologies such as Cairo, Java, and C#, as well as frontend development using React, NextJS, and JavaScript/TypeScript. I’ve made contributions to open-source projects, completed a Starknet Bootcamp, exercises on NodeGuardians, finished Starklings, and participated in multiple hackathons. I’m also a member of the Dojo Coding community here in Costa Rica.
How I plan on tackling this issue
Review the Prototype:
First, I would examine the provided prototype to understand the design elements and animations specified for the "Restart game" modal, ensuring I take note of the visual aspects and interactions.
Create Modal Component:
I would implement a new modal component for the "Restart game" functionality, following the design specifications from the prototype. This would include setting up the necessary HTML structure, CSS styles, and any required animation classes.
Implement Animations:
I would add the animations specified in the prototype using CSS transitions or a library like Framer Motion (if applicable) to create a smooth opening and closing effect for the modal when the "Start over" button is clicked.
Integrate Functionality:
I would ensure that the modal can be triggered by the "Start over" button and contains necessary actions, such as confirming the restart or canceling the action. I would implement handlers to manage the state of the game accordingly.
Test the Modal:
After implementation, I would test the modal to ensure it appears correctly, functions as intended, and that the animations work smoothly. I would also check for responsiveness across different screen sizes.
Seek Feedback:
If any uncertainties arise during the process or if there are design decisions to clarify, I would consult with the maintainers or designers to confirm that the implementation aligns with their vision.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a Full Stack blockchain Developer with expertise in Next.js, Nest.js, TypeScript, JavaScript, React, Node.js, Three.js, Solidity and rust. My journey with OnlyDust hackathons began at Edition 1, and I've since made 69 contributions across 14 projects. With my extensive experience on the OnlyDust platform (profile:  https://app.onlydust.com/u/Ugo-X), I've honed my skills in delivering quality solutions under pressure.
I bring a unique blend of technical proficiency and user-focused design to every project, whether it's crafting immersive 3D experiences or developing smart contracts. My track record shows I can adapt quickly and contribute effectively to diverse challenges.
As we surf through Edition 8, I'm excited to leverage my skills and hackathon experience to push the boundaries of blockchain development. I'm confident in my ability to tackle new challenges and drive innovation in this space.
How I plan on tackling this issue
I will start by carefully studying the design and animations for the "Restart game" modal in the provided prototype. I will create a reusable Modal component using React, ensuring it's accessible and follows WAI-ARIA guidelines for modals. I will implement the specific design for the "Restart game" content within this modal, including any custom styling and typography. For the animations, I will use CSS transitions and transforms, possibly utilizing React's built-in transition hooks for mounting/unmounting effects. I will ensure the modal is responsive and works well on various screen sizes. Finally, I will implement the logic to trigger the modal when the "Start over" action is initiated.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I will like to jump on this i'm good with FE
How I plan on tackling this issue
To implement the "Restart game" modal, I will take the following steps:
Study Design and Animations:
Analyze the prototype for design and animation details of the "Restart game" modal.
Create Reusable Modal Component:
Develop a Modal component in React, ensuring accessibility and compliance with WAI-ARIA guidelines.
Implement Specific Content and Styling:
Design the "Restart game" content within the modal, including custom styling and typography.
Add Animations:
Use CSS transitions and transforms, leveraging React’s transition hooks for smooth mounting and unmounting effects.
Ensure Responsiveness:
Make the modal responsive to ensure functionality across various screen sizes.
Trigger Logic:
Implement the logic to open the modal when the "Start over" action is initiated.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a Full Stack Developer and Cairo Developer. I have good experience building web application. I am new to Open Source and want to begin with this project. I am good in React, Typescript, Redux and Context APIs. I can leverage the same to make this a better game for the users.
How I plan on tackling this issue

Checking the structure of the project and understanding the codebase.
Knowing the tech stack required
Finding the area of the problem.
Designing the Figma solution.
Implementing into code.
Testing the code by inspecting in different screen size.
Modify the code when not working as expected.
After successful review, create a pull request.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
3 years fullstack developer with experience contributing to starkludo
How I plan on tackling this issue
Ill use the figma file,and implement the model based on the design

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a passionate and results-driven web developer, currently deepening my knowledge in web3 technologies, Cairo, and open-source development through Dojo Coding. My skill set includes expertise in JavaScript, React, HTML, CSS, C# with .NET Entity Framework, and more. I also have experience with tools like Git, GitHub, SQL Server, and Postman. My focus has been on building solid web applications, from task lists to full-fledged CRUD systems, with front-end, back-end, and database integration.
I have already made a contribution to the open-source ecosystem, and I am eager to engage in more projects, particularly those involving Cairo.
How I plan on tackling this issue
To implement the "Restart Game" modal using Cairo and TypeScript, start by analyzing the prototype design to understand the necessary elements and animations. Then, create the HTML structure for the modal and apply the corresponding CSS styles to ensure it displays correctly and has the desired animation.
In TypeScript, handle the modal logic by making it visible when a specific event, such as a button click, occurs. Implement functions to open and close the modal, as well as to manage the restart action. If needed, integrate the restart logic with Cairo functions through appropriate communication, such as calls to a smart contract or state management.
Finally, conduct tests to ensure the modal functions correctly and is accessible on different devices.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a full stack developer with 3 years experience in HTML, CSS JavaScript, node.js React, Typescript and other libraries and frameworks .
How I plan on tackling this issue
I would love this to be my first contribution to the platform.
I will analyze the structure of code and implement a pixel perfect modal styling as seen in the Figma sample.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a seasoned fullstack developer with over 6 years of experience working across Fintech, Web3 and growth-scaling industries. I am frontend heavy, and I am proficient in designing adaptable, accessible user intuitive experiences.
How I plan on tackling this issue
I would create a modal context provider which should be a universal & reusable which would have a children prop to pass modal ui(s) per use case.

Hey @princeibs I'm applying on this issue
Hi! I'm a full-stack developer with extensive experience in creating dynamic and responsive web applications using technologies like React, Node.js, Express, and MongoDB. I’m eager to contribute to this project and would love to take on this issue.
##How I plan on tackling this issue
Modal Implementation:
I'll create a modal component using React (or the framework the project uses). This modal will be triggered when the user clicks the "Start over" button.
I'll ensure the design closely matches the provided prototype, paying attention to details like spacing, colors, and typography.
Animations:
Using CSS animations (or a JavaScript animation library like Framer Motion or GSAP), I'll replicate the modal opening and closing animations as demonstrated in the prototype.
This will include smooth transitions, fade-ins/outs, and sliding effects to create an engaging user experience.
Modal Interactivity:
The modal will have buttons for restarting or canceling. I'll implement click handlers that will trigger appropriate actions like resetting the game state when the "Restart" button is clicked.
I'll ensure the modal is accessible, adding appropriate ARIA roles and handling focus correctly.
Testing and Optimization:
After implementing the modal, I’ll test its responsiveness across different devices and browsers to ensure consistent behavior.
I’ll also focus on maintaining accessibility and user-friendly functionality.
I’m excited to contribute and am confident this solution will enhance the user experience. Looking forward to your response!

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
Can I take this? I’ve participated in almost every ODHack, and I already contributed to the StarkLudo project at the last hackathon. I have extensive experience in frontend development. I can handle this task.
How I plan on tackling this issue
My profile on OD: https://app.onlydust.com/u/melnikga

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I'm Benjamin. I’m a full-stack JavaScript developer with experience in building fun and engaging blockchain games. Since joining OnlyDust, I've made 18 contributions, and I’m willing to bring that experience to create the "Restart Game" modal.
How I plan on tackling this issue
First, I will look closely at the prototype, especially the "Start Over" button, to understand how the animations should work. This is important to make sure the modal matches the game’s style.
Next, I will start building the modal according to the design. I’ll set up the layout and styles to make it look good and work well.
After that, I will add the animations that were shown in the prototype. I want to ensure that when the modal opens and closes, it feels smooth and nice for the player.
Once everything is set up, I will test the modal on different devices to make sure it works perfectly. This will help me catch any issues and ensure that players have a great experience.
Finally, I will write some documentation explaining how the modal works. This will be helpful for anyone who needs to work on it in the future.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I have experience in creating interactive UI components, including modals and animations, using JavaScript frameworks like React and CSS transitions. I’ve worked on similar game projects where smooth UI interactions, such as restart modals, enhance user experience. My familiarity with handling animations and state management ensures I can implement a modal that is both functional and visually appealing.
How I plan on tackling this issue
I would begin by implementing the "Restart game" modal based on the provided design and ensure that it matches the prototype's animations. Using CSS transitions or JavaScript animation libraries, I’d make sure the modal’s opening and closing animations are smooth and responsive. I would also handle the logic for restarting the game, ensuring that once the player clicks "Start over," the game resets correctly, and the modal is dismissed.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
JavaScript developer with 5+ years of experience involved in the full software development lifecycle. My experience includes providing IT solutions for enterprises using JavaScript, React, TypeScript, Node.js, and MongoDB. Additionally, I am expanding my knowledge in Web3 technologies, particularly in Cairo and Solidity.
I am also a community leader and sensei at Dev.f, where I mentor and lead a vibrant community of developers and am a Dojo Coding Member.
My areas of interest include Web3, frontend, backend, and full-stack development.
How I plan on tackling this issue
-I analyze the project, figma and its animations:
-I create a "restart game" modal
-I add restart functionality to the yes button
-To the No button, close the modal
-I test
-I ask for feedback on the issue

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a skilled fullstack developer with a wealth of experience in both frontend and backend JavaScript. With a solid foundation in testing,I have mastered frameworks like Mocha, Chai, and Jest to ensure robust, reliable code in every project. In addition to traditional web development, I have a strong background in blockchain technology, with hands-on experience in Solidity for Ethereum-based smart contracts. Moreover, I have delved into the emerging world of StarkNet, working with Cairo, a cutting-edge language tailored for STARKs, making them a versatile developer capable of bridging both traditional and decentralized web applications.
How I plan on tackling this issue
I will utilize the current existing stack of the project to implement the restart popup feature as design, I will complete the design within the minimal time possible.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
UI: Implement design for "Restart game" modal
Hello Starkludo team,
I am Joel Vargas, and I'm member of Dojo Coding. I also come from OnlyDust
I would like to request the assignment of the issue related to ISSUE. Below is my proposed approach for implementing this issue:
How I plan on tackling this issue
How I plan on tackling this issue
Implementation Plan
STEP 1: Create the Modal Component

I will create a Modal component in React using Tailwind CSS to match the style shown in the prototype.
The modal will be triggered by a button click event (onClick), allowing the user to choose between "Yes" or "No" options.
I will ensure that the modal has a semi-transparent background and is centered on the screen using Tailwind's utility classes (fixed, inset-0, flex, items-center, justify-center, etc.).

STEP 2: Add Transition Animations

I will use Tailwind's transition, ease-in-out, and duration-500 classes to add smooth animations when the modal appears and disappears.
Animations will include fading in the modal and zoom effects, as per the provided prototype link.

STEP 3: Add the Buttons with Interactivity

I'll implement two buttons ("YES" and "NO") using Tailwind's button styling classes (e.g., bg-blue-500, hover:bg-blue-700, text-white, rounded-lg).
The buttons will have hover and active states to enhance the user experience, and I will ensure that both buttons are responsive and accessible.

STEP 4: Handle User Interaction

When the user clicks "YES," I will reset the game state using React hooks like useState or useReducer to handle the state changes.
Clicking "NO" will close the modal without performing any additional actions.

STEP 5: Responsive Design

I'll ensure the modal is fully responsive, adjusting the size and layout based on screen size, utilizing Tailwind's responsive classes (e.g., md:, lg:) to optimize for mobile, tablet, and desktop views.

Technical Stack

React: To handle the component logic and state.
SCSS & Tailwind CSS: For the modal styling and ensuring responsiveness.
Hooks: To manage the modal visibility and user actions (e.g., useState for modal state).

Example Code Outline
import { useState } from 'react';

function RestartGameModal() {
  const [showModal, setShowModal] = useState(false);

  const handleRestart = () => {
    setShowModal(false);
    // Logic to reset the game goes here
  };

  return (

      <button onClick={() => setShowModal(true)}>Restart Game</button>

      {showModal && (

Are you sure you want to start over?

If you click yes, there's no going back.

              <button onClick={() => setShowModal(false)} className="bg-gray-600 hover:bg-gray-700 text-white py-2 px-4 rounded-lg">NO</button>
              <button onClick={handleRestart} className="bg-blue-500 hover:bg-blue-700 text-white py-2 px-4 rounded-lg">YES</button>

      )}

  );
}

export default RestartGameModal;

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I am a full-stack developer with experience in QA testing and languages like Python, Cairo, Solidity, React, and JavaScript.
How I plan on tackling this issue
Step 1: Design Modal Layout
Create a wireframe or mockup of the modal:
Title: "Restart Game?"
Text: "Are you sure you want to restart the game? All progress will be lost."
Buttons: "Restart" and "Cancel"
Step 2: Style Modal Elements
Apply styles to modal elements:
Background color and opacity
Border radius and shadow
Font family, size, and color
Button styles (color, hover, active)
Step 3: Implement Modal Functionality
Write JavaScript code to display and hide the modal:
Trigger modal on game restart button click
Hide modal on cancel or restart confirmation

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I have a solid background in developing interactive UI components, such as modals and animations. Ive worked on game projects before focusing on making cool designs and  I believe I can use this past experiences for this issue.
How I plan on tackling this issue
I would design and implement the restart model based on the current Figma design while providing some necessary improvements and adding required animations

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
I would like to apply for the task of implementing the design for "Restart game" modal. My background is in Unity game development. I've have knowledge in game design and UI design in the Unity engine. I could bring my expertise in UI design for the restart game modal and functionality.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
Hi, I'm Qudus Adeyemi, a front-end developer with 2 years of experience working with React, TypeScript, and JavaScript, focusing on crafting pixel-perfect and interactive user interfaces. I had the opportunity to contribute to the previous OD Hackathon, where I enhanced the Starknet React documentation and implemented the useWatchAssets hook to improve wallet-tracking capabilities.
I'm genuinely excited about the StarkLudo project—it represents a fantastic opportunity for me to not only contribute but also deepen my understanding of Web3 and its technologies. The project's vision and potential are truly inspiring, and I’m eager to immerse myself in it, learn from the team, and apply my skills to help bring its goals to life.
I estimate the task will take about 1-2 days to complete, and I’m looking forward to getting started and collaborating with everyone!
How I plan on tackling this issue
Clone the repo
Follow the existing code patterns and improve the style where necessary.
Plan how to integrate the "Restart game" modal without breaking any existing functionality.
Review the provided Figma design and begin the conversion process.
Ensure the modal is fully responsive, functional and interactive across all devices.
Test the implementation thoroughly and document any changes or improvements.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
Whew, looks like a ton of applications up there. Working as a Meme-Driven Dev back at Gobblchain, im left kind of feeling like https://imgflip.com/i/94quwj
with my previous experiences in personal projects and hackathons, I can whip up some real solutions—probably with a one-liner or two and a laugh along the way. [it's my first ODHack :)]
How I plan on tackling this issue
well, let’s make this "Restart Game" modal pop! I’ll:

Dive into the prototype to catch the vibe and animations.
Build a reusable modal component in React with smooth transitions using CSS or Framer Motion.
Nail the "Yes/No" interaction and ensure it’s responsive across devices.
Trigger the modal logically when the "Start over" action is clicked, making it intuitive for the player.

I am applying to this issue via OnlyDust platform.
My background and how it can be leveraged
hello i am a frontend dev and blockchain developer
please can i work on this issue :) and would love to be a contributor
How I plan on tackling this issue
can i work on this issue @princeib
Steps to Implement
Prototype Review:
Click on the "Start over" button in the prototype to observe the modal's design and animations.
Environment Setup:
Ensure you have a TypeScript-based frontend environment set up. This may include frameworks like React, Angular, or Vue.js.
Modal Component Structure:
Create a new component for the modal (e.g., RestartGameModal.tsx for React).
Use appropriate HTML/CSS to match the design specifications from the prototype.
Styling:
Apply styles using CSS/SCSS or styled-components to match the modal design.
Ensure to include transitions for smooth animations as indicated in the prototype.
Animation Implementation:
Utilize CSS animations or libraries (like Framer Motion for React) to implement the opening and closing animations.
Ensure the animations mimic those observed in the prototype.
Functionality:
Add functionality to the modal:
Confirm and restart the game when the user clicks "Yes."
Close the modal without action when the user clicks "No" or outside the modal.
Testing:
Test the modal across different screen sizes to ensure responsiveness.
Verify that animations work smoothly and the modal behaves as expected.
Accessibility:
Ensure the modal is accessible:
Include keyboard navigation.
Use ARIA roles for screen readers.


Feature/collection descriptions

Adds functionality for issue #14 (collection descriptions) implemented via Mezzanine's RichTextField and customized TinyMCE.

Codecov Report

Merging #21 into develop will increase coverage by 0.01%.
The diff coverage is 100%.

@@             Coverage Diff             @@
##           develop      #21      +/-   ##
===========================================
+ Coverage    98.14%   98.15%   +0.01%
===========================================
  Files           34       35       +1
  Lines         1403     1412       +9
===========================================
+ Hits          1377     1386       +9
  Misses          26       26

Impacted Files
Coverage Δ

ppa/archive/tests/test_views.py
100% <100%> (ø)
:arrow_up:

ppa/archive/models.py
98.3% <100%> (+0.05%)
:arrow_up:

...hive/migrations/0003_add_description_collection.py
100% <100%> (ø)

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
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@bwhicks thanks for making the changes, looks like a good solution.


fix: ipv4 address regex

I noticed the ipv4 regex is wrong (it only capture one or two-digit octets, e.g. n.nn.n.nn). Here's a correction and a bumped test for it.
If you wish I can break out the ipv4 test to its own case, so we don't interfere with the existing EMAIL_META_DATA_INPUT ipv6 extraction test.
Side note: The comment at unstructured/nlp/patterns.py#95 includes a bad ipv4 address example (last octet is wrongfully left-padded with a zero). I left it as it is because I'm not sure if the intention is to include "non-conventional" ipv4 addresses, like octal or hexadecimal octets.

@cragwolfe Is there anything else you need from me? (Pinging you since you seem to be an active contributor for this project - apologies if I'm mistaken.)

@cragwolfe Done! Thanks.


table field last row standing

Hi, I added a table field to my crud. it works okay but I can not remove last line. It says modified succesfully but not. how can i fix this. Codes I am using exact copy of documentation.

I fixed the problem by adding by adding 1 line to removeItem function in my custom table field' s view
$scope.removeItem = function (item) {                 var index = $scope.items.indexOf(item);                 $scope.items.splice(index, 1);                 $scope.field.val(angular.toJson($scope.items));             }

I can't tell if there is still an issue here - if there is please reopen?


Cardano Indonesia Meeting #2: 17 January 2022 until 23 January 2022

Cardano Indonesia Meeting: 17 January 2022 until 23 January 2022

Last Meeting - #3
Next Meeting - #6

Attendees
Andreas Sosilo (@andreassosilo)
Andre Cahyadi (@andrecahyadi)
Dion Setyotomo (@dionsetyotomo)
Jordy Vincent (@jordyvincent)
Yan Tirta (@YanTirta)
Meeting Topics
Eastern Town Hall Indonesia

Last Saturday, 15 January 2022, we successfully hosted Meetup event for Eastern Town Hall Indonesia
Topic: Ask Me Anything about Project Catalyst & Cardano Governance
Total participants: 21 members
Any feedback or input -> @dionsetyotomo : get feedback or poll from the participants
@YanTirta & @andreassosilo : have discussion with Victor Corcino & Seomon from Catalyst School to build Eastern Catalyst School in collaboration with Eastern Town Hall
We will translate the slides to Indonesian language and give workshop from Catalyst School in Indonesian language.
Proposal from Catalyst School & Eastern Town Hall for Eastern Catalyst School operation
@YanTirta try to add @danivideda & @zicozibu
We have new moderator -> Ayu Kusuma
@YanTirta finds intrepreter for Japanese language -> to help us support our proposal

Cardano Indonesia Workshop

On Sunday, 23 January 2022 at 19:00-21:00 WIB
Topic: Cardano Ecosystem - DripDropz, Liqwid Finance, SundaeSwap and CNFT
Speaker: @dionsetyotomo  & @jordyvincent
Moderator: @andreassosilo
Meetup link: https://www.meetup.com/Cardano-Blockchain-Jakarta/events/283036339/
Donation 10 ADA & 30 MILK token from Caliburn. 10 MILK for marketing (announcement on 24 Jan 2022), 10 MILK for raffles after session 1, 10 MILK for raffles after session 2, both using Google Form & Raffle Tool. And, 10 ADA as the grand prize for the best attendee chosen by the panelist team.
Please discuss about "Impermanent Loss" from yield farming in SundaeSwap
Add also discussion about SundaeSwap launch in mainnet
@andreassosilo : please add polling in Zoom, that's already created by @dionsetyotomo beforehand
@dionsetyotomo created polling, see this link: https://forms.gle/xUx5rRxG4wW7J5gG6
Link raffle tool: http://en.castlots.org/random-number-generator-online/

Cardano Indonesia Logo & Banner

@YanTirta already edited logo & banner for our Twitter. Please see: https://drive.google.com/drive/folders/11E45Y-Df2OjRs5z_1eNZpypcepntSlMP?usp=sharing
@andreassosilo already updated the logo & banner in our Twitter : https://twitter.com/Cardano_ID
Feedback from the team
The CARDANO part needs to be aligned with the trademark policy from Cardano Foundation, see this link: https://cardanofoundation.org/en/trademark-policy/

Cardano Indonesia Twitter

Team member try to boost Cardano Indonesia Twitter by adding the handle in their profile

Cardano Indonesia Wallet

Select treasurer
How we want to manage this input and output from the wallet

Cardano Forum - Bahasa Indonesia

Thanks to @andrecahyadi for the articles in Bahasa Indonesia
Syarbel will also add his article on the Cardano Forum
@andreassosilo will continue to do translation as usual every month

AMA in Cardano Indonesia Discord

TBD
Topic will be chosen from polling in Discord

Cardano Indonesia Proposal in Project Catalyst Fund 7

✅ Aggregated result after CA/vCA phase can be seen in https://bit.ly/F7-AssessQA-Aggregate
✅ DID for Cardano Indonesia Community - rank 36 (ratings: ⭐ 4.79)
✅ Workshops Cardano Hub Indonesia  - rank 207 (ratings: ⭐ 4.44)
✅ Community Web Portal in Bahasa - rank 281 (ratings: ⭐ 4.31)
✅ Cardano Hub Indonesia: Video Series - rank 308 (ratings: ⭐ 4.22)
✅ Voting already started in 20 January 2022
✅ Create tutorial on how to vote in Cardano Forum @andrecahyadi . See this link in Cardano Forum: https://forum.cardano.org/t/proposal-proposal-project-catalyst-fund-7-dari-indonesia/92998
Campaign for Cardano Indonesia proposal
We are getting support from Cuong Tran (Cardano Ambassador Vietnam), and we need to support them also by list their proposal in our Discord & Telegram
@YanTirta & @andreassosilo : needs to get support from Japanese community, try to contact Yuta-san

Preparation for Project Catalyst Fund 8

Any idea or project that we want to have + Cardano Indonesia operational fund for 2022?
Catalys Fund 8 will start in mid February 2022
Develop Fund 9 Category Challenge -> "Grow South East Asian (SEA) Communities"

Kalau ada yang mau menambahkan atau diskusi, silahkan langsung comment saja di sini. Terima kasih semuanya 🤝

Input: Jumlah peserta workshop tgl 15 Jan 2022 minggu lalu maks ada di angka 21 orang

Meeting was done via Zoom. Next discussion will be in #6
Issue closed ✅

Ada yang gw revisi di bagian workshop kemarin.
Oh ya utk announcement hari ini, pemenang 10 MILK, mau random lagi pilih pemenangnya?

Thanks bro @andrecahyadi 💯


Column options are not working

Describe the bug (required)
When I set isVisible or canFilter on a column to false, both option are overridden
Provide an example via Codesandbox! (required)
I have started with the filtering example and modified it a little bit
https://codesandbox.io/s/divine-wood-b9331
Steps To Reproduce (required)
Steps to reproduce the behavior:

Set isVisible or canFilter on a column to false
Check: https://codesandbox.io/s/divine-wood-b9331?file=/src/App.js

Expected behavior (Recommended)
To have a hidden column or the column can not be filtered

were you able to fix the issue? I'm getting same results if I set canFilter to false it still gets overwritten to true

Not really, in fact I changed to another package after I felt that react-table v7 is over-complicating things for me.
But there is another discussion related to the issue, you can find it here
https://github.com/tannerlinsley/react-table/issues/1804#issuecomment-622028808

I actually used disableFilters to true and it worked fine. See useFilters documentation

I actually used disableFilters to true and it worked fine. See useFilters documentation

Yep!


Add missing _has_*_ methods

I missed them in #4550.

Should there be a check for this in the consistent protocols tester? It has a check for has_unitary.

_has_superoperator_ is added in this PR for the first time and _has_kraus_ isn't covered by the consistency checks. We do have #4579 about adding utilities for checking consistency for channel implementations (and I just added a remark there to remember about the _has_*_ methods).


data processing task : Real-time data access

What
Crawl URL content(text、image、table ... eg) manually or periodically
How
Web crawling using Playwright. Scheduling was using Kubernetes CronJob
Goal
After craw the url content, you can add the content to the knowledge base.

@GHOSTHSP  please describe how to store the content crawled.

@ggservice007 @GHOSTHSP any progress ?

@bjwswang Currently, the website crawling utils and database operation utils have been completed.

@bjwswang Currently, the website crawling utils and database operation utils have been completed.

Thanks! To support this,we need to :

[ ] add a new datasource kind Web
[ ] able to use Web datasource in versioneddataset
[ ] able to load/process Web files


Support for web tracing without Spring Web MVC

Previous to Sleuth 1.0.3 it was possible to use web tracing for servlets without having Spring Web MVC on the classpath. Nowadays TraceWebAutoConfiguration @Imports WebMvcConfigurerAdapter via TraceWebMvcConfigurer. I use Sleuth in a couple of applications together with Apache CXF with no Web MVC controllers and would prefer to not have to drag in Web MVC or reimplement TraceWebAutoConfiguration to get tracing. Is this a setup you want to support? I could provide a patch that splits TraceWebAutoConfiguration into two.

Cool. Go ahead. Also please add info to javadocs about it so we don't forget and split it unnecessarily again

I've now created pull request #442 against master.
Is the comment good enough?
The same patch applies cleanly to 1.0.x and 1.1.x to. Should I open separate pull requests or will you handle that?

The comment is awesome, thanks a lot for the contribution.
Patched 1.0.x in https://github.com/spring-cloud/spring-cloud-sleuth/commit/cd2b0fd0f4be38387cd53534dc9591b1917eb74c and 1.1.x https://github.com/spring-cloud/spring-cloud-sleuth/commit/e0a20b205fc8499bf5924837b00817761587cab0


tests: add basic end-to-end tests for CLI

currently makes use of demo.mcstatus.io as a test server, but it would be good to run a local instance perhaps.
also adds output tests for --help, allowing this to be used in documentation if desired.
these tests are designed on top of #849 and will not make sense without it. this PR is separate for a more convenient reviewing experience.
i assure you the pre-commit checks pass when this commit is placed on top of #849.

Perhaps. I admit my main motivation was to unblock the --help Readme problem. Test runtime is not too much of a problem from my perspective, I think something above unit tests is worthwhile and this is something at least.
What do you want to do with this?

I agree with @PerchunPak. Tests for the script should only test whether the script produces the output that we expect given some output from the lower api functions.
I'm not against adding integration tests, demo.mcstatus.io might actually be a good choice for this, but they shouldn't be a part of a "CLI tests" PR. If you wish, you can open another PR purely for integration tests, maybe adding them in tests/integration. These should then run against the public API functions like JavaServer.status, query, ... They should also be ran separately from the usual pytest suite and I'd like to see a dedicated github workflow action that runs alongside the multiplatform unit-tests for it.
As for this PR, let's just patch the responses from these functions. Unit-tests should test individual units, mostly independently of each other, we don't want the CLI unit tests to fail if the status method got broken, the CLI code would still be valid at that point, assuming status would do what it was expected to do.

I guess this PR does mix end-to-end tests with some misc CLI tests. However, I do believe that testing the CLI represents the widest end-to-end span possible in this codebase, so I think it's appropriate to use for e2e tests (i.e. in place of the status methods).
I see you have big plans, which is very good. Unfortunately, I'm uninterested in and don't have the time to pursue such extensive work.
You can cherry-pick from this what you wish. The stdout/err capturing will be useful.

I wish you safe travels!

Does this mean I can take this PR?

Yes. It's probably easiest to copy the commits into a branch you control.
On Thu, 1 Aug 2024, 09:55 Perchun Pak, @.***> wrote:

I wish you safe travels!
Does this mean I can take this PR?
—
Reply to this email directly, view it on GitHub
https://github.com/py-mine/mcstatus/pull/865#issuecomment-2261676778,
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You are receiving this because you authored the thread.Message ID:
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Closing in favor of #877


Added support for sending and receiving static location attachments

Added a new message type of location and a new attachment of type location as well. You can send static locations (not the live ones) using a latitude and longitude value.

I've not tested this yet, but the code looks fine.


how to display engine

I`m new with engines.
If i would like to see what i changed in my forked engine, the only way is push changes to my github repository and add to external application Gemfile something like this:
gem 'forem',  :git => "git@github.com:regedarek/forem.git"

or write tests. Is this correct?
Because when I`m starting server I see only Dummy App.

If you go to /forem in your browser when accessing the application you should be able to see the forums there. This is because of how the engine is mounted inside the dummy app.
See spec/dummy/config/routes.rb.
On 09/01/2012, at 10:01<EMAIL_ADDRESS>wrote:

I`m new with engines.
If i would like to see what i changed in my forked engine, the only way is push changes to my github repository and add to external application Gemfile something like this:
gem 'forem',  :git => "git@github.com:regedarek/forem.git"

or write tests. Is this correct?
Because when I`m starting server I see only Dummy App.

Reply to this email directly or view it on GitHub:
https://github.com/radar/forem/issues/124

ok but i dont have users table how you deal with it?

It's setup inside spec/dummy's migrations.


Roles created at end of organisation roles list

Newly created roles should be given an appropriate ordering to ensure they
appear at the end of the list of an organisation's roles.
Trello: https://trello.com/c/9DFOlsXI/268-newly-created-roles-are-at-the-top-of-the-list

:+1:


Add package.json configuration [feature request]

Can we have a jsdoc entry in the package.json instead of having an additional configuration file jsdoc.json?

Implementing this isn't a priority for me right now, but I'd entertain a pull request to add this feature. If you want to take a stab at this, keep in mind that if the user specifies a config file with the -c option, that should take precedence over the jsdoc entry in package.json.

Is this feature accomplished? If not, may I take it into development?

See also: issue #1550, commit 4badaef5fd901add874ece58074287bcc6d0e5da.


React Todo App Exercise

In this project

User can add tasks.
User can remove the tasks.
User can mark completed each task.
-User can edit the task.

Hi @AliShahSafdari,
You have done great work implementing the project. There is nothing to add other than to merge it.

Followed Gitflow

Descriptive readme file but it would be good if you add live demo.

Descriptive pull request title


Why mamba2 is much slower than transformer (flash attn)?

See #355 and #367

I also encountered the same problem. Referring to the author's explanation in the #355 it is necessary to pre compile the model, which can be referred to https://discuss.pytorch.org/t/how-to-use-torch-compile-with-cuda-graphs-when-using-gradient-activation-checkpointing/179466.
You can wrap your model with the following code, although the first round of forward propagation will be very slow, the subsequent propagation will be very fast:
model_compile = torch.compile(model, mode="reduce-overhead")

I also encountered the same problem. Referring to the author's explanation in the #355 it is necessary to pre compile the model, which can be referred to https://discuss.pytorch.org/t/how-to-use-torch-compile-with-cuda-graphs-when-using-gradient-activation-checkpointing/179466. You can wrap your model with the following code, although the first round of forward propagation will be very slow, the subsequent propagation will be very fast: model_compile = torch.compile(model, mode="reduce-overhead")

thks for help, but it is still slow


Is "fuzzy"/partial match possible?

Is there a way to to the fuzzy/partial match?
For example to verify that an array of any/certain size is returned by the provider regardless of its content.
Verify that a response object has at certain fields but the extra fields are Ok to be present in the response and ignored by matcher?

We're working on it v2 of the pact specification. For example flexible
array matching: https://github.com/bethesque/pact-specification/issues/14
v2 will allow type based matching and regular expressions.
On Sat, Apr 11, 2015 at 5:59 AM, Peter Litvak<EMAIL_ADDRESS>wrote:

Is there a way to to the fuzzy/partial match?
For example to verify that an array of any/certain size is returned by the
provider regardless of its content.
Verify that a response object has at certain fields but the extra fields
are Ok to be present in the response and ignored by matcher?
—
Reply to this email directly or view it on GitHub
https://github.com/DiUS/pact-jvm/issues/112.

--
Bethany Skurrie
Software Developer
DiUS Computing Pty. Ltd.
*where ideas are engineered *Phone: +61 3 9008 5400
Mobile: +61 415 413 713
www.dius.com.au
This email is intended solely for the use of the addressee and may contain
information that is confidential or privileged. If you receive this email
in error please notify the sender and delete the email immediately.

Extra fields in the response are ignored. See https://github.com/bethesque/pact-specification#pact-specificaton-philosophy for the philosophy behind this.

Thank you!


功能新增

Subject of the feature
Describe your issue here.
Problem

能否在红色圈出的地方把修改密码 个人中心 个人设置 移过去呢
Expected behaviour
What should happen? Please describe the desired behaviour.
Alternatives
What are the alternative solutions? Please describe what else you have considered?

bug之外的问题请到https://github.com/anncwb/vue-vben-admin/discussions/251提


Can itty use OAS 3.1 directly?

We use an API-design-first approach where we design all our APIs resulting in complete OAS schemas ready for developers to use.
Instead of using
static schema = {
    tags: ['ToDo'],
    summary: 'List all ToDos',
    parameters: {
      page: Query(Int, {
        description: 'Page number',
        default: 1,
        required: false,
      }),
    },
    responses: {
      '200': {
        schema: {
          currentPage: 1,
          nextPage: 2,
          results: ['lorem'],
        },
      },
    },
  }

I was hoping to do something like
import openapi from "openapi.json"; // Obtained from our library of new and existing OAS schemas
static schema = openapi.paths["/todos"].get;

Unfortunately, I get Uncaught TypeError: Cannot read properties of undefined (reading 'generated') which as far as I can tell is because the full OAS 3.1 spec is more verbose than the itty expectation. For instance, a simple /users endpoint has a response
        "responses": {
          "200": {
            "description": "User details",
            "content": {
              "application/json": {
                "schema": {
                  "type": "object",
                  "required": [
                    "username"
                  ],
                  "properties": {
... snip

Trimming out content and application/json, and adjusting the closing braces, works. Similarly, the itty parameters don't follow OAS either since OAS doesn't generate this syntax.
      page: Query(Int, {
        description: 'Page number',
        default: 1,
        required: false,
      }),
    },

Other than manually editing very extensive OAS files, is there any workaround? Are there any plans to support OAS properly in the future?

Hey @tforster unfortunately that use case is currently not supported, we will take this into consideration in the next major release.
Best workaround i can think right now includes disabling the parameters and request body validations
This way you will be able to call your endpoints in the /docs path and deploy your worker

export class ToDoList extends OpenAPIRoute {
    static getParsedSchema(): Record<any, any> {
        return {
            "tags": [
                "ToDo"
            ],
            "summary": "List all ToDos",
            "parameters": [
                {
                    "description": "Page number",
                    "required": false,
                    "schema": {
                        "type": "integer",
                        "description": "Page number",
                        "default": 1
                    },
                    "name": "page",
                    "in": "query"
                }
            ],
            "responses": {
                "200": {
                    "description": "Successful Response",
                    "content": {
                        "application/json": {
                            "schema": {
                                "type": "object",
                                "properties": {
                                    "currentPage": {
                                        "type": "number",
                                        "example": 1
                                    },
                                    "nextPage": {
                                        "type": "number",
                                        "example": 2
                                    },
                                    "results": {
                                        "type": "array",
                                        "items": {
                                            "type": "string",
                                            "example": "lorem"
                                        }
                                    }
                                },
                                "required": [
                                    "currentPage",
                                    "nextPage",
                                    "results"
                                ]
                            }
                        }
                    }
                }
            },
            "operationId": "post_ToDoList"
        }
    }

    async execute(...args: any[]) {
        // @ts-ignore
        const resp = await this.handle(...args)

        if (!(resp instanceof Response) && typeof resp === 'object') {
            return this.jsonResp({data: resp})
        }

        return resp
    }

    async handle(
        request: Request,
        env: any,
        context: any
    ) {

        return {
            currentPage: 1,
            nextPage: 2,
            results: ['lorem', 'ipsum'],
        }
    }
}

Hey there, i've just published the new v1.0.0 release that brings support for Open API 3.1 by default
Try upgrading to the latest version and check if your usecase is already supported, if not please re open this issue to let us know
Migration guide to 1.0.0 available here


 This means you have to scale up everything else instead.

The thing is it would be pretty hard I think to handle any kind of transform on the Terrain node because the way the shaders work. Everything is being calculated inside of a shader and the shader itself is not aware of the scaling. That would make it difficult to maintain.
That's the same thing for the position, you cannot move the terrain itself, because the shaders need to start the computation somewhere so it's always 0 based.
Tho, this is the same thing with most tool I think. For example, Terrain3D does not allow you to move or scale the terrain. I believe it's for the same reasons behind.
The thing you wanted to scale, is it for the packed scenes?
Maybe what could be done is to add a scaling option on the packing scenes/objects.
Would that help you? 🙂


pin vite plugin to next.5 until issues are resolved

I think we need to pin vite-plugin-svelte to next.5 until the dev-time FOUC is resolved, since it's causing unrelated tests to fail. cc @dominikg
Before submitting the PR, please make sure you do the following

[ ] It's really useful if your PR references an issue where it is discussed ahead of time. In many cases, features are absent for a reason. For large changes, please create an RFC: https://github.com/sveltejs/rfcs
[x] This message body should clearly illustrate what problems it solves.
[x] Ideally, include a test that fails without this PR but passes with it.

Tests

[x] Run the tests with pnpm test and lint the project with pnpm lint

Changesets

[x] If your PR makes a change that should be noted in one or more packages' changelogs, generate a changeset by running pnpx changeset and following the prompts

the css links in head to SSR'd component styles generated here: https://github.com/sveltejs/kit/blob/master/packages/kit/src/core/dev/index.js#L232..L245
may be causing this issue: https://github.com/sveltejs/kit/issues/718
vite-plugin-svelte 1.0.0-next.6  changed the vitural css module id format
from Foo.svelte.css?svelte&type=style
to Foo.svelte?svelte&type=style&lang.css
This was done to fix this: https://github.com/sveltejs/vite-plugin-svelte/issues/14
Due to that change kit no longer detects the .css ending and doesn't create a link in head during ssr. That should fix #718 at the expense of fouc on dev.
Not sure why the pipelines in this PR failed so spectacularly, but might i suggest that users can pick their poison via pnpm overrides https://pnpm.io/package_json#pnpmoverrides  until we fixed this for good in both cases?

The pipelines failed because I accidentally moved the package to devDependencies from dependencies, so Rollup tried to bundle it 🤦

Merging this on a temporary basis, in full acknowledgment that it's not an ideal solution, because it'll make it too hard to work on other stuff if tests keep failing. I had a go at a fix in #1031 but there's a missing piece


Question about the result on middlebury

Hi,  Thanks open source for such a great job
I tried eval  on MiddleEval3 training dataset with your model raftstereo-middlebury.pth , but the result is poor than scoreboard showed on https://vision.middlebury.edu/stereo/eval3/. How can I get the same precision on the website ?
I used default parameters in evaluate_stereo.py, The command used and the result are shown below.

These results you generated are the same that were submitted to the middlebury training dataset scoreboard. The difference is in the evaluation, which I believe prioritizes difficult image regions like those "with fine detail and/or lack of texture."
See: https://vision.middlebury.edu/stereo/eval3/MiddEval3-newFeatures.html


KeyError: 'folder_key' for recursive create_folder

mediafire.client.ResourceNotFoundError: /Duplicity/a/b/c

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "/home/rye/Projects/mediafire-python-open-sdk/examples/mediafire-cli.py", line 273, in <module>
    main()
  File "/home/rye/Projects/mediafire-python-open-sdk/examples/mediafire-cli.py", line 264, in main
    result = router[args.action](client, args)
  File "/home/rye/Projects/mediafire-python-open-sdk/examples/mediafire-cli.py", line 108, in do_folder_create
    result = client.create_folder(args.uri, recursive=True)
  File "/home/rye/.local/lib/python3.4/site-packages/mediafire/client.py", line 288, in create_folder
    parent_key = result['folder_key']
KeyError: 'folder_key'

folder_key will not be in result of folder/get_info, it's folderkey

Fixed in 754a5a70bc16cde99dacf6a37096d66d0f1a1fb1


Can't sent event to an initial child actor from within useEffect

Expected Result
I should be able to send an event to a child from within useEffect
Actual Result
The event is missed because the captured child is "deferred" and events sent to it are never "replayed". IMHO part of the problem is that we ditch that deferred actor (IIRC), so its identity is not preserved.
Reproduction
https://codesandbox.io/s/friendly-hugle-gyzm4?file=/src/App.js
Additional context
XState 4.25.0

The issue in the repro is caused by a stale closure. This works:
  const [state] = useMachine(parent);
  React.useEffect(() => {
    state.children.foo.send({ type: "MY_EVENT" });
- }, []);
+ }, [state.children.foo]);


Update to Angular2 RC7

Angular2 RC7 has been released, but I think you only have to bump the version number of RxJS to 5.0.0-beta.12.

Thank you for the head's up!  This will get pushed soon.

Thank you for this awesome library!
I noticed that even Material2 has not updated yet to the new RC, I don't think anyone was expecting a new one this quick.

@ElsewhereGames  you're welcome!  Glad you're finding it useful!
This is now published as .0.5.2-rc.7.


Expose additional winit input events

Right now, Coffee only exposes three input events (keyboard input, mouse input, and mouse movement).
We should probably expose additional useful events like CursorLeft, CursorEntered, MouseWheel, etc.

May as well take a look at this one! I've got winit::WindowEvent::ReceivedCharacter exposed as input::Event::TextInput (both using char internally to store the UTF codepoint), and it looks like that works as expected for a few different languages/IMEs. (Hopefully there are no bugs lurking in winit on other platforms or something.)
It looks like the plan here is to expose only peripheral input events to Game::on_input, right? Things like window focus would probably be expected to be exposed to the user so the game can automatically pause on Alt+Tab, etc. Would you want that to be passed to on_input, or did you have another plan in mind for that type of event?
I could also write a small program for the examples directory just to print input events to the screen since I'm going to be testing things anyway (although this is fairly simple, so it probably doesn't really need intense testing). Not sure if you want to invest time in examples right now when the API is subject to change and all that, so that's up to you.
I'll work on getting more of these out of the way, starting with the ones you mentioned.

May as well take a look at this one!

:tada:

I've got winit::WindowEvent::ReceivedCharacter exposed as input::Event::TextInput (both using char internally to store the UTF codepoint), and it looks like that works as expected for a few different languages/IMEs. (Hopefully there are no bugs lurking in winit on other platforms or something.)

Sounds great!

Things like window focus would probably be expected to be exposed to the user so the game can automatically pause on Alt+Tab, etc. Would you want that to be passed to on_input, or did you have another plan in mind for that type of event?

Interesting! Maybe we should keep track of that internally in the Window type and expose an is_focused method. Currently, we are doing something similar with window resizes.
On the other hand, I think it is a good idea to notify window events to the game. Maybe a game needs to redraw some Canvas on resize, or reload something once it gains focus...
I think we need use case data, so let's keep it simple for now. Let's make these kinds of events an input::Event and pass them to on_input, exactly as you mentioned. Then, in the future, we may see some patterns arise when folks use the engine. We can redesign then based on those use cases. Sounds good?

I could also write a small program for the examples directory just to print input events to the screen since I'm going to be testing things anyway (although this is fairly simple, so it probably doesn't really need intense testing). Not sure if you want to invest time in examples right now when the API is subject to change and all that, so that's up to you.

I forgot about this! It would be great to have that kind of program! However, I would keep the examples directory for interesting applications/games/simulations. Could this simple program you mention be some kind of manual integration test living in the tests directory?

After thinking about it a bit more... I think simple programs can also help folks to get started with the engine, which is really valuable. Let's forget about the integration test stuff for now.

Fixed by #15.
If anyone needs some additional event, open a new issue describing your use case!


Custom module to add Distribution Point groups

Pull Request (PR) description
Custom module to add distribution point groups to configuration manager.  The resource will also be able to add distribution points match, include, exclude to the a new\already created distribution point group.
This Pull Request (PR) fixes the following issues
Task list

[X] Added an entry to the change log under the Unreleased section of the
file CHANGELOG.md. Entry should say what was changed and how that
affects users (if applicable), and reference the issue being resolved
(if applicable).
[X] Resource documentation added/updated in README.md.
[X] Resource parameter descriptions added/updated in README.md, schema.mof
and comment-based help.
[X] Comment-based help added/updated.
[X] Localization strings added/updated in all localization files as appropriate.
[X] Examples appropriately added/updated.
[X] Unit tests added/updated. See DSC Community Testing Guidelines.
[ ] Integration tests added/updated (where possible). See DSC Community Testing Guidelines.
[X] New/changed code adheres to DSC Community Style Guidelines.

This change is

Tested this, with latest updates in the lab and everything works as intended.


Random discussions

Hi,
Assert fails in tensor/mod.rs when number of heads = number of layers. Not sure if it's not a good number but in nanogpt, equal values are supported - see the cpu section (apples to oranges so please ignore if it's not a good comparison):
https://github.com/karpathy/nanoGPT

@cutoken Have you tried removing the train_data/ folder before starting the training process on a different architecture?

Oops. That seems to be the reason.
Btw, the default learning rate given for Adam seems to be really low. With around 0.001 it seems to be converging faster. That's the beauty of this project though: to play around and see how the training and quality is effected.

@cutoken Be careful! With a higher learning-rate, you may get trapped into a sub-optimal solution :)

Okay one more question:
Let's say I'm training it on one dataset.txt. After some time I stop the training and switch it to another dataset.txt. Is it possible to port only the weights from previous training and start training on new data set? Currently it asserts in the same place as above. I'm guessing it's because more things than weights are getting stored to disk.

@cutoken You mean using 8-bit floating-point instead of f32?
Wow I love that "Quack, quack." LOL :laughing:
Yes you can, but it's a bit tricky. You have to make sure the vocab and vocab-sizes of previous dataset and new dataset are equal, otherwise, you have to somehow make sure the char->int mappings are the same in both datasets. (And also change the shape of token_embedding tensor, which is tricky)

Aah okay. Can you explain a little on embedding.dat, optimizer.dat, pos_embedding.dat and tensor_num.dat files a little. Where do the weights for the layers get stored and is vocab same as character set or different. Sorry too many naive questions. If there is some paper or article that makes sense to get the basic understanding, you drop that instead :)

Right now, the implementation is not generic, but you can just find/replace f32 with other types :slightly_smiling_face:
Watch this: https://www.youtube.com/watch?v=kCc8FmEb1nY
embedding.dat contains the token-embeddings
pos_embedding.dat contrains the positional embeddings
optimizer.dat contains the state of the Adam optimizer
tensor_{tensor_id}.dat contains weights, biases, ... of different operations (E.g Linear, LayerNorm, ...) in the network

Got it. If I could get the weights alone loadable so that we can switch the model around different data sets, I'll raise a PR.

@keyvank
Solved the lack of interchangeability of weights between datasets issue by the simpler solution of limiting the vocab to a range of ascii characters. Unfortunately as you can guess, it would not only impose restrictions on datasets having other kinds of characters but also impose a penalty on simpler data sets. However it would let same model be used across similar data sets. So no PR is coming but I can raise one with a optional command line switch like --vocab=ascii if needed.

@cutoken I just added a ASCII tokenizer! :)

Awesome @keyvank !

I'm trying to use the ascii tokenizer but may be a bit of implementation is missing. Shouldn't the new Tokenizer trait be used instead of SimpleTokenizer everywhere ?

@cutoken It's not used by default. In src/main.rs you should replace let tokenizer = ... to let tokenizer = AsciiTokenizer {}
Btw, have you been able to get good results with a larger model?

Understood. I haven't tried with larger models yet. I'm actually playing with even smaller ones than the default settings. The previous output I provided was with 4 layer 4 head network.  Thanks to the ascii tokenizing I'm able to switch datasets easily. However what I would love to see is being able to save and load the weights, biases and other network representations more granular so that it is possible to visualize the changing weights or even transfer weights more easily between networks.
Were you able to get your larger network going ? I'm interested in seeing whether the output has improved and what it's producing :)

Understood. I haven't tried with larger models yet. I'm actually playing with even smaller ones than the default settings. The previous output I provided was with 4 layer 4 head network.  Thanks to the ascii tokenizing I'm able to switch datasets easily. However what I would love to see is being able to save and load the weights, biases and other network representations more granular so that it is possible to visualize the changing weights or even transfer weights more easily between networks.Were you able to get your larger network going ? I'm interested in seeing whether the output has improved and what it's producing :)

@cutoken Unfortunately I'm away from my powerful machine so couldn't experiment much. But yeah, probably we should try bigger models before getting anything meaningful.
P.s. I just pushed an optimization that makes everything around x3-4 times faster.

That is great news. I'm going to give it a whirl!

btw, I notice that even with rayon while all my hyper-threads are engaged they are not hitting 100% usage. I tried increasing the threads but it made it slower. Not sure if it's just an artifact of hyper threading/display or some bug in rayon.

@cutoken
Could have different reasons. Maybe some parts of the code are still single-threaded. Maybe there is more memory-operations compared to computations, leading to an idle cpu.
#4 could be an important reason why the cpu is idle.

This is after 9 hours of training. I think the words are starting to make sense. Model is 6L/6H. Loss is continuing to reduce nicely. As I mentioned earlier, I have been so far using much higher learning rate (0.001).  When the loss stops reducing I';; go with higher model size

What like but wore pad wo me che nogns yous dares,
As supt it nind bupart 'the reed:
And hils not es

@cutoken
Im getting convinced this is working!! Is the loss already under 2.0?

The loss was hovering between 1.9 and 2.1 for above result. I stopped it after a couple of hours to try the nanogpt for comparison. Here are the observations:

They use larger embedding size but less layers as default for cpu: 4L/4H/128 Embedding degree
They are doing some learning rate varying magic with adam: The loss drops like a rock with each iteration (200 iteration loss is same our 2k iteration loss)
they kept dropout as 0.0
each step takes around 500ms vs our 2kms which all things considered is not bad at all for rust version (they peg the cpu at 100%)

Going forward I'll use above params for testing. We can compare it with nanogpt on quality at same number of iterations so that we know the implementation is correct. From my points above I think there is something different in the optimizer part which we can focus on as I think femto is converging slower than the nano one :)

@cutoken Yeah something is definitely wrong with the optimizer😨 Could you plz send me your training data when you got a chance?
<EMAIL_ADDRESS>

Ran it for 2 days or so. Unfortunately the loss hasn't fallen below 1.7 (it's below 1.8 consistently). Sample output:
Giring city. Wherer I is thou losan, You come.

SERIANA:
We is the kis o parst ict as lipp I'd ou nord thought Vearnce
Wiveie ve are minder. Wis nushe shall wome
Frtue quien of hou alok:' avre we year stake,
we ususore sch have prinut to our fileng

@cutoken Looks impressive. Have you tried the new optimizations? We are like x10 faster now.

Not yet. That's one of the reason wanted to restart the training. Hope you had a chance to look into the optimizer issues. Actually I noticed that removing the weight decay reduced the loss jittering. May be there is some issue on that part :sweat_smile:

@cutoken Yes the speedup was really unexpected for me too!
So yeah, now we have to figure out why our optimizer steps are not very efficient. Interesting that weight-decay breaks things... Dropout + Weight-decay are used to fight against over-fitting, so I'm not sure if it's a good idea to remove them :(

You are correct. Anyways despite jitter, the loss does reduce properly. I'm using learning rate decay like this:

    let mut nlr
         = self.learning_rate - ((self.learning_rate - self.min_lr_rate)
            *(curr_step as f32/self.lr_decay_iterations as f32));

Above change seem to be helping with the training. Overall this current version of femtogpt not only is fast but also feels 'correct' for lack of a better word. May be you ended up fixing some underlying issues indirectly as part of performance fixes. It definitely converges faster but I don't know if its due to the lr decay change above or something else.

Got it. I'll run this till the loss doesn't drop and will update on what it produces.

@keyvank , there seems to be a bug in loading where when doing ctrl+c and restarting training the loss actually increases when compared with saved weights. however the first inference in main.rs is accurate and so is the step loss for first step. can you have a look. Till this is fixed the previously trained weights will always be overwritten and we will lose the training. Below is the output:
Vocab-size: 65 unique characters
Number of parameters: 816705
Generating text:
Why the are tenjond.

MENENIUS:
Well, I the long stear, not be male upon thee,
'That prut tering. Wi
Starting the training loop... (This make take hours to converge! be patient!)

Saving the model...
Step: 0 Loss: 1.580483 (Elapsed: 482ms)
Step: 1 Loss: 1.7405107 (Elapsed: 434ms)
Step: 2 Loss: 2.4709346 (Elapsed: 434ms)
Step: 3 Loss: 2.9418354 (Elapsed: 443ms)
Step: 4 Loss: 2.9977975 (Elapsed: 440ms)
Step: 5 Loss: 3.786684 (Elapsed: 437ms)
Step: 6 Loss: 3.9728856 (Elapsed: 436ms)
Step: 7 Loss: 3.4472175 (Elapsed: 438ms)
Step: 8 Loss: 3.1553347 (Elapsed: 440ms)
Step: 9 Loss: 3.1498506 (Elapsed: 442ms)
Step: 10 Loss: 2.8847642 (Elapsed: 441ms)
Step: 11 Loss: 2.8868973 (Elapsed: 437ms)
Step: 12 Loss: 2.8345814 (Elapsed: 439ms)
Step: 13 Loss: 2.8081226 (Elapsed: 441ms)

Let me know if you need weights to debug. I have taken backup.

hi @keyvank , there is something still wrong with the optimizer and loss function. Basicallt for a given loss %, the other models perform better than ours. I tried with gpt example from tch-rs and for the same loss % their version was giving much better output. So my guess is that we are some how calculating wrong loss which might also be affecting the gradients.

@cutoken I found an error in the gradients. Not sure why it's happening. working on it

@cutoken Mask-layer gradient was totally wrong. Just fixed it in the last commit :facepalm:

Will test with latest version. May be we should have a test suite that test some parts of the code and important calculations ?

Yes, I have to add some tests

The new version looks better. I would say almost equivalent to the tch-rs version in quality at 1.4 loss range.
Adistition gone; true; schistoes for mine souls!
Before your home, bariechts should be
Carlam on that's a worf quirer of him so.
What look'd lack away more
To him foot; one hour fortious of saves:
Son;
'Tis all Earl mmistling me.

HARSARTIO:
Why, idless of my mocks fan that were percious.
Having I will thou should and the muour ne'er shor
To purple, when duke thy are out him.
But will bid you doth remember nature.
Even OF hencomey, carniffeit, I joy
Warming; my deed, but it on of mortard,

@cutoken How long did it take for you to reach 1.4?

With my lr decay changes (start lr as 0.001 spread across 50k steps), it took around 4.5k steps to get it. Around an hour on my machine. Config of model is 4H/4L/128ED with hidden = 0.

@cutoken I just ran your lr-decay code for the first time. I have been wasting my time... this is weirdly fast. even faster than pytorch :|

Ya I have no clue how it works but it is indeed fast!

@cutoken I added your work into the main branch. (It allows fancier tuning too)

Perfect. Can't wait to try the warm up thingy! :D

Nice! May be we could implement bpe/use the corresponding crate for encoding @keyvank . Will let us get even better results and faster training times.

@cutoken I've implemented Tokenizers for Sentencepiece and Hugging Face's tokenizers in my fork
It's experimental and @keyvank most likely will want to have an in-house implementation of these tokenizers without using external libraries, though.
I'll try training using SentencePiece + your optimizations and will report back.

@pcranaway i won’t insist writing our own tokenizer though. We can perhaps write our own sentencepiece model “reader” (probably just a hashmap?) smth called MappingTokenizer for example, which will be filled with sentencepiece or similar libraries

@pcranaway i won’t insist writing our own tokenizer though. We can perhaps write our own sentencepiece model “reader” (probably just a hashmap?) smth called MappingTokenizer for example, which will be filled with sentencepiece or similar libraries

that's basically what I meant! we can surely implement a SentencePiece reader ourselves

@pcranaway let’s do this!

How is the training going @pcranaway ? Hope loss has come down and you are able to see some good outputs!

@cutoken Haven't you seen the updated README yet?

omg! that's insane! that too in just 10 hours. What model config were you using ? How much loss was it able to drop down to ?

How is the training going @pcranaway ? Hope loss has come down and you are able to see some good outputs!

I got disappointed because it was all random words and stopped (also I've been training for a few days and my electricity bill will probably make me homeless)

@cutoken Check out the model along with train_data on reddit branch

@pcranaway  now I'm worried about my elec bill :D
With a good model config and sentencepiece I'm sure this can be done quite easily!
@keyvank I'll check it out. Would be nice if we can dump whole training into a single shareable file for inference and also a dedicated executable/command line on existing one for easy inference. With how fast this is training won't be surprised if people start using it to get minor real world tasks done!

@cutoken That's a really great idea!  Remember that there are barely any from scratch 'usable' models on this front in the wild. everything is derived from a certain grass eating animal! :D

hi @keyvank ,
I'm trying to join in on the sentencepiece bandwagon but unfortunately when trying to modify the main branch with reddit branch changes, I get below exception. The reddit branch works fine though. This is with the shakespeare dataset (which works great in reddit branch):

Vocab-size: 128 unique characters
Number of parameters: 832896
Generating text:
thread 'main' panicked at 'assertion failed: ind < self.shape[0]', /home/gocnet/nn/femtoGPT/src/tensor/mod.rs:38:9
stack backtrace:
   0: rust_begin_unwind
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/std/src/panicking.rs:578:5
   1: core::panicking::panic_fmt
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/core/src/panicking.rs:67:14
   2: core::panicking::panic
             at /rustc/90c541806f23a127002de5b4038be731ba1458ca/library/core/src/panicking.rs:117:5
   3: femto_gpt::tensor::TensorOps::get
   4: femto_gpt::gpt::GPT<O,R>::infer
   5: femto_gpt::main
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.

@cutoken Can you run reddit branch properly? without integrating anything in main branch?

Already done running reddit branch  (with shakespeare as I want everything to be comparable) :)
This sentencepiece thingy is quite good. Loss takes a while to stabilize but the quality even at higher loss is way better (as expected - since char gpt have to get a lot more correct to look correct). After the above infer code modification, main branch also works fine.  I'm using 1L/1H layers to quickly compare things (lower models don't move past a certain loss value obviously)
I gave "He who" as input and look what I got:

He whose my such To more to Rome
He whose point, good a glass,
He whose have what I can country,
He whom, That we should in the grou
He whom inter me gentleman: And
He whose honour! Shall us upon th
He whose is a prove my grown,
He whom I have purse: Sir, I w
He whose not with not, And thou d
He wholess of the fair. DUKE VIN
He whose have dold, good inst
He whole god secress is my mothe
He whom the rest at make a place.
He wholess against be me most g
He whose shall see, give thee, si
He whose me stir. ANTIGONUS:
He whose your such beg, And been
He whose that you, Believe, that'

@cutoken Did you use a new sentencepiece vocab ran on Shakespeare dataset? Or did you use the model for Reddit dataset? This is really good I like it:)

Generated a new sentencepiece vocab on the shakespeare with vocab size as 128. We will have to think how to package sentencepiece with femto. While it is good, I hope it won't end up bringing python eco system horrors to femto which is simple to run so far with no dependencies. Probably shipping the whole lib would make sense.

@cutoken as you said that error was because some words which occurred in the dataset were not in the vocab
I'm working on a in-house sentencepiece implementation, maybe we can make it generate a vocab and train a sentencepiece model inside femto if it's fast enough

hi @keyvank ,
let's say I want to add a new decoder layer (the one that gets constructed as part of 0..num_layers loop) at run time after the gpt::new() call, how do I go about it ? As I understand you are just pushing the computations one by one incremented by tensorid so adding a layer at a later point of time will need incrementing the ids for the next layers as well (for example adding one more decoder layer along with all the sub layers like attention etc means incrementing the vocab out and other variables outside the for loop ?)

Hey @cutoken, let's continue these kind of questions inside separate github issues, this will help us organize things. Could you make a copy?

@cutoken
Hey! We are kind of letting the model find the best word to vec encoding for the words. Words that have similar meaning will be closer in this vector space.
Learn more about this by researching on: “Embedding layers”

@cutoken Each CPU thread is processing 1 instance, that's why I passed 1 here

@cutoken
We don’t do that here. We let the model discover a code for each position itself (Dynamically). While this is simpler, giving it a pattern like sine/cosine probably makes it faster, and reduces num-params.

Actually let’s implement this!

Once you do let me know. Always ready to test the new things! :D

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Show Replicas shows "only" replica, should show originals too

Describe the bug
When I click on Show Replicas, the data nodes hosting original data no longer appear.  CoG shows original + replica data
Desktop (please complete the following information):
MacOS
Firefox
To Reproduce
Select "CMIP6" , press the Blue button
click the "Include Replicas" checkbox
click on data node dropdown and expand to show the nodes list
Expected behavior
All data_nodes that serve data matching the query and corresponding results should be present original and replica.
Probably on the backend, the search should drop the "replica=true" as that only provides replicas "replica=false" is ok for a default.  Should including replicas be a default since LLNL is more reliable than many original sites for the same data?

User support team suggestion:
'instead of "Include replicas" --> "Include all nodes hosting exact copies (replicas)"'


Methods to open external links per service

Feature Description
For each Service one should be able to define the application / override the default application to open external links with.
Motivation and Context

Why is this change required?

For people having private and working (or different working) accounts, this feature would allow to use a user-space for chrome/ff or different browsers for each.

How is this improving the Franz experience?

I wont need to copy the link to the appropriate browser.

What problem does it solve?

By default it will open in the default browser or, in case of different user-spaces in chrome, the "first" one.

Sorry I don't understand your problem.
If you click the right button of your mouse you can open the link with your default browser.

Now I understand, I think that is a possible feature.