runtime: consider adding 24-byte size class

Currently we have only 16 and 32 byte size classes.
24-byte size class would reduce memory consumption by 25% for programs that extensively
use 24-byte objects (e.g. Node struct { left, right *Node; data int }).
Leaving aside other issues with vector instructions (16-byte alignment is not enforced
for stack, AVX 32-byte alignment is not enforced at all); 24-byte objects are hardly
used with SSE as they contains only one and a half of vector elements.

Here is a prototype CL:
https://golang.org/cl/128090043/

On 64-bits it reduces heap size by 6%, on 32-bits - by 12% on garbage benchmark.

See useful discussion in dup https://github.com/golang/go/issues/17633 too.
/cc @josharian @randall77 @aclements @dr2chase @RLH

We'll consider doing this for 1.15

This issue is currently labeled as early-in-cycle for Go 1.15. That time is now, so friendly ping. If it no longer needs to be done early in cycle, that label can be removed.

Unfortunately due to shifts in time commitments I wont be able to work on this anymore for the go1.15 cycle.

Update: I have a ./all.bash passing CL that adds the new size class. Was a bit more complicated then I initially thought due to being the only size class (on amd64) above 8 bytes that isnt 16byte aligned, some outdated or to me misreadable documentation about checkmarks and I initally forgot that the size class also allows slices of 3 pointers so needs unrolling of the ptrmask into the heap bits.. Currently doing documentation and benchmarks. My current plan is to be finished before the tree opens for go1.16 so this can get in early.

Neat! FYI, I already have a CL (not yet mailed) to move checkmarks out of the bitmap and was planning to send it for 1.16, precisely because they make everything with the bitmap annoying. :) I could send that now and you could rebase on top of it if that would be helpful?

I dont think it actually makes the change more complex or easier. But its nice if we dont need to care about them anymore when constructing the bitmaps.
My complication was more around understanding when to set them or not from the existing code. The documentation and comments in heapBitsSetType seem to not align. Sometimes comments are written as if the checkmark should be set to 1 when its not set.
likely 010011 here:
https://github.com/golang/go/blob/3a4322627e781c05418a8cc40ebb9f547a6c4ac8/src/runtime/mbitmap.go#L979
code not concerned if checkmark set or not set:
https://github.com/golang/go/blob/3a4322627e781c05418a8cc40ebb9f547a6c4ac8/src/runtime/mbitmap.go#L963
seems its actually set to 0 usually. the actuall setting doesnt matter since it seems to be cleared when initializing checkmarking:
https://github.com/golang/go/blob/3a4322627e781c05418a8cc40ebb9f547a6c4ac8/src/runtime/mbitmap.go#L61


Better prompt for "keytool -genkey -v -keystore"

Use case
When I run
keytool -genkey -v -keystore ~/upload-keystore.jks -keyalg RSA -keysize 2048 -validity 10000 -alias upload

I'm prompted:
Enter keystore password:

I didn't know what to do because I didn't have a keystore password.
Proposal
Change the prompt to
Enter new keystore password:

or
Create new keystore password:

Thanks!

Hi @tdkehoe, unfortunately, the keytool is bundled together with java. It is not a flutter tool as such there is nothing flutter can do about the prompt.
Closing as this is not a flutter issue.
Thank you

Maybe mention in the documentation?
Thomas David Kehoe
Casa Futura Technologies
Electronic devices for stuttering and Parkinson’s
From: Daniel Agbemava @.>
Reply-To: flutter/flutter @.>
Date: Friday, February 4, 2022 at 12:06 AM
To: flutter/flutter @.>
Cc: Thomas David Kehoe @.>, Mention @.***>
Subject: Re: [flutter/flutter] Better prompt for "keytool -genkey -v -keystore" (Issue #97723)
Hi @tdkehoehttps://github.com/tdkehoe, unfortunately, the keytool is bundled together with java. It is not a flutter tool as such there is nothing flutter can do about the prompt.
Closing as this is not a flutter issue.
Thank you
—
Reply to this email directly, view it on GitHubhttps://github.com/flutter/flutter/issues/97723#issuecomment-1029711952, or unsubscribehttps://github.com/notifications/unsubscribe-auth/ABIJAYZ7RKPFCZRX7OZBLJ3UZN3GTANCNFSM5NPVXIHQ.
Triage notifications on the go with GitHub Mobile for iOShttps://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Androidhttps://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.
You are receiving this because you were mentioned.Message ID: @.***>


Suspicious line: "zip_url" or "repo_name" in dependency

https://github.com/SFDO-Tooling/CumulusCI/blob/1d9a8623244fa79e491ebd0e74a0b0a776e83840/cumulusci/tasks/salesforce/update_dependencies.py#L248
I think this branch will always evaluate True. Should probably be:
     if "zip_url" in dependency or "repo_name" in dependency:

I don't know a lot about this code path though, so I don't want to fiddle with unit tests to make the change pass.

Oh, good catch. It looks like it doesn't actually matter because "zip_url" dependencies are still making it through to the block that handles them, and the case where neither of these keys is present is also handled. But we should clean it up.


PR: Adding and making clearer copy on how to use your bus pass

Pull request actioning discussion of solution to #472 "At the end of the transaction, users still wanted to know more about exactly when and where they could use their passes but couldn't"
Before

After

@sanjaypoyzer screenshot updated

@lizziebruce Thanks for this, it reads much better than before.
Two small points:

The first few lines seem to contradict each other: "We'll send you a message in 3 days when your pass is on it's way" and "We'll send you your pass within 5 days"
Do we need the bullet point telling users it's for Argleton residents only? They've already applied at this point, proving they are a resident, and we are telling them not to share their pass.

@sanjaypoyzer

Yes, I would like to edit all of the top copy from a content design point of view. However, I held off doing so on this pull request as it's a separate issue from "At the end of the transaction, users still wanted to know more about exactly when and where they could use their passes but couldn't"
This can be removed, agree it is overkill and I think only came about as I copied the valid points from my start page copy which originally included that

@samuelculley thanks! :-D


Connector ID property duplication

I went through this problem where, although I set the connectorId through the edc.connector.name property
(https://github.com/eclipse-dataspaceconnector/DataSpaceConnector/blob/aaa2ae95ffa7d3b537df197016fd05349c684b86/core/base/src/main/java/org/eclipse/dataspaceconnector/core/system/DefaultServiceExtensionContext.java#L166)
another connectorId appeared on some ids calls, with the value urn:connector:edc. I found out that's the default value for a property named edc.ids.id that is read by a method called resolveConnectorId present in two different extensions, one is here:
https://github.com/eclipse-dataspaceconnector/DataSpaceConnector/blob/9835f6d5c501540db92fc8eb31522887e255f75b/data-protocols/ids/ids-api-multipart-dispatcher-v1/src/main/java/org/eclipse/dataspaceconnector/ids/api/multipart/dispatcher/IdsMultipartDispatcherServiceExtension.java#L101
Do we need both those ids or we just need one of them? Which are the preferred? It's correct the existence of a default value for that property? (having two connectors with the same id should not be permitted).

the IDS connector name might be different from the connector ID, which e.g. is used for locking shared resources in clustered environments.

Ok, so they are two different ids, currently this is confusing because they are used with the same name. Could make sense a PR to rename their occurrences accordingly?

Closed as it seems not so relevant.


[Fix] Missing Parameter Propagation for asBroadcastStream in subscribeWithin Method

@MayoG Thank you for creating the PR!


Support for Legends and Circle/Pie/Scatter charts

In the PNChart readme (Objective C) it shows that there is functionality for circle, pie, and scatter charts as well as legends for your chart. When will this functionality be available in the Swift version of this project?

+1

+1 Need. This. Now. Thank. You.

+1

+1


[#260] #CHANGE 'assemblyName: DotNet.Testcontainers;function: MsSqlTestcontainerConfiguration'

{Validate MSSQL password in configuration.}

I'll close this pr because there has been no response to the request.


Fix spelling of occurred in README.md.

Nothing major. The word "occurred" was misspelled a couple of times as "occured" in the README. This PR fixes that.
Thanks for the great module.

Well this never occurred to me, obviously... Now I've learned something. Thanks, merging this!


Test title uniqueness on the sub-schema, not the top level schema

It looks like we were mistakenly testing for title uniqueness on s--the top-level schema--within every loop iteration, instead of schema (same as context.Definition which I used to hopefully increase clarity)

:eyes: @cyberdelia @wchrisjohnson

Is there an associated test change to make?

Is there an associated test change to make?

@danp There were no existing tests that called Generate :cry: but I took a stab at adding one in 3a34def that would fail before this proposed change to gen.go. I'm open to thoughts on whether it's any good or if it could be improved.

I see now that https://github.com/interagent/schematic/pull/46 added a test for the method it added.
Guess I'd expect a test somewhere to show that given a sample schema which would generate duplicate titles an error is returned.


Add find by Github username

Add command find @GITHUB_USERNAME [MORE_GITHUB_USERNAMES]
E.g. If user the user wants to search for contacts with Github usernames alex and bern, they would enter find g/alex bern
List of contacts with the exact Github usernames/ that contain the following usernames as substrings will be displayed.

Codecov Report

Merging #97 (96be4ca) into master (82e68de) will increase coverage by 0.57%.
The diff coverage is 89.47%.

@@             Coverage Diff              @@
##             master      #97      +/-   ##
============================================
+ Coverage     60.77%   61.34%   +0.57%
- Complexity      517      528      +11
============================================
  Files            88       89       +1
  Lines          1922     1940      +18
  Branches        207      211       +4
============================================
+ Hits           1168     1190      +22
+ Misses          681      677       -4
  Partials         73       73

Impacted Files
Coverage Δ

...java/seedu/address/logic/commands/FindCommand.java
100.00% <ø> (ø)

.../model/person/GithubContainsKeywordsPredicate.java
75.00% <75.00%> (ø)

.../seedu/address/logic/parser/FindCommandParser.java
100.00% <100.00%> (+19.35%)
:arrow_up:

Continue to review full report at Codecov.

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Unable to build engine on Phenom II

Output of the ue4-docker info command:
ue4-docker version:         0.0.98 (latest available version is 0.0.98)
Operating system:           Linux (Debian GNU/Linux 11 (bullseye), 5.16.0-0.bpo.4-amd64)
Docker daemon version:      20.10.14
NVIDIA Docker supported:    No
Maximum image size:         No limit detected
Available disk space:       126.9 GiB
Total system memory:        15.35 GiB physical, 975 MiB virtual
CPU:                        6 physical, 6 logical ()

Additional details:

Are you accessing the network through a proxy server? No

I was trying to build an docker image of the version 5.0 of the UnrealEngine I had forked few weeks ago, but I am gettings thoses errors :
#19 298.1   Running UnrealHeaderTool UnrealEditor "/home/ue4/UnrealEngine/Engine/Intermediate/Build/Linux/B4D820EA/UnrealEditor/DebugGame/UnrealEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="/home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/UHT-UnrealEditor-Linux-DebugGame.txt"
#19 298.3 Took 4.9666545s to run UnrealBuildTool, ExitCode=3
#19 298.3 UnrealBuildTool failed. See log for more details. (/home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-UnrealEditor-Linux-DebugGame.txt)
#19 298.3 AutomationTool executed for 0h 4m 45s
#19 298.3 AutomationTool exiting with ExitCode=3 (Error_UnknownCommand)
#19 298.4 RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 3
------
executor failed running [/bin/sh -c ./Engine/Build/BatchFiles/RunUAT.sh BuildGraph     -target="Make Installed Build Linux"     -script=Engine/Build/InstalledEngineBuild.xml     -set:WithDDC=true -set:HostPlatformOnly=true &&       rm -R -f /home/ue4/UnrealEngine/LocalBuilds/InstalledDDC && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '']: exit code: 3
[ue4-docker build] Error: failed to build image "adamrehn/ue4-minimal:5.0-opengl-ubuntu18.04".

If you have any idee how I could fix this
Thx
Full output of the build :
[ue4-docker build] COMMAND-LINE INVOCATION:
[ue4-docker build] ['ue4-docker', 'custom:5.0', '--target=full', '--exclude', 'templates', '-repo=https://github.com/Elrendir95/UnrealEngine.git', '-branch=5.0']

[ue4-docker build] UNREAL ENGINE VERSION SETTINGS:
[ue4-docker build] Custom build:  Yes
[ue4-docker build] Custom name:   5.0
[ue4-docker build] Repository:    https://github.com/Elrendir95/UnrealEngine.git
[ue4-docker build] Branch/tag:    5.0

[ue4-docker build] ADVANCED CONFIGURATION OPTIONS:
[ue4-docker build] buildgraph_args: "-set:HostPlatformOnly=true"
[ue4-docker build] excluded_components: {"ddc": false, "debug": false, "templates": true}

[ue4-docker build] LINUX CONTAINER SETTINGS
[ue4-docker build] Base OS image: nvidia/opengl:1.0-glvnd-devel-ubuntu18.04

[ue4-docker build] GENERAL SETTINGS
[ue4-docker build] Build targets: build-prerequisites full minimal source
[ue4-docker build] Changelist override: (None specified)
[ue4-docker build] Excluding the following Engine components:
[ue4-docker build] - Template projects and samples
[ue4-docker build] Not building the ue4-source image, no Git credentials required.

[ue4-docker build] Image "adamrehn/ue4-build-prerequisites:opengl-ubuntu18.04" exists and rebuild not requested, skipping build.

[ue4-docker build] Image "adamrehn/ue4-source:5.0-opengl-ubuntu18.04" exists and rebuild not requested, skipping build.

[ue4-docker build] Skipping ue4-engine image build.

[ue4-docker build] Building image "adamrehn/ue4-minimal:5.0-opengl-ubuntu18.04"...
[+] Building 300.2s (19/32)
 => [internal] load build definition from Dockerfile                                                                                0.0s
 => => transferring dockerfile: 7.94kB                                                                                0.0s
 => [internal] load .dockerignore                                                                                0.0s
 => => transferring context: 53B                                                                                0.0s
 => [internal] load metadata for docker.io/adamrehn/ue4-build-prerequisites:opengl-ubuntu18.04                                                                                0.0s
 => [internal] load metadata for docker.io/adamrehn/ue4-source:5.0-opengl-ubuntu18.04                                                                                0.0s
 => CACHED [stage-1 1/7] FROM docker.io/adamrehn/ue4-build-prerequisites:opengl-ubuntu18.04                                                                                0.0s
 => [internal] load build context                                                                                0.0s
 => => transferring context: 9.97kB                                                                                0.0s
 => [builder  1/20] FROM docker.io/adamrehn/ue4-source:5.0-opengl-ubuntu18.04                                                                                0.0s
 => CACHED [builder  2/20] COPY set-changelist.py /tmp/set-changelist.py                                                                                0.0s
 => CACHED [builder  3/20] RUN python3 /tmp/set-changelist.py /home/ue4/UnrealEngine/Engine/Build/Build.version $CHANGELIST && echo '' && echo 'RUN directive complete. Docker will now commit th  0.0s
 => CACHED [builder  4/20] RUN rm -rf /home/ue4/UnrealEngine/.git && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large   0.0s
 => CACHED [builder  5/20] COPY enable-opengl.py /tmp/enable-opengl.py                                                                                0.0s
 => CACHED [builder  6/20] RUN python3 /tmp/enable-opengl.py /home/ue4/UnrealEngine/Engine/Config/BaseEngine.ini && echo '' && echo 'RUN directive complete. Docker will now commit the filesyste  0.0s
 => CACHED [builder  7/20] COPY patch-filters-xml.py /tmp/patch-filters-xml.py                                                                                0.0s
 => CACHED [builder  8/20] RUN python3 /tmp/patch-filters-xml.py /home/ue4/UnrealEngine/Engine/Build/InstalledEngineFilters.xml && echo '' && echo 'RUN directive complete. Docker will now commi  0.0s
 => CACHED [builder  9/20] COPY patch-build-graph.py /tmp/patch-build-graph.py                                                                                0.0s
 => CACHED [builder 10/20] RUN python3 /tmp/patch-build-graph.py /home/ue4/UnrealEngine/Engine/Build/InstalledEngineBuild.xml /home/ue4/UnrealEngine/Engine/Build/Build.version && echo '' && ech  0.0s
 => CACHED [builder 11/20] RUN ./Engine/Build/BatchFiles/Linux/Build.sh UnrealHeaderTool Linux Development -SkipBuild && echo '' && echo 'RUN directive complete. Docker will now commit the file  0.0s
 => CACHED [builder 12/20] WORKDIR /home/ue4/UnrealEngine                                                                                0.0s
 => ERROR [builder 13/20] RUN ./Engine/Build/BatchFiles/RunUAT.sh BuildGraph     -target="Make Installed Build Linux"     -script=Engine/Build/InstalledEngineBuild.xml     -set:WithDDC=true -  300.0s
------
 > [builder 13/20] RUN ./Engine/Build/BatchFiles/RunUAT.sh BuildGraph     -target="Make Installed Build Linux"     -script=Engine/Build/InstalledEngineBuild.xml     -set:WithDDC=true -set:HostPlatformOnly=true &&    rm -R -f /home/ue4/UnrealEngine/LocalBuilds/InstalledDDC && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '':
#19 0.494
#19 0.494 Running AutomationTool...
#19 0.494
#19 1.488 Fixing inconsistent case in filenames.
#19 1.492 Setting up Mono
#19 1.500 Setting up bundled DotNet SDK
#19 1.525 Rebuilding: AutomationTool assembly not found
#19 12.13 Start UAT Interactively: ./AutomationTool BuildGraph -target=Make Installed Build Linux -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:HostPlatformOnly=true
#19 12.38 Parsing command line: BuildGraph -target="Make Installed Build Linux" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:HostPlatformOnly=true
#19 16.11 Building 20 projects (see Log 'Engine/Programs/AutomationTool/Saved/Logs/Log.txt' for more details)
#19 16.12  Restore...
#19 26.22  Build...
#19 45.99  build complete.
#19 46.17 Log location: /home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/Log.txt
#19 46.80 ****** [1/10] Update Version Files
#19 46.80
#19 46.82 /home/ue4/UnrealEngine
#19 46.82 Saving file list to /home/ue4/UnrealEngine/Engine/Saved/BuildGraph/Update Version Files/Tag-Update Version Files.xml
#19 46.83
#19 46.83 ****** [2/10] Compile UnrealHeaderTool Linux
#19 46.83
#19 46.83 Reading local file list from /home/ue4/UnrealEngine/Engine/Saved/BuildGraph/Update Version Files/Tag-Update Version Files.xml
#19 46.85 Running: /home/ue4/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool UnrealHeaderTool Linux Development  -NoUBTMakefiles -nobuilduht -precompile -allmodules -Manifest=/home/ue4/UnrealEngine/Engine/Intermediate/Build/Manifest.xml -NoHotReload -log="/home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-UnrealHeaderTool-Linux-Development.txt"
#19 47.24 Log file: /home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-UnrealHeaderTool-Linux-Development.txt
#19 48.72 Writing dependency list to /home/ue4/UnrealEngine/Engine/Intermediate/DependencyLists/UnrealHeaderTool/Development/Linuxx86_64-unknown-linux-gnu/DependencyList-AllModules.txt
#19 48.73 Writing manifest to /home/ue4/UnrealEngine/Engine/Intermediate/Build/Manifest.xml
#19 48.90 Building UnrealHeaderTool...
#19 48.90 [Adaptive Build] Excluded from BuildSettings unity file: BuildSettings.cpp
#19 48.90 [Adaptive Build] Excluded from NetCommon unity file: NetCommonModule.cpp
#19 48.91 Determining max actions to execute in parallel (6 physical cores, 6 logical cores)
#19 48.91   Executing up to 6 processes, one per physical core
#19 48.91   Requested 1.5 GB free memory per action, 7.68 GB available: limiting max parallel actions to 5
#19 48.92 Building 61 actions with 5 processes...
#19 49.03 [1/61] Compile BuildSettings.cpp
#19 52.61 [2/61] Compile SharedPCH.Core.ShadowErrors.h
#19 52.73 [3/61] Compile PCH.Core.h
#19 52.88 [4/61] Compile MiMalloc.c
#19 54.10 [5/61] Compile Module.TraceLog.cpp
#19 54.92 [6/61] Compile PCH.CoreUObject.h
#19 56.34 [7/61] Compile SharedPCH.Core.ShadowErrors.TypeCastWarnings.h
#19 70.63 [8/61] Compile Module.Core.18_of_18.cpp
#19 75.47 [9/61] Compile Module.Core.13_of_18.cpp
#19 83.78 [10/61] Compile Module.Core.9_of_18.cpp
#19 88.83 [11/61] Compile Module.Core.10_of_18.cpp
#19 90.18 [12/61] Compile Module.Core.8_of_18.cpp
#19 91.46 [13/61] Compile Module.Core.7_of_18.cpp
#19 115.8 [14/61] Compile Module.Core.17_of_18.cpp
#19 116.0 [15/61] Compile Module.Core.12_of_18.cpp
#19 120.3 [16/61] Compile Module.Core.1_of_18.cpp
#19 121.5 [17/61] Compile Module.Core.2_of_18.cpp
#19 130.7 [18/61] Compile Module.Core.14_of_18.cpp
#19 130.7 [19/61] Compile Module.Core.4_of_18.cpp
#19 139.6 [20/61] Compile Module.Core.5_of_18.cpp
#19 143.5 [21/61] Compile Module.Core.15_of_18.cpp
#19 146.5 [22/61] Compile Module.Core.11_of_18.cpp
#19 146.7 [23/61] Compile Module.SSL.cpp
#19 148.1 [24/61] Compile Module.Sockets.cpp
#19 149.3 [25/61] Compile Module.Zen.cpp
#19 170.8 [26/61] Compile Module.Core.6_of_18.cpp
#19 174.1 [27/61] Compile Module.Projects.cpp
#19 181.1 [28/61] Compile Module.Core.16_of_18.cpp
#19 189.6 [29/61] Compile Module.CoreUObject.6_of_10.cpp
#19 210.0 [30/61] Compile Module.DerivedDataCache.cpp
#19 214.5 [31/61] Compile Module.CoreUObject.3_of_10.cpp
#19 214.7 [32/61] Compile Module.CoreUObject.7_of_10.cpp
#19 215.0 [33/61] Compile Module.CoreUObject.10_of_10.cpp
#19 218.7 [34/61] Compile Module.CoreUObject.5_of_10.cpp
#19 223.7 [35/61] Compile SharedPCH.CoreUObject.ShadowErrors.h
#19 227.1 [36/61] Compile Module.CoreUObject.2_of_10.cpp
#19 246.3 [37/61] Compile Module.CoreUObject.8_of_10.cpp
#19 251.0 [38/61] Compile Module.CoreUObject.1_of_10.cpp
#19 251.1 [39/61] Link (lld) libUnrealHeaderTool-BuildSettings.so
#19 251.2 [40/61] Link (lld) libUnrealHeaderTool-TraceLog.so
#19 252.4 [41/61] Compile NetCommonModule.cpp
#19 259.0 [42/61] Compile Module.UnrealHeaderTool.2_of_2.cpp
#19 263.1 [43/61] Compile Module.Json.cpp
#19 264.8 [44/61] Compile Module.CoreUObject.9_of_10.cpp
#19 269.4 [45/61] Compile Module.ScriptGeneratorPlugin.cpp
#19 271.7 [46/61] Compile Module.Core.3_of_18.cpp
#19 276.3 [47/61] Compile Module.UnrealHeaderTool.1_of_2.cpp
#19 276.8 [48/61] Link (lld) libUnrealHeaderTool-Core.so
#19 276.9 [49/61] Link (lld) libUnrealHeaderTool-NetCommon.so
#19 277.1 [50/61] Link (lld) libUnrealHeaderTool-Json.so
#19 277.1 [51/61] Link (lld) libUnrealHeaderTool-SSL.so
#19 277.1 [52/61] Link (lld) libUnrealHeaderTool-Sockets.so
#19 277.4 [53/61] Link (lld) libUnrealHeaderTool-Zen.so
#19 277.5 [54/61] Link (lld) libUnrealHeaderTool-Projects.so
#19 278.5 [55/61] Link (lld) libUnrealHeaderTool-DerivedDataCache.so
#19 288.1 [56/61] Compile Module.CoreUObject.4_of_10.cpp
#19 291.5 [57/61] Link (lld) libUnrealHeaderTool-CoreUObject.so
#19 291.7 [58/61] Link (lld) libUnrealHeaderTool-ScriptGeneratorPlugin.so
#19 292.4 [59/61] Link (lld) UnrealHeaderTool
#19 292.8 [60/61] WriteMetadata UnrealHeaderTool.version
#19 293.1 [61/61] WriteMetadata UnrealHeaderTool.target
#19 293.1 Total time in Parallel executor: 244.22 seconds
#19 293.2 Total execution time: 246.14 seconds
#19 293.2 Took<PHONE_NUMBER>s to run UnrealBuildTool, ExitCode=0
#19 293.3 Saving local manifest to /home/ue4/UnrealEngine/Engine/Saved/BuildGraph/Compile UnrealHeaderTool Linux/Manifest.xml
#19 293.3 Saving file list to /home/ue4/UnrealEngine/Engine/Saved/BuildGraph/Compile UnrealHeaderTool Linux/Tag-Compile UnrealHeaderTool Linux.xml
#19 293.3
#19 293.3 ****** [3/10] Compile UnrealEditor Linux
#19 293.3
#19 293.3 Reading local file list from /home/ue4/UnrealEngine/Engine/Saved/BuildGraph/Compile UnrealHeaderTool Linux/Tag-Compile UnrealHeaderTool Linux.xml
#19 293.3 Reading local file list from /home/ue4/UnrealEngine/Engine/Saved/BuildGraph/Update Version Files/Tag-Update Version Files.xml
#19 293.3 Reading shared manifest from /home/ue4/UnrealEngine/Engine/Saved/BuildGraph/Compile UnrealHeaderTool Linux/Manifest.xml
#19 293.3 Running: /home/ue4/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool UnrealEditor Linux DebugGame  -NoUBTMakefiles -nobuilduht -precompile -allmodules  -Manifest=/home/ue4/UnrealEngine/Engine/Intermediate/Build/Manifest.xml -NoHotReload -log="/home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-UnrealEditor-Linux-DebugGame.txt"
#19 293.6 Log file: /home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-UnrealEditor-Linux-DebugGame.txt
#19 298.0 Parsing headers for UnrealEditor
#19 298.1   Running UnrealHeaderTool UnrealEditor "/home/ue4/UnrealEngine/Engine/Intermediate/Build/Linux/B4D820EA/UnrealEditor/DebugGame/UnrealEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="/home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/UHT-UnrealEditor-Linux-DebugGame.txt"
#19 298.3 Took 4.9666545s to run UnrealBuildTool, ExitCode=3
#19 298.3 UnrealBuildTool failed. See log for more details. (/home/ue4/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-UnrealEditor-Linux-DebugGame.txt)
#19 298.3 AutomationTool executed for 0h 4m 45s
#19 298.3 AutomationTool exiting with ExitCode=3 (Error_UnknownCommand)
#19 298.4 RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 3
------
executor failed running [/bin/sh -c ./Engine/Build/BatchFiles/RunUAT.sh BuildGraph     -target="Make Installed Build Linux"     -script=Engine/Build/InstalledEngineBuild.xml     -set:WithDDC=true -set:HostPlatformOnly=true &&       rm -R -f /home/ue4/UnrealEngine/LocalBuilds/InstalledDDC && echo '' && echo 'RUN directive complete. Docker will now commit the filesystem layer to disk.' && echo 'Note that for large filesystem layers this can take quite some time.' && echo 'Performing filesystem layer commit...' && echo '']: exit code: 3
[ue4-docker build] Error: failed to build image "adamrehn/ue4-minimal:5.0-opengl-ubuntu18.04".

You're trying to build some non-released code from your own fork and that code doesn't compile. ue4-docker cannot do anything here. You should be able to ue4-docker build --target=full 5.0.1-release though.

Hello,
I do not know if this can help but I was doing the same steps as in the ue4-minimal Dockerfiles do get the Logs from the UnrealBuildTool :
UnrealHeaderTool needs to run because no generated code directory was found for module CoreUObject
Parsing headers for UnrealEditor
  Running UnrealHeaderTool UnrealEditor "/home/ue4/UnrealEngine/Engine/Intermediate/Build/Linux/B4D820EA/UnrealEditor/DebugGame/UnrealEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="/home/ue4/UnrealEngine/UHT-UnrealEditor-Linux-DebugGame.txt"
CompilationResultException: Error: CrashOrAssert
   at UnrealBuildTool.ExternalExecution.ExecuteHeaderToolIfNecessary(BuildConfiguration BuildConfiguration, FileReference ProjectFile, TargetMakefile Makefile, String TargetName, ISourceFileWorkingSet WorkingSet) in /home/ue4/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/System/ExternalExecution.cs:line 1275
   at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, TargetDescriptor TargetDescriptor) in /home/ue4/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs:line 1773
   at UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet) in /home/ue4/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/Modes/BuildMode.cs:line 742
   at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) in /home/ue4/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/Modes/BuildMode.cs:line 267
   at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in /home/ue4/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/Modes/BuildMode.cs:line 237
   at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in /home/ue4/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.cs:line 593
WriteFileIfChanged() wrote 0 changed files of 0 requested writes.

Unfortunately, that is just UBT telling us that UHT crashed. I assume the logs from UHT are in /home/ue4/UnrealEngine/UHT-UnrealEditor-Linux-DebugGame.txt, and hopefully will tell us the actual failure.

The problem is not SSE3, but SSSE3 that Phenom II lacks.

Thx,
I will try to edit the Engine/Source/Programs/UnrealBuildTool/Platform/Linux/LinuxToolChain.cs to remove the -mssse3.
And if this is working I will try to edit/write a patch-xxx.py like the one you already to remove it depending on presence of the
of the in /proc/cpuinfo
I will keep you inform

Maybe worth a bug-report to Epic, since I expect the same problem happens if you do the build on the host outside Docker too. They could at least update their documentation to specify a stronger build-system requirement than merely recommending "Quad-core Intel or AMD, 2.5 GHz or faster".
Also, sorry for any confusion from me missing the difference between SSE3 and SSSE3. I had somehow never heard of the latter before now. >< (Looking back at my search results when I was looking into this, I'm not the only one to have had this confusion. ^^)

@slonopotamus Yes doubt it to, but I have nothing to lose to try :)
@TBBle
I have just submit the issue to Epic.
From what I see in the tags this have been added with the 4.26.0-release, so yes not spécifique to the UE5
And no problem for the confusion ;)

I start to think that this comment lies. Here's a one-year-old video of guys playing Fortnite on Phenom II: https://www.youtube.com/watch?v=eU5CkmLBHwM
So, at least one year ago, Windows UE builds didn't require SSSE3.
I was also unable to find any means to control SSSE3 in cl.exe flags, so "This is default on for MSVC" makes even less sense.

It's possible the person was confused like I was, since SSE3 has been present (AFAICT) from almost the very beginning of x86_64. It wasn't in the very first AMD x86_64 CPUs, but later revisions of the same chip lines (Opteron, Athlon 64) included it, and it seems all x86_64 Intel CPUs included it. I'm guessing MSVC has no flags for SSE3 onwards because their code-gen either generates SSE2 (which is part of the x86_64 base spec), or one of the AVX variants, presumably that being a difference that actually brings some benefit at the cost of compatibility.

Let's go: https://github.com/EpicGames/UnrealEngine/pull/9182

So, I think we shouldn't do anything on ue4-docker side here. Closing?

The only thing we could do here is patch-out the change in the source since that reported worked, but I'd like to see what Epic says first, particularly if it turns out this change has propagated into how they build third-party libraries too (that aren't used by the Editor unless the plugin is enabled), for example, so we can see the scope of any possible patch.
I'm ambivalent to whether that means "leave open with await-upstream label" or "close and re-open depending on upstream action".

I don't think we would ever want to patch every bug, but there is history of patching build-system bugs in ue4-docker, and "delete a line" is well within the scope of other patches.
That said, this isn't a global build-breaking bug so it probably makes more sense for users whose min-spec target includes non-SSSE3 Linux boxes to maintain that in a fork, or if Epic agree and fix this, upgrade to a version with the fix.
We are after all talking about an instruction set that has been in Intel's CPU range for 15 years, and AMD CPUs for 10 years, as far as I can parse Wikipedia. The Steam Hardware Survey lists SSSE3 as supported by 99.38% of the cohort, so given that Epic apparently haven't had the need to revert this in their playerbase in the last 18 months, I don't feel a strong need to patch around it ue4-docker, particularly if it turns out to be sacrificing performance for the vast majority of users, although the code comment doesn't touch upon this as being a motivation.

See https://github.com/EpicGames/UnrealEngine/commit/0d3889b2e0a41b9628054f861bc31e9f074e6b61. Epics dropped everything older than Bulldozer for AMD and Nehalem for Intel. I don't think we want to fight againts that on ue4-docker side.


Pin the Python protobuf dependency (#71)

The Python protobuf library was updated tonight in a backwards incompatible
way, and the Python bindings are no longer working for fresh builds. I tried
to upgrade the bindings but couldn't get the tests to pass. As a workaround,
this commit just pins the version of the Python protobuf package to something
less than 4.

 Thank you for your submission! We really appreciate it. Like many open source projects, we ask that you sign our Contributor License Agreement before we can accept your contribution.You have signed the CLA already but the status is still pending? Let us recheck it.

@atvaccaro i'm not aware of any further discussion here, but i think this PR makes sense to merge + publish as a stopgap (cc @isabelle-dr). i have this on my radar to dig further into, but won't get to it right away

Sounds good @jameslinjl.
Just one thing:

publish as a stopgap

What does it mean? 🙈

A longer term solution is to upgrade the Python dependencies to their most recent version, however I tried this and the unit tests don’t pass so it’s more work than this PR. This PR is a “stopgap” in the sense that it just deals with the problem in the short term until someone gets around to upgrading the dependencies.

@jamespfennell @atvaccaro I'm actually having some trouble reproducing this issue (caveat: I'm not super familiar with the Python ecosystem, so I could totally be doing something wrong here). I needed to resolve an issue on the unit test where rb was necessary when calling open (since the .pb file is binary data), but otherwise the tests continue to pass, even when I do a clean install with protobuf-4.21.10. Is there some sort of step that I'm missing here?

@jameslinjl if you got the tests to pass with the most recent protobuf release that would be awesome! I think it would be preferable to the current PR.

Any update on this? I just naively installed gtfs-realtime-bindings using pip and got an unusable package.

Hey @tannert ! master should have the required fixes for this already, but I don't believe the latest changes have been published yet. I believe @bdferris-v2 already granted @isabelle-dr the permission to be able to publish the new package version, so I think we just need for her to give that a shot!

hey @tannert and @jamespfennell ! i just published the python bindings 1.0.0, and it seems to be working for me when I test it on my local machine. Would one (or both) of you be able to help validate from your side to make sure 1.0.0 looks good?

@jameslinjl just tested 1.0.0 and it looks good! Thanks!

@isabelle-dr could you close this PR since it is no longer relevant / needed?


Convert link colors to rgb

Prerequisites

[X] I have searched for duplicate or closed feature requests
[X] I have read the contributing guidelines

Proposal
a {
  color: rgba(var(--bs-link-color), var(--bs-link-opacity));
}

a:hover {
  color: rgba(var(--bs-link-hover-color), var(--bs-link-hover-opacity));
}

Motivation and context
It will help with link styling. Also we will be able to do something like this:
a {
  text-decoration: var(--bs-link-line, underline) var(--bs-link-style, initial) rgba(var(--bs-link-color), var(--bs-link-line-opacity, 1));
  // and for the hover state
}

@each $style in (solid dashed dotted) {
  .link-#{$style},
  .link-#{$style}-hover:hover {
    --bs-link-style: #{$style};
  }
}

This would be a great candidate for v5.3.0—adding to that for now!

For hovering :
when hovering over the link the color will be changing
a:hover {
color: black; background-color: transparent; text-decoration: underline;

Solution: Converting link colors to RGB
a:link {   color: green;   background-color: transparent;   text-decoration: none; } a:visited {   color: blue;   background-color: transparent;   text-decoration: none; } a:hover {   color: red;   background-color: transparent;   text-decoration: underline; } a:active {   color: grey;   background-color: transparent;   text-decoration: underline; }
Description:
An unclicked link will be green and ununderlined in this instance.
Links that have been visited will be blue and not underlined.
A link that is active will be highlighted in grey.
In addition, a link will turn red and be highlighted when you mouse over it (a:hover).

Can I work on this??

We selected this one for my mini project
On Wed, Sep 21, 2022 at 11:33 PM Gayatri-Shahane @.***>
wrote:

Can I work on this??
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Good

hey, could I work on this issue?


Webpage

Ref https://github.com/OpenMS/OpenMS-docs/issues/4#issuecomment-1125150286.

Yeah it was intended to track higher level topics not real issues. Fine with deleting


Fixed union SQL for MySQL to no longer wrap queries in parentheses

Added a dialect option to not wrap queries in parentheses in a union and applied to mysql

Coverage increased (+0.003%) to 98.502% when pulling aa6513112648f93a5fc615b9b0090f4425105c4b on union_query_mysql_no_parentheses into aa3631efc44ba35600f9a6ccdacd7d8e6210d9d8 on master.


Update intellij-idea-ce to 2018.1.4,181.5281.6

After making all changes to the cask:

[x] brew cask audit --download {{cask_file}} is error-free.
[x] brew cask style --fix {{cask_file}} left no offenses.
[x] The commit message includes the cask’s name and version.

Hi,
you are right. I had seen the other version on a release note, but must have been on the wrong page. When I start up IntelliJ and look at the About dialog it also tells me 181.5087.20.
I am sorry for the mistake.
Thank you for spotting it,
claudio

On 23. May. 2018, at 23:07, commitay<EMAIL_ADDRESS>wrote:
@commitay commented on this pull request.
In Casks/intellij-idea-ce.rb https://github.com/caskroom/homebrew-cask/pull/47518#discussion_r190399347:

@@ -1,10 +1,10 @@
cask 'intellij-idea-ce' do

version '2018.1.3,181.4892.42'
sha256 '2831417cdf987638b236ddaee6acc2e0621c5b7d460d78dfbdb162fa6c8a855c'

version '2018.1.4,181.5281.6'
This is the version from the appcast: 2018.1+181.5087.20

https://data.services.jetbrains.com/products/releases?code=IIC&latest=true&type=release https://data.services.jetbrains.com/products/releases?code=IIC&latest=true&type=release
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bug:

Describe the bug
Scanner not working
To Reproduce
Build, upload, press scan
Expected behavior
Scanner view should appear
Additional context
ERROR Error: Uncaught (in promise): Error: Failed to scan code.
Error: Failed to scan code.
Same code as in repo
Tried with Ionic 6 and 7
with version "^5.0.2"

I close this is as duplicate of https://github.com/capawesome-team/capacitor-mlkit/issues/38


Web page is not loading on Chrome/Edge

I receive a blank screen at app.excalidraw.com. I can only load the base excalidraw.com.
There appears to be a console error (from  a colleague with the same issue)

+1 👎

The issue is with firebase Auth outage - https://status.firebase.google.com/incidents/JH8hiSsfnSZHMdZqFTaC google is working on it

Issue is now resolved. We'll follow up with more details over newsletter tomorrow. 🙏


Clean up the GithubNameResolver using kusto table

https://github.com/Azure/azure-sdk-tools/pull/2666/files#r805070462

Clean up the useless var in pipeline variable group.

Pick reasonable name for
--dev-ops-token-var
--aad-app-id-var

Closed the issue as we have switched to opensource API


hotfix - check if there are foreign keys in the JSON file

You should create a new release after this hotfix.


PublicKey25519Proposition address validation fails

Description
PublicKey25519Proposition public key address validation is failing when validating checksum.
For example:
 val pub = PrivateKey25519Companion.generateKeys(seed)._2
 PublicKey25519Proposition.validPubKey(pub.address).isSuccess == false

Solution
While creating the address, the checksum is invoked only with pubKeyBytes but when verifiying, the AddressVersion is included (addressBytes.dropRight(ChecksumLength) also contains the  AddressVersion in the head after droping the checksum)

Thanks for the submission!


[HOLD for payment 2024-01-26] [$250] [MEDIUM] IOU - IOU preview shows (none) in the main chat for request with receipt and no merchant

If you haven’t already, check out our contributing guidelines for onboarding and email<EMAIL_ADDRESS>to request to join our Slack channel!

Version Number: 1.4.21-1
Reproducible in staging?: y
Reproducible in production?: y
If this was caught during regression testing, add the test name, ID and link from TestRail:
Email or phone of affected tester (no customers):
Logs: https://stackoverflow.com/c/expensify/questions/4856
Expensify/Expensify Issue URL:
Issue reported by: Applause - Internal Team
Slack conversation:
Action Performed:

Go to FAB > Request money > Manual.
Enter amount and select a user.
On the confirmation page, click 3-dot menu > Add a receipt.
Create the request after adding a receipt.

Expected Result:
IOU preview will not show (none) in the main chat. It won't show anything in that row, ie. now 1 request,

Actual Result:
IOU preview shows (none) in the main chat.
Workaround:
Unknown
Platforms:

Which of our officially supported platforms is this issue occurring on?

[ ] Android: Native
[x] Android: mWeb Chrome
[x] iOS: Native
[x] iOS: mWeb Safari
[x] MacOS: Chrome / Safari
[ ] MacOS: Desktop

Screenshots/Videos
Add any screenshot/video evidence
https://github.com/Expensify/App/assets/93399543/6398b2c7-ccc3-463f-9d34-35bee109dddf
View all open jobs on GitHub
Upwork Automation - Do Not Edit

Upwork Job URL: https://www.upwork.com/jobs/~0122c75a36981f1098
Upwork Job ID:<PHONE_NUMBER>847630336
Last Price Increase: 2024-01-05
Automatic offers:

rojiphil | Contributor | 28092684

Proposal
Please re-state the problem that we are trying to solve in this issue.
When entering in an IOU manually and then going to upload the receipt, the chat is showing none as the recipient.
What is the root cause of that problem?
The variable PARTIAL_TRANSACTION_MERCHANT which is set to "(none)" is being loaded here instead of receiptMissingDetails which is set to "Receipt missing details"
What changes do you think we should make in order to solve the problem?
We need to change out the variable from PARTIAL_TRANSACTION_MERCHANT to receiptMissingDetails or the other options listed below.
We need to set the variable being loaded to something else besides PARTIAL_TRANSACTION_MERCHANT if we want text there, but not sure receipt is missing details is what we want in replace of that. If we want to recipient or the person sending it, then we need to put that variable in instead.
Another option instead of "(none)" as the PARTIAL_TRANSACTION_MERCHANT we set it to "Receipt missing details" or something like "Not able to read merchant". Additionally maybe adding in a field to put the merchant name in if it can't read the receipt would be a good idea here.

Contributor details
Your Expensify account email<EMAIL_ADDRESS>Upwork Profile Link: https://www.upwork.com/freelancers/~01071c3a14964af0bb

Proposal
Please re-state the problem that we are trying to solve in this issue.
(None) is displayed in report preview while we show empty value for merchant during money request generation.
What is the root cause of that problem?
Here, we format the merchant value for display. However, since (none) is a default text which do not display, we are not skipping here. This is the root cause.
What changes do you think we should make in order to solve the problem?
We can reset the formattedMerchant like this here to solve this problem
if(formattedMerchant === CONST.TRANSACTION.PARTIAL_TRANSACTION_MERCHANT) {
    formattedMerchant = null;
}

What alternative solutions did you explore? (Optional)

Was able to reproduce and updated the Expected Behaviour in the OP.
@rushatgabhane plz review the proposals above.
Thx

@mountiny This has the same root cause with https://github.com/Expensify/App/issues/33818 and https://github.com/Expensify/App/issues/33798 . So I think we should hold this issue

This has the same root cause with #33818 and #33798 . So I think we should hold this issue

@DylanDylann
I am not sure if I understand the correlation (i.e. same root cause) between this issue and the mentioned ones.
Can you please explain?

We can fix this now.
I think we want to create a helper method if it does not exist, which will check for partial merchant so isPartialMerchant that will be true if the merchant is (none) or Unknown Merchant.
I think this is super simple fix which I could otherwise give back to @waterim as PR author, but I will export it and make it $250 to reflect the scope of this issue.
@rushatgabhane can you please review the proposals?

Proposal
Updated proposal to include the helper function as per feedback here

@rushatgabhane can you have a look please?

@rojiphil's proposal LGTM
🎀 👀 🎀

@rojiphil can you please raise a PR? thanks!

WIP ⚠

The PR that introduced the bug has been identified. Link to the PR:

The offending PR has been commented on, pointing out the bug it caused and why, so the author and reviewers can learn from the mistake. Link to comment:

A discussion in #expensify-bugs has been started about whether any other steps should be taken (e.g. updating the PR review checklist) in order to catch this type of bug sooner. Link to discussion:

Determine if we should create a regression test for this bug.

If we decide to create a regression test for the bug, please propose the regression test steps to ensure the same bug will not reach production again

If no regressions arise, payment will be issued on 2024-01-26

@mallenexpensify
Overdue on payment for almost a week now.
Gentle bump on this.

Contributor: @rojiphil paid $250 via Upwork
Contributor+: @rushatgabhane due $250 via NewDot
@rojiphil apologies for the delay
@rushatgabhane , can you please finish the checklist above so we can get this closed?

$250 approved for @rushatgabhane based on summary above.

sorry, didn't get time yet to complete the checklist

Please prioritize @rushatgabhane since it's been a month and we wanna get this closed.

@mallenexpensify all done https://github.com/Expensify/App/issues/33874#issuecomment-1915907523

Tahnks @rushatgabhane , closing

https://github.com/Expensify/Expensify/issues/372509


Kf 3784 feat get images (DO NOT MERGE)

Repository specific list of images.
Used by CVE scanning workflows and can be used to collect images URL for airgapped setup.
Summary of changes:

Added script to extract images for stable.

New PR filed https://github.com/canonical/knative-operators/pull/124 Closing


chore: Display non-Java Diff between Monorepo and Split Repos

WIP

Added Issues: https://github.com/googleapis/google-cloud-java/issues/8470
We should copy the CHANGELOG.md since release-please will skip the previously released versions in the release notes. Could also apply for the README.md


BackYourStack: Update dispatch process to Async

Following up https://github.com/opencollective/backyourstack/issues/247#issuecomment-546838595
This PR updates the dispatch process from previous synchronous method, the collective admin will be notified about dispatch confirmation through an email as shown below:

The email looks great. It should later be duplicated and sent each month on dispatch.


How to deserialize into these monads? IE use monads over an API.

I'm trying to convert all of my API fields like:
interface MyObj {
  test?: string; // OLD
  test: Option<string>; // NEW
}

I've tried using the Option type in my API client, but when I try to use them in code, I get errors like:
Cannot read property 'match' of null
or
...unwrapOr is not a function
When I console.log that data, it seems that despite my using an Option in the API code, its completely ignored, and will either return a string, or null.
Is there any way to use monads over an API?

bump

The only way I found to do this, was to use class-transformer, and to add these directive to class definitions:
@Transform(({ value }) => toOption(value), { toClassOnly: true })
@Transform(({ value }) => toUndefined(value), { toPlainOnly: true })
@Expose()
  email: Option<string>;

Some examples can be seen here.


Lotus: Log and ignore F3 start failures

Currently, if we fail to start F3, we fail to start lotus. Instead, we should just log the error and move on (for now).

Ah, wait. We already do this.


Add more implementer details.

Add .editorconfig.
Fix whitespace in GrotoNetworking.json.
Add more metadata to implementations.

can this be tested with a few test suites first? Properties in a manifest are often cast to the Endpoint class so adding new properties might result in some small correctable issues.

@aljones15 yeah, there are also reporter updates to make. Mainly looking for format/shape feedback first.

Here's how JSON-LD implementations were described: https://w3c.github.io/json-ld-api/reports/#instructions-for-submitting-implementation-reports


Fix backgroundSessionConfiguration deprecation.

Warning: this issue has been inactive for 32 days and will be automatically closed on 2017-12-14 if there is no further activity.

add labels: ios and need resolve conflict


Highlighting of Select texts either greys out or dissappears upon right-click

Issue Type: Bug
In some extensions, for example Thunder Client, and in most pages which document extensions, right-click copy paste is not working. Double clicking a word will high-light that word; sometimes with a transparent bright blue, sometimes with a transparent light grey. But when right-clicking on that selection, the high-light either dissappears of become an inverse dark grey background with the letters in black. In either case, nothing can be copieds at this point.
VS Code version: Code 1.60.1 (83bd43bc519d15e50c4272c6cf5c1479df196a4d, 2021-09-10T17:07:10.714Z)
OS version: Windows_NT x64 10.0.19043
Restricted Mode: No

System Info

Item
Value

CPUs
11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 x 2304)

GPU Status
2d_canvas: enabledgpu_compositing: enabledmultiple_raster_threads: enabled_onoop_rasterization: enabledopengl: enabled_onrasterization: enabledskia_renderer: enabled_onvideo_decode: enabledvulkan: disabled_offwebgl: enabledwebgl2: enabled

Load (avg)
undefined

Memory (System)
15.75GB (1.71GB free)

Process Argv
--crash-reporter-id ac3b8f2c-f520-4b63-a05b-86e51069b12c

Screen Reader
no

VM
0%

Extensions (9)

Extension
Author (truncated)
Version

bracket-pair-colorizer-2
Coe
0.2.1

xml
Dot
2.5.1

prettier-vscode
esb
9.0.0

gc-excelviewer
Gra
3.0.44

vscode-thunder-client
ran
1.9.1

vim
vsc
1.21.7

markdown-pdf
yza
1.4.4

markdown-all-in-one
yzh
3.4.0

material-theme
zhu
3.11.4

A/B Experiments
vsliv368cf:30146710
vsreu685:30147344
python383:30185418
pythonvspyt602:30300191
vspor879:30202332
vspor708:30202333
vspor363:30204092
vstes627:30244334
pythonvspyt639:30300192
pythontb:30283811
pythonvspyt551:30345470
pythonptprofiler:30281270
vshan820:30294714
vstes263cf:30335440
vscorecescf:30358481
pythondataviewer:30285071
pythonvsuse255:30340121
vscod805:30301674
pythonvspyt200:30340761
vscextlang:30333561
binariesv615:30325510
vsccppwtct:30364498
pythonvssor306:30344512
bridge0708:30335490
pygetstartedc2:30360494
dockerwalkthrucf:30369616
bridge0723:30353136
pythonrunftest32:30365366
pythonf5test824cf:30361778
javagetstartedt:30364666
pythonvspyt187:30365361
pydsgsc2:30361791
vssid140cf:30363604
vssur157:30367808

@mchassy I cannot reproduce:

The behaviour is variable. Sometimes does not work at all. Sometime only works works with Ctrl-C. Here a few screen recordings. You can clearly see that sometimes you select something which appears to be highlighed in blue. Then when you right-click it becomes grey.

Trying to copy from the documentation of Thunder REST Client (using both right click and ctrl-c)

https://user-images.githubusercontent.com/15926092/134704160-6b91052e-0bff-45f6-9e55-e9314dab1dd9.mp4

Trying to copy from the environment variable section of Thunder REST Client  (using both right click and ctrl-c)

https://user-images.githubusercontent.com/15926092/134704471-b078568e-0a7c-40bb-8057-92f694582c3b.mp4

Trying to copy from a CSV file  (using both right click and ctrl-c)

https://user-images.githubusercontent.com/15926092/134704555-ff40eac3-e650-4f64-a71a-a590d4287dc4.mp4

@mchassy Videos are not clear. Can you please upload them with good resolution?
It seems user is copying from web views, hence assigning to @mjbvz

Sorry, trying to find the right profile so they are clear enough, but can still be uploaded. These should work better.
https://user-images.githubusercontent.com/15926092/135093581-56d5bedd-50d6-42d0-b926-fa02ae42791d.mp4
https://user-images.githubusercontent.com/15926092/135093544-cf132a56-ffe2-4e31-853e-87616a037d14.mp4
https://user-images.githubusercontent.com/15926092/135093556-0de5335b-1ab3-4c9f-b030-b7fe10850778.mp4


[Android] Replaced 'getCurrentActivity' with 'getReactApplicationContext'

Replaced getCurrentActivity() with getReactApplicationContext() for all methods in android module, because you can call analytics methods before the app will be initialized (getCurrentActivity returns null in this case and the app crashing)

My usage example
analytics.js
import Analytics from 'react-native-firebase-analytics';

import { ENVIRONMENT, ENVIRONMENTS } from '../config';

// collect analytics only in production
if (ENVIRONMENT !== ENVIRONMENTS.PRODUCTION) {
  Analytics.setEnabled(false);
  Analytics.logEvent = (...args) => console.log('Analytics.logEvent', ...args);
  Analytics.setUserId = (...args) => console.log('Analytics.setUserId', ...args);
  Analytics.setUserProperty = (...args) => console.log('Analytics.setUserProperty', ...args);
}

export default Analytics;

In this case android app crashing on line Analytics.setEnabled(false); This PR fixed this.

i'm trying to understand the difference between getCurrentActivity() and getReactApplicationContext(). I'm using getCurrentActivity().getIntent() in another library but seems getReactApplicationContext() doesn't have it.

As I understand Activity is an android view! FirebaseAnalytics.getInstance want to receive Context! But Activity just casting to AppContext...

looks like getReactApplicationContext() is the correct way to go in this case. thanks


DRAFT: Changing properties for metrics and models

Description
This PR adds a few things:

validation that any model that has a relationship established to/from it is set to is_public
logic to check that relationships created across public/entities don't already exist OR match what already exists.
changing join_key to join_keys and supporting it as a list.

additional logic in manifest.py to overwrite single str values to lists

renaming the _process_for_inverse_relationships function to _process_semantic_information so it can be the hub for all semantic manifest parsing.
Adding the primary_keys property in the manifest underneath each model/seed node. This is then populated as a composite of the names from all columns where is_primary_key is set to true.

To do the first part I commented out some code in metric validation because this should live at the model/node level IMO.
The second part is messy because of comparisons against data classes being a bit out of my wheelhouse. I suspect there are much cleaner ways to write EntityRelationship comparisons than casting the relationship type to string so it can compare 😅
The third part is an extension of the logic in part 3 with some overwriting of values in conditional statements. I tried using _listify but wasn't able to get it to work so figured I'd punt that off to a review later on.

@dave-connors-3 should be good to go!


Ask for optional github username in forms

It will be useful to get the github username if they have one. Since not all might have one, we can make this optional.

I don't think we're gonna take this up any time soon. What value it adds for us is still not very clear.


treefmt: init at 0.1.1

Motivation for this change
In the long term, format all of nixpkgs.
Things done

[x] Tested using sandboxing (nix.useSandbox on NixOS, or option sandbox in nix.conf on non-NixOS linux)
Built on platform(s)

[x] NixOS
[ ] macOS
[ ] other Linux distributions

[ ] Tested via one or more NixOS test(s) if existing and applicable for the change (look inside nixos/tests)
[ ] Tested compilation of all pkgs that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review wip"
[ ] Tested execution of all binary files (usually in ./result/bin/)
[ ] Determined the impact on package closure size (by running nix path-info -S before and after)
[ ] Ensured that relevant documentation is up to date
[x] Fits CONTRIBUTING.md.

Result of nixpkgs-review pr 120521 run on x86_64-linux 1

1 package built:

treefmt

Thanks for your review @SuperSandro2000, I'll go ahead and merge it like this since it's functional.


[DashboardEditor] Selected DataItems for DataTable should be draggable to change the arrangement of columns in the DataTable

What package is this for?

[x] React
[ ] Angular

Summary
Selected data items for DataTable should be draggable to change the arrangement of columns in the DataTable Card. Current implementation uses the List component.
Additional context Add any other context or screenshots about the feature
request here.

Specific timeline issues / requests
Do you want this work within a specific time period? Is it related to an
upcoming release?
NB: The core contributors will try to work with your timeline, but it's not
guaranteed. The earlier you make a request in advance of a desired delivery
date, the better!
Available extra resources
What resources do you have to assist this effort?
Carbon add-ons for Watson IoT is a collaborative system. We encourage teams to
build components and submit them for integration.

I would expect drag and drop to be enabled via a , and become available for any list. I am concerned that the dashboard editing component does not leverage ?


Question about how to get the future line

Hi,
According to this line https://github.com/zxc-tju/InterHub/blob/main/utils/SceneProcessor.py#L320, the variable additional_trajectory is not used. So my understanding is that the future line is only the future trjectories in timerange. Then, the map information is totally ignored during this process. Is this correct?
Best,

Hi Wenhao,
Yes, you are correct. This process does not necessarily rely on map information which is totally ignored in the current implementation. The interaction intensity calculation within the timerange could work solely with the ground truth trajectory data. While map information could be used to generate additional_trajectory to provide dummy future trajectories for calculating interaction intensity near the end of the trajectory segment, it is excluded in the current implementation due to accuracy concerns.
Best，
Xiaocong

Thanks for your response!
I have another question about the results. I tried to run the metric on nuplan and nuscenes, but it looks like most of the pairs of vehicles do not have intersections if we only use the gt future. Maybe it's because the timerange=5 is too short. Then, the final results only have a few valid scenarios while the others are filtered out. Thanks!

The number of extracted scenarios is indeed sensitive to the time range considered. The choice of timerange=5 seconds is somewhat empirical and is limited by the length of the source segments in the raw dataset. However, increasing the time range does not ensure more extracted cases. The key idea behind "interaction intensity" is to measure the effort required to resolve a conflict using the "best" collaborative solution. Thus, given the same initial conflict state, a longer time period can make collaboration easier, reducing the average effort required (which is the metric for interaction intensity). As a result, a longer time window might actually lead to a lower measured interaction intensity.
Hope this helps :)

yeah, that makes sense. If I understand correctly, one assumption here is that the interaction intensity is 0 if there is no potential collision in the future?

yes that's it


Enhancement to support fine-grained connectivity

Signed-off-by: Aswin Surayanarayanan<EMAIL_ADDRESS>

Closing in favour of https://github.com/submariner-io/enhancements/pull/4


No module named 'prompt_toolkit.interface' during Microsoft Learn course

While in the Microsoft Learn course -  Azure Fundamentals: Describe Azure architecture and services  | Describe the core architectural components of Azure -, an Azure Sandbox was generated.
Typing az interactive, as requested by the course, generates the following error.
Command Name
az interactive
Errors:
The command failed with an unexpected error. Here is the traceback:
No module named 'prompt_toolkit.interface'
Traceback (most recent call last):
  File "/usr/lib64/az/lib/python3.9/site-packages/knack/cli.py", line 233, in invoke
    cmd_result = self.invocation.execute(args)
  File "/usr/lib64/az/lib/python3.9/site-packages/azure/cli/core/commands/__init__.py", line 663, in execute
    raise ex
  File "/usr/lib64/az/lib/python3.9/site-packages/azure/cli/core/commands/__init__.py", line 726, in _run_jobs_serially
    results.append(self._run_job(expanded_arg, cmd_copy))
  File "/usr/lib64/az/lib/python3.9/site-packages/azure/cli/core/commands/__init__.py", line 697, in _run_job
    result = cmd_copy(params)
  File "/usr/lib64/az/lib/python3.9/site-packages/azure/cli/core/commands/__init__.py", line 333, in __call__
    return self.handler(*args, **kwargs)
  File "/usr/lib64/az/lib/python3.9/site-packages/azure/cli/core/commands/command_operation.py", line 121, in handler
    return op(**command_args)
  File "/usr/lib64/az/lib/python3.9/site-packages/azure/cli/command_modules/interactive/custom.py", line 41, in start_shell
    azext_interactive.start_shell(cmd, style=style)
  File "/home/gabriel/.azure/cliextensions/interactive/azext_interactive/__init__.py", line 10, in start_shell
    from .azclishell.app import AzInteractiveShell
  File "/home/gabriel/.azure/cliextensions/interactive/azext_interactive/azclishell/app.py", line 33, in <module>
    from prompt_toolkit.interface import Application, CommandLineInterface
ModuleNotFoundError: No module named 'prompt_toolkit.interface'

Environment Summary
Linux-5.4.0-1091-azure-x86_64-with-glibc2.35 (Cloud Shell), CBL-Mariner/Linux
Python 3.9.13
Installer: RPM

azure-cli 2.41.0

Extensions:
interactive 0.4.5
ai-examples 0.2.5
ml 2.10.0
ssh 1.1.2

Dependencies:
msal 1.20.0b1
azure-mgmt-resource 21.1.0b1

Duplicate of https://github.com/Azure/azure-cli/issues/24213


fail to migration from old client

I maintain a safe system myself.
After I migrated from the legacy gateway client, the data returned by the config service could not be parsed.
{"build_number":"","level":"error","message":{"message":"Validation failed","name":"HttpException","stacktrace":"HttpException: Validation failed\n    at ValidationErrorFactory.from (/dist/validation/providers/validation-error-factory.js:35:16)\n    at GenericValidator.validate (/dist/validation/providers/generic.validator.js:22:47)\n    at ChainsValidator.validate (/dist/domain/chains/chains.validator.js:29:38)\n    at /dist/domain/chains/chains.repository.js:34:102\n    at Array.map (<anonymous>)\n    at ChainsRepository.getChains (/dist/domain/chains/chains.repository.js:34:66)\n    at process.processTicksAndRejections (node:internal/process/task_queues:95:5)\n    at async ChainsService.getChains (/dist/routes/chains/chains.service.js:31:24)"},"request_id":"c8c9540e-d3c0-40f8-8bf6-a6d2b78e9276","timestamp":"2023-07-31T12:58:33.303Z","version":""}

Responses from legacy clients：

ensRegistryAddress Maybe this field is missing.


PXE and mode of inheritance

we currently place https://omim.org/entry/177850 (AD form of PXE) as a subclass of the AR form (https://omim.org/entry/264800).
This isn't right, it seems verbose but I think the hierarchy should be

PXE

inherited PXE

AR
AD

acquired PXE

I agree that it does not make sense to have the AD form of the disease be a subclass of the AR form.
This is confusing, because the AR form OMIM:264800 is labeled 'inherited pseudoxanthoma elasticum' (MONDO_0009925). From my understanding, it sounds like we need a new subclass of MONDO_0009925 'inherited pseudoxanthoma elasticum' that is equivalent to OMIM:264800 that is the AR form, with the hierarchy you describe above.
There is currently not a generic PXE class in Mondo, do you want me to create one?

the generic form exists, it just has an awkward name.
This is current:

PXE MONDO:0024308

inherited PXE (MONDO_0009925) -this is the AR form

AD (MONDO_0008333)

acquired PXE (MONDO_0016441)

I think it should be:

PXE MONDO:0024308

inherited PXE (MONDO_NEW)

AD (MONDO_0008333)
AR (MONDO_0009925) rename this to be explicitly AR

acquired PXE (MONDO_0016441)

thanks for the clarification!


domain decomposition added

I have added the domain decomposition tool and integrated with the distributed version for 2d nonlocal equation


Issue with parseXML.py

I'm getting this error when trying to run parseXML.py to update the database.
https://i.imgur.com/kPnbTut.png

Those scripts only work on Linux and OSX, strange as it may sound considering Tibialyzer is Windows-only ;)
You can probably make them work on Windows, but you will need to modify them a bit (e.g. changing the temporary directory to not be /tmp/, and finding some replacement for imagemagick).


POC for WebSocket Integration with DiceDB

Description:
Create a Proof of Concept (POC) demonstrating the use of WebSocket support in DiceDB by developing a new example application called leaderboard-ws. This example will showcase how clients can directly connect to DiceDB via WebSocket to receive real-time updates, similar to the existing leaderboard-go example.
POC Requirements:
Leaderboard Example Using WebSocket:

Develop a new example called leaderboard-ws, where the client connects directly to the DiceDB server via WebSocket.
Demonstrate the use of WebSocket for real-time communication, where the client receives instant updates on changes to the leaderboard data.
Concrete Example with Documentation:

Place the example in the examples directory.
Include a comprehensive README file that provides:
Step-by-step instructions for setting up and running the example.
Description of the example’s functionality and its use case.
Similarity in style and clarity to the leaderboard-go example to maintain consistency.

Depends on #555

@pratikpandey21 Would like to pick this up.

@Saumay Are you still working on this?

Yes, I'll be working on this issue.
@Soham041201 , this is dependent on #555.
It can't be started till #555 is merged.

@Saumay PR for websocket integration has been merged now.

@lucifercr07 Awesome.
Let me get started with this.

.

@pratikpandey21 Correct me if I am wrong but this requires DiceDB Websocket server to support QWATCH queries(for receiving real-time updates), right?

@Saumay - QWATCH support for websocket PR is under review right now. #1090

Hello @Saumay,
There has been no activity on this issue for the past 5 days.
It would be awesome if you keep posting updates to this issue so that we know you are actively working on it.
We are really eager to close this issue at the earliest, hence if we continue to see the inactivity, we will have to reassign the issue to someone else. We are doing this to ensure that the project maintains its momentum and others are not blocked on this work.
Just drop a comment with the current status of the work or share any issues you are facing. We can always chip in to help you out.
Thanks again.

Hey @arpitbbhayani , this was dependent on a few issues and hence didn't look into this actively.
Let me quickly wrap this up.


Update setup.py to include more python versions, correct version.

Signed-off-by: Tom Kelley<EMAIL_ADDRESS>Developer Certificate of Origin Version 1.1

Copyright (C) 2004, 2006 The Linux Foundation and its contributors. 660 York Street, Suite 102, San Francisco, CA 94110 USA

Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.

Developer's Certificate of Origin 1.1

By making a contribution to this project, I certify that:

(a) The contribution was created in whole or in part by me and I have the right to submit it under the open source license indicated in the file; or

(b) The contribution is based upon previous work that, to the best of my knowledge, is covered under an appropriate open source license and I have the right under that license to submit that work with modifications, whether created in whole or in part by me, under the same open source license (unless I am permitted to submit under a different license), as indicated in the file; or

(c) The contribution was provided directly to me by some other person who certified (a), (b) or (c) and I have not modified it.

(d) I understand and agree that this project and the contribution are public and that a record of the contribution (including all personal information I submit with it, including my sign-off) is maintained indefinitely and may be redistributed consistent with this project or the open source license(s) involved.

Signed-off-by: Tom Kelley<EMAIL_ADDRESS>

Codecov Report

Merging #43 into master will not change coverage.
The diff coverage is n/a.

@@           Coverage Diff           @@
##           master      #43   +/-   ##
=======================================
  Coverage   91.01%   91.01%
=======================================
  Files           2        2
  Lines         345      345
=======================================
  Hits          314      314
  Misses         31       31

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
Powered by Codecov. Last update 476dccc...7a74f67. Read the comment docs.


web_sys: Inconsistent typing on some WebGlRenderingContext methods

Motivation
The WebGl API is a lot about passing simple integers that are actually references to some underlying data. In js, that translate to code like this :
aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(aVertexPosition);
gl.vertexAttribPointer(aVertexPosition, [...]);

// taken from https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/enableVertexAttribArray#Example

where aVertexPosition is a number.
However, current web_sys bindings makes getAttribLocation returns an i32, and enableVertexAttribArray take a u32.
Proposed Solution
Change WebGlRenderingContext::get_attrib_location so it returns a u32.
Alternatives
Simply using as u32 makes things works, but it kinda feels odd that the API don't accept the type it returns by itself without additional conversion.
Additional Context

The web-sys bindings are automatically generated from the official specs.
According to the specs glGetAttribLocation returns a GLint (i32), because it returns -1 if the name is invalid.
And glEnableVertexAttribArray accepts a GLuint (u32). So the types in web-sys are correct.
Note that using as u32 with an i32 has no performance cost, it's a no-op.


notejot: 3.4.9 -> 3.5.1

Description of changes
https://github.com/lainsce/notejot/compare/3.4.9...3.5.1
As said when I removed myself from maintainer of this package this update needs manual work, I assume future updates can be handled by bot.

The custom post install script is gone, so python3 is no longer needed
Icons are no longer picked up by wrappers by default so no use to keep it

Things done

Built on platform(s)

[x] x86_64-linux
[ ] aarch64-linux
[ ] x86_64-darwin
[ ] aarch64-darwin

[ ] For non-Linux: Is sandbox = true set in nix.conf? (See Nix manual)
[ ] Tested, as applicable:

NixOS test(s) (look inside nixos/tests)
and/or package tests
or, for functions and "core" functionality, tests in lib/tests or pkgs/test
made sure NixOS tests are linked to the relevant packages

[ ] Tested compilation of all packages that depend on this change using nix-shell -p nixpkgs-review --run "nixpkgs-review rev HEAD". Note: all changes have to be committed, also see nixpkgs-review usage
[x] Tested basic functionality of all binary files (usually in ./result/bin/)
22.05 Release Notes (or backporting 21.11 Release notes)

[ ] (Package updates) Added a release notes entry if the change is major or breaking
[ ] (Module updates) Added a release notes entry if the change is significant
[ ] (Module addition) Added a release notes entry if adding a new NixOS module
[ ] (Release notes changes) Ran nixos/doc/manual/md-to-db.sh to update generated release notes

[x] Fits CONTRIBUTING.md.

@ofborg build notejot


Sliding Animated Form using HTML, CSS and JS

Sliding Animated Login and Sign up Form using HTML, CSS and JS
Screenshot:

@Mridul2820  Please add a description to your PR 😄 .
The code looks fantastic.

Hi @CaioCordeiro I have added the description and also a screenshot of the page

Hi @CaioCordeiro I have added all the changes you asked


The dbSNP 142 file is not found.

Dear sir,
Thanks for your good job!
I just finish instructing the pipeline. But when I run ISOWN with the test data you provide for us, there is an error.
`annotating input file with ANNOVAR ...
The dbSNP 142 file is not found.  Please correct the path in /software/pipeline/somatic_call/ISOWN/ISOWN/bin/database_annotation.pl and try again - see path below:
/software/pipeline/somatic_call/ISOWN/ISOWN/bin/../external_databases/dbSNP142_All_20141124.vcf.gz.modified.vcf.gz`

I am sure I have done everything followed your course, and I have tried to download dbSNP and re-format it again.
But I still couldn't find  dbSNP142_All_20141124.vcf.gz.modified.vcf.gz
Any help is grateful.
Best wishes,
Shang

After re-format, I got three files named
00-All.modified.vcf.gz, 00-All.modified.vcf.gz.tbi, 00-All.vcf.gz
And there is no error message.


Building a solution with project dependency give inconsistent behavior between VS and dotnet build

From @nascosto on May 17, 2018 15:9
Steps to reproduce

Create a solution with two projects, one netstandard2.0 and one netcoreapp2.1.
Add the netcoreapp2.1 project as a Project Dependency to the netstandard2.0 project in the solution. Do NOT add the netcoreapp2.1 as a Reference in the netstandard2.0 csproj (this would obviously be an error). I'm just trying to control build order of the projects.
run dotnet build/msbuild on the solution

Expected  behavior
Building the solution from Visual Studio and running dotnet build on the solution have the same behavior.
Actual behavior
The solution builds successfully from Visual Studio, but using dotnet build it throws an error saying that the netcoreapp project cannot be referenced by a project that targets netstandard.
Environment data
.NET Core SDK (reflecting any global.json):
Version:   2.1.300-rc1-008673
Commit:    f5e3ddbe73
Runtime Environment:
OS Name:     Windows
OS Version:  10.0.15063
OS Platform: Windows
RID:         win10-x64
Base Path:   C:\Program Files\dotnet\sdk\2.1.300-rc1-008673\
Host (useful for support):
Version: 2.1.0-rc1
Commit:  eb9bc92051
.NET Core SDKs installed:
1.1.0 [C:\Program Files\dotnet\sdk]
2.0.0 [C:\Program Files\dotnet\sdk]
2.1.2 [C:\Program Files\dotnet\sdk]
2.1.4 [C:\Program Files\dotnet\sdk]
2.1.100 [C:\Program Files\dotnet\sdk]
2.1.102 [C:\Program Files\dotnet\sdk]
2.1.104 [C:\Program Files\dotnet\sdk]
2.1.200 [C:\Program Files\dotnet\sdk]
2.1.300-rc1-008673 [C:\Program Files\dotnet\sdk]
.NET Core runtimes installed:
Microsoft.AspNetCore.All 2.1.0-rc1-final [C:\Program Files\dotnet\shared\Microsoft.AspNetC
Microsoft.AspNetCore.App 2.1.0-rc1-final [C:\Program Files\dotnet\shared\Microsoft.AspNetC
Microsoft.NETCore.App 1.0.5 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 1.1.2 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 2.0.0 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 2.0.3 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 2.0.5 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 2.0.6 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 2.0.7 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Microsoft.NETCore.App 2.1.0-rc1 [C:\Program Files\dotnet\shared\Microsoft.NETCore.App]
Copied from original issue: dotnet/cli#9304

This seems like an issue with the metaproj generated by msbuild. Moving the issue to msbuild. If that's not the case, please just re-activate this one.

Duplicate of #1915. You can use https://github.com/Microsoft/msbuild/issues/2661#issuecomment-338808156 as a workaround until we can derive a full fix.


fix: NavMenu Expanded or ExpandContent does not update when inside FluentLayout

🐛 Bug Report
Hi,
My Client and I are currently developing a application in blazor using FluentUI and i have started to create a MainLayout for all future blazor applications that the client will make. I started by using a FluentNavMenu to handle navigations. the client wanted to have the Icon to expand or collapse the navigation be different from the default 3 stripes. i implemented this using the FluentNavMenu's ExpanderContent, which has a FluentIcon depending on the FluentNavMenu's Expanded property.
However, the icon does not seem to update when the FluentNavMenu is inside a FluentLayout component.
when i remove the FluentLayout, and the div that contains the whole layout, the code seems to work.
However, the NavMenuLink's do update, and their text is hidden when collapsing.
I suspect this has to do with #1387 but im not really sure, as the website is a razor library that is started by a wasm client and i think the divs should have no effect there?
💻 Repro or Code Sample
in the Story book i changed NavMenuCollapsible.razor to have the following :
<FluentNavMenu Width="150" Collapsible="true" Title="Collapsible demo" ExpandedChanged=@ValueChanged>
    <ExpanderContent>
        <FluentIcon Icon=Icon Width="20px" Value=@(Expanded ? new Icons.Regular.Size20.ChevronDoubleLeft() : new Icons.Regular.Size20.ChevronDoubleRight()) />
    </ExpanderContent>
    <ChildContent>
        <FluentNavLink Icon="@(new Icons.Regular.Size24.Home())" Tooltip="Item 1 tooltip">Item 1</FluentNavLink>
        <FluentNavLink Icon="@(new Icons.Regular.Size24.Cloud())" Tooltip="Item 2 tooltip">Item 2</FluentNavLink>
        <FluentNavGroup Title="Item 3" Tooltip="Item 3 tooltip" Icon="@(new Icons.Regular.Size24.EarthLeaf())">
            <FluentNavLink Icon="@(new Icons.Regular.Size24.LeafOne())" Tooltip="Item 3.1 tooltip">Item 3.1</FluentNavLink>
            <FluentNavLink Icon="@(new Icons.Regular.Size24.LeafTwo())" Tooltip="Item 3.2 tooltip">Item 3.2</FluentNavLink>
        </FluentNavGroup>
        <FluentNavLink Icon="@(new Icons.Regular.Size24.CalendarAgenda())" Disabled="true" Href="https://microsoft.com" Tooltip="Item 4 tooltip1">Item 4</FluentNavLink>
    </ChildContent>
</FluentNavMenu>

this works as expected. However, when i add it to the DemoNavMenu.razor, it breaks and i always get the ChevronDoubleLeft as icon
<FluentNavMenu Id="main-menu" Title="Main menu" Expanded=@Expanded Collapsible>
    <ExpanderContent>
        <FluentIcon Icon=Icon Width="20px" Value=@(Expanded ? new Icons.Regular.Size20.ChevronDoubleLeft() : new Icons.Regular.Size20.ChevronDoubleRight()) />
    </ExpanderContent>
    <ChildContent>
    ...
    </ChildContent>
    ...

ive also tried to not bind to Expanded and instead set ExpandedChanged to do the following :
ExpandedChanged=@(v => {NavMenuExpanded = v; StateHasChanged();}
this didn't change anything...
🤔 Expected Behavior
the icons to change in both the layout, as the demo page
😯 Current Behavior
demo page : icon changes when toggling collapse
layout : icon does not change when collapsing
💁 Possible Solution
Im willing to help fix this, as i can reproduce it easily, however, im not sure where the issue comes from. a div shouldn't stop it from executing statehaschanged correctly, right?
🔦 Context
Creating an application Layout with icons, depending on the navmenu's collapsed state
🌍 Your Environment

OS & Device: Windows 10 22H2, x64
Browser: Firefox, but we can replicate it in edge and chrome too
.NET and FAST Version: 4.4.2-preview.24044.13

ah yes, i could've looked at the css to hide things. that could work, but ye i'd prefer to use the Expanded property as well :)

@joriverm
Are you encountering this in a Blazor WebAssmbly application? I just wanted to confirm it's not Blazor Web App.

I think this may also be fixed in PR #1560. It prevents the attachment of the javascript listeners to the collapse/expand element when hosted in a standalone Blazor WASM application.  🤞

@c0g1t8 & @NickHirras : we use a wasm application, but the fluentUI storybook is a WebApp. maybe it needs to be tested in the storybook with the fix included. today i am stuck in meetings, but we should maybe retest it using the changes i mentioned above? :)

@joriverm what is the storybook you are referring to?

@joriverm what is the storybook you are referring to?

excuse me, i meant the demo app of fluent UI :D

Ok, the live demo site is WASM as well, not a WebApp (served by Azure Static Web Apps though)

Ok, the live demo site is WASM as well, not a WebApp (served by Azure Static Web Apps though)

ah, hmm i might indeed have looked at the wrong project. i will need to investigate further why it doesn't work locally in the project then!

ok, update : it works in the wasm project the client and i are making. however, i had change
<FluentNavMenu Class=@NavMenuClass Title=@NavMenuTitle Collapsible Expanded=@NavMenuExpanded >
    <ExpanderContent>
        <FluentIcon Icon=Icon Width="20px" Value=@(NavMenuExpanded ? new Icons.Regular.Size20.ChevronDoubleLeft() : new Icons.Regular.Size20.ChevronDoubleRight()) />
    </ExpanderContent>
    ...

to
<FluentNavMenu Class=@NavMenuClass Title=@NavMenuTitle Collapsible ExpandedChanged="(v) => {NavMenuExpanded = v; StateHasChanged();}">
    <ExpanderContent>
        <FluentIcon Icon=Icon Width="20px" Value=@(NavMenuExpanded ? new Icons.Regular.Size20.ChevronDoubleLeft() : new Icons.Regular.Size20.ChevronDoubleRight()) />
    </ExpanderContent>
    ...

i assume the binding is not being updated i guess?

So this one can be closed now?

ill close this because its :
A) fixed for the client's app
B) so we can no longer think of it.
i don't know why the direct binding to expanded doesn't work, but its probably something silly. that said, it works now! :)


host/l2cap: fix sending error codes in connection requests

FYI @sjanc

@Vudentz can you take a look?

Could you update the commit message to use ":" instead of "/"
And preferable start with Bluetooth, so "Bluetooth: host: "

@KKopyscinski please rebase against latest main

@carlescufi Rebased, but I'll return to this PR because it's not finished

@joerchan I updated the PR, now first commit has appropriate message (it fixes missing 0x0000 CIDs). I fixed the code accoriding to your revew. As of L2CAP/ECFC/BV-27-C, there is TSE15410, which confirms that MTU larger than something is nonsense, and it should be smaller. I think we should introduce some config setting for L2CAP_ECRED_MIN_MTU - it could be 64 for by default, could be set to any larger value. If MTU in req is smaller than 64 we shall return BT_L2CAP_LE_ERR_INVALID_PARAMS, and if smaller than L2CAP_ECRED_MIN_MTU - BT_L2CAP_LE_ERR_UNACCEPT_PARAMS. According to TSE, we will need L2CAP_ECRED_MIN_MTU larger than 64.

Fixed Complience issues

For L2CAP/ECFC/BV-26-C I submitted support request CASE0071314 (PTS doesn't see response)

@sjanc Can you please revisit?

Please link this to an issue that it fixes if this should be merged for 2.6. AFAIK only PRs that close issues are accepted at this late stage of the release process.

Please link this to an issue that it fixes if this should be merged for 2.6. AFAIK only PRs that close issues are accepted at this late stage of the release process.

@jhedberg @KKopyscinski  I created the issue and added a reference.


Add mobile target support

[ ] Filters for plugins and plans
[ ] Add apk files for mobile target
[ ] Add androguard plugin
[ ] Add androguard script

Btw, this is my login on GitHub. You can assign task or send something to me here.
Yury.

@tracer0tong Nice! I'm preparing mobile target and script for you.

androguard for docker https://github.com/bearded-web/androguard-plugin


Atomic Broadcast API Design for Crash Recovery

When we recover from a mid session crash we have to rebuild the already partially processed batch. Therefore we need to remember which items of a session we accepted and which we discarded before we crashed. Hence we need new database records
#[derive(Clone, Debug, Encodable, Decodable, Serialize)]
pub struct SessionIndexKey;

impl_db_record!(
    key = SessionIndexKey,
    value = u64,
    db_prefix = DbKeyPrefix::SessionIndex,
);

#[derive(Clone, Debug, Encodable, Decodable, Serialize)]
pub struct DecisionKey(u64);

impl_db_record!(
    key = DecisionKey,
    value = Decision,
    db_prefix = DbKeyPrefix::Decision,
);

to which we read and write through the functions
fn open_session(db: &Database){
  let mut dbtx = db.begin_transaction().await;

  let session_index = dbtx.get_value(&SessionIndexKey).unwrap_or(0);

  let mut decisions = vec![];

  while let Some(decision) = dbtx.get_value(&DecisionKey(decisions.len())).await {
      decisions.push(decision);
  }

  (session_index, decisions)
}

fn complete_session(db: &Database){
    let mut decision_index = 0;
    let mut dbtx = db.begin_transaction().await;

    let index = dbtx.get_value(&SessionIndexKey).unwrap_or(0);

    dbtx.insert_entry(&SessionIndexKey, &(index + 1))
        .await;

    while dbtx
        .remove_entry(&DecisionKey(decision_index))
        .await
        .is_some()
    {
        decision_index += 1;
    }

    dbtx.commit_tx_result()
        .await
        .expect();
}

Furthermore, we consider a new broadcast API based on a AtomicBroadcast type such that
impl AtomicBroadcast {
    fn new() -> Self {}
    fn run_session(index: u64) -> (
        Receiver<(OrderedItem, Sender<Decision>)>,
        Receiver<OrderedItem>
    ){}
    async fn shutdown {}
}

Finally, we can progress the systems state as follows. Notice that we process a consensus item and save the decision in one dbtx for every item to achieve atomicity.
let broadcast = AtomicBroadcast::new(...);

loop {
    let (session_index, decisions) = open_session(&db);

    let mut decision_index = decisions.len();

    let (ordered_items, accepted_items) = broadcast.run_session(session_index);

    while let Some((item, decision_sender)) = ordered_items.recv().await.expect(){
        if Some(decision) = decisions.pop() {
            decision_sender.send(decision);
        } else {
            // processes the item and saves the decision in one dbtx
            process_item(&db, item, decision_index);
            decision_index += 1;
        }
    }

    for _ in decision.iter().filter(|d| d == Decision::Accept) {
        accepted_items.recv().await.expect().expect();
    }

    while let Some((item, decision_sender)) = ordered_items.recv().await.expect(){
        // processes the item and saves the decision in one dbtx
        process_item(&db, item, decision_index);
        decision_index += 1;
    }

    complete_session(&db);
}

Sounds like this is a response to https://github.com/fedimint/fedimint/issues/2638#issuecomment-1589637277 concern about having db transactions that last full duration of session

This looks correct, good observation that the Fedimint consensus side has to save accepted items instead of just the last seen because an in-flight accepted response could have gone lost.


Failed Update AutoRest C# version to 3.0.0-beta.20241216.1

Update AutoRest C# version to 3.0.0-beta.20241216.1

In our last typespec version update, we changed all the spec from @nextLink to its fully quanlified name @Azure.Core.nextLink.
In this version, @Azure.Core.nextlink has been removed, and we should use @TypeSpec.nextlink instead.
Therefore in this PR, we either change the commit to the latest commit on main branch in azure-rest-api-spec if this could work.
Others, we change them to their last working commit id that ensure the generated code unchanged.

API change check
API changes are not detected in this pull request.


Suggestion: add a swear list to the AI.

Make a list that would auto-trigger a swear alert and make it customizable.

That... defeats the entire point

@FelixGao-discord please explain the reasoning behind this.
If you want to use a wordlist-based system rather than an AI model based on sentence datasets, you should use other libraries.

https://github.com/LDNOOBW/List-of-Dirty-Naughty-Obscene-and-Otherwise-Bad-Words
https://github.com/words/cuss
https://github.com/chucknorris-io/swear-words
https://github.com/thisandagain/washyourmouthoutwithsoap

@BrandonKMLee I mean add a set of words that are always considered swears. Like the f word. In which the ai would check the list as well.


Does it have integration with TeamCity?

I need to have my browsers running on agents.


saw htmlwidget on the todo

I saw htmlwidget on the todo and I'd love to help.  I will spend some time today getting acquainted with this fine piece of work.

:+1:

Terrific - thanks for your interest and help! The demo code is not available - this project is a complete rewrite, which will hopefully be usable soon. I'm excited about having an R interface and being able to easily plug in data frames.
I haven't come up with an api or thought about the implementation, but I'd imagine it being similar to the DataTable htmlwidget. I'm a bit of an R novice, so any help is greatly appreciated! :raised_hands:

This would be fantastic - happy to try to help as well.  Try to taking a look at the very nice port of PivottableJS which made its way into a great htmlwidget you can see here

I see that you are making solid progress.  When I try to run on my side, I get this:

The constructor on my side would be new Datacomb({...}) but then I get other errors.  Am I missing something obvious before I dive deep into the code?

Thanks, things are coming along pretty nicely!
It looks like the first screenshot was coming from things not being built, does $ npm run build complete without error (this step was previously not in the Readme, sorry!)? I will document this better, but for now the best sample of how to init an interface is in /demo/datacomb/demo.js

Also, I have some htmlwidget/R code from a previous version of datacomb that I will try to carry over to this iteration, this week!

Something on my end, so now the demo is working, and it is beautiful.  I'd love to help implement the htmlwidget.  I guess following along on Github will be best.

Oh this would be so so amazing!!

Alex Bresler
<EMAIL_ADDRESS>www.asbcllc.com
917-455-0239 (cell)
On Sep 20, 2015 9:47 AM, "timelyportfolio"<EMAIL_ADDRESS>wrote:

Something on my end, so now the demo is working, and it is beautiful. I'd
love to help implement the htmlwidget. I guess following along on Github
will be best.
—
Reply to this email directly or view it on GitHub
https://github.com/cmpolis/datacomb/issues/1#issuecomment-141786096.

I put in a quick, first pass for this! I have a working knowledge of R, but am somewhat clueless on defining the proper API, docs, etc... so feel free to put in updates! Currently, the API is fairly basic; it just consumes a dataframe and column and label params. Also, let me know if you are able to install and get this up and running through R.
devtools::install_github('cmpolis/datacomb')
library(datacomb)
Datacomb(iris, columns=c('Sepal.Length','Sepal.Width', 'Petal.Length', 'Petal.Width', 'Species'))

I'll start playing with it now. This looks like a great start.

@cmpolis I toyed with it a bit at https://github.com/timelyportfolio/datacomb/tree/R.
# devtools::install_github('timelyportfolio/datacomb@R', subdir = 'pkg')

library(datacomb)
?Datacomb
Datacomb(mtcars)

data(diamonds, package = "ggplot2")
Datacomb(diamonds)

Guys had to just chime in and say this is every bit as amazing I hoped; holy CRAP

@timelyportfolio :+1: terrific - thanks for the updates!!! Can I merge in/do you want to put in a pr?

@cmpolis, easy when you've done such an amazing job.  I hesitated to submit pr before making sure that a blended repo wtih JS/node + R + maybe python + who knows what other implementations would be a good strategy, or if each implementation should have its own repo to avoid confusion.  Would a datacomb organization be an option?

I would shy away against creating an organization, just because it will add some complexity in terms of managing repos, users, what is the process for bringing a repo into the org, etc... the main non-web interface that I am interested in is R; I think that's fine to leave in here. The list other potential interfaces/package management systems is somewhat endless, so I'd like to not get too involved and focus on the actual interface :sunglasses: (and R functionality b/c I will be using this myself). If others want to make repos that plug into datacomb or put in a pr for [bower, component,...].json, that's great!

that being said, one of the great things about your pr is having everything up a level, in /pkg! I will likely reorganize this project to have a more san dir structure:
/src/[js,css,hbs,etc...]/
/dist
/lib
/test
...

Definitely helps to understand this, and I appreciate the insight.  /pkg requires the subdir argument, but I think the advantages will be worth the extra argument, especially if you are thinking of a san dir structure.  Do you want me to wait to see the restructure before a pull?

+1 don't mind subdir arg; I think most people will be copy/pasting or looking at some sample code anyways to install. Feel free to put in your pr - I'll cleanup and do my refactoring later.
Few things re the DESCRIPTION file:

can we remove the R dependency or lower the version number? I had a friend try to install this today and was seeing issues because of a fairly recent version being required.
what else should we do with the depends, imports... properties?
please add yourself on there!

This doesn't seem to be working anymore http://timelyportfolio.github.io/buildingwidgets/week38/example01.html.  Scrolling stops at 1000 records.

Yes, there seems to be an issue w/ row reuse. If you bump this parameter, I think it will be fixed.

@timelyportfolio I think this might fix (or fix part of) your issue: https://github.com/cmpolis/datacomb/commit/e730b148e828849912d68a875801b1a40bf2870f ... still working out some kinks in this thing

Yes, thanks that fixes the div recycle, but I now seem to have a new problem.  I'll try to describe it in words and illustrate with a GIF.  Focus on hover works great until we scroll past the initial available div pool.  Then focus on hover moves to the bottom of the screen, and the screen becomes blank.

I'm going to try to debug, but afraid my skills won't be sufficient for the task.

Maybe this is a clue as style goes from > 2000000px to 0px.  I'll keep digging.

I think I have traced the problem to this line in smart-table-scroll because this line sets top to 0px++ and then I think expects line to properly set top.

Thanks for the detailed report; looking into it!


To create a firewall/firewall management server snapshot, we need to do some storage configuration change in order to make room for snapshot backup

Describe the Issue
Currently, we don't have enough dasd storage left for snapshot backup.  Hence, need to do some reconfiguration in order to make room for snapshot backup.   Need to do it for all aws environments.   Forge first.
Additional Context

GAIA change certain partition to small size as it is reserved but not used.   But, long term we need to to some forecast and configure all partitions to suit our future estimation.
sk80260
sk60080

Acceptance Criteria

[ ] To create more disk space than required for snapshot backup

SMS. Completed  an EC2 backup in AWS Backup with 10 day expiration (Mar 3)
System Backup
resize log partition
execute a SMS snapshot backup
Do the same for Firewall

current configuration does not support to shrink log partition.  finding way to clear up old log.

need to increase ebs volume and extend linux file system of the volume.
https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/recognize-expanded-volume-linux.html

As SECOPS (Chris C.) is taking firewall update/migration up, firewall ticket become irrelevant.