Warn when Decimal is stored as INT64 while could be stored as INT32

Below is documented in https://github.com/Parquet/parquet-format/blob/master/LogicalTypes.md#decimal:

int32: for 1 <= precision <= 9
int64: for 1 <= precision <= 18; precision < 10 will produce a warning

This JIRA proposes to implement the precision < 10 will produce a warning part.
Reporter: Liwei Lin(Inactive) / @lw-lin
Assignee: Liwei Lin(Inactive) / @lw-lin
PRs and other links:

PR #316

Note: This issue was originally created as PARQUET-484. Please see the migration documentation for further details.

Ryan Blue / @rdblue:
Merged #316. Thanks for fixing this, @lw-lin!


Girlscript Summer of Code Introduction/Tracking

👋 Hi @Satyam1923 ,
I am Sanjay, program Manager Girlscript Summer of Code. I'll be collaborating with you on preparing your repo for GSSoC'24 Program
Why are these changes required?
After Analysing last year's contributions and feedback it would be great for students to have a couple of standard readme files on the repo to understand what the project is all about and some issues detailing what they can contribute. This will help you to see increased engagement in your repository as well.
As mentioned students get a chance to learn step by step, how to build this project as well as invite mentors to collaborate and add features to this repo. I will generate issues, which will provide guidance on how to prepare your repo for Girlscript summer of code 2024 on 10th May.
This issue will serve as a tracking issue to track all issues related to GSSoC'24. I recommend creating a new branch for every issue and opening a pull request to track changes so we can effectively collaborate with each other and merge changes when you and I feel like those changes are ready to be merged on your primary branch.
If you have any questions or concerns, please feel free to leave a comment on this issue or any of the other issues that are generated.
I look forward to working with you :octocat:

[x] #1
[x] #2
[x] #3
[ ] #4
[ ] #5

Hello, Sanjay. As instructed, I have created "learn.md" and "code of conduct.md". Additionally, I have started a pull request for both of them. If you could take a look and confirm if this is the procedure you wanted, that would be great.

Yes thats the procedure just assign me in the pull request as reviewer so I get notification . It would be easy to collaborate then

Yes thats the procedure just assign me in the pull request as reviewer so I get notification . It would be easy to collaborate then

how can i include in reviewers I think you are not included in those pull request. So it's not showing your username for reviewers

I reviewd it , You can close, Learn.md, and Code_of coduct_ issue . Thanks.

As instructed , I have added the issues for my project. Also I have started two PR for issue templates of feature report and bug report.

Thanks for following the Guidelines, we will publish your project on the website by 9th May.
Mentors and Contributors will be assigned on 10th May.
Meanwhile any doubts you can reach out to me @sanjay-kv / https://www.linkedin.com/in/sanjay-k-v/


[base-cluster] maybe add weaveworks dashboard

See https://github.com/weaveworks/weave-gitops/tree/main/charts/gitops-server
Nice UI, non-invasive and doesn't break gitops 😁

I guess we could use the dashboard but I do not see the need for it. We have grafana and flux has a pretty neat dashboard for fluxV2. If you need to suspend flux resources I guess you are much faster with the cli than with a dashboard. What do you think @cwrau @marvinWolff. We could also build a prototype and see for ourselfes if it gets handy or not.

We have a customer request for having "more insight" into the Cluster without using the command line.
So we can make at least one customer happy by integrating the weaveworks dashboard.

It could be useful to take a look at https://github.com/gimlet-io/capacitor, as the weaveworks dashboard looks like it's de-facto desolate, see https://github.com/weaveworks/weave-gitops/issues/4175#issuecomment-2188269294

weaveworks is no longer maintained and we should not add it to the helmchart.


Add in a small validation to check gpx time spacing matches fps

Because GPX times need to match video frame rate (one frame per gpx) script needs to check gpx spacing matches fps spacing
To keep this as simple as possible just check that total video frames matches total gpx points, else return error message to user

@himynamesdave already have explained this to you, but let me know if there's anything to discuss

sorry this comment for another ticket.

@karamvirup no problem, all is clear with this ticket then?


A few words in the doc about how it works

in short, it is much more complicated solution to the simple but powerful approach used by this package

Which is?
:-)

Magic. :-)
Or check the code. :-)

It is the shortest package I have ever written. :-)


Make it easier to have a mock chain for the template

Right now for the templates we require people to deploy the contracts themselves to a chain of their choice.
This works, but it's a lot to ask for somebody who just got started and, for a lot of games, just being able to setup a local chain that deploys all the contracts they need for them is probably good enough up until production (since realistically during development you call database:reset extremely often)
Even just a script to be able to deploy all the contracts (instead of having to generate the constracts folder and understand the whole setup) would be a big win for time to get started as a new user
This partially overlaps with https://github.com/PaimaStudios/paima-engine/issues/237

Implemented with the latest version of Paima. I updated the trading card template to this already, and will be updating the remaining ones


Broken attachment

Hello! I use this code
$transport = Swift_MailTransport::newInstance();

// Create the message
$message = Swift_Message::newInstance();
$message->setTo('account@test.com');
$message->setSubject("Normal - image");
$message->setBody("test");
$message->setFrom("test@test.com");
$message->attach(Swift_Attachment::fromPath('about.png'));

// Send the email
$mailer = Swift_Mailer::newInstance($transport);

I get the correct letter with correct attachment.
But, when i use this code
$transport = Swift_SmtpTransport::newInstance(
    SMTP_SERVER,
    SMTP_PORT
);

// Create the message
$message = Swift_Message::newInstance();
$message->setTo('account@test.com');
$message->setSubject("Not normal - image");
$message->setBody("test");
$message->setFrom("test@test.com");
$message->attach(Swift_Attachment::fromPath('about.png'));

// Send the email
$mailer = Swift_Mailer::newInstance($transport);

I get the correct letter with incorrect attachment.
In the first case image normal, in the second case normally only part of the image. A feeling that part of the image is cut off. Also I noticed that very small image come right. It seems to me that some of the base64 information is erased.
What could happen and how can I debug it?

This screenshot shows the difference between these two messages:

Version: Swift-5.4.1

Hey Guys,
any solution for this case?

Tried 6.0.1 version and the problem exists.

I'm having the same issue with my legacy app and I found the possible cause and a solution.
Attaching a file this way leads to corrupted file:
$attachment = Swift_Attachment::fromPath($value['path']);
$attachment->setFilename($fname);
$message->attach($attachment);

Actually there is some limit where files don't get corrupted (~19kb went okay, ~48kb got garbled).
I didn't get much into it, but apparently Swiftmailer is buffering and using string functions when reading files. String functions which I have overloaded with mbstring.func_overload = 6.
That's on PHP 5.4 and Swiftmailer 5.4.9.
Comment above says it also happens in Swiftmailer 6, but mbstring.func_overload is deprecated in PHP 7.2 and this issue is probably not worth fixing.
Doing it this way works like a charm:
$attachment = new Swift_Attachment();
$attachment->setFilename($fname);
$attachment->setBody(file_get_contents($value['path']));


update kakarot to v0.8.2

Time spent on this PR:
Resolves: #
Pull Request type

Please check the type of change your PR introduces:

[ ] Bugfix
[ ] Feature
[ ] Code style update (formatting, renaming)
[ ] Refactoring (no functional changes, no API changes)
[ ] Build-related changes
[ ] Documentation content changes
[ ] Testing

What is the new behavior?

Does this introduce a breaking change?

[ ] Yes
[ ] No

just need to wait because I want one more commit to be included in v0.8.2


Dynamic Page creation setup.

This pull request is opened just to check how sider works for analyzing the pull request

This pull request was opened just to check how sider works. So I am closing it now . Thanks


[20.03] firefox: 80.0 -> 81.0, firefox-bin: 79.0 -> 81.0, firefox-esr: 78.2.0esr -> 78.3.0esr

Motivation for this change
#98469 for 20.03
Things done

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

[ ] 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
[ ] Fits CONTRIBUTING.md.

Whe building firefox on this PR I get:
 0:08.69(B ERROR: Requested 'nss >= 3.56' but version of NSS is 3.55.0(B
 0:08.73(B *** Fix above errors and then restart with\(B
 0:08.73(B                "./mach build"(B
 0:08.73(B make: *** [client.mk:115: configure] Error 1(B


I deployed my project and my codes had been deleted.

Describe the bug
I deployed my project and my codes had been deleted.

I lost the whole works for 2 days.
deployed Original work : https://beautiful-llama-bde7b4.netlify.app/
stupid work bolt made up : https://bolt.new/~/bolt-nextjs-shadcn-cvgxmz
Link to the Bolt URL that caused the error
https://bolt.new/~/bolt-nextjs-shadcn-cvgxmz
Steps to reproduce
I deployed my project and my codes had been deleted.

I lost the whole works for 2 days.
Expected behavior
Just deploying my web app without deleting it!
Screen Recording / Screenshot
No response
Platform

OS: [e.g. macOS, Windows, Linux]
Browser: [e.g. Chrome, Safari, Firefox]
Version: [e.g. 91.1]

Additional context
No response

We've just found what the root cause to the loss of work bug is, we're going to ship a fix soon 👀
we'll track this issue in https://github.com/stackblitz/bolt.new/issues/50


Come up with recommended testing strategy for Free Algebras.

Today we are able to create algebras and interpreters that can be entirely decoupled and we've seen people testing these mocking interpreters or providing return type abstractions to run tests over Id but there is not a solid recommended way in terms of patterns to test out algebras.
The scope of this issue is to come up with a way to cover all testing aspects when working with Free algebras and provide a reference example implementation over a few of the existing algebras in freestyle-effects or the freestyle-examples repo where the TODO app lives.

I have some code for reviewing at https://github.com/frees-io/freestyle-examples/pull/5 - it's very early days but some input from others would be welcome

@noelmarkham I'd like to contribute here as I feel that this issue really needs standardization.
However, your link is no longer available. Can you post it again somewhere so that I can synchronise with you? Thanks.

@miciek Thanks! You may want to talk also to @jserranohidalgo and javierfs89 both are helping us introduce Puretest. https://github.com/hablapps/puretest.
If you can encode your desire way of testing Free and Tagless / Modules with Puretest it'd be a great Freestyle contribution.
On a side note I'm looking forward to your talk on "Freestyle, Free & Tagless: Separation of Concerns on Steroids" at Scala XChange, I'll be there speaking about Freestyle RPC the day before and also running a workshop with @juanpedromoreno on building RPC services with Freestyle. If you need any help with your talk I'll be happy to assist in any way I can.

@raulraja @miciek I left some comments on some ongoing work here. As I said there, IMO, the way to go is giving another version of the puretest DSL in terms of @free.


Add port requirements doc

Fixes #344. Wasn't too sure about all of them, so documented the ones I knew about. Feel free to add any extras I left out and I'll update the doc.

We should likely try and break this up into ingress/egress traffic with source/destination. For example, we don't want the kubelet api ports to be open to the world, we only want it to be open to master nodes.
This might be a good starting point:
https://github.com/coreos/coreos-kubernetes/blob/master/Documentation/kubernetes-networking.md#port-allocation
We can likely simplify some of that (e.g. assume flannel vxlan) - and there might be some missing.
/cc @dghubble (do you have something similar documented based on baremetal installs?)

Incorporated the feedback. If there's anything else I should add just let me know

@lblackstone @aaronlevy Thanks for feedback, RFR again

@jamiehannaford mind if we re-open? Sorry it has taken so long to come back to this -- got bogged down in a bunch of v1.6 development work.

@aaronlevy Sure, np. If there's anything else that needs to be added in just ping me

Can we name the document network-requirements.md. Other than that I think this is ready to merge. As a follow up we might want to also add a list of egress requirements (could base off: https://github.com/coreos/tectonic-installer/blob/master/Documentation/generic-platform.md)

@aaronlevy Okay, done. Sorry it took so long to get to!


Create new project from Xcode

This includes updating the installer and creating new template files for Xcode 7+. When done, I can create a short tutorial on how to install this way.

Just pushed a new branch to the installer repo: https://github.com/C4Framework/C4iOSInstaller/tree/swift2.0Xcode7

Closes: https://app.asana.com/0/37810595315930/41126244203011


Create a safe sandbox for testing branch protection rules for snapshot (main) branch.

Background
At the moment, Github does not provide a standard or an official way to test protected branches. This usually leads users to test critical workflows on protected branch, which is not the best idea or the most convenient. Another idea is forking the whole project and testing your protected branches there. However, the environment there is not the same (e.g. secrets won't be accessible).
Therefore, I am documenting a safe process for Propactive to test protected branches. The following idea relies on the fact that our protected branch called "main" and therefore, certain triggers are invoked on that branch only. For Example:

The CD pipeline Publish-Deployment Job triggers on github.ref == 'refs/heads/main' events.
The RELEASE workflow action events on the protected branch, main.

Solution
I purpose we create a mirror of our protected branch rules, and then enable it as a sandbox to test the configurations there.

Create a mirror of the protected branch rules for main
Apply the rules to a branch named main_protected_branch_testing
And that branch should be our sandbox for validating/testing our protection rules.

This means, for example, when we test behaviour in the RELEASE workflow (e.g. #72) we don't need to worry about scanning the entire workflow for potential side-effects as we no longer work on the main branch. (i.e. we are testing things on the main_protected_branch_testing branch)

This is blocking #72

Changes

Created new branch protection rules for main_protection_rules_testing.
It is a mirror of the main branch. However, subsequent tickets must keep it up-to-date by ensuring the branch rules are matching to main before starting a relevant ticket.


cosmic-icons: unstable-2024-01-23 -> unstable-2024-02-07

Automatic update generated by nixpkgs-update tools. This update was made based on information from passthru.updateScript.
meta.description for cosmic-icons is: System76 Cosmic icon theme for Linux
meta.homepage for cosmic-icons is: https://github.com/pop-os/cosmic-icons
Updates performed

Ran passthru.UpdateScript

To inspect upstream changes

Compare changes on GitHub

Impact
Checks done

built on NixOS
The tests defined in passthru.tests, if any, passed
found unstable-2024-02-07 in filename of file in /nix/store/b4csj93y5l6kiby908jyfayykv9vpl7h-cosmic-icons-unstable-2024-02-07

Rebuild report (if merged into master) (click to expand)

6 total rebuild path(s)

6 package rebuild(s)

First fifty rebuilds by attrpath
cosmic-design-demo
cosmic-edit
cosmic-files
cosmic-icons
cosmic-settings
cosmic-term

Instructions to test this update (click to expand)

Either download from Cachix:
nix-store -r /nix/store/b4csj93y5l6kiby908jyfayykv9vpl7h-cosmic-icons-unstable-2024-02-07 \
  --option binary-caches 'https://cache.nixos.org/ https://nix-community.cachix.org/' \
  --option trusted-public-keys '
  nix-community.cachix.org-1:mB9FSh9qf2dCimDSUo8Zy7bkq5CX+/rkCWyvRCYg3Fs=
  cache.nixos.org-1:6NCHdD59X431o0gWypbMrAURkbJ16ZPMQFGspcDShjY=
  '

(The Cachix cache is only trusted for this store-path realization.)
For the Cachix download to work, your user must be in the trusted-users list or you can use sudo since root is effectively trusted.
Or, build yourself:
nix-build -A cosmic-icons https://github.com/r-ryantm/nixpkgs/archive/254b3bc4f05269c815c0a9db1913f556b46164c6.tar.gz

Or:
nix build github:r-ryantm/nixpkgs/254b3bc4f05269c815c0a9db1913f556b46164c6#cosmic-icons

After you've downloaded or built it, look at the files and if there are any, run the binaries:
ls -la /nix/store/b4csj93y5l6kiby908jyfayykv9vpl7h-cosmic-icons-unstable-2024-02-07
ls -la /nix/store/b4csj93y5l6kiby908jyfayykv9vpl7h-cosmic-icons-unstable-2024-02-07/bin

Pre-merge build results
We have automatically built all packages that will get rebuilt due to
this change.
This gives evidence on whether the upgrade will break dependent packages.
Note sometimes packages show up as failed to build independent of the
change, simply because they are already broken on the target branch.
Result of nixpkgs-review run on x86_64-linux 1

6 packages built:

cosmic-design-demo
cosmic-edit
cosmic-files
cosmic-icons
cosmic-settings
cosmic-term

Maintainer pings
cc @a-kenji for testing.

@ofborg eval


new package - update-pota

The Why
One of the issues that pota has not yet solved is related to template updating - if you create a new project today with, v1.0.0 of the muban-template, and we later release a bugfix v1.0.1, then it will be up to you to manually edit your created project and add that bugfix. This is both annoying to the user, time consuming and also potentially error prone if there are a lot of changes, or they are complex.
To solve this, I suggest introducing a new CLI package update-pota that similar to create-pota, would download the template that the project has been bootstrapped with, diff that template with the project and then through a CLI prompt let the user apply any new changes.
Ideally we would track the commit hash of the template package and the version of it that was used to create the project and then compare those two hashes, creating a diff that could be applied onto the project. In case the user modified the project from the initial template, e.g. adding dependencies, then hopefully the diff would generate a merge conflict that could be resolved by the user.
As this would require some of the template related logic from create-pota, it would be smart to also extract that logic into a package that could be shared between update-pota and create-pota.

Tasks
These are quite general and should likely be turned into individual issues after some research is done.

[ ] investigate how to diff a template package and a project
[ ] investigate what is good way of guiding the user through the upgrade
[ ] move template related logic to a shared package

I think generating a diff (between two pota template versions) and applying that as a patch in the project, is the way to go. Otherwise you can never reliable detect what was changed by the user vs the updated template.
Since pota is also responsible for creating the project in the first place, storing and using that information should be doable.


Update pharo-launcher to 0.2.13 - url / homepage

After making all changes to the cask:

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

https://github.com/caskroom/homebrew-cask/issues/36928
Travis has failed several times while downloading.

-bash-4.4.12- /Users/miccal [> brew cask fetch https://raw.githubusercontent.com/commitay/homebrew-cask/1370f3f3867863ced7e2b355c3498c46d890f9d0/Casks/pharo-launcher.rb
==> Downloading https://raw.githubusercontent.com/commitay/homebrew-cask/1370f3f3867863ced7e2b355c3498c46d890f9d0/Casks/pharo-launcher.rb.
######################################################################## 100.0%
==> Downloading external files for Cask pharo-launcher
==> Downloading https://ci.inria.fr/pharo/view/Launcher/job/Publish-Launcher-stable-Mac/lastSuccessfulBuild/artifact/Pharo_0.2.13.dmg
######################################################################## 100.0%
==> Verifying checksum for Cask pharo-launcher
==> Success! Downloaded to -> /Users/miccal/Library/Caches/Homebrew/Cask/pharo-launcher--0.2.13.dmg


Correct collation value in database construct example

Proposed changes
Corrected value of collation in code example
Unreleased product version (optional)
n/a
Related issues (optional)
n/a

Sorry for the late review. This is already corrected in the current documentation.


More visual updates

Updated colors to increase contrast ratio based on this comp.
Most of the changes are BaseMediumLow -> BaseMedium and BaseMedium -> BaseMediumHigh. ToggleSwitch and RadioButton are more complex, refer to the comp link above for more details.
Updated default CornerRadius values for reveal and accent styles

nit: I suggest you add some details to the description, for example:
For foreground of CheckBox, Combox, it's changed from SystemControlForegroundBaseMediumHighBrush to SystemControlForegroundBaseMediumBrush
For bordbrush...

Yeah I added a little bit more details in the description : )


Collective Navigation v2: create new Collective page navbar sections menus

Part of https://github.com/opencollective/opencollective/issues/3639
Design
Individual section drop-down menus:

Behaviour

Only visible on desktop and tablet
Hover to open the category section drop-down menu
Clicking one of the menu items takes you to the standalone page

@Memo-Es @znarf  Another questions, do all these menu items lead to standalone pages, or can they link to parts of the main Collective page?
For example, Transactions and Expenses are both standalone pages that exist (/collective/expenses and /collective/transactions). But there is no standalone page (that I know of) for Team or About. So would those just link to /collective/#section-about?

Speaking to Memo on Slack:

drop down menus are only visible in sub pages, in the Collective page when you click on a menu element it drags you where that section is in the page

Tackling this one with https://github.com/opencollective/opencollective/issues/3640 and https://github.com/opencollective/opencollective/issues/3751 as they're related.


Implement From instead of Into for FlowError -> FlowReturn

It is recommended to implement From as that is more flexible and
includes an implicit Into instance.

Indeed. I missed that it can be implemented here although the target type is in another crate, the rules allow this case. Can you check other Into impls in gstreamer-rs and here if the same applies there?


Bilstm + CRF on top

I am facing an error when i user crf out it gives me an attribute error:
AttributeError: module ‘keras.backend’ has no attribute ‘slice’
Keras version:2.1.2
Kera contrib:2.0.8
Tf version:1.8.0

@Athaagra Could you provide a sample script to reproduce the error and the full stacktrace? Thanks

@RaphaelMeudec  i manage to make it work using the
Keras version: 2.2.2

I upgrade keras version to 2.2.4 can solve this problem

@Athaagra Cool! Can you close the issue?


Simplify nested condition and make progress > 0 condition explicit

I simplified the if, else logic to improve the code's clarity and maintainability.
I reduced nested conditions, so it will be more efficient.

In addition, you will need to run the code formatter and change the title of this pull request to explain succinctly what you are doing...

Hi, I didn't make a big change.
I simplified the nested conditional to improve code readability. I think this change makes it easier to read.
I also made the condition for progress > 0 explicit, which makes more clear.

You need to fix the indentation of the code in order for this to be merged.
But even if you fixed it, I'd be personally against merging this, because this is mostly a small, subjective change. It can be argued that the previous code is more readable, because it clearly distinguishes between valid values of the parameter progress and the member _taskbarProgress.

Thank you for give me a feedback!


CFA: Move TraversalRoots and ComputeAugmentedCFG into CFA

This the final step in leveraging the dominator calculation code from the validator in other parts of spirv-tools, specifically spirv-opt.
CFA continues to be stateless, but pushing data into it in subsequent updates remains a possibility, and is perhaps desirable.

Indeed, right now the validator stores immediate dominator in its representation of a block itself. But those dominators should probably move to state in the CFA object (or maybe as returned value from the dominator calculation).  ??


Fix tests

I can't run all tests without getting errors. Seems like some path confusion. For instance, I get
- Normalise paths *** FAILED ***
  received /private/tmp/build != expected /tmp/build (IdeaSpec.scala:27)

but also a bunch of fails like this one:
- Generate and compile meta modules *** FAILED ***
  Throwable
    seed.cli.util.Exit$.error(Exit.scala:8)
    seed.process.ProcessHelper$.$anonfun$runCommmand$5(ProcessHelper.scala:101)
    seed.process.ProcessHandler.onExit(ProcessHelper.scala:30)
    com.zaxxer.nuprocess.internal.BasePosixProcess.onExit(BasePosixProcess.java:310)
    com.zaxxer.nuprocess.osx.ProcessKqueue.processEvent(ProcessKqueue.java:314)
    com.zaxxer.nuprocess.osx.ProcessKqueue.process(ProcessKqueue.java:224)
    com.zaxxer.nuprocess.internal.BaseEventProcessor.run(BaseEventProcessor.java:78)
    java.lang.Thread.run(Thread.java:748)

I'm guessing this happens due to me running MacOS, but I'm not sure.

It appears that on your machine /tmp is a symbolic link pointing to /private/tmp. I will change the tests to use a path within the current working directory instead. This will be more portable.

That's funny, I've never realised MacOS symlinks these directories (it does the same with /etc and /var). That explains why the path-test fails. But why is it important that the path is exactly /tmp/whatever? Isn't that a brittleness of the test. In Windows it would be something else.

Interesting. I was not aware of this either. What does createTempDirectory return on macOS? I am getting this on Linux:
scala> java.nio.file.Files.createTempDirectory("seed")
res11: java.nio.file.Path = /tmp/seed892158896148301201

Also, as per your suggestion on Gitter, we should not build within the repository such that after running the tests, git status will not report any new files.


Update gem version for Rack

Addresses vulnerability alert.

Deploy preview for docsdocker ready!
Built with commit d0f80ebf28c3c3a5a289094a75529b7e8b7f60bc
https://deploy-preview-7712--docsdocker.netlify.com


Remove related links from the article body

@miltontony @Mitso ready for review

👍

On condition we create an issue and Jira ticket to solve this correctly


Can we have mobile spotlight done right 🥺

Seems while on mobile it's way off on Spotlight

hmm i'll see what i can do


Bloom > Unable to export to csv

:grey_question: About
In Bloom I'm not able to export as csv... but I cannot find the button to achieve the export.
:information_source: Environment

Env : Neo4J Desktop
Neo4J version : 5.11.0
Bloom up-to-date embedded w/ Neo4J Desktop Edition
OS : Linux Mint 21.2 Victoria \n \l

:footprints: Steps to reproduce

Startup database
Launch Bloom
Open/create a perspective with data
Right-click to Export to csv
Get the wozard
Do not find how to achieve the export

Hi @adriens, thanks for reporting this.
When there are many categories and/or relationships and the Bloom window’s height is a little shorter, the “Export” and “Cancel” buttons at the bottom can be cut off. However, the entire window outside of the categories and relationship lists should be scroll-able to reach the buttons:
Screencast from 2023-09-12 09-42-43.webm
We’ve been updating the UI of the CSV export modal as part of the upcoming 2.10 release later this month which will address this.

Hi @ckanz , thanks a lot for the video : I'm giving it a try right now and will let you know

Yes, I did not see the right part :sweat_smile:
Thanks a lot for your help :pray:


Is this still maintained?

Could you please specify in the Readme if its not being maintained? May help many coming here!

👍 it would be good if a maintainer or a contributor could comment on this? Last commit was a year ago. Snooping around it looks like a lot of contributors are no longer with Flipboard? :/

there are a lot of forks of the project, but with the way github works it's quite hard to coordinate those
https://github.com/Flipboard/react-canvas/network
@richardcliu
@vojty
https://github.com/vojty/react-canvas
seems to have much more up to date forks even supporting react fiber renderer

bad news - I don't maintain my fork anymore.
The origin of my fork (https://github.com/qntln/react-canvas) should be probably fine (I worked at qntln and did some changes - added React 16 support, webpack build, fixed some bugs...). However it's not published to NPM (we used private NPM repository)
If you don't aim for really high performance, just go for react-konva (it's still pretty fast and have more features)


amd64: correctly select sign of zeros on f32x4/f64x2 min/max

Haven't found a fix yet
Signed-off-by: Takeshi Yoneda<EMAIL_ADDRESS>

Ok turned out that I misread the amd64 manual which says If both source operands are equal to zero on maxpd and minpd... that is not compatible with the sign handling in wasm's min/max.


Please add some extra information regarding workflow instances

I have a hard time to find information on workflow instances and how to manipulate them (in my current case, i have a FetchXML to get a set of workflows in wait state that i want to cancel). Maybe explicitly / more clearly mention the entityname where workflow instances are stored in, and maybe a link to a page about the workflow instances entity?

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

ID: 9ceee305-0ea4-9538-ff9d-5153b2119d91
Version Independent ID: b2421a5c-4b74-404e-f067-25d31065e29c
Content: Workflow and process entities (Developer Guide for Dynamics 365 Customer Engagement (on-premises))
Content Source: ce/customerengagement/on-premises/developer/workflow-process-entities.md
Service: d365ce-op
GitHub Login: @JimDaly
Microsoft Alias: jdaly

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


Support tags in private channels.

>Tags are not yet supported in private channels.
This is honestly one of the biggest features. We like to keep channels to a minimum and organize public (enterprise wide) and teams specific communication into few channels. We want to summon a subset of those people to certain message. Thoughts?

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

ID: b16e659e-cf07-268a-e224-fa444749ac29
Version Independent ID: ee822a8d-b331-998f-e336-b1fa510f35c0
Content: Manage tags in Microsoft Teams - Microsoft Teams
Content Source: Teams/manage-tags.md
Service: msteams
GitHub Login: @LanaChin
Microsoft Alias: v-lanac

@clcpolevaulter
thank you for submitting feedback.
I think the best way forward is if you open a service ticket in your tenant so this can get resolved ASAP. Based on the outcome let me know if it is something that can be called out in the docs.
Please follow this link to contact support for business products:https://docs.microsoft.com/office365/admin/contact-support-for-business-products
Please keep us posted here on the resolution so we can feed whatever information you discover into the content.

Hi @clcpolevaulter, thanks for your feedback! We have this on our backlog and will eventually support tags in Private Channels. One follow-up question - would you expect Private Channels to have their own set of tags or to use the tags set up within the team?

@anniecolonna ::
I'd be fine with using the tags from the team and tagging anyone that was in that tag and private channel. I don't think it is worth the overhead to manage tags per channel.

It's been a couple years.  What is the status of this feature?  My organization would also heavily benefit from this feature


[HOPSWORKS-1271] Bump hive version

What changes were proposed in this pull request?
(Please fill in changes proposed in this fix)
How was this patch tested?
(Please explain how this patch was tested. E.g. unit tests, integration tests, manual tests)
(If this patch involves UI changes, please attach a screenshot; otherwise, remove this)
Please review http://spark.apache.org/contributing.html before opening a pull request.

Jenkins test this please

Jenkins test this please

Jenkins test this please

Jenkins test this please


useDeviceList() throws error when no cameras are available

On a computer without cameras, the line
const cameraDevices = useDeviceList();
causes an uncaught runtime error "Requested device not found".
IMO this should just create an empty array [].

Please try this beta 2.0.0-beta.8. There are breaking changes for this beta release.

This issue is fixed on new hook useDevices.


Is it possible to block user interaction with Map?

The docs doesn't mention anything about it, but I would like to block the user interaction with the Map itself, only allow the interaction with the Marker.

Hi!
How can i set constant region?
Thank you!

no issue template? It seems a pretty obvious feature request though :-) I haven't built the module, but I understand the request. I also need it.
I did look at some alternatives:

Wrap the MapView in a View with property pointerEvents="none" works.	<View pointerEvents="none">
Just add the property `pointerEvents="none" to the MapView works as well. But including all the props you pass to the MapView might not be something that the module will keep supporting.
An third alternative might be to make a snapshot of the map and show that, but can you do that without rendering the map? https://github.com/react-community/react-native-maps#take-snapshot-of-map. I haven't tried that. It should give you the opportunity to use an image instead of map though.

There is more "map-like" solution: disable pitch, rotation and zoom for the map
<MapView pitchEnabled={false} rotateEnabled={false} zoomEnabled={false} ... />

@OlegNovosad thank you, this is very helpful

@OlegNovosad thank you so much!

@OlegNovosad be careful with your proposal because that won't allow the user to scroll in a ScrollView.
If the user put the finger on top of the map and move it, the ScrollView won't scroll because the MapView is catching the finger gesture.
The better option is wrapping the MapView with a View with pointerEvents="none" prop

thank you
const coodinate = { latitude: xxx, longitude: xxx }

<View pointerEvents='none'>
  <MapView
    provider={PROVIDER_GOOGLE}
    initialRegion={coodinate}
    pitchEnabled={false}
    rotateEnabled={false}
    zoomEnabled={false}
    scrollEnabled={false}
  >
    <Marker
      coordinate={coodinate}
    />
  </MapView>
</View>


fix demo

Why did you close @jokari? I will still review this. Sorry for not replying soon enough.


Frontend Project "onlineclothshopping website" 'Women's Collection' Section Styling

Describe the Feature you want to end
Changing styling properties of this section to improve its design.
Expected behavior
Improved design of this section.
Screenshots (optional)
Current Design

Expected Updated Design

Additional context (optional )
N/A

@MohitGupta121


Some intresting things #2

Added:
Texture BMP support
New general math ispowerof functions in common
getao api function that was forgotten in last pullrequest
Changed:
Made env_spark support custom sound
Support higher and lower res env_cubemaps
Fixes:
Spelling fix in portal_shared.h
GLSL Log file not being made if directory isnt there, if so it makes new directory to prevent that (at start of using pathos i didnt realize this was why no log file was made so i spent 1 month trying to fix it :( ), uses some STL code so might take some time to fix that but not much code

I'm currently working on some features, which I will need to be merged first, but once done I will merge this as well. Some of the features you added, like the directory creation, have already been solved. As for the custom spark sound, I will probably modify the code to turn the sound into a pattern if it has a number before the extension, but good work otherwise, these will be useful features.

I'm currently working on some features, which I will need to be merged first, but once done I will merge this as well. Some of the features you added, like the directory creation, have already been solved. As for the custom spark sound, I will probably modify the code to turn the sound into a pattern if it has a number before the extension, but good work otherwise, these will be useful features.

ok, will it be merged soon, its been 2 weeks? btw incase you ever want to try to add vertex lighting for models heres some good sources i think for when you want to look into it or whatever in the future:
https://geom.io/bakery/wiki/index.php?title=Vertex_Lightmaps
https://www.learnopengles.com/tag/per-vertex-lighting/
https://commons.wikimedia.org/wiki/File:Per_vertex_lighting_cube.png
https://josephstankowicz.wordpress.com/2013/06/29/writing-shaders-2-vertex-lighting/ (not really that useful as for unity but still some source)
https://github.com/SNMetamorph/PrimeXT/blob/master/utils/pxrad/vertexlight.cpp (code written by original xash3d owner, i think this one is licesned under GPL, might be very usefull and will actually remove many things required to do to get vertex lighting on models which will fix all the issues)

Thanks for your suggestions, I'll read up on them. I can't promise when I will do the merge, it depends on whether I have a free period or I'm still fixing issues with the engine actively(which is the case, still).

@valina354 I have merged the changes, and kept what was not already done and I deemed to actually have any use case. I had to fix some issues and crashes, wrong use of datatypes, etc. Thanks for the contribution.

alright, tbh i really do want to return to pathos, its best engine for what i want to do, but only issue is obviously fact theres no model vertex lighting so yeah not really sure what to do then, does rad or what its called save any data related to models? as that could help me, i think i could implement vertex lighting myself and then pullrequest, but i dont really know how i would save data in rad during compile and then load it in model shader

@valina354 RAD currently doesn't save any particular data for models when it comes to lighting, so you'd need to add that to the engine yourself. Also, for the time being, I am going to stop adding any changes for Pathos, as I need to switch to other obligations I have on hand, meaning Pathos is going to remain as-is for the foreseeable future. I won't be able to help with any changes because of this.

@valina354 RAD currently doesn't save any particular data for models when it comes to lighting, so you'd need to add that to the engine yourself. Also, for the time being, I am going to stop adding any changes for Pathos, as I need to switch to other obligations I have on hand, meaning Pathos is going to remain as-is for the foreseeable future. I won't be able to help with any changes because of this.

ok, i think i nearly figured it out, i think i can just port this https://github.com/SNMetamorph/PrimeXT/blob/master/utils/pxrad/vertexlight.cpp which stores data lumps for the vertexlighting and also add those to bspfile and stuff and then just load them in engine and use them in shader, my only issue is i havent been able to sucesfully port the vertexlight.cpp due to so many differences in radiosity code, mainly missing functions...

@valina354 RAD currently doesn't save any particular data for models when it comes to lighting, so you'd need to add that to the engine yourself. Also, for the time being, I am going to stop adding any changes for Pathos, as I need to switch to other obligations I have on hand, meaning Pathos is going to remain as-is for the foreseeable future. I won't be able to help with any changes because of this.

ok, i think i nearly figured it out, i think i can just port this https://github.com/SNMetamorph/PrimeXT/blob/master/utils/pxrad/vertexlight.cpp which stores data lumps for the vertexlighting and also add those to bspfile and stuff and then just load them in engine and use them in shader, my only issue is i havent been able to sucesfully port the vertexlight.cpp due to so many differences in radiosity code, mainly missing functions...

oh unrelated, but for the AO stuff that was added in my pullrequest it doesnt really seem to work, it usually meant to darken based on the AO texture, but i tried it and it didnt do anything, i think its related to how it was added in r_bsp.cpp to everything

@valina354 RAD currently doesn't save any particular data for models when it comes to lighting, so you'd need to add that to the engine yourself. Also, for the time being, I am going to stop adding any changes for Pathos, as I need to switch to other obligations I have on hand, meaning Pathos is going to remain as-is for the foreseeable future. I won't be able to help with any changes because of this.

ok, i think i nearly figured it out, i think i can just port this https://github.com/SNMetamorph/PrimeXT/blob/master/utils/pxrad/vertexlight.cpp which stores data lumps for the vertexlighting and also add those to bspfile and stuff and then just load them in engine and use them in shader, my only issue is i havent been able to sucesfully port the vertexlight.cpp due to so many differences in radiosity code, mainly missing functions...

example of what i mean

actually i have just began trying more to get it working and im slowly fixing errors, i might be able to get vertex lighting added and use pathos and pullrequest (hopefully this will help pathos a lot)

well, i havent got it to work, i nearly fixed all errors but there are some very complex ones, if you want i can upload my nearly working code so you can look in future when you have time but yeah

You need to be more patient and persevere more, or you will never achieve anything with any engine. Also, you need to improve your programming skills, before you will be able to make major changes to any codebase without constantly suffering from issues you can't solve. I will personally not have time to do anything with these features, because I have closed development on Pathos, and I need to focus on other projects.

You need to be more patient and persevere more, or you will never achieve anything with any engine. Also, you need to improve your programming skills, before you will be able to make major changes to any codebase without constantly suffering from issues you can't solve. I will personally not have time to do anything with these features, because I have closed development on Pathos, and I need to focus on other projects.
For more context: https://twhl.info/journal/view/9400

oh... im guessing that means december 9th update will be the last ever update of pathos that is like official? i guess that makes sense kinda sad still, im curious what will happen  related to studiomdl rewrite that was in progress but never released, since if i ever get lightmapped models on pathos working or something i might try to use it but im kinda stuck if i want to expand mdl since i wouldnt be able to compile new models

The studiomdl rewrite is on hold indefinitely. The next best thing I can do is to release the source code of the Half-Life mod version of the game, as that'd have the studiomdl source code in it. However first, I need to strip it of spoiler content.

The studiomdl rewrite is on hold indefinitely. The next best thing I can do is to release the source code of the Half-Life mod version of the game, as that'd have the studiomdl source code in it. However first, I need to strip it of spoiler content.
Also bugfixes and maintennance will still occur, I just won't be adding any new features for a long while.

ok, i have actually gotten pretty far to getting it working, at least in RAD which seems hardest part, theres just few random errors, broken utlarray int32 not getting recgnoised for some reason and thats about it and then loading in game and shaders shouldnt be too hard as i see  bunch of examples of how to do that, i might be able to get it working if i try hard enough, but if i do, im not really sure are pullrequests like still allowed (since you referenced wont be adding any new features for long time)

You're better off making your own fork and pushing anything to that. I don't want to add any further updates to Pathos that are not just bugfixes.

i did just have idea instead of vertex lighting, i would use dynamic lights, and use cubemaps as sort of middle for slight ambient lighting and potentially implement light probes as in as in small cubes that are auto made that can help for better lighting, this is basiclly what most modern engines do and even doom 3 back in 2004 did, i just dont know if this would be bad idea, mainly it seems that dynamic lights have bad performance, im guessing dynamic lights arent really made for like only light source?

Dynamic lights can be slightly improved with making them static, but no, dynamic lights should be used sparingly at best, and definitely not as the main lighting method. BSP is just not good for full realtime lighting, it's hard to optimize it for this purpose.

Dynamic lights can be slightly improved with making them static, but no, dynamic lights should be used sparingly at best, and definitely not as the main lighting method. BSP is just not good for full realtime lighting, it's hard to optimize it for this purpose.

i do wonder if way around that is to like make it so at start it renders 1 frame of dynamic light, and then like always uses it? i dont know if that makes sense, so it would only have to store in vram the shadowmap and it should cause low performance loss, or is that what static already does?

That's what static is for, it does exactly that.

im currently trying to add cubemaps to models since that was one of main things missing in pathos, but im not really sure whats closest equivelant to 'bindtextures'  that bsp has since i was able to add cubemaps to drawfinal in VBM and that other stuff but not really sure related to that, i was able to optimize VBM shader enough so that with cubemaps theres not too much determinators but it obviously doesnt work since i cant figure out closest equivelant to bindtextures in VBM, i really like structure of the engine it fells really modular, but the rendering is kinda strange like theres many places where you bind textures again, but im guessing thats required for like lightmaps and dlights to properly work

There's no real equivalent to BindTextures, as model rendering is a lot simpler compared to BSP when it comes to binding textures. The closest equivalent is the texture binds and determinator setter calls in DrawMesh. Here the determinators are set based on multiple factors like availability of textures and whether it's multipass, etc. Obviously you only want to set cubemapping and the cubemap itself in DrawMesh when you aren't doing multipass.
Setting determinators:
https://github.com/TheOverfloater/pathos-public/blob/af66bd5ee5e3deaef6e0b373ab2e59f8f0e7b5c8/pathos/sources/codesrc/engine/renderer/r_vbm.cpp#L2989
Setting textures:
https://github.com/TheOverfloater/pathos-public/blob/af66bd5ee5e3deaef6e0b373ab2e59f8f0e7b5c8/pathos/sources/codesrc/engine/renderer/r_vbm.cpp#L3052

There's no real equivalent to BindTextures, as model rendering is a lot simpler compared to BSP when it comes to binding textures. The closest equivalent is the texture binds and determinator setter calls in DrawMesh. Here the determinators are set based on multiple factors like availability of textures and whether it's multipass, etc. Obviously you only want to set cubemapping and the cubemap itself in DrawMesh when you aren't doing multipass.
Setting determinators:
https://github.com/TheOverfloater/pathos-public/blob/af66bd5ee5e3deaef6e0b373ab2e59f8f0e7b5c8/pathos/sources/codesrc/engine/renderer/r_vbm.cpp#L2989
Setting textures:
https://github.com/TheOverfloater/pathos-public/blob/af66bd5ee5e3deaef6e0b373ab2e59f8f0e7b5c8/pathos/sources/codesrc/engine/renderer/r_vbm.cpp#L3052

so im guessing i also need to do it for no multipass and also multipass? and do i also need to do it in drawlights or not? (sorry for asking so many questions hopefully its not annoying its just that rendering seems very complex for BSP and VBM mainly)

You need to do it for both, but in single-pass you want to do it as part of the one render pass drawn in DrawMesh. Think about multi-pass as separating the effects each into a separate rendering pass, so you need to make sure the two(multi and single) have the same effects.

You need to do it for both, but in single-pass you want to do it as part of the one render pass drawn in DrawMesh. Think about multi-pass as separating the effects each into a separate rendering pass, so you need to make sure the two(multi and single) have the same effects.

yeah, i got cubemaps working but only for single-pass, its not that visible but here theres cubemap showing, but issue is im not sure how to do multipass

this is what i did in drawmesh, im guessing i need to do similar in drawfinal? (i think drawfinal is multipass but im not sure)

For multipass you want another shader(determinator state that is) which ONLY adds the cubemap portion, nothing more, and you want to add it in DrawFinal before rendering fog. The blending mode needs to be GL_ONE, GL_ONE. Basically you need to do almost the exact same thing the BSP renderer does right now for cubemaps in DrawFinal.

For multipass you want another shader(determinator state that is) which ONLY adds the cubemap portion, nothing more, and you want to add it in DrawFinal before rendering fog. The blending mode needs to be GL_ONE, GL_ONE. Basically you need to do almost the exact same thing the BSP renderer does right now for cubemaps in DrawFinal.

very strange since i tried and doesnt seem to work.. this is the code https://pastebin.com/GTE689vN
i pasted it right above // Render meshes with fog in drawfinal and placed here in the shader

i dont know if im doing something wrong since code seems fine... instant that i turn on any dlight the cubemaps disappear when it tries to use multipass rendering so the issue is most likely something wrong i did, i did similar to BSP but tried to make it compatible

I can't tell from here, but try checking with nVidia nSight, which is what I generally use for debugging rendering. It allows you to capture a frame of rendering and scroll through the elements. It could be a uniform you forgot to enable syncing on, or some texture not being properly bound.

I can't tell from here, but try checking with nVidia nSight, which is what I generally use for debugging rendering. It allows you to capture a frame of rendering and scroll through the elements. It could be a uniform you forgot to enable syncing on, or some texture not being properly bound.

yeah i opened nsight and from quick view it doesnt render anything related to multipass but not really sure how i would try to find any issue in nsight, i guess im gonna try running engine in vs 2022 debug and seeing if in drawfinal it runs code but if it does and it still doesnt work not sure what to do, somehow out of this entire engine multipass rendering is most complex not sure why
well, actually in drawfirst after it does the stuff it disables sync

but i dont think thats the issue since in drawfinal it enables sync again

i confirmed its running the drawfinal stuff but its still not rendering.... this is really strange, im not sure anymore how to try to debug it

I can't tell from here, but try checking with nVidia nSight, which is what I generally use for debugging rendering. It allows you to capture a frame of rendering and scroll through the elements. It could be a uniform you forgot to enable syncing on, or some texture not being properly bound.

well, there is something else, its shader determinator count with all the new determinators its at around 11,000 and before the new cubeonly it was at aroun 5000, is it possible that too many determinators is causing the new determinator of cubeonly to not work? or is that not the case i remember old pathos versions had determinator limit, but i dont know if thats case anymore

i still have not been able to figure out what could be causing it thats very strange, since im doing  similar to BSP i think...

There's no limits on shader permutations anymore. As for the issue, I can't tell based on this what is wrong. You should try and see what uniforms, etc are set in the shader, if the shader renders anything at all, using nSight. You can check all these things using that application, it's what I use for this type of issue.

There's no limits on shader permutations anymore. As for the issue, I can't tell based on this what is wrong. You should try and see what uniforms, etc are set in the shader, if the shader renders anything at all, using nSight. You can check all these things using that application, it's what I use for this type of issue.

ok, another question btw its related to models, do they not have collision? im asking since it seems like models dont have collision, or at least the test ones bundled with pathos, if that is case then i guess for my fork i can add it only issue is fact  that theres no studiomdl source code released yet

another thing related to models, im guessing theres no way to override the model triangle and vert limit? since i found this, but seems like its handled in the studiomdl exe and not in engine

something else too is im not sure how i would mass import models into pathos, i have a bunch of models downloaded from polyhaven except i have no idea how i would mass import models.... like with textures and everything

Models don't have collisions specified in the model itself, they're added in the levels as func_walls textured with any texture that shares the same material type, and with a Render Mode of Color and Render Amount of 0. The studiomdl sources I'll release once I finally opensource the source code of the HL1 mod version of my game.
Personally I have no way of mass importing models, you either need to write a conversion program yourself which sets up the SMD and QC files, and textures, or do it by hand. Also, the vertex limit is for one smd file, not for the whole model. I don't think normally you should ever get even near 50% of that limit.

Models don't have collisions specified in the model itself, they're added in the levels as func_walls textured with any texture that shares the same material type, and with a Render Mode of Color and Render Amount of 0. The studiomdl sources I'll release once I finally opensource the source code of the HL1 mod version of my game.
Personally I have no way of mass importing models, you either need to write a conversion program yourself which sets up the SMD and QC files, and textures, or do it by hand. Also, the vertex limit is for one smd file, not for the whole model. I don't think normally you should ever get even near 50% of that limit.

ok, im not really sure what you mean by is for one smd file, so that means if i import a model as 1 smd and it has like 16384 verts and 32768 triangles it will give error? not really sure how i would avoid that then, since im guessing studiomdl doesnt auto seperate an inputed SMD into multiple..

One SMD file is one part of the model, and the studiomdl compiler can have a maximum of 16384 verts and 32768 triangles per one single part. You can split your model into multiple parts(SMD files) to achieve higher polycounts. Realistically though, you should not need that many polygons to exceed that limit.


search for "hashicorp" leads to 404

search result is this which is a 404
https://docs.web3signer.consensys.io/how-to/store-keys-vaults/hashicorp
but then if I refresh the page, it loads with the content
I went back to the search, clicked on the result and it's a 404 again. It's weird!

Looks like Algolia search is indexing old URLs of removed pages, which we've applied client-side redirects to. However when you click on the search result, the redirect doesn't trigger – it only works when you refresh the page. I'm not sure if this an Algolia issue or a redirect issue, maybe both. We can try switching to server-side Vercel redirects and see if that helps...

This bug appears to have been resolved. The search leads to the correct page. Closing as resolved


Use singleton service providers where possible

Fetching Support\Config from the service container should always return the same instance.

This is done!


Changes to my.cnf and apache2.conf to improve performance

I got fed up with the slowness I was experiencing with DrupalVM yesterday and went on a bit of a quest to see what I could do to speed things up. In the process, I came across this post on drupal.org in the issue queue for Vagrant Drupal Development. Here's the post in its entirety:

After enabling NFS, I was still been facing huge performance issues. Immediately after I booted vagrant box, performance was good, but after loading some pages and visiting some sites on development environment, server was working slower and slower, and after some time it were getting to the point when website stopped reacting at all or constantly throughts mysql time out errors.
It turned out that server was running too many apache and mysql processes at the same time. On every site visit, new apache process were created and every process consumes RAM, so all these proccesses consumed all my server's RAM memory and started using SWAP space (writing memory to hard drive), so this is the reason why pages were loading slower and slower, and often after few minutes of use, server stopped responding all together, because even all available SWAP were often consumed....
To solve this performance issues, I changed server configuration files, and now server perfoms great no matter how long I use it.
/etc/mysql/my.cnf
key_buffer = 256M -------> 128M
thread_cache_size = 8 --> 3
/etc/apache2/apache2.conf
StartServers 16 ----------> 3
MinSpareServers 16 ----> 3
MaxSpareServers 32 ---> 4
ServerLimit 400 ----------> 4
MaxClients 400 -----------> 4
This configuration limits the amount of processes that can be used at the same time, and saves tonnes of RAM. Now SWAP space never gets used and server newer slows down and never hangs :) I suggest improving VDD's configuration files for better perfomance, because we don't need so much proccesses running on local development environment. Also I guess that configuration files could be tweeked even more to enhance performance.

After changing the my.cnf lines and adding the apache2.conf lines (my box didn't have those settings set at all) I've seen a noticeable improvement in performance. Pages are loading more quickly, but more importantly I've noticed that the VM just isn't hogging my machine resources.
Now, I realize that the issues I was experiencing could very well be because of the vagrantfile I was provided with for this project and may have nothing to do with DrupalVM itself, but I thought I'd drop this in here in case these settings are something that could be integrated into DVM in some way.
If not, then for future googlers -- slow Drupal VM? Try these settings (and maybe Vagrant Faster, too)!

@mrweiner - Thanks for the post! I hope it helps future Googlers who might be looking for performance tips for Drupal VM. Indeed, there are some adjustments for Apache, PHP, MySQL, etc. which can make Drupal VM a bit faster depending on the sites running within, but the problem is many of these settings, when changed from their defaults, can also cause other strange performance issues, so I tend to stick to a baseline default when I can.
For most cases (e.g. a stock Drupal 8 site), the defaults are good enough for most people. But it's always a good idea to do a little tuning if you want the best performance, especially if you're RAM or CPU-limited!


How to catch frameScheduledNavigation event?

What versions are you running?
chromedp v0.5.3
go 1.14
What did you do? Include clear steps.
I am trying to detect redirect caused by  tag, e.g
<meta http-equiv="refresh" content="3;url=https://www.mozilla.org">
In cromedp debug logs there is Page.frameScheduledNavigation event with redirect URL.
There are also page.EventLoadEventFired and page.EventFrameStoppedLoading events sent to listeners (registered chromedp.ListenTarget), but target URL is not included in them.
Is there a way to detect meta redirects at all? I am new to chromedp, so thanks in advance for any help :)

Nevermind, I figured out that there is an upcoming EventRequestWillBeSent with the URL from meta refresh. I just didn't wait enough for listeners to catch one.


Should Request constructor be less destructive when it fails?

@wanderview @nikhilm @jakearchibald should we try to make the constructor not nuke a passed in object if the constructor algorithm results in an error? It seems somewhat cleaner to do that.

I think that would be nice for developers, yes.

Agreed

Tracked in gecko:  https://bugzilla.mozilla.org/show_bug.cgi?id=1134609


IntellICode C# Dev Kit: Decouple starred and inline completions

Tweak activation so that a failure in one feature doesn't break the other #552
Add settings so either of them can be turned off #551

Is there any progress on this issue?

Is there any progress on this issue?

I'm interested in this also. I love the starred feature but not the inline completions. Haven't used this for quite a while now, sadly.


[Feature]: Group Services

🏷 Feature Request Type
Other
🔖 Feature description
It would be amazing to be able to create groups, example for locations or service types eg cpanel servers, email servers, game servers, would be great to see this.
✔ Solution
Create groups page then allow selection when adding monitors,
❓ Alternatives
N/a
📝 Additional Context
None
⚠ Please verify that this feature request has NOT been suggested before.

[X] I checked and didn't find similar feature request

Duplicate of #12, #639 and many others.


Change the output format for analyze_sentiment

From {"hash": {"sentiment" : int(), "author" : bool()}, ...} to [{"hash": str(), "sentiment": int(), "author": bool()}, ...].

https://giphy.com/gifs/sara-bareilles-fs5OIyvjzw61q

jk I'll do this eventually


Want to be able to support true background translucence

We sometimes need to see the document behind the translucent background to operate, so we want to support true translucency like the Linxu terminal, not the frosted glass effect, thank you.

Thanks for the suggestion! This is actually already being tracked by another issue on our repo - please refer to #603 for more discussion.
/dup #603


-Winconsistent-missing-override on MacOS

When compiling on MacOS, there is a very large wall of warnings of the form:
elastix-4.9.0/Core/ComponentBaseClasses/elxTransformBase.hxx:79:16: warning: 'Execute' overrides a member function but is not marked
      'override' [-Winconsistent-missing-override]
  virtual void Execute( const Object * caller, const EventObject & )
               ^
/usr/local/include/ITK-4.13/itkCommand.h:62:16: note: overridden virtual function is here
  virtual void Execute(const Object *caller, const EventObject & event) = 0;

Can I fix this somehow?

Yes, this issue is preventing the SlicerElastix extension from working:
https://discourse.slicer.org/t/elastix-extension-for-mac-osx-not-available/5692/2
It should just be a matter of adding the override keyword (in a lot of places).

This has been a long-standing issue. We are not working on this atm but we are happy to accept a PR.

Thanks - I will try suppressing this for now and see if that fixes the slicer extension build.  With the flag everything compiles with no warnings on my local build.

@N-Dekker Would you have time to have a look?
It would fit the refactoring for ITK5

I think override is a Good Thing, but it's specific to C++11. So I would like to give priority (1) to getting elastix to produce equivalent or better results with ITKv5 as with ITKv4. Then (2) drop ITKv4 compatibility. Then (3) start using C++11 everywhere in elastix.

sounds good!

Indeed, can't argue with that 😆

@N-Dekker any progress on this?

@mstaring OK, I'l have a look. Need to figure our how to automate adding those override specifiers.  Clang Tidy-Fix should be of help: https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-override.html But somehow my Visual Studio 2017 Clang Power Tools just says

Start Clang Tidy-Fix
PROJECT: elastix\Core\elxCore.vcxproj
Done Clang Tidy-Fix

(While fixing nothing!) Any suggestion is welcome.

@N-Dekker does this commit fix this issue?

@mstaring I think this commit has fixed 95% of the issue: https://github.com/SuperElastix/elastix/commit/285083d01dd923e046a41528db3eadb3e4d435eb  Still busy trying to figure out what to do with macro calls like itkSetClampMacro, itkGetConstReferenceMacro, etc., that internally might override virtual functions.
However, it's hard to see now when the issue is fixed, as we don't get these warnings on our dashboard, do we?

I don't see those missing override warnings anymore at our macOS CI builds: https://dev.azure.com/kaspermarstal/Elastix/_build/results?buildId=403
So I think the issue is finally fixed now. Harmen @haampie please check!

Yup! Building here and I don't see any warnings (yet, 50% atm)


Add exports and keywords fields

Summary:

Adds keywords field to package.json as recommended

https://docs.skypack.dev/package-authors/package-checks#keywords

Adds exports field to package.json as recommended

https://docs.skypack.dev/package-authors/package-checks#export-map
https://nodejs.org/api/packages.html#packages_subpath_exports

Adds sideEffect: false to package.json to enable tree-shaking in Webpack

https://webpack.js.org/guides/tree-shaking/

Adds ./package.json export to export map for React Native

https://github.com/react-hook-form/react-hook-form/issues/3257

Adds module key to package.json for ESM support
Fixed the example folders to work
Swapped typings to types (types appears to be more commonly used)

Codecov Report

Merging #32 (023eccc) into master (b1d93b3) will not change coverage.
The diff coverage is n/a.

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##           master      #32   +/-   ##
=======================================
  Coverage   97.37%   97.37%
=======================================
  Files           4        4
  Lines         229      229
  Branches       55       55
=======================================
  Hits          223      223
  Misses          6        6

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Maybe we should break each of these commits into their own PRs?  I will have an easier time reviewing them that way, let me know if that's too much work though.

I will break these into separate PRs!


update cambodia layers to use group layers and shift to live kobo form

This PR includes config changes to make use of grouped layers for Cambodia, and to implement three live Kobo forms provided by the WFP Cambodia country office

@wadhwamatic can you confirm that this works as expected?

@wadhwamatic can you confirm that this works as expected?

@ericboucher - sorry for the late reply to this. The same issue exists. The config seems to require:
"additional_query_params": {
"form_name": "2. ទម្រង់ ឧបទ្ទវហេតុ",
"datetime_field": "Date_report",
"geom_field": "location",
"measure_field": "NumPeoAff",
"kobo_url": "https://kobo.humanitarianresponse.info/api/v2/assets.json"
},
But there is no field in the form called 'location'.  I again tried to remove the geom_field parameter, and also to use 'Commune' as the geom_field, but I get an error in both cases.
Shouldn't we not require 'geom_field' if  'admin_level_display' is used in the layer config? The purpose of admin_level_display is to use an admin code rather than a geometry field (lat/long)

@ericboucher - after you last update, I tried to remove the geom_field line completely from the config. When I did that, the API response is :
{
"message": "Missing parameter: geomField"
}
But if I set geom_field to an empty string ("geom_field": "",) the API responds with form data as expected, and the front-end renders admin level data

@ericboucher - I added two more forms. A couple of issues have come up

When I try to use 'Date_Dis' as the date field, I get unexpected results. For example, for the form '2. ទម្រង់ ឧបទ្ទវហេតុ', if I use Date_Dis, the latest available data showing on the frontend is for 17-June-2022, but in the form, I can see there is data through 30-June-2022

The timeline and date picker are not correctly updating when we have more than one Kobo form. The drought form only has data on 07-June-2022 and 2021-Dec-2021 but the UI shows otherwise. I also can't access data on the dates where it should exist

I can't seem to add 'Date_Dis' in the 'feature_info_props' so that I can display the date of the disaster along with the date of the report together in the tooltip.

@wadhwamatic after investigation, there were two main problems.

Because of a bug, the frontend was only sending one request for kobo dates to the backend
The backend was discarding geomfield and datetimeField and replacing them with "lat,lon" and "date"
-> I made a change so that we also keep the raw data from the kobo form. In your case, it means that the field "Date_dis" was becoming "date".

@JorgeMartinezG could you have a look at the backend changes and let me know if you see any issues. Thanks

Thanks @ericboucher. This is working well now.
I created an issue on values / labels in the tooltip that we see when you click on a kobo layer that would be good to deploy along with this fix. https://github.com/WFP-VAM/prism-frontend/issues/491


Add writable property to _socket

This would help because some ws code im working with uses _socket.writable, you may want to add more properties to _socket in general too.

I checked your send code and I think you are using this property wrong. writable is not something you want to check, a net.Socket is always writable, it has internal buffering. I cannot see any documentation about writable in Streams or net.Socket other than as being a settable property on creation.
https://nodejs.org/api/net.html#net_new_net_socket_options
https://nodejs.org/api/net.html#net_socket_buffersize
send always succeeds (if the socket is open). Use the callbacks of send to determine if you want to send more data. If you send a bunch of messages you want to wait until enough callbacks got called.

a net.Socket is always writable

Not correct, a socket is no longer writable after you called end on it.
'use strict';

const net = require('net');

const server = net.createServer((socket) => {
  console.log(socket.writable);
  socket.end();
  console.log(socket.writable);
});

server.listen(3000, () => {
  const socket = new net.Socket();

  socket.on('end', () => {
    socket.end();
    server.close();
  });

  socket.connect(3000);
});

Why would anyone check if the websocket.readyState == OPEN only to then also check that the websocket._socket.writable == true? MultiOgar are seeing cases where these two don't match. How is this? Shouldn't the readyState always be tied to the state of the net.Socket? I mean, clearly readyState == OPEN should not possible happen when the actual net.Socket has writable == false?

I honestly have no idea why they check both websocket.readyState and websocket._socket.writable.

Exactly, they check both because they do not match which to me sounds like their fault for somehow messing with "internal" variables. Any implementation of _socket.writable would be (readyState === OPEN).

_socket.writable is also true when readyState is CONNECTING or CLOSING but yes if readyState is OPEN, _socket.writable should be true.

@henopied I can't even get uws working with MultiOgar at all. It just stops sending data after a couple of messages. It works with ws. I added some console.logs in sendPacket and the game server just stops sending altogether after a couple of messages. Something is very strange with that game server, but I also know I played on your server for an hour the other day so yeah, I don't know. I just cant get it to work.


[DC-45] Fixed bug with importing data, where the title would cause error

…rors. Added UI messaging to indicate which datasets caused the error
Before, it would redirect the user to the selected workspace regardless of error
After

Now shows statuses per dataset

I do have a general concern about the UX in this case. The user can get into a situation where they are repeatedly seeing error messages. If some of the data has imported and we have a few errors, the initially successful imports will fail on subsequent retries, never allowing the user to get redirected to their workspace.
I am ok getting this in to fix the immediate issue, but we should work with UX to get a clean flow for the user when importing and moving to the workspace.

I think a solution could be to add a "go to workspace anyway" button in the error details view, but that seems like it would be kind of hard to add.


Make shuffle optional

Added parameter that allows you to turn off shuffling.

The docs for this PR live here. All of your documentation changes will be reflected on that endpoint.


Rename to opensearch-common-utils

Is your feature request related to a problem? Please describe.
To be consistent with every other library, rename to opensearch-common-utils.

@dblock is this something we want to do currently? This would be a breaking change, so we would need a plan to ensure consumers are notified of this and will have to label this for 3.0.

I'll close, this is very old.