[HBASE-27245]Expose the archive API to the end user

https://issues.apache.org/jira/browse/HBASE-27245

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ClientAPI=1.41 ServerAPI=1.41 base: https://ci-hbase.apache.org/job/HBase-PreCommit-GitHub-PR/job/PR-4661/1/artifact/yetus-general-check/output/Dockerfile

GITHUB PR
https://github.com/apache/hbase/pull/4661

JIRA Issue
HBASE-27245

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dupname asflicense javac spotbugs hadoopcheck hbaseanti spotless checkstyle compile cc hbaseprotoc prototool rubocop

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Linux 9c42e62a7ed6 5.4.0-90-generic #101-Ubuntu SMP Fri Oct 15 20:00:55 UTC 2021 x86_64 x86_64 x86_64 GNU/Linux

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GITHUB PR
https://github.com/apache/hbase/pull/4661

JIRA Issue
HBASE-27245

Optional Tests
javac javadoc unit shadedjars compile

uname
Linux dc8cc1455888 5.4.0-90-generic #101-Ubuntu SMP Fri Oct 15 20:00:55 UTC 2021 x86_64 x86_64 x86_64 GNU/Linux

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maven

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Dashboard grid sluggish/freezing

This has been noticed by edgarssults already i have asked him about it recently in https://github.com/edgarssults/Bannerboard/issues/1
If you try to move rapidly with components of dashboard they move very sluggishly or even come to complete freeze.
This behavior can be replicated at your demo:
https://excubo-ag.github.io/Blazor.Grids/dashboard

as you can see the page has entirely frozen!

Hi @Bia10,
I've identified the overlap resolution algorithm as the culprit. When an element is moved or resized, the other elements are supposed to "get out of the way", as there shouldn't be overlaps. It turns out that this algorithm seems to get stuck in an infinite loop sometimes. I don't have the time at the moment to figure out why, so if this is something that you need fixed, I'd encourage you to try and solve this and contribute your fix as a PR.
If you can live without the overlap resolution, the easy alternative is to ditch Dashboard in favor of Grid. Dashboard is only a thin wrapper around it anyway.
Thanks,
Stefan

Thanks for quick reply,
Id love to take a look at this but, unfortunately i am in similar position "I don't have the time at the moment to figure out why".
Just to be clear there seem to be 2 issues at hand:

The movement/resizing of components of dashboard is very slow/sluggish.
The overlap algorithm getting stuck in infinite loop.

I suspect the sluggish behavior you're seeing has the same underlying cause (i.e. the overlap resolution goes into many iterations, sometimes even infinite). Probably the best approach is to completely replace that code with some new logic.

The fix seems to be working well (using 3.0.32 currently). No more freezing or crashing. 👍

Thanks for the feedback, @edgarssults


Fix: Fix search clear button

This will fixed to search component clear button issue.
will make svg circle background color to lighter grey
https://trello.com/c/V6EGh5Qc/5602-briefing-cannot-clear-publisher-search

Current coverage is 100% (diff: 100%)

Merging #269 into master will not change coverage

@@           master   #269   diff @@
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  Files          25     25
  Lines         299    299
  Methods        48     48
  Messages        0      0
  Branches       42     42
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  Hits          299    299
  Misses          0      0
  Partials        0      0

Powered by Codecov. Last update 2741d19...2bc7941

@vinteo, @mcslash, @patrick-ivers - Incorporated the review comments

LGTM.

LGTM

@vinteo, @mcslash - if the code is okay please merge :)

Merging...

Too quick @vinteo


[Feature]: customize holdTime

Is your feature request related to a problem?
In my dashboard i don't use double click events at all: it's only clicks and holds. When i can, i always change the hold time to ~300ms to make it feel faster, but mushroom afaik doesn't allow you to change the holdTime
Also, in mobile, if i don't take the finger off the screen, the hold_action doesn't get called. This behavior also makes it feel slower
Describe the solution you'd like
An option to customize holdTime and an option to tell that i want to trigger hold_action even if i don't take the finger off the screen. e.g.
hold_action:
  action: more-info
  haptic: success
  holdTime: 300
  cancelThreshold: 1000 # cancel event only after this. If the option is undefined, trigger hold_action immediately after reached holdTime

Describe alternatives you've considered
No response
Additional context
No response

The hold time is the default HA hold time for all cards. I do not prefer allow overriding this option from Mushroom to keep consistency between non mushroom card and mushroom card

What about allowing overriding but keeping the HA hold time as default, to keep the consistency?
I think the users should have the power to choose about their own dashboards


cmd/go: go vet ./... does not correctly resolve symlinks for the top directory

What version of Go are you using (go version)?
go version go1.4.2 darwin/amd64
What operating system and processor architecture are you using?
OS X 10.10.5, amd64
What did you do?
$ export GOPATH=$HOME/projects/go-workspace
$ cd $GOPATH/src/github.com/devoid/foobar
$ go vet ./...
$
$ ln -s $GOPATH/src/github.com/devoid/foobar $HOME/projects/foobar
$ cd $HOME/projects/foobar
$ go vet ./...
vet: error walking tree: stat ../go-workspace/src/github.com/devoid/foobar/main.go: no such file or directory
vet: ../go-workspace/src/github.com/devoid/foobar/main.go: open ../go-workspace/src/github.com/devoid/foobar/main.go: no such file or directory
vet: no files checked
exit status 1

What did you expect to see?
Many other go commands go tool cover, godoc and go work fine with this sort of symlink setup.
What did you see instead?
I am not entirely sure. The go vet command appears to identify the symlink but can't find the files in it?

Symlinks are problematic with these tools. I'm not sure it can be made to work in all cases, or that it's worth trying.
We encourage avoiding symlinks in the Go tree.

I would like to echo that this issue is problematic for our team. Totally fine with this being the default behavior, but the issue is exacerbated by the difficulty of working around it in Go.
Initially, we tried working around this by launching a new Go process that would invoke go vet with a path that we resolved ourselves. Simplified example:
wd, _ := os.Getwd() // path may be a symlink
wd, _ = filepath.EvalSymlinks(wd) // this path is always absolute
cmd := exec.Command("go", "vet")
cmd.Dir = wd // set working directory of command to explicitly be absolute path
cmd.Run() // doesn't work -- os.Getwd() in relPaths() still returns symlink path

However, this still doesn't work -- the os.Getwd() call in the relPaths function of build.go still returns the symlink path. It appears that this technically doesn't violate any contracts since os.Getwd() states: "If the current directory can be reached via multiple paths (due to symbolic links), Getwd may return any one of them.", but is definitely unintuitive (since the path is explicitly set to be absolute).
We're working around this for now by taking advantage of the fact that os.Getwd() consults $PWD first, so setting cmd.Env = append([]string{fmt.Sprintf("PWD=%v", wd)}, os.Environ()...) works causes this to work as expected. However, we know this is not ideal since it ties the behavior to an undocumented implementation detail that could change at any time.
So, long story short, I second that it would be nice to fix this issue -- although I agree and understand that symlinks into the Go path tree should be avoided, it would be nice to have the option to at least have a plausible work-around to handle this for tools that want to offer a more user-friendly experience.


Invalid link to pretrained C3D weights

Hi @ekosman ,
The download link to C3D weights in https://github.com/DavideA/c3d-pytorch is invalid.
Do you know other sources where the weights can be downloaded?
Thank you!

@ldjmgls Hi
The link works for me. Could you check again?

I still can download the model by clicking here or http://imagelab.ing.unimore.it/files/c3d_pytorch/c3d.pickle.

Then, it seems that the link is valid. Right?

Ooh, sorry typo. I mean "still cannot download" the model by clicking here or http://imagelab.ing.unimore.it/files/c3d_pytorch/c3d.pickle.

Can you elaborate? For me, the link works just fine.


entering freeplay menu gives null object reference

Describe your problem here.
i compiled the engine from source, and got this error when entering freeplay:

i have made changes to the engine, but even when reverting them, it still happens
Are you modding a build from source or with Lua?
Source
What is your build target?
Windows x64
Did you edit anything in this build? If so, mention or summarize your changes.
modified fpscounter.hx (seen in the image)

Do you have mods that have an character that doesnt have an icon

Do you have mods that have an character that doesnt have an icon

nope, no mods installed


Admob on iOS

Dear,
In my iOS version, I can´t see the admob banner. I get this message in console:
 Invalid Request. Cannot determine request type. Is your ad unit id correct?
AdMob, onAdFailLoad, {'adNetwork':'AdMob','adType':'banner','adEvent':'onAdFailLoad','error':0,'reason':'Request Error: Invalid ad request parameter(s).
My config.cson file
"admob":
        "enabled":true
        "android":
            "bannerID": "ca-app-pub-xxxxxxxx/xxxx" (I´m using my correct banner id)
            "interstitialID": null
        "ios":
            "bannerID": "ca-app-pub-xxxxx/xxxxx" (I´m using my correct banner id)
            "interstitialID": null

The indentation of the config file is very important. Please use markdown to properly display it here.

Sorry...
In config the indentation is correct.

It does look correct. Have you tried on android?

In android is working good!

IDK, try to display an interstitial to test please.

Same error
2016-09-12 11:28:37.091 NH Noticias[32788:4214966] <Google> Invalid Request. Cannot determine request type. Is your ad unit id correct? 2016-09-12 11:28:37.093 NH Noticias[32788:4214597] AdMob, onAdFailLoad, {'adNetwork':'AdMob','adType':'banner','adEvent':'onAdFailLoad','error':0,'reason':'Request Error: Invalid ad request parameter(s). Check the Xcode console for details.'}

Put this somewhere to get the details
document.addEventListener('onAdFailLoad', function(e){
   if(typeof e.originalEvent !== 'undefined') e = e.originalEvent;
      var data = e.detail || e.data || e;
      alert('error: ' + data.error +
          ', reason: ' + data.reason +
          ', adNetwork:' + data.adNetwork +
          ', adType:' + data.adType +
          ', adEvent:' + data.adEvent); // adType: 'banner', 'interstitial', etc.
})

Can you specify where I can put this code, please? I´m new with this...

put is under $ionicPlatform.ready(() => { in lib/cordova/cordova.admob.js file

I think that i should see a alert with more details, but not. I get the error in console but in emulator not show the alert.
2016-09-12 11:45:50.944 NH Noticias[33259:4228220] <Google> Invalid Request. Cannot determine request type. Is your ad unit id correct? 2016-09-12 11:45:50.946 NH Noticias[33259:4226187] AdMob, onAdFailLoad, {'adNetwork':'AdMob','adType':'banner','adEvent':'onAdFailLoad','error':0,'reason':'Request Error: Invalid ad request parameter(s). Check the Xcode console for details.'}

use safari to debug via the console. Check for any JS errors.

As you can see on image, the safari debug do not show anything.

After some clicks, this is the safari console

I need the complete trace (the beginning is missing). try to reload the webview using command + R

ok nothing there. Have you tried on real device? Maybe admobs does not display ads on emulator (which is understandable).

Running on my iPhone.
In Xcode console, same error.

try to dump the variables in https://github.com/shprink/wordpress-hybrid-client/blob/develop/lib/cordova/cordova.admob.js
if (AdMob && bannerID) {
    console.log('HERE', bannerID, AdMob.AD_POSITION[bannerPosition]);
                AdMob.createBanner({
                    adId: bannerID,
                    position: AdMob.AD_POSITION[bannerPosition],
                    autoShow: true
           });
}

If the inputs are fine then it is a problem with the admobs/cordova version

hello, any update?

Hi @shprink ,
Still not working on ios :( I stop to try to make work...

Just tested and it worked on my side.
my config is the following:
"cordova":
    "admob":
        "enabled": true
        "android":
            "bannerID": 'ca-app-pub-XXXX/YYYY'
            "interstitialID": 'ca-app-pub-XXXX/WWW'
        "ios":
            "bannerID": 'ca-app-pub-XXXX/YYYY'
            "interstitialID": 'ca-app-pub-XXXX/WWW'

I am going to close this. I have added more logs into the new version (will release today). Please try it out


default HttpOnly and Secure to true

Leaving cookie.httponly and cookie.secure to false by default on cookies will cause folks without detailed knowledge of how web security works (which is most of folks) wide open to impersonation, replay, and XSS attacks.
To handle developers trying to work locally, a check can be done to see if we are in DevMode and to allow the default to be false then.

The code in question: https://github.com/revel/revel/blob/0d091bfa31943267e4c3f3ffb3bec6082ec6b49f/revel.go#L186-187

Here is another related fragment: https://github.com/revel/revel/blob/master/skeleton/conf/app.conf.template#L35-L54

PR #943 fixes this.


Data source cache improvements

Earth2Studio Pull Request
Description

Fixes gcs local caching
Datasources cache location can now be controls with EARTH2STUDIO_CACHE
Fixing ecmwf opendata version, 0.2.0 doesnt work

Closes: https://github.com/NVIDIA/earth2studio/issues/96
Checklist

[x] I am familiar with the Contributing Guidelines.
[x] New or existing tests cover these changes.
[x] The documentation is up to date with these changes.
[x] The CHANGELOG.md is up to date with these changes.
[x] An issue is linked to this pull request.

Dependencies

/blossom-ci

/blossom-ci


SQLAGDatabase - PowerShell DSC resource MSFT_SqlAGDatabase  failed to execute Set-TargetResource functionality with error message: System.InvalidOperationException: Failed to connect to SQL instance 'server2_secondary\instancename'

Hi,
I'm trying to add an existing database to an existing AG and it's failing with the following error
PowerShell DSC resource MSFT_SqlAGDatabase  failed to execute Set-TargetResource functionality with error message: System.InvalidOperationException: Failed to connect to SQL instance 'server2_secondary\instancename'
The connection fails when trying to reach the secondary node and I Imagine this is to do with the fact that we are using a non default port for the our instances.
Even when I use SSMS to add a database to the the AG by default the GUI shows servername\instancename and if I try to connect it fails . I have to click "Options" and then go  back to the "Login properties" tab so the instancename gets  replaced by the port number ( this is done automatically by the GUID, quite weird) and I can then add the database.
Does anyone have the same problem ? How to solve this ?
Thank you,

What SQL Server PowerShell modules, and which version, are present on the target node.
Name Version
SQLCheckCLR 1.0
SQLCheckCollation 1.0
SqlServer 21.0.17240
SQLASCMDLETS 1.0
SQLPS 1.0
SQLPS 14.0-->

Did you provide the port in your configuration?

This resource does not seem to have a port available ?
I actually tried to add it to the instancename but the resource fails when
connecting to the secondary and that is not configurable at all
On Tue, 17 Jul 2018 at 17:34, Shawn Melton<EMAIL_ADDRESS>wrote:

Did you provide the port in your configuration?
—
You are receiving this because you authored the thread.
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Obrigado,
Tiago Palhota

@sqlbandit it failed when you tried to do like this InstanceName,1541?

Correct . The instance required is for the primary server and it fails when
connecting to the secondary ( implicity ) . I don’t have control over the
secondary connection string.
The interesting thing is that if I use ssms I have the problem where the
GUI automatically detect servername\instance and therefore failing the
connection . I have to use a “trick” that somehow changes the connection
string to servername,portnumber automatically by the GUI.
Thanks all
On Tue, 17 Jul 2018 at 17:52, Johan Ljunggren<EMAIL_ADDRESS>wrote:

@sqlbandit https://github.com/sqlbandit it failed when you tried to do
like this InstanceName,1541?
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Obrigado,
Tiago Palhota

Just quick check but looks like this is the reason:
https://github.com/PowerShell/SqlServerDsc/blob/77a40f5417e24d6ed7aeede17ec6b8921d0faa3d/DSCResources/MSFT_SqlAGDatabase/MSFT_SqlAGDatabase.psm1#L343
It is only passing in the name, which from SMO will not contain the port.

OK, never mind that may not be it....tested the helper functions on that and the Name is being pulled with the port number.

Thanks for looking into this.
Just to make it clear , The resource asks for the servername and
instancename for the primary but it actually fails while connecting to the
secondary where the port is not being passed .
Thank you all
On Tue, 17 Jul 2018 at 18:55, Shawn Melton<EMAIL_ADDRESS>wrote:

OK, never mind that may not be it....tested the helper functions on that
and the Name is being pulled with the port number.
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Obrigado,
Tiago Palhota

@sqlbandit Correct...my memory is coming back to me now because I support AG commands in a PowerShell module sqlcollaborative/dbatools and we had found that same issue.
@johlju I've confirmed with someone that has an AG replica that is a named instance on a non-default port. This is a bug in SMO, which is why the issue occurs in SSMS as well.

@sqlbandit I believe this is the right "connect" item reporting your issue in SSMS and for this problem as well: https://feedback.azure.com/forums/908035-sql-server/suggestions/32902525-cannot-join-database-to-ag-using-gui-if-replica-sq

Using SQLBrowser does not solve this? Or is it that the SQLBrowser is undesireable to have running, and that is why this error occurs?

The issue is that the DSC code is looking up the secondary name in order to connect by checking the object property AvailabilityGroups[AGName].AvailabilityReplicas.Name, which looses the port number.
In SMO I have never seen it work against browser service on the connection attempts. It has always required you to explicitly provide the port number.

We also have the sql browser disabled as a security policy so I can’t rely
on it unfortunately :(
Any possible workaround ?
On Tue, 17 Jul 2018 at 19:09, Shawn Melton<EMAIL_ADDRESS>wrote:

The issue is that the DSC code is looking up the secondary name in order
to connect by checking the object property
AvailabilityGroups[AGName].AvailabilityReplicas.Name, which looses the
port number.
In SMO I have never seen it work against browser service on the connection
attempts. It has always required you to explicitly provide the port number.
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Obrigado,
Tiago Palhota

The resource SqlAGDatabase seems, for example, to connect to each replica to verify the permissions. Since it uses the Nameproperty of the AvailabilityReplica Class to know which server name and instance name connect to, it assumes Browser service is running to determine what port to connect to.
As @wsmelton mention there are no property in the  AvailabilityReplica Class that has the port number. Probably because when dynamically assigned, the port number could be changed on node B without the node A get that updated port number. So if the port number would be provided in a property, it might not be correct.
Only solution (workaround) I see is to add a optional parameter that are assigned a collection of replica objects that should be used to verify permission and be replicas for the database.


1488 download source files

Allow source files to be downloaded directly from the manage resource page

I close this one. Relevant is https://github.com/gbif/ipt/pull/1546


graphfetch parallelize

What type of PR is this?

What does this PR do / why is it needed ?

Which issue(s) this PR fixes:

Fixes #
Other notes for reviewers:
Does this PR introduce a user-facing change?

I think we can go ahead with this change for now. May be revisit to see what can be improved before turning on parallel execution by default.


Update LocalProcessor OverWindow and AggFunc

What is the purpose of the change
This PR updates LocalProcessor OverWindow to support over-window transformation with filter and limit. It also adds the implementation of all the missing AggFunc.
Brief change log

Update LocalProcessor OverWindow to support over-window transformation with filter and limit.
Add implementation of AggFunc (FIRST_VALUE, LAST_VALUE, ROW_NUMBER, VALUE_COUNTS)

Does this pull request potentially affect one of the following parts:

Dependencies (does it add or upgrade a dependency): no
The public API: no

Documentation

Does this pull request introduce a new feature? no
If yes, how is the feature documented? not applicable

@lindong28 Could you review this PR?

@lindong28 Thanks for your review! I updated the PR and all the comments are addressed. Could you please take another look?

@lindong28 Thanks for your review! I updated the PR. Could you please take another look?

Thanks for the update! LGTM.


Integrate marlin fp16/bf16-float8 matrix multiplication kernel

Since the introduction of mixed-precision fp16-int4 MARLIN (Mixed Auto-Regressive Linear) kernels by IST-DASLab, new mixed-precision MARLIN kernels have been introduced for other data types.
In particular, mixed-precision fp16/bf16-float8 kernels have been contributed to TGI and could be integrated in optimum-quanto as well with a companion FP8MarlinQBytesTensor to pack the weights.

Done in #296


no_preload: true -> predictive_load: false

@pschambacher @eac looks good ?

LGTM :+1:
Why the change?

just though about it being nicer and more obvious that it's our hacky gem :D


OpenAI Rate Limit Exceeds

I am trying to run evaluate on my dataset with one metric (relevancy) and imeeidtaely get errors on getting to OpenAI rate limits, how to solve it?
Event loop is already running. Applying nest_asyncio patch to allow async execution...
Evaluating 80 test case(s) in parallel: |          |  0% (0/80) [Time Taken: 00:00, ?test case/s]ERROR:root:OpenAI rate limit exceeded. Retrying: 1 time(s)...

I think you have to see whether your openai is being used elsewhere because one metric run wouldn't cause a rate limit error


How do I make put.adder default .torrent file handler?

I've tried to edit the following file. It doesn't exist.
~/Library/Preferences/com.apple.LaunchServices.plist

Hi,
looks like at some point, Apple decided to move the file to this location:
~/Library/Preferences/com.apple.LaunchServices/com.apple.launchservices.secure.plist
However, it's probably easier if you right click a .torrent file, click on Get Info, and then, in the Open with Section, select Put.io Adder, and then finally click on Change All...
Thanks for using Put.io Adder! :)

Thanks. I modified the plist to make put.io-adder the default handler for magnet links. The right click on .torrent file also worked too.

Awesome, thanks for the feedback! 👍 Glad you got this resolved.
Closing the issue.


A blank line above a file header reports SA1517 and SA1633

First reported in #1766, Issue D14
A blank line above a file header only reported SA1517 in classic StyleCop. In the current analyzer it reports both SA1517 and SA1633.

Our file header diagnostics should be resilient to this condition. Marking as a :bug: which is up for grabs.

Grabbing this


move creds into general settings

otherwise sbt-sonatype throws on nopublish projects.
@benblack86 @jlbelmonte @DanSimon @dxuhuang

Codecov Report

Merging #598 into master will decrease coverage by 0.08%.
The diff coverage is n/a.

@@            Coverage Diff             @@
##           master     #598      +/-   ##
==========================================
- Coverage   84.96%   84.87%   -0.09%
==========================================
  Files          99       99
  Lines        4451     4451
  Branches      379      379
==========================================
- Hits         3782     3778       -4
- Misses        669      673       +4

Impacted Files
Coverage Δ

colossus/src/main/scala/colossus/core/Worker.scala
76.99% <0%> (-1.77%)
:arrow_down:

Continue to review full report at Codecov.

Legend - Click here to learn more
Δ = absolute <relative> (impact), ø = not affected, ? = missing data
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Create 102-binary-tree-level-order-traversal.py

Runtime : 41ms, Memory Usage: 14.8 MB
Your runtime beats 83.51 % of python3 submissions

Clear and concise✨. Thanks for your PR.

Will contribute more solutions later.


关于站长

##简介

四川宜宾人，工作地目前为深圳，今年（2020）26 岁
前知乎、阿里员工，现某手机厂商，从事互联网运营方向工作
亦为北邮人导航 byr.wiki 站长

##待更新

还没有想好

If its any good ,,I might Buy in ,, are you using IOT devices for invention ,, could be many adaptive consequences

If its any good ,,I might Buy in ,, are you using IOT devices for invention ,, could be many adaptive consequences

no


Add justgiving icon

From the new file checklist

[x] New file which is under 1,024 bytes
[x] Edit Readme
[x] Add reference image
[x] Edit reference page
~Android Image~ - not done

Thanks @edent!


Fix C* backup_restore_test failure

Most of the changes are cosmetic due to pep8 auto styling.
Fixes failure: https://teamcity.mesosphere.io/viewLog.html?buildId=759181&tab=buildResultsDiv&buildTypeId=DcosIo_DcosCommons_Cassandra_CompleteIntegrationTest

Closing as this dupes https://github.com/mesosphere/dcos-commons/pull/1501


Do not merge: Thermo demo into MAR3+rectgrid

What is required to merge the thermo demo branch into the array-swapped, MAR3 version of develop?
Shadow PR for #319

The parent PR is ready to be merged into develop, so this shadow PR can be closed.


Table options column re-ordering is broken

Does not behave as expected

This is still an issue as of db72f57da4035b2f9a32859c27e9677d4251b449.

this is no longer an issue.


[WIP] Fix flaky Hdfs data integrity test

retest this please

retest this please

retest this please

@susanxhuynh:  Is this ready to go?

@gabrielhartmann  No, it failed 1 out of 4 Jenkins test runs. I suspect because there's no readiness check, the HDFS write which runs immediately after the install fails sometimes. I guess it does decrease the error rate somewhat. For now, these tests are marked skip.

retest this please

retest this please

@susanxhuynh:  This should not be needed due to #472.  Please re-open if this isn't true.


What is the feature request for?
Registry Core
What problem/inconvenience (if any) will this feature solve?
Across the country, registry data might be maintained in the local language of the state & versions of the data being maintained in English/Hindi. So there might be a primary data entry say in 'Marathi' in Maharashtra with it being transliterated in English & Hindi
Describe the feature clearly.
A. Ability to Store data in multiple languages
Ability to define data versions in multiple languages
B. Schema Labels
For enabling the above we should be able to create field labels in multiple languages as well.
Is this already possible ?

This should be possible already given json-ld schemas should be compatible with unicode strings for field labels. Alternatively simply use a label key in schema and do appropriate i18n translation whenever ux/print etc needed. Both should be possible.


Null-safe at Getting started

I found problems with documentation samples:
At Getting started:
var name = req.bodyAsMap['name'] as String;
if (name == null) {
Give on error about null isnt a String.....
I changed by:
String? name = req.bodyAsMap['name'];
if (name == null) {
Sorry i writed at chat but no response....
TIA.

The document is a bit outdated after the migration to null-safety and some of the latest ongoing work. We will be revising the document soon for version 6.0.0. is stable. In the meantime, if you find anything that is not working as expected, this a good place to raise it as we track the progress. The discussion forum is fine too.

Angel3 Guide - Getting Started has been updated.

Updated and moved Getting Started to tutorial section at  https://angel3-docs.dukefirehawk.com/tutorial/getting-started


Fix issue 90 - empty manifest config support on Windows

Fix for https://github.com/oras-project/oras-py/issues/90
Tested with repro on Windows and Linux.
I'm not quite sure what to do with the CHANGELOG.md I'm afraid so please give guidance.

Thanks for the review, the nod to write a utility function led me to discover there's an inbuilt one

Thanks for the review, the nod to write a utility function led me to discover there's an inbuilt one

Nice! And good intuition to look for that too!
For the DCO you can click on "Details" to learn more about that - if I remember it's just an electronic page you need to agree to and then you are good. It would only be done once! The ORAS family of projects is under the CNCF umbrella so we follow these policies that are enforced there.

I'm not quite sure what to do with the CHANGELOG.md I'm afraid so please give guidance.

For this, you'll want to increment the version to 0.1.18 here: https://github.com/oras-project/oras-py/blob/209c9b98043a00d1b04789cc2967ca7021dc5b2e/oras/version.py#L5
And then make a note (with that corresponding version) on a newline above 0.1.17 here  https://github.com/oras-project/oras-py/blob/main/CHANGELOG.md

Thanks for looking at this, I've now signed all commits to fulfil the DCO, and pushed a new commit with a patch version bump and changelog update.


fix Hokuyo namespace to be consistent with the SICK lasers

So with this PR, what will the names of the topics be?
Should be base_laser_top/scan_raw, right?
As for cob4 the sick laser scanner topics are:
/base_laser_front/scan_raw
/base_laser_left/scan_raw
/base_laser_right/scan_raw

I think we already fixed this for the simulated hokuyo
Could you verify and comment whether topic names are consistent for your robot both in simulation and hardware?

Any update on this one?
Did you compare with simulation yet?

I just compared the namespace with the one from the SICKs and they would be different. So do not merge.


Add the ability to hide the close button

I am unsure what the cleanest way to accomplish this is, but I would like to have the ability to show no close button on the toast. I currently do it with a transparent image, but it would be cool if we could do it directly with no hacks.
Maybe we could add a method to set the hide flag of this button.
Where do you think would be the best point to add this functionality?

Thanks for opening this issue!
This is actually something I wanted to add in the next release along with some other minor features. In the meantime, you can achieve this by setting the close button size to 0 like so: toast.setCloseButtonSize(QSize(0, 0))
This way, you don't have to add a transparent icon and the button won't still be clickable.
I'll implement this by adding an attribute like close_button_enabled and adjusting the __setup_ui method so the button will be hidden when it's set to False, which shouldn't take long.
Also thanks for submitting a pull request. I'll take a look at it (most likely over the weekend) and if everything looks good, I can release a new updated version in a couple of days


pull request for e2e test at 11/08/2016 15:26:08

:white_check_mark: Validation status: passed

File
Status
Preview URL
Details

optest/docs/updated_at.md
:white_check_mark:Succeeded

Details

For more details, please refer to the build report.
Note: If you changed an existing file name or deleted a file, broken links in other files to the deleted or renamed file are listed only in the full build report.


add to FAQ, What NFC readers model are supported by Sparrow?

I've no idea of the nfc standard and drivers, But if there could be list of a few cheap model that'd be great.
Not paying 100$ for a coil and USB chip.
This one isn't detected
https://www.amazon.com/dp/B083FN977D

It's less about what card terminals Sparrow supports, and more about what terminals the cards themselves support, which is a shorter list. For the Tapsigner/Satscard, Coinkite list their recommended readers: https://github.com/coinkite/coinkite-tap-proto#requirements
I've added this to the FAQ: https://sparrowwallet.com/docs/faq.html#what-nfc-readers-are-supported


" FACING AN ISSUE " BUTTON NOT VISIBLE ON LARGE SCREEN

because of css properties the ' Facing an Issue '  button shifted as i have two devices and when i give a look through both of my devices of different screen  size then the button  is appear on small screen  (upto 14' ) but partially visible on large screen  (>14') as it get shifted  towards bottom

button name - [ FACING AN ISSUE]

can You assign me this issue under GSSOC2024

@gitshanmukh123 you can start your work. I have assigned this issue.

thank you  for assigning ,I will start my work.

i would like to resolve this issue

Work completed.


Hamburger menu not working

When running on mobile or limiting the width of the browser to tablet or mobile,, the hamburger menu does nothing.

Hello @dijkie73!
This is expected, the menu is not implemented.


Update Fastly and S3 endpoints for IPv6 and HTTP/2

Fastly:

See Fastly Free TLS documentation
Domain changes enable IPv6 and HTTP/2 (fixes #13159)

S3:

See S3 endpoints and S3 dualstack documentation
Domain changes enable IPv6

Can one of the admins verify this patch?

Can one of the admins verify this patch?


Contributing DocFX Mono updates

Revises the Mono guidelines.
I have a Mac sitting here, but it isn't set up for GH, the repo, DocFX, or Mono. Do I need to test locally (which will take some time), or will the revised guidance ✨ Just Work:tm: ✨?
Also, this command doesn't quite look right to me (when run from the repo's root) ...
mono $HOME/bin/docfx/docfx.exe serve _site

... shouldn't that just be ...
mono $HOME/bin/docfx/docfx.exe --serve

... because I thought that _site folder is the default if the --serve switch is provided.
Thanks @mepda! :rocket:

I have a Mac sitting here, but it isn't set up for GH, the repo, DocFX, or Mono. Do I need to test locally (which will take some time), or will the revised guidance ✨ Just Work:tm: ✨?

Well, someone needs to test these instructions :smiley:. Has anyone tried them out?

Ok ... it works. It just required some quotes around the commands of the aliases.


[addon-a11y] Allow Configuration of aXe

Issue details
We use aXe along with custom rules and checks to comprehensively check our components for accessibility issues. We also override some of aXe's rules locally if we find any inconsistencies.
It would be really nice if we could pass our configuration into the a11y add-on for storybook, so all of our custom rules and checks are displayed.
 I'll work on it this week

Released as 4.0.0-alpha.0


Azure Policy Extension for Azure Arc enabled Kubernetes (preview) should be listed as available

Azure Policy Extension for Azure Arc enabled Kubernetes (preview) should be listed as available

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

ID: ef2dea1a-2d5d-97e5-23e6-0566fb23a66f
Version Independent ID: d5e5caeb-8931-a69d-ad90-fa14e2351414
Content: Azure Arc-enabled Kubernetes cluster extensions - Azure Arc
Content Source: articles/azure-arc/kubernetes/extensions.md
Service: azure-arc
Sub-service: azure-arc-kubernetes
GitHub Login: @shashankbarsin
Microsoft Alias: shasb

@ezYakaEagle442 Thank you for sharing feedback. We are actively validating it. We will share updates soon.

@ezYakaEagle442 - Thanks again for bringing this to our attention. We have updated the Doc and it will be live once its merged.  We will now proceed to close this thread. If there are further questions regarding this matter, please tag me in your reply. We will gladly continue the discussion and we will reopen the issue.


WIP: Add PagerDuty configuration to falcosidekick

What type of PR is this?

Uncomment one (or more) /kind <> lines:

/kind bug

/kind cleanup

/kind design

/kind documentation

/kind failing-test

/kind feature

If this PR will release a new chart version please make sure to also uncomment the following line:

/kind chart-release

Any specific area of the project related to this PR?

Uncomment one (or more) /area <> lines:

/area falco-chart

/area falco-exporter-chart

/area falcosidekick-chart

What this PR does / why we need it:
Falcosidekick now supports PagerDuty output.
Which issue(s) this PR fixes:

Fixes #
Special notes for your reviewer:
Checklist

[x] Chart Version bumped
[x] Variables are documented in the README.md
[x] CHANGELOG.md updated

[APPROVALNOTIFIER] This PR is NOT APPROVED
This pull-request has been approved by:
To complete the pull request process, please assign fntlnz after the PR has been reviewed.
You can assign the PR to them by writing /assign @fntlnz in a comment when ready.
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Can you set this PR as WIP for now, I need to release 2.20.0 and there will be more changes than only PagerDuty. Thanks.
/hold

LGTM label has been added.  Git tree hash: e6a78b9f450dca3e213ca932688f59b5db3adffd

LGTM label has been added.  Git tree hash: e6a78b9f450dca3e213ca932688f59b5db3adffd

[APPROVALNOTIFIER] This PR is APPROVED
This pull-request has been approved by: Issif
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The pull request process is described here

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OWNERS [Issif]

Approvers can indicate their approval by writing /approve in a comment
Approvers can cancel approval by writing /approve cancel in a comment

[APPROVALNOTIFIER] This PR is APPROVED
This pull-request has been approved by: Issif
The full list of commands accepted by this bot can be found here.
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Needs approval from an approver in each of these files:

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/unhold

/unhold


Update CI to use newer version of Xcode

Currently the default Xcode version is 12.5.1 and that's what the CI is using as well.
However, Xcode 12.5.1 is no longer compatible with macOS Monterey. This causes reproducing a CI issue locally very difficult.

https://github.com/bazel-ios/rules_ios/pull/511
Should resolve this issue but its currently blocked.

Closed by #580


User themes

[ ] Separation of markup from logic
[ ] configuration setting for setting a theme
[ ] Migrate existing layout as default theme
[ ] Unify multiple branches (https://github.com/svandragt/lamb/tree/user-themes)
[ ] Resolve conflicts with main
[ ] Documentation

Replaced with #42


I am stuck with my Rock, Paper, Scissors python game

I am new to GitHub so if I have posted this help request in the wrong place please let me know. I am trying to make rock, paper, scissors in python without googling the answer and I have come across an issue. I am playing around with it and the only option the computer is picking is Rock. It will not pick paper or scissors, no matter what the user inputs. Yesterday it was working fine and the computer would randomly pick something but now it only picks the number 1 or Rock, can anyone see why this is happening? Have I put some code in wrong which is causing this to happen? All help is grateful. This is my code, the def main(): and while True have not been added to the code area for some reason but in the python code they are indented properly and everything so I do not believe they are the problem.
import time
import random
def main():
while True:
    computer = random.randint(1,3)
    user = input("Rock, Paper, Scissors, SHOOT!  ")

    if computer == 1 and user == "Rock" or user == "rock":
        print("I pick Rock!")
        time.sleep(0.5)
        print("Tie")
        time.sleep(0.5)
        print("Either play again or type Finished to stop!")
    elif computer == 1 and user == "Paper" or user == "paper":
        print("I pick Rock!")
        time.sleep(0.5)
        print("You win")
        time.sleep(0.5)
        print("Either play again or type Finished to stop!")
    elif computer == 1 and user == "Scissors" or user == "scissors":
        print("I pick Rock!")
        time.sleep(0.5)
        print("I win!")
        time.sleep(0.5)
        print("Either play again or type Finished to stop!")

    elif computer == 2 and user == "Rock" or user == "rock":
        print("I pick Paper!")
        time.sleep(0.5)
        print("I win!")
        time.sleep(0.5)
        print("Either play again or type Finished to stop!")
    elif computer == 2 and user == "Paper" or user == "paper":
        print("I pick Paper!")
        time.sleep(0.5)
        print("Tie!")
        time.sleep(0.5)
        print("Either play again or type Finished to stop!")
    elif computer == 2 and user == "Scissors" or user == "scissors":
        print("I pick Paper!")
        time.sleep(0.5)
        print("You win")
        time.sleep(0.5)
        print("Either play again or type Finished to stop!")

    elif computer == 3 and user == "Rock" or user == "rock":
        print("I pick Scissors!")
        time.sleep(0.5)
        print("You win!")
        time.sleep(0.5)
        print("Either play again or type Finished to stop!")
    elif computer == 3 and user == "Paper" or user == "paper":
        print("I pick Scissors!")
        time.sleep(0.5)
        print("I win")
        time.sleep(0.5)
        print("Either play again or type Finished to stop!")
    elif computer == 3 and user == "Scissors" or user == "scissors":
        print("I pick Scissors!")
        time.sleep(0.5)
        print("Tie!")
        time.sleep(0.5)
        print("Either play again or type Finished to stop!")
    elif user == "Finished" or user == "finished":
        print("Okay!")
        break
    else:
        print("Sorry, that isn't an option I understand... yet.")

main()

I don't know if this request for help is wrong, but I'd be happy to help you.
First I took a look at your code, I tried to run your code on my local machine, and there was no exception, but because the next line of the main() function you defined when the email came was indented, I didn't think it was indented.
The following is the operation result of my machine, if you have any special important discovery, I hope you write back to me again.Because my English is not good, these are translated by the translator, so please forgive me for any improper translation.
I also recommend that you define some functions that will make your while statement more concise.
------------------ 原始邮件 ------------------
发件人<EMAIL_ADDRESS>发送时间: 2020年3月7日(星期六) 晚上8:08
收件人<EMAIL_ADDRESS>抄送<EMAIL_ADDRESS>主题: [geekcomputers/Python] I am stuck with my Rock, Paper, Scissors python game (#688)
I am new to GitHub so if I have posted this help request in the wrong place please let me know. I am trying to make rock, paper, scissors in python without googling the answer and I have come across an issue. I am playing around with it and the only option the computer is picking is Rock. It will not pick paper or scissors, no matter what the user inputs. Yesterday it was working fine and the computer would randomly pick something but now it only picks the number 1 or Rock, can anyone see why this is happening? Have I put some code in wrong which is causing this to happen? All help is grateful. This is my code, the def main(): and while True have no been added to the code area for some reason but in the python code they are indented properly and everything so I do not believe they are the problem.
import time
import random
def main():
while True:
computer = random.randint(1,3)     user = input("Rock, Paper, Scissors, SHOOT!  ")     if computer == 1 and user == "Rock" or user == "rock":         print("I pick Rock!")         time.sleep(0.5)         print("Tie")         time.sleep(0.5)         print("Either play again or type Finished to stop!")     elif computer == 1 and user == "Paper" or user == "paper":         print("I pick Rock!")         time.sleep(0.5)         print("You win")         time.sleep(0.5)         print("Either play again or type Finished to stop!")     elif computer == 1 and user == "Scissors" or user == "scissors":         print("I pick Rock!")         time.sleep(0.5)         print("I win!")         time.sleep(0.5)         print("Either play again or type Finished to stop!")     elif computer == 2 and user == "Rock" or user == "rock":         print("I pick Paper!")         time.sleep(0.5)         print("I win!")         time.sleep(0.5)         print("Either play again or type Finished to stop!")     elif computer == 2 and user == "Paper" or user == "paper":         print("I pick Paper!")         time.sleep(0.5)         print("Tie!")         time.sleep(0.5)         print("Either play again or type Finished to stop!")     elif computer == 2 and user == "Scissors" or user == "scissors":         print("I pick Paper!")         time.sleep(0.5)         print("You win")         time.sleep(0.5)         print("Either play again or type Finished to stop!")     elif computer == 3 and user == "Rock" or user == "rock":         print("I pick Scissors!")         time.sleep(0.5)         print("You win!")         time.sleep(0.5)         print("Either play again or type Finished to stop!")     elif computer == 3 and user == "Paper" or user == "paper":         print("I pick Scissors!")         time.sleep(0.5)         print("I win")         time.sleep(0.5)         print("Either play again or type Finished to stop!")     elif computer == 3 and user == "Scissors" or user == "scissors":         print("I pick Scissors!")         time.sleep(0.5)         print("Tie!")         time.sleep(0.5)         print("Either play again or type Finished to stop!")     elif user == "Finished" or user == "finished":         print("Okay!")         break     else:         print("Sorry, that isn't an option I understand... yet.")
main()
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Alright, thank you for you help! If I find anything out I will be sure to let you know! Sent from Mail for Windows 10 From: f_方老板Sent: 07 March 2020 13:16To: geekcomputers/PythonCc: nvrton; AuthorSubject: Re: [geekcomputers/Python] I am stuck with my Rock, Paper, Scissors python game (#688) I don't know if this request for help is wrong, but I'd be happy to help you. First I took a look at your code, I tried to run your code on my local machine, and there was no exception, but because the next line of the main() function you defined when the email came was indented, I didn't think it was indented. The following is the operation result of my machine, if you have any special important discovery, I hope you write back to me again.Because my English is not good, these are translated by the translator, so please forgive me for any improper translation. I also recommend that you define some functions that will make your while statement more concise. ------------------ 原始邮件 ------------------ 发件人: "nvrton"<notifications@github.com>; 发送时间: 2020年3月7日(星期六) 晚上8:08 收件人: "geekcomputers/Python"<Python@noreply.github.com&gt<EMAIL_ADDRESS>主题: [geekcomputers/Python] I am stuck with my Rock, Paper, Scissors python game (#688) I am new to GitHub so if I have posted this help request in the wrong place please let me know. I am trying to make rock, paper, scissors in python without googling the answer and I have come across an issue. I am playing around with it and the only option the computer is picking is Rock. It will not pick paper or scissors, no matter what the user inputs. Yesterday it was working fine and the computer would randomly pick something but now it only picks the number 1 or Rock, can anyone see why this is happening? Have I put some code in wrong which is causing this to happen? All help is grateful. This is my code, the def main(): and while True have no been added to the code area for some reason but in the python code they are indented properly and everything so I do not believe they are the problem. import time import random def main(): while True: computer = random.randint(1,3) user = input("Rock, Paper, Scissors, SHOOT! ") if computer == 1 and user == "Rock" or user == "rock": print("I pick Rock!") time.sleep(0.5) print("Tie") time.sleep(0.5) print("Either play again or type Finished to stop!") elif computer == 1 and user == "Paper" or user == "paper": print("I pick Rock!") time.sleep(0.5) print("You win") time.sleep(0.5) print("Either play again or type Finished to stop!") elif computer == 1 and user == "Scissors" or user == "scissors": print("I pick Rock!") time.sleep(0.5) print("I win!") time.sleep(0.5) print("Either play again or type Finished to stop!") elif computer == 2 and user == "Rock" or user == "rock": print("I pick Paper!") time.sleep(0.5) print("I win!") time.sleep(0.5) print("Either play again or type Finished to stop!") elif computer == 2 and user == "Paper" or user == "paper": print("I pick Paper!") time.sleep(0.5) print("Tie!") time.sleep(0.5) print("Either play again or type Finished to stop!") elif computer == 2 and user == "Scissors" or user == "scissors": print("I pick Paper!") time.sleep(0.5) print("You win") time.sleep(0.5) print("Either play again or type Finished to stop!") elif computer == 3 and user == "Rock" or user == "rock": print("I pick Scissors!") time.sleep(0.5) print("You win!") time.sleep(0.5) print("Either play again or type Finished to stop!") elif computer == 3 and user == "Paper" or user == "paper": print("I pick Scissors!") time.sleep(0.5) print("I win") time.sleep(0.5) print("Either play again or type Finished to stop!") elif computer == 3 and user == "Scissors" or user == "scissors": print("I pick Scissors!") time.sleep(0.5) print("Tie!") time.sleep(0.5) print("Either play again or type Finished to stop!") elif user == "Finished" or user == "finished": print("Okay!") break else: print("Sorry, that isn't an option I understand... yet.") main() — You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub, or unsubscribe. —You are receiving this because you authored the thread.Reply to this email directly, view it on GitHub, or unsubscribe.

I read your code and want to tell you something about it.
I think the following code line is True when your input is rock or Rock
if computer == 1 and user == "Rock" or user == "rock":
I suggest it could write as following:
if computer == 1 and (user == "Rock" or user == "rock"):
do you agree?
I have poor English and hope help you!

Ah right okay! Thank you for the tip!
On Tue, 10 Mar 2020, 03:10 Captain<EMAIL_ADDRESS>wrote:

I read your code and want to tell you something about it.
I think the following code line is True when your input is rock or Rock
if computer == 1 and user == "Rock" or user == "rock":
I suggest it could write as following:
if computer == 1 and (user == "Rock" or user == "rock"):
do you agree?
I have poor English and hope help you!
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You can use .upper of .lower to reduce program complexity.

Ah yes, okay, thank you
On Fri, 17 Apr 2020, 09:44 Deepak Raj<EMAIL_ADDRESS>wrote:

You can use .upper of .lower to reduce program complexity.
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Hello. I think that's you can use dictionary for determinate the winner.
Like this for example:
`from random import choice
def computer_choice():
options = ('rock', 'paper', 'scrissors')
return choice(options)
game_state = {
'rock-rock': 'Tie',
'rock-paper': 'You win',
'rock-scrissors': 'Computer win',
'paper-paper': 'Tie',
'paper-scrissors': 'You win',
'paper-rock': 'Computer win',
'scrissors-scrissors': 'Tie',
'scrissors-rock': 'You win',
'scrissors-paper': 'Computer win'
}
def game():
user_choice = input('Enter rock, paper or scrissors ----->').lower()
comp_choice = computer_choice()
print(f"You chose {user_choice}, computer chose {comp_choice}")
print(game_state[f"{comp_choice}-{user_choice}"])
if name == 'main':
game()`

Created one using object oriented programming
import random

class NewGame:

    def __init__(self):
        self.score = 0
        self.human = 0
        self.comp = 0
        self.comp_score = 0
        self.rps_dict = {1: 'rock', 2: 'paper', 3: 'scissor'}

    def calc_score(self, human, comp):
        self.human = human
        self.comp = comp
        scor_tupl = (self.human, self.comp)
        if (3 not in scor_tupl) and (1 not in scor_tupl):
            if self.human > self.comp:
                self.score += 1
            elif self.comp > self.human:
                self.comp_score += 1
        elif (3 in scor_tupl) and (2 in scor_tupl):
            if self.human > self.comp:
                self.score += 1
            elif self.comp > self.human:
                self.comp_score += 1
        else:
            if self.human < self.comp:
                self.score += 1
            elif self.comp < self.human:
                self.comp_score += 1

    def chk_endgame(self):
        if max(self.score, self.comp_score) == 2:
            if self.score > self.comp_score:
                return "Player"
            elif self.comp_score > self.score:
                return "Computer"
            else:
                return "No-one"
        else:
            return None

if __name__ == '__main__':
    game = NewGame()
    while True:
        try:
            print("Enter 1 for rock, 2 for paper, 3 for scissor: ")
            sel_player = int(input())
            if sel_player in game.rps_dict:
                sel_comp = random.choice((1, 2, 3))
                print("You: " + game.rps_dict[sel_player])
                print("Computer: " + game.rps_dict[sel_comp])
                game.calc_score(sel_player, sel_comp)
                if game.chk_endgame() is not None:
                    print("{} wins the game".format(game.chk_endgame()))
                    break
            else:
                break
        except:
            print('Error!')

Okh i might be late to party, But i found exactly what the problem is. It due to your if statements since you havent used bracket to seprate and/or condition, so what ever you input is True according to interpreter. Here see this example
if computer == 1 and user == "Rock" or user == "rock"
if you do this than interpreter is always considering your input as true and not going to another condition. Instead You can use
if ((computer == 1) and (user == "Rock" or user == "rock")):
It says clearly on what you want to perform and/or operations.

Yeah the issue was the OR statements.
User being either rock, paper or scissors was always just triggering one of the first three statements.
I solved this and shortened the code by using .lower on the user input and removing the OR statements as below.
import random
import time

computer = random.randint(1,3)
                                        #Added .lower
user = input("Rock, Paper, Scissors, SHOOT!  ").lower()

    # ORIGINAL CODE
#if computer == 1 and user == "Rock" or user == "rock":
#    print("I pick Rock!")             ^---------------------------
 #   time.sleep(0.5)                                              |
 #   print("Tie")                                                 |
#    time.sleep(0.5)                                              |
#    print("Either play again or type Finished to stop!")         |
#elif computer == 1 and user == "Paper" or user == "paper":       |
#    print("I pick Rock!")                ^-----------------------|
#    time.sleep(0.5)                                              | ----Because the user is going to pick rock, paper or
#    print("You win")                                             |     scissors, one of these first 3 'or' statements will
#    time.sleep(0.5)                                              |     always return 'True'.
#    print("Either play again or type Finished to stop!")         |
#elif computer == 1 and user == "Scissors" or user == "scissors": |
#    print("I pick Rock!")                   ^---------------------
#    time.sleep(0.5)
 #   print("I win!")
#    time.sleep(0.5)
#    print("Either play again or type Finished to stop!")

#Removed the problem 'or' statements, leaving only the lowercase options

if computer == 1 and user == "rock":
    print("I pick Rock!")
    time.sleep(0.5)
    print("Tie")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 1 and user == "paper":
    print("I pick Rock!")
    time.sleep(0.5)
    print("You win")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 1 and user == "scissors":
    print("I pick Rock!")
    time.sleep(0.5)
    print("I win!")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")

elif computer == 2 and user == "rock":
    print("I pick Paper!")
    time.sleep(0.5)
    print("I win!")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 2 and user == "paper":
    print("I pick Paper!")
    time.sleep(0.5)
    print("Tie!")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 2 and user == "scissors":
    print("I pick Paper!")
    time.sleep(0.5)
    print("You win")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")

elif computer == 3 and user == "rock":
    print("I pick Scissors!")
    time.sleep(0.5)
    print("You win!")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 3 and user == "paper":
    print("I pick Scissors!")
    time.sleep(0.5)
    print("I win")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 3 and user == "scissors":
    print("I pick Scissors!")
    time.sleep(0.5)
    print("Tie!")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif user == "Finished" or user == "finished":
    print("Okay!")
else:
    print("Sorry, that isn't an option I understand... yet.")
main()

@Karim8697 I get this error:
Traceback (most recent call last):
  File "/Users/*user*/Desktop/*filename*.py", line 93, in <module>
    main()
NameError: name 'main' is not defined

Yeah its because @Karim8697 has forgotten to put his function inside the function main, I think he wants to do something like this
import time

computer = random.randint(1,3)
                                        #Added .lower
user = input("Rock, Paper, Scissors, SHOOT!  ").lower()

def main(): #Included everything inside the main function
	if computer == 1 and user == "rock":
	    print("I pick Rock!")
	    time.sleep(0.5)
	    print("Tie")
	    time.sleep(0.5)
	    print("Either play again or type Finished to stop!")
	elif computer == 1 and user == "paper":
	    print("I pick Rock!")
	    time.sleep(0.5)
	    print("You win")
	    time.sleep(0.5)
	    print("Either play again or type Finished to stop!")
	elif computer == 1 and user == "scissors":
	    print("I pick Rock!")
	    time.sleep(0.5)
	    print("I win!")
	    time.sleep(0.5)
	    print("Either play again or type Finished to stop!")

	elif computer == 2 and user == "rock":
	    print("I pick Paper!")
	    time.sleep(0.5)
	    print("I win!")
	    time.sleep(0.5)
	    print("Either play again or type Finished to stop!")
	elif computer == 2 and user == "paper":
	    print("I pick Paper!")
	    time.sleep(0.5)
	    print("Tie!")
	    time.sleep(0.5)
	    print("Either play again or type Finished to stop!")
	elif computer == 2 and user == "scissors":
	    print("I pick Paper!")
	    time.sleep(0.5)
	    print("You win")
	    time.sleep(0.5)
	    print("Either play again or type Finished to stop!")

	elif computer == 3 and user == "rock":
	    print("I pick Scissors!")
	    time.sleep(0.5)
	    print("You win!")
	    time.sleep(0.5)
	    print("Either play again or type Finished to stop!")
	elif computer == 3 and user == "paper":
	    print("I pick Scissors!")
	    time.sleep(0.5)
	    print("I win")
	    time.sleep(0.5)
	    print("Either play again or type Finished to stop!")
	elif computer == 3 and user == "scissors":
	    print("I pick Scissors!")
	    time.sleep(0.5)
	    print("Tie!")
	    time.sleep(0.5)
	    print("Either play again or type Finished to stop!")
	elif user == "Finished" or user == "finished":
	    print("Okay!")
	else:
	    print("Sorry, that isn't an option I understand... yet.")
main()```

Yeah because I think @Karim8697  forgot to put the code in main function
`import random
import time
computer = random.randint(1,3)
#Added .lower
user = input("Rock, Paper, Scissors, SHOOT!  ").lower()
def main():
if computer == 1 and user == "rock":
print("I pick Rock!")
time.sleep(0.5)
print("Tie")
time.sleep(0.5)
print("Either play again or type Finished to stop!")
elif computer == 1 and user == "paper":
print("I pick Rock!")
time.sleep(0.5)
print("You win")
time.sleep(0.5)
print("Either play again or type Finished to stop!")
elif computer == 1 and user == "scissors":
print("I pick Rock!")
time.sleep(0.5)
print("I win!")
time.sleep(0.5)
print("Either play again or type Finished to stop!")
elif computer == 2 and user == "rock":
    print("I pick Paper!")
    time.sleep(0.5)
    print("I win!")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 2 and user == "paper":
    print("I pick Paper!")
    time.sleep(0.5)
    print("Tie!")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 2 and user == "scissors":
    print("I pick Paper!")
    time.sleep(0.5)
    print("You win")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")

elif computer == 3 and user == "rock":
    print("I pick Scissors!")
    time.sleep(0.5)
    print("You win!")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 3 and user == "paper":
    print("I pick Scissors!")
    time.sleep(0.5)
    print("I win")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif computer == 3 and user == "scissors":
    print("I pick Scissors!")
    time.sleep(0.5)
    print("Tie!")
    time.sleep(0.5)
    print("Either play again or type Finished to stop!")
elif user == "Finished" or user == "finished":
    print("Okay!")
else:
    print("Sorry, that isn't an option I understand... yet.")

main()`

Added startswith() and instead of just printing "Either play again or type Finished to stop!" I gave an option to play again or finish.

import random
import time

def main(): #added code inside this function
    # put ALL the code here
    computer = random.randint(1,3)
                                                #Added .lower
    user = input("Rock, Paper, Scissors, SHOOT!  ").lower()

    # added startsiwth and option to play again
    if computer == 1 and user.startswith('r'):
        print("I pick Rock!")
        time.sleep(0.5)
        print("Tie")
        time.sleep(0.5)
        option = input("Do you want to (1) Play again or (2) stop: ").lower()
        if option == '1':
            main()
    elif computer == 1 and user.startswith('p'):
        print("I pick Rock!")
        time.sleep(0.5)
        print("You win")
        time.sleep(0.5)
        option = input("Do you want to (1) Play again or (2) stop: ").lower()
        if option == '1':
            main()
    elif computer == 1 and user.startswith('s'):
        print("I pick Rock!")
        time.sleep(0.5)
        print("I win!")
        time.sleep(0.5)
        option = input("Do you want to (1) Play again or (2) stop: ").lower()
        if option == '1':
            main()
    elif computer == 2 and user.startswith('r'):
        print("I pick Paper!")
        time.sleep(0.5)
        print("I win!")
        time.sleep(0.5)
        option = input("Do you want to (1) Play again or (2) stop: ").lower()
        if option == '1':
            main()
    elif computer == 2 and user.startswith('p'):
        print("I pick Paper!")
        time.sleep(0.5)
        print("Tie!")
        time.sleep(0.5)
        option = input("Do you want to (1) Play again or (2) stop: ").lower()
        if option == '1':
            main()
    elif computer == 2 and user.startswith('s'):
        print("I pick Paper!")
        time.sleep(0.5)
        print("You win")
        time.sleep(0.5)
        option = input("Do you want to (1) Play again or (2) stop: ").lower()
        if option == '1':
            main()

    elif computer == 3 and user.startswith('r'):
        print("I pick Scissors!")
        time.sleep(0.5)
        print("You win!")
        time.sleep(0.5)
        option = input("Do you want to (1) Play again or (2) stop: ").lower()
        if option == '1':
            main()
    elif computer == 3 and user.startswith('p'):
        print("I pick Scissors!")
        time.sleep(0.5)
        print("I win")
        time.sleep(0.5)
        option = input("Do you want to (1) Play again or (2) stop: ").lower()
        if option == '1':
            main()
    elif computer == 3 and user.startswith('s'):
        print("I pick Scissors!")
        time.sleep(0.5)
        print("Tie!")
        time.sleep(0.5)
        option = input("Do you want to (1) Play again or (2) stop: ").lower()
        if option == '1':
            main()
    else:
        print("Sorry, that isn't an option I understand... yet.")
main()


Use filepath.To/FromSlash instead of manually replacing slashes

see https://github.com/matrix-org/matrix-doc/pull/1356#discussion_r199897557

@uhoreg would be good if you have a chance to look at this (and this time I'll leave it open for longer - sorry about that)


Chart: add patch permissions for spark operator SA to support spark 3.5.0

While trying to run spark operator with Spark 3.5.0, I noticed the following errors:
Message: Forbidden!Configured service account doesn't have access. Service account may have been revoked. services "spark-pi-test-run-1-72fa8a8c0fd5639e-driver-svc" is forbidden: User "system:serviceaccount:spark:sparkoperator-spark-spark-operator" cannot patch resource "services" in API group "" in the namespace "spark-test-apps".
 at io.fabric8.kubernetes.client.KubernetesClientException.copyAsCause(KubernetesClientException.java:238)
 at io.fabric8.kubernetes.client.dsl.internal.OperationSupport.waitForResult(OperationSupport.java:518)
 at io.fabric8.kubernetes.client.dsl.internal.OperationSupport.handleResponse(OperationSupport.java:535)
 at io.fabric8.kubernetes.client.dsl.internal.OperationSupport.handlePatch(OperationSupport.java:430)
 at io.fabric8.kubernetes.client.dsl.internal.OperationSupport.handlePatch(OperationSupport.java:408)
 at io.fabric8.kubernetes.client.dsl.internal.BaseOperation.handlePatch(BaseOperation.java:713)
 at io.fabric8.kubernetes.client.dsl.internal.HasMetadataOperation.lambda$patch$2(HasMetadataOperation.java:232)
 at io.fabric8.kubernetes.client.dsl.internal.HasMetadataOperation.patch(HasMetadataOperation.java:237)
 at io.fabric8.kubernetes.client.dsl.internal.HasMetadataOperation.patch(HasMetadataOperation.java:252)
 at io.fabric8.kubernetes.client.dsl.internal.BaseOperation.serverSideApply(BaseOperation.java:1132)
 at io.fabric8.kubernetes.client.dsl.internal.BaseOperation.serverSideApply(BaseOperation.java:92)
 at io.fabric8.kubernetes.client.extension.ResourceAdapter.serverSideApply(ResourceAdapter.java:325)
 at java.base/java.util.stream.ReferencePipeline$3$1.accept(ReferencePipeline.java:195)
 at java.base/java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1655)
 at java.base/java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:484)
 at java.base/java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:474)
 at java.base/java.util.stream.ReduceOps$ReduceOp.evaluateSequential(ReduceOps.java:913)
 at java.base/java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234)
 at java.base/java.util.stream.ReferencePipeline.collect(ReferencePipeline.java:578)
 at io.fabric8.kubernetes.client.dsl.internal.NamespaceVisitFromServerGetWatchDeleteRecreateWaitApplicableListImpl.performOperation(NamespaceVisitFromServerGetWatchDeleteRecreateWaitApplicableListImpl.java:294)
 at io.fabric8.kubernetes.client.dsl.internal.NamespaceVisitFromServerGetWatchDeleteRecreateWaitApplicableListImpl.serverSideApply(NamespaceVisitFromServerGetWatchDeleteRecreateWaitApplicableListImpl.java:324)
 at io.fabric8.kubernetes.client.dsl.internal.NamespaceVisitFromServerGetWatchDeleteRecreateWaitApplicableListImpl.serverSideApply(NamespaceVisitFromServerGetWatchDeleteRecreateWaitApplicableListImpl.java:55)
 at org.apache.spark.deploy.k8s.submit.Client.run(KubernetesClientApplication.scala:176)
 at org.apache.spark.deploy.k8s.submit.KubernetesClientApplication.$anonfun$run$6(KubernetesClientApplication.scala:256)
 at org.apache.spark.deploy.k8s.submit.KubernetesClientApplication.$anonfun$run$6$adapted(KubernetesClientApplication.scala:250)
 at org.apache.spark.util.SparkErrorUtils.tryWithResource(SparkErrorUtils.scala:48)
 at org.apache.spark.util.SparkErrorUtils.tryWithResource$(SparkErrorUtils.scala:46)
 at org.apache.spark.util.Utils$.tryWithResource(Utils.scala:94)
 at org.apache.spark.deploy.k8s.submit.KubernetesClientApplication.run(KubernetesClientApplication.scala:250)
 at org.apache.spark.deploy.k8s.submit.KubernetesClientApplication.start(KubernetesClientApplication.scala:223)
 at org.apache.spark.deploy.SparkSubmit.org$apache$spark$deploy$SparkSubmit$$runMain(SparkSubmit.scala:1029)
 at org.apache.spark.deploy.SparkSubmit.doRunMain$1(SparkSubmit.scala:194)
 at org.apache.spark.deploy.SparkSubmit.submit(SparkSubmit.scala:217)
 at org.apache.spark.deploy.SparkSubmit.doSubmit(SparkSubmit.scala:91)
 at org.apache.spark.deploy.SparkSubmit$$anon$2.doSubmit(SparkSubmit.scala:1120)
 at org.apache.spark.deploy.SparkSubmit$.main(SparkSubmit.scala:1129)
 at org.apache.spark.deploy.SparkSubmit.main(SparkSubmit.scala)
...

and
Forbidden!Configured service account doesn't have access. Service account may have been revoked. configmaps "spark-drv-415b968c103c268a-conf-map" is forbidden: User "system:serviceaccount:spark:sparkoperator-spark-spark-operator" cannot patch resource "configmaps" in API group "" in the namespace "spark-test-apps".

These errors cause spark applications to fail.
So I added the patch permissions to spark-operator service account - with this change spark applications run successfully with Spark 3.5.0 .

This diff is duplicated by #1908, but since this provides a traceback, I think this is the better PR to merge just based on the fact that if anyone needs to come looking, there's more information available here.

@yuchaoran2011, I bumped the version, but looks like the build is still failing, not sure why :( Any ideas?

Checked in master branch - looks like there is something wrong with the master branch, since the problem checks failed for all latest commits in master.

I see these build errors that are not related to your PR:
ERROR: failed to solve: gcr.io/spark-operator/spark:v3.1.1: gcr.io/spark-operator/spark:v3.1.1: not found

  make helm-docs
  if ! git diff --quiet -- charts/spark-operator-chart/README.md; then
    echo "Need to re-run 'make helm-docs' and commit the changes"
    false
  fi
  shell: /usr/bin/bash -e {0}
docker: invalid spec: :/helm-docs: empty section between colons.
See 'docker run --help'.
make: *** [Makefile:48: helm-docs] Error 125
Error: Process completed with exit code 2.

Let me approve and see if the system can merge it despite these errors

Looks like that wasn't enough :( Not sure how tide check works, maybe it is possible to make other problem checks not required?

We need to fix the CI pipelines. This issue needs to be prioritized: https://github.com/kubeflow/spark-operator/issues/1930. If you are interested, don't hesitate to take a stab at it cc' @vara-bonthu

Hi, @yuchaoran2011! Please take a look, I noticed that the pipeline is already fixed, so I did another rebase to fix the conflicts regarding chart version.


dashes in samplenames

'-' in samplenames get converted into dots by (at least) scalefactors function. Needs an escape in the grep

Some goes for the counts


[resolves #721] Reduce redundant plugin configurations in examples

Refer to this link for build results (access rights to CI server needed):
https://fabric8-ci.fusesource.com/job/wildfly-camel-pullreq/507/
Test PASSed.

Refer to this link for build results (access rights to CI server needed):
https://fabric8-ci.fusesource.com/job/wildfly-camel-pullreq/508/
Test PASSed.


Add info about new group calendar

What chapter/section?
Group expectations - working hours and time off
What it says now:
Nothing
What it should say:
Describe how and when to use the "CCT Group" Google calendar

https://github.com/cct-datascience/group-procedures/pull/66

#66 was merged


Error getting token

Version 1.1 (11) from Google Play. Default settings, no server config modifications.
Xiaomi mi 11 ultra. Latest Xiaomi.eu build on A13

what?

Getting this error from Redmi Note 8 Pro

I'm having the same issue. Pressing check just brings the error message "Error getting token from Google".
The body states that "the calling app is making too many requests to the API", in case that helps.

Same problem here. Latest Pixel experience android 13 on pixel 2xl.

Same issue. Xiaomi Redmi Note 11 Pro 5G, Android 13.

Same on pixel 8

Same on Pixel 7 Pro

I have pushed an update to rename this error but Google hasn't approved the new update yet. This means "the app has reached the 10k tests/day limit". See #17


Merge props.crop into the state object last so that it takes precedence over state

@DPr00f you added this.state.crop to the object merge - do you see a problem with changing the order (props.crop last)?
On a side note I'm not exactly sure why this.state needed to be merged in - you found a bug there #8 - I need to take a deeper look but I guess that this.state.crop is not being correctly created after a second parent render without it. I was wondering because maybe the next prop could intentionally omit something (like width or height if aspect is provided) and it could wrongly inherit the width/height from the state object.

It doesn't seem to have an adverse effect, merging in.


Custom Scrollbar Support

[x] I have searched the issues of this repository and believe that this is not a duplicate.

Expected Behavior
I would love either native support for custom scrollbars or some guidance on how to get at components buried within other components (such as the <Menu> component within a <Select> component) to add external custom scrollbars.
Current Behavior
Currently, after searching the issues, there doesn't seem to be any talk about using custom scrollbars. (sorry if I missed it, I looked through about 4 pages) I am unable to find a way to wrap the <Menu> called from <Select> in my own custom scrollbar component.
Steps to Reproduce (for bugs)

Use <Select> with a fixed height menu and notice that it uses the browsers default scrollbar. For example, the Multiple Select demo.

Context
I have been able to wrap other Material-UI components in my custom scrollbar, but I am unable to get at components called from other components, such as <Select>, so some of my elements have custom scrollbars and others do not.
Your Environment

Tech
Version

Material-UI
beta.27

React
15

browser
chrome

OS
OS X

Could you rather add custom scrollbar support to the theme as ideally all scrollbars across all components that need scrolling should use the same custom scrollbar solution. This should not be for advanced users as scrollbars on desktop platforms are bulky and do not fit in at all with the material theme.

Can we add a Scrollbar component, which we can just include in the root of our application, and all it does is set a scrollbar style.
Something like this.
Scrollbar.js
function addCss(rule) {
   var css = document.createElement('style');
   css.type = 'text/css';
   if (css.styleSheet) css.styleSheet.cssText = rule; // Support for IE
   else css.appendChild(document.createTextNode(rule)); // Support for the rest
   document.getElementsByTagName("head")[0].appendChild(css);
}

const css  = `
::-webkit-scrollbar {
   height: 8px;
   width: 6px;
}
::-webkit-scrollbar-track-piece {
   background: #F0F0F0;
}
::-webkit-scrollbar-thumb:vertical,
::-webkit-scrollbar-thumb:horizontal {
   background: #E5E5E5;
   border-radius: 20px;
}
`;

addCss(rule);

Then in order to consume it just include it at the top of your root file like;
import 'Scrollbar`; // this will inject custom scrollbar style
Another approach, is let's make a higher order component for scrollbar, so if someone wants a custom scrollbar for a particular section he can wrap that component with <Scrollbar /> The scrollbar component can have a a variant prop like Typography does and each variant can have a different scrolling style.
@oliviertassinari can there be a possibility of adding a Scrollbar component, i'd love to work on it.

@adeelibr This issue is about allowing people to use a custom scroll implementation. I don't think that we should implement one.

understood.

Hi @oliviertassinari,
FYI the material spec is clear about scrolling... if there's the need to scroll, then components must always show the scrollbar (and it should be styled according to the theme, i.e. themable)... right now, scrolling style + behaviour is left to each browser, and you know what happens, it's inconsistent.
I understand that this specific issue would address a custom scroll implementation support (which I agree is for advanced users), but the default scroll implementation must be in place and aligned with the material spec, don't you think so?

@nuragic Could you add a link to the material spec concerning scrolling?

@eps1lon I found the reference from https://github.com/angular/material/issues/5064#issuecomment-147436712

The actual spec state "When its content is scrollable, menus display scrollbars." but to be fair that's in the context of Menu's behavior https://material.io/design/components/menus.html#behavior
As they updated the spec website since the mentioned reference above, it's not so clear if the same would still apply for Lists. I believe so, but it would be great if they could clarify.
https://twitter.com/nuragic/status/1053207716280369152

It's also not saying that it should be themable. Don't get me wrong it would be nice to have a scrollbar in material design but scrollbars are pretty hard. I think first we have to improve our API so that users can apply a custom scroll component to content that might be scrollable. Then we can add examples of scrollbars in material design and then think about our own implementation.

It's also not saying that it should be themable.

That was my own conclusion 😄; I believe it should be themable in the case it'll be integrated in these components behavior... right? I mean, that applies to every component... when you add something new, you also add the corresponding CSS API...

scrollbars are pretty hard

Also agree… I'd say cumbersome rather than hard. I believe material-ui solved harder problems already 😃 Plus that's an already solved problem apparently (AFAIK this one works pretty well and it has a react version: https://github.com/Diokuz/baron)
To summarise, what's the best way to achieve custom (and themable) scrollbars right now? As described in the example above (plus using Select.MenuProps.MenuListProps.component = Scrollbar)?
Thanks!

Any news on this? Is there a current working solution to have custom scrollbars for example the MUI Menu component?

Hi @oliviertassinari ,
Is there a way to customize the scrollbar in material-ui to make the scollbar pretty? e.g.  using perfect-scrollbar , baron or react-custom-scrollbar.
Thanks.

@hcsgzh I have no idea, I have never tried it. If you figure out a solution, we would be happy to document it.

Hi,
 Select.MenuProps.MenuListProps.component = Scrollbar trick did not work for me. I'm using react-scrollbars-custom. It's putting the width & height of the dropdown at almost zero, it does not keep the dimensions correclty.

Hi,
 Select.MenuProps.MenuListProps.component = Scrollbar trick did not work for me. I'm using react-scrollbars-custom. It's putting the width & height of the dropdown at almost zero, it does not keep the dimensions correclty.

Hi @Muini,
You can set the width and the height of the dropdown through the props. For example with paper there's className and the useStyles hook. If you are using REM units to position everything on the page, this should be trivial. If not it will be more difficult. I simply have  as the only child of popover and set the width and height and left property of the
GL

Hello,
Using Select.MenuProps.MenuListProps.component is a good hint, but:

definition for components property is missing (at least in my case)
it was not working with select menus (content was scrollabe within popover-paper)

In final solution i had to set MuiSelect.MenuProps.PaperProps.component. Definition is available for this and if i set it to custom scrollbar it is working as expected.
in theme set:

the scrollable component looks like this:

Using overlayscrollbars-react was the best alternative, react-custom-scroll and other libraries were not working well.
Note: It is wrapped in div because OverlayScrollbarsComponent was overriding horizontal position of popup paper to 0.
Set popover-paper max-height like i did it in theme (so paper wont show limited number of items).
Set OverlayScrollbarsComponent (class os-host) to inherit max-height (to scrollbar appear).

And done. Feel free to improve this solution (it would be nice to get rid of this wrapping div).

@ErikParso Thanks for sharing! Related to https://github.com/mui-org/material-ui-x/issues/510.


Create IFSC constants

Need to create constants for Bank::PUNB etc so other consumers can easily refer to a particular bank if needed.

This is available since 0.2.5


DBZ-6046 Adds documentation about upgrading PG DB used by Debezium

DBZ-6046
Replaces #4503, #4403. This version of the PR addresses feedback received in earlier versions.
This change adds a section to the PostgreSQL connector documentation to provide guidance about how to upgrade PostgreSQL databases that Debezium captures from.
Tested in a local Antora build and a local downstream build.

@roldanbob LGTM, applied, thanks!