Unity3D ParseInitializeBehavior should allow you to specify the ParseServer URL

So that we can migrate our apps to privately hosted servers.

Yep. This is forthcoming, after the previously discussed modularization for this SDK completes.

+1

+1

:+1:

+1

There were several bug reports that the .net SDK (not unity specific) was requiring a trailing / be added to the server URL.  This should be done automatically.  Noting this here and closing the issue there.
https://github.com/ParsePlatform/parse-server/issues/81

@gfosco it's actually more difficult than that due to how URIBuilder works on .NET, as it treats multiple slashes as root, and paths without a relative path as relative to that. I'll continue working on it, but no ETA on a fix for that specific part.

Hey guys, this has been fixed in #169. The next version will include this fix, or if you're ambitious you can compile the SDK from the source itself.

@richardjrossiii when do we think the next compiled version will be posted? Im having some issues compiling the SDK on my mac.

@sghamaty Yep, there's an issue with how XBuild searches for paths that differs from MSBuild, which means you can only compile through VS.
Not sure on release time yet for 1.8.0, probably still a little ways away as we still need to fix up the Nuget packages in order to support all of these different platforms.

It blocks parse migration for anyone thats using the Unity and C# sdks.
Any idea when the official version will be ready?

@gfosco Can I compile the Unity sdk by myself?  I've downloaded & built the project, but I didn't know which is the Unity sdk file. (no file named Parse.Unity.dll)

There was no Parse.Unity.dll either when I compiled in VS. I ended up
including all the Release DLLs in the unity project. Core, Analytics, etc.
That worked for me.
There's probably a script that packages it up. Can someone post
instructions on how to do that?
On Mon, Feb 15, 2016 at 1:26 AM, huang1196<EMAIL_ADDRESS>wrote:

@gfosco https://github.com/gfosco Can I compile the Unity sdk by
myself? I've downloaded & built the project, but I didn't know which is the
Unity sdk file. (no file named Parse.Unity.dll)
—
Reply to this email directly or view it on GitHub
https://github.com/ParsePlatform/Parse-SDK-dotNET/issues/166#issuecomment-184129787
.

Someone was working unity3d sdk?I can not continue working because of this ...

Which issue is blocking you Sergey?
On Mon, Feb 29, 2016 at 1:08 PM, Sergey<EMAIL_ADDRESS>wrote:

Someone was working unity3d sdk?I can not continue working because of this
...
—
Reply to this email directly or view it on GitHub
https://github.com/ParsePlatform/Parse-SDK-dotNET/issues/166#issuecomment-190395371
.

I carried on my server, but I can not specify serverUrl version (1.7.0)

I have this issue too, I need to be able to specify server URL in order to move my app to privately hosted server. Is this achievable somehow at the moment? Will simply building the source and importing all of the separate DLLs allow me to do that, or do I have to wait for the asset store package update?

Hello! Who can collect the dll from the source?

Hi! I compiled the sources, https://drive.google.com/file/d/0B5nWjiXFR3UDR0M4a01hVV9sdEk/view?usp=sharing

@Avatarchik thanks for sharing - I'll have to add a CYA disclaimer to your post to prevent confusion for people downloading this :). Remember also that as with any build based off of master, it may not be fully working.

Hi @Avatarchik, I get the following errors with your .dlls:
FileNotFoundException: Could not load file or assembly 'UnityEditor.iOS.Extensions.Xcode' or one of its dependencies. The system cannot find the file specified. System.AppDomain.Load (System.Reflection.AssemblyName assemblyRef, System.Security.Policy.Evidence assemblySecurity) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/AppDomain.cs:692) (wrapper remoting-invoke-with-check) System.AppDomain:Load (System.Reflection.AssemblyName,System.Security.Policy.Evidence) System.AppDomain.Load (System.Reflection.AssemblyName assemblyRef) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/AppDomain.cs:657) (wrapper remoting-invoke-with-check) System.AppDomain:Load (System.Reflection.AssemblyName) System.Reflection.Assembly.Load (System.Reflection.AssemblyName assemblyRef) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/Assembly.cs:589) AssemblyLister.Lister.DeepWalkReferences (System.Reflection.Assembly assembly, System.Collections.Generic.HashSet1 seen)
AssemblyLister.Lister+<>c__DisplayClass1.<get_AllAssemblies>b__0 (System.Reflection.Assembly asm)
System.Linq.Enumerable+c__Iterator122[System.Reflection.Assembly,System.Reflection.Assembly].MoveNext () System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator122[System.Reflection.Assembly,Parse.Common.Internal.ParseModuleAttribute].MoveNext ()
System.Linq.Enumerable+c__Iterator102[Parse.Common.Internal.ParseModuleAttribute,System.Type].MoveNext () System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D1[System.Type].MoveNext ()
Parse.Common.Internal.ParseModuleController.ScanForModules ()
Parse.ParseClient..cctor ()
Rethrow as TypeInitializationException: An exception was thrown by the type initializer for Parse.ParseClient
Parse.ParseInitializeBehaviour.Initialize ()
Parse.ParseInitializeBehaviour.Awake ()`

@Avatarchik after installing the Android and Xamarin resources that VS 2015 prompts for when loading the solution I was able to correctly build a single Parse.Unity.dll (rather than getting the 9 files that you posted before). I added the missing serverURL field to ParseInitializeBehaviour that is needed for Unity so now Parse is contacting my server running on an EC2 box.
I'm now receiving errors from my server, though the same calls work against the parse server:
Parse.ParseException: Invalid response from server (Cannot POST /classes/LevelSolveCount?where=%7B%22key%22%3A%7B%22%24regex%22%3A%22%5E%5C%5CQA_%5C%5CE%22%7D%7D&order=key&limit=200 ): ---> System.ArgumentException: Input JSON was invalid.   at Parse.Internal.Json.Parse (System.String input) [0x00000] in <filename unknown>:0
I'm curious to hear if other people are able to talk with their own server instance?
I've attached my dll if anyone cannot get the build working.
Parse.Unity.zip

@infosekr i solved the extension.xcode problem by copying that file from unity installation folder over to my project's plugins.
Did you guys test it on mobile devices? That's the only thing we're worried about now, since we can't test it yet duo to a refactor our app is going through?

There must be unity module installed ios, or throw this one file in the Plugins folder
https://dl.dropboxusercontent.com/u/8463900/UnityEditor.iOS.Extensions.Xcode.dll

@infosekr
Hi, could you tell us how to build a single Parse.Unity.dll?
It seems that this version has a bug as https://github.com/ParsePlatform/parse-server/issues/448 and I wonder if they have fixed this issue now

Hi there,
The single Parse.Unity.dll is for the client side though, you are referencing a bug on the server.To build the client into a single dll, I had to make sure that I downloaded all the plugins that Visual Studios requested (Android SDK, Xamarin tools, etc), and I got the source projects from the release page rather than the main github page.
Regards,Aaron
On Thursday, March 17, 2016 12:07 AM, huang1196<EMAIL_ADDRESS>wrote:

@infosekr Hi, could you tell us how to build a single Parse.Unity.dll?
It seems that this version has a bug as ParsePlatform/parse-server#448 and I wonder if they have fixed this issue now—
You are receiving this because you were mentioned.
Reply to this email directly or view it on GitHub

I just want to follow up on this issue, as it's marked closed, yet following this thread, it seems like it wasn't actually officially resolved by the lovely people at Parse.  And in fact, earlier there was a warning that any changelist beyond the official release of 1.7 was not necessarily approved as stable.  What is the expected status of Unity support going forward?

This thing is really a blocking issue, when it will be ready ?

@noosxe what is blocking you? Just clone source and build, and import that instead of the asset store one. It will have a server URL field. And look into my comment on extension.xcode.
I did it and it works perfectly. No need to wait for anything.

I can't even build the solution right now, getting some errors

What I did was branch from 1.7.0, modify a couple of lines of code to add serverURL as a parameter in ParseInitializeBehaviour and built that. Parse.Unity.dll builds fine in VS Community Edition on 1.7.0
Here is my fork, use at your own risk :)
https://github.com/supersolid/Parse-SDK-dotNET/tree/release/1.7.0

Thanks for your link, though that does not build ok for me again, I'm getting same errors.
Trying to build with VS 2015 community from IDE and from cmd with MSBuild

@noosxe you will have to provide more details, e.g. what kind of errors. As other people in this thread can build fine for either version then the problem is likely to be on your end.

nuget.targets(72,9): error MSB4175: The task factory "CodeTaskFacto ry" could not be loaded from the assembly "C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v4.0. dll". Could not load file or assembly 'file:///C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v 4.0.dll' or one of its dependencies. The system cannot find the file specified. [C:\Users\noosxe\projects\pars esdk\ParseCore\Test\ParseCore.Test.Unit.NetFx45.csproj]
nuget.targets(72,9): error MSB4175: The task factory "CodeTaskFacto ry" could not be loaded from the assembly "C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v4.0. dll". Could not load file or assembly 'file:///C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v 4.0.dll' or one of its dependencies. The system cannot find the file specified. [C:\Users\noosxe\projects\pars esdk\ParseAnalytics\Test\ParseAnalytics.Test.Unit.NetFx45.csproj]
nuget.targets(72,9): error MSB4175: The task factory "CodeTaskFacto ry" could not be loaded from the assembly "C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v4.0. dll". Could not load file or assembly 'file:///C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Build.Tasks.v 4.0.dll' or one of its dependencies. The system cannot find the file specified. [C:\Users\noosxe\projects\pars esdk\ParseCommon\Test\ParseCommon.Test.Unit.NetFx45.csproj]
and couple of more errors like this for other subprojects inside solution.
Errors happen, though the files system cannot find actually exist in their places.

I did a change in my path to take MSBuild from other directory and started to get other errors
Specifically 26 errors like this
error CS0012: The type 'Task<>' is defined in an assembly that is not referenced. You must add a reference to assembly 'Unity.Tasks, Version= <IP_ADDRESS>, Culture=neutral, PublicKeyToken=null'. [C:\Users\noosxe\projects\parsesdk\ParseCore\Test\ParseCore.Test.Unit.NetFx45.csproj]

Hi steven-supersolid,
I'm also having trouble compiling in Visual Studio 2015.  I am getting the following errors when I attempt to build:
Error		Metadata file '\Parse-SDK-dotNET\ParseCore\bin\Debug\Unity\Parse.Core.dll' could not be found
Error	CS0120	An object reference is required for the non-static field, method, or property 'DeviceInfoController.Initialize()'	ParsePush.Unity.Android
\Parse-SDK-dotNET\ParsePush\Internal\DeviceInfo\Unity.Android\DeviceInfoController.cs	46	Active
Is it possible for someone to supply a .dll with this feature in place? This is also holding up our development. Thank you.

To build, I did the following:

Opened the solution file Parse.sln
Switched the configuration to Release
Select mixed platforms
Build
The dll was put in: C:...\Parse-SDK-dotNET\Parse\bin\Release\Unity\Parse.Unity.dll

You could also load the project file C:...\Parse-SDK-dotNET\Parse\Parse.Unity.csproj and do the same. The build location is the same.
If building debug instead the build location is: C:...\Parse-SDK-dotNET\Parse\bin\Debug\Unity\Parse.Unity.dll

I just updated the branch with a couple of fixes for documentation warnings

Hi again steven-supersolid,
After building, the directory C:...\Parse-SDK-dotNET\Parse is not present on my machine.  There is ParseAnalytics, ParseCommon, ParseCore, ParsePush, Unity.Compact, and Unity.Tasks. Still stuck.

Parse-SDK-dotNET is the base directory where I cloned to, it may be something else on your system. It looks like you are working from master which has the new file structure (unreleased 1.8.x) and something I've not looked at getting working yet. Instead you should switch to my branch 1.7.0 which is a branch I made from the 1.7.0 release tag before making the update.

I managed to get it to work using your branch. Thank you.  Will the parse team integrate this change into their next official release?

Can someone please give me a pre-built binary? I know this is a bit of a weird request, but I cant compile this stuff with MonoDevelop/Xamarin and I dont want to run Windows in a VM just to compile 1 assembly. Thanks in advance!

Trying to migrate my Unity App from Parse hosting to my own, but I'm going to need the Unity plugin updated to do this.  Read the conversation and it looks like until Parse puts out a new DLL I'll be flying the the seat of my pants.  This isn't something I want to be telling my clients.  I would rather tell them that the updated plugin will be ready be some upcoming date.  Is that possible?
Even if I do work out all of the errors that I'm seeing when I try to compile I'll still be replacing my code with the official plugin, so I'd rather go through the transition just one time.
If anybody from Parse wants some useful Beta testing for their new release, we would be glad to report with that.

Any news about new official Parse DLL for Unity?

We are working on Unity 4.7 so we are using Facebook 6.2.2 and Parse <IP_ADDRESS>
During DB and server migration to Heroku, we can't change server url as below.
ParseClient.Initialize(new ParseClient.Configuration {
ApplicationId = "YOUR_APP_ID",
Server = "http://localhost:1337/parse/“
});
Cause ParseClient Class 1.5.3 uri is originally in dll.
public static void Initialize(string applicationId, string dotnetKey)
{
object obj;
Monitor.Enter(obj = ParseClient.mutex);
try
{
ParseClient.HostName = (ParseClient.HostName ?? new Uri("https://api.parse.com/"));
ParseClient.ApplicationId = applicationId;
. . .
}
finally
{
Monitor.Exit(obj);
}
}
Is there any solution for that?
This is so important issue for migration.

@wootangs I even tried reflection to force custom url in but it didn't work either, I really hope they are going to release a new DLL soon :(

@wootangs Unity 4 support was dropped in 1.6.2 and the earliest open source version is 1.6.0. So you only have a couple of options as far as I can see:

Update to whichever Unity 4 compatible version works for you (1.6.x), branch the SDK and modify the SDK code to pass a custom serverURL
Update to Unity 5 - this is your best bet as you can use the official version 1.8.x when it is released, or my branch of 1.7.0
Branch from my branch of 1.7.0 and modify the code to become Unity 4 compatible

@steven-supersolid I tried to build your 1.7.0 with xamarin(MacOS) but got error.
Progress.cs line 14
private SynchronizedEventHandler progressChanged = new SynchronizedEventHandler();
error : The type or namespace name ‘SynchronizedEventHandler’ could not be found. Are you missing an assembly reference?
Do I need to build with VisualStudio in window?

I've only built in Visual Studio on Windows. Did not try on a Mac. Visual Studio does need to download a few libraries and updates to build so perhaps Xamarin is not doing the same.

@steven-supersolid can you give me a built DLL? I can't compile because I run linux and there is some bug with xamarin over there :(

@peterwilli
Parse.zip
You're wellcome ;)

Parse.Unity.dll for Unity 4.7
Parse.Unity.dll.zip

@AngelQuirogaM @Maqtup thanks guys!

@AngelQuirogaM thanks man, this fix my issue too :)

Looks like Android Push Notification is broken for Unity SDK due to issue in 195
Does anyone have a .dll with the fix included? I cant build because of issues with Xamarin.

@richardjrossiii - Do you know when/if the new Unity SDK version would be released?
At the moment, I am able to get everything else I need to work asides Android push notifications and I cant build with Xamarin on my mac.
Any help here will be really appreciated.

If there is a clearer way to make the SDK running from Xamarin or Unity3d i think it's better for us so that we doesn't need to just waiting here.

Has anyone been able to successfully implement Android Push notifications in the Unity SDK?
After a lot of debugging, I was finally able to get my app to register with gcm but now Push Notifications only work when the app is in the background. When the app is closed, the app throws an error

"07-2915:52:24.781  3522  3537 W Unity   : Native libraries not loaded - dropping message for ParseInitializeBehaviour.OnPushNotificationReceived"

Does anyone have any experience with this?

@richardjrossiii is there an official 1.8 version coming?

@aquaGhost1 No, we are not planning a release at this time. Our current mandate is to handle only security critical bugs for the client SDKs only, unfortunately.

@richardjrossiii so is it recommended that people just build the repo?

@richardjrossiii @aquaGhost1 That's really unfortunate. I don't have an easy way to build it myself on OS X. A small 1.8 official release would be awesome (just to have the ability to specify the server URL). Thanks :)

@nah0y the build @infosekr posted above works well. So as a stopgap, try that one.

Well yes this is what I ended up doing thanks. But still :/

@nah0y @richardjrossiii just wondering, since this is open source and you all arent releasing builds, will there be some admins who are actually permitted to manage releases from the open source community?

@aquaGhost1 Great question. I'm currently unaware of any major plans with our client SDKs at this time. From the perspective of Parse (and Facebook), they are 'complete' in the sense that no future development will happen. If community member(s) are actively interested in managing and maintaining the repository, perhaps a discussion could be made towards migrating to that scenario.
Note that in any scenario, I cannot guarantee any given outcome - anything relating to Parse as a brand (such as our repositories) becomes a little bit of a tricky ground as there is no more Parse team at Facebook.
If you're truly interested in becoming that contact, I'd encourage you to start contributing. Send out pull requests (I'll still take a look at those as I have time, at least on this repository), and we can potentially talk about an admin role from there.

@richardjrossiii I'd be glad to help with the management of the effort. But Im not qualified (from a technical standpoint) to Admin the repo, which is why we're using Parse. If anyone else who has commented on this thread wants to be that Admin, it would be great if they chimed in.

@richardjrossiii Would it be possible to make a small video, or documentation or something (even done really fast) showing what you usually do to test, compile and make a release?
If it's not that difficult one of us could probably take the hand and do it (at least making a "final" release working for Unity and fixing things for Unity 5.6).
Thanks :)

@richardjrossiii Could you possibly describe to us, in some degree of detail, the setup and process that you use to compile the current Parse DotNet SDK master branch to get a usable Parse.Unity.dll that can be dropped into a Unity project?  I tried Visual Studio 2015, Visual Studio 2013, Visual Studio for Mac, Xamarin Studio, multiple versions of MonoDevelop, etc and in each case I ran into different issues.  I'm the author of issue #253 who discovered a bug with 1.7.0 in Unity 5.6 beta 6 and newer, and it appears that simply building a new DLL from master would solve it.  I'm running into issues building a new Parse.Unity.dll and it seems a lot of others are running into them as well.
On my Windows machine, I am using Windows 7 and it seems that a few of the Windows Phone and RT projects require 8.1 or 10, but I don't need those and nothing else should be dependent on them.  On Windows, I pulled down all dependencies using NuGet.  Using Visual Studio 2015 Community edition, Parse.Core.dll was not found when building certain projects:
Error CS0006 Metadata file 'C:\Users\user\Parse-SDK-dotNET-master\ParseCore\bin\Release\Unity\Parse.Core.dll' could not be found
Using Visual Studio 2013, none of the .csproj files are supported anymore, even though the readme file for this repository states that 'You can build the library from Visual Studio 2013+ or Xamarin IDE'.
On Visual Studio for Mac and the most recent Xamarin Studio, I get the following error message:
Error CS0246: The type or namespace name `Parse' could not be found. Are you missing an assembly reference? (CS0246) (ParseCommon.Unity)
In browsing recent forum posts, I don't think that I'm alone in experiencing these issues.  Updating the documentation for how to build this repository could enable qualified programmers to contribute to this project as well.  I for one could solve some issues in the source code no problem, but I am way too busy to be spending my time installing multiple IDE's and chasing down dependencies to simply build a repo.
Many of us here are Unity developers that never really work with C# solutions and .csproj files or building their own cross-platform DLL files.  So we would be very grateful if someone who does would provide us all with some form of clear step by step advice that we could follow and get back to game development.
Thanks a bunch to anyone who can help clarify things!

I am getting the exception:
AndroidJavaException: java.lang.ClassNotFoundException: com.parse.ParsePushUnityHelper
and am unsure how to fix this.  Also, when trying to sign up a new user I get:
Exception of type 'System.AggregateException' was thrown.
I haven't been able to find any clues to why this is happening.  Any help would be much appreciated.  I can query tables with no problem.  I have tried both @infosekr  and @AngelQuirogaM  posted dlls.

@ixikos  Don't worry about the ClassNotFoundException.
If you follow the source code from which I compile the dll that message is harmless.
The System.AggregateException error use to happen in every connection problem. It's a 'generic' error that doesn't help so much but that's all folks!

Hey all im working on a stand alone non dll project, just the CS files. No compiling needed. Im getting far. Ill post my results here soon.

Hi All!
Good news. I just got it to work without compiling. Ill be creating a repo on my git hub soon with the results. This is the uncompiled version, so you can import and edit the files as needed. I know some people were having issues with 5.6 etc. Now you can edit and fix those right in the editor :)

Alright I figured out how to compile also. After thinking about it for a bit it seems like building is the best way to go about doing this.
I was very confused on how to build this project or structure. I am not very good at C# and dll building. That build process is still new to me. I think for me the common misconception was that building would produce one big DLL for me. I never got around figuring it out, but what I did figure out was that I can build all the unity modules separately.
Here are the instructions:
1.) Get Visual Studio Community edition.
2.) Download a zip of the git repo here and unzip it somewhere.
3.) Now open Parse.sln with Visual Studio. (I am on a mac so I used the preview version).
4.) If you have release as a build target, you will get over 193 errors building. This is because there are multiple versions of each project (Android, Unity, Windows Phone). You'll need to select which ones you'll want to build.
5.)
On the left side you'll want to right click on project Parse and select options.

6.)

Go under configurations, make sure you have Release selected (you could also create a custom one) and under cpu put any.

Now you will need to select the modules you want to build. Through trail and error and common sense I selected all the ones that said Unity and unselected all the device specific ones.

7.) Now go back to main screen and hit the build button.

Now what this does is going to build each project separately. Each folder in the project location will create a directory called build.
8.) Here comes the confusing part ... Each project will build its dll and its dependencies and place the results under $PROJECT$/bin/release/unity/{dlls found here}.

Now here is what I did. Create a new folder and drag and drop the dll's from each project into there. It may ask you to overwrite the files (this is fine do it, some dll's are the same dependency you'll see Unity.ddl).
In the end you should have all the dll's from the bin/release/Unity/ folder.
AssemblyLister.dll
Parse.Analytics.dll
Parse.Common.dll
Parse.Core.dll
Parse.Push.dll
Unity.Compat.dll
Unity.Tasks.dll
UnityParseDLL.zip
I have attached these dll's. If you drop them into tour assets folder you will see that you can reference them anywhere in your Unity code. I tested it locally and was able to upload objects and make installations to my parse server on Heroku.

So one thing thats left to do is to combine all dll's into Unity.Parse.dll. This can be done through a couple of tools such as https://www.microsoft.com/en-us/download/details.aspx?displaylang=en&id=17630. This is just to make it easier to manage, otherwise this stuff is ok and just works fine with multiple dll's.
You can also find the latest build here:
https://github.com/vladrad/Parse-DLL-s
I will continue compiling builds as pr's come in, but Im not sure anyone is still actively developing or merging prs? Im not sure how this process works on this repo. If anyone has any questions please feel free to reach out to me on Twitter.
https://twitter.com/vlad_rad_
I hope this helped and it works for everyone!

ooh, nice one @vladrad . Will have to give that a go over the weekend.
Once I can build this thing successfully it will be easier to start contributing.

@plyoung no problem. I just hopes it helps people get going with developing. Im still curious how people were able to just make one DLL, but multiple ones works fine.

I think one more thing to point out with the build process above is that the version that shows up in parse dashboard for the client is 0.0.0. Im not 100% sure yet how to fix this yet and will try to mess around with it. If anyone knows please let me know :)

@nah0y see if the above steps will help you out

Thanks a lot for sharing all that!
I ended up using the DLL someone posted. But if I have to go into the code, I'll just follow your steps.
Again thanks for sharing!

@vladrad Thanks for taking the time to look into compiling the libraries. I've put them into my project in there operate form and receive the following exception:
TypeLoadException: Could not load type 'UnityEngine.iOS.NotificationServices' from assembly 'Parse.Push'. Parse.Common.Internal.Dispatcher+<CreateDispatcherCoroutine>d__17.MoveNext () UnityEngine.Debug:LogException(Exception) Parse.Common.Internal.<CreateDispatcherCoroutine>d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Any ideas what might be throwing this? Removing Parse.Push library removes the issue, but I'd quite like to use push in the ideal situation.

Does this happen within unity or iOS? Are you using your own dll, the ones i provided or the one from way above?

Unity Android, with the separate DLLs you provided in the Git Repo

Is this when you make a build and run on a phone or within Unity? Do you have some sample code?

Build to phone. I am using Lunar Mobile Console for error collection. The only code that is executing is ParseInitializeBehaviour with ApplicationID, DotNet Key, and server URL.

Strange that it would try to load the iOS part on Android. I did somer reading online ...
https://github.com/parse-community/Parse-SDK-dotNET/issues/102
Im wondering if its because I didn't include the xml files in my original build. Maybe you can try with all the xm files included in the zip here (same thing with xml's).... see if that works and get back to me.
UnityParseDLL.zip
Even though you are getting that error on Android does parse still work? it may just be a run time error.

@aCallum Im not a expert at all of this, but id love to help out. It may just be trying to load iOS on default and does not find it since its on Android. It may just a logged exception and everything may work after.

Thats fine, I'll have another look at get back to you. The error could be completely harmless, but because Lunar Console logs it, our testers are continually submitting bug reports regarding Parse and Push Notifications (so maybe I just need to find a away of suppressing this exception..)

You could remove all references to iOS in parse push and build that dll again. That would get rid of it... Is it an Android only project?

Hmm interesting, I'll have a look at doing that. Currently Android, but iOS will be shipping in a few months.

I have a feeling it may just be a harmless error, it could just work fine. In the future you could just suppress that error or tell your testers to ignore it.

@vladrad  @aCallum
Did you guys run into a problem during build with the Android sources? It building only 6 projects rather than 8. It seems to skip the Android and iOS ones for Push project.
Maybe I did something wrong and this is not actually a problem but check it out if you do get this error too.
ParsePush.Unity.Android project's DeviceInfoController.cs file around line 46
Build error occurs on Initialize();
I made this change...
  internal void OnGcmRegistrationReceived(string registrationId) {
    //Initialize();
    ParseInitializeBehaviour behavior = gameObject.GetComponent<ParseInitializeBehaviour>();
    if (behavior != null) {
      behavior.Initialize();
    }

@plyoung hmmm nope. Did you check parse unity ios and parse unity android when building in visual studio?

@vladrad I was wondering, Parse.Unity.dll isn't included in your dlls.
I'm asking since I'm working on a Unity Project on iOS and we're trying to build a 64-bit version but I think 'il2cpp' strips some Parse functions even when I try to put it in the "link.xml" file.
I know since some Parse functions on our heroku server works ok while others like '.Or' generate an error "MissingMethodException: No constructor found for Parse.Common.Internal.FlexibleListWrapper`2".
Should I just use il2merge you linked to combine all dlls into a Single "Parse.Unity.dll" and by doing that will it have the ParseInitializer inside of it?

@AngelQuirogaM I'm sorry if it's a year late but your Parse Dlls produce an error on Unity 5.6 that "The imported type `System.Threading.Tasks.Task' is defined multiple times" Can you help me I need to use  stripping to see if Parse.Unity.dll works, Thanks

This is the first time I see this problem. Tell me what version are you
using to ask my partners if it is happening to them.
For me that you are adding Parse dlls more than once in the project.
Recheck it please.
El 23/05/2017 07:22, "Arshd M.G. Tourky"<EMAIL_ADDRESS>escribió:

@AngelQuirogaM https://github.com/angelquirogam I'm sorry if it's a
year late but your Parse Dlls produce an error on Unity 5.6 that "The
imported type `System.Threading.Tasks.Task' is defined multiple times" Can
you help me I need to use stripping to see if Parse.Unity.dll works, Thanks
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@AngelQuirogaM after doing some research I think it's because I'm using Firebase for Notifications and Parse, What I did at first is to delete the old Parse files and include yours in my Project/Parse folder then Unity asks to Update the API then Error, and I can't discard Firebase.

Hey folks. Using the DLLs posted here I now have Parse in my project with zero errors or complaints but when trying to connect to a heroku instance using the following I am not getting any connection. Any thoughts on what I am doing wrong?
Neither this:
ParseClient.Configuration config = new ParseClient.Configuration();
config.Server = "https://myappname.herokuapp.com/parse/";
config.ApplicationId = "APP_IDfromConfigVarsOnHeroku";
ParseClient.Initialize(config);

or this are working
ParseClient.Initialize(new ParseClient.Configuration
        {
            ApplicationId = "APP_IDfromConfigVarsOnHeroku",
            WindowsKey = "WINDOWS_KEYfromConfigVarsOnHeroku",
            Server = "https://myappname.herokuapp.com"
        });

Thanks for any help you can offer

@ColossalChris we dont use heroku but there are a couple of things that may help.

I forget why, but we had to force it to write the values to a ParseInitialize component. As in, we would see the default built-in values appear even if we did Initialize. So we added the component via script. Sorry but I forget the exact reason, but I think that DLL was just not listening to our custom values if it was already in the scene. By doing it this way, we are able to go to different servers for Dev, QA and Production so it's pretty nice.

So we did this:
	ParseInitializeBehaviour nativeParseScript = this.gameObject.AddComponent<ParseInitializeBehaviour> ();
		nativeParseScript.applicationID = currentID;
		nativeParseScript.dotnetKey = dotnetkey;  //.net key doesnt even matter in Parse Server
		nativeParseScript.serverURL= currentURL;

And the second note is that we always need a trailing slash, unless someone fixed that. So we do the same as your option 2 after we force the init, and we have https://myappname.herokuapp.com/ instead of https://myappname.herokuapp.com.
Just to be sure, after every step we did an output. It didnt seem to take to it until we did that trick with the DLL.
Debug.Log("server is "+ ParseClient.CurrentConfiguration.Server);

Hello @vladrad , were you able to create the version with just .cs files, and not the dlls? I'm getting some library conflicts from using the dlls, and the CS files would be useful in debugging the issue. Thanks a lot for your work!

Hey @aquaGhost1 gave it a try as you described and now have it jumpstarting parse using the ParseInitializeBehaviour component being added after start but am still seeing parse report back that the server is https://api.parse.com/1/ - any idea what I could be missing? or anyone know of a basic Unity repo with this DLL and a customizable parseinitializebehavior that I can use to connect to something like heroku?

Two questions @ColossalChris

Are you doing this?  We derive from ParseInitializeBehavior, and we override awake.

//derive from parse initialize (we named ours ParseCustomInit

public class ParseCustomInit : ParseInitializeBehaviour {
//bunch of URL variables declared here for Beta, Dev, Prod servers

//override awake, otherwise it uses its default, if I remember?
	public override void Awake() {
//do the init we mentioned above here

Did you try the dll posted above by infosekr?  That works.

If it still doesnt work, ill remove all our keys and paste you the script.

Hey @AngelQuirogaM , just started using this in a new project (used it in the past no problem) and I'm getting the same problem as @artourky . I've put in the newer DLLs you've made and it still persists. Seems that System.Threading.Tasks.Task is defined in two spots. Any idea on how to fix it?
The type 'Task' exists in both 'System.Threading, Version=1.0.2856.102, Culture=neutral, PublicKeyToken=31bf3856ad364e35' and 'Unity.Tasks, Version=<IP_ADDRESS>, Culture=neutral, PublicKeyToken=null'

Ah I see the issue! One of the other things I'm using, SpatialOS, also has defined it. I'll see if there's a way to get the two cooperating...

Hey @aquaGhost1 tried it out as you said and it seems that I was in fact able to edit the config for Parse and have it stick. It still has not allowed me to connect and upload the data to my server. I think I would benefit greatly from the code you mentioned. I really wish we had a starter project somewhere for this. Thanks

@ColossalChris is whatever youre using for the server showing any connection in the logs? It should be doing something if you're getting it to stick.
Here's the flow. Put it on a gameobject that does not have other objects on it.
using System.Collections;
using System.Reflection;
using System;

using Parse;

// Allows for custom init
public class ParseCustomInitGen : ParseInitializeBehaviour {
	public bool isProductionCheckToForce=false;  //just a debug thing we use
	string currentURL, currentID;  //these are assigned runtime

	public override void Awake() {
		//we use a few different URLs, but set CurrentURL and currentID to whatever you want HERE

		ParseInitializeBehaviour nativeParseScript = this.gameObject.AddComponent<ParseInitializeBehaviour> ();
		nativeParseScript.applicationID = currentID;
		nativeParseScript.dotnetKey = "DOTNET KEY";  //.net key doesnt even matter in Parse Server
		nativeParseScript.serverURL= currentURL;

		ParseClient.Initialize (new ParseClient.Configuration ()
			{
				WindowsKey = "DOTNETKEY", //.net key doesnt even matter in Parse Server
				ApplicationId = currentID,
				Server = currentURL
			});

		Debug.Log("server is "+ ParseClient.CurrentConfiguration.Server); //just checking

	}
}

Looks like we did it. Thanks so much @aquaGhost1 - not sure how that changed things by moving the script you mentioned (which was almost identical to the one I had - except that mine was a Monobehavior instead of a ParseInitializeBehavior) to be on its own in scene gameObject. But it worked! Thanks for the tips

@ColossalChris glad it helped. I think inheriting from from ParseInit is one of the key things. That and doing it all in the right order.

@vladrad @aCallum Hi I saw your discussion earlier about the iOS error showing up. I have the same issue. I'm looking for the latest Unity Parse dll, as 1.7.0 contains a bug for Android Notifications. I downloaded all the singe dlls that you provided and used them in Unity, but now when running on Android I get this error: The class UnityEngine.iOS.NotificationServices could not be loaded, used in Parse.Push. Also the device type showing in the installation record is iOS. It seems that somehow with using the dll's, it has been set to iOS (running from an Android device). Did you get a solution for this?

@infosekr Do you have a build by any chance that contains the fix for #195 ? I tried your dll, but it contains the issue with GCM Sender Id registration. Appreciate any help!

Hi Christina,
Sorry I’m no longer using the Parse sdk and don’t have an updated dll.
Best regards,
Aaron
Sent from my iPhone

On Oct 2, 2017, at 1:00 PM, Christina Bharara<EMAIL_ADDRESS>wrote:
@infosekr Do you have a build by any chance that contains the fix for #195 ? I tried your dll, but it contains the issue with GCM Sender Id registration. Appreciate any help!
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@artourky  Hey , any solution to this ? ""The imported type `System.Threading.Tasks.Task' is defined multiple times" , ive been spending nights fixing this issue!!

@radikalsubhradeep There's a way around it. You have to rename one of the namespaces in the .dll. I renamed the Parse one from 'System.Threading.Tasks' to 'System.Threading.ParseTasks' using  Mono.Cecil. Here's an already modified one!
It took a while to figure this out for myself; you're welcome!

Noting that this will be added in a future release here.

hey reyyo

This issue is related to the deprecated 1.7 version. The requested feature is possible with the latest version although the current main branch does not include support for Unity3d platforms yet.
I consider this issue closed.


Harvest should add grafana import rewrite filtering for multi-tenant support

Discussed in https://github.com/NetApp/harvest/discussions/2030

Originally posted by cgrinds May  2, 2023
See also

#1991
#355

Investigate adding regex for SVM and provide nightly to customer

Verified on bd0b0db7

Hey, sorry took me some time to upgrade !
The SVM variable regex works fine ! Thank you !

Thanks for following up


#202: built, tested and signed Brightics IoT export connector

https://github.com/edgexfoundry/edgex-go/issues/202
labeled as an enhancement, export-service and feature. I would like to merge these for Delhi.
Signed-off-by: hyogrin<EMAIL_ADDRESS>

Looks good, apart from @jduranf 's valid remark.
@hyogrin please correct and update the branch.

Thank you all, I finally finished the task with your help. I really appreciate it.


Restart crashed plugins

Description
Changes proposed in this pull request:

Use built-in hashicorp Ping() API call to monitor health of source plugins
Release resources of crashed plugins
Restart crashed plugins
Define configurable strategies to approach restart policies

Testing
Add source cm-watcher and executor echo to your comm platform.
Add to your config:
plugins:
    agentRestartPolicy:
      # -- Restart policy type. Allowed values: "restartAgent", "deactivatePlugin".
      type: "deactivatePlugin"
      # -- Number of restarts before policy takes into effect.
      threshold: 5

Recompile plugins and start botkube locally
make build-plugins-single gen-plugins-index
go run cmd/botkube-agent/main.go

Watch botkube pod logs.
Executor testing
@Botkube echo @panic will cause the echo plugin to panic and exit. Wait a few seconds and it will be restarted.
Check again with @Botkube echo hello.
Source testing
Create cm with annotation die: "true".
kubectl apply -f - <<EOF
apiVersion: v1
kind: ConfigMap
metadata:
  annotations:
    die: "true"
  name: watcher
  namespace: botkube
EOF

When this cm exists, cm-watcher plugin will continue to crash. Remove the cm. The plugin should restart.
Create the cm without the annotation - plugin should send message to specified channel.

Related issue(s)
https://github.com/kubeshop/botkube/issues/878

Code merged in #1236


Use yarn to install beta version have incompatible problem

My yarn version is v0.15.1 and node version is v4.x
There is an error occur
error<EMAIL_ADDRESS>The engine "node" is incompatible with this module. Expected version ">4".
error Found incompatible module

I thinks yarn will look into engines version in package.json file.

Thanks, I'll take a look

Looks like NPM also catches this one but just log it as a Warn rather than an error.

10:00:39.981 npm WARN engine<EMAIL_ADDRESS>wanted: {"node":">4"} (current: {"node":"4.4.7","npm":"2.15.8"})

+1

Is there amy chance we can get this fix published to npm? id like to start using yarn for my project and this seems to.be blocking at the moment

This is the message I'm getting: (windows 7), if it helps
"error<EMAIL_ADDRESS>The engine "node" is incompatible with this module. Expected version ">4".
error Found incompatible module"

As a workaround, Yarn has an "--ignore-engines" CLI flag that should skip the check. You'll need to be running Yarn v0.16.

I'd like to get beta.4 out ASAP, but there are a few things blocking it at the moment:
Split mono-repo
core, ng1 and ng2  are now split out as three separate repositories.  This housekeeping is mostly done.  I think the last things to to address are:

how to do the bower publishing for ng1.
commits to core should cause CI to fetch the other repos and run the unit tests (for ng1, ng2, and react)  -- this doesn't have to be complete before a beta.4 release

ng1/ng2 docs split
I've split up the generated API documentation into ng1 and ng2.  These need to be published to the ui-router.github.io site in a way that doesn't break most of the existing docs links.
Instead of /docs/latest and /docs/1.0.0-beta.3 I think we'll do /ng1/docs/latest and /ng2/docs/1.0.0-beta.4
When I moved docs earlier I used redirect files.  This will probably work for this scenario too.
ng1 docs simplification
I've simplified the docs for ng2, hiding most of the internal apis.
The same should be done for ng1 docs.
This isn't necessarily a blocker for beta.4 but would be nice to have.


Resolve duplicated content of README files

Fixed via https://github.com/infinum/ngx-nuts-and-bolts/commit/b01062c1b7ee701bb1d25eeaa94499addaadc345


Sensibo platform - python exception error in the log

Hassbian v1.3 / python 3.5, from home-assistant log :
2017-09-27 23:32:51 ERROR (MainThread) [homeassistant.helpers.entity] Update for climate.upstairs_ac fails
Traceback (most recent call last):
  File "/srv/homeassistant/lib/python3.5/site-packages/homeassistant/components/climate/sensibo.py", line 255, in async_update
    self._id, _FETCH_FIELDS)
  File "/srv/homeassistant/lib/python3.5/site-packages/pysensibo/__init__.py", line 35, in async_get_device
    fields=fields))
  File "/srv/homeassistant/lib/python3.5/site-packages/pysensibo/__init__.py", line 75, in _get
    timeout=self._timeout)
  File "/srv/homeassistant/lib/python3.5/site-packages/aiohttp/helpers.py", line 97, in __iter__
    ret = yield from self._coro
  File "/srv/homeassistant/lib/python3.5/site-packages/aiohttp/client.py", line 231, in _request
    conn = yield from self._connector.connect(req)
  File "/srv/homeassistant/lib/python3.5/site-packages/aiohttp/connector.py", line 378, in connect
    proto = yield from self._create_connection(req)
  File "/srv/homeassistant/lib/python3.5/site-packages/aiohttp/connector.py", line 687, in _create_connection
    _, proto = yield from self._create_direct_connection(req)
  File "/srv/homeassistant/lib/python3.5/site-packages/aiohttp/connector.py", line 698, in _create_direct_connection
    hosts = yield from self._resolve_host(req.url.raw_host, req.port)
  File "/srv/homeassistant/lib/python3.5/site-packages/aiohttp/connector.py", line 669, in _resolve_host
    self._resolver.resolve(host, port, family=self._family)
  File "/srv/homeassistant/lib/python3.5/site-packages/aiohttp/resolver.py", line 31, in resolve
    host, port, type=socket.SOCK_STREAM, family=family)
  File "/usr/lib/python3.5/asyncio/futures.py", line 380, in __iter__
    yield self  # This tells Task to wait for completion.
  File "/usr/lib/python3.5/asyncio/tasks.py", line 304, in _wakeup
    future.result()
  File "/usr/lib/python3.5/asyncio/futures.py", line 285, in result
    raise CancelledError
concurrent.futures._base.CancelledError

Does this issue still exists?


Simple Typo "Criitical"

The Attribute Key Drop-down includes "Flags Melee Criitical Dice". It should read "Flags Melee Critical Dice".

This is an issue with DAE directly not the SRD pack, you can log an issue here: https://gitlab.com/tposney/dae


Investigate saving/resuming zip decoder state

For extract-while-downloading operations, we want to retain "Pause" functionality - so it has to be able to pause and resume. The zip format isn't really friendly for that, but we can make it work by serializing the state of the zip decoder (huffman really).

Hey, that's been done! It's the whole goal of https://github.com/itchio/savior


ES6 import for Rollup Compatibility

What happened
Trying to use ImmutableJS with Rollup as an es6 import. I have the Rollup plugin for CommonJS, which I've used for other CommonJS modules, no problem. However, when I try to incorporate ImmutableJS into a project, it doesn't get imported. I would expect to do something like this:
nom i -D immutable

Then in my app.js file, import it like so:
import {List} from 'immutable'

I have Rollup configured like this:
plugins: [
  babel(),
  resolve({
    jsnext: true,
    main: true,
    browser: true,
    module: true
  }),
  commonjs({
    include: [
      'node_modules/immutable/**'
    ],
    namedExports: { 'node_modules/immutable/dist/immutable.min.js': ['List'] }
  }),
  uglify({
    compress: {
      collapse_vars: true
    }
  })
]

However, when I build, I get the following error in the terminal:
node_modules/immutable/dist/immutable.js (10:3) The 'this' keyword is equivalent to 'undefined' at the top level of an ES module, and has been rewritten
[10:04:04] 'build' errored after 2.93 s
[10:04:04] Error: 'List' is not exported by node_modules/immutable/dist/immutable.js

By the way, I had previously scoured the internet for other CommonJS issues with Rollup and tried various configurations, including ones that have previously worked for me. But non of these seem to work for ImmutableJS.
Note: I discovered that you do provide an ES6 compatible version if I download the source code and build locally. Then I can copy that into my project and import it as a normal es6 module:
import {List} from './utils/immutable.es'

Why isn't this included in the default install? It would be practical, I would think, to enable ImmutableJS to be installed and imported like a normal es6 module with Rollup without having to build it and then copying the es6 version manually. That just feels like Stone Age.

The ESM build is only available in v4 (currently RC).
Install the next version using npm i -S immutable@rc or yarn add immutable@rc.
<EMAIL_ADDRESS>

Is this going to graduate from RC to being standard? No problem with v4.
Re unpkg: Do you plan to use the ?module approach?

https://unpkg.com/immutable@4.0.0-rc.9?module

.. or do you prefer direct reference to dist/

<EMAIL_ADDRESS>


The Pre-trained model from asr-transformer-transformerlm-librispeech does not contain all required information

The pre-trained model in
https://huggingface.co/speechbrain/asr-transformer-transformerlm-librispeech
does not contain the state information for speechbrain.processing.features.InputNormalization.
See
https://github.com/speechbrain/speechbrain/blob/8070883dbf33313ab8c143e9725fb3043ba1fdf6/recipes/LibriSpeech/ASR/transformer/hparams/transformer.yaml#L230-L232
The consequence is that during inference time.the.WER.differs.if you change batch
size as the mean and stddev are computed using data within a batch.

Hi @csukuangfj, I also spotted this issue. The default args: epoch, and update_until_epoch should be set properly for normalization.

The default args: epoch, and update_until_epoch should be set properly for normalization.

How would you recommend setting them?
I think the global mean and std should be saved into the checkpoint and during the test time, it just loads
those statistics from the checkpoint and use them directly, without depending on the test data.

By the way, how are the published results obtained?  Are they decoded along the training stage or are they obtained
by using the published pre-trained model?
Have the collaborators ever tried to reproduce the WERs by using the pre-trained model?

There are few more things to make the computation pipeline fully batch-independent:

Fix the InputNorm (and update statistics only during training). Note that is has only a very minor effect because when you load the training statistics, you also load the count (self.count) and thus the weight given to the current mean is very low (see https://github.com/speechbrain/speechbrain/blob/develop/speechbrain/processing/features.py#L1085). However, this should be fixed.
We should switch from padding_model=reflect, to padding_mode=zeros in convolutions ad STFT computation. This is one of the condition to have the same output for a sentence processed alone or within a batch.

As for the results, you can find all the logs, training, performance here:
https://drive.google.com/drive/folders/1ZVuROxR711Xib2MsJbcPla4PWqbK1Ddw?usp=sharing
The models that you find on HuggigFace are the same that you find here. The performance should be the exactly the same as the one you see in the logs after fixing the batch-dependency thing.

As for the results, you can find all the logs, training, performance here:
https://drive.google.com/drive/folders/1ZVuROxR711Xib2MsJbcPla4PWqbK1Ddw?usp=sharing
The models that you find on HuggigFace are the same that you find here. The performance should be the exactly the same as the one you see in the logs after fixing the batch-dependency thing.
Also, note that there is a possibly related discussion going on here #924

Ah, I see. The results listed in the readme are obtained during training from checkpoints, NOT.from.the.provided.pre-trained model.  This may explain why the published WER cannot.be.reproduced by using pre-trained models because
checkpoints contain more information than the pre-trained models.

I would suggest also listing the WER computed from the pre-trained model since most of us (if not all)
try to reproduce the result using only the pre-trained models.
It can save our lives.
If someone finds that he gets a different WER with the pre-trained model from the published result,
he may think there may exist bugs in his code and will spend lots of time digging into the code and asking around.
If the WER from the pre-trained model is available from this repo, it can save us lots of time.

I have created this PR with the goal of fixing step by step all the batch-dependent computations. Any help is welcome @csukuangfj!

There are few more things to make the computation pipeline fully batch-independent:

Fix the InputNorm (and update statistics only during training). Note that is has only a very minor effect because when you load the training statistics, you also load the count (self.count) and thus the weight given to the current mean is very low (see https://github.com/speechbrain/speechbrain/blob/develop/speechbrain/processing/features.py#L1085). However, this should be fixed.
We should switch from padding_model=reflect, to padding_mode=zeros in convolutions ad STFT computation. This is one of the condition to have the same output for a sentence processed alone or within a batch.
The convolution done on the top of a padded signal has a tail effect that we should somehow neutralize. One idea is to mask the extra non-zero steps added at the end of the convolution at the end of the LengthsCapableSequential
Make sure the isn't anything depending of the signal length in the beamsearch part as well.

RE the InputNorm: it looks to me like, when it says
 elif epoch < self.update_until_epoch:
it can be just changed to:
 elif epoch < self.update_until_epoch and self.training:
which should fix the stats during inference when the mode is "global".
Also it looks to me like this code:
                self.glob_mean.detach()
                self.glob_std.detach()

is a bug; it should be: self.glob_mean = self.glob_mean.detach() and so on.  Right now, this code is probably a big memory leak.

Also, in InputNormalization, the way it stores speaker statistics, I'm not sure if that's considered totally normal in terms of testing protocol, if you end up remembering stats from speakers in training who might recur in test time.
For the global stats, rather than saving/loading them it would be more normal I think to just register them as buffers, e.g. self.register_buffer('glob_mean', ... ) (but you'd need to know the dimension ahead of time, I think).
This will also cause ddp to sync the copy the stats of job 0 to all other jobs (not that this should matter much, for
the global stats).

Hi @danpovey ,
thank you for the comments. The InputNormalization part needs a refactor (e.g, we want to vectorize more). @30stomercury  is already working on that.

As for the training modality yes, there is an easy way to fix that.
Thank you for noticing the detaching part. As you mentioned, the code is not actually leaking because we have other safeguards (e.g., x = (x - self.glob_mean.data) / (self.glob_std.data)). However, this is something to fix.
As for the speaker statistics, they aren't really used in the current recipes and we can even remove them. The idea was to allow users that have speaker information at test time to normalize the mean and std of the features based on the speaker identity (this leads to minor benefits according to my experience).
Registering a buffer could be something to consider as well. It will make the implementation more similar to the batch_norm one (that needs to save running averages).

Thank you again for your help!

Hello,
What should we do about this issue? Is there any ongoing work on this? CC @mravanelli
Thanks!


master server logs error

Describe the question

error is :nested exception is com.alibaba.druid.pool.DataSourceClosedException:datasource aleady closed
ps:我本地开发环境是正常跑的，线上测试环境这个问题导致无法生成工作流实例，其他功能都正常使用
Which version of DolphinScheduler:
1.2.0
please help me

@JohnBarrowman65 Maybe your config about jdbc is wrong, so please check your config again carefully. I will close this issue firstly, feel free to reopen it


Trying to use Object.create() to make variations of custom elements.

Working on my whats-the-magic-word element again, as an example.
I have the original version:
const MAGIC = Symbol()
var magicWord = {
  attached(el){
    el[MAGIC] = "incredible"
  },
  render(el){
     /* render stuff... */
 }
}
skate.define('whats-the-magic-word', magicWord);

That's all working well.
But now I want to make one with a different attached method.  So I tried using Object.create to reuse the
var anotherMagicWord = Object.create(magicWord);

anotherMagicWord.attached = function(el){
  el[MAGIC] = "DOG"
}

skate.define('whats-the-other-magic-word', anotherMagicWord);

And I try to use it as such:
<whats-the-other-magic-word>
    DOG
</whats-the-other-magic-word>

But it doesn't work!  whats-the-other-magic-word doesn't call the anotherMagicWord object's prototype attached or render methods at all.
Okay... what am I doing wrong here?  Seems like it should be something obvious?
source: https://jsbin.com/doduco/edit?html,js,output

After looking through the documentation again, I discovered this:
import { Component, define } from 'skatejs';

const MyComponent1 = define('my-component-1', {});
const MyComponent2 = define('my-component-2', MyComponent1.extend({});

So I tried this:
var MagicWordComponent = skate.define('whats-the-magic-word', magicWord);

skate.define('whats-the-other-magic-word', MagicWordComponent.extend({
  attached(el){
    el[MAGIC] = "DOG"
    }
  })
);

And it worked! https://jsbin.com/wefoqi/edit?html,js,output
I'm guessing this has something to do with:
const MyComponent = define('my-component', {});

being shorthand for:
const MyComponent = define('my-component', class extends Component {});

Yes, this is working for me now.  I'll read up on statics and classes.  Thanks!


Add alt text

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0 of 0   changed or added relevant lines in 0 files are covered.
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Overall coverage remained the same at 100.0%

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Covered Lines:
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Relevant Lines:
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CI fails with this unrelated issue:

docs: skipped because could not find python interpreter with spec(s): python3.10


Proposal: Utility method for string truncation

Truncation is helpful to limit output to a meaningul amount when strings could be potentionally huge and cause a lot of clutter.
An example of such a use case is shown in https://github.com/crystal-lang/crystal/issues/14348#issuecomment-1985248043
String#truncate from Rails could be a good role model.
We can pretty much just copy that.
The signature would be String#truncate(to size, *, omission = "...", separator = nil) : String
Rails also has #truncate_bytes and #truncate_words methods with similar semantics. Those could tentatively be added as well, but I'd wait for explicit use cases.
Another further enhancement could be truncation from the end of the string (#rtruncate maybe?) as well as an option to keep the beginning and end while omitting the middle.

Yes, truncating a string to a certain length including the omission string is the most common use case, I'd say.
Sometimes I could even use something like .truncate_inspect that returns "truncated_string"..., i.e. the omission string (if applicable) goes after the .truncated and .inspected string.
Probably be a niche case, where you really need to make clear what was part of the original string and what wasn't.

I'm proposing something like this.
Maybe there should be an option to not break Unicode grapheme clusters, regional indicators, flag sequences, tag sequences and whatnot.
class String

  # Truncates the string to a given length *`truncate_to`*.
  #
  # The last characters will be replaced with the *`omission`* string
  # (defaults to '`…`') if necessary. The total length will not exceed
  # *`truncate_to`*.
  #
  # Optionally pass a `Char`, `String` or `Regex` separator *`sep`*, such as
  # `/\b/` (word boundary), to truncate text at a natural break.
  # Optionally set *`sep_max_lose`* to the maximum number of characters you
  # want to lose by cutting at a natural break. Otherwise a cut will still be
  # made at an arbitrary position. (Defaults to `nil`.)
  # Also see `.truncate_at_word_boundary` for truncating a string at word
  # boundaries.
  #
  # Raises `ArgumentError` if *`truncate_to`* < 1.
  #
  # Raises `ArgumentError` if *`truncate_to`* < the length of the omission
  # string.
  #
  # Raises `ArgumentError` if *`sep_max_lose`* is < 0 (and separator *`sep`*
  # is specified).
  #
  def truncate(
    truncate_to  : Int32,
    *,
    omission     : (Char | String)? = '…',
    sep          : (Char | String | Regex)? = nil,
    sep_max_lose : Int32? = nil,
  ) : String
    return self  if size <= truncate_to  # no need to truncate

    if truncate_to < 1
      raise ArgumentError.new "Invalid truncate value: #{truncate_to}"
    end

    omission_len = case omission
      when Char  ; 1
      when String; omission.size
      when Nil   ; 0
      else raise "Invalid omission of type #{typeof(omission)}."
    end

    if truncate_to < omission_len
      raise ArgumentError.new "Can't truncate to #{truncate_to} when the omission has #{omission_len} characters (#{omission.inspect})."
    end

    cut_len = truncate_to - omission_len  # length with room for omission
    if sep
      sep_pos = rindex( sep, cut_len )
      if sep_max_lose && sep_max_lose.negative?
        raise ArgumentError.new "sep_max_lose must not be negative."
      end
      if sep_pos && ((! sep_max_lose) || (sep_pos >= cut_len - sep_max_lose))
        cut_len = sep_pos
      end
    end

    return String.build( cut_len + omission_len ){ |s|
      s << self[ 0, cut_len ]
      s << omission  if omission
    }
  end

  # Truncates the string to a given length *`truncate_to`*, trying to respect word boundaries.
  #
  # See *`.truncate`* for details and exceptions.
  #
  def truncate_at_word_boundary( truncate_to : Int32, *, omission : String = "…", sep_max_lose : Int32? = 10 )
    return truncate( truncate_to, omission: omission, sep: /\b/, sep_max_lose: sep_max_lose )
  end
end


Be able to download png as one of the options

Is your feature request related to a problem? Please describe.
To be able to print the map as normal OR download a png.
Describe the solution you'd like
Instead of overriding the whole window.print like in https://igor-vladyka.github.io/leaflet.browser.print/examples/savePNG.html, I'd like the download png option to be one of the choices, not override all of them.
Describe alternatives you've considered
Additional context
I've tried the below, but I'm obviously off course.
var customActionToPrint = function (context, mode) {
    return function () {
      context._printAuto(mode);
      window.print = function () {
        domtoimage
          .toPng(document.body)
          .then(function (dataUrl) {
            var link = document.createElement('a');
            link.download = 'exportedMap.png';
            link.href = dataUrl;
            link.click();
          });
      }
    }
  }
  L.control.browserPrint({
    printModes: [
      L.control.browserPrint.mode("Download png", "Download png", "auto", customActionToPrint, false),
      L.control.browserPrint.mode.landscape(),
      L.control.browserPrint.mode.portrait(),
      L.control.browserPrint.mode.custom()
    ],
    position: 'topright'
  }).addTo(map);

Hi,
var customActionToPrint = function (context, mode) {
	return function () {
		var print = window.print;
		window.print = function () {
			return domtoimage
					.toPng(document.body)
					.then(function (dataUrl) {
						var link = document.createElement('a');
						link.download = 'exportedMap.png';
						link.href = dataUrl;
						link.click();
						window.print = print;
					});
		};

		context._printAuto(mode);
	}
}

Couple of points from exmple:

You need to preserve original print function, replace it temporary and then restore.
Actual print you should start after window.print override.
You need to return promice with overrided print function to properly wait for PNG image composition.

Regards,
Igor

Hi Igor
Many thanks for getting back to me.
Unfortunately this doesn’t work for me. it just gets stuck on the intermediate bit where everything but the map is removed (weirdly repositioning itself over Iceland) and then I get a load of errors about not being able to fetch resources.
Any ideas?
Thanks
Gemma

Hi,
It's dom-to-image issue.
https://github.com/tsayen/dom-to-image/issues/112
Regards,

Sorry, I don't understand, but I'm guessing it's not going to work. Thanks for your help.


AcquireTokenByUsernamePassword : Access token validation failure. Invalid audience for scope https://graph.microsoft.com/.default

I have two Questions.
Question #1:
My code:
static async Task GetATokenForGraph()
{
 string authority = "https://login.microsoftonline.com/{{tenantid}}"; // Used correct tenant id
 string[] scopes = new string[] { "https://graph.microsoft.com/.default" };
 IPublicClientApplication app;
 app = PublicClientApplicationBuilder.Create(clientId) //AAD app is given all required permissions (Sites.ReadWrite.All, User.Read)
                                   .WithAuthority(authority)
                                   .Build();
 var accounts = await app.GetAccountsAsync();

 AuthenticationResult result = null;
 if (accounts.Any())
 {
  result = await app.AcquireTokenSilent(scopes, accounts.FirstOrDefault())
                    .ExecuteAsync();
 }
 else
 {
  try
  {
   var securePassword = new SecureString();
   foreach (char c in "dummy")        // you should fetch the password keystroke
    securePassword.AppendChar(c);  // by keystroke

   result = await app.AcquireTokenByUsernamePassword(scopes,
<EMAIL_ADDRESS>                                                    securePassword)
                    .ExecuteAsync();
  }
  catch (Exception ex)
  {}

I am using the token retrieved to delete SharePoint list items in loop using MS Graph. (Token is retrieved outside for loop...means same token is used to delete each item. No Batch api used on purpose) However it works intermittently. Some items get deleted correctly and some throws below exception. The ROPC user I am using is SCA. I expect it to either fail or succeed all the time for same access token.
{
  "error": {
    "code": "InvalidAuthenticationToken",
    "message": "Access token validation failure. Invalid audience.",
    "innerError": {
      "date": "2021-02-17T23:31:13",
      "request-id": "98ed345b-5983-4134-80cf-ae3b74451869",
      "client-request-id": "98ed345b-5983-4134-80cf-ae3b74451869"
    }
  }
}

This looks like an issue to me. My code runs in time triggered durable function.
Question #2 :
Also, If it is ROPC, then how are API permissions in AAD App are of any significance? How they impact. Does token retrieved respect permissions of user as well as AAP app both?

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

ID: a7a27a93-a596-114e-6bc2-7a8ab5b20ef2
Version Independent ID: 54077d4d-6f1c-5a92-9d61-0533f85628fe
Content: Acquire a token to call a web API (desktop app) - Microsoft identity platform
Content Source: articles/active-directory/develop/scenario-desktop-acquire-token.md
Service: active-directory
Sub-service: develop
GitHub Login: @jmprieur
Microsoft Alias: jmprieur

@parwejp Thank you for your feedback . We will investigate and update the thread.

@jmprieur Could you please help on this issue ?

@parwejp
Do I understand correctly that this is not an authentication issue (that is when you get the token), but it's an issue when you call Microsoft Graph with the token?
For #1, this is a SharePoint issue. saying that the token is not for what returns this issue (SharePoint). @dkershaw10 : would you know what happens?
For #2, indeed the effective permissions depend on what the app can do and what the user is allowed to do. @dkershaw10 can probably tell you better.

Yes...this is not authentication issue. Issue occurs intermittently when token is used to make a call for MS graph api.
For #1: Issue is related to MS Graph. I am using MS graph api to delete items from SharePoint. Using Sites.ReadWrite.All permission in AAD App. User is having Site Collection admin privilege. See the image clarifies that MS graph api call is failing intermittently. Code to generate token is shared already.

@dkershaw10 Did you get a chance to look into this?

@parwejp I'm not sure I can tell what's going on.  Can you provide another error response (with request id and timestamp) please?  I tried to find the logs for that request, but I failed to find anything.  Are you sure that for the error response above, the call was not directly to the SharePoint APIs?

@dkershaw10 : I am not sure if you can access app insights in my azure tenant. Here is the operation id : Operation ID: 068dcd56d82b4f41a4be9de72b4a534e, 2/25/2021, 5:01:51 AM IST. I get the token for default graph scope ("https://graph.microsoft.com/.default")  and then loop to delete SharePoint list items using same single token. It works successfully to delete few items and then it starts failing with above error. I am having "Sites.ReadWrite.All" permission set for AAD app with admin consent granted. Hence with default scope I am assuming that it shall give me token with "Sites.ReadWrite.All" permissions.
If I use "Sites.ReadWrite.All" to get the token then items are getting deleted without any issue. I am wondering why I am seeing inconsistent behavior with token retrieved for "https://graph.microsoft.com/.default" scope. Either it shall fail or succeed every single time. I see this as a bug. I will log the request headers to capture access tokens and then compare them with success/failure scenarios.

@parwejp Hope you are doing great . Could you please share your findings while comparing the success/failure scenarios as mentioned in the last post ?

@shashishailaj : I found out the issue few days back. Was repeat of my common mistake. Let me explain scenario. I am having durable function spinning of multiple activity functions. Unfortunately I missed to use HttpRequestMessage and set the token directly on shared httpclient in two of my 50+ methods. Hence correct access token was overwritten by another method with different token causing graph calls to fail without any fixed pattern. My bad. Apologies. Added HttpRequestMessage now and code is working fine. Repeated this mistake second time now and hoping that there will not be third. Closing the ticket. Many thanks for your support.


A bunch of last-minute updates to the docs and README

subj

Current coverage is 95.03% (diff: 100%)

Merging #259 into master will not change coverage

@@             master       #259   diff @@
==========================================
  Files            49         49
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  Messages          0          0
  Branches          0          0
==========================================
  Hits          18471      18471
  Misses          965        965
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Feature/integrate runtimobject with managedobject

merging EntityObject with NSManagedObject
merging PropertyProxy with EntityObject
remove overridable entity cache key (using class name instead)
introducing enclosing self getter and setter for property protocol
force injection for property name
disable property from accessing NSPropertyDescription directly

Known issue: Still haven't find a proper initializer for dummy object which causing warnings on the console
CoreData: error: CoreData: error: Failed to call designated initializer on NSManagedObject class 'XXXX'
CoreData: error: No NSEntityDescriptions in any model claim the NSManagedObject subclass 'XXXX' so +entity is confused.  Have you loaded your NSManagedObjectModel yet ?

Known issue: Still haven't find a proper initializer for dummy object which causing warnings on the console
CoreData: error: CoreData: error: Failed to call designated initializer on NSManagedObject class 'XXXX'
CoreData: error: No NSEntityDescriptions in any model claim the NSManagedObject subclass 'XXXX' so +entity is confused. Have you loaded your NSManagedObjectModel yet ?

this issue might have a chance to resolve after finding the solution for #1


Ad UI 9632 combobox style

Proposed Changes
Added the style of a searchable combobox so that the search input is the same as the one we have in the admin

Potential Breaking Changes

Acceptance Criteria

[ ] The proposed changes are covered by unit tests
[ ] The potential breaking changes are clearly identified
[ ] README.md is adjusted to reflect the proposed changes (if relevant)

Looking at the demo, I can't find the same result as you, is that normal?

@toofff @dmgauthier should be fixed now. A previous PR I merged yesterday made an auto-formt which changed the style import order...


refactor(Mathlib/Algebra/ContinuedFractions/*): change the definition of regular continuous fractions

In mathlib, a regular continued fraction is defined as a simple continued fraction whose partial denominators are all positive, but no matter which literature I searched, a regular continued fraction is defined as a simple continued fraction whose head term is integer and whose partial denominators are all positive naturals. Indeed, if we redefine a regular continued fraction as this way, we can get correspondence between reals and regular continued fractions which does't finish with 1, so I redefine regular continued fractions.
Zulip

[x] depends on: #13555

This PR consists Continued fractions makes an isomorphism between irrationals and baire space
 project

❗This project is temporarily frozen, PRs are all closed for a moment. Detail


Set up trust between identity authentication and SAP Cloud Platform subaccount

Step 7 (Get metadata of subaccount) should be made step 4 (directly after local service provider creation) to reduce tool switches by 2

Done in QA to be reviewed with Kai still as major additional changes and improvements done

@Liebherr Not clear to me -- what is status of this and who is taking care of it?

Hi Daniel (@thecodester ),
I am taking care of this now, and issues reported here are done, but as it pointed out that even more rework is needed, I still need some time to create the version for production.
Regards
Ulrike

Any update?

Yes, is resolved now.


Update installation.rst to reflect changes due to swig

Currently, M2Crypto is only compatible with swig <=3.0.4 and thus upgraded versions cause make full_init to fail. This Patch mention's this exception in the installation.rst file, so that users can account and react to the exception accordingly.

Made the changes in the recent commit, let me know if it needs some changes @magopian

This looks perfect, thanks!

Merged in https://github.com/mozilla/olympia/commit/0e16225089f1621b3adee48f5bd9bb926c22953a


Major cleanup of clang parsing and autocomplete

We should wait a few days before merging the latest commit (https://github.com/eidheim/jucipp/commit/7b78a6aea9ee5a8ecbf2935b397be50bcae34737) as it needs more testing.
Same goes for this commit: https://github.com/eidheim/jucipp/commit/fd4668bfe4f313aeee46cc593daaf1d823a76c67

Thank you for the checkboxes! See latest commit for correct link. You can now test this PR with git clone --recursive http://github.com/eidheim/jucipp.

no problem on arch x64 stable

See updated PR message on top.

Have cleaned up the core of juCi++; the clang processing and autocomplete. I hope it's more readable, but it is quite complex either way. We need to test this PR thoroughly before merging it. Please respond here if you find any bugs.

I got some time later tonight, I'll test in windows and arch.

It seems pretty stable, I have experienced no issues at least while writing the latest 7 commits.

Latest changes tested on Ubuntu 14, Debian testing and OS X.

No crashes here either.

I think its ready for merge then:)

I crashed now, I don't know what happened exactly but I was closing a tab.
** Info: /home/zalox/projects/juci/src/juci.cc@init_logging(11): "Logging initalized"
** Debug: /home/zalox/projects/juci/src/window.cc@Window(25): "start"
** Debug: /home/zalox/projects/juci/src/directories.cc@update(144): "start"
** Debug: /home/zalox/projects/juci/src/directories.cc@update(150): "end"
** Debug: /home/zalox/projects/juci/src/window.cc@Window(126): "end"
** Debug: /home/zalox/eidheim/src/notebook.cc@open(59): "start"
** Debug: /home/zalox/eidheim/src/notebook.cc@open(59): "start"
** Debug: /home/zalox/eidheim/src/notebook.cc@open(59): "start"
** Debug: /home/zalox/eidheim/src/notebook.cc@open(59): "start"
** Debug: /home/zalox/eidheim/src/notebook.cc@open(59): "start"
** Debug: /home/zalox/eidheim/src/notebook.cc@open(59): "start"
** Debug: /home/zalox/eidheim/src/directories.cc@select(154): "start"
** Debug: /home/zalox/eidheim/src/directories.cc@select(194): "end"
** Debug: /home/zalox/eidheim/src/notebook.cc@open(59): "start"
** Debug: /home/zalox/eidheim/src/source_clang.cc@ClangViewParse(25): "start"
** Debug: /home/zalox/eidheim/src/source_clang.cc@ClangViewParse(74): "end"
** Debug: /home/zalox/eidheim/src/directories.cc@select(154): "start"
** Debug: /home/zalox/eidheim/src/notebook.cc@open(150): "end"
** Debug: /home/zalox/eidheim/src/notebook.cc@close_current_page(255): "start"
** Debug: /home/zalox/eidheim/src/directories.cc@select(154): "start"
** Debug: /home/zalox/eidheim/src/directories.cc@select(194): "end"
** Debug: /home/zalox/eidheim/src/notebook.cc@close_current_page(283): "end true"

Did you close the tab using the new close symbol or keys?

Also, did you move around the tabs before closing?

No, I haven't pulled latest updates.
I might have clicked the tab, ctrl + w and opened the next one. It was briefly after jumping to declaration in a gtk-header. The parsing was complete.

See if you can manage to reproduce the steps that create the crash, like 90% of the cases it happens when performing the same steps again.

I get this in stderr when opening foreign files:
LIBCLANG TOOLING ERROR: json-compilation-database: Error while opening JSON database: No such file or directory

That is from libclang and is because there is no compile_commands.json for the file. We could maybe suppress this message, but the message is not important. We could, however, maybe consider activating c++11 for instance for files missing compile_commands.json.

I think it's possible to determine c/cxx-type on a file by using the cmake binary.

I manage to reproduce the crash, gdb backtrace:
#0  0x0000000101652373 in get_buffer () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#1  0x0000000100e4cd27 in Gtk::TextView::get_buffer() () from /usr/local/opt/gtkmm3/lib/libgtkmm-3.0.1.dylib
#2  0x0000000100031252 in sigc::internal::slot_call2<Source::View::set_tooltip_events()::$_4, void, Gtk::TextIter const&, Glib::RefPtr<Gtk::TextMark> const&>::call_it(sigc::internal::slot_rep*, Gtk::TextIter const&, Glib::RefPtr<Gtk::TextMark> const&) ()
#3  0x0000000100e4602a in (anonymous namespace)::TextBuffer_signal_mark_set_callback(_GtkTextBuffer*, _GtkTextIter const*, _GtkTextMark*, void*) () from /usr/local/opt/gtkmm3/lib/libgtkmm-3.0.1.dylib
#4  0x0000000101dd941a in g_closure_invoke () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#5  0x0000000101dee66d in signal_emit_unlocked_R () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#6  0x0000000101def042 in g_signal_emit_valist () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#7  0x0000000101def712 in g_signal_emit () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#8  0x0000000101639333 in gtk_text_buffer_mark_set () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#9  0x00000001016390a4 in gtk_text_buffer_set_mark () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#10 0x0000000101fe5571 in gtk_text_region_add () from /usr/local/opt/gtksourceview3/lib/libgtksourceview-3.0.1.dylib
#11 0x0000000101fd804c in update_syntax () from /usr/local/opt/gtksourceview3/lib/libgtksourceview-3.0.1.dylib
#12 0x0000000101fdadbe in idle_worker () from /usr/local/opt/gtksourceview3/lib/libgtksourceview-3.0.1.dylib
#13 0x0000000101a60ce3 in gdk_threads_dispatch () from /usr/local/opt/gtk+3/lib/libgdk-3.0.dylib
#14 0x0000000101e4513b in g_main_context_dispatch () from /usr/local/opt/glib/lib/libglib-2.0.0.dylib
#15 0x0000000101e45425 in g_main_context_iterate () from /usr/local/opt/glib/lib/libglib-2.0.0.dylib
#16 0x0000000101e4547d in g_main_context_iteration () from /usr/local/opt/glib/lib/libglib-2.0.0.dylib
#17 0x000000010008d294 in std::__1::__function::__func<Window::set_menu_actions()::$_32, std::__1::allocator<Window::set_menu_actions()::$_32>, void ()>::operator()() ()
#18 0x000000010128a0e0 in (anonymous namespace)::SimpleAction_signal_activate_callback(_GSimpleAction*, _GVariant*, void*) ()
   from /usr/local/opt/glibmm/lib/libgiomm-2.4.1.dylib
#19 0x0000000101dd941a in g_closure_invoke () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#20 0x0000000101dee66d in signal_emit_unlocked_R () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#21 0x0000000101def042 in g_signal_emit_valist () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#22 0x0000000101def712 in g_signal_emit () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#23 0x0000000101bc997e in g_simple_action_activate () from /usr/local/opt/glib/lib/libgio-2.0.0.dylib
#24 0x0000000101237faf in Gio::Action_Class::activate_vfunc_callback(_GAction*, _GVariant*) ()
   from /usr/local/opt/glibmm/lib/libgiomm-2.4.1.dylib
#25 0x00000001014cdbf9 in gtk_action_muxer_activate_action () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#26 0x00000001014cdbf9 in gtk_action_muxer_activate_action () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#27 0x00000001014df174 in gtk_application_activate_accel () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#28 0x00000001016ac8b3 in gtk_window_activate_key () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#29 0x00000001016af407 in gtk_window_key_press_event () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#30 0x0000000100e739e5 in Gtk::Widget::on_key_press_event(_GdkEventKey*) () from /usr/local/opt/gtkmm3/lib/libgtkmm-3.0.1.dylib
#31 0x0000000100e6de91 in Gtk::Widget_Class::key_press_event_callback(_GtkWidget*, _GdkEventKey*) ()
   from /usr/local/opt/gtkmm3/lib/libgtkmm-3.0.1.dylib
#32 0x00000001015aecb1 in _gtk_marshal_BOOLEAN__BOXEDv () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#33 0x0000000101dd9647 in _g_closure_invoke_va () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#34 0x0000000101deed9f in g_signal_emit_valist () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#35 0x0000000101def712 in g_signal_emit () from /usr/local/opt/glib/lib/libgobject-2.0.0.dylib
#36 0x000000010169c978 in gtk_widget_event_internal () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#37 0x00000001015adcff in propagate_event () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#38 0x00000001015ad62f in gtk_main_do_event () from /usr/local/opt/gtk+3/lib/libgtk-3.0.dylib
#39 0x0000000101a7e868 in gdk_event_dispatch () from /usr/local/opt/gtk+3/lib/libgdk-3.0.dylib
#40 0x0000000101e4513b in g_main_context_dispatch () from /usr/local/opt/glib/lib/libglib-2.0.0.dylib
#41 0x0000000101e45425 in g_main_context_iterate () from /usr/local/opt/glib/lib/libglib-2.0.0.dylib
#42 0x0000000101e4547d in g_main_context_iteration () from /usr/local/opt/glib/lib/libglib-2.0.0.dylib
#43 0x0000000101bc10d2 in g_application_run () from /usr/local/opt/glib/lib/libgio-2.0.0.dylib
#44 0x000000010000b281 in main ()

Seems like the buffer gets referenced after the tab is closed.

Yeah, it is probably the sigc::connection's that are not disconnected before destructions. Fixing it now.

Ah I understand the problem now for the first time. The reason is that destruction of the object when closing a tab is delayed because of the libclang processing, so we have to close all of the _connection objects (of timeouts and Glib::dispatchers) in Source::ClangView::async_delete. Committing fix in a sec.

To clear up abit my last post, the tab is closed, but the source object is not immediately destroyed, and then the delayed functions and dispatchers might run without having a buffer to process on, which leads to the crash.

It's still crashing, I'll have a look at it Tomorrow instead.

I'm experiencing some weird behaviour:
Tab char and size for file /home/zalox/.juci/config/config.json set to: <space>, 4.
Language for file /home/zalox/.juci/config/config.json set to JSON.
Tab char and size for file /home/zalox/projects/juci/src/menu.cc set to: <space>, 11.
Parsing /home/zalox/projects/juci/src/menu.cc..........done
Parsing /home/zalox/projects/juci/src/notebook.cc.......canceled, freeing resources in the background
Tab char and size for file /home/zalox/projects/juci/src/menu.h set to: <space>, 6.
Parsing /home/zalox/projects/juci/src/menu.h.......done

Tab size seems to live its own life... (I tried to delete ~/.juci/config/config.json)

Yeah, the logic in getting tab size needs to be improved.

The crash discussed above is fixed.

This PR is ready for merge, saying that with some more confidence now:) It also fixes a few crashes and bugs. I'll have a look at the auto indent setting function later, and will create a new pull request, hopefully, that improves that function.

Merging this PR now, since it is more stable than the master branch, and have been tested quite well.


Update to 8.7

@bot-gradle merge

The merge queue build has started. Click here to see all failures if any.


⚠ Bofrost.at has degraded performance

In eb205b9, Bofrost.at (https://www.bofrost.at) experienced degraded performance:

HTTP code: 200
Response time: 1252 ms

Resolved: Bofrost.at performance has improved in baf0e38 after 11 minutes.


Bump env_logger dependency to 0.11.0

Ah the CI failure here is https://github.com/bytecodealliance/wasm-tools/pull/1419, and I think we just got lucky not running into that before


KAFKA-2765: Add versions to Copycat Connector and Task interfaces and log versions when instantiating connectors and tasks.

@gwenshap You should probably review if you can. I ended up going the "duplicate" route, but showing how to avoid actually duplicating the version number by just deferring to the Connector class. I started down the path of using generics to tie the task class to the connector class, but adding them just for that purpose gets messy, leaves you mostly using Tasks in their raw type format, etc.
To be honest, the more I thought about this, the more I think exposing the version info like this is going to be a stop-gap so we have something useful there, but we're eventually going to want to expose more complete metadata about the connector (e.g. embedding descriptions would be very nice, having a standard way of exposing the set of config options is probably critical to get any sort of reasonable, automatic documentation for connectors). Probably long term we'll just want to wrap version info into that more general metadata.
I started to expose the version in the REST API, but that actually requires going out to the node that's running the connector/task, whereas the current API is just getting config info out of the config topic. I think we'll eventually need to forward these requests, but we haven't figured out how to best handle that yet since only the leader knows the complete assignment of tasks... we'll eventually need to do this for status info too, but in the interest of at least getting versions into the interface so they can be used for other purposes, I didn't want to hold this up while figuring out how to manage forwarding those REST requests.

I'm going to have to update https://github.com/wushujames/copycat-connector-skeleton with these changes, as well as the changes from KAFKA-2764.
Unfortunately, since I basically copy/pasted the File connector files into my skeleton, there's no "history" to show that they originally came from here, and so I'll have to apply the diffs manually to my skeleton.

@wushujames shouldn't be a bit deal, these are pretty minor changes anyway. If you want to make it clear, just mention the ticket in the commit msg :)
Glad you're updating this, it is a nice resource I can point people to when they want to get started writing a connector! We're trying to round out any final changes to APIs, but I think this was the last of it that should affect the skeleton project.

Yeah, I'm not worried. It's just another thing to do. And yeah, once the API is stable, I'll only have to update it if you change the API, and that would be infrequent (on a Kafka release boundary, most likely).
Perforce allows forking at the file level, and maintains history. So I can fork tree1/fileA to tree2/fileA, and then merge over future changes of tree1/fileA into tree2/fileA and it'll keep track of things. Kinda nice. Can't do that in git or mercurial, or at least I haven't figured it out.
I personally found the skeleton useful to create my MySQL connector! :)

Yeah, agree that we'll need more complete metadata for connectors. Especially for the much anticipated connector discovery service ;)

LGTM.


Mac, install flash-attn, CUDA_HOME environment variable is not set

Apple Silicon, Ventura 13.6, Python 3.11.
When running:
$ pipx runpip insanely-fast-whisper install flash-attn --no-build-isolation
The first issue was that Wheel was not present. A pipx inject took care of it.
However, the install continues to fail, and I'm not familiar enough with the environment and dependencies to debug further.
--
Output:
$ pipx runpip insanely-fast-whisper install flash-attn --no-build-isolation
Collecting flash-attn
Using cached flash_attn-2.3.6.tar.gz (2.3 MB)
Preparing metadata (setup.py) ... error
error: subprocess-exited-with-error
× python setup.py egg_info did not run successfully.
│ exit code: 1
╰─> [22 lines of output]
fatal: not a git repository (or any of the parent directories): .git
/private/var/folders/s_/5_d2tghj317fp8c877jl2t7m0000gn/T/pip-install-50gdc2wk/flash-attn_4037490f9d924d64b13a867ce66b517a/setup.py:78: UserWarning: flash_attn was requested, but nvcc was not found.  Are you sure your environment has nvcc available?  If you're installing within a container from https://hub.docker.com/r/pytorch/pytorch, only images whose names contain 'devel' will provide nvcc.
warnings.warn(
Traceback (most recent call last):
File "", line 2, in
File "", line 34, in
File "/private/var/folders/s_/5_dgtgpj3f7fp8c877jl2t7m0000gn/T/pip-install-50gdc2wk/flash-attn_4037490f9d924d64b13a867ce66b517a/setup.py", line 133, in
CUDAExtension(
File "/Users/x/Library/Application Support/pipx/venvs/insanely-fast-whisper/lib/python3.11/site-packages/torch/utils/cpp_extension.py", line 1076, in CUDAExtension
library_dirs += library_paths(cuda=True)
^^^^^^^^^^^^^^^^^^^^^^^^
File "/Users/x/Library/Application Support/pipx/venvs/insanely-fast-whisper/lib/python3.11/site-packages/torch/utils/cpp_extension.py", line 1203, in library_paths
if (not os.path.exists(_join_cuda_home(lib_dir)) and
^^^^^^^^^^^^^^^^^^^^^^^^
File "/Users/x/Library/Application Support/pipx/venvs/insanely-fast-whisper/lib/python3.11/site-packages/torch/utils/cpp_extension.py", line 2416, in _join_cuda_home
raise OSError('CUDA_HOME environment variable is not set. '
OSError: CUDA_HOME environment variable is not set. Please set it to your CUDA install root.
  torch.__version__  = 2.1.1

  [end of output]

note: This error originates from a subprocess, and is likely not a problem with pip.
error: metadata-generation-failed
× Encountered error while generating package metadata.
╰─> See above for output.
note: This is an issue with the package mentioned above, not pip.
hint: See above for details.
'/Users/x/Library/Application Support/pipx/venvs/insanely-fast-whisper/bin/python -m pip install flash-attn --no-build-isolation' failed
--
I saw this reference to MPS "--device-id mps", not sure if it should be used in this context?
Any hints appreciated!

Hi @ekavun - Mac devices do not support flash-attn, please use it by setting --device-id mps and do not use the --flash True flag.

@Vaibhavs10 getting the same error when I am trying to install flash-attn to a docker image. Am I missing something?

Thanks for this!

On Dec 12, 2023, at 6:17 PM, Vaibhav Srivastav @.***> wrote:
Hi @ekavun https://github.com/ekavun - Mac devices do not support flash-attn, please use it by setting --device-id mps and do not use the --flash True flag.
—
Reply to this email directly, view it on GitHub https://github.com/Vaibhavs10/insanely-fast-whisper/issues/118#issuecomment-1852471517, or unsubscribe https://github.com/notifications/unsubscribe-auth/AF7LKBJMOT7LHBQJJO5UY33YJCGUHAVCNFSM6AAAAABALHCB76VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMYTQNJSGQ3TCNJRG4.
You are receiving this because you were mentioned.


Update

Is this library dead?
Any updates add to it? for show new Lottie files?
And support for .NET Core 3??

Not dead. Sometimes whenever I update it but help needed.
This is the only Lottie control for WPF so asking comunity to help.


List Command Enhancements

Group listing functionality

Syntax to test:
list o/group g/<GROUPNAME> lists all groups with the given groupname. If the user runs this command whilst in modules view with only 1 Module visible, it narrows down to that specific group.
Example: list o/group g/W16-1 lists all groups with name "W16-1" when in people view or in module view with more than 1 Module visible. If there is only 1 Module visible, only the group with name W16-1 in the listed Module is displayed.
list o/view v/groups switches the user to groups view.
Bug: list to view all groups currently does not work, as there is no Model::updatedFilteredGroupList(Predicate p) method. For a similar reason list o/group g/<GROUPNAME> currently does not work in Group view.

FYI: Important info regarding Command::execute()

The execute() method for Command now takes in an extra Boolean parameter isGroupListShowing, analagous to the existing isPersonListShowing and isModuleListShowing. I have already refactored all other existing commands to account for this change.

Others

Standardised ListCommand result messages and error messages.
Added more specific error messages/situational messages.
Adapted testing classes to work with new Command signature.

Codecov Report

Merging #91 (ad8b50b) into master (b47bcb9) will decrease coverage by 1.10%.
The diff coverage is 2.56%.

@@             Coverage Diff              @@
##             master      #91      +/-   ##
============================================
- Coverage     42.00%   40.90%   -1.11%
  Complexity      477      477
============================================
  Files           101      101
  Lines          2726     2797      +71
  Branches        348      366      +18
============================================
- Hits           1145     1144       -1
- Misses         1459     1531      +72
  Partials        122      122

Impacted Files
Coverage Δ

src/main/java/unibook/commons/core/Messages.java
0.00% <ø> (ø)

src/main/java/unibook/logic/LogicManager.java
61.90% <ø> (ø)

...c/main/java/unibook/logic/commands/AddCommand.java
0.00% <ø> (ø)

...main/java/unibook/logic/commands/ClearCommand.java
100.00% <ø> (ø)

src/main/java/unibook/logic/commands/Command.java
100.00% <ø> (ø)

...ain/java/unibook/logic/commands/DeleteCommand.java
24.13% <ø> (ø)

.../main/java/unibook/logic/commands/EditCommand.java
21.34% <ø> (ø)

.../main/java/unibook/logic/commands/ExitCommand.java
100.00% <ø> (ø)

.../main/java/unibook/logic/commands/FindCommand.java
100.00% <ø> (ø)

.../main/java/unibook/logic/commands/HelpCommand.java
100.00% <ø> (ø)

... and 9 more

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