ArmNN 24.08 fails to build on armv7 with GCC14

ArmNN 24.08 fails to build on openSUSE Tumbleweed armv7, with GCC14.
Error log:
[  219s] [ 16%] Building CXX object tests/CMakeFiles/inferenceTest.dir/InferenceTest.cpp.o
[  219s] cd /home/abuild/rpmbuild/BUILD/armnn-24.08/build/tests && /usr/bin/c++ -DARMNNREF_ENABLED -DARMNN_SERIALIZER -DARMNN_SERIALIZER_SCHEMA_PATH=\"/home/abuild/rpmbuild/BUILD/armnn-24.08/src/armnnSerializer/ArmnnSchema.fbs\" -DARMNN_TF_LITE_PARSER -DDYNAMIC_BACKEND_BUILD_DIR=\"/home/abuild/rpmbuild/BUILD/armnn-24.08/build\" -I/home/abuild/rpmbuild/BUILD/armnn-24.08/include -I/home/abuild/rpmbuild/BUILD/armnn-24.08/profiling -I/home/abuild/rpmbuild/BUILD/armnn-24.08/tests/../src/armnnUtils -I/home/abuild/rpmbuild/BUILD/armnn-24.08/tests/../src/backends -I/home/abuild/rpmbuild/BUILD/armnn-24.08/tests/../third-party/stb -isystem /home/abuild/rpmbuild/BUILD/armnn-24.08/third-party -O2 -Wall -U_FORTIFY_SOURCE -D_FORTIFY_SOURCE=3 -fstack-protector-strong -funwind-tables -fasynchronous-unwind-tables -fstack-clash-protection -Werror=return-type  -g -pthread -Wno-error=unused-result -std=c++17 -Wall -Wextra -Werror -Wold-style-cast -Wno-missing-braces -Wconversion -Wsign-conversion  -Wno-psabi -O2 -g  -std=gnu++17 -fPIC -MD -MT tests/CMakeFiles/inferenceTest.dir/InferenceTest.cpp.o -MF CMakeFiles/inferenceTest.dir/InferenceTest.cpp.o.d -o CMakeFiles/inferenceTest.dir/InferenceTest.cpp.o -c /home/abuild/rpmbuild/BUILD/armnn-24.08/tests/InferenceTest.cpp
[  219s] In file included from /home/abuild/rpmbuild/BUILD/armnn-24.08/tests/NetworkExecutionUtils/NetworkExecutionUtils.hpp:16,
[  219s]                  from /home/abuild/rpmbuild/BUILD/armnn-24.08/tests/InferenceModel.hpp:23,
[  219s]                  from /home/abuild/rpmbuild/BUILD/armnn-24.08/tests/InferenceTest.hpp:7,
[  219s]                  from /home/abuild/rpmbuild/BUILD/armnn-24.08/tests/InferenceTest.cpp:5:
[  219s] /home/abuild/rpmbuild/BUILD/armnn-24.08/include/armnn/Numpy.hpp: In function â€˜void armnnNumpy::CreateHeader(std::ifstream&, HeaderInfo&, Header&)â€™:
[  219s] /home/abuild/rpmbuild/BUILD/armnn-24.08/include/armnn/Numpy.hpp:160:48: error: conversion to â€˜std::streamsizeâ€™ {aka â€˜intâ€™} from â€˜uint32_tâ€™ {aka â€˜unsigned intâ€™} may change the sign of the result [-Werror=sign-conversion]
[  219s]   160 |         ifStream.read(stringBuffer, headerInfo.m_HeaderLen);
[  219s]       |                                     ~~~~~~~~~~~^~~~~~~~~~~
[  219s] cc1plus: all warnings being treated as errors
[  219s] make[2]: *** [tests/CMakeFiles/inferenceTest.dir/build.make:79: tests/CMakeFiles/inferenceTest.dir/InferenceTest.cpp.o] Error 1

Right, here is the diff with the suggested change which fixes the build:
--- armnn-24.08/include/armnn/Numpy.hpp.orig	2024-09-06 11:05:16.800066800 +0200
+++ armnn-24.08/include/armnn/Numpy.hpp	2024-09-06 11:05:58.717592900 +0200
@@ -157,7 +157,7 @@ namespace armnnNumpy
     inline void CreateHeader(std::ifstream& ifStream, HeaderInfo& headerInfo, Header& header)
     {
         char stringBuffer[headerInfo.m_HeaderLen];
-        ifStream.read(stringBuffer, headerInfo.m_HeaderLen);
+        ifStream.read(stringBuffer, static_cast<std::streamsize>(headerInfo.m_HeaderLen));

         header.m_HeaderString = std::string(stringBuffer, headerInfo.m_HeaderLen);
         // Remove new line character at the end of the string
@@ -403,4 +403,4 @@ namespace armnnNumpy
     }
 }

-#endif // NUMPY_HPP
\ No newline at end of file
+#endif // NUMPY_HPP

Great. Can you confirm it eliminates the warning in the build and the rest of the compilation completes?
Colm.

Great. Can you confirm it eliminates the warning in the build and the rest of the compilation completes?

Yes, the build succeeds and unit tests pass.

Perfect. I'll create a patch today. Obviously, it won't be in 24.08 but it will be corrected in our next release.
Thanks for your help.
Colm.

https://review.mlplatform.org/c/ml/armnn/+/12360


Add unit testing

We could start with a simple python script but it would be good to create some tests, ideally both in C++ and Python.  For now, Python is likely more useful and would provide some indirect coverage for the C++ code.

https://github.com/LauraConnolly/OmniRobotIGT - example with python testing at the bottom (see OmniRobotIGT.py in OmniRobotIGT folder)

@adeguet1 this works. It's a quick fix : https://docs.python.org/3/library/runpy.html
import runpy
runpy.run_path(<file_path>)

https://github.com/SlicerIGT/SlicerIGT/blob/master/LandmarkDetection/Testing/Cxx/CMakeLists.txt

Systematically execute custom python code on start-up
https://slicer.readthedocs.io/en/latest/user_guide/settings.html#application-startup-file

https://slicer.readthedocs.io/en/latest/developer_guide/python_faq.html#how-to-find-a-python-function-for-any-slicer-features

Starting widget from python terminal
    >>> rosModule = slicer.modules.ros2
    >>> rosModule.logic().AddROS2Node()   # Creating the ROS2 Node
    >>> ros2Node = slicer.mrmlScene.GetFirstNodeByName('ros2:node:test_node')
    >>> testPub = ros2Node.CreateAndAddPublisher('vtkMRMLROS2PublisherStringNode', 'test_string_xkcd')
    >>> testSub = ros2Node.CreateAndAddSubscriber('vtkMRMLROS2SubscriberStringNode', 'test_string_xkcd')
    >>> testSub.GetLastMessageYAML() # Published message is not received

    'data: ""\n'

    >>> rosModule.createNewWidgetRepresentation() # Creating a widget - does not show up on GUI though
    >>> testSub.GetLastMessageYAML()  # Published message is received by the Subscriber

    'data: "Test Publish"\n'

@adeguet1 I've modified the CMakeLists.txt to copy an additional .py file to Slicer_DIR
This is saved in Slicer_DIR as .slicerrc.py and is automatically run by 3D Slicer during startup. It imports our unit tests library


Hot reloading does not work

I really appreciate this template project, but can not get it to work properly. I can run the server but the hot reloading does not seem to work. I get this output in the browser console.
[WDS] App updated. Recompiling...
[WDS] App hot update...
[HMR] Checking for updates on the server...
[HMR] The following modules couldn't be hot updated: (They would need a full reload!)
[HMR]  - 76
[HMR] Nothing hot updated.
[HMR] App is up to date.

After eg changing
appState.timer += 1;
to
appState.timer += 10;

Hi,
I didn't dive into the details how hot reloading exactly work, but in general it does seem to support changes to react components and modules that just expose functions. Since this boilerplate puts all stuff into one file (for convenience), the usefulness of the HMR is limited (maybe I should remove it from the boilerplate?). A better example is this repo: https://github.com/mobxjs/mobx-reactive2015-demo. It uses separate files for each component (which you would do in a real project) and then hot-reloading works correctly for most files.

Ok, tnx for explanation! But yes, it would be preferable if the provided example components allowed HMR


Sum of sub accounts doesn't match on parent

Taked two screenshoots to show it https://drive.google.com/folder/d/0B53SUBL4S1oQWERoRkt4eVVCS0E/edit
Checked in 2.0.1

Does this still occur in v2.0.2?

Not looking it again. Great job.
Thanks!


v0.12/alpine-s3: Add missing 'fluent-plugin-systemd' plug-in

Took the lines from the Debian counterpart.

thanks for catching this. Note that the template must be updated instead of the generated Docker files. Check the Makefile and it rules to regenerate everything.


Html Parser Strips CRLF and replaces with LF

This seems to be by design, but I'm wondering as to the intention here. I reviewed #149 and see why this should apply to XML, but perhaps it shouldn't to HTML.
I was working on a project that uses Premailer.net (which in turn uses AngleSharp) to inline some CSS for emails. Every so often, we would receive errors regarding Maximum Line Length (see RFC 2822 2.1.1 https://www.ietf.org/rfc/rfc2822.txt) for some of these emails (a few email servers were rejecting the emails we were sending out) and I ended up investigating this in depth.
Using Premailer, we'd generate the HTML as a string and use a different third party library to then send these out to interested parties. As inputs to Premailer, we would send out emails with CRLF
Example: etc\r\nyaddayadda\r\n. After being processed by Premailer, all newlines would be replaced with \n.
Yet this presents a problem as technically CRLF is end-of-line marker per RFC 2616 (https://www.w3.org/Protocols/rfc2616/rfc2616-sec2.html). It seems like most are lax in following this rule, where others follow it more strictly.
After investigating, we found the cause to be a result of calling NormalizeForward in BaseTokenizer in AngleSharp, which normalizes all forms of newline to LF.
While I'm not 100% confident in my analysis, I figured reaching out wouldn't hurt. It seems like one of the email clients we are using will replace LF with CRLF anyway, but for another, we have had sporadic delivery issues.

Sorry, I should have done a bit more homework before commenting. You've fulfilled my expectations perfectly, which was to gain a little insight into how this works, but I should have saved you some time and investigated this myself :) (Also apologies if there is a cultural expectation to have done so, this is in fact the first open-source project I've looked into since starting my career in software)
Your answer was very helpful however, and it led me to better understand how this works internally. IHtmlDocument should indeed use whatever internal newline you require, in this case LF.
Premailer calls ToHtml on an IHtmlDocument and uses the extension methods for automatically resolving an appropriate formatter (hence your comments on serialization). I see now that Premailer can just implement this interface and write their own formatter, which may be the best solution. Please correct me if I'm wrong, but I'm not convinced that the HtmlMarkupFormatter shouldn't replace Symbols.LineFeed with Symbols.NewLines[0] (CRLF), something like this:
`String IMarkupFormatter.Text(String text)
{
var temp = Pool.NewStringBuilder();
        for (var i = 0; i < text.Length; i++)
        {
            switch (text[i])
            {
                case Symbols.Ampersand: temp.Append("&"); break;
                case Symbols.NoBreakSpace: temp.Append(" "); break;
                case Symbols.GreaterThan: temp.Append(">"); break;
                case Symbols.LessThan: temp.Append("<"); break;
                **case Symbols.LineFeed: temp.Append(Symbols.NewLines[0]); break;**
                default: temp.Append(text[i]); break;
            }
        }

        return temp.ToPool();
    }'

I'm not sure what you mean by the HTML spec saying we must use LF. HTML is a markup language separate from how text is communicated over HTTP/SMTP etc. The only concept of a new line that is pure to HTML is a line break element ''. When sending HTML over SMTP or HTTP, lines must be broken by CRLF ( https://stackoverflow.com/questions/6167050/smtp-r-n-r-without-second-n-as-double-newline ). If a web server or email client wants to transmit HTML, it should abide whichever protocol it is using even if most recipients (browsers etc) will accommodate equivalents (LF or CR instead of CRLF).
Does this perhaps make more sense? If I'm way off the mark here, I don't mind closing this out or getting in touch with Premailer about perhaps writing their own formatter.
Thanks!

Maybe I am misunderstanding something fundamental however. AngleSharp is returning HTML, as it should. Protocols like HTTP/SMTP are perhaps not concerns of this service. Perhaps then writing a new formatter would be best.
Again, thanks for your consideration

Also apologies if there is a cultural expectation to have done so, this is in fact the first open-source project I've looked into since starting my career in software

No need to apologize - its all cool and good. Raising the question and discussing various solution paths is part of deriving a better understanding together. For instance, I did not know that Premailer.net is using AngleSharp - thanks for pointing this out. Wouldn't have known without your question!

I'm not sure what you mean by the HTML spec saying we must use LF. HTML is a markup language separate from how text is communicated over HTTP/SMTP etc.

I mean that this is specified in the tokenizer model (this has nothing to do with CRLF vs LF used in HTTP or in the original source code). The HTML spec defines all possible aspects of the parsing to unify the parsing model (which is one of the greatest achievements of HTML5). So again the LF is mostly an internal representation (following the spec) and this is the reason why I distinguish between this internal representation and the serialization,, which can be controlled, e.g., by the way you described.
You can just roll your own formatter, which essentially uses the original one except for the text formatting. Here an implementation as the one described by you would do the job.
Just tell me if you need anything!

Awesome, thank you! Again, your comments were really illuminating. Wasn't aware of this part of the html spec (I wasn't even really aware of the need for this, tbh, but can clearly see it's benefit when giving it some consideration!)
As Premailer is using AngleSharp to generate HTML for emails, I think it'd make sense if they had their own formatting. I might get in touch with them or even write a formatter and see what they think. Vielen dank!

Hey just a follow up in case you're interested.
I've decided to inform the team working on this project that they should remove newlines before using Premailer, then to meet the 998 character limit, insert them after the styles have been inlined.
I think this is the only solution. End-of-line markers for files or HTTP/SMTP really have nothing to do with HTML (as you noted above). Premailer expects HTML, nothing more, as does AngleSharp.
I arrived at this conclusion while writing the formatter and testing its behavior. Even if I were to rewrite \n as \r\n, the following line
'\r\n'
still would parse to this anyway
'\n'
and thus be formatted as
'\r\n'
And this really makes sense when you consider protocol concerns aren't really on Premailer to accommodate anyway, even if it is practically assumed that all consumers will be tied to SMTP.
Thanks again for your help!

Cool thanks for following up on this! Never knew about the 998 char limit - thanks!


Is it possible to display only months and years?

I try to disable calendar via css but it is not possible.. I need to add some wrapper class to this popup.
I want this
.ion-datetime-picker .calendar {
    display: none;
}

But it disables other calendars on my single page application.
Help me please.

It is not possible right now. You can use styles of the picker to make your own popup with just month and year selects/inputs as you need. I can add this enhancement to next major.
Also you can read these slides :)


[Feature request] API to filter entries on category

On the client, category/3/entries shows entries for the given category of id 3. It would be cool to implement that filter on the getEntries methode of the API too. I don't know Go (neither hstore BTW) but reading the code, that piece:
offset := request.QueryIntParam(r, "offset", 0)
builder := h.store.NewEntryQueryBuilder(user.ID)
builder.WithCategoryID(category.ID)

in /ui/entry_category.go or /ui/category_entries_all.go (etc.) seems to indicate that there's none to just a little work to be done here...

Well, I had to tried it and as I said, every pieces required are already there. In api/entry.go
categoryID := request.QueryInt64Param(r, "category", -1)

builder := h.store.NewEntryQueryBuilder(request.UserID(r))
builder.WithStatus(status)
builder.WithOrder(order)
builder.WithDirection(direction)
builder.WithOffset(offset)
builder.WithLimit(limit)

if categoryID != -1 {
    if h.store.CategoryExists(request.UserID(r), categoryID) {
        builder.WithCategoryID(categoryID)
    }
}

works fine. Question to the maintainer: I don't think this is PR'able, there's an extra query made and this should put inside the configureFilters method since it would also come along getFeedEntry getFeedEntries, etc...

I'm also interested in an API endpoint for this. Currently I'm working on an Emacs frontend for miniflux and stumbled across the same problem.

This commit should solve this issue: https://github.com/miniflux/miniflux/commit/e878dca3d74e1b8644d56e4f717b0a8e0362e888

Thank you @fguillot !

@fguillot It would be great if one could use Get Entries to filter for categories. That was the first place where I looked for this and I guess it would make sense to be able to do that. What do you think about that?

Is it true that this will also allow to filter by category when using Get Entries? That would be great!


current release of admob

2018-10-13 01:32:27.391846+0200 Google:HTML You are currently using version 7.31.0 of the SDK. Please consider updating your SDK to the most recent SDK version to get the latest features and bug fixes. The latest SDK can be downloaded from https://goo.gl/UoiJ8F. A full list of release notes is available at https://developers.google.com/admob/ios/rel-notes.
PLEASE update library or push the pre-release…… thanks

assigned @Redth  to investigate

@Snowily  Xamarin.Google.iOS.MobileAds v7.32.0 has been released.
Greetings,
Israel Soto.


Re-enable TestZipkin

Describe the bug
TestZipkin is disabled in https://github.com/istio/istio/pull/5188. If this test is still needed, we have to enable it, otherwise, we could remove the test. File this issue to keep track

Tentatively assign to @rshriram as jaeger stuff causes test flakiness. https://github.com/istio/istio/pull/5188#issuecomment-384768050

@rshriram can you work on this?  if not, please unassign yourself and add the 'community/help wanted' label

Added this test using new integration test framework.. hence closing..


Move GEP-1282 to declined

What type of PR is this?
/kind cleanup
/kind gep
What this PR does / why we need it:
We are not going to complete GEP-1282, so it's better to make this formal, and decline it.
Which issue(s) this PR fixes:
Fixes #1282
Does this PR introduce a user-facing change?:

GEP-1282, Backend Properties, has been declined.

Thanks @youngnick!
/lgtm


Surface error for missing $ref

It still worked for the contributors who tested it because they still had browser-sync locally, despite being removed from the package.json. I dont like NPM much.

Coverage increased (+0.3%) to 71.794% when pulling 9f923b405c489d4b2fd7d28df5b36f442a31cc70 on bug/53-fail-if-missing into eb436c8c466c8f688160ee6791e3441b4fee61dd on master.

Coverage increased (+0.3%) to 71.794% when pulling 9f923b405c489d4b2fd7d28df5b36f442a31cc70 on bug/53-fail-if-missing into eb436c8c466c8f688160ee6791e3441b4fee61dd on master.


Add kernel culling and server shutdown timeouts

A different and perhaps simpler approach to shutting down idle servers (compared to https://github.com/voila-gallery/gallery/pull/33)
The notebook server shuts itself down after a period of inactivity instead of being actively culled by the hub.
This should also be similar to what mybinder.org is currently doing: https://github.com/jupyterhub/mybinder.org-deploy/blob/ddabade54008c2fcdf936812eabff3c0093362d5/mybinder/values.yaml#L8-L22

It's one of the things mybinder.org uses - we still run the culler since we want to delete the active users as well once their servers stop. Otherwise we'll end up with a ton of them in our sqlite db...
This is a good call in the interim though.

True.
For reference, the change to enable the auto remove of the Docker containers when the process exits (on the daemon side): https://github.com/jupyterhub/dockerspawner/pull/318.
(At the moment the containers are stopped but not removed)


Cannot Build Gltf

Hi,
Not sure what I am doing wrong, but cannot build Gltf.

Severity
Code
Description

Error
CS0234
The type or namespace name 'Schema' does not exist in the namespace   'GltfLoader' (are you missing an assembly reference?)

Error
CS0234
The type or namespace name 'Schema' does not exist in the namespace   'GltfLoader' (are you missing an assembly reference?)

Error
CS0246
The type or namespace name 'Gltf' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Gltf' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Gltf' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Gltf' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Gltf' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Schema' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Schema' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Gltf' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Image' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Gltf' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Gltf' could not be found (are you missing a   using directive or an assembly reference?)

Error
CS0246
The type or namespace name 'Gltf' could not be found (are you missing a   using directive or an assembly reference?)

Cheers,
Ander

Did you init submodules?

I am thinking no, but am not sure how.
I have just Googled it and am still a bit mystified. Sorry mate.

I guess this should be all you have to do before opening the solution
git clone https://github.com/Aminator/DirectX12GameEngine --recursive
cd DirectX12GameEngine

cd Gltf\GltfGenerator
dotnet build
cd ..\GltfLoader
dotnet build

Hi,
Thanks so much for your help with this : )
But still no dice;
ander@DESKTOP-630APCD MINGW64 ~/DirectX12GameEngine/Gltf/GltfLoader (master)
$ dotnet build
Microsoft (R) Build Engine version 16.5.0+d4cbfca49 for .NET Core
Copyright (C) Microsoft Corporation. All rights reserved.
Restore completed in 343.11 ms for C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj.
Restore completed in 394.15 ms for C:\Users\ander\DirectX12GameEngine\Gltf\GltfGenerator\GltfGenerator.csproj.
GltfGenerator -> C:\Users\ander\DirectX12GameEngine\Gltf\GltfGenerator\bin\Debug\netstandard2.0\GltfGenerator.dll
Interface.cs(8,18): error CS0234: The type or namespace name 'Schema' does not exist in the namespace 'GltfLoader' (are you missing an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(30,33): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(43,33): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(166,52): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(201,52): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(178,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(251,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(217,66): error CS0246: The type or namespace name 'Schema' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(226,57): error CS0246: The type or namespace name 'Schema' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(271,49): error CS0246: The type or namespace name 'Image' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(287,33): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(297,50): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(307,43): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(318,43): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(332,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(344,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(356,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(416,55): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(430,55): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Build FAILED.
Interface.cs(8,18): error CS0234: The type or namespace name 'Schema' does not exist in the namespace 'GltfLoader' (are you missing an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(30,33): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(43,33): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(166,52): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(201,52): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(178,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(251,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(217,66): error CS0246: The type or namespace name 'Schema' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(226,57): error CS0246: The type or namespace name 'Schema' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(271,49): error CS0246: The type or namespace name 'Image' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(287,33): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(297,50): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(307,43): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(318,43): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(332,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(344,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(356,49): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(416,55): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
Interface.cs(430,55): error CS0246: The type or namespace name 'Gltf' could not be found (are you missing a using directive or an assembly reference?) [C:\Users\ander\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj]
0 Warning(s)
19 Error(s)
I must be missing something.
Cheers,
Ander

Oh I guess it's because of this https://github.com/Aminator/DirectX12GameEngine/commit/54e7b42152d5b3d9252022815aa9d89203df23d9 it now uses new Source Generator @Aminator

You need to use the latest .NET 5 SDK and Visual Studio Preview to build successfully. Since source generators are still in preview, Visual Studio will still show compile errors.

Thank you both : )
Ander

Hi Guys,
Sorry, but still having the issue;
C:\Users\ander\source\repos\DirectX12GameEngine\Gltf\GltfLoader>dotnet build
Microsoft (R) Build Engine version 16.6.0-preview-20181-02+9f3e4e725 for .NET Core
Copyright (C) Microsoft Corporation. All rights reserved.
Determining projects to restore...
Restored C:\Users\ander\source\repos\DirectX12GameEngine\Gltf\GltfLoader\GltfLoader.csproj (in 216 ms).
1 of 2 projects are up-to-date for restore.
You are using a preview version of .NET Core. See: https://aka.ms/dotnet-core-preview
GltfGenerator -> C:\Users\ander\source\repos\DirectX12GameEngine\Gltf\GltfGenerator\bin\Debug\netstandard2.0\GltfGenerator.dll
Same errors as before, I am using Preview and have installed the latest .NET 5 SDK.
Cheers,
Ander

A trick I found was making any change to GltfSourceGenerator.cs file, even just a white space change, and then building again. Like I said, this feature is still in preview, so expect some hiccups.

Thanks mate : ) Got it to build even though it still shows errors in the IDE.

Adding a single space to GltfSourceGenerator is not helping. It still fails with
"Unhandled Exception: System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Microsoft.CodeAnalysis.CommonCompiler.CreateAnalyzerConfigOptionsProvider(IEnumerable1 syntaxTrees, ImmutableArray1 sourceFileAnalyzerConfigOptions, ImmutableArray1 additionalFiles, ImmutableArray1 additionalFileOptions)"
Very buggy compiler feature for now. Is there a "stable" version before 54e7b42 ?

I also had some trouble with building this but got around it by updating to the latest Visual Studio Preview and doing a rain dance.  We can't expect a problem-free experience using the latest previews.
To get around the pain I configured most of these projects to produce a NuGet package on build, and then I simply copied those to my local NuGet cache, and referenced them from my own consuming project to avoid having do deal with this issue once I successfully built the project once.
Is there any interested to publish one or more NuGet packages containing these dlls to nuget.org?

First off I really like this project. I did a git on it many months ago before there was changes and it compiled fine so I decided to upgrade and now it won't build as is (is there any backup you can put up in a different repo?). I have been porting this engine off to 4.7.2 framework for my project client (because my project client is done in 4.7.2 Framework and has old Axiom) I made new project files. By the way If you want to see my project you can get here on GitHub. I had the issue here but I did the following modifications to Gltf since I also have that source. I added the program.cs from the glTF source to the build with the following minor modification where original code had to many directories back from \bin\Debug BUT if using 86/64 build then you may need to adjust that depending on how you configure the build will depend on if you need to change the path. Also added on successful compile to execute it in properties. Once it builds the directory, I had to add it to the Gtlfloader manually by drag and drop the directory into it from VS.
My code:
using System.IO;' using GltfGenerator;'
namespace Generator {
   class Program    {
       static void Main(string[] args)        {
           var generator = new CodeGenerator(@"..\..\..\..\glTF\specification\2.0\schema\glTF.schema.json");            generator.ParseSchemas();
           generator.ExpandSchemaReferences();            generator.EvaluateInheritance();
           generator.PostProcessSchema();            generator.CSharpCodeGen(Path.GetFullPath(@"..\..\..\glTFLoader\Schema"));
        }
    }
}
Due to the changes to the library in this project, I am not sure it was needed but I think of importing content it is at some point it is, so I had to add in the following code from the glTF library to make build the Schema directory ONLY.
You need this to call as string instead and return void instead of  IDictionary<string, string>.
    public void CSharpCodeGen(string outputDirectory)
    {
        // make sure the output directory exists
        System.IO.Directory.CreateDirectory(outputDirectory);

        GeneratedClasses = new Dictionary<string, CodeTypeDeclaration>();
        foreach (var schema in FileSchemas)
        {
            if (schema.Value.Type != null && schema.Value.Type[0].Name == "object")
            {
                CodeGenClass(schema.Key, outputDirectory);
            }
        }
    }

    private void CodeGenClass(string fileName, string outputDirectory)
    {
        var schemaFile = RawClass(fileName, out string className);
        CSharpCodeProvider csharpcodeprovider = new CSharpCodeProvider();
        var sourceFile = Path.Combine(outputDirectory, className + "." + csharpcodeprovider.FileExtension);

        IndentedTextWriter tw1 = new IndentedTextWriter(new StreamWriter(sourceFile, false), "    ");
        csharpcodeprovider.GenerateCodeFromCompileUnit(schemaFile, tw1, new CodeGeneratorOptions());
        tw1.Close();
    }

There are a few issues with packages especially with await sync since it seems they have been removed from the packages. netcoreapp3.0 is no longer supported so there is that upgrade too. If you upgrade the packages you're in for some work since function names have changed and it will not build as expected.
I was kind of turned off on the fact it uses universal windows but I am bypassing universal windows straight up going to Framework 4.7.2. Of course it has issues has issues but there are workarounds. :)
Hope to see more of this project in the future! D12!

First off I really like this project. I did a git on it many months ago before there was changes and it compiled fine so I decided to upgrade and now it won't build as is (is there any backup you can put up in a different repo?). I have been porting this engine off to 4.7.2 framework for my project client (because my project client is done in 4.7.2 Framework and has old Axiom) I made new project files. By the way If you want to see my project you can get here on GitHub. I had the issue here but I did the following modifications to Gltf since I also have that source. I added the program.cs from the glTF source to the build with the following minor modification where original code had to many directories back from \bin\Debug BUT if using 86/64 build then you may need to adjust that depending on how you configure the build will depend on if you need to change the path. Also added on successful compile to execute it in properties. Once it builds the directory, I had to add it to the Gtlfloader manually by drag and drop the directory into it from VS.
My code:
using System.IO;' using GltfGenerator;'
namespace Generator {
   class Program    {
       static void Main(string[] args)        {
           var generator = new CodeGenerator(@"..\..\..\..\glTF\specification\2.0\schema\glTF.schema.json");            generator.ParseSchemas();
           generator.ExpandSchemaReferences();            generator.EvaluateInheritance();
           generator.PostProcessSchema();            generator.CSharpCodeGen(Path.GetFullPath(@"..\..\..\glTFLoader\Schema"));
        }
    }
}
Due to the changes to the library in this project, I am not sure it was needed but I think of importing content it is at some point it is, so I had to add in the following code from the glTF library to make build the Schema directory ONLY.
You need this to call as string instead and return void instead of  IDictionary<string, string>.
    public void CSharpCodeGen(string outputDirectory)
    {
        // make sure the output directory exists
        System.IO.Directory.CreateDirectory(outputDirectory);

        GeneratedClasses = new Dictionary<string, CodeTypeDeclaration>();
        foreach (var schema in FileSchemas)
        {
            if (schema.Value.Type != null && schema.Value.Type[0].Name == "object")
            {
                CodeGenClass(schema.Key, outputDirectory);
            }
        }
    }

    private void CodeGenClass(string fileName, string outputDirectory)
    {
        var schemaFile = RawClass(fileName, out string className);
        CSharpCodeProvider csharpcodeprovider = new CSharpCodeProvider();
        var sourceFile = Path.Combine(outputDirectory, className + "." + csharpcodeprovider.FileExtension);

        IndentedTextWriter tw1 = new IndentedTextWriter(new StreamWriter(sourceFile, false), "    ");
        csharpcodeprovider.GenerateCodeFromCompileUnit(schemaFile, tw1, new CodeGeneratorOptions());
        tw1.Close();
    }

There are a few issues with packages especially with await sync since it seems they have been removed from the packages. netcoreapp3.0 is no longer supported so there is that upgrade too. If you upgrade the packages you're in for some work since function names have changed and it will not build as expected.
I was kind of turned off on the fact it uses universal windows but I am bypassing universal windows straight up going to Framework 4.7.2. Of course it has issues has issues but there are workarounds. :)
Hope to see more of this project in the future! D12!


feat: Onboard Covid19 JHU CSSE dataset

Description
Dataset: covid19_jhu_csse include the pipelines:
covid19_jhu_csse /confirmed_cases
covid19_jhu_csse /deaths
covid19_jhu_csse/recovered_cases
Checklist
Note: If an item applies to you, all of its sub-items must be fulfilled
-[ ]Please merge this PR for me once it is approved.
-[ ] If this PR adds or edits a dataset or pipeline, it was reviewed and approved by the Google Cloud Public Datasets team beforehand.
-[ ] If this PR adds or edits a dataset or pipeline, I put all my code inside datasets/covid19_jhu_csse and nothing outside of that directory.
-[ ] This PR is appropriately labeled.

Re-engineered in https://github.com/vasuc-google/public-datasets-pipelines/pull/2.  Therefore, closing this pull request.


WiktorWdowiak.CrustyIsland version 0.5.1

[x] Have you signed the Contributor License Agreement?
[x] Have you checked that there aren't other open pull requests for the same manifest update/change?
[x] This PR only modifies one (1) manifest
[x] Have you validated your manifest locally with winget validate --manifest <path>?
[ ] Have you tested your manifest locally with winget install --manifest <path>?
[ ] Does your manifest conform to the 1.4 schema?

Note: <path> is the name of the directory containing the manifest you're submitting.

Microsoft Reviewers: codeflow:open?pullrequest=https://github.com/microsoft/winget-pkgs/pull/110103&drop=dogfoodAlpha

@microsoft-github-policy-service agree

ar


Add contact page - UI improve

The UI of contact add page doesn't looks good.
It can be upgraded as the UI of login and signup screens - by using Material theme EditTexts.
[ Note: There may be better UI upgrades for this screen. One can use their own creativity. ]

Agreed @codeDamon .

Let me solve this issue!


[NOTICE] Migrating mlc_chat package to mlc_llm

Now that we are deprecating the old flow #1928 . We have the ability to pick up the formal mlc_llm package name for our flow.
Notably, this would indeed cause some breaks of the current usage, but we believe it is important to be able to
This is a notice that we plan to do that around this week(before Mar 15). That likely means that the package usage of mlc_chat will point to mlc_llm after the transition. We will also update the document to bring things up to date

PR #1928 has been merged. We are building the Pypi wheels after renaming.


As part of deployment to GCP, retrieve configs/keys in a bucket instead of scp to VM

Change the flow of deployment by uploading the necessarily files to the bucket. The VM should pick up the configs/keys and use them accordingly.

groups service account key
rules
other configs

The goal here is to make the required files management easier and not make the user have to use scp/ssh to get the files onto the box.
@mirons-google @blueandgold

Rules and configs will be handled via #478

Don't know if we want to do this for keys, so closing it.


packaged app can't find config.json file

I have a config.json file that I read into my app that works fine during development, but I get a "not found" error whenever I try to use electron-packager and run the application. I created a fork of electron-quick-start here that reproduces the error: https://github.com/choxi/electron-quick-start
To reproduce:

Clone the repo, which just adds a config.json file and attempts to read it in main.js.
Run: `electron-packager . test --platform=darwin --overwrite"
Run: open test-darwin-x64/test.app

The error output I get on open is:

I didn't see anything in the docs that suggested a config.json file would be ignored by the packager. I've also tried setting --asar=false to skip the asar processing, but I get the same message. Any help would be appreciated, thanks!

@choxi Your issue is your usage of relative paths.
./configA.json

Relative paths in node.js are by default resolved relative to your current working directory.  In dev mode this is normally where you would expect (root of your app).  In prod mode it is not.  You should always use __dirname to resolve file paths relative to the current files location.  E.g.
const path = require('path');

const pathToFile = path.resolve(__dirname, 'configA.json')

Thank you for the quick response! You were right, specifically I started o use Electron's app.getAppPath function to construct the path to my config file and it works fine.


NavigationBar Doesn't offset the content scene's height

Hello!
I'm currently using a Navigator with a NavigationBar as well. The issue I'm running into, is that when the scene is being rendered, it doesn't seem to take into account the space that the nav bar takes up, so part of it is blocked by the nav bar.
I can use paddingTop inside the scene to move it down, but I figure that it would be better if the content's canvas started below the navbar.
Here's an example:

It's intentional. NavigationBar is absolutely positioned. Which allows you to emulate iOS behaviour of scrolling content under translucent navigation bar.
@facebook-github-bot answered

@satya164 I see. Can you recommend a best practice for rendering the page's content beneath the nav bar?

You can use paddingTop for the scene. You can get the height from NavigationBarStyles (https://github.com/facebook/react-native/blob/master/Libraries/CustomComponents/Navigator/NavigatorNavigationBar.js#L42 and https://github.com/facebook/react-native/blob/master/Libraries/CustomComponents/Navigator/NavigatorNavigationBar.js#L155).
Interesting related commit for NavigationExperimental: https://github.com/facebook/react-native/commit/38979f9c68bd054aca3c6102635b2005914506b1

@facebook-github-bot answered

Closing this issue as @ryankask says the question asked has been answered. Please help us by asking questions on StackOverflow. StackOverflow is amazing for Q&A: it has a reputation system, voting, the ability to mark a question as answered. Because of the reputation system it is likely the community will see and answer your question there. This also helps us use the GitHub bug tracker for bugs only.

@ryankask Awesome. Thx!


Link with libsupc++ if needed for thread_local

Attempt to fix these errors occuring with clang < 4.

Any objections to this? We could remove this if/once we decide to drop clang 3.

It turns out this only helped for 3.9 but not 3.8. Looking into why is very low priority for me though. We should very strongly consider dropping clang 3 directly after 1.3.0, if not already for 1.3.0.


luci-app-openvpn: several fixes

This PR includes 3 commits:
The first one changes the luci module to use the initscript to stop openvpn-instances rather than killing the processes directly.
The second fixes the bug that the gui complians about an invalid input in the "new instance" input field when you press on save&apply.
The third will change the behavior of the save&apply button to really apply the changes by doing a /sbin/reload_config after uci commit.

@jow- Is there anything further I can do to get this fixes merged?

@jow- Can you please have a look at this PR? I did all the requested changes and really want to get this fixes merged.


Fix mesh when using app-based holographic remoting

Overview
Updates our XRSDK-based mesh observers to:

Properly refresh their mesh subsystem when XR is initialized after MRTK is initialized
Ensure that more than one observer is not running when the "generic" observer is used with a more specific observer (like the one specific to OpenXR)
Ensured that we don't try to use a mesh subsystem that isn't actively running. This was leading to
Ensured that we don't try to set values on the mesh subsystem unless the app is running (the underlying bug here would probably also be solved by fix 3)

Changes

Fixes: #10293, https://github.com/microsoft/MixedRealityToolkit-Unity/issues/10244

/azp run

/azp run


DialogService: Fix thread is not associated with the Dispatcher

Description
DialogService: The current thread is not associated with the Dispatcher.
Use InvokeAsync() to switch execution to the Dispatcher when triggering rendering or component state
How Has This Been Tested?
Unit test.
Type of Changes

[x] Bug fix (non-breaking change which fixes an issue)
[ ] New feature (non-breaking change which adds functionality)
[ ] Breaking change (fix or feature that would cause existing functionality to not work as expected)
[ ] Documentation (fix or improvement to the website or code docs)

Checklist

[x] The PR is submitted to the correct branch (dev).
[x] My code follows the code style of this project.
[x] I've added relevant tests.

Hi,
Thanks for the PR.
Unfortunately, this would be a breaking change. You either need to call InvokeAsync without awaiting it, or this PR will have to stay on hold.

Thanks,But I guess it will cause other bugs if i call InvokeAsync without awaiting it

Maybe we can make the change in an unbreaking way. How about adding  public event Func<IDialogReference, Task>? DialogInstanceAdded; (Note: without the On prefix, which I think should not be added to events anyway) without changing the existing OnDialogInstanceAdded and marking it [Obsolete("Please use DialogInstanceAdded instead!")]
Of course both need to be fired for backwards compatibility. Either that or we don't change the event signature and fire it only after awaiting.

thanks for your suggestions,i will try to make the change,by the way,how to test it?

Not sure if it can be tested

Do you have an example of code when you get that exception?

 dialogReference = dialog.Show<T>(title, parameters, options);
dialog is IDialogService
open two windows in browser,each window open a same dialog,it reports
The current thread is not associated with the Dispatcher. Use InvokeAsync() to switch execution to the Dispatcher when triggering rendering or component state
the stacktrace points to the function StateHasChanged in function AddInstance,
it works for me if i write code like this
await InvokeAsync(() => dialogReference = dialog.Show<T>(title, parameters, options))

I found the problem,the dialog parameter is a singleton,it causes some errors when opening multiple windows

I found the problem,the dialog parameter is a singleton,it causes some errors when opening multiple windows

Do you mean if you reuse existing DialogParameters it will cause problem?

yes

Maybe we can make the change in an unbreaking way. How about adding public event Func<IDialogReference, Task>? DialogInstanceAdded; (Note: without the On prefix, which I think should not be added to events anyway) without changing the existing OnDialogInstanceAdded and marking it [Obsolete("Please use DialogInstanceAdded instead!")]
Of course both need to be fired for backwards compatibility. Either that or we don't change the event signature and fire it only after awaiting.

Did in a non breaking fashion. I tried to write a test, that would create dialog in a non UI thread but in bUnit it still passes regardless, so I guess let's continue without a test.

I tried to write a test, that would create dialog in a non UI thread but in bUnit it still passes regardless, so I guess let's continue without a test.

Nvm, I wrote a test that seems to work. If we remove the return InvokeAsync(StateHasChanged); it will crash somewhere and the invoked = true will not fire.

Related: https://discord.com/channels/786656789310865418/786656789310865422/1261308771020570695

Awesome! Thank you both!


build + publish docker image

e.g. https://github.com/libsql/sqld/blob/main/.github/workflows/publish.yml#L27

Historical context: this was describing a feature that would build a docker image containing your binaries, such that someone could "run your app" by just fetching and running the docker image.
One of the annoyances we ran into is that docker really likes to make "build + publish" a single operation, whereas we would prefer to build the docker image in an earlier step in parallel with everything else, and then only publish it afterwards, on a potentially different machine.
While docker has some facilities for exporting/importing an image in a way that isn't Publishing It, it requires some special modes to be enabled that are incompatible with other useful features like multi-arch docker images. Docker is a frustrating mess.
At least one user has opted to do custom docker build + publish stuff in their build step as a result, which is understandable given the issues.

While docker has some facilities for exporting/importing an image in a way that isn't Publishing It, it requires some special modes to be enabled that are incompatible with other useful features like multi-arch docker images. Docker is a frustrating mess.

Does docker image save not serve this purpose? This would generate a .tar file of the image.
This could be the build step and you could later run docker image load and then tag the image to publish it?


group video calling

Hey @opentok-porter  , i want to add group video in app . your app is provide group video calling ?

Hi @monikarora,
Take a look to the following multiparty samples:
https://github.com/opentok/opentok-android-sdk-samples/tree/master/Simple-Multiparty
https://github.com/opentok/opentok-android-sdk-samples/tree/master/Multiparty-ConstraintLayout

I’m closing this issue because it has been inactive for a few weeks. This probably means that it is not reproducible or it has been fixed.
Please reopen if you still encounter this issue You can also contribute directly to samples by providing a patch.
Thank you!


Some NPCs have no identity nor character.

Or could it simply be that the NPC visibility calculations are wrong?


Three location based example fix

⚠ All PRs have to be done versus 'dev' branch, so be aware of that, or we'll close your issue ⚠
What kind of change does this PR introduce?

Bugfix for three.js location-based example.
Can it be referenced to an Issue? If so what is the issue # ?
#376
How can we test it?

Available online at:
https://hikar.org/nex/three.js/examples/location-based/
Summary

three.js location-based example had some bugs, e.g. in some circumstances it tried to start real and fake GPS simultaneously.
I have also made the example easier to test so that the four test boxes are added adjacent to the initial GPS position, or the fake position if fake GPS is used. I have added in commented-out code to initialise fake GPS, which can be turned on simply by uncommenting.
Does this PR introduce a breaking change?
No
Please TEST your PR before proposing it. Specify here what device you have used for tests, version of OS and version of Browser
Chrome, Firefox Linux desktop
Chrome on Android 12 / Pixel 3
Other information
@kalwalt would it be ok to merge this into dev, and also into master, as soon as possible? The current example does not seem to be working correctly, this one is easier to understand and definitely works (for me) on desktop and mobile, and using both fake GPS and a GPS simulator (Location Guard) on desktop.
This is separate to my recent PR #406.

Hi @nickw1 i will test the code when i have a bit of time, but i took a quick look and the code seems to me to be fine, muchh better than before.
I have also this PR #407 that fix a bug in nft aframe examples, remove the double  libs(nft and not) and add a simple action github script to check if the code is well formatted. I think we need to improve this last but i think it's a nice and useful tool.

I did a quick test on my Android device and on desktop too ( Android Oppo A72 and ubuntu 20.04). I can confirm that on Mobile with GPS enabled i can see the four Boxes, without Gps enabled and uncommenting line 31 in index.js i can see the four boxes again. On desktop i can see the four boxes moving the scene with the mouse. Well done @nickw1 !! :raised_hands: :+1:
We can merge in dev if you have nothing else to do, and after we can merge #407 and soon merging in master to make another release 3.4.0-alpha-rc2

@kalwalt OK great! Will merge into dev to get the example updated.

Agree it makes sense to remove the double build libs (i.e #407) btw.

Agree it makes sense to remove the double build libs (i.e #407) btw.

Yes, unfortunately only for three.js. there was a bug with aframe and i solved leaving the double builds. I will add more details about this issue in the PR.

I'm going to do a new PR request btw, for the updates to the three.js location based that I made as part of the new A-Frame components. I think this would make sense to include in the upcoming rc2 release if possible, as it's not a breaking change but does include some useful new features such as a GPS error handling event and a more consistent API for fake and real GPS updates (i.e. fake GPS updates generate the gpsupdate event as well as real ones).


Fixed #26872 -- Fixed filter overflow bug in admin

Updated the style of filter choices to prevent overflow. Added
title attribute with full text to each choice.

buildbot, add to whitelist.

A few tests need to be updated:
admin_views.tests.AdminViewBasicTest.test_named_group_field_choices_filter
admin_views.tests.AdminViewBasicTest.test_relation_spanning_filters

merged in 2f587737d7acffbd67cb8f427c5fbc5c42ae60c8, thanks!


LC0035 - False Positive FlowField

I don't know why, but I receive the info for LC0035 for this field below although this field is added on two pages.
tableextension 50000 "PTE-XXX Time Sheet Header" extends "Time Sheet Header"
{
    fields
    {
        field(50000; "PTE-XXX Resource Unit Cost"; Decimal)
        {
            CalcFormula = lookup(Resource."Unit Cost" where("No." = field("Resource No.")));
            Caption = 'Resource Unit Cost';
            Editable = false;
            FieldClass = FlowField;
        }
    }
}

It's added on my own pages. Not on a pageextension..

I think this is related to https://github.com/StefanMaron/BusinessCentral.LinterCop/issues/669, where the rule has been improved to also be raised on additional scenario's.

I don't think it is directly related to #669, although the extended rule may have surfaced this problem.
The issue is that currently there is a separation in the analysis logic, so that for fields on tableextensions only fields on pageextensions are considered. As @pri-kise clarified the fields exist on a standalone page, not a pageextension, so they are not "seen" by this rule.
I think likewise the "reverse" case also does not work correctly, that is if you have a standalone table and related page, and you have a field in this table that does not exist directly on this page. If you now extend that page yourself (which can be done since the latest releases) with this one field, that pageextension field is also not "seen".
I've linked a PR to fix this issue, in the bit of testing i did it seems to work with those changes.

@ans-bar-bm, Thank you for looking into this and providing the PR for this 🙌
@pri-kise, I've merged this into the pre-release, where it should be resolved.

It's fixed and lgtm.

The version v0.30.28 of the LinterCop is now the latest release. Could you verify if this is now working as expected? If this is the case, you may close this issue.


Ditch docusaurus

We need to ditch docusaurus for a better alternative (one less prone to exploits).
@mfschubert are you using Sphinx for all your repos?

I was planning on it, but haven’t found the way to automatically document the entire package yet. I am using jupyterbooks for my notebooks.


Run all targets before failing

Our project have four targets for JSHint as some require different .jshintrc options. When you don't specify a target, all are executed which is perfect. However, the other targets are skipped as soon as one reports errors. Using --force or the force option runs all the targets, but then the task itself passes.
I would like all targets to be processed and have the task pass only if each target passed. My current workaround is very cumbersome and repeats information:
grunt.registerTask("lint", "Check coding standards", function(target) {
    if (target) {
        grunt.task.run("jshint:" + target);
    }
    else {
        var done = this.async(),
            targets = { gruntfile: 0, src: 0, lib: 0, test: 0 };
        grunt.util.async.forEachSeries(Object.keys(targets), function(target, next) {
            grunt.util.spawn({
                grunt: true,
                args: [ "jshint:" + target ],
                opts: { stdio: "inherit" }
            }, function(error, result, code) {
                targets[target] = code;
                next();
            });
        }, function() {
            Object.keys(targets).forEach(function(target) {
                var code = targets[target];
                code && grunt.fail.fatal(target + " lint failed.", code);
            });
            done();
        });
    }
});

Is there an easier way that I'm missing? If not, could we extend the force option to add a value that would continue the task and fail at the end if any target had errors? Ideally, omitting force entirely would work like this, but others may be depending on this fail-fast behavior.

I don't think jshint should fail and stop the grunt build at all.

@dharkness were you able to figure out another way to handle this?  I'd like to do the same process - execute all tasks before failing.


Cmake minimum version on Ubuntu 18.04

I'm in a machine with Ubuntu 18.04. The last version of cmake in the repos is 3.10.2 but the cmake file is configure for 3.15, as marked by the error I get:
 CMake Error at CMakeLists.txt:1 (cmake_minimum_required):
  CMake 3.15 or higher is required.  You are running version 3.10.2

Can it the code be compiled with cmake 3.10.2 or I will have to manually update my cmake?
Note: you should add the version of cmake to the requirements list.

I updated manually CMake


Having trouble understanding how to update PNGs

I can't seem to fully understand the naming conventions used by noto-emoji, and similarly by this project. I have an opentype color font using CBDT & SVG, and I can extract SVGs and PNGs just fine. How do you usually sort the naming, is there maybe an easier solution to extract? (Currently using FontLab 8). Is there maybe a script I've missed? My goal is to compile color emojis into a font that uses a COLR table. Thanks.

Hi @zelodev, sorry for the late reply.
Emoji generally follow the naming: emoji_u + codepoints.
Important note: the variation selector U+FE0F is always removed.
So for example, the Head Shaking Vertically emoji has the codepoints "U+1F642 U+200D U+2195 U+FE0F". We discard the U+FE0F codepoint, and include the rest of the codepoints without the "U+", resulting in emoji_u1f642_200d_2195.
Here go some other examples, so you have more context:

Index Pointing at the Viewer: Medium-Dark Skin Tone (U+1FAF5 U+1F3FE) -> emoji_u1faf5_1f3fe
Face with Spiral Eyes (U+1F635 U+200D U+1F4AB) -> emoji_u1f635_200d_1f4ab
Woman Surfing: Medium-Light Skin Tone (U+1F3C4 U+1F3FC U+200D U+2640 U+FE0F) -> emoji_u1f3c4_1f3fc_200d_2640
Flag: Wales (U+1F3F4 U+E0067 U+E0062 U+E0077 U+E006C U+E0073 U+E007F) -> emoji_u1f3f4_e0067_e0062_e0077_e006c_e0073_e007f

Hope that helps!


Add more type signatures.

[x] Have you followed the guidelines in our Contributing document?
[x] Have you checked to ensure there aren't other open Pull Requests for the same change?
[ ] Have you added an explanation of what your changes do and why you'd like us to include them?
[ ] Have you written new tests for your changes? Here's an example.
[ ] Have you successfully run brew style with your changes locally?
[ ] Have you successfully run brew tests with your changes locally?
[x] Have you successfully run brew man locally and committed any changes?

Pretty much the only thing that needs to be in .rbi files now is include Kernel because re-including it in actual code breaks stuff.

Pretty much the only thing that needs to be in .rbi files now is include Kernel because re-including it in actual code breaks stuff.

My understanding on the conversation in https://github.com/Homebrew/brew/pull/8781 was that we were still going to keep definitions in RBI files until we were further along with coverage here. I appreciate I approved that PR without that being the case but I think I misunderstood what was going on there given the size of the PR and I apologise for my mistake there.

To clarify: Ruby 3 has no intention of shipping: any syntax for type annotations in source files directly

Having brew typecheck require that types are added for new methods but not requiring them to be scrolled through feels like a much better intermediate step than one person adding type signatures inline to huge numbers of files.

I think I misunderstood what was going on

I specifically added sorbet-runtime-stub in that PR so we can start adding annotations inline right now, without the runtime overhead.

Having brew typecheck require that types are added for new methods

There's no way of knowing whether a method is “new”. At best we can do this on a per-file basis by enforcing # typed: true with RuboCop and excluding all existing files which are still # typed: false.

I specifically added sorbet-runtime-stub in that PR so we can start adding annotations inline right now, without the runtime overhead.

Yes, I appreciate that (and thanks for it). I'm concerned about the source code readability overhead for adding these type signatures inline. I think it harms readability to have them inline.

There's no way of knowing whether a method is “new”. At best we can do this on a per-file basis by enforcing # typed: true with RuboCop and excluding all existing files which are still # typed: false.

Yes, that's what I'm saying we should continue to do: exclude those files but have the definitions be in .rbi files rather than inline.

I think it harms readability to have them inline.

I think it very much improves readability to have the signature right next to the function. You can very easily see how a given function is supposed to be used.

have the definitions be in .rbi files rather than inline

The whole point of https://github.com/Homebrew/brew/pull/8781 was to enable writing annotations inline because maintaining the exact same class hierarchy and method definitions in two different sets of files is a giant pain.

I think it very much improves readability to have the signature right next to the function. You can very easily see how a given function is supposed to be used.

I disagree. It requires understanding Sorbet type definitions to read our code which increases the barrier to entry for people who haven't worked with typed languages or type-annotations in languages. It's also far from commonplace in large Ruby projects at this point. We have a minority of maintainers who have worked with, added or changed these type annotations.

The whole point of #8781 was to enable writing annotations inline because maintaining the exact same class hierarchy and method definitions in two different sets of files is a giant pain.

And I voiced my objections there to writing annotations inline. I maintain those objections and should not have ✅ that PR. Given it was a +1714,-59 line change with many iterations: I'll forgive myself from the mistake of not fully understanding where it was at at the time it was merged.
It may be a pain but it's also a pain to have to scan through this information when reading files.

In case it's worth elaborating here on what I see as the underlying problem: we had a GSoC project to use Sorbet in Homebrew without a broader discussion of the pros and cons and whether it's desirable to (effectively) make Homebrew/brew use type annotations globally and transform our untyped codebase into a typed one.
From https://docs.brew.sh/Homebrew-Governance:

The TSC has the authority to decide on any technical matter, including technical disputes between Homebrew members. The TSC will also decide the long-term roadmap of Homebrew, including large features or major changes to the Homebrew software.

The Project Leader will represent Homebrew publicly, and manage all day-to-day technical decisions related to the operation of Homebrew.

It feels like these two aren't being adhered to with how this Sorbet rollout has been happening (and may be in slight conflict). I think this is something for @Homebrew/plc to discuss.

It feels like these two aren't being adhered to

Can you elaborate on this? How are they not being adhered to?

From my perspective it does not feel like the TSC has been involved in this "major change(s) to the Homebrew software" and it does not feel on this or other PRs that I am "manag(ing) all day-to-day technical decisions related to the operation of Homebrew".

Have opened https://github.com/Homebrew/brew/issues/8991 to be able to discuss the underlying issues directly.


Table columns are reversed on Property and Site information reports

In the Property Information report, Neighborhood Information displays in the right column of the table.
In the Site Information report, Neighborhood Information displays in the left column of the table.
Display of the Neighborhood Information should be consistent between both reports.

@lindsayking
We will fix this as a part of next delivery.

Verified with v1.4.


Hide feature metadata barplot controls if no feature metadata is available; add first barplot panel tests; abstract Empress initialization code for JS testing

This closes #316. If no feature metadata is used when generating a QZV, barplot layers now just show the sample metadata barplot controls:

To make sure this isn't a problem again, this PR also adds the first tests for the barplot-panel-handler code* (although the tests interact with the barplot layer code as well, so I guess we could also just call the module test-barplots or something...). Part of this required re-creating an Empress object, so to make life easier for us in the future I abstracted that code from the setup block of test-empress.js to a new module (utilities-for-testing.js, named that way in order to avoid confusion with util.js and test-util.js ._.).
I don't think it's required to merge this PR in, but there is an issue with the barplot panel tests I haven't been able to figure out yet -- basically, when calling Empress.updateLayout() during tests, I get a weird error from the gl-matrix code:
TypeError: Cannot set property '0' of undefined
    at Object.u (file:///home/marcus/Dropbox/Work/KnightLab/Empress/fedarko/empress/empress/support_files/vendor/gl-matrix.min.js:28:30362)
    at Drawer.centerCameraOn (file:///home/marcus/Dropbox/Work/KnightLab/Empress/fedarko/empress/empress/support_files/js/drawer.js:466:17)
    at Empress.centerLayoutAvgPoint (file:///home/marcus/Dropbox/Work/KnightLab/Empress/fedarko/empress/empress/support_files/js/empress.js:1896:22)
    at Empress.updateLayout (file:///home/marcus/Dropbox/Work/KnightLab/Empress/fedarko/empress/empress/support_files/js/empress.js:1783:22)
    at Object.<anonymous> (file:///home/marcus/Dropbox/Work/KnightLab/Empress/fedarko/empress/tests/test-barplot-panel-handler.js:80:17)

I can trace the error back to this line of code, but I'm not familiar enough with this to say what the problem is. Since centering the camera works perfectly fine when running Empress :), I assume that this is a problem with mocking the canvas / drawer / camera / etc. during testing that is breaking WebGL somehow. The test this error impacts isn't very critical, so I've just commented it out for now. If we can get it working, though, that'd be nice.
* (There were already tests for many of the functions used by the barplot code, but no direct tests yet for things like the barplot HTML. This PR should make it easier to add more of those.)

The following artifacts were built for this PR: empire-biplot.qzv, empire.qzv, empress-tree.qzv

Thanks @fedarko!


On password screen plugin and pull out Trezor should show PIN matrix

In #303 it is stated that plugging in a Trezor traverses password -> PIN matrix and pulling out a Trezor traverses PIN matrix -> password.

This partially works but we should produce a FEST test for full confidence.

I see trezor attached states in the log when I plug in a trezor on the password screen but nothing happens.

Also, related, if you pull out one trezor and plug in ANOTHER, you don't get an alert asking you whether you want to use it.

The original post (remove trezor = traverse to password screen, plug in = traverse to PIN matrix) is working. I'll raise a separate issue for an alert when you swop between two trezors.
Awaiting review and closing

Verified working.
Closing.


GH-40037: [C++][FS][Azure] Make attempted reads and writes against directories fail fast

Rationale for this change
Prevent confusion if a user attempts to read or write a directory.
What changes are included in this PR?

Make ObjectAppendStream::Flush a noop if ObjectAppendStream::Init has not run successfully. This avoids an unhandled error when the destructor calls flush.
Check blob properties for directory marker metadata when initialising ObjectInputFile or ObjectAppendStream.
When initialising ObjectAppendStream call GetFileInfo if it is a flat namespace account.

Are these changes tested?
Add new tests DisallowReadingOrWritingDirectoryMarkers and DisallowCreatingFileAndDirectoryWithTheSameName to cover the new fail fast behaviour.
Also updated WriteMetadata to ensure that my changes to Flush didn't break setting metadata without calling Write on the stream.
Are there any user-facing changes?
Yes. Invalid read and write operations will now fail fast and gracefully. Previously could get into a confusing state where there were files and directories at the same path and there were some un-graceful failures.

Closes: #40037

@felipecrv I expect you will be interested in reviewing this.

That should be the last one. Sorry again about the noise!

@austin3dickey no worries :)


Support GitHub's suggested changes

Github announced a new suggestion api that started being added to the code review tools.
Right now the extension takes these at face value as text.
For example take this comment.
In github:

In vscode:

Maybe have the suggested changes be shown as a diff? maybe even have a prompt to incorporate the changes, similarly to a merge conflict.

Does this FR, only cover displaying the suggestions made elsewhere or also being able to make suggestions from VS code? Both would be great!

I found this feature very interesting.... is it gonna be put in the roadmap ?

It would be very handy if I could just open a file, make some changes in it and post them as a suggestion.

It would be really big improvements for dev productivity

Any update on this? Currently the suggestion overflow the width of the comment box without anyway to scroll

Yes, this feature would be very useful. Currently we can add suggestions (using ```suggestion) but they don't show up properly. For example, the suggestion to remove a line does is not displayed at all.

this would also require https://github.com/microsoft/vscode-pull-request-github/issues/1376
without these two features this plugin is just useless.

without these two features this plugin is just useless.

Your comment is extremely toxic. It does not bring any value to the discussion.

without these two features this plugin is just useless.

Your comment is extremely toxic. It does not bring any value to the discussion.

you're right sorry. Just being frustrated finding no tools to make reviews outside of the Github webgui. Even jetbrains can't do it.

++ for this suggestion!
I'd also note that it could be extremely useful if a user shifts into "PR Review Suggestion Mode" so that any code changes made in VS Code's editors were batched as PR Comment code change suggestions.
(but even a basic implementation would be extremely helpful)

So just to check my understanding, currently the best way to make code suggestions (especially code suggestions for multiple lines of code) is to use GitHub's online GUI. Is that right?

For single line changes (since #1376 is still open), you can manually type:
```suggestion
  your suggestion
\```

(ignore that slash though—I just don't know how to escape backticks in markdown)

We actually have this feature already (though it's a bit difficult to find)! To use:

Check out the pull request you want to make a suggestion on.
Make the code change and stage your suggestion.
Run the "Suggest Edit" command from either the command palette or the git ... menu.
The suggestion will show up on the description page as a patch which can be applied.

Thanks @alexr00 for the info. However, this is not corresponding to the feature that was requested.
Here, the "Suggest Edit" will create a patch. Via the extension interface, it can be applied but via the web interface, it cannot. Thus, a contributor that does not use the GitHub extension cannot accept the suggestion and he will just end up with a git diff. Depending on the expertise of the contributor with git, I am not sure that dealing with such a patch is easy.
In addition, a suggestion is sometimes coming with an additional explanation to argue the importance of the suggestion or the reasons to suggest such a modification. Currently, the proposed methodology is not allowing such a feature.
I see it maybe as an incomplete workaround and I would suggest to let the issue open until the exact same feature on the web interface and vs code extension is implemented.

Thanks @alexr00 for reopening.

We actually have this feature already (though it's a bit difficult to find)! To use:

Check out the pull request you want to make a suggestion on.
Make the code change and stage your suggestion.
Run the "Suggest Edit" command from either the command palette or the git ... menu.
The suggestion will show up on the description page as a patch which can be applied.

Great tip, thanks! This is better than nothing, but as others have mentioned, it doesn't result in a patch that can be applied in the web UI. In case anyone is wondering what it looks like, this is the result:

i.e. It posts a comment containing a markdown code block formatted with the diff lang.
Another quirk I noticed is that this applies the comment immediately, even if you are in PR review mode. This can be a bit confusing as the author of the PR will get notification spam for each suggestion, and then only later when you submit the review will they see the rest of the comments. In addition to the spam problem, this can be confusing when reading comments, because the author simply sees a "suggested change" with no context as to why you're suggesting it.
Perhaps a "suggestion" (😏 ) for improving this feature would be to allow posting a message along with the diff. Maybe it could be implemented as a second step in the command palette.
Anyway, the feature that leaves a diff in a comment is not too bad – thanks for the extension!

We actually have this feature already (though it's a bit difficult to find)!

Not really.  You have a feature to suggest a change as a patch in a comment but it's not using GitHub's suggestion facility as it does not provide the reader with the tools that suggestion facility provides to be able to apply the suggestion right from the UI.
So while you have similar feature, it does not satisfy the original request, IMO.

Is this suggestion being considered?

Now that microsoft/vscode#146510 is landed this feature is closer to being achievable.
I wonder if the UX for it can be nicer than GitHub's.  Maybe by allowing some kind of in-place/in-editor changing while reviewing and some button that makes that a  ```suggestion in the comment.

Now that https://github.com/microsoft/vscode/issues/146510 is landed this feature is closer to being achievable.

This is super nice.

Some button that makes that a ```suggestion in the comment.

With a small keyboard shortcut ;)

+1 on adding the ability to make code suggestions as comments, this would be super helpful.

+1 for button that would wrap content with suggestion  block like it is done on GitHub.

+1, ```suggestion block with shortcut/button would be very helpful!

There are several parts that will need to be done here:

Show ```suggestion blocks in some way in the comment widget (https://github.com/microsoft/vscode-pull-request-github/pull/4248)

The comment widget just allows markdown, no HTML, so we will likely not be able to show a nice little diff like GitHub does

Apply ```suggestion blocks in the comment widget (also in progress in https://github.com/microsoft/vscode-pull-request-github/pull/4248)
Have a button that inserts the ```suggestion + text editor content for when you're authoring a comment

Requires new API in VS Code

Unintentionally closed by the PR!

There's still room for lots of polish, but the feature is now fully available in the latest pre-release build.

Nice. Thanks @alexr00. Going to test it ;)

@alexr00 this is great! One feature I would like is a settings option to create a commit on every applied suggestion. Right now, you can apply a suggestion and resolve a conversation, but then if something happens in between, that change gets lost. Should I file this as a separate issue?

@JustinGrote a separate issue for that makes sense.  Personally, I don't want to have a separate commit per suggestion as that feels like an implementation detail from when you could only accept suggestions on github.com. I'd like to gauge interested in having separate commits like this though, as others like yourself may prefer to have many smaller commits.

@alexr00 Is there anyway to commit suggestions? Like in comment suggestions made in github? Something like I agree with it so I apply it. I found a "Apply patch" button when a suggestion is made inside vscode, but anything when it was send by github.

@Dru01 that is what is requested in https://github.com/microsoft/vscode-pull-request-github/issues/603#issuecomment-1498375128. Currently, the suggestion will be applied locally, but not committed.

@alexr00 Thanks for your work on this! I can't seem to find a button in the review comment to invoke the pr.applySuggestion command, even in an up-to-date Insiders build:

@lgruen do you have the PR checked out? We only support accepting a suggestion in a checked out PR.

@lgruen it shouldn't make a difference. Is this a public PR that you could share a link to? There's likely something about this specific comment that we're not parsing correctly.

@lgruen thanks! I found a way to reproduce the issue that might be what you're hitting: https://github.com/microsoft/vscode-pull-request-github/issues/4839


Routes: Skip domain and API version

The URI layout has included the domain and API version. However, the domain is not relevant for the producer side, so do not include it. The new URI now is http://domain:port/topics/{name}

cc @wikimedia/services

Done, the layout is now /v1/topics/{name}


What are config-artifact-pvc and config-artifact-bucket configured for

when I'm reading https://tekton.dev/docs/pipelines/install/#configuring-pipelineresource-storage, I'm not quite understand config-artifact-pvc and config-artifact-bucket.
Are they only configured for pipelineResource, Do they have any relationship with Workspace PV?
Since pipelineResource is deprecated, Do I need to configure them if I'm not use pipelineResource?

Hey @shenqinb-star

Are they only configured for pipelineResource, Do they have any relationship with Workspace PV?

Yes, they are only for PipelineResources.

Since pipelineResource is deprecated, Do I need to configure them if I'm not use pipelineResource?

Nope, if you don't use PipelineResources, you don't need to configure them.

Thanks alot @vdemeester. it helps


Embed miner into webpage

Hey! awesome work! How can I embed this into my webpage? I tried editing the miner.js without luck. Am I missing the ready-made js?

You can use [CoinHive Proxy] to get you own proxy and a snippet you can embed on your website to use the miner.

Cool, can you specify your own pool? I see you only included the biggest ones

I just added the ability to do it. Select the last option Custom Pool and enter Host, Port and Difficulty.

Beautiful! Using now :)


Emulator room/cube appears in-scene while emulator is on

The hex room/cube appears in the scene

Developing in AFRAME

This is intentional. The grid room should only be visible when you are in AR mode, which should give you pass-through background on headset. The grid room is to emulate the pass-through background. The dimension of the grid room can be customized with the space width/height/depth option in the emulator UI, and the grid room supplies XRPlanes information accordingly to the WebXR app.

Understood, thanks.
Thats useful.


Rename repo to pcm-ias-plants-occurrences

Cf. https://ipt.inbo.be/resource?r=pcm-ias-plant-occurrences. Also rename e.g. R project file and any other references.

Incorrect, decided to use pov after all: https://github.com/riparias/pov-ias-plants-occurrences/issues/16#issuecomment-1346275981


Class structure discussions

Currently, the system has one class in the mtg_builder file: MTGJSON.
There seems to be no benefit to this class, making it confusing to others who look as it's the only class in the project. The goal here is to either remove the class framework and make every module it's own thing, or classify every module. I'm honestly fine with either choice, but we should come to an agreement. Comments here would be appreciated

Related: https://github.com/mtgjson/mtgjson-python/issues/32

I've changed the entire structure around since July. There are now only two files, init and main


pretrained model weight

Hi,
nice repo.
Can you privide the PTPCG of DuEE-Fin model weight file?
thanks.

Hi there, sorry for the late response. Thanks for your attention on our work~
Unfortunately, he checkpoint is missing. But training on DuEE-Fin is really fast, and you could reproduce the results on our data pre-processing and training scripts. If there are any problems about training, please let me know.
Thanks for your understanding.


NullPointerException when not specifying the token_type_hint for the revoke token endpoint

Hi. I got a new issue. If I omit to specify the token_type_hint request parameter for the revocation token I get a NullPointerException.
In my opinion, I should get a 4XX HTTP status with a nice message as it happens if I omit the token for example (or for the other endpoints like /token). Please let me know if you consider this an issue as well and if yes, you can assign it to me. I can take care of it.
Steps to reproduce: Call the /oauth2/revoke endpoint without specifying the token_type_hint request parameter.
Result:
java.lang.NullPointerException: Cannot invoke "org.springframework.security.oauth2.server.authorization.TokenType.getValue()" because "tokenType" is null
at org.springframework.security.oauth2.server.authorization.InMemoryOAuth2AuthorizationService.hasToken(InMemoryOAuth2AuthorizationService.java:67) ~[main/:na]
at org.springframework.security.oauth2.server.authorization.InMemoryOAuth2AuthorizationService.lambda$findByToken$0(InMemoryOAuth2AuthorizationService.java:61) ~[main/:na]
at java.base/java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:176) ~[na:na]
at java.base/java.util.concurrent.ConcurrentHashMap$ValueSpliterator.tryAdvance(ConcurrentHashMap.java:3620) ~[na:na]
at java.base/java.util.stream.ReferencePipeline.forEachWithCancel(ReferencePipeline.java:127) ~[na:na]
at java.base/java.util.stream.AbstractPipeline.copyIntoWithCancel(AbstractPipeline.java:502) ~[na:na]
at java.base/java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:488) ~[na:na]
at java.base/java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:474) ~[na:na]
at java.base/java.util.stream.FindOps$FindOp.evaluateSequential(FindOps.java:150) ~[na:na]
at java.base/java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) ~[na:na]

So, I actually see this paramters is OPTIONAL in the RFC. So I guess if it's not given, the authorization server should be able to find the token without the hint. Still, it shouldn't throw a NullPointerException
token_type_hint  OPTIONAL.  A hint about the type of the token
submitted for revocation.  Clients MAY pass this parameter in
order to help the authorization server to optimize the token
lookup.  If the server is unable to locate the token using
the given hint, it MUST extend its search across all of its
supported token types.  An authorization server MAY ignore
this parameter, particularly if it is able to detect the
token type automatically.  This specification defines two
such values:
       * access_token: An access token as defined in [RFC6749],
         Section 1.4

       * refresh_token: A refresh token as defined in [RFC6749],
         Section 1.5

https://tools.ietf.org/html/rfc7009#section-2.1

Thanks for reporting this @lspil. This is indeed a bug at:
https://github.com/spring-projects-experimental/spring-authorization-server/blob/06bf391bfa9c274a75cf04f0777ece2ce8aa1cee/oauth2-authorization-server/src/main/java/org/springframework/security/oauth2/server/authorization/InMemoryOAuth2AuthorizationService.java#L67
Thanks for taking this on!

Closing as duplicate of #174. See comment


place held objects (like the brush) lower on the floor

also updates real robot test to verify the change

LGTM - but why do we need this exactly?

One thing is that it looked dumb to drop the brush from so high up, but the other thing is that I wanted to prevent the brush from dropping and bouncing into an orientation where right-grasping it then becomes hard. If it places it gently then it should be able to pick it up again from the same orientation that it was grasping it before.


Improve metrics of internal system actions

to be defined

Currently system metrics are sufficient to cover most use cases. I'll leave this issue open to add other metrics, once a need is find for those, and if they can't be derived from existing metrics.

Related: #72

Current metrics are sufficient, if new ones are needed those will be tracked in dedicated issues


Create the JS logic to have the modal appear after each question and then close after 5 seconds.

The modal is working. We just need to add style and content.


[spaceship] identify imessage screenshots

PR 1/2
issue: https://github.com/fastlane/fastlane/issues/7366
Spaceship

adds a attr platform - sets it to imessage if screenshot is imessage.

deliver

download imessage screens into the right folder iMessage

1/2 -> https://github.com/fastlane/fastlane/pull/7399 (spaceship)

2/2 -> https://github.com/fastlane/fastlane/pull/7400 (deliver)

@milch  updated


Documentation improvements -- how to run groovy

I tried to make these changes to the doc and submit a PR, but it was taking me too long to figure out the templating system, since I'm still new to groovy.  I would still like to offer my ideas for improving the documentation, in hopes that someone familiar with the build system can easily make the changes.
Proposals:

on the install page, create a new section (6) entitled "Verify installation".  Move some of the content from section (5) to section (6).  The bit starting with "You should now have Groovy installed properly. You can test this by..." and ending with the command to test it.  I would probably simplify at this point and suggest using command groovy -version to verify proper installation.
on the documentation page, add a new item after "Install Groovy" entitled "Run Groovy"
move to the new "Run Groovy" page all the bits from section (5) of the install page, starting with "a command shell..."
append to the new "Run Groovy" page all the info from Groovy Shell Scripting.  Three options for this:
** provide a link to the original posting
** get permission in writing from the original author to reproduce the content; in this case you'd probably want to add a tagline, "reproduced with permission from XXXXX" and check in the written permission to the codebase, not visible on the website, but so that it doesn't get lost
** rewrite the content from scratch

Please reopen at apache/groovy-website if you think the proposals still make sense after the intervening time.